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Temotei
2013-09-05, 09:43 AM
Inner Might

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



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


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on October 16th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


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


4. Everyone is allowed only one entry per contest.


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


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

It's a bird! It's a plane!

...It's a plane!

Temotei
2013-09-05, 09:44 AM
Base Class Name

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

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

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

1st|
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20th|
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+x|Class Ability[/table]

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

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

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

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




Base Class Name

Put an optional image of your class here!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

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

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

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

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

1st|
+x|
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2nd|
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Class Features
All of the following are class features of the CLASS NAME.

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

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

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

Xaotiq1
2013-09-05, 10:09 AM
Steam Punk

(Work In Progress)

Yarghenforgen
2013-09-05, 11:07 AM
The Gate

Put an optional image of your class here!

Getting cocky, eh? We'll see how well you can sneer when you have to start holding your breath.
-Larai, Keeper of the Wind Shrine



Adventures: Gates advanture for any number of reasons, as their personalities and circumstances are as radical and varied as the planes themselves.

Characteristics: Gates channel the innate power of neighboring planes, altering themselves, others, or the battlefield.

Alignment: Any.

Religion: Gates may venerate gods of travel or protection, praying for their blessing in the hopes of staving off disaster.

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

Races: Any can manifest the ability, though unliving races are rarer, due to the fact that the physical strain involved tends to tear their body apart.

Other Classes: Druids tend to be wary of gates due to their tendency to rip nature a new one wherever they decide to manifest their abilities. Gates share a special kinship with sorcerers and warlocks due to their shared experience with innate understanding of magical forces, and indeed, more mundane people often mistake Gates for particularly odd sorcerers.

Role: The gate excels in the role of a battlefield controller, though they may serve as primary melee combatant, depending on playstyle.

Adaptation: Gates may result from the fruition of long hours of research, rather than innate talent. In this case, replace all mentions of Charisma in class features with Intelligence, reduce skill points to 2+int mod, and replace social skills with more knowledges and spellcraft.

GAME RULE INFORMATION
Gates have the following game statistics.
Abilities: Constitution is important to Gates for endurance to withstand the physical strain of channeling, as well as being able to take a hit. Gates also need Charisma to force their will and desire into their channeling and execute fine control.
Alignment: Any.
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: 4d4x10 gold (100 gp)

Class Skills
The Gate's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

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

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

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

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

3rd|
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10th|
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11th|
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12th|
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13th|
+9|
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+8|Class Ability

14th|
+10|
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+9|Class Ability

15th|
+11|
+9|
+5|
+9|Class Ability

16th|
+12|
+10|
+5|
+10|Class Ability

17th|
+12|
+10|
+5|
+10|Class Ability

18th|
+13|
+11|
+6|
+11|Class Ability

19th|
+14|
+11|
+6|
+11|Class Ability

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

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

Weapon and Armor Proficiencies: Gates are proficient with all simple weapons. Gates are proficient with light armor.

Channeling (Su):

Zaydos
2013-09-05, 12:04 PM
Jinnblood
“Good? Evil? What matter these constructs of the mind. Earth, Air, Fire, and Water, all things are made from these, all things have their wellspring there. They are true power!” – Hayden Fraes, a large ham barmy jinnblood

A jinnblood is wields the power of the elements, flowing naturally from their fingertips. Reliant primarily on a raw surge of jumbled elemental energy as their primary offense, a jinnblood has a variety of other abilities open to them. Their elemental invocations are primarily usable freely, but some develop more specialized powers that require several moments of calm between uses, or even hold such power that they can only be used once a day.

Adventures: A jinnblood might adventure for any of many reasons. Many born on the Prime find that their powers are distrusted, confused with the demonic powers of warlocks, and adventure because they have little place in society. Others adventure out of curiosity. Their powers are a rarity, an inborn connection to one of the four elements which leads them to a kinship with it. To many just trying to find out why this is, what gave them this power, is reason enough to adventure as such knowledge is beyond common men held by those with power, or in places of lost power.

On the Inner Planes, and to a limited extent the Outer Planes, they are more respected and common. Where a Prime Material jinnblood may adventure to find out why they have this power, planar jinnblood often feel they already know. Many take to adventuring out of a sense of pride, they have been gifted this great power and it would be a shame to squander it in a life that is merely ordinary. Others adventure because even on the planes they feel out of place in mortal society, more at home in the wilds of the Elemental Planes, and with a burning desire to unlock the tightly guarded secrets of these worlds.

Characteristics: A jinnblood wields the powers of the elements themselves, channeling them into magical effects. At their most basic a jinnblood is a ranged combatant, relying on their elemental blast to either weaken or kill enemies. Their invocations provide a variety of boons allowing them a mixture of defensive abilities, fogs and walls which serve to reshape the battlefield, and various utility powers. A jinnblood’s abilities makes them well suited to traversing hostile environments, such as those found on the Inner Planes.

Alignment: Jinnbloods show no strong tendencies towards any alignment. Earth jinnbloods show a leaning towards the lawful alignments, while air and fire jinnbloods are more commonly chaotic. Fire jinnbloods are also polarized between moral alignment, being most commonly passionately good or evil, meanwhile air blooded are usually unconcerned with good or evil. Earth blooded show no strong leaning towards good, evil, or even neutrality in the moral sense, and water blooded reflect their race’s alignment spread fairly evenly.

On the Inner Planes this changes somewhat, as many jinnbloods find themselves aligning with one of the Archomentals. As such jinnbloods on the Inner Planes are more commonly divided between good and evil.

Religion: Many jinnbloods turn to gods with a strong tie to one or more of the elements, especially the one corresponding to their path. Others worship gods of nature as a whole, or travel, while still others forgo gods altogether stitching together a somewhat animistic worship of the elements directly. On the Inner Planes, and on Prime Material Planes where they are well known, many jinnbloods worship the Archomental Princes and Princesses of Elemental Good and Evil.

Background: The power of a jinnblood typically comes naturally. The common theory is that they have traces of genie descent and in some sort of genetic throwback they redevelop these powers which connects them to the elements. Others are descended from other elemental creatures, or are elemental creatures themselves. Rarer are the jinnblood who are the children of elementally dedicated priests and druids who manifest naturally some of the magical powers of their parents. Other jinnbloods have an almost inexplicable connection to the elements the source of which is varied, sometimes it is a matter of the place they were born some leaking of elemental essence into the plane, other times it could simply be fate. It is said that jinnbloods are born not made, but this simple phrase may be wrong. Stories tell of monasteries on the Inner Planes, and a few Primes, were sages teach a creature to harmonize with the elemental powers within them opening themselves to act as a conduit to the raw power of the elemental planes.

Races: Among the common races jinnbloods show up most commonly in cultures that deal heavily with denizens of the Inner Planes or with strong elemental connections. As such humans, and some elven civilizations, sometimes count jinnbloods among their numbers, but it is in dwarves and gnomes that jinnbloods specifically earth blooded ones are most common. Outside of the common races, earth blooded duergar outnumber their hill and mountain dwarf counterparts several times over due to the duergars’ close dealings with the dao.

Among the planes, genasi are very likely to be jinnbloods, not surprising as they are often half genie and it is basically assumed that those who do not manifest it naturally could do so with some training. Mephits contend with genasi for the most common members of the class, though, and many of the planes’ mephit dukes are jinnbloods of some power. Mephlings are less likely to become jinnbloods than their mephit forefathers. Elementals and paraelementals count a few jinnbloods among their numbers, but for one of their number to become a jinnblood seems to be an act of dedicated practice and study that few perform. Genies count relatively few jinnbloods among them, save for the jann who are almost as likely to become a jinnblood as a mephit or genasi. Among the Outer Planar races jinnbloods are rare, a few fiends and celestials with elemental connections manifest these powers and some of their planetouched children, but it is extremely rare for a jinnblood to be counted among the githzerai, neraphim, bariurs, or rogue modrons.

Other Classes: Jinnbloods get along well with druids, their natural connection to the elements giving them a common ground. The same holds true with elemental clerics. They typically know the value of a rogue’s ability to get around, and the usefulness of a frontline combatant to keep enemies away. Jinnbloods are often more accepting of a warlock than most, knowing the hatred that common people often feel for those with a hint of demonic power, but despite their similar powers they feel little true connection with those whose power source is actually so fundamentally different. They respect the power of sorcerers and wizards, but typically get along better with the former who share their innate power tempered by limited learning than with wizards who all too often would study them as a curiosity instead of interact with them as a person.

Role: A jinnblood serves as a ranged combatant dealing out a moderate amount of damage coupled with the potential to debuff opponents. Depending upon a jinnblood’s invocations they can have a variety of debuffing elemental blasts, fogs and walls to shape the battlefield, defensive powers, or even a few buffs usable to augment the power of allies. Between their ability to gain any movement mode, given sufficient levels, various extra senses, increased speed and invisibility a jinnblood can make a decent scout. Their allied buffs, though, are limited and they cannot fulfill the role of a primary buff specialist like a true caster or a bard.

Adaptation: A jinnblood could be divorced from genies entirely, simply drawing their powers from the elements. They could be the priests of a special religious order, or if their invocations were made arcane like a warlock’s and they were given the ability to ignore spell failure for light armor an order of elementalist mages. Remove their first level invocation, give them a monk’s unarmed strike, Wind’s Grace, remove the 30-ft range on their Elemental Blast and make it instead channeled through an unarmed strike or melee touch attack and you can easily turn them into elemental monks.

GAME RULE INFORMATION
JINNBLOODS have the following game statistics.
Abilities: A jinnblood’s Wisdom determines how hard it is to resist their debuffing effects, or any other effects of their invocations. Their Dexterity determines their accuracy, most important at low levels, and adds to their armor class. Constitution serves to increase Fortitude saves and hp allowing them to survive if an enemy does manage to get into melee with them. Intelligence and Charisma are important for various skills and abilities. Strength is their least important ability.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian/simple.
Starting Gold: 4d4x10 (100 GP).

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

1st|+0|+0|+0|+2|Elemental Blast 1d6, Least Channels, Path of the Elements|1

2nd|+1|+0|+0|+3|Detect Elementals|2

3rd|+2|+1|+1|+3|Elemental Blast 2d6, Blast Invocation (Least)|2

4th|+3|+1|+1|+4|Planar Knowledge|3

5th|+3|+1|+1|+4|Elemental Blast 3d6, Second Step|3

6th|+4|+2|+2|+5|Lesser Channels|4

7th|+5|+2|+2|+5|Elemental Blast 4d6, Elemental Diplomat|5

8th|+6/+1|+2|+2|+6|Blast Invocation (Lesser), Focused Blast|5

9th|+6/+1|+3|+3|+6|Elemental Blast 5d6, Alter the Flow (Least)|6

10th|+7/+2|+3|+3|+7|Third Step|6

11th|+8/+3|+3|+3|+7|Elemental Blast 6d6, Greater Channels|7

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

13th|+9/+4|+4|+4|+8|Elemental Blast 7d6, Blast Invocation (Greater)|8

14th|+10/+5|+4|+4|+9|Focused Blast (Area), Alter the Flow (Lesser)|9

15th|+11/+6/+1|+5|+5|+9|Elemental Blast 8d6, Fourth Step|9

16th|+12/+7/+2|+5|+5|+10|Primal Channels, Focused Blast (Greater)|10

17th|+12/+7/+2|+5|+5|+10|Elemental Blast 9d6, Elemental Immutability|11

18th|+13/+8/+3|+6|+6|+11|Blast Invocation (Primal)|11

19th|+14/+9/+4|+6|+6|+11|Elemental Blast 10d6, Alter the Flow (Greater, Improved)|12

20th|+15/+10/+5|+6|+6|+12|Fifth Step|12[/table]

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapons and Armor Proficiencies: A jinnblood is proficient in all simple weapons, and in light and medium armor.

Invocations: A jinnblood gains access to invocations similar to those of a warlock or dragonfire adept. Unlike a warlock or dragonfire adept a jinnblood’s invocations are closer to divine magic than arcane and they are considered to have a divine caster level instead of an arcane one for fulfilling prerequisites and never suffer arcane spell failure. A jinnblood uses their Wisdom modifier, instead of their Charisma modifier, for determining the save DCs for their invocations and how hard they are to resist.

In addition certain jinnblood invocations are limited in their use to once per day or once per encounter. A jinnblood may learn such an invocation more than once, doing so gives them an extra use of that invocation for each extra time it is learned.

At 1st level jinnblood can only select Least invocations. At 6th level when they gain access to Lesser invocations. At 11th level they gain access to Greater invocations. At 16th level they gain access to Primal invocations their equivalent of Dark or Draconic invocations.

A jinnblood may take the Infernal Adept feat to gain access to Dragonfire Adept and Warlock invocations, and it may be used by the aforementioned to gain access to jinnblood at-will invocations.

Elemental Blast (Sp): An elemental blast is a ray with a range of 30 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An elemental blast deals 1d6 points of damage at 1st level and increases in power as the jinnblood rises in level. This damage, sometimes called Planar damage, is a composite of Acid, Cold, Electric, Fire, Negative and Positive energy and is only resisted by a creature which resists all these types of damage (living creatures and constructs are considered to be immune to positive energy for this purpose) and it uses the weakest resistance/immunity from among them; vulnerabilities do not apply. It is otherwise identical to a warlock’s eldritch blast.

Elemental Blasts and Eldritch Blasts: If a character possesses both an elemental blast and an eldritch blast they may combine them into a single attack. This attack deals damage equal to the combined damage of their elemental blast and eldritch blast. The range is the lesser of the two attacks (typically the elemental blast’s 30-ft range) and the damage is Planar damage unless an eldritch or elemental essence sets it to another type.

Should a jinnblood gain access to an Eldritch Essence invocation it may be used as an Elemental Essence (the two terms are equivalent) applied to an Elemental Blast, and should a warlock gain access to an Elemental Essence the reverse applies.

An Elemental Blast can be used to qualify for Eldritch Theurge as if it were an Eldritch Blast.

In a gestalt game you may not stack your elemental and eldritch blast damage to obtain damage higher than 1/2 your character level (rounded up) +1 in dice.

Path of the Elements: A jinnblood’s power springs from the elements that form the world. Each jinnblood’s connection to these powers is strongest with regards to a certain element. At first level a jinnblood selects one of the four classical elements (Air, Earth, Fire, or Water), this determines the abilities gained from the Second, Third, Fourth, and Fifth Step abilities and also grants the jinnblood a second good save for their jinnblood levels.

If they select Air or Fire they treat Reflex saves as a good save.

If they select Earth or Water they treat Fortitude saves as a good save.

Detect Elementals (Sp): A jinnblood can detect elemental creatures, whether true elementals, non-elementals with elemental subtypes, and natives to the Inner Planes. This functions as Detect Undead with the following differences:
It detects elementals, creatures with elemental subtypes, and natives to the Inner Planes even if they lack an elemental subtype or the elemental type.
Creatures lacking the elemental type has an aura of one half the normal strength.
During the 2nd round you may also determine which of these auras are associated with a creature with an element subtype matching your Elemental Path.

Blast Invocation: At 3rd level a jinnblood gains a least elemental essence or blast shape invocation if they do not already have one. If you already have a least elemental essence or blast shape invocation you may instead select any least jinnblood invocation.

At 8th level, 13th level, and 18th level a jinnblood gains another invocation with the same restrictions except that each one is 1 grade higher than the one before it.

Planar Knowledge (Ex): A jinnblood finds that they are able to instinctually grasp information about the Inner Planes from which their powers spring. At 4th level a jinnblood gains a +4 insight bonus on Knowledge (the Planes) checks concerning the Inner Planes and their inhabitants and a +2 insight bonus to Survival checks made on the Inner Planes.

Second Step (Ex): A jinnblood’s deep connection to the elemental powers serves to help protect them from harm. At 5th level a jinnblood gains an ability based on their Elemental Path.

Air: +1 dodge bonus to AC per 5 class levels.
Earth: DR 1/-. This DR increases by 1 for every 5 class levels beyond 5th.
Fire: Once per round when you receive damage you may take a 5-ft step as a free action even if it is not your turn. Beginning at 15th level you may use this ability an additional time per round, but only once per instance of damage. You may not use this ability in response to damage caused by entering a square.
Water: You gain 2 temp hp at the start of every round (these do not stack with other temporary hp or themselves) +2 temp hp for every 5 class levels beyond 5th you obtain. At 8th level you gain Uncanny Dodge. This becomes Improved Uncanny Dodge once you obtain 13th level.

Elemental Diplomat (Su): Jinnblood’s often find themselves as go-betweens for various elemental beings, and find that their resonance with the elemental powers lend their words carry a preternatural weight. Beginning at 7th level a jinnblood gains a +3 competence bonus on Charisma checks, Charisma based skill checks, and Sense Motive checks made when dealing with creatures with an elemental subtype matching the jinnblood’s elemental path.

Focused Blast: A jinnblood learns to focus their elemental blast increasing its power. A jinnblood of at least 8th level may spend a full-round action to use their elemental blast with a -3 penalty to hit. If they do so the base damage from the jinnblood’s elemental blast, and any bonus damage from an elemental essence (but not other sources of bonus damage), is doubled. Focused blast may not be used with any blast shape that causes their elemental blast to strike multiple creatures or make multiple attacks. If combined with Empower Spell-like Ability (or similar effect) this gives a 150% increase total to the base damage and bonus damage from elemental essences (and 50% from other sources of bonus due to the Empower effect).

Beginning at 14th level a jinnblood may use their Focused Blast with an elemental blast that affects an area but when doing so the DC of any save for half damage is reduced by 4. They still may not use it with any ability which allows multiple attacks to be made against a single target.

Beginning at 16th level a jinnblood's focused blast now may deal triple the base damage (including damage from elemental essences) instead of double damage but suffers a -6 to hit instead of -3 when used this way. If combined with Empower Spell-like Ability (or similar effect) this gives a 250% increase total to the base damage and bonus damage from elemental essences (and 50% from other sources of bonus due to the Empower effect).

Alter the Flow (Su): As a jinnblood’s connection to their elemental powers deepen so too does their understanding of them. With understanding comes control, and eventually jinnbloods learn to alter the natural flow of their powers allowing them to change how they are manifested. Beginning at 9th level a jinnblood may, once per day, spend 1 hour in meditation to change one Least invocation they have access to as a jinnblood to another jinnblood invocation of the same grade. The sacrificed invocation must be available to use (so it cannot be an expended daily invocation), and it must be an invocation gained through class levels. In addition you must still have at least one blast shape or elemental essence invocation gained through class levels of each grade, and you must retain your Fourth Step invocation. Using this ability ends any currently active instances of the invocation that was lost.

Levels in a class which advance jinnblood invocations stack with jinnblood levels to gain access to Alter the Flow and its improvements.

At 14th level a jinnblood using this ability may change one Least or Lesser invocation under the same restrictions that apply above.

At 19th level a jinnblood using this ability may change one Least, one Lesser, and one Greater invocation (they may choose to only change one or two invocations, they do not have to change one of each grade) under the same restrictions that apply above. In addition activating this ability now only requires 10 minutes.

Third Step (Ex): A jinnblood grows ever closer to their elemental power source. Beginning at 10th level a jinnblood gains either Evasion or Mettle depending upon their elemental path. If they selected the Air or Fire path they gain Evasion, and if they selected the Earth or Water path they gain Mettle.

Elemental Adaptation (Ex): A jinnblood is at home amongst the elements, moving through the Inner Planes with safety even without a need for magical protection. Beginning at 12th level a jinnblood is continuously affected as if by the Avoid Planar EffectsSpC spell.

Fourth Step: A jinnblood’s mastery of their elemental nature continues to deepen manifesting in the form of an additional invocation. At 15th level a jinnblood gains an invocation based on their choice of elemental path, if they already have this invocation they may select a different greater jinnblood invocation in its place.

Air: Shield of Winds

Earth: Earth Glide

Fire: Blazing Blast

Water: Water Step

Elemental Immutability (Ex): A jinnblood elemental connection grounds them, tying their form to the world. Beginning at 17th level a jinnblood is immune to any effect which would alter their physical form (polymorph, disintegration, petrification, most Transmutation effects) and allows a save. A jinnblood may still choose to allow the effect to affect him, but they are no longer considered willing for such effects while unconscious.

Fifth Step (Ex): A jinnblood’s growing closeness to the elemental powers leads them to eventually transcend their natural form entirely. At 20th level a jinnblood’s type changes to Elemental and they gain the subtype matching their Elemental Path. They gain all traits associated with that subtype and the elemental type including immunity to stunning, critical hits, poison, etc, but may still be resurrected normally. In addition this transformation permanently halts a jinnblood’s aging (any previous penalties or bonuses still apply but they will not accrue new ones) and they no longer have a maximum age.

The jinnblood also gains the ability to move between the elemental planes and the Prime Material Plane gaining the ability to use Plane Shift as a spell-like ability at-will on themselves only. They may only use this ability to move to the Prime Material Plane or the Inner Plane matching their Elemental Path and, if the old 2nd edition cosmology is used, any paraelemental or quasielemental plane bordering it. When this ability is use to travel to their corresponding Inner Plane (but not its neighboring planes) this ability does not suffer from the inaccuracy normally inherent in Plane Shift.

Alternate Class Feature: The Qorrashi Born:
Some jinnbloods draw their power primarily from the Paraelemental Plane of Ice, hypothetically due to descent from the qorrashi or ice genies (Frostburn page 131). These jinnbloods replace their Elemental Path and abilities which build off of it. This is close to a 5th elemental path but different enough to be listed separately. They also require the use of a non-standard cosmology (for 3.X, normal for 2e and earlier) with either the paraelemental planes or the Elemental Plane of Cold.

Changes

Level 1: Elemental Path is replaced with Path of Ice; this grants you a good Fortitude save (just as selecting Earth or Water does).

Level 5: A Qorrashi Born still gains the Second Step as normal but gain the extraordinary ability to hide without cover or concealment as long as they are in an area with ice or snow not of their own creation. At Lv 10 this ability lets them do so even if they are being observed.

Level 7: A qorrashi born replaces Elemental Diplomat with Tongue of Ice. This ability functions the same but applies whenever dealing with creatures of the Cold subtype.

Level 10: A qorrashi born's Third Step grants them Mettle.

Level 15: A qorrashi born's Fourth Step grants them the Frigid Gaze invocation.

Level 20: A qorrashi born's Fifth Step gives them the Cold and Air subtypes and they may move to the paraelemental Plane of Ice as well as both the Elemental Planes of Water and Air but may not go to any quasielemental planes with this ability.

Alternate Class Feature: Jannblooded

Jannblooded:
Like qorrashi blooded this alternate class feature changes your elemental path feature and abilities which build off of it. Where the qorrashi blooded represents an affinity for a paraelement, the jannblooded is a jinnblood whose elemental affinity truly is equal amongst all four elements.

The following abilities are affected/changed:

Elemental Path: Your Fort and Reflex saves are both poor, but you gain a +1 untyped bonus to them both, increasing to +2 at Lv 10, and +3 at Lv 20.

2nd Step: 1/day per 5 class levels you may, as an immediate action, gain a +10 sacred (if good or neutral) or profane (if evil) bonus to your AC against an attack after you know whether it would normally hit your AC.

Elemental Diplomat: Replace this ability with Transelemental Diplomat granting a +2 on all the same checks but applying to any creature with an elemental subtype.

3rd Step: A jannblood does not get either Mettle or Evasion, instead they gain the ability to 3/day re-roll a saving throw as a free action usable outside of their turn. They must accept the new roll even if it is worse than the initial roll.

4th Step: You gain the Gas Shape invocation.

5th Step: You gain all four elemental subtypes and may travel to any of the four elemental planes, but do not gain full accuracy with any of them.

Zaydos
2013-09-05, 12:05 PM
Jinnblood Invocations:

Jinnblood invocations function like warlock invocations, except they are divine in nature as opposed to arcane. In addition they are further divided including some invocations that can only be used once per encounter (or per 3 minutes out of combat) or once per day. A jinnblood’s invocations come from an elemental, as opposed to fiendish or fey source, and as such while some jinnblood invocations are mechanically identical to warlock invocations these often have different visual effects, for example a jinnblood’s Fell Flight is more likely to be represented with a wind lifting them up, or a cloak of mist, smoke, or storm clouds than one of shadows.

A jinnblood’s elemental essences work like warlock eldritch essences and the two terms are functionally identical. An encounter or daily elemental essence applied to an elemental blast along with an effect (such as Eldritch Glaive or Elemental Tri-Shot) which allows for multiple attacks only applies any extra damage due to the elemental essence to the first attack.

Invocation List (divided by uses, grade, and type)
At-Will
Least At-Will Invocations
Elemental Essences:
Acidic Blast: Elemental blast deals acid damage, reduces the targets Armor Class.
Dusk Blast: Your elemental blast becomes shadow stuff, dealing subdual damage and weakening them.
Shocking Blast: Bolt of electricity causes electric surges through target which temporarily reduce its mobility (functionally entangling them).

Blast Shapes:
Elemental Spear: As the Eldritch Spear warlock invocation.
Hideous Blow: As the warlock invocation of the same name.
Elemental Lance: Use Elemental Blast to make a melee touch attack.

Other:
Breath of the Night: As the warlock invocation of the same name.
Caress of Frost: Cover an area in ice making it more difficult to move through.
Child of the Waves: Gain swim speed and the ability to breathe water.
Cloak of Radiance: You are surrounded by light like that of a daylight spell.
Cradle of the Winds: Winds slow your falls, acting as a feather fall spell and increasing jump distances.
Earth Ear: Gain tremorsense.
Earthen Grasp: As the warlock invocation of the same name.
Endure Exposure: As dragonfire adept invocation of the same name.
Fogsight: See further through fogs and clouds, gaining low-light vision and darkvision.
Jann’s Tongue: Speak all languages, gain bonus to diplomacy and gather information.
Roots of the Earth: You become harder to knock down, or bull rush.
See the Unseen: As the warlock invocation of the same name.
Scalding Gust: As dragonfire adept invocation of the same name.
Spiderwalk: As the warlock invocation of the same name.
Step of Flames and Wind: Your land speed increases.
Stony Hide: Your skin becomes rough and rock-like its new hardness raising your natural armor.
Voidborn: No need to breathe, eat, or sleep.
Voidpull: Pull all creatures and objects within 60-ft of you closer.
Waste Walker: You resist acid, diseases, and poisons.
Whisper of the Wind: Send message long distance across the wind.
Wind’s Grace: Gain insight bonus to AC when unarmored and not carrying a shield.
Worldwalker's Step: Ignore difficult terrain.

Lesser At-Will Invocations:
Elemental Essences:
Anchoring Blast: Elemental blast prevents planar travel.
Brimstone Blast: As the warlock invocation of the same name.
Desiccating Blast: Elemental blast deals desiccating damage, exhausts target.
Deluge Blast: Elemental blast knocks target prone.
Earthbinding Blast: Elemental blast forces flying creature to the ground.
Hellrime Blast: As the warlock invocation of the same name.
Radiant Blast: Elemental blast deals fire damage, blinds target.
Slowing Blast: Elemental blast slows target.

Blast Shapes:
Elemental Chain: As warlock invocation Eldritch Chain.
Elemental Spray: Fire fills a 15-ft by 15-ft triangle in front of you.

Other:
Claws of Mist: Claws of solidified mist rend and grapple foes.
Cloak of Smoke: Smoke surrounds you duplicating the effects of a Blur spell.
Cloud of Ash: Cloud obscures vision, freezes and fatigues those within.
Elemental Charm: As the warlock invocation Charm but only affects elemental creatures.
Elemental Resistance: Gain resistance to one energy type or one of the varieties of damage dealt commonly by hazards in the Inner Planes.
Fell Flight: As the warlock invocation of the same name.
Flame’s Cloak: Fires surround you protecting you from cold and burning your attackers.
Icy Wind: Gust of Wind deals Dexterity damage and can freeze targets solid.
Naiad’s Gift: Grants target a swim speed and the ability to breathe water.
Storm Sprint: Rush across the battlefield as a bolt of lightning.
Stony Grasp: As the warlock invocation of the same name.
Voidsense: As the warlock invocation of the same name.
Walk Unseen: As the warlock invocation of the same name.
Water is Formless: Become partially amorphous and able to reshape your body to slip through cracks or disguise yourself.
Zephyr’s Freedom: Duplicate effects of Freedom of Movement and gain bonus against attacks of opportunity.

Greater At-Will Invocations
Elemental Essences:
Blazing Blast: Elemental blast deals fire damage and dazes targets.
Invigorating Blast: Elemental blast charges targets with life.
Noxious Blast: As the warlock invocation of the same name.
Stony Blast: Elemental blast takes form of spiked rocks which push foes and ignore spell resistance.

Blast Shapes:
Elemental Burst: Elemental blast fills a 10-ft radius burst within 100-ft.
Elemental Cone: As the warlock invocation Eldritch Cone.
Elemental Line: As the warlock invocation Eldritch Line (Dragon Magic).
Elemental Quake: Elemental blast travels through the ground to strike targets.

Other:
Armor of Life: Deathward grants limited protection to nearby allies.
Chilling Fog: As the dragonfire invocation of the same name.
Control Weather: As the spell but 24 hour duration and no hurricanes or tornados.
Earth Glide: Move through stone and earth like an earth elemental, see a short distance through rock.
Elemental Horde: Summon an elementite swarm.
Elemental Warding: Resist all energy types and most common damage in the Inner Planes.
Frigid Gaze: Gain a gaze attack that deals cold damage.
Gas Form: As Gas Shape but may continue to use your elemental blast despite its somatic component.
Illusory Creation: Persistent Image is harder to disbelieve and slightly real.
Lightning Wisp: Summon a ball of lightning that floats around you striking your enemies.
Oozy Bulwark: Wall of ooze hinders movement, deals acid damage to those passing through.
Planar Seal: Inhibit teleportation and planar travel effects nearby, including summoning.
Rocky Rampart: As Wall of Stone but grants minor DR to similarly aligned creatures atop it.
Shield of Winds: Winds deflect ranged attacks and rays.
Voice of the Elements: Speak to stones, flames, and water.
Voidsight, Greater: Gain blindsight out to 60-ft.
Wall of Perilous Flame: As warlock invocation of the same name.
Water Step: Teleport between bodies of water, as Greater Teleport with a range limit.
Winds of Dust: Aura slowly disintegrates nearby creatures.

Primal At-Will Invocations:
Elemental Essences:
Overcharged Blast: Blast takes 1 round to fire but deals significantly more damage.
Overwhelming Blast: Causes target to cower for 1 round.
Utterdark Blast: As warlock invocation of the same name.
Varell Blast: Elemental blast overcomes regeneration and hinders resurrection, but cannot hurt incorporeal creatures.

Blast Shapes:
Elemental Artillery: Elemental blast has range of effect and sight.
Elemental Burst, Greater: Elemental blast is a 20-ft radius burst within 600-ft.

Other:
Energy Immunity: As dragonfire adept invocation of the same name.
Instill Vulnerability: As dragonfire adept invocation of the same name.
Maelstrom Warp: Move action teleports Wisdom bonus worth of creatures within 30-ft of you.
Planar Void: Banish target to a random plane.
Pyre of Fantasy: Greater Dispel Magic burns target based on amount of spells dispelled.
Walker through Doorways: Ethereal Jaunt may attack between planes. Does Strength burn when used.

Encounter
Least Encounter Invocations:
Elemental Essences:
Potent Blast: Elemental Blast deals more damage.

Blast Shapes:
Elemental Hunter: Your elemental blast hits unerringly.

Other:
Fire’s Swiftness: Swift action grants an ally Haste for 1 round.
Healing Wind: Immediate action prevents damage dealt to an ally other than yourself.
Stone’s Touch: Touch reduces targets Dexterity.

Lesser Encounter Invocations:
Elemental Essence:
Thundering Blast: Your elemental blast deals sonic damage and permanently deafens the target.
Oozing Blast: Your elemental blast deals acid damage and nauseates target for 1 round.

Other:
Diamond Flesh: Immediate action gives you damage reduction equal to your caster level.
Last Gasp: You rip the air from the target’s lungs causing them to suffocate.
Wings of Wind: Grants 1 creature per 3 levels the ability to fly for a short period.

Greater Encounter Invocations:
Elemental Essences
Volcanic Blast: Your elemental blast is a bolt of magma dealing more damage and dealing damage again at the start of your next turn.

Blast Shapes
Elemental Storm: Your elemental blast affects a 15-ft radius within 150-ft feet, with the ability select certain squares as unaffected.
Elemental Tri-Shot: You fire 3 Elemental Blasts.

Other:
Bar Death: Delay creature's death for several rounds.
Draining Touch: Your touch deals damage and grants you temporary hit points.
Magmatic Blood: Transform a creature's blood into magma dealing fire damage and Constitution damage.

Primal Encounter Invocations:
Elemental Essences:
Tornado Blast: Your elemental blast knocks creatures flying.

Blast Shape:
Elemental Maelstrom: Your elemental blast hits any number of targets within 150-ft.

Other:
Blaze of Life: Target dies, exploding in a burst of positive energy healing nearby creatures.
Megaflare: Massive burst of flames deals heavy damage and leaves painful burns.
Mistcage: Traps target within a cell made of mist.

Daily Invocations

Least Daily Invocations:
Elemental Essences:
Earthgrasp Blast: Elemental blast deals extra damage and roots target to the ground.

Other:
Create Feast: Creates food and wine for one or more people.
Elemental Companion: Summons an elemental similar to that from Summon Nature’s Ally which serves you for 24 hours or until destroyed.
Reshape Stone: Acts as Stone Shape but affects a larger area.

Lesser Daily Invocations:
Elemental Essences:
Dusty Blast: Elemental blast disintegrates targets.

Other:
Control Size: Cause willing creature to grow or shrink up to two size categories.
Devouring Smog: Fog slows movement and deals damage.
World Walker’s Gate: Open a portal to an Inner Plane or the Prime Material Planes.

Greater Daily Invocations:
Elemental Essences:
Glacial Blast: Elemental blast deals increased cold damage and stuns targets while reducing their Dexterity.

Other:
Bestow Elemental Form: Target becomes an Elemental, gaining abilities based on element.
Jinn Statues: As Permanent Image but if you duplicate yourself you may see through their eyes.
Shining Rebirth: Immediate action, fully heal yourself.
Spirit of the Flames: Allies’ weapons burn with elemental power, dealing extra damage once per round.

Primal Daily Invocations:
Elemental Essence:
Petrifying Blast: Your elemental blast petrifies targets.

Blast Shape:
Elemental Bombardment: Elemental blast strikes a mile radius from 1 mile in the sky.

Other:
Ash Flow: Shapeable ash buries targets and freezes them, creating difficult terrain.
Call Monolith: Summons an elemental monolith to fight for you.
Ice Clone: Create a duplicate that you can control at a distance made out of summoned snow and ice.
Jinn's Wish: Copy a 7th level or lower spell, or undo an effect that can be removed with Wish.
Waves of Death: Waves of negative energy kill multiple targets.

Invocation Descriptions (sorted by usage and grade alphabetically)

At-Will

Least:
Acidic Blast: 2nd Level
Your Elemental Blast deals acid damage and any creature damaged by this blast has their Armor and Natural Armor bonuses to AC both reduced by 2 for 1 round.

Caress of Frost: 1st level
You coat the ground with a covering of ice, making movement across it difficult. You cover a 10-ft square within 30-ft with ice, any creature in this area when you activate this ability must make a Reflex save or fall prone. In addition moving through this area costs double the normal movement cost, any balance or tumble checks are made at -5, and any attempt to double move, withdraw, charge, or run through an area including this ice requires a DC 5 balance check (made at -5), on a failure the creature slips and falls.

The ice created by this ability lasts 1 +1/2 Wisdom bonus (minimum +0) rounds.

Child of the Waves: 2nd Level
Your hands and feet become webbed as gills appear on your throat. You gain a swim speed equal to your land speed and the ability to breathe water. You gain a +8 bonus to swim checks (due to your swim speed). In addition by spending 1 full round you may determine which direction is the nearest surface of the water. This ability lasts for 24 hours.

Cloak of Radiance: 2nd Level
You are surrounded by a nimbus of light equivalent to a daylight spell. This light counters and dispels magical darkness effects as a light effect with a spell level of 2 + 1/5 caster levels, and is countered and dispelled by darkness effects of the same level. This effect lasts 24 hours or until dismissed.

Cradle of the Winds: 1st Level
You are continuously under effects similar to a Feather Fall spell, in addition you gain a +4 competence bonus to Tumble checks and your long jump distance is doubled. This effect lasts 24 hours or until dismissed.

Dusk Blast: 2nd Level
Your elemental blast carries with it the power of twilight, of time passing, and the gentle end to light. Some claim this is the power of the Negative Quasielemental Planes, others claim that this power comes from a trace of Khayal blood. Your Elemental Blast deals untyped subdual damage and any creature struck by it must make a Fortitude save or suffer 2 points of Strength damage.

Earth-ear: 2nd Level
You gain tremorsense 30-ft and the ability to speak Terran. This effect lasts 24 hours or until dismissed.

Elemental Lance: 1st Level
You may use your elemental blast as a melee touch attack, this is treated as a one-handed weapon for the purpose of Power Attack and you may apply your strength bonus (if any) to damage, and your melee reach is increased by 5-ft for the purpose of this attack. Until the start of your next turn you may make attacks of opportunity with your Elemental Blast although the reach increase does not apply for determining your threatened area and these attacks of opportunity do not benefit from Focused Blast or any Elemental Essences.

Fogsight: 1st Level
You gain Low-Light Vision and you may see through fogs, clouds, and mist (magical and otherwise) that would normally obscure vision and grant concealment, though this enhanced vision is limited to a range of 60-ft and any portion of fog/mist/cloud beyond this range obscures your vision normally. This effect lasts 24 hours or until dismissed.

Jann’s Tongue: 2nd Level
You call upon the golden tongues of the jann who, composed of all four elements, are natives to all the Inner Planes and therefore often the diplomats across them. You gain the benefits of a Tongues spell, in addition you gain a +4 insight bonus to Diplomacy and Gather Information checks for 24 hours.

Roots of the Earth: 1st Level
You gain a +4 insight bonus on checks to resist Bull Rush and a +4 insight bonus on saves or check to resist being knocked prone (including trip) as long as you are standing on the ground, and a +6 insight bonus to Balance checks. This effect lasts 24 hours or until dismissed.

Shocking Blast: 2nd Level
Your elemental blast shoots forth as a bolt of lightning which sends shocks through the targets body causing muscle spasms. Your elemental blast deals electric damage instead of planar damage and any creature struck by it must make a Reflex save or be Entangled (add hyperlink to SRD here) for 1 round.

Step of Flames and Winds: 1st Level
Fire quickens your limbs, or wind guides your step, increasing your speed. You gain a +10-ft enhancement to your land speed +10 additional feet per 7 caster levels (to a maximum of +30-ft enhancement at Lv 14). This effect lasts 24 hours or until dismissed.

Stony Hide: 2nd Level
You gain a +2 enhancement bonus to natural armor. This bonus increases by 1 per 4 caster levels. This effect lasts 24 hours or until dismissed.

Voidborn: 2nd Level
You do not need to breathe, eat, or drink for 24 hours.

Voidpull: 2nd Level
All creatures and unattended objects, save those physically attached to the ground, within 60-ft of you are moved 5-ft towards you, assuming that there is an empty square they can move into. Activating this ability is a swift action.

Waste Walker: 2nd Level
You gain acid resistance equal to twice your caster level, and a +5 bonus on saves versus Poison and Disease; at CL 10 this becomes immunity to poison and disease. This effect lasts 24 hours or until dismissed.

Whisper of the Wind: 2nd Level
This functions as the spell Whispering Wind but you may target a creature. If they are further than 1 mile/caster level away the spell fails. If they are less then the wind will seek them out and deliver their message. A creature with a Nondetection spell or a Mindblank spell active cannot be targeted in this way.

Wind’s Grace: 2nd Level
When unarmored, unencumbered, and not carrying a shield you gain an insight bonus to your armor class equal to your Wisdom modifier as the voice of the wind guides your movements. This bonus lasts for 24 hours. This bonus does not stack with a monk’s bonus to AC.

Worldwalker's Step: 2nd level
The jinnborn seems to be in tune with the world around them moving with its flows and not against them, gaining every possible advantage from the terrain and turning it to their aid. While this ability is active you ignore any extra cost in movement due to terrain, both natural and magical, and gain a +4 insight bonus to Balance checks, retain your Dexterity bonus to AC when balancing as if you had 5 ranks in balance, and lastly you never suffer penalties to tumble checks based on terrain. This does not allow you to walk on water, or move through terrain that would normally require a movement speed you do not possess. These benefits last 24 hours.

Lesser:
Anchoring Blast: 4th Level
Any creature struck by your Elemental Blast is affected as if by a Dimensional Anchor spell for 1 round, a successful Will save at -4 negates this effect.

Claws of Mist: 3rd Level
You conjure forth talons made of semi-solid mist. These talons attack 1 creature/3 caster levels making melee touch attacks with a base attack bonus equal to your caster level and using your Wisdom as their Strength. On a hit they deal 1d12 + Caster Level damage and attempt to grapple the target. They have a +8 bonus to grapple and no size modifier. These claws have an AC of 14 + your Wisdom modifier and 2 hp per caster level, and automatically fail all saves but are considered to be mindless and have no constitution modifier. At the beginning of your next turn all claws created by this channel vanish.

Cloak of Smoke: 3rd Level
A second skin of black smoke surrounds you obscuring your exact location. Attacks made against you suffer a 20% miss chance as if from the Blur spell.

Cloud of Ashes: 4th Level
You create a cloud of ash. This functions as a Fog Cloud spell except that creatures entering the cloud or starting their turn within it take 1d6 cold damage per 3 caster levels and must make a Fortitude save or be Fatigued for as long as they are within the cloud and for 1 round + 1 round/8 caster levels thereafter. You may only have one Cloud of Ashes active at a time.

Deluge Blast: 4th Level
Your Elemental Blast includes a torrential force of water. Any creature struck must make a Reflex save or be knocked prone.

Desiccating Blast: 4th Level
Your Elemental Blast deals desiccation damage (see Sandstorm page 15), and all dice are increased to d8s against plants and elemental creatures of the water subtype. Any creature damaged by this blast must make a Fort save or be exhausted for 1 round.

Earthbinding Blast: 4th Level
Any creature struck must make a Reflex save or be unable to fly for 1 round/4 caster levels and take 2 Dexterity damage. A creature knocked to the ground by this effect falls as if under the effect of a feather fall spell.

Elemental Charm: 4th Level
This functions as the warlock’s Charm invocation but only affects creatures of the Elemental type or with the Air, Earth, Fire, or Water subtype. The Will save to resist this effect is increased by 1 and you may use your Wisdom in place of Charisma when dealing with the charmed target or for opposed checks when two charm effects come in conflict.

Elemental Resistance: 3rd Level
Touched target gains acid, cold, electric, fire, or sonic resistance 5 + your caster level. You may instead choose to gain resistance to desiccation damage, damage and healing (but not negative levels or ability damage from) positive or negative energy, or any damage caused by effects which disintegrate the target. You may only have one Elemental Resistance active at a time and activating it again ends the old effect. This effect lasts 24 hours.

Elemental Spray: 4th Level
Your elemental blast fans out from your hands. This creates a line 15-ft wide and 10-ft long, continuing an additional 5-ft at 5-ft width. Any creature in the area may make a Reflex save for half damage.

Flame’s Cloak: 4th Level
Fire surrounds you sheltering you from the cold and harming creatures which strike you in melee. You gain Cold Resistance equal to twice your caster level and any creature striking you in melee suffers 1d6 fire damage +1d6/6 caster levels. This ability lasts 1 round per caster level.

Icy Wind: 3rd Level
You release a powerful gust of wind which slows and freezes enemies. This copies the effects of gust of wind but any creature within the area when the ability is used or entering the area takes 3d4 Dexterity damage as ice freezes across them, freezes their muscles, and even begins to freeze their blood. A creature may make either a Reflex save to negate this damage or a Fortitude save to halve it. A creature immune to cold is immune to Dexterity damage from this effect and any Dexterity damage caused by this effect disappears after 1 minute. A creature that has its Dexterity reduced to 0 by this effect must heal the Dexterity damage normally and is frozen solid, placed into a state of suspended animation for as long as the ice covers them. The ice will not melt until 12 hours have passed (and the jinnblood can reapply the ice if needed) and has a hardness of 10 and 10 hit points per caster level; fire deals full damage to the ice and ignores its hardness. The transparent ice blocks line of effect to the creature within but not line of sight.

Naiad’s Gift: 3rd Level
Touched creature gains a Swim speed equal to their land speed and the ability to breathe water for 10 minutes/caster level; unlike most Channels that can be placed on another target you may have any number of instances of this ability active.

Radiant Blast: 4th Level
Your Elemental Blast deals fire damage. On a successful hit the target must make a Fort save or be Blinded for 1 round.

Storm Sprint: 4th Level
As part of this channel you move up to 5-ft per caster level (as if you had a fly speed with perfect maneuverability). Movement made as part of this channel does not provoke attacks of opportunity and you may freely pass through squares occupied by other creatures. Any creature whose square you enter takes 1d6 electricity damage per 2 caster levels you have (regardless of how many times you enter their square a target only receives damage once); a successful Reflex save halves this damage.

Slowing Blast: 4th Level
Any creature damaged by your Elemental Blast must make a Will save or be Slowed for 1 round.

Water is Formless: 4th Level
Your body becomes ooze-like in consistency. You gain Moderate Fortification (as the armor quality; prevents bonus damage from 50% of critical hits and sneak attack) and may compress your body to fit through gaps and cracks of at least 1/3 an inch in width, this also means you no longer suffer penalties for fighting while squeezing. In addition you may reshape your features (and to an extent body shape) as a standard action at-will, granting you a +10 circumstance bonus to disguise checks. The benefits of this effect last 24 hours.

Zephyr’s Freedom: 4th Level
You are continuously under a Freedom of Movement effect, in addition you may ignore difficult terrain and gain a +4 dodge bonus against attacks of opportunity caused by movement.

Greater:
Armor of Life: 5th Level
You gain the benefits of a Death Ward effect. Allies within 20-ft of you gain a +4 bonus on saves against any effect it provides immunity towards.

Blazing Blast: 6th level
Your Elemental Blast deals fire damage. On a successful hit the target must make a Fort save or be Dazed for 1 round.

Control Weather: 7th level
This functions as the spell, Control Weather but it lasts only 24 hours, and you may not create Hurricane or Tornado force winds. You may only have a number of instances of this effect active at once equal to your Wisdom bonus (minimum of 1).

Earth Glide: 6th Level
You gain Earth Glide with a 24 hour duration, but you must emerge from the rock to make attacks (melee or otherwise) against creatures outside of the rock. In addition you may see through stone and dirt less than 5-ft in thickness, metal less than 1-ft in thickness, and lead less than 1 inch thick.

Elemental Burst: 5th Level
Your elemental blast becomes a 10-ft radius burst centered within 100-ft of you.

Elemental Horde: 5th Level
You summon forth an elementite swarm (Planar Handbook page 114) at a point within close range that you designate. This swarm lasts 24 hours and vanishes if you summon a second swarm, or if the swarm moves further than close range from you, it immediately vanishes. The summoned swarm deals damage as a magic weapon for the purposes of DR and gains a +4 enhancement bonus to Constitution (increasing their hp by 14, Fort save bonus by 2, and distraction and burn save DCs by 2).

Elemental Quake: 5th Level
Your elemental blast may target any number of creatures within 30-ft that are touching the ground, without requiring an attack roll but they are allowed a Fortitude save for half damage; you may target any creature you may sense with tremorsense even if you do not have line of sight to them and/or they have total concealment. The range of this effect is measured through the ground (meaning that if there is a pit in the way then it must go down the pit and back up), and this effect may strike through objects and walls, as long as there is a path through the ground to the enemy. You must be touching the ground to use this invocation.

Elemental Warding: 5th level
You gain resistance to all 5 energy types (acid, cold, electricity, fire and sonic), as well as desiccation damage, damage (but not healing) from positive and negative energy, and damage dealt by disintegration effects. This effect lasts for 24 hours.

Frigid Gaze: 6th level
Your eyes become a conduit of pure frost granting you a gaze attack out to 30-ft. Any creature meeting your gaze must make a Will save or take 1d6 cold damage +1d6/6 caster levels. You may choose to exempt certain creatures within sight as a free action on your turn. The benefits of this invocation last 24 hours.

Gas Form: 5th level
You assume a gaseous form. This functions as the spell Gaseous Form except that you may use your Elemental Blast and any Elemental Essence and Blast Shape Channels (but not other Channels) in this form.

Illusory Creation: 5th level
You create an illusionary image as the spell Persistent Image except that a creature gains no bonus on their save if they are informed it is illusionary. Additionally you may use this spell to create an illusion of a creature on the Summon Monster I-IV or Summon Nature's Ally I-IV list. When used this way you create a partially real illusion of the creature (as Shadow Conjuration but only 10% real) which lacks all of the original's spell-like abilities. You may only have one illusionary creature created through this spell at a time.

Invigorating Blast: 5th level
Your elemental is infused with positive energy. Any creature healed by positive energy is healed by this blast, and any healing that would put them over their maximum hp is gained as temporary hit points, and they gain a +1 morale bonus to attack rolls and all saving throws. The temporary hit points provided by this ability stack with themselves and any creature whose temporary hit points from this ability are greater than their maximum hp explodes in a burst of pure light. The temporary hp and morale bonus from this ability both only last 1 minute. Creatures harmed by positive energy instead take full damage and suffer a -1 penalty to attack rolls and saving throws for 1 minute. No creature may be healed, gain temporary hit points, or gain morale bonuses from this blast used by a single jinnblood more than 3 times per day.

Lightning Wisp: 6th Level
You create a small ball of electricity which moves under its own volition. Once per round this ball of lightning strikes out at a creature within your melee reach moving slightly to touch the target. This is resolved by you making a melee touch attack (as a free action limited once per round) and on a successful attack the target takes half the damage of your (non-focused) elemental blast but it is electricity damage. The lightning wisp is truly merely an extension of yourself but may be damaged separately either by area of effect or being specifically targeted; it is immune to mind-affecting effects, uses your AC and saves, has 3 hp per jinnblood level you possess, but does not benefit from any (improved) evasion or mettle you may possess.

Oozing Bulwark: 5th Level
As Wall of Water except that any creature beginning its turn inside the wall or passing through the wall takes 2d6 + ½ Caster level (max 2d6 + 10) acid damage.

Planar Seal: 6th Level
For 24 hours any attempt to teleport to or within 10-ft of you per caster level, or to travel interdimensionally within this distance requires a Will save or it fails and they receive 1d6 damage per 2 caster levels (max 10d6). Even on a success any creature finds its arrival at its location delayed by 2 round (as per Anticipate TeleportSpC) and they receive the same damage as on a failed save; you are aware of these creatures as per Anticipate TeleportSpC. Each creature affected by the effect must make the Will save to appear (this means that if a Lv 15 wizard teleports into/out of the area with 4 allies it is possible some are stuck behind while others arrive at their destination 1 round later) and receives the damage. In addition any creature summoned or called into the area (by a summoning or calling effect) must make the Will save or fail to appear and even on a success appears 1 round late and receives 10d6 damage. A creature teleporting from within this area to another location within this area only needs to make one save and only suffers from one instance of damage.
You and up to ½ your Wisdom bonus (minimum 0) creatures other than yourself which are within 30-ft of you when you activated this ability are immune to its effects. Any creatures summoned (but not called) by an effect created by you are also unaffected by this ability.

Rocky Rampart: 5th Level
As Wall of Stone but its duration is permanent and creating a new wall destroys your old one. In addition creatures whose alignment matches yours standing on the wall gain DR 2/-.

Shield of Winds: 6th Level
Ranged attacks made against you suffer a penalty equal to half your Wisdom modifier, this penalty is increased by 4 for ranged touch attacks. This effect lasts for 24 hours.

Stony Blast: 6th Level
Your Elemental Blast deals magical bludgeoning and slashing (DR applies as if it were not a spell-like ability) and ignores SR. In addition any creature struck by it must make a Fort save or be pushed 5-ft away from you (as per a bull rush) +5-ft per every 3 points by which they failed their Fortitude save.

Voice of the Elements: 6th level
This functions as the spell Stone Tell but has a casting time of 1 round and allows you to speak with water and fire as well as stone.

Voidsight, Greater: 5th level
You gain Blindsight out to 60-ft for 24 hours.

Water Step: 6th
You may teleport, as Greater Teleport from any body of water that you are in contact with and which you could fully submerge yourself within to any other body of water that you could be fully submerged within and is within 100 miles per caster level.

Winds of Dust: 5th Level
You create a cloud of fine dust which swirls around you. While the cloud is not thick enough to impair vision any creature within 10-ft of you, other than yourself and up to ½ your Wisdom bonus (minimum 0) creatures designated when you activate this ability or re-designated as a standard action, take 1d6 damage/4 caster levels; a successful Fort save (made each time damage would be dealt) negates that instance of damage, despite allowing a Fort save this ability deals damage to creatures without Constitution scores. Any creature reduced to 0 hp by this effect has their body destroyed as per the Disintegrate spell. This effect lasts 24 hours.

Primal:
Elemental Artillery: 8th level
Your elemental blast’s range increases to line of sight.

Elemental Burst, Greater: 8th level
Your elemental blast becomes a 20-ft radius burst centered somewhere within 600-ft.

Maelstrom Warp: 9th level
As a move action you may teleport up to your Wisdom bonus in creatures (minimum 1) within 30-ft of you to any other location within 30-ft of you. You may not place any creature in an occupied square with this ability, nor may you place them on a surface unable to support their weight. This ability lasts for 24 hours.

Planar Void: 7th level
You call upon planar energies to banish a creature from your sight. Target creature within close (25-ft +5-ft/2 caster levels) range must make a Will save. On a failed save the creature is immediately transported to a random plane. Summoned creatures suffer a -8 penalty on this saving throw, and called creatures suffer a -4 penalty.

Pyre of Fantasy: 8th level
This ability functions as a targeted Greater Dispel Magic on one creature within 60-ft, but after all effects are dispelled they burst into red-gold flames taking 2d6 fire damage per spell successfully dispelled and if at least 5 spells were dispelled must make a Fort save or be blinded for 1d4 rounds. This ability may not be used to counterspell.

Overwhelming Blast: 8th level
Your elemental blast is infused with the essence of all the Inner Planes, a sweeping, burning power that overwhelms the very spirits of those struck by it. A creature hit by an elemental blast improved with this invocation must make a Will save or cower for 1 round.

Varell Blast: 8th level
Your elemental blast is infused with the powers of the negative quasielemental planes as they represent the breakdown of reality. Mimicking the effects of Varell crystals, your blast ignores spell resistance but deals magical slashing and piercing damage (damage reduction applies). Your elemental blast deals lethal damage to creatures, regardless of any regeneration they may possess, and any creature slain by your blast is harder to revive. Any attempts to restore a creature killed by a varell blast to life requires a caster level check with a DC of 11 + your Caster Level. Incorporeal creatures are immune to a varell blast.

Walker through Doorways: 8th level
As Ethereal Jaunt except you may use your Elemental Blast to interact with conterminous planes, but doing so makes you semi-present on that plane for 1 round rendering you visible and able to be damaged as if incorporeal. Each time you use this invocation you suffer 2 points of Strength burn, and cannot use this invocation if your Strength is 2 or less.

Zaydos
2013-09-05, 12:56 PM
Invocations Continued and Feats and link to a sample character
I ran out of space in the first post (just barely for now but there's decent odds of more to come) of them so split it into two.

Encounter

Least:
Elemental Hunter: 2nd level
Your Elemental Blast automatically hits without any need to roll an attack ignoring any cover or concealment less than total.

Fire’s Swiftness: 2nd level
Target creature within 30-ft gains the benefits of a Haste spell until the start of your next turn. Activating this ability is a swift action.

Healing Wind: 2nd level
As an immediate action you may prevent 1d8 + caster level (max 15) that is currently being dealt to an ally other than yourself within 30-ft. This is a positive energy effect and deals damage to undead (even if they are not being dealt damage), but allows a Will save for half.

Potent Blast: 2nd level
Your Elemental Blast deals an additional 1d6 damage +1d6/12 caster levels.

Stone’s Touch: 2nd level
You charge your touch with the weighty power of the earth. On a successful touch attack the target suffers a penalty to its Dexterity equal to 1d6 + your Wisdom modifier for 10 minutes/caster level; this penalty may not reduce a target’s Dexterity to below 1, and multiple applications do not stack.

Lesser:
Diamond Flesh: 4th level
As an immediate action gain damage resistance equal to your caster level penetrated by adamantine until the start of your next turn.

Last Gasp: 4th level
You channel the power of vacuum pulling the air from the target’s lungs. One target within 25-ft +5-ft/2 caster levels must make Fort save or begin to suffocate. During the first round of this effect the target is staggered and cannot speak, but does not fall unconscious (unlike normal suffocation). Afterwards they must make a 2nd Fort save, if they succeed this effect immediately ends, if they fail they are reduced to -1 hp, knocked unconscious, and are dying. On the next round they must make a 3rd Fort save, if they succeed this effect ends (although they remain at -1 hp), if they fail they die.

Oozing Blast: 4th level
Your Elemental Blast deals acid damage and its damage is increased by 1d6. On a successful hit the target must make a Fort save or be Nauseated for 1 round.

Thundering Blast: 4th level
Your Elemental Blast deals Sonic damage and its damage is increased by 1d6. Any creature struck by this effect must make a Fortitude save or be permanently deafened.

Wings of the Wind: 4th level
Up to 1 target/3 caster levels within 30-ft of you gains a fly speed of 60-ft (good) for 1 round/3 caster levels.

Greater:
Bar Death: 6th level
As an immediate action, you fill a target within 30-ft of you with positive energy preventing them from succumbing to death for a time. For 1 round/2 caster levels the target can continue functioning even if killed (due to a death effect, hit point loss, etc) or at negative hit points and any ability damage or burn (but not drain) the target is suffering is temporarily negated. At the end of this effect the target takes the full effects of any abilities delayed by this, dying if they had been affected by a death effect or are still at negative hit points, and all ability damage and burn being reapplied (even that received while this effect was active); if a creature receives an effect which heals damage or ability damage it can still be healed and may potentially prevent death from one of these causes.

Draining Touch: 6th level
Your touch is filled with the draining hunger of the Negative Energy Plane. As part of this channel make a touch attack. If you hit you deal 1d6 damage per caster level and gain that many temporary hit points, these temporary hit points last for 1 minute.

Elemental Storm: 6th level
Your Elemental Blast affects a 15-ft radius within 150-ft. You may designate any number of squares in this area of being unaffected by your Elemental Blast. Creatures in this area may make a Reflex save for half damage.

Magmatic Blood: 6th level
You transmute the blood of a single target within 60-ft to magma. This deals 1d8 fire damage per two caster levels and the target suffers 2d6 Constitution damage, this ability damage is dealt even to creatures immune to fire. The target may make a Fortitude save to half both the fire and Constitution damage.

Volcanic Blast: 6th level
Your Elemental Blast is a blob of viscous lava, which deals an additional 1d6 damage and all damage dealt by your blast is fire damage. In addition at the beginning of your next turn the target takes ½ as much damage as they received from the initial blast.

Primal:
Blaze of Life: 9th level
You channel the power of the Positive Energy plane into your target letting life flow into them overloading them with its pure force. The target must make a Fortitude save, on a success the ability ends immediately. If the target fails their save the target dies, and all living creatures within 60-ft heal 4d8+Caster level hp (or take damage if they are undead). Each creature may make a Will save to halve their healing (or damage for undead). This is a death effect, but creatures of the undead type may be affected despite their non-ability score for Constitution and type based immunity to death effects.

Elemental Maelstrom: 9th level
Your Elemental Blast strikes any number of creatures within 150-ft of you. You may select targets as you desire, and while this does not require an attack roll they are allowed a Reflex save for half.

Megaflare: 8th level
You release a massive burst of flame at a designated location within 400-ft. All creatures in a 40-ft radius burst take 120 damage, but a successful Reflex save halves this damage. A creature that fails their Reflex save is also badly burned suffering a -4 penalty to attack rolls, damage, and ability or skill checks for 1 minute. Creatures that do not feel pain (primarily undead or constructs) or with fire resistance 30 or immunity do not suffer this penalty.

Mistcage: 8th level
This functions as the windowless cell version of Forcecage except that it is just large enough to contain the target creature and can be destroyed with a DC 30 Strength check as full round action, and can be destroyed by damage but has Hardness 15 and 10 hp per caster level. The duration of this effect is 10 minutes per caster level.

Tornado Blast: 9th level
Your elemental blast carries the raw power of an elemental storm sending creatures it strikes flying. Your elemental blast deals an additional 1d6 damage and any creature damaged by your elemental blast must make a Fortitude save at -4 or be sent flying, moving 10-ft away from you per die of damage dealt by your elemental blast before any doubling due to Focused Blast, this movement is halved if the creature successfully saved for half damage (if the blast allowed a save) they also half the distance they are sent. If a creature strikes a solid object they take 1d6 damage per 10-ft of movement remaining from the blast.

If combined with Elemental Bombardment creatures are blasted away from the center of the bombardment effect instead of directly towards the ground.

Daily:

Least:
Create Feast: 3rd level
With a wave of a hand a jinnblood can create a filling meal (including drink) for 1 (medium) creature, plus one creature per 2 caster levels. The food created by this spell can be rich (though not truly exotic) fare of your choice, and can include wines, ales, or other beverages beyond merely water; while these beverages may have a mild alcoholic effect they never cause actual drunkenness. In addition it may include a small dessert. Any creature eating an entire meal of this food gains a +1 morale bonus on saves versus fear and ingested poisons, this bonus increases by 1 for every 5 caster levels and lasts for 1 hour + 1 hour/2 caster levels. A creature also gains half the bonus they gain to saves as a morale bonus to attack and weapon damage rolls for the same duration. Should quality become important any Profession (Cook or Chef) checks made in conjunction with it are made at a +8 circumstance bonus.

Earthgrasp Blast: 3rd level
Your Elemental Blast roots a creature to the ground. Your Elemental Blast deals an additional 1d6 damage +1d6/12 caster levels and any creature touching the ground damaged by it must make a Reflex save or be rooted in place unable to move from their square for 1 round and have any land, climb, and burrow speeds they possess reduced to ½ their normal value for 1 round per 5 caster levels after they are no longer immobilized. On a successful save their land, climb, and burrow speeds are simply reduced to ½ their normal value for 1 round per 5 caster levels (minimum 1).

Elemental Companion: Variable level (spell level is equal to ½ caster level rounded up)
You summon a small elemental, it remains with you until destroyed, banished, 24 hours have passed, or you use this ability again.
At Lv 6 you may instead summon a medium elemental. At Lv 8 you may summon up to a large elemental. At Lv 11 this becomes a huge elemental. At Lv 14 this becomes a greater elemental, and at Lv 18 this becomes an elder elemental.

Reshape Stone: 3rd level
This ability functions as Stone Shape except it may rework 10 cubic feet of stone + 5 cubic feet per caster level.

Lesser:
Control Size: 5th level
Like a jann or an efreet a jinnborn has some control over the size of creatures, both herself and others. Target willing creature (within 60-ft) grows or shrinks two size categories. This functions as an Expansion power augmented to grow two size categories or as a Compression power augmented to shrink two size categories. This ability lasts 1 minute per caster level.

Devouring Smog: 4th level
You conjure a 20-ft radius cloud within 100-ft. The smog acts as a Fog Cloud but movement through the smog is reduced to half rate. In addition the smog deals 1d6 damage +1d6/4 caster levels to any creature entering it or starting their turn within it, other than you, and it attempts to grapple any such creature (using your caster level for its BAB and having a +12 size bonus to the check). The smog can be dispersed by a Gust of Wind spell or similar strength wind but will reform 1 round later. If there are no creatures within the smog it will move 10-ft a round towards the nearest creature other than you at the start of your turn. The smog lasts for 1 round per caster level before vanishing.

Dusty Blast: 5th level
Any creature struck by your Elemental Blast must make a Fortitude save or take an additional damage equal to the damage dealt by your Elemental Blast; all damage from your elemental blast is considered a disintegration effect and not Planar Damage. Any object struck by this blast is disintegrated if it fails its save, this affects a 10-ft cube if it is a single target blast but if it is an area of effect blast it affects any unattended object within the area but they still block line of effect and does not disintegrate any portion that would be outside of the effect or more than 10-ft from the source of effect (whichever results in less disintegration). If this Elemental Essence is used in conjunction with any Blast Shape that causes a blast to strike any number of creatures in an area (such as Eldritch Doom, or Elemental Quake) it has no effect on objects although may still affect Undead and Constructs. If this Elemental Essence is used in conjunction with the Elemental Bombardment blast shape damage from this blast does not carry through objects that were disintegrated (the rules for this Essence’s interaction with cover take precedence).

World Walker’s Gate: 6th level
1 minute to activate. Creates a portal to an Inner Plane of your choice or the Prime which is large enough to allow a creature up to 1 size category larger than you to pass through at a time (though multiple may pass through in a single round); the accuracy of this portal is the same as Plane Shift placing you 5-500 miles away from the intended destination. This portal remains open for 1 round/5 caster levels or until you spend a standard action to dismiss it. Any creature passing through the portal benefits from the effects of Avoid Planar Effects (Spell Compendium page 19) for 10 minutes per caster level.

Greater:
Bestow Elemental Form: 6th level
Touched creature becomes an Elemental with one of the Fire, Water, Earth, or Air subtype. They gain elemental immunities (and any traits of the granted subtype) and the following abilities based on chosen subtype:
Air: Fly speed 60-ft with perfect maneuverability. +4 enhancement bonus to Dexterity.
Earth: Tremorsense 60-ft, and DR 5/-. +4 enhancement bonus to Strength.
Fire: Melee attacks deal an additional 3d6 fire damage. +4 enhancement bonus to Dexterity.
Water: Swim speed 60-ft, the ability to breathe water as easily as air, and DR 5/-. +4 enhancement bonus to Constitution.
These benefits last for 1 hour/caster level.

Glacial Blast: 7th level
Your Elemental Blast deals cold damage instead of planar damage and its damage is increased by 3d6. Any creature damaged by this blast must make a Fortitude save or be stunned for 1 round and take 4 Dexterity damage. On a successful save they still take 4 Dexterity damage.

Jinn Statues: 6th level
You may use Permanent Image as the spell, but if you create an image of yourself you may observe things as if you were at its location by concentrating on it, but while doing so you are blind and deaf in your own body and any special senses do not function from your body but do from the image.

Shining Rebirth: 7th level
As an immediate action you may heal yourself of harmful effects as the Heal spell, but it heals damage equal to your maximum hit and if used when you are being hit by an effect may heal its effects as they are applied (effectively preventing them).

Spirit of the Flames: 7th level
Allies within 60-ft have their weapons ignite with flames which deal half the damage of your Elemental Blast the first time they hit each round. In addition when you use this ability you may use one at-will Elemental Essence that is imbued into their attacks, but its damage is half fire and half whatever it normally would be with that Elemental Essence. This ability lasts up to ½ Class Level rounds, but you must maintain concentration as a swift action and if you are damaged while concentrating on this ability you must make a Concentration check or lose the spell. As this is not actually a use of your Elemental Blast you may not use Focused Blast with this.

Primal:
Ash Flow: 9th level
You conjure forth heavy soot, the final, dead remains of fire once energy and heat have all faded away, covering the battlefield and your enemies with it. You may select up to 300 5-ft cubes to fill with ash, up to 800-ft away, this soot may be created in the air falling to the ground and knocking down creatures in its path. The soot deals no falling damage, but any creature who is touched by the soot (other than yourself) takes 1d8 cold damage per caster level, and a creature whose space is filled to a height equal to the side of one of its bases (5-ft for small/medium, 10-ft for large, 15-ft for huge, 20-ft for gargantuan, 30-ft for colossal). A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand. A successful Reflex save halves the damage and prevents the burial.
The soot remains for 1 round per caster level causing any square it covers to become difficult terrain and any creature entering it or beginning their turn there to take 1d6+Caster Level cold damage, a creature buried in the ash instead takes 4d6+Caster Level cold damage each round.

Call Monolith: 9th level
You summon forth an elemental monolith which appears with at least one space adjacent to yours. It fights obediently for you, obeying your commands for 1 round/2 caster levels.

Elemental Bombardment: 9th level
Your elemental blast rains from the sky. Your elemental blast hits everything within a 1 mile tall, 1 mile radius cylinder centered on you; a Reflex save halves this damage. This attack strikes from above so being beneath cover can prevent this damage, but it deals damage to objects normally and if it deals enough damage to destroy the cover any remaining damage (if the damage to the object is halved or quartered before hardness subtract its hardness 2 or 4 times respectively and its hp 2 or 4 times) is dealt to anything beneath it.

Ice Clone: 9th level
When you use this ability you conjure snow and ice in the form of a facsimile of yourself. When you create this icy double make a disguise check at +10, any creature dealing with it which makes a Spot check that beats this check notices its snowy composition. You share your senses with this icy duplicate able to sense what is happening around your body and its at all times. In addition you may control the icy duplicate from any distance including interplanar ones. You may only have either body act during a round, and only the body which last acted can take immediate actions (or free actions which may be taken out of turn) and if they take an immediate action it locks them into place as the body to act during the next round. The icy duplicate uses all of your stats but has only 80% of your max hp, and gets a -2 to AC, initiative, and Reflex saves (due to time lag in control), its type is elemental with the air and cold subtypes (in addition to any subtypes you may or may not have), and any limited use abilities used by the duplicate are also considered expended by you. The icy duplicate also duplicates all your gear, but any item removed from it for longer than 6 seconds becomes a puddle of water, and any expenditure of daily, charged, or one use items is reflected in their original counterpart (a consumed potion becomes inert, a consumed scroll becomes simply fancy writing, etc). Effects that you activate on yourself are applied to your ice clone as if cast upon it as well, as are any effects active on you at the time of its creation. Mind-affecting effects are also applied to both you and the ice clone equally. An ice clone lasts 24 hours and cannot be dispelled short of a Mage’s Disjunction or other equivalent effect. You may only have one ice clone at a time and while one is extent attempting to create another one simply destroys the former.

Jinn's Wish: 8th level
You utter a wish bending reality to your will. This functions as a Limited Wish spell but may copy a sorcerer/wizard spell of up to 7th level, or another spell of up to 6th level. In addition you may use this ability to undo an effect that specifies it needs a Wish spell but doing so requires a DC 30 caster level check. On a failure you may not try to remove that effect again for 30 days.

Petrifying Blast: 8th level
Any creature struck by your Elemental Blast must make a Fort save or be petrified (this is an instantaneous effect). In addition even if the target successfully saves against this effect all speeds they have are reduced by 10-ft for 1 round per 2 caster levels.

Waves of Death: 9th level
You bombard enemies with wave after wave of negative energy attempting to extinguish their life force directly. You may target up to 1/2 your Wisdom bonus (minimum 1) creatures within 60-ft of you. Each creature targeted must make a Fortitude save or die. On a successful save they still take 3d6 + Caster Level negative energy damage.

Feats:

All-Traveler
You are particularly adept at invocations involved in movement and maneuverability.
Prerequisites: Balance, Jump, Tumble, or Swim 5 ranks and the ability to use Fell Flight, Naiad's Gift, Gas Form, or Earth-Glide as a jinnblood invocation.
Benefit: You gain 2 invocations from the list below

Child of the Waves
Cradle of the Winds
Spiderwalk
Step of Flames and Wind
Voidborn
Waste Walker
Worldwalker's Step

Special: You may take this feat multiple times selecting 2 new invocations each time.

Daily Invocation Adept:
You are particularly skilled at using a specific daily invocation, allowing you to use it more than once each day.
Prerequisites: Access to Least Invocations, at least 1 daily Invocation that is below your highest grade of Invocation.
Benefits: When you take this feat select 1 daily invocation which you possess which is not your highest grade of Invocation you may use this invocation an additional time each day for each time you have learned that Invocation.
Special: You may take this feat more than once, each time you do so you must select a different invocation.

Daily Invocation Master
You are highly skilled at using daily invocations able to get more uses out of them.
Prerequisites: Access to Primal Invocations, at least 3 daily Invocations, Daily Invocation Adept.
Benefit: You gain an extra daily use of each daily Invocation you possess of the Greater, Least, and/or Lesser grade. In addition choose 1 daily Invocation of any grade you have access to, you gain an extra daily use of it.
Special: You may take this feat more than once, each time you do so you must select a different invocation.

Elemental Binder:
Among the vestiges that lurk at the borders of reality there are many who once had connections to the elements, but none compare to Agares the Truth Betrayed. The dao general was a powerful force on the Inner Planes and even now his essence resurfaces in the hearts and souls of certain individuals giving them a mixture of a jinnblood's ability to manipulate the elements and the ability to evoke and bind the entities which he has joined.
Prerequisites: Ability to bind Agares the Truth Betrayed, ability to use Least Jinnblood invocations.
Benefits: Your jinnblood levels stack with your binder level for the purposes of the Soul Guardian and Pact Augmentation abilities.

Your binder levels stack with your jinnblood levels for determining your jinnblood caster level and the highest grade of invocations you have access to. This may not raise your caster level to higher than your hit dice.

Elemental Familiar:
When you summon an elemental companion your connection to it is deeper allowing you to share magical energy back and forth with it.
Prerequisites: Elemental Companion invocation, Knowledge (Arcana) 5 ranks.
Benefits: Your Elemental Companion gains certain familiar abilities as a familiar of a wizard of your related invocation using class's caster level. Specifically they gain the abilities listed in the "Special" column of the familiar table but not the natural armor or Int scores.
In addition you may use your Elemental Companion an extra time each day, but may not use this to have 2 or more creatures summoned with Elemental Companion at the same time. If you have more than 1 creature summoned with Elemental Companion at the same time only the 1st one summoned gains the benefits of this feat (even if it gets dismissed or slain afterwards).

Elemental Performer:
You tap into the ancient musical arts studied by the genies and channel your elemental powers to infuse your music with the power of rock and metal, the passion of fire, the fluidity of water, and the range of air inspiring listeners to greater heights.
Prerequisites: Bardic Music (Inspire Courage), Elemental Blast ability.
Benefits: You Jinnblood levels stack with your Bard levels for determining the bonus granted by your Inspire Courage ability, and number of targets as well as access to Inspire Greatness.

Your Bard levels stack with your Jinnblood levels for determining your Jinnblood caster level, as well as your elemental blast damage and access to Focused Blast. This may not raise your caster level to higher than your hit dice.

In addition by adding a verbal component to your Elemental Blast you may cause it to deal Sonic damage, this counts as applying an Elemental Essence to your blast.

Elemental Priest
While it is possible for an elemental god's jinnblood follower to become an Eldritch Disciple it is a rare and strange thing. Instead most simply learn to interweave their divine connection with the elements and their god.
Prerequisites: Access to the Air, Earth, Fire, or Water domain, equivalent Elemental Path, Elemental Blast dealing 2d6 damage.
Benefits: You may add your jinnblood levels to your cleric level for the purposes of turning or rebuking elemental creatures. You also add half your jinnblood levels to your cleric level for the purposes of determining caster level and spells per day. This may not raise your effective cleric level or your caster level to higher than your hit dice.

You add your cleric level to your jinnblood level to determine your elemental blast damage.

Metallic Chorister:
Your elemental powers bring forth the true glory of the metal of creation, the song of Io that brought forth the Platinum Dragon and his metallic lineage.
Prerequisites: Draconic Hymns (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) class feature, Elemental Path (Earth).
Benefits: Your Jinnblood class levels stack with your Dragon Chorister (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) levels for determining the amount of health you can heal with your healing songs (but not access to new effects) and your effective Chorister level and access to Chords.

Your Dragon Chorister (http://www.giantitp.com/forums/showpost.php?p=15317607&postcount=20) levels stack with your Jinnblood levels for determining your Jinnblood caster level, as well as your elemental blast damage and access to Focused Blast. This may not raise your caster level to higher than your hit dice.

In addition by adding a verbal component to your Elemental Blast you may cause it to deal Sonic damage, this counts as applying an Elemental Essence to your blast.

Sample NPC: Taljoc Assassin of Dust (http://www.giantitp.com/forums/showpost.php?p=15989907&postcount=42)

Prestige Class: The Khayalborn

Not all genies are born of elements, on the plane of shadow dwell the Khayal who exist only as an unhappy shadow of their kin’s elemental connections. Like other genies, though, sometimes they interbreed with mortals and their descendants often manifest magical powers. Some of these are born as warlocks, the blood of the dark jinns manifesting as powers akin to those of demonic lineage, other as jinnbloods a shadow of what elemental connection they might have had manifesting itself within them.

Eventually, though, these Khayalborn invokers develop a deeper connection to the shadows gaining s portion of its magical powers and properties. These powers allow them to access the invocations of the shadows as well as to blend with the darkness around them.

Prerequisites:
Caster Level: 5th +.
Invocations: Ability to use either the Darkness or Dusk Blast invocation.
Eldritch or Elemental Blast: At least 3d6.
Skills: Bluff 8 ranks, Hide 4 ranks, Move Silently 4 ranks.

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

1st|+0|+0|+2|+2|Deeper Darkvision, Bonus Invocation (Darkness or Dusk Blast)|+1 Level Invocation using class

2nd|+1|+0|+3|+3|Ray Sneak Attack +1d6|+1 Level Invocation using class

3rd|+2|+1|+3|+3|Shadow Invocation| +1 Level Invocation using class

4th|+3|+1|+4|+4|Focused Blast|+1 Level Invocation using class

5th|+3|+1|+4|+4|Evasion|+1 Level Invocation using class

6th|+4|+2|+5|+5|Hide in Plain Sight|+1 Level Invocation using class

7th|+5|+2|+5|+5|Ray Sneak Attack +2d6|+1 Level Invocation using class

8th|+6/+1|+2|+6|+6|Shadow Invocation| +1 Level Invocation using class

9th|+6/+1|+3|+6|+6|Focused Blast (Area)|+1 Level Invocation using class

10th|+7/+2|+3|+7|+7|Shadow Body, Shadow’s Child|+1 Level Invocation using class[/table]

Class Features:
HD type: d6

Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Deeper Darkvision (Ex): You gain darkvision 60-ft if you did not have it already, or your darkvision extends by 30-ft. In addition any darkvision you possess now allows you to see through magical darkness as easily as natural shadows.

Bonus Invocation: You gain either the Darkness invocation (see Complete Arcane), or Dusk Blast invocation (see Jinnblood at-will least invocations) whichever you do not already possess. If you already have both you gain nothing.

Invocations: At each level in Khayalborn your caster level for invocations in one invocation using class you already possessed increases by 1 and you gain new invocations (and access to higher grades of invocation) as if you had gained a level in that class. In addition any eldritch or elemental blast granted by that class is increased as if you had gained a level in it. They may select any Shadow Invocation (see below) as if it was an invocation for their class.

Ray Sneak Attack (Ex): A Khayalborn gains +1d6 Sneak Attack (as the rogue ability) but it may only be used with ranged touch attacks and may be applied at a distance of up to 60-ft. At Lv 7 this bonus becomes +2d6.

Shadow Invocation: At 3rd and 8th level a Khayalborn gains a Shadow Invocation of any grade they have access to.

Focused Blast (Ex): At 4th level a Khayalborn gains the Focused Blast ability (see Jinnblood) if they did not already possess it; if they do they instead gain the ability to use it with area of effect or multitargeted elemental blasts (as a Jinnblood). If they already have the ability to use Focused Blast or would gain it, they instead gain the ability to use their Focused Blast with area of effect or multi-targeted basts as a Lv 14 Jinnblood. If they already have this ability they instead gain the ability to use the times three power focused blast as a 16th level Jinnblood. At 9th level a Khayalborn gains the ability to use their Focused Blast with area of effect or multi-targeted blasts as a Lv 14 Jinnblood. If they already have this ability, or would gain Focused Blast from another sources they instead gain the ability to use the times three power focused blast as a 16th level Jinnblood.

Evasion (Ex): At 5th level a Khayalborn gains Evasion as the rogue ability of the same name.

Hide in Plain Sight (Su): Beginning at 6th level a Khayalborn may hide as long as they are within 10-ft of a shadow other than their own even if observed and without cover or concealment.

Shadow Body: At 10th level a Khayalborn gains the Shadow Body Invocation.

Shadow Child (Ex): Type changes to Outsider with the Native subtype. You gain the ability to use Plane Shift as a spell-like ability at-will but only to travel to the Plane of Shadow and the Prime Material Plane. When traveling to the Plane of Shadow its accuracy is increased to that of Greater Plane Shift.

Shadow Invocations:
Lesser:

Bolster: 3rd level
You gain temporary hit points equal to your caster level. This ability lasts for 24 hours or until you re-activate it.

Beshadowed Blast: 4th level
As Warlock Invocation.

Flee the Scene: 4th level
As Warlock Invocation

Ebon Curtain: 4th level
Creates a wall up to one 10-ft square per caster level which blocks line of sight. The wall does not have to be a straight line but all squares must connect to no more than 2 others horizontally (the wall may turn but it may not split). Any creature passing through the wall takes 1d6 cold damage per 2 caster levels. Duration: 1 round/caster level. You may only have one Ebon Curtain active at a time. Magical light with a(n effective) spell level of 7 or higher suppress the wall within their radius of bright light.

Shadow Sight: 4th level
This functions as Scrying the spell except no focus is required, all images are received in greyscale as if viewed through darkvision, and any creature which successfully saves against this ability may not be targeted with it by the same caster for 24 hours.

Voice of Shadow: 3rd level
Shadows connect all things in the world. You may communicate with one creature that you are familiar with (has met personally and interacted with for several hours of time) within 1 mile per caster level. They may respond, but every 10 words sent or received requires one standard action on your part. Both you and the target must be within 30-ft of a shadow (not in total darkness, or an area with omnipresent light).

Shadowstep Boots: 3rd level
Your footsteps carry you through the world of shadows as easily as the world of light. While this ability is active you may teleport yourself ½ your land speed as a move action, as long as neither you nor the destination are not in direct sunlight (a daylight spell does not qualify for this purpose). This ability lasts 24 hours.

Greater:

Pierce the Veil: 5th level
This ability functions as the spell True Seeing with a 24 hour duration, but its range is limited to 30-ft.

Shadowsteel Cuirass: 5th level
You forge armor from the shadows themselves, infusing your body with that which does not quite exist. You gain Damage Reduction equal to 1/3rd your caster level for 24 hours.

Faded Fantasy: 6th level
You drain the mystical energies from the world around you leaving magic itself as just a shadow. Anyone other than yourself attempting to cast a spell, or use a spell-like ability, within 30-ft of you must make a Spellcraft check (DC 5 + your caster level + level of attempted spell) or the spell fails. Mysteries, and spells with the darkness descriptor or of the shadow subschool do not suffer this chance of failure and instead gain a +1 bonus to their caster levels.

Enervating Shadows:
As Warlock invocation.

Illusory Creation:
As Jinnblood invocation.

Greater Voidsense:
As Jinnblood invocation.

Planar Seal:
As Jinnblood invocation.

Dark/Primal:

Utterdark Blast:
As Warlock invocation.

Retributive Invisibility:
As Warlock invocation.

Maelstrom Warp:
As Jinnblood invocation.

Shadow-weft Cape: 5th level
Shadows wrap around you in a cape that warps the world. You gain a 20% miss chance against attacks and any spells, spell-like abilities, supernatural abilities, or extraordinary abilities which target you. This ability lasts 24 hours.

Shadow Warp: 7th level
You step from one location to another moving instantly across the world. This functions as Greater Teleport but has a 1 full round casting time. In addition you may choose to not move yourself but teleport any creature you are familiar with (know firsthand and have spent hours in the company of) to yourself; such a creature is allowed a Will save to resist this effect and if they succeed are immune to it for the next 24 hours.

Encounter
Lesser:
Last Gasp:
As Jinnblood invocation.

Shadow Gate: 5th level
As World Walker’s Gate but may only open to the Plane of Shadow or the Prime Material Plane. It is also more accurate arriving 5-100 (5d20) miles away from the targeted location in an area of shadowy illumination (even if only a 5-ft square of it); if there is no shadowy illumination at the area indicated by the roll then it will open in the nearest shadowy area to the randomly designated point.

Midnight Cloak: 4th level
Shadow wraps around you deflecting baleful magic. Activating this invocation is an immediate action, and the next spell or spell-like ability that targets you before the start of your next turn suffers a 50% miss chance (Blind-Fight applies). This ability has no effect against spells that do not target (fireball) or spells that require an attack roll (rays, touch spells).

Greater:
Witching Hour: 7th level
You may activate this ability as a swift action. You step from time into its hollow shadow allowing you a fleeting moment to act during which others are unaware. This functions as Time Stop but with a duration of 1 round.

Draining Touch:
As Jinnblood invocation.

Grasp of Shadows: 6th level
This invocation functions like the spell Hold Monster but each time the target fails its Will save (including the first) they take 3d6 cold damage.

Spell Shadow: 8th level
Copy one spell (or spell-like ability) 7th level or lower that was cast since the end of your last turn. This copy uses your caster level and your Wisdom or Charisma (whichever is higher) to determine any save DC required, and its duration is reduced to 1 round/4 caster levels unless it already has a shorter duration.

Special:
Shadow Body: 8th level; Primal/Dark grade
At-will. You gain the Incorporeal subtype for 1 round/2 caster levels. Each time you activate this ability you suffer 2 points of Strength damage ignoring any immunity or resistance you may have. If your Strength is reduced to 2 or less (ignoring the non-ability while incorporeal) you may no longer activate this ability.

malonkey1
2013-09-05, 05:05 PM
Transelemental Scholar

"Hm...what if I mixed Ooze with positive energy?

Tanselemental Scholars are mages that focus their studies on the endless power of the Inner Planes. You can tap into that limitless magic to produce magical effects at the tip of a hat, much like a Warlock or Dragonfire Adept, but make no mistake, you are a scholar, and your magic comes not from pacts or innate magical power, but from study.

Adventures: Transelementalists adventure for many of the same reasons as Wizards might, often searching for strange, arcane lore.

Characteristics: Transelemental Scholars are often across the board with their personalities. Some are wild and fiery, some are calm as a tranquil lake, some stand stony and stoic, others blow on the wind, and anywhere in between.

Alignment: Tranelementalists can be of any alignment. Those focusing on fire or air tend to be more chaotic, while those focusing on earth or water tend to be lawful. Those who lean to good prefer positive energy, while evil ones prefer touse negative energy.

Religion: Transelementalists tend to be rather agnostic, while still others actually come to worship the inner planes themselves. Those that worship deities usually worship deities that watch over the elements (e.g. Kossuth in the Forgotten Realms)

Background: Transelemental Scholars often start as apprentices to wizards, especially apprentices to elemental mages like Djinn, and then decide that they want to pursue the magic of the elements in its purity. Others have some sort of contact with the inner planes that drives them to study the elements.

Races: Most any race capable of casting spells can enter this class, but it calls strongly to Genasi and other planetouched races.

Other Classes: They often butt heads with Wizards and Sorcerers, finding their less focused approach to magic foolish. They often have a grudging respect for druids, seeing their reverence for nature as an indirect and highly superstitious use of elemental magic. Clerics of elemental deities often have very strong relationships, either friendly or adversarial, depending on their own personal elemental preferences.

Role: Transelemental Scholars are best used as damage-dealers and support characters, with their more destructive elements being complemented by their gentler ones.

Adaptation: Perhaps they are just Genasi with a powerful connection to their plane of origin (stiffer elemental restrictions), or they worship elemental gods (their invocations become no longer subject to armor failure and are based off of Wisdom). Alternately, you could make them scions of the transitive planes (Astral, Ethereal, Shadow and Mirror), changing their abilities (and available invocations) to match the properties of those planes.

GAME RULE INFORMATION
Transelemental Scholars have the following game statistics.
Abilities: Intelligence is the chief ability of this class, determining the saves of your invocations. After that, Dexterity and/or Constitution is very important for survival.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The Transelemental Scholar's class skills (and the key ability for each skill) are
Appraise, Concentration, Craft, Decipher Script, Heal, Intimidate, Jump, Knowledge[Any], Listen, Perform, Profession, Search, Speak Language, Spellcraft, Spot, Swim, Tumble and Use Magic Device

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

TRANSELEMENTAL SCHOLAR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations Known
1st|
+0|
+0|
+0|
+2|Elemental Study|1
2nd|
+1|
+0|
+0|
+3||2
3rd|
+1|
+1|
+1|
+3||2
4th|
+2|
+1|
+1|
+4|Energy Resistance 2|3
5th|
+2|
+1|
+1|
+4|Planar Focus|3
6th|
+3|
+2|
+2|
+5|Bonus Feat|4
7th|
+3|
+2|
+2|
+5||4
8th|
+4|
+2|
+2|
+6||5
9th|
+4|
+3|
+3|
+6|Bonus Feat|5
10th|
+5|
+3|
+3|
+7|Energy Resistance 5, Planar Focus|6
11th|
+5|
+3|
+3|
+7||7
12th|
+6/+1|
+4|
+4|
+8|Bonus Feat|7
13th|
+6/+1|
+4|
+4|
+8||8
14th|
+7/+2|
+4|
+4|
+9||8
15th|
+7/+2|
+5|
+5|
+9|Bonus Feat, Planar Focus|9
16th|
+8/+3|
+5|
+5|
+10|Energy Resistance 10|10
17th|
+8/+3|
+5|
+5|
+10||10
18th|
+9/+4|
+6|
+6|
+11|Bonus Feat|11
19th|
+9/+4|
+6|
+6|
+11||11
20th|
+10/+5|
+6|
+6|
+12|Energy Resistance 20, Planar Focus, Planar Apotheosis|12[/table]

Class Features
All of the following are class features of the Transelemental Scholar.

Weapon and Armor Proficiencies: You are proficient in all Simple weapons, as well as light armor. Your invocations are not subject to failure due to light armor.

Invocations (Sp): Transelementalists learn to cast invocations which are subject to arcane spell failure conditions, much like a Warlock, a Jinnblood, or a Dragonfire Adept. However, they do not tap into any internal power when casting these invocations, and they learn them through intense study of how to manipulate the energies of the inner planes. As a result, the save DCs of these invocations are based upon Intelligence. A Transelemental Scholar's Invocations are rather odd ducks in that they actually possess schools, like spells do. These are all elemental schools, and each pertain to an inner plane. You can actually take Spell Focus, Arcane Defense, and other related feats for these elemental schools. Some invocations pertain to a paraelemental, quasielemental, or meta-elemental (see next post) plane, and are thus multiple schools, being the elements that make up that plane (Ash is Fire and Negative, for example). These receive the benefits of Spell Focus and similar feats do not stack unless explicitly stated otherwise.

Exotic Arcana: Your magic is odd, being that it is like the spells of a wizard, but also radically different. A Transelemental Scholar qualifies for feats, prestige classes, or anything else that requires the following:

An arcane or unspecified caster level.
Possessing the ability to cast a specific spell which is replicated by an invocation you know.
Knowing a spell of a specific descriptor, provided you know an invocation of the corresponding elemental school:
{table=head]Descriptor|Elemental School
Acid|Decay, Ooze, Salt
Air|Air, Vacuum, Lightning
Cold|Ice, Vacuum
Chaotic|Change, Entropy
Darkness|Vacuum, Negative Energy
Death|Negative Energy, Decay, Stagnation
Earth|Dust, Earth, Mineral
Electricity|Lightning
Evil|Negative Energy
Fear|N/A
Fire|Ash, Fire, Radiance
Force|N/A
Good|Positive Energy
Language-Dependent|N/A
Lawful|Shelter, Imprisonment
Light|Radiance
Mind-Affecting|N/A
Sonic|N/A
Water|Salt, Steam, Water[/table]
The Infernal Adept feat, which you may use to take invocations from the Warlock or Dragonfire Adept list. You must still find a trainer unless you are fey-blooded (for Warlock invocations) or dragon-blooded (for Dragonfire Adept invocations).
Additionally, they may replace the arcane or divine requirement for Mystic Theurge or similar classes with Transelemental Scholar Caster Level 3, and advance it as if it were a class normally advanced by that class, advancing caster level and invocations known as appropriate.


Elemental Study (Ex): Your studies into the inner planes grant you an impressive knowledge of them and their residents. As a result, you gain a bonus equal to 1/2 your class level on Knowledge[Nature] checks pertaining to any plane; [Planes] checks pertaining to the inner planes; Diplomacy, Handle Animal and Sense Motive checks against creatures from those planes or with elemental subtypes; and Survival checks while on those planes.

Energy Resistance (Su): All good elementalists learn how to protect themselves from the energies they control, and the Transelemental scholar is no exception. At level 4, you gain resistance 2 to Acid, Cold, Electric, Fire and Sonic. At levels 10, 16 and 20 the resistance increases to 5, 10 and 20 respectively.

Planar Focus (Ex or Su): At every 5th level, you gain a special trick pertaining to your studies. At each level you receive this class feature, you may choose one of the following abilities. You may not select an ability more than once unless the ability specifically states otherwise.

Evasion (Ex): You fill yourself with the energies of the plane of Air, granting you Evasion as the Rogue class feature. You can select this a second time, improving it to Improved Evasion.
Energy Buffer (Su): Once per day, you can perform a ritual to imbue one touched creature per class level with an energy resistance similar to that of the protection from energy spell, except that it absorbs 20 damage per level, up to 200 points at level 10.
Mettle (Ex): Your connection to the plane of Earth leaves you incredibly toughened. You receive the Mettle ability.
Planar Blink (Su): Three times per day, you can teleport as with a dimension door spell. However, a random effect occurs at either your point of origin or the point to which you teleport Roll a d6 to determine what the effect is. If it requires a save, the DC is 10+1/2 your class level+your Intelligence.
{table=head]d6 roll|Result
1|A burst of flames deals 1d4 damage per level to all those caught in a 10-foot burst (reflex half)
2|A wave of water gushes out. All those adjacent to the space in which it originatedare bull-rushed by the water, which has an effective strength of 10 + 1/2 your class level.
3|A burst of wind knocks prone all adjacent creatures who fail a reflex save prone.
4|The ground cracks, immobilizing adjacent creatures who fail a Reflex save for 1d4 rounds.
5|All adjacent living creatures are healed of up to 2d10 hit points, and excess is granted as temporary HP for 1d6 rounds. Undead instead take the healing as damage.
6|All adjacent undead creatures are healed of up to 2d10 hit points, and excess is granted as temporary HP for 1d6 rounds. Living creatures instead take the healing as damage.[/table]
Energy Conversion (Su): Three times per day, when casting a spell or invocation that deals energy damage, you can increase the casting time as a Sorcerer using a metamagic would to change the damage type to Acid, Cold, Fire, Electric or Sonic. This does not apply to damage not already of one of those types, with the sole exception of magic missile and similar spells.
Elemental Movement(Ex): You gain either a swim speed, a climb speed, a burrowing speed, or a fly speed (clumsy maneuverability) equal to half your base movement speed. You can select this ability multiple times, gaining a different type of movement speed each time.


Bonus Feats: At every 3rd level, you can choose one of the following feats for which you qualify as a bonus feat: Arcane Defense, Spell Focus, Greater Spell Focus, Ability Focus, any Meta-Spell-like Ability feat, Extra Invocation, or Infernal Adept.

Elemental Apotheosis (Su): Your type changes to elemental with up to three of the following subtypes of your choosing, plus the native subtype: Air, Chaotic, Cold, Earth, Evil, Fire, Good, Lawful, and Water.
Additionally, you gain complete immunity to a single energy type, preferably one pertaining to one of your new subtypes. You no longer suffer aging penalties, although you still die when your time is up. Finally, once per day, you can cast an Air, Earth, Fire and Water invocation simultaneously. They need not be intended for the same target, but they must all be of the Lesser or Least grades.

malonkey1
2013-09-05, 06:08 PM
Reserved Post for Invocations and Meta-elemental planes

Meta-elemental planes
are little-known planes that come where two elemental planes meet an energy plane. These planes are hard to find, and are rarely inhabited, possessing next to no intelligent native life. They are the source of more abstract concepts, the individual elements being too dilute to really take a physical form. They tend to possess traits of all three elements, and often have a blended landscape.

Air/Water/Positive: Change:
The plane of Change is inherently chaotic, but not as wild as Limbo. Creatures here evolve faster, traditions change more readily, and change is, overall, more rapid. It is a world of water and air, with storms between the two being fairly frequent. Occasionally, you may find an island, but rarely will it harbor life. The water itself, however has all sorts of bizarre and exotic sea life, from tiny, many-finned fish to great, slender cetaceans. The seas are brimming with life. The waters here carry a certain restorative property, and living creatures that drink or breathe it frequently over a period of 4d4 weeks gain fast healing 2 for up to a month after they leave the plane, or indefinitely if they remain in the plane.

Water/Earth/Positive: Growth
This plane is a wild, overgrown forest. There, life abounds, with all sorts of simians and exotic reptiles, but the sky has never been seen, due to the thick, high canopy. Some believe there is no sky, that the trees just keep going up forever. The ground is always in a stat of perpetual saturation, leaving the ground moist and muddy. This mud is packed with nutrients, with an amount as little as a cup (about 1/4 a liter) being enough to feed a medium creature for a full day, leaving them utterly sated except in cases of magical hunger.

Earth/Fire/Positive: Shelter
This plane is warm, made up of natural cave systems, feels homey, as if it was designed to provide shelter. There is an occasional fire, burning from a small pocket of natural gases, but it rarely gets large enough to become a danger. The animals here are largely docile burrowing creatures such as giant moles. With the exception of the occasional cave fungus, there's little autotrophic life, which begs the question of what the creatures there eat. Sleep is unnecessary here, and creatures can choose not to be affected by magical sleep, and exhaustion is impossible (exhausting effects only render targets fatigued).

Fire/Air/Positive: Freedom
This plane is an endless sea of sky, much like the plane of Air, but there are many islands that look to be composed of glass. This is actually solidified light. There are three suns, which travel together across the skyscape, occasionally aligning. When they do, anything not native to the plane is at risk of burning to death. However, on the few islands of earth and soil, plants grow at a prodigious rate.

Air/Water/Negative: Stagnation
On the plane of stagnation, nothing changes. The plane is cold and dark, plunged into an eternal winter where no new plants grow, and few animals are born (but always enough to maintain current populations). The plane is harsh to outsiders, especially those who bring change. Hypothermia is a constant hazard, with a cumulative -1 per day penalty to saves to stave off hypothermia.

Water/Earth/Negative: Decay
This fetid swamp is filled with parasites, vermin, and diseases. The endless bog that is this plane reeks with the fetid stench of death and decomposition. Those entering the plane must make a DC 25 fortitude save or be rendered nauseated for 1d6 minutes. Every week you spend in this plane, you must make a DC 35 Survival check or be afflicted with a random disease (although you can still attempt to make any appropriate saves against it).

Earth/Fire/Negative: Entropy
This plane is in a constant state of volcanic upheaval, with earthquakes and eruptions a constant danger. The air is full of ash and soot, obscuring the vision of all creatures not equipped to deal with it, similarly to an obscuring mist spell. Every 1d4 minutes, all creatures on the plane are subjected to the effects of an earthquake spell as appropriate to where they are.

Fire/Air/Negative: Imprisonment
This stifling plane is a boiling soup of winds and flame, with only a few pockets of survivable territory, deep inside half-molten spheres of rock. The creatures within are paranoid and violent, rendered half-mad by their entrapment in these tiny shells, barely eking out a resistance in this inhospitable plane. Any creature caught in the firestorm outside take 20d6 fire damage every round, and if they are standing on the outside of a shell, they can make a DC 35 Climb check to hold onto the shell (creatures with a climb speed need not make a check). If you fail, or are not on the surface of a shell, you are caught drifting on the firewinds. Each day, you (or a cloud of your ashes) have a 1% chance of encountering a shell or other object in the storm

Least Invocations

Shatter: [Mineral, level 2] Replicate the effects of shatter.
Earthen Grasp: [Earth, level 2] As the spell.
Leaps and Bounds: [Air, level 2] As the Warlock invocation
Fog Cloud: [Steam, level 1] As the spell.
See the Unseen: [Radiance, level 2] As the Warlock Invocation.
Summon Least Elemental: [Varies, level 2] As summon monster II, except instead of the normal list, you may summon any elemental of up to CR 2. The school of this invocation is any schools appropriate to the elemental subtypes of the summoned elemental. If you cast this while you already have an elmental summoned by means of this invocation or a similar one, the existing one is banished, replaced by the new one.
Swimming in the Styx: [Salt, level 2] As the Warlock Invocation.
Drain Incarnum: [Negative/Positive, level 2] As the Warlock Invocation.
Cocoon of Refuse: [Earth, level 1] as the Warlock Invocation.
Pyrotechnics: [Fire, level 2] As the spell.
Planar Sparks: [Air, Earth, Fire, or Water] Deal 1d6 damage per 3 caster levels. This damage is dependent on which version of this invocation you choose. (Sonic for Air, Acid for Earth, Fire for Fire and Cold for Water).
Shocking Grasp [Lightning, level 1] As the spell.
Glitterdust [Radiance, level 1] As the spell.
Night and Day [Negative/Positive, level 2] Create a field of magical darkness or light, either replicating the effects of a darkness spell, or creating its inverse, causing light in its area to increase in brightness by one level. This invocation can also be used to counter or dispel a level 2 or lower darkness or light spell.
Scalding Gust: [Smoke, level 2] As the Dragonfire Adept Invocation.
Command Undead: [Negative, level 2] As the spell.
Tunneler: [Earth, level 1] Touched creature gains a burrowing speed equal to 1/2 its base land speed.
Column of Wind: [Air, level 2] Create a column of wind that can lift creatures and objects as the levitate spell, except that it can lift unwilling creature, who receive a Reflex save to avoid the effect. This column occupies 1 5-foot space, and move on your command to wherever you choose, lifting or dropping objects at its point of origin or destination, and moving any Medium or smaller creatures and objects it is currently holding with it. This wind column persists as long as you maintain concentration on it, and commanding it is part of the action taken to maintain concentration.
Create Pure Rations: [Water, level 1] Replicate create water and/or purify food and drink. Additionally, water or food purified or created with this invocation cleans the blood, offering a +2 alchemy bonus on fortitude saves against poison and disease.



Lesser Invocations


Curse of Despair: [Negative, 4th] As the Warlock Invocation.
The Dead Walk: [Negative, 4th] As the Warlock Invocation.
Overland Flight: [Air, 5th] As the spell.
Stony Grasp: [Earth, 3rd] As the Warlock Invocation.
Earth Sense: [Earth, 4th] Gain Tremorsense 30 feet for 24 hours, can use detect magic at will during this time, but only to detect effects with the [earth] descriptor, invocations with the [earth] school, or other effects otherwise connected to the element of earth (E.G. symbol spells etched onto stone). You receive Stonecunning as a Dwarf's racial ability, or improve the bonus from existing Stonecunning by +1, while this invocation is active.
Explosive Dispelling: [Air/Earth/Fire/Negative/Positive] Use elemental power to attempt to dispel an effect as per dispel magic. On success, the target takes 1d4 + the effect's level (spell level for spells, power level for powers, etc.) in acid, cold, electric, fire, negative energy, or positive energy damage. Positive energy heals living creatures the damage and harms undead the damage amount.
Walk Unseen: [Vacuum, 2nd] As the Warlock Invocation.
Whispers of the Earth and Sky: [Air/Earth, 3rd] Replicate tongues and [speak with animals[/i] for 24 hours. You can use your Intelligence in place of your normal ability modifiers for Bluff, Diplomacy, Intimidate and Sense Motive when dealing with flying or burrowing creatures, and with outsiders and elementals with the air or earth descriptors.
Daylight: [Radiance, 3rd] As the spell.
Summon Lesser Elemental: [Varies, 5th] As summon least elemental, except that the spell replicated is summon creature V, and the maximum CR that can be summoned is 5.
Cold Comfort: [Water, 2nd] As the Warlock Invocation.
Witchwood Step: [Ooze, 3rd] As the Warlock Invocation
Steal Incarnum: [Negative/Positive, 4th] As the Warlock Invocation.
Thunderfire Blast: [Smoke] Targets in a 60-foot cone take 1d6+Int Mod damage per 2 caster levels (max 10d6+10*Int Mod). This damage is half fire and half sonic. Targets can make a Reflex save for half damage, and must make a separate Fortitude save ord be deafened for a number of rounds equal to the caster's Intelligence bonus (minimum 1 round)
Sculpting Will [Ooze, 5th] Replicate the effects of stone shape, transmute mud to stone, and/or transmute stone to mud.
Unrelenting Force: [Air, 4th] Replicate the effects of a Shout spell, all those effected must make a separate Reflex save or be knocked prone.
Volcanic Cave: [Magma, 4th] Form nearby stone into a small shelter that protects an area of 20 sq. feet, before collapsing after 2 hours/caster level. For the first minute, anyone touching or adjacent to the wall takes 1d6 fire damage, and must make a reflex save or be ignited.


Greater Invocations

Patch of Frost: Create slick patch of ice, identical to that of a [i]grease spell, except that it is not flammable, it deals 2d6 damage to creatures upon entering the ice slick, and creatures who fail their save are immobilized, not knocked prone. Each each time a creature ends its turn in this patch of ice, they take 1d6 damage.
Elemental Draining [Air/Earth/Fire/Water/Negative/Positive, 6th] As greater dispel magic, except that you gain Fast Healing equal to your Intelligence bonus for a number of rounds equal to twice the level of the effect dispelled.
Enervating Shadow: [Negative, 5th] As the Warlock Invocation.
Blight: [Decay, 5th] As the spell
Acid Fog: [Air/Ooze, 6th] As the Spell
Tenacious Plague: [Stagnation, 6th] As the Warlock Invocation.
Wall of Transelemental Fire: [Fire/(Air, Earth or Water)] As wall of fire, except that half the damage is acid (earth), cold (water), or sonic (air) (your choice)
Wall of Iron: [Earth, 6th] As the spell.
Caustic Mire: [Ooze, 4th] As the Warlock Invocation.
Summon Greater Elemental: [Varies, 7th] As summon least elemental, except that the spell replicated is summon monster VII, and you can summon any elemental of CR 9 or less.


Dark Invocations

Elemental Discorporation: [Air/Earth/Fire/Water, 8th] As the Warlock Invocation dark discorporation, except that the damage from your swarm attack becomes 1d6 each of acid, cold, electric, fire and sonic damage.
Elemental Step: [Varies, 6th] As the spell shadow walk, except that the effect is not illusory, and it does not take you though the plane of shadows, but instead through an elemental plane of your choice, exposing you to the effects of that plane while you do so.
Mania: [Varies, 8] for 24 hours, effects used by the touched target pertaining to a single element (Air, Earth, Fire, Negative, Positive, or Water) have their save DC increased by 4, their range and duration increased by 10%, and deal an extra 3d6 damage (if it already deals damage). These benefits stack with, and are applied after metamagic or similar effects. Only one version of this effect can be active on a creature at one time.
Incarnum Shroud: [Positive, 8th] As the Warlock invocation.
Elemental Blade: [Varies, 7th] As the spell mage's sword, except that the sword's bonus damage is 1/2 acid, cold, electric, fire or sonic (your choice). If the sword deals acid damage, it deals an additional 1d4 damage each round for 1 minute (Fortitude negates). If it deals cold damage, the sword's target suffers a -4 penalty on attacks and skills that receive armor penalties (Fortitude negates). If it deals electric, the sword's target is paralyzed for 1d3 rounds (Will Negates). If it deals fire, the swor'ds target bursts into flames (Reflex negates). If it deals sonic, it deals double the sonic damage to crystalline targets, and the target is deafened (Fortitude negates).
Waves of Exhaustion: [Negative, 7th] As the spell.
Maze: As the spell, except that instead of being placed in a force labyrinth, the target is banished to the meta-elemental plane of Imprisonment.
Utter Chaos: [Entropy, 9th] All creatures must make a Will save or be rendered [I]confused for any duration up to 10 years. You must choose the duration when casting, and can not change it after casting it. The targets are not freed of this effect by break enchantment, but a wish or miracle will completely end the effect on anyone the wisher or invoker of the miracle chooses. Any intelligent creatures who share a language with one of the targets and listens to one of the targets speak for 1 minute must make a Will save or be affected as if by the invocation. If you cast this invocation, and its effects are still active, the effect ends.
Stagnant Touch [Stagnation, 8th] As the spell temporal stasis, except that it only lasts for 1 week per caster level.
Freedom [Freedom, 9th] As the spell.
Elemental Conjuration: [Varies, 9th] As the spell shades, except that it can only be used to replicate elemental spells, and you may not replicate a single given spell more than once per day.
Supersize: [Growth, 9th] Touched creature is rendered Colossal for 1 round.
Refuge: [Shelter, 9th] As the spell.
Curse of Ages: [Decay, 9th] You immediately age 1 cubic foot of nonliving matter per caster level by 100 years per caster level. This would cause certain materials such as wood to decay into dust, while other, more durable materials such as stone might still be there.
Word of Changing: [Change, 5th] As the Warlock invocation.
Summon Dark Elemental: As summon least elemental, except that the replicated spell is summon monster IX, and you may summon any elemental of up to CR 12.

Arkhaic
2013-09-07, 03:01 PM
The Planar Infused

Put an optional image of your class here!

Fire and Ice, Light and Darkness, The Sky and The Earth. All things are opposed by something, pupil. Focus your mind, your soul, and draw one of the elements into you—and in doing so, call its opposite into the world around you.—Hafez Nullrune, Planar Infused

Planar Infused are individuals harness the power of the inner planes while still maintaining the balance between them.

Adventures: Those who choose the path of a Planar Infused might adventure for enlightenment, or to correct an imbalance. Those who are born with the gift adventure for their own reasons, and as such their reasons for adventuring are as varied as people are.

Characteristics: Any given Planar Infused will Embody at least one element and Unleash another. The element Embodied grants defensive boons to the Infused, and the element Unleashed is used to make direct attacks against an enemy.

Alignment: Planar Infused come from a variety of alignments, but those who seek balance are usually True Neutral.

Religion: Planar Infused often worship gods of balance, or in lieu of that the elements themselves.

Background: One who follows the path of a Planar Infused often learn under a wandering mentor, while one who innately possesses the ability simply discovers it through trial and error.

Races: While most races can be planar infused, beings who are tied to one of the 4 elements may not Unleash or Embody the element that they are tied to. Those without souls also cannot become Planar Infused, as a soul is required to manipulate and channel the energies of the planes.

Other Classes: While Planar Infused might be mistaken for an arcanist, warlock or even a cleric at first, it becomes quickly apparent that they are in an entirely separate category. Some get along surprisingly well with monks and druids, as they are often like-minded individuals in respect to balance. In general however, the attitude of the average Infused is as easy to predict as that of the average person of every other class.

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

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

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: As sorcerer
Starting Gold: 178 GP


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

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

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

1st|
+x|
+x|
+x|
+x|Elemental Aura, Embodiment, Unleashed Blast

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Elemental Aura (Ex): A planar infused has a particularly powerful pair of auras corresponding to his current chosen elements. Spells and effects that would normally reveal auras corresponding to alignment instead reveal the Infused’s current auras to the caster. The caster does not automatically know which aura is active and which aura is passive, though it should normally be visually apparent.
Embodiment (Su): Each morning the Infused must choose one element to Embody and another element to Unleash. These elements must be opposed, as indicated in the Embodiment description.

Arkhaic
2013-09-07, 04:29 PM
Embodiment Effects
Fire & Water:
Nothing Here Yet

Earth & Air
Nothing Here Yet

Radiance & Shadow
Nothing Here Yet

Life & Death (Positive & Negative Energy)
Nothing Here Yet
Notes: At least 6 levels of embodiment effects, mostly passive bonuses.

Arkhaic
2013-09-07, 04:48 PM
(Post reserved for feats or something, as the seed magic idea is not working out.)

Amechra
2013-09-09, 03:03 AM
The Kalpa

Feel the warmth of your skin? Thank the Plane of Fire.
Feel the breath flowing between your lips? Thank the Plane of Air.
Feel the stability of your bones? Thank the Plane of Air.
Feel the blood flowing from your veins? Curse the Plane of Water.

All things are a conjunction of the four elemental atoms; some defined by their presence, some by their absence.

Things of great complexity, such as a living creature, are built from beautiful structures of intricately-bound atoms; they resonate in the perfection of their conjunction, each element still intrinsically bound to their plane of origin.

However, there are those that are aware of these resonances, and as such, seek to change them. And in doing so, they change themselves. Such is the price of enlightenment.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

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

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

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

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

GAME RULE INFORMATION
Kalpa have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any
Hit Die: d8
Starting Age: As Cleric
Starting Gold: 3d4 x 10 gp (75 GP)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

16th|
+12/+7/+2|
+5|
+5|
+5|Class Ability|4

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

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

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

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

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

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

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

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

Amechra
2013-09-09, 03:05 AM
Reserved for the Desms.

sengmeng
2013-09-09, 02:49 PM
Kombatant

Put an optional image of your class here!

GET OVER HERE!

Kombatants are similar to monks in many ways, but their path to enlightenment is more violent, and their violence has the purpose of proving once and for all whose philosophy of Kombat is best. The first Kombatants studied the lessons of the elements: Fire showed them the value of overwhelming offense, Air taught them mobility, Earth showed them how to endure, and Water showed them versatility. However, no one philosophy created the perfect warrior, and Life and Death were added to the mix. Finally, Kombatants realized that only a Kombination of two paths could give them martial perfection. Now, Void Kombatants square of against Ooze Kombatants and Ice Kombatants fight Lightning Kombatants. Only time will tell which is supreme.

Adventures: Before engaging other Kombatants for the right to call themselves champion, many Kombatants travel as adventurers to learn more of the art of Kombat.

Characteristics: Kombatants fight mostly unarmed with a variety of elemental powers and enhancements. Weapons are seen as a crutch that is only occasionally necessary for a true warrior.

Alignment: All Kombatants are lawful. The entire purpose of a Kombatant's training is to devote themselves to a philosophy and then proves its worth. The Death path requires the Kombatant to be Lawful Evil, and the Life path requires them to be Lawful Good. Otherwise, they may choose any lawful alignment.

Religion: Kombatants have no overall trend with regards to religion, but their deities often relate to the path they choose. One deity in particular favors his Kombatants, the lightning god Dairen.

Background: Kombatants come from the same general background as monks, though they are more likely to wander than monks, and may train under a wandering master.

Races: All notable Kombatants have been human, though it is not impossible for other races to train in their arts. There are rumors of at least one lizardman and possibly a centaur Kombatant.

Other Classes: Kombatants can recognize the utility of other classes and teamwork, but their ultimate test will eventually be in single Kombat, and so they try to develop self-reliance as a general principle.

Role: Kombatants are front line, mobile strikers with limited other abilities that vary by path. Some can be very durable, others very stealthy.

Adaptation: A campaign that doesn't feature the Inner Planes might need adaptation, but very little.

GAME RULE INFORMATION
KOMBATANTS have the following game statistics.
Abilities: Kombatants can be built around almost any ability score. The different paths benefit differently from different ability scores.
Alignment: Any Lawful.
Hit Die: d6
Starting Age: as Monk.
Starting Gold: as Monk

Class Skills
The Kombatant’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), 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: (4 + Int modifier) × 4.
At each additional Level: 4 + Int modifier.

KOMBATANT
{table]level|BAB|Ref|Will|Fort|Speed|Dmg|AC|DR|Special
1|+0|+2|+2|+2|+5’|+1d4|+1|1/-|Kombatant Abilities, Proficiencies
2|+1|+3|+3|+3|+10’|+1d4|+2|1/-|Path Ability
3|+2|+3|+3|+3|+10’|+1d6|+2|2/-|Path Ability
4|+3|+4|+4|+4|+15’|+1d6|+2|2/-|
5|+3|+4|+4|+4|+15’|+1d6|+3|3/-|2nd Path
6|+4|+5|+5|+5|+20’|+1d8|+3|4/-|
7|+5|+5|+5|+5|+20’|+1d8|+3|4/-||Path Ability
8|+6|+6|+6|+6|+25’|+1d8|+4|5/-|
9|+6|+6|+6|+6|+25’|+1d10|+4|5/-|Path Ability
10|+7|+7|+7|+7|+30’|+1d10|+4|6/-|
11|+8|+7|+7|+7|+30’|+1d10|+5|6/-|Path Ability
12|+9|+8|+8|+8|+35’|+2d6|+5|7/-|
13|+9|+8|+8|+8|+35’|+2d6|+5|7/-|Kombo, Path Ability
14|+10|+9|+9|+9|+40’|+2d6|+6|8/-|
15|+11|+9|+9|+9|+40’|+2d8|+6|8/-|Path Ability
16|+12|+10|+10|+10|+45’|+2d8|+6|9/-|
17|+12|+10|+10|+10|+45’|+2d8|+7|9/-|Path Ability
18|+13|+11|+11|+11|+50’|2d10|+7|10/-|
19|+14|+11|+11|+11|+55’|+2d10|+7|10/-|Path Ability
20|+15|+12|+12|+12|+60’|+2d10|+8|11/-|Ultimate Kombo[/table]

Weapons and Armor proficiencies: Kombatants are not proficient with any armor or shield, and most of their Kombatant extraordinary abilities do not function in armor. Kombatants do not take nonproficiency penalties for any melee or thrown weapon, including improvised weapons, and they are proficient with shortbows and slings. A multiclassed Kombatant takes a penalty equal to the portion of his base attack bonus from other classes, but no higher than -4.

Kombatant Abilities(Ex): The table gives four Extraordinary abilities that every Kombatant improves at as they go up in level. They are Speed, Damage, Armor Class, and Damage Reduction.
Speed:
The Kombatant adds this amount to their base movement speed as long as they are unarmored and not carrying a medium or heavier load or wielding a shield. "Kombatant bonus speed" refers to the amount in the table for that Kombatant's level (some Kombatant abilities are dependent on this amount). The path of Air enhances this ability more than other Kombatants.
Damage:
Kombatant bonus damage is added to all unarmed attacks and with weapons designated as special Kombatant weapons (quarterstaff, sai, nunchaku, kama, siangham, and shuriken). A Kombatants unarmed strikes can come from any part of their body, and they are treated as armed when attacking with them, as per the Improved Unarmed Strike feat. They can choose to deal lethal or nonlethal damage with any unarmed strike or grapple check, and they also add the bonus damage when grappling. In all cases, the bonus damage is the same type as the weapon's base type, although some path abilities change this. The path of Fire accelerates the progression of this ability.
Armor Class:
The Kombatant adds the number in this column as an untyped bonus to their armor class, as long as they are not helpless, unconscious, encumbered, or wearing armor or using a shield. The Path of Water increases this ability.
Damage Reduction: The Kombatant subtracts this amount from all damage from weapons or natural attacks. Damage reduction can reduce damage to zero, but not below zero. The path of Earth enhances this ability.

sengmeng
2013-09-09, 02:50 PM
Reserved For Paths And Feats

FIRE

EARTH

AIR

WATER

LIFE

DEATH

KOMBO PATHS

VOID

ASH

SMOKE

OOZE

ICE

LIGHTNING

DUST

SALT

STEAM

MAGMA

STONE

RADIANCE

Silva Stormrage
2013-09-09, 03:51 PM
Twilight Magus

http://images.mmosite.com/my/upload/31/26/67a9619c3ba25982ae5b02a68b9f7ce2/theme/6fdb0880c68d62a0e0075ad98f894704318.jpg
Light is good? Dark is evil? Your worldview is naive. I have found the balance between the light and the dark and will use it to destroy you.
[i]Image From: http://images.mmosite.com/my/upload/31/26/67a9619c3ba25982ae5b02a68b9f7ce2/theme/6fdb0880c68d62a0e0075ad98f894704318.jpg

Info: Twilight Magi are spell casters who delve into the study of life or death and find out the balance or synergy of both life and death. Finding harmony or a balance between cold negative and warm yet erratic positive energy Twilight Magi are powerful casters who can bestow blessings or curses as appropriate for the situation.

Characteristics: Twilight Magi tend to be fairly warm and open to their friends and can be cold and brutal to enemies. The amount of positive energy they tend to wield gives them more energy than the average person. On the counterpoint the amount of negative energy they hold can cause them to become coldly analytic and calm. These emotional effects can be suppressed by a competent Twilight Magus but they are also increased the more a Twilight Magus uses their abilities. Using more negative energy abilities causes the Magus to become temporarily colder and calmer while using more positive energy abilities causes the Magus to be more emotional and friendlier.

Races: Races with strong religious ties have a slightly higher tendency of becoming Twilight Magi as their culture often deals with positive and negative energy which draws people to study the connection between the two types of energy. Undead can sometimes become Twilight Magi as well and it is decently common for a good aligned undead to become a Twilight Magus to capitalize on his newfound negatively powered soul.

Alignment: Twilight Magi are fairly varied for alignment. Evil empires need healers as well and the Twilight Magi's ability to heal and harm makes them valuable to evil cults who normally lack the healing ability of good aligned churches. Likewise though Good aligned churches also need healers and the added offensive power of the Magi can help defend themselves from other threats. It is rare but not entirely uncommon for Magi to be neutral on the good-evil spectrum, usually they find themselves drawn to one side or another. It is fairly common for Twilight Magi to be neutral on the law-chaos spectrum as the art of the Twilight Magi requires finding common ground from the chaotic positive energy plane and the unchanging void of the negative energy plane.

Other Classes: A Twilight Magi's relationship with other classes varies on the individual Twilight Magus. Good aligned Twilight Magi can find themselves in good company with good aligned clerics and paladins while also being able to maintain friendly relationships with a natural necromancer or vampire lord. An evil aligned Twilight Magi can find himself right at home with evil aligned clerics, demons and necromancers.

Roles: A Twilight Magus is a healer and primary spell caster. Using recitations to protect, shield, heal his allies or debuff or harm his enemies. His shades can protect allies or harm enemies depending on his current energy point total and depending on his recitation selection a Twilight Magus can provide numerous summoned creatures to help flank and control enemies. Twilight Magi are also quite adept at manipulating energy that people use and are quite adept at refueling spell caster's spells and other character's limited resources.

GAME RULE INFORMATION
Twilight Magi have the following game statistics.
Abilities: Charisma is the most important stat for Twilight Magi as it influences their recitation saving throw dc and several other class features. Intelligence is almost as important as it influences several other class features and recitations as well as the size of the Twilight Magus's energy webs.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As cleric

Class Skills
The Twilight Magus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

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

Twilight Magus


Level
Base Attack Bonus
Fort
Ref
Will
Special
Recitations


1st

+0

+2

+0

+2
Energy Casting, Recitations (Least), Linking, Turn or Rebuke Undead
2


2nd

+1

+3

+0

+3
Meditation
3


3rd

+1

+3

+1

+3
Shade (One Shade)
4


4th

+2

+4

+1

+4
Aura (30ft), Recitations (Lesser)
5


5th

+2

+4

+1

+4
Healer's Hands +2(Posions and Diseases)
6


6th

+3

+5

+2

+5
Energy Healing
7


7th

+3

+5

+2

+5
Energy Inverse 1/Day
8


8th

+4

+6

+2

+6
Healer's Hands +4 (Restore Undead), Recitations (Moderate)
9


9th

+4

+6

+3

+6
Shade (Two Shades)
10


10th

+5

+7

+3

+7
Final Recitation
11


11th

+5

+7

+3

+7
Healer's Hands +6 (Negative Levels), Energy Well 1/Day
12


12th

+6

+8

+4

+8
Aura (60ft), Recitations (Greater)
13


13th

+6

+8

+4

+8
Energy Inverse 2/Day
14


14th

+7

+9

+4

+9
Healer's Hands +8 (Regenerate Limb)
15


15th

+7

+9

+5

+9
Final Recitation
16


16th

+8

+10

+5

+10
Recitations (Perfect),Energy Transformation
17


17th

+8

+10

+5

+10
Shade (Three Shades)
18


18th

+9

+11

+6

+11
Healer's Hands +10 (Ability Damage And Drain), Energy Well 2/Day
19


19th

+9

+11

+6

+11
Energy Inverse 3/Day
20


20th

+10

+12

+6

+12
Final Recitation
21


Class Features
All of the following are class features of the Twilight Magus

Weapon and Armor Proficiencies: Twilight Magi are proficient with all simple weapons and light armor.

Energy Casting: Twilight Magus use their own bodies as conduits for both positive and negative energy allowing them to manipulate such forces with great power and finesse. However, using too much positive energy harms the magus's ability to use negative energy and vise versa. The Magus starts with 0 energy points each day and can have at most 100 energy points and as little as -100. Whenever he uses a recitation he gains or loses energy points (Positive energy recitations adds energy points negative energy recitations subtract energy points). While the Magus has 50 energy points he becomes unable to use negative energy recitations and if he has -50 energy points he becomes unable to use positive energy recitations. Every round the Magus's energy point pool approaches 0 by 1. Thus if he has a negative amount of energy points he gains one and if he has a positive amount he loses one. If a magus gains 100 energy points he become unable to use any negative energy recitations until he can rest for eight hours which resets his energy points to 0. Similarly, if a magus gains -100 energy points he become unable to use any positive energy recitations until he can rest for eight hours which resets his energy points to 0. In addition, the Magus's energy pool doesn't approach 0 when he has either 100 or -100 energy points. However, the Magus can use final recitations at 100 or -100 energy points (Positive final recitations at 100 and negative final recitations at -100). Final recitations are described below.

Recitations: A Twilight Magus can channel positive and negative energy in a different ways then standard casters. The Magus can produce magical effects through recitations which function as spell like abilities useable a certain amount of times per day. Unlike regular spell like abilities recitations requires verbal, material and xp components. Also they incur arcane spell failure when the Magus wears any armor heavier than light armor. A Magus may dismiss any ongoing recitation he cast as a standard action. The Magus may use each of his highest grade recitations 2 times per day. His next highest grade can be used 3/day the next highest level 4/day and any recitations of lower grade than his 3rd lowest level (So if he can use perfect recitations he would be able to use lesser and least recitations at will). Recitations have a dc equal to 10+the recitation level+the Magus's charisma modifier. Recitations are presented in the format: Name of Recitation (Level of Recitation, Energy point adjustment) [Any Appropriate Descriptors]. Recitations are standard actions unless otherwise noted.

At level 1 a Magus knows one positive energy least recitation and one negative energy least recitation. Then the Magus gains more recitations as shown on the table above. A Magus can never know more than 2 recitations of one type than another. Thus, if a Magus knows 4 negative energy recitation and 6 positive energy recitations the next time he gains a recitation he must select a negative energy recitation.

A Magus may change one of his previously selected Recitations for another one at any point as long as he preforms a ten minute ritual which requires material components equal to 100gp per level of the recitation. In addition, this ritual must take place on either the negative energy plane or positive energy plane. The Magus may then select a new recitation of the same set as the one he wishes to change.

A Magus may select only least recitations at 1st level, he gains access to a new grade of recitations at 4th, 8th, 12th and 16th level.

Linking: (Su) A Twilight Magus is excellent at creating webs of energy to spread spells to allies and efficiently inflict damage upon enemies. As a move action a Twilight Magus can link a creature within close range. The Magus has two types of energy webs, a positive web and a negative web. Usually a Twilight Magus will wish to link allies with their positive web and enemies with their negative web. Certain recitations may effect any creature in a particular web and they are noted as such in their description. The Magus is always treated as being in a web if he so wishes to be counted as in the web. The Twilight Magus can have a number of other creatures in each web equal to his intelligence modifier. A creature remains in the Magus's web as long as it stays within line of effect of the Magus (Teleportation to an area that is still within line of effect of the Magus does not count for this ability).

Turn or Rebuke Undead A Twilight Magus can either turn or rebuke undead as a cleric of his class level. If his energy point total is positive he can turn undead, if it is negative he may rebuke undead and if it is 0 than he may choose which one to use. He may uses this ability 3 + his charisma modifier times per day.

Mediation: (Su) At second level, the Magus can realign himself with either the positive or negative energy plane. As a move action the Magus may grant himself two energy points or subtract two energy points from his total. The Magus may not use this ability while at 100 or -100 energy points and can't increase his energy points above 100 or below -100 with this ability.

Energy Shade: (Su) Twilight Magi can summon embodiments of positive and negative energy through their connection to both energies. A Magus may summon a shade whose abilities depend on how many energy points the Magus has. If you have positive energy points the shade becomes a positive energy shade, if you have negative energy points it becomes a negative energy shade. The shade switches forms if the Magus's energy points change from positive to negative values and vise versa. If the Magus has 0 energy points the Magus can switch which type of shade it is as a move action. Summoning a Shade takes a 30 minute ritual and they last until destroyed. A 3rd level Magus can have only one Shade active at any time. At 9th level and every 8 levels after he can have an additional shade summoned at once.

Shades are spectral undead that have hit points equal to half the Magus's maximum. All of their ability scores are equal to the Magus's intelligence score except for strength and constitution which are -. Their armor class is equal to 10+their dexterity modifier + their charisma modifier (Deflection Bonus) + the magus's charisma modifier (Insight Bonus). They have HD equal to the Magus's caster level for the purpose of spells and effects. While Shades look incorporeal and do have an incorporeal touch attack they are not truly incorporeal and can take damage from non magical weapons and do not have a 50% miss chance against other attacks as well as being unable to phase through thin walls. When the Magus reaches 8th level they become truly incorporeal and gain all the standard traits of the incorporeal subtype. They do not gain skill points or feats. Shades have a natural incorporeal touch attack that depends on wether it is a positive energy or negative energy shade in addition to other abilities (See Below).

Negative Energy Shade
Incorporeal Touch: Inflicts Profane damage equal to 1d6+the shade's charisma modifier

At 8th level the damage increases by 4

At 10th level each touch inflicts one negative level. A fortitude save (DC 10 + 1/2 HD + Shade's Charisma modifier) negates the level.

At 14th level the shade gains the feat life drain (Libris Mortis)

At 16th level the damage increases by 12

At 18th level the shade gains the feat spell drain (Libris Mortis)

Positive Energy Shade
Incorporeal Touch: Gives temporary hit points equal to double the shade's charisma modifier. This temporary hit points do not stack with themselves. These temporary hit points last for a number of rounds equal to the shade's charisma modifier

At 8th level the temporary hit points gained increases by 8

At 10th level each touch also gives +1 on all attack rolls, skill checks and saving throws. This bonus lasts as long as the temporary hit points last.

At 14th level the bonus increases to +2 and the duration of the shade's temporary hit points doubles.

At 16th level the temporary hit points increases by 32.

At 18th level the shade can explode as an immediate action to heal an ally within line of sight and line of effect 75 hit points. This kills the shade.

Aura: (Su) The energy a Twilight Magus holds is quite unstable and experienced Magi can leech excess energy around them creating an aura of negative or positive energy. Whenever the Magus has positive energy points he has the positive energy aura active and if he has negative energy points he has the negative energy aura active. If he has 0 energy points he can switch which aura is active as a move action. The aura can also be suppressed or reactivated as a move action. This aura has a radius of 30ft around the Magus, at 12th level this increases to 60ft radius.

Positive Energy Aura: All allies within the aura heal one point of damage at the beginning of the Magus's turn as long as they have less than half their hit points. This aura can also damage creatures injured by positive energy. A will save negates this damage (DC 10 +1/2 Magus Level + charisma modifier)

At 8th level this fast healing increases to 3 hit points each round.

At 14th level this healing can heal allies to 3/4 of their maximum hit points

At 16th level this healing increases to the Magus's intelligence modifier or 4. Whichever is higher.

At 18th level this healing can fully heal any allies within range.

Negative Energy Aura: All enemies harmed by negative energy within the aura take one point of negative energy damage. A will save negates this damage (DC 10 +1/2 Magus Level + charisma modifier) This aura can also heal allies who are healed by negative energy such as undead. They can only be healed to 1/2 their maximum hit points though.

At 8th level this damage increases to 3 hit points each round.

At 14th level this damage also gives them a stacking penalty against negative energy recitations. Each time an enemy takes damage they suffer a -1 on saving throws against negative energy recitations (Maximum penalty of -3).

At 16th level this damage increases to the Magus's intelligence modifier or 4. Whichever is higher.

At 18th level this damage can heal any allies healed by negative energy to 3/4 their hit points.

Energy Healing: (Su) At 4th level, the Twilight Magus has learned how to sustain his form with both positive and negative energy. Whenever the Twilight Magus is targeted with an ability that deals positive or negative energy damage he is healed by that amount. He is still vulnerable to negative levels or other similar effects.

Healer's Hands: (Su): At 5th level the Twilight Magus learns how to harness his powers to help others heal quicker from diseases, poisons or regular wounds. The Magus gains a +2 circumstance bonus to heal checks. This bonus increases by +2 for every 3 class levels beyond 5th. The Magus may also heal creatures more rapidly, providing first aid, treating poison or caltrop injury is now a move action. At 10th level these become swift actions.

In addition a number of times per day equal to the Magus's intelligence modifier he can channel positive or negative energy as appropriate into a creature with a touch. This takes a standard action and has varying effects depending on the level of the Magus. At 5th level the Magus allows the subject to make a immediate saving throw against any poison or non magical disease using the Magus's heal skill modifier in place of his normal saving throw. If this saving throw succeeds then the poison or disease instantly is removed. At 8th level the Magus can send a minor amount of negative energy into an undead creature allowing it to recover hit points naturally like a living creature. This lasts for one day per intelligence modifier. At 11th level the Magus can remove one negative level from the subject with this touch. At 14th level the Magus can also regenerate one limb as the spell (http://www.d20srd.org/srd/spells/regenerate.htm) except it doesn't restore hit point damage, fatigue, exhaustion and also only restores one limb or extremity. At 17th level the Magus can restore all points of ability damage and remove all ability drain on one ability score of the Magus's choosing.

Energy Inverse: (Su) Once per day as a free action a Twilight Magus of 7th level can abruptly change his energy pool and his style of fighting. When using this ability he multiplies his energy pool by -1. He can not use this ability while at 100 or -100 energy points. At 13th level he can use this ability 2/day and at 19th level he can use it 3/day.

Final Recitations: (Su) At 10th level the Twilight Magus may select one of the 10th level final recitations below. At 15th level he may select a 15th level final recitation and at 20th he may select a 20th level one. A final recitation works like a normal recitation except that a positive energy final recitation requires 100 energy points to use and a negative energy final recitation requires -100 energy points. Using any final recitation sets the Magus's energy points to 0. Each final recitation can only be used once per day.

10th Level Final Recitations

Phoenix Fire: (7th)
The Magus uses the energy of the positive energy plane to wrap a subject in a cloak of energy. This energy give off bright light and looks like a shield of dancing flames. If the subject is healed by positive energy than this shield grants fast healing 10 and inflicts 5d6 points of fire damage to anyone who touches the subject or who attacks the subject with a non reach melee weapon. If the subject dies while this shield is in effect he is immediately resurrected with half his maximum hit points. This shield lasts for 1 round per 2 caster levels.

If used on a subject who is harmed by positive energy than the shield deals 4d6+10 damage per round for 1 round per caster level. A fortitude save at the beginning of this recitation halves all future damage caused by it. If a creature dies while being affected by this recitation than their remains burst into flames and are reduced to ashes.

Soul Steal: (7th) [Death]
The Magus targets a single subject and rips the subject's soul from his body killing the subject unless he can succeed on a fortitude save. If the subject fails the fortitude save than the Magus steals his life energy and adds the subject's current hit points to his own as temporary hit points.


15th Level Final Recitations

Lay on Hands:(8th) The magus channels all the positive energy his soul can bear and unleashes it with a touch. Any creature touched by this is healed an amount equal to the Magus's maximum hit points. The Magus can damage undead or other creatures harmed by positive energy as well but needs to hit with a melee touch attack and they get a will save for half damage (DC 18 + Charisma + intelligence). If Lay on Hands is used to heal it grants temporary hit points equal to half the Magus's maximum hit points. Unlike normal melee touch attacks the positive energy used in this recitation is too unstable to be held and if the Magus doesn't heal someone within one round of using this recitation the energy is wasted.

Negative Burst Storm: (8th) The magus channels a massive amount of negative energy as a standard action targeting 4 creatures within medium range (100ft +10ft/level). Each creature is flooded with negative energy which lashes out at nearby creatures and siphons energy. For each creature within 10ft of each target creature the targeted creature gains one negative level (Maximum negative levels equal to 1/2 the Magus's caster level). Each creature within 10ft of each targeted creature gains one negative level. The magus then heals two hit points for each negative level bestowed with this recitation.


20th Level Final Recitations

Supernova: (9th)
As an immediate action this recitation allows the Magus to call as much positive energy as he is possible of calling into one spot at once. However, he spends all his power on simply calling the energy not controlling it with any finesse what so ever. Instead he lets it burst from his form and spread to his allies shielding and protecting them. The positive energy the Magus has called bursts forth in a magnificent explosion of light. All allies within a one mile radius of the Magus gain a +5 bonus on all saving throws, skill checks, attack rolls and also gain temporary hit points equal to the maximum hit point total of the Magus. This ability ignores line of sight and line of effect and the Magus needs neither of those to affect his allies with this recitation. These temporary hit points last for one day per caster level of the Magus. Using this recitation is not without cost though and after using this recitation the Magus's form disintegrates into white ashes that scatter in the explosion killing him. In addition, channeling this much positive energy is disruptive for the Magus' soul and makes it impossible to resurrect the Magus for at least one day as his soul and spirit try to reform themselves after the hosting maelstrom of energy they just unleashed.

Absolute Zero: (9th)
The Magus can siphon energy so efficiently as a standard action this recitation lets the Magus rob a 20ft radius spread within close range (25ft+5ft/2 levels) of all energy. This essentially robs all creatures in the area of the ability to move, think or act rendering them in a state similar to temporal stasis (Though they can still be harmed and healed though it may be difficult to do so). Magic as well is negated inside this area and all ongoing magical effects are ended as long as they are not cast at a caster level higher than the Magus's caster level. Magic items are treated as being suppressed in the area and for 1d10 rounds after leaving the area. All kinetic energy and gravity is also negated so movement inside the area is impossible for objects. When objects are thrown into the area they simply stop once they enter and simply hang in the air. Every round a subject is trapped in the area he may make a fort save to allow himself to move. If the subject fails he takes 5d6 cold damage from the lack of heat. If he fails three saving throws in a row the character dies as all energy from his very soul is sucked into the negative energy plane. Even if he succeeds it still is difficult to move around, his movement speed for all types of movement are halved and he can only take a move or a standard action on his turn. A successful saving throw means that the creature's items are not suppressed. In addition, the area is still suppressing magic so he must make another will save or be unable to use any spell, spell like ability or similar ability while in the area. The Magus is immune to his own Absolute Zero recitation and it does not hamper his movement or his recitations or items nor does it deal damage to him. This area siphons energy out of it for 1 minute/caster level


Energy Well: (Su) At 11th level with a minute long ritual the Twilight Magus can summon up a spectral well filled to the brim with positive or negative energy at his choosing. This energy can restore creature's magical, psionic, or similar power. A well can restore a number of spells, recitations or mysteries equal to one quarter the Magus's charisma modifier (rounded up). This allows the spells or abilities selected to be used again as if the creature had not expended them. The spells or recitations restored may be of any level that the character can use, although prepared spellcasters must gain spells that they have already expended this day. The well restores psionic power points, and one spell is equivalent to a number of power points equal to the manifester level of the creature. The Magus can limit how many spells or power points each creature can pull from the well. Pulling a spell or refilling power points from the well takes one standard action and the character must be adjacent to the well to do so. At 18th level the Magus can conjure the well two times per day.


Energy Transformation: The Twilight Magus of 16th level transforms into a new form which is cloaked in positive or negative energy based on the choice of the Twilight Magus. The Twilight Magus can choose any of the following templates to chose from, Vampire, Serath Lich, or Radiant Conduit. Find them all here (http://www.giantitp.com/forums/showpost.php?p=14492054&postcount=11). The DM may grant another template if he so wishes but it should be LA 2 or less and be thematically tied to positive or negative energy.

Feats
Extra Recitation [General]
You study has allowed you to learn more recitations than normal
Prerequisites: The ability to cast recitations
Benefit: You can learn an extra recitation. This recitation is one grade lower than the maximum you can learn.
Special: This feat may be selected multiple times

Enduring Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: The ability to cast recitations
Benefit: Chose one recitation not of the highest grade you can use, that recitation can now be used a number of times per day as if it were one grade lower.
[i]Special: This feat may be selected multiple times, but you may not select the same recitation again. You must chose a different recitation.

Perfected Recitation [General]
You study has allowed you cast a particular recitation more than normal
Prerequisites: Enduring Recitation
Benefit: Chose one recitation that you have selected with the Enduring Recitation feat. That recitation is now treated as an additional one grade lower for the purpose of how many times per day you can use it.
[i]Special: This feat may not be selected multiple times unlike Enduring Recitation, also if you lose the recitation that you have selected with this feat you lose this feat until you gain access to the recitation that you originally selected with this feat.

Improved Mediation[General]
You can align yourself with positive or negative energy much easier than normal
Prerequisites: The Meditation Twilight Magus Class Feature
Benefit: Whenever you use mediate to gain or lose energy points you can choose to lose or gain up to your intelligence modifier of energy points rather than the normal amount.

Improved Linking[General]
You can form webs of negative energy which contain more creatures than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 4
Benefit: The maximum amount of creatures in a web increases by 1/4 the character's Twilight Magus class level

Greater Linking[General]
You can form webs of negative energy much quicker than normal
Prerequisites: The Linking Twilight Magus Class Feature, Twilight Magus level 9, Improved Linking
Benefit: Using the link ability takes either a swift or a move action

Silva Stormrage
2013-09-09, 03:52 PM
Recitations

Least Recitations
Negative Recitations:

Absorption Web: (2nd, -4)
The Magus spreads a siphoning energy across his negative energy web, this energy lasts for one round per caster level. As an immediate action while this energy lasts the next targeted spell affecting any target in the Magus's negative energy web is negated. After absorbing one spell this energy fades. Only one Absorption Web can in place at any one time.

Bolster Undead: (1st, -3)
By sending negative energy into a nearby undead creature as a swift action the Magus grants a +2 bonus to strength and dexterity as well as 5 temporary hit points to an undead creature within close range (25 ft +5ft/2 caster levels). These bonuses last for 1 minute/caster level)

Darkness: (2nd, -4)
The Magus siphons away the light in a 20ft radius to the negative energy plane. This recitation duplicates the effects of a darkness spell except as noted here.

Decay, Least: (2nd, -5)
Upon reciting the phrase for this recitation the Magus floods a creature with negative energy causing the energy to wither and decay the subject's form. The subject takes 2d6 negative energy damage each round for a number of rounds equal to the Magus's caster level+1 (Maximum 5 rounds). A will save halves the damage. Two successful saving throws by a particular subject ends the effect on that subject This recitation affects all creatures currently in the Magus's negative energy web. This ability doesn't heal creatures healed by negative energy however, it does not damage them. It simply has no effect.

Finishing Blow: (2nd, -4) [Death]
As a swift action the Magus can instantly slay any creature in his negative energy web who is in negative hit points. Each creature gets a fortitude to survive and if they make the save they only take one point of damage. For each enemy slain by this recitation the Magus gains 5 temporary hit points.

Animate Cadaver: (2nd, -20)
As a standard action the Magus may animate a corpse of a humanoid creature as an undead minion called a Cadaver. This minion has a number of d12 HD equal to 2+the Magus' caster level. Its physical ability scores are all equal to the Magus's intelligence score and its mental ability scores are as follows: Intelligence: -, Wisdom 10, Charisma 1. It has two claw attacks dealing 1d4 + strength damage and each attack heals the Cadaver 2 hit points. Each round the Cadaver takes 4 points of damage, this damage can not be avoided by any means. The Magus may only have one Cadaver active at any time. Forming a new one destroys the previous Cadaver.


Positive Recitations:

Daylight: (2nd, -4)
The Magus conjures brilliant light in a 20ft radius from the positive energy plane. This recitation duplicates the effects of a daylight spell except as noted here.

Energy Surge: (3rd, +7)
The Magus sends a wave of positive energy into an undead creature within close range (25ft + 5ft/2 caster levels). This massive influx of positive energy disrupts the negative energy holding the creature together dealing 1d6 damage per 2 caster levels and dazes the undead for 2 rounds. A will save halves this damage and negates the daze.

Enhanced Fortitude: (2nd, +6)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +2 bonus to their constitution score. This bonus lasts for one minute per caster level.

Vibrant Shield: (1st,+4)
Upon channeling this recitation the Magus protects all creatures currently in the Magus's positive energy web, granting them 5 temporary hit points plus one per caster level (Maximum 15). This temporary hit points lasts for 1 minute/level.

Violate Energy Pulse: (1st, +5)
The Magus infuses any number of creatures in his positive energy web with raw essence of the positive energy plane. This energy grants the subjects improved energy, and focus which grants the subjects +2 morale bonus to attack rolls, +2 morale bonus to damage rolls, +2 morale bonus on saving throws and a +2 morale bonus on skill checks. However, this energy is damaging and hard to control. As long as this recitation is still active each round at the beginning of the subjects turn they take 1d6 points of damage. This recitation lasts for 1 round per caster level. Unlike normal recitations this recitation can not be dismissed by the Magus.

Healing Bubble, Least: (1,+3)
The Magus can surround a subject in a warm glow. This recitation grants the subject fast healing 3 for five round per caster level. This fast healing can never restore a creature above half their maximum hit points.

Last Ditch Surgery: (1, +5)
The Magus in a last ditch effort tries to save an ally. This recitation functions as the spell Close Wounds (Spell Compendium).


Lesser Recitations
Negative Recitations:

Bestow Curse: (4th, -5)
This ability functions like the spell Bestow Curse except as noted here.

Decay, Lesser: (4th, -8)
This ability functions like Decay, Least except as noted here. Decay, Lesser deals 3d6 damage per round (Maximum 8 rounds)

Erode Wards: (4th, -6)
Upon casting this recitation the Magus selects a target within close range (25ft + 5ft/2 caster levels). If the target is currently affected by the spell death ward or death ward mass then the spell is dispelled. If he is currently affected by an item that duplicates deathward or protects against negative energy, negative levels, or negative energy effects then it is suppressed for 1d4+1 rounds.

Negative Energy Ray: (3rd, -9)
The Magus sends a ray of negative energy against a creature within medium range inflicting 3d8 negative energy damage +2 for every caster level. This ray has a critical threat range of 18-20 unlike normal rays and if this attack confirms a critical hit or kills a living creature then it isn't expended. This ability can not critically hit if it is used to heal the target.

Power Leech, Lesser: (3rd, -8)
The magus siphons energy from those within his negative energy web. Every creature in his negative energy web must make a fortitude save, a failure means the creature takes 2d6 points of damage. For every creature that fails his saving throw the Magus gains a +1 bonus to caster level for 1 round (Maximum bonus equal to the Magus's class level)

Siphon Energy: (3rd, -5)
The Magus siphons energy from those within his negative energy web. This inflicts 1d6 negative energy damage per 2 caster levels and fatigues the subjects. Subjects can halve the damage from this recitation and negate the fatigue with a fortitude save.

Soul of Darkness: (3rd, -10)
The Magus aligns himself with negative energy, while he has a negative amount of energy points his damaging negative recitations deal 50% extra damage. This recitation lasts for 1 minute per caster level. The Magus may not have this recitation and Soul of Light active at one time, if he casts Soul of Darkness while being affected by Soul of Light, Soul of Light is immediately dispelled.

Healing Leech: (3rd, -8)
The Magus places a seed of negative energy on every creature within his negative energy web. Whenever the targets are affected by anything that heals them, regardless if they are healed by positive or negative energy, that healing is negated. This recitation lasts for one round per caster level and a will saving throw made by each individual target negates this recitation for that target.


Positive Recitations:

Positive Rift, Lesser: (3rd, +15)
The Magus places a rift to the positive energy plane in a 5ft square within close range (25ft + 5ft/2 levels) which enhances those who walk through it. Any creature healed by positive energy that passes through that square gains 1 temporary hit points for every 2 caster levels and also gains a +2 bonus on attack rolls, saving throws and skill checks as well as +10 bonus to all movement speeds. These temporary hit points and bonuses last for 10 rounds. Multiple rifts count as separate sources for the purpose of temporary hit points granted by this recitation. The rift lasts for one round per caster level.

Positive Energy Ray: (3rd, +9)
The Magus sends a ray of positive energy against a creature within medium range inflicting 2d8 positive energy damage +2 for every caster level. This ray can be used for healing and if the target currently has temporary hit points granted by the Twilight Magus the healing is doubled.

Rejection Shield: (4th, +10)
The Magus protects an individual and causes attacks the individual suffers to reflect on their attacker. The Magus selects one creature within close range (25ft +5ft/2 Levels) and wards him in a golden shield for one round per level. Creatures damaging the subject with hit point damage take one half of the damage they deal. Each time they inflict hit point damage a will save negates the damage the rejection shield deals.

Rejuvenating Shield:(5th, +12)
The Magus can make his positive energy recitations and abilities heal the subjects they are affecting. This recitation affects all creatures in the Magus's positive energy web and lasts for one round a level. Each round on the Magus's turn any creature affected by this incantation who has temporary hit points granted to him by the Magus heals one hit point per caster level. Temporary Hit Points granted by positive energy shades counts for this ability.

Restore Vitality: (4th, +10)
With a touch the Magus can restore vitality in a subject healed by positive energy. The subject is healed of fatigue, exhaustion, all poisons and diseases. In addition the subject is healed 1 hit point per caster level.

Soul of Light: (3rd, +10)
The Magus aligns himself with positive energy, while he has a positive amount of energy points his positive recitations that heal or grant temporary hit points heal or grant 50% extra healing or temporary hit points. This recitation lasts for 1 minute per caster level. The Magus may not have this recitation and Soul of Darkness active at one time, if he casts Soul of Light while being affected by Soul of Darkness, Soul of Darkness is immediately dispelled.

Plague Disruptor: (4th, +15)
The Magus surrounds a target with a shell of positive energy with a touch. This shell makes the target immune to disease and poison and in fact cures the subject of any diseases or poisons affecting him. Additionally, if the target gets within 10ft of another creature who is also afflicted by any disease the target was afflicted with one round before being targeted by this recitation the other creature is also cured of their disease. This does not restore the ability damage or other penalties already inflicted by the disease. This recitation lasts for 24 hours.


Moderate Recitations
Negative Recitations:
Decay: (6th, -11)
This ability functions like Decay, Least except as noted here. Decay deals 5d6 per round (Maximum 10 rounds). And it requires 3 successful saves to end.

Magic Siphon: (5th, -12)
The Magus targets a creature within medium range (100ft+10ft/level) and causes magical effects on the subject to be drained away to the negative energy plane. Every round one random ongoing spell effect on the subject is dispelled automatically. If the effect is due to an area spell effect it only dispels the effect on the target. This ability can not siphon any ongoing negative recitations.

Negative Rift, Lesser: (6th, -20)
This recitation opens a black rift into a square within medium range (100ft +10ft/level). Any creature harmed by negative energy who begins their turn on the square or moves through the square gains one negative level. If undead creatures or the Twilight Magus who created this rift walks through the rift they instead gain 10 temporary hit points. A subject may only be afflicted with one negative level or dose of temporary hit points/round from a particular rift. This rift lasts for one round per caster level.

Siphon Energy, Greater: (5th, -12)
This recitation functions like Siphon Energy except as noted here. This recitation causes those to fail their saving throw to become exhausted and those who succeed are still fatigued.

Spell Drain: (5th, -10)
The Magus targets a creature within medium range (100ft+10ft/level) and inflicts 1d2 negative levels on the subject. If the target has spell slots then the Magus can redirect the energy siphoned to another creature within the same range and grant them the energy. This allows the second target to regain one spell of the same level as the highest spell level the original subject lost due the negative energy or the next highest if the target does not yet have access to the drained spell level.

Vampiric Barrage: (6th, -15)
The Magus unleashes a barrage of negative energy infused spheres which bombard enemies. The Magus creates one sphere of negative energy per caster level and can send them against any enemies within medium range (100ft + 10ft/caster level). These spheres do not require an attack roll to hit. Each sphere deals 1d4 points of damage and the Magus is healed for the total damage that all the spheres do against their targets. Each target is allowed a fortitude save to halve the damage from all the spheres that hit them.



Positive Recitations:

Enduring Shell: (5th, +8)
As an immediate the Magus surrounds a creature within close range (25ft + 5ft/2levels) in a green energy sphere which prevents them from dying and makes healing them somewhat easier. In effect this grants the subject regeneration 0 bypassed by precision damage, critical hits and negative energy. This regeneration lasts for one round per caster level.

Enhanced Fortitude, Greater: (6th, +12)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +4 bonus to their constitution score. This bonus lasts for ten minutes per caster level

Healing Bubble, Moderate: (5th,+10)
The Magus can surround a subject in a warm glow. This recitation grants the subject fast healing 6 for five rounds plus one round per caster level.

Healing Stream: (6th, +10)
The Magus channels bolts of radiant energy into a target creature within medium range (100ft + 10ft/level) healing the subject for 1d4/caster level. Next round the Magus may spend another standard action to maintain the effect, targeting the same creature the Magus targeted in the previous round. The amount healed is reduced by 1d4 (Minimum 0d4) for each round the Magus continues using this recitation. As well each round after the first the Magus uses this recitation he gains (10-rounds the recitation is active, minimum 1) energy points. This ability may be used on undead to damage them, though they receive a will save for half damage.

Soul Recall: (6th, +20)
Using the faint link between his magic and a recently slain creature the magus can call the soul back into its body. As an immediate action the Magus may call a creature's soul back into his body. This creature must have died last round and last round must of been inside the Magus's positive energy web in order for this recitation to work. When the soul is recalled successfully the target is at -1 hp and is stable. The body of the creature must be in good enough condition that raise dead could raise the creature (This ability still works on outsiders and undead even though raise dead does not). A particular creature can only have his soul recalled once every 24 hours by a particular Magus.

Vibrant Barrier: (6th, +11)
This recitation functions as Vibrant Shield except it grants 10 temporary hit points plus 3 temporary hit points per caster level.

Violate Energy Pulse, Greater: (6th, +10)
This recitation functions as Violate Energy Pulse except as noted here. The bonuses increase to +5 and the damage each round increases to 3d6 each round.



Greater Recitations
Negative Recitations:

Bestow Curse, Greater: (8th, -15)
This ability functions like the spell Bestow Curse Greater except as noted here.

Decay, Greater: (8th, -15)
This ability functions like Decay, Least except as noted here. Decay, Greater deals 10d6 per round (Maximum 15 rounds). And it requires 3 successful saves to end.

Entropy Beam: (7th, -13)
Upon casting this recitation the Magus unleashes a beam of negative energy which blasts forward dealing 1d4 points of negative energy damage per caster level in a 10ft wide and 100ft long line. Enemies in the area take 1d6 negative levels from this blast. A fortitude save halves the damage and negative levels (Minimum 1 negative level)

Harm: (7th, -20)
This recitation functions like the spell harm (http://www.d20srd.org/srd/spells/harm.htm) except as noted here.

Necrotic Resurrection: (7th, -100)
As a full round action the Magus resurrects a destroyed undead creature as the resurrection spell (http://www.d20srd.org/srd/spells/resurrection.htm) except as noted here. This recitation only revives destroyed undead creatures and it when it restores them they will still be undead. This recitation requires 5000gp in onyx in order to work.

Negative Rift, Greater: (8th, -25)
This recitation functions like Negative Rift, Lesser except as noted here. Every time a creature harmed by negative energy passes through the rift they gain 2 negative levels. In addition, the temporary hit points granted to undead creatures and the Twilight Magus increases to 20.

Shadowpoclypse: (8th, -18)
This recitation can only be used when the Magus has negative energy points and when this recitation is active the Magus's shades are always negative energy shades. Upon activating this recitation the Magus empowers his shades giving them extra strength and allowing them to spawn shadows. While this recitation is active all the Magus's shades gain +3 to hit and every time a shade inflicts a negative level they may turn that negative energy into a shadow (http://www.d20srd.org/srd/monsters/shadow.htm). These spawned shadows may act immediately and are exactly like normal shadows except as follows. They have half the hit points of the shade, they can not create spawn, they have a +5 bonus to hit and they only last for 10 rounds or until this recitation ends before vanishing. This recitation lasts for 1 round/3 caster levels.

Vampiric Bombardment: (7th,-16)
This recitation functions like Vampiric Barrage except the Twilight Magus can summon twice as many spheres. He may only send a maximum number of spheres against a single target equal to his caster level.


Positive Recitations:

Heal: (7th, 20)
This recitation functions like the spell heal (http://www.d20srd.org/srd/spells/heal.htm) except as noted here.

Positive Rift, Greater: (8th, +25)
This recitation functions like Positive Rift, Lesser execpt as noted here. The amount of temporary hit points is increased to 1 hit point per caster level. The bonus to attack rolls, skill checks and saving throws increases to +3 and the movement speed increases to +30 movement speed.

Purge: (7nd, +20)
This recitation allows the Magus to channel positive energy straight to the target's soul cleansing it of impurities depending on how the Magus channels this recitation. As a one round action the Magus can target a creature within medium range (100ft +10ft/level) and select one of the following ways to purge the subject, Mind, Body or Soul. If the Magus selects Mind then any memory alteration that the subject has undergone is reversed and all mind affecting abilities are dispelled. If the Magus selects Body then the subject is cured of a number of ability damage to each of his ability scores equal to his intelligence modifier, any diseases and any poisons. If the Magus selects soul then the subject is cured of a number of ability drain to each of his ability scores equal to his intelligence modifier, any curses, all negative levels and any petrification or permanent transformation effect (Such as Flesh to Ice or Flesh to Salt) ends. This ability works on objects though unless the object is a transmuted living creature it won't do much. Also this ability works on subjects healed by negative energy, the burst of positive energy deals 10d6 damage to those subjects though. This ability can not dispel effects that are cast at a caster level five higher than the Magus's caster level.

Greater Vibrant Barrier: (8th, +15)
This ability functions like Vibrant Shield except it grants 15 temporary hit points plus 5 temporary hit points per caster level.

Resurrection: (7th, +100)
As a full round action the Magus ressurects a dead creature as the resurrection spell (http://www.d20srd.org/srd/spells/resurrection.htm). This recitation requires 5000gp worth in diamonds to work.


Perfect Recitations
Negative Recitations:

Summon Stygian Phoenix: (9th,-30)
The Magus summons a mass of negative energy and sticks it into the form of a great bird which resembles a phoenix but is pitch black and it burns black flames. This summoned creature is commonly refereed to as a Stygian Phoenix. A Magus can only have one Stygian Phoenix can be in existence at a time. If he summons another one the previous one disappears. The Magus has complete control over the Stygian Phoenix and can communicate with it as long as they are on the same plane. The Phoenix speaks any languages that the Magus knows. The creature has the following statistics.


Its maximum hit points is equal to the Magus's current hit points. The Stygian Phoenix is a gargantuan Magical Beast and has physical ability scores equal to the Magus's charisma score and mental ability scores equal to the Magus's intelligence score. It has a natural armor bonus equal to its con score. Its base saves are equal to the Magus's base saves and its base attack bonus is equal to the Magus's caster level. It has two claw attacks that each deal 3d6+strength damage and it has the following special qualities and attacks.

Aura of Flames (Su): This ability grants the Stygian Phoenix +10 Deflection Bonus to AC as the black flames surrounding the bird protect it. In addition, any creature striking the Phoenix with a non reach melee weapon or a natural attack takes 2d6+10 points of profane damage from the flames.

Black Flames (Su): All natural attacks of the Stygian Phoenix deal an extra 3d6 points of profane damage.

Body of Decay (Ex): The Phoenix is made of negative energy and thus is healed by negative energy, is immune to negative levels, is immune to death effects and other harmful negative energy effects. However, this energy is not stable. Every round the Stygian Phoenix takes 20 points of unavoidable unblockable damage as its body slowly decays.

Cataclysm (Ex): When the Phoenix inevitably dies it explodes in a burst of black flames. Any creature within 10ft of the Phoenix is subject to a destruction (http://www.d20srd.org/srd/spells/destruction.htm) effect. The DC is charisma based.

And it has the following spell like abilities
At Will: Deeper Darkness, Black Light, Enervation, Vampiric Touch, 3/Day Blackfire, Waves of Exhaustion. Caster Level 20 and the DC is charisma based.


Decay Perfect: (9nd, -18)
This ability functions like Decay, Least except as noted here. Decay, Perfect deals 12d6 per round (Maximum 20 rounds). And it requires 4 successful saves to end. In addition, every time the subject fails a saving throw he is inflicted with one negative level.

Shadow Orbs: (9th, -20)
Upon casting this recitation the Magus is surrounded by 3 black orbs of the darkest shadow which float and circle around the Magus's head. As a free action the Magus can direct the black orbs to go to any creature within long range (400ft + 40ft/level) and protect them instead. The next time a spell is cast which targets a creature guarded by a shadow orb the Magus can choose wether or not to negate the spell. If the magus chooses to negate the spell the shadow orb guarding the creature is expended. These orbs last for 10 minutes/caster level or until expended.

Web of Harm: (9th, -25)
This recitation functions like harm (http://www.d20srd.org/srd/spells/harm.htm) except that the maximum amount dealt is 200 and it effects all creature currently in the Magus's negative energy web.

Power Leech, Greater: (9th, -25)
This ability functions as Power Leech, Lesser except as follows. Every creature that fails the saving throw gains one negative level and 10d6 damage. In addition the bonus to caster level lasts for one round per charisma modifier. The bonus from Power Leech and Power Leech, Greater do not stack.


Positive Recitations:

Aegis: (9th, +25)
The Magus can shield all creatures in his positive energy web. This shield halves all damage dealt to them for the next one minute per caster level. This ability will halve hit point damage, ability damage, ability drain, and negative levels but nothing else. This ability halves the damage before DR and the like are applied.

Healing Bubble, Perfect: (9,+20)
This recitation grants the subject fast healing 15 for one minute per caster level as they are enveloped in a warm glow. This fast healing stacks with any existing fast healing that the creature has.

Energy Empowerment: (9th, +30) The Magus floods a spell caster's body with immense amount of positive energy which enhances their spells ability to overcome resistances. For the duration of this recitation the caster's spells automatically overcome all spell resistance, essentially treating the spells as if they had SR: No. Due to the difficulties of holding that much positive energy the duration for non Twilight Magi is 3 rounds. If the Magus uses this on himself the duration is 1 round/caster level as the Magus is better at controlling the ebb and flow of energy.

Enhanced Fortitude, Radiant: (9th, +20)
The Magus enhances the constitution of all creatures currently in his positive energy web granting them +6 bonus to their constitution score. This bonus lasts for one hour per caster level.

Web of Heal: (9th, +25)
This recitation functions like heal (http://www.d20srd.org/srd/spells/heal.htm) except that the maximum amount healed is 200 and it effects all creature currently in the Magus's positive energy web.

Techwarrior
2013-09-10, 02:40 PM
Planar Sentinel

Put an optional image of your class here!

I am here not just to keep this realm safe, but all realms.

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

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

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

Races: Humans and halflings, with their ambitious nature, are not usually Planar Sentinels, although they do take to the class readily. Elves and gnomes, with their long lives and general respect for the natural world, are by far the most likely of the common races to become a Planar Sentinel. Dwarves are generally too commited to their clan to leave them, but make fine Planar Sentinels when they do. Half orcs and half elves actually are likely to become a Planar Sentinel, as the wandering nature of the two races lends itself to the wandering lifestyle of a Planar Sentinel.

Other Classes: Planar Sentinels get along well with Druids and others concerned with the balance of life. However, a Planar Sentinel is wise enough to recognize the value of teamwork, so normally do not have serious problems with working with varied classes.

Role: A Planar Sentinel mans the frontlines, and protects those around them. Their auras give them great support capabilities, even functioning as a secondary healer of sorts.

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

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Wisdom powers many of the Planar Sentinel’s class abilities, giving them better saves and DCs for their abilities. Planar Sentinel’s are also a combat class, so physical statistics are also important.
Alignment: Any Neutral
Hit Die: d10
Starting Age: As Fighter
Starting Gold: As Fighter

Class Skills
The Planar Sentinel’s class skills (and the key ability for each skill) are

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

Planar Sentinel
{table=head]Level|BAB|Fort|Reflex|Will|Special|Auras|Exorcisms

1st|
+1|
+2|
+0|
+0|Planar Lore, Planar Aspect|2(+1)

2nd|
+2|
+3|
+0|
+0|Serene Grace|2(+1)

3rd|
+3|
+3|
+1|
+1|Elemental Manipulation|2(+1)

4th|
+4|
+4|
+1|
+1|Mettle|3(+1)

5th|
+5|
+4|
+1|
+1|Dimensional Blockade|3(+2)

6th|
+6|
+5|
+2|
+2|Exorcist’s Strike (3d6), Exorcisms|3(+2)|1

7th|
+7|
+5|
+2|
+2|Serene Anticipation|4(+2)|1

8th|
+8|
+6|
+2|
+2| Exorcist’s Strike (4d6)|4(+2)|2

9th|
+9|
+6|
+3|
+3|Planeswalker|4(+2)|2

10th|
+10|
+7|
+3|
+3| Exorcist’s Strike (5d6)|5(+3)|3

11th|
+11|
+7|
+3|
+3|Elemental Motion|5(+3)|3

12th|
+12|
+8|
+4|
+4| Exorcist’s Strike (6d6)|5(+3)|4

13th|
+13|
+8|
+4|
+4|Serene Power|6(+3)|4

14th|
+14|
+9|
+4|
+4| Exorcist’s Strike (7d6)|6(+3)|5

15th|
+15|
+9|
+5|
+5|Planar Blessing|6(+4)|5

16th|
+16|
+10|
+5|
+5| Exorcist’s Strike (8d6)|7(+4)|6

17th|
+17|
+10|
+5|
+5| |7(+4)|6

18th|
+18|
+11|
+6|
+6| Exorcist’s Strike (9d6)|7(+4)|7

19th|
+19|
+11|
+6|
+6| |8(+4)|7

20th|
+20|
+12|
+6|
+6|Class Ability, Exorcist’s Strike (10d6)|8(+5)|8[/table]

Class Features
All of the following are class features of the Planar Sentinel.

Weapon and Armor Proficiencies: A Planar Sentinel is proficient in the use of all armors and shields (excepting tower) and with simple and martial weapons.

Planar Lore (ex): A Planar Sentinel knows lots of random things about the many planes of the multiverse. A Planar Sentinel adds elemental languages to their list of bonus languages (Ignan, Auran, Terran, and Aquan) and may use the Knowledge (The Planes) skill even if untrained.

Additionally, the Sentinel may make a check similar to a Bardic Knowledge check about things concerning the planes, adding their class level + Intelligence modifier. If the Planar Sentinel has 5 ranks in Knowledge (The Planes), they gain a +2 bonus to this check.

Planar Aspect (su): A Planar Sentinel learns to channel a small part of one of the Inner Planes into themself, gaining insight into certain skills. A Planar Sentinel channeling an Inner Plane gains a Competence bonus equal to their class level in a single skill. Activating this ability requires a Swift action, but the Sentinel may continue channeling a Plane indefinitely, or until they switch planes or dismiss the effect (both swift actions). Additionally, at 10th level, a Planar Sentinel may take 10 with the skill relevant to the Inner Plane they are channeling.
{table=head]Inner Plane|Relevant Skill
Fire|Tumble
Air|Jump
Earth|Balance
Water|Swim
Positive|Heal
Negative|Concentration
[/table]


Auras (su): A Planar Sentinel gains the ability to channel the power of the planes into the area around them, manipulating the situation as they see fit. Projecting an aura is a swift action and you can only project one aura at a time. You can continue projecting an aura indefinitely, or until you change auras or dismiss it (both swift actions).
Auras


If your aura is beneficial it affects all allies within the range of the aura (including yourself) with line of effect to you. If it is harmful, it affects all enemies with range of the aura with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The save DC of any aura is equal to 10 + 1/2 the Planar Sentinel's level (rounded up) + Wisdom modifier.

A Planar Sentinel knows 2 auras (selected from the list below) at first level, and gains knowledge of 1 additional aura every third level thereafter (at 4th, 7th, etc). The bonus associated with a Planar Sentinel's aura starts at +1 at first level, and increases by 1 every 5 levels (5th, 10th, etc.)

Serene Grace (ex): A Planar Sentinel slowly becomes more at peace with themselves, and gains a greater understanding of the plane they exist on in the current moment. This inner peace grants them great insight into their own reactions. At 2nd level, a Planar Sentinel may add their Wisdom modifier (if positive) as a bonus to all of their saving throws.

Planar Manipulation (su): A Planar Sentinel of 3rd level gains the ability to actually transpose portions of the various elemental planes onto their current plane. Activating a manipulation for 1 round is a Move action, and mantaining that manipulation for each additional round requires a swfit action and a successful Concentration check equal to 15 + (2 x the number of rounds you've mantained this manipulation). A Manipuation effects an area centered on the Sentinel with a radius equal to 5 ft. x the Sentinel's aura bonus.
Manipulations
Fire:
Air: The area affected by this manipulation experinces heavy winds, blowing outwards from the Sentinel. Treat this as Severe Winds.
Earth: The area affected by this manipulation becomes difficult terrain, although the Sentinel (and only the Sentinel) may move freely amongst the area.
Water:


Mettle (ex): The energies of the planes slowly hardens a Planar Sentinel to all that would attempt to slay them. At 4th level, if a Planar Sentinel makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), the Sentinel instead completely negates the effect. An unconscious or sleeping Planar Sentinel does not gain the benefit of mettle.

Dimensional Blockade (sp): The Planar Sentinel learns to contain portions of the planes within themselves, allowing them to deal with nearby threats without worry. The blockade effects an area centered on the Sentinel with a radius equal to 10 ft. x the Sentinel's aura bonus as the spell Dimensional Lock. Activating the blockade for 1 round is a Move action, and mantaining that manipulation for each additional round requires a swfit action and a successful Concentration check equal to 15 + (2 x the number of rounds you've mantained the blockade).

Exorcisms (su): A Planar Sentinel is a warden of the planes, some creatures must be dealt with in an immediate fasion, whilst others may need to be dealth with later on a different plane. Whatever the case, the Planar Sentinel learns skills to exorcise them. At 6th level, a Planar Sentinel learns their first Exorcism (chosen from the list below), and may activate it as a free action during an Exorcist's Strike (see below), though only one Exorcism may be used during an Exorcist's Strike. A Planar Sentinel learns an additional Exorcism every second level after sixth, but they must meet all of the prerequisites of the Exorcism (this includes their first Exorcism). Whenever an Exorcism grants a saving throw, the DC is 10 + 1/2 class level + Wisdom modifier
Exorcisms

Exorcism of Bane
Benefit: Upon activating this Exorcism, your weapon is treated as if it had the Extraplanar Bane property, regardless of your weapons actual properties. This increases the effective enhancement bonus of the weapon by +2, and causes the weapon to deal an additional 2d6 damage upon a successful attack on any creature with the Extraplanar subtype.

Exorcism of Seeking
Benefit: Upon activating this Exorcism, your weapon bypasses miss chance (including that of Mirror Image) as if you were affected by True Strike.

Exorcism of Dread
Benefit: Upon activating this Exorcism, a successful attack forces the target to succeed at a Will save or become Shaken for 1 minute. This ability does not stack with itself.

Exorcism of Fire
Benefit: Upon activating this Exorcism, the target becomes affected as if by Faerie Fire for 1 minute.

Exorcism of Unraveling Enchantments
Prerequisites: Level 8 Planar Sentinel
Benefit: If you hit your target with an attack affected by this Exorcism, you may affect it as if with a targeted Dispel Magic, using your class level as the caster level of this attack. Alternatively, if used as part of a readied action, you may use this Exorcism to immediately Counterspell a spell cast by your target.

Exorcism of Trapping
Prerequisites: Level 10 Planar Sentinel
Benefit: If you hit your target with an attack affected by this Exorcism, you may affect it as if with a Dimensional Anchor for 1 minute.

Hanuman
2013-09-10, 02:44 PM
Unfortunately due to our lease holder dodging at the last second I am finding a new place to live and can not do the intensive writing needed to wrap up the project to a point where I feel comfortable launching it. It's a huge project and is on the edge, likely next month.

Additionally my other plan was to release the next model of Ozodrin, but sadly that one is not comfortably polished either so I must withdraw from the competition.

Thanks!

Hanuman
2013-09-10, 04:26 PM
Reserved of Addon

InstinctsKill
2013-09-12, 03:58 PM
Conductor

Put an optional image of your class here!

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

A conductor absorbs electrical and other energy-based attacks in order to build charges to spend on their own powers. Once they obtain a number of charges over their normal maximum limit, they become even more powerful.

Adventures: A conductor may adventure for the same reason your regular adventurer may: wealth, status, understanding, thrill, etc. However, many conductors adventure with one goal in mind: the acquisition of POWER! Not power as in becoming king over some obsure nation, either. No, conductors adventure to find pure, elemental power!

Characteristics: The conductor has the ability to absorb elemental powers and turn them into electrical energies, using them in almost anything and everything he does, bending them to his will.

Alignment: Conductors are capable of any alignment, however, you're likely to find more than a few that tend toward something chaotic. Their drive to obtain pure power turns more than one completely evil in their conquest as well.

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

Background: A conductor is not born with the powers they have; they are a creation of pure force: electrical force, to be specific. A conductor became the way they are through extreme exposure to electrical energies. Whether by natural or magical means, it does not matter. Most conductors do not choose to become what they have, but it is not unknown for a conductor to purposely pursue the path of electrical supremacy, especially those chaotic evil types bent on harnessing such power (though, it is also not unheard of that those who try die in the process; just because you're struck by lightning doesn't mean you automatically make the cut).

Races: Any race without racial immunity or resistance to electricity are able to become a conductor. Those with these traits have bodies that are too naturally hardened to electrical energies for them to be effected.

Other Classes: A conductor typically works well with a spellcaster that is able and willing to expend their magic in order to aid the conductor by charging his abilities.

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

Adaptation: A DM of a campaign may have to throw a few more electric-based attacks/traps against the party to effectively take advantage of the powers the conductor has, but there are other ways for one to obtain their power as well.

GAME RULE INFORMATION
Conductor's have the following game statistics.
Abilities: The two most important scores for a conductor are Dexterity and Constitution, though which one is more important is dependent upon what the player wants out of his character. Dexterity is important in order to move about the battlefield more effectively. Constitution becomes necessary when the conductor becomes undercharged so that he may damage his Constitution in order to regain his charges.
Other than the main two scores, Intelligence is also semi-important for a conductor in order to fuel some of their skills and for casting.
Alignment: Any, with a strong draw toward chaotic (many times evil).
Hit Die: d8
Starting Age: Any age is possible, but those who are most likely to survive the power transfer in order to become a conductor are likely to be more youthful than not. They are likely just past or just reaching adulthood respective to their race.
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The Conductor's class skills (and the key ability for each skill) are...
Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Profession(Wis), Search(Int), Sleight of Hand(Dex), Spot(Wis), Swim(Str), Tumble(Dex), Use Magic Device(Cha)

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

Conductor
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Charges|Conductivity Rating
1st|+0|
+0|
+2|
+0|Lightning Reflexes, Lightning Rod, Static Discharge, Resistance to Electricity 5|
25|
1

2nd|+1|
+0|
+3|
+0|Overcharged/Undercharged|
50|
1

3rd|+2|
+1|
+3|
+1|Evasion|
75|
2

4th|+3|
+1|
+4|
+1|Lightning Quick +1|
100|
2

5th|+3|
+1|
+4|
+1|Resistance to Electricity 10|
125|
3

6th|+4|
+2|
+5|
+2||
150|
3

7th|+5|
+2|
+5|
+2||
175|
4

8th|+6/+1|
+2|
+6|
+2|Lightning Quick +2|
200|
4

9th|+6/+1|
+3|
+6|
+3||
225|
5

10th|+7/+2|
+3|
+7|
+3|Resistance to Electricity 15|
250|
5

11th|+8/+3|
+3|
+7|
+3||
275|
6

12th|+9/+4|
+4|
+8|
+4|Lightning Quick +3|
300|
6

13th|+9/+4|
+4|
+8|
+4|Improved Evasion|
325|
7

14th|+10/+5|
+4|
+9|
+4||
350|
7

15th|+11/+6/+1|
+5|
+9|
+5|Immunity to Electricity|
375|
8

16th|+12/+7/+2|
+5|
+10|
+5|Lightning Quick +4|
400|
8

17th|+12/+7/+2|
+5|
+10|
+5||
425|
9

18th|+13/+8/+3|
+6|
+11|
+6||
450|
9

19th|+14/+9/+4|
+6|
+11|
+6||
475|
9

20th|+15/+10/+5|
+6|
+12|
+6|Lightning Quick +5|
500|
9
[/table]

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

Weapon and Armor Proficiencies:
Conductors are proficient in the use of all simple weapons.
Conductors are proficient in the use of light and no armor.

Lightning Reflexes (Ex):
As a quintessential incarnation of lightning, the conductor is able to deftly dodge even the most sudden attacks.
At 1st level, a conductor gains the benefits of Lightning Reflexes, as the feat (http://www.d20srd.org/srd/feats.htm#lightningReflexes).

Lightning Rod (Ex):
At 1st level, a conductor is able to absorb energy-based attacks, storing charges for their own use during the process. For electricity-based attacks, the amount of charges received is determined by [damage roll x 1.5]. Other energy-based attacks build charges based on just the damage roll. The number of charges obtained is not reduced by any amount of resistance to a certain energy type a conductor may have.

Additionally, whenever a conductor is struck by an energy-based attack that he has resistance against, he may arc the attack off himself, dealing damage to a single target within 30 feet of himself equal to the amount of damage he negated to himself (he still takes the rest of the damage as normal and does not gain the benefit of keeping the charges he would have gained from the resisted damage).

Charges may be spent on a wide variety of things: from electricity-based spells, skill modifiers, class abilities, etc. In order to cast electricity-based spells, a conductor must have a Conductivity Rating equal to or exceeding the spell level that would be required by a wizard. A conductor's caster level is equal to his conductor class levels plus any other caster levels he may have gained from another class.

A conductor has a maximum number of charges he can hold at any given time, as represented in the class table. After 8 hours of rest, a conductor's charges are restored up to his maximum amount.

Static Discharge (Su):
Starting at 1st level, upon being struck by a conductive, melee weapon (metal, flesh, etc.), a conductor can choose to spend 3 charges to do 1d4 points of electricity damage to the attacker. The conductor can stack uses of Static Discharge to do more damage, but the appropriate amount of charges must be spent. He may use as many stacks as he has class levels.

Resistance to Electricity (Ex):
Because the flow of current moves so easily through the conductor, he is able to take reduced damage from electrical attacks, eventually becoming completely immune to such damage.

Level 1: Resistance to Electricity 5
Level 5: Resistance to Electricity 10
Level 10: Resistance to Electricity 15
Level 15: Immunity to Electricity

Overcharged/Undercharged (Ex):
At 2nd level, a conductor has the ability to store a 1.5x his maximum number of charges. Whenever he has any number of charges over his maximum, he is considered to be Overcharged. While Overcharged, any abilities that do damage deal 50% more damage.

Conversely, whenever a conductor finds that he does not have enough charges to use an ability, he is considered Underchaged. If a conductor finds himself to be Undercharged, he may damage his Constitution score by 2 in order to regain a number of charges equal to [15 x class level].
Constitution damage suffered in this way heals at a rate of 2 per eight hours of rest, separate from healing ability damage suffered from another source.

Evasion (Ex):
The speed and precision with which a conductor moves allows him to avoid any injury from magical assailants.
By 3rd level, the conductor gains the benefit of evasion (http://www.d20srd.org/srd/classes/rogue.htm#rogueEvasion), as the rogue.

Lightning Quick (Ex):
With his constant surge of power, a conductor is always on edge, eagerly awaiting his next conflict.
Starting at 4th level, a conductor gains a +1 modifier to his Initiative roll. Every four levels after, he gains an additional +1 modifier to his Initiative roll.

Improved Evasion (Ex):
At 13th level, a conductor gains the benefit of Improved Evasion. This ability works like evasion, except that while the conductor still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless conductor does not gain the benefit of Improved Evasion.

kopout
2013-09-15, 10:01 PM
Channeler

Put an optional image of your class here!

I'm not a cleric, there is nothing divine about what I do. Clerics don't really understand what they do when they cast cure or harm spells, they don't know or care were they energy comes from to turn or rebuke the undead. Clerics and Paladins don't care about the 'how' only the 'what'. There's so much more you can do with the 'how'.

How do positive and negative energy work really? People who study this can stumble upon the power of the channeler. Channelers understand that any healing or damaging effect can

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: While the law of energy conservation and an understanding of the "balance" of positive and negative energies is the source of their power channelers are equally likely to be of any alignment.

Religion: Channelers tend to be either irreligious or worship gods of magic or knowledge.

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

Races: A channeler can be of any race, though humans, gnomes, half-elves and elves are the most common.

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

Role: Channelers are both healers and ranged combatants.

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

GAME RULE INFORMATION
Channelers have the following game statistics.
Abilities:
Alignment: Any
Hit Die: d6
Starting Age: As wizard
Starting Gold: As wizard

Class Skills
The Channeler's class skills (and the key ability for each skill) are...
Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Heal (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)

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

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

1st|
+0|
+2|
+0|
+2|Damage transference

2nd|
+1|
+3|
+0|
+3|Energy ray 1d8

3rd|
+1|
+3|
+1|
+3|

4th|
+2|
+4|
+1|
+4|Energy ray 2d8

5th|
+2|
+4|
+1|
+4|

6th|
+3|
+5|
+2|
+5|Energy ray 3d8

7th|
+3|
+5|
+2|
+5|

8th|
+4|
+6|
+2|
+6|Energy ray 4d8

9th|
+4|
+6|
+3|
+6|

10th|
+5|
+7|
+3|
+7|Energy ray 5d8

11th|
+5|
+7|
+3|
+7|

12th|
+6/+1|
+8|
+4|
+8|Energy ray 6d8

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

14th|
+7/+2|
+9|
+4|
+9|Energy ray 7d8

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

16th|
+8/+3|
+10|
+5|
+10|Energy ray 8d8

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

18th|
+9/+4|
+11|
+6|
+11|Energy ray 9d8

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

20th|
+9/+4|
+12|
+6|
+12|Energy ray 10d8[/table]

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

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

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

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

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

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

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

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

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

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

Tavar
2013-09-20, 12:34 AM
Sidebar: Committed Hit Points-
Some abilities have costs labeled Committed Hit Points. To use them, a character loses the number of hit points specified(as a cost to use the ability, these cannot be prevented in any way unless the method specifically mentions lessening HP costs). Depending on the ability, these are either lethal committed points, or non lethal. Unlike normal hp loss, these hit points cannot be restored using cure spells or other normal means of healing. Instead, these points are permanently lost until enough time has passed as noted in the specific ability. Most are until the effect generated by the ability ceases. After this duration has passed, they may be healed as normal if they were lethal points. If they were non-lethal HP, they are instead automatically healed.

The cost is applied after the ability resolves: if this would render the character unconscious or dead, the effect resolves as normal, and then the character is rendered dead or unconscious. For the purpose of Committed cost, a character cannot use an ability if it would reduce him past -10, or would kill him, whichever is greater.

Non-lethal HP count towards the total amount of Non-lethal damage a character has sustained.



Elemental Champion

Put an optional image of your class here!

Through Air I Sought You. Through Earth I Held You. Through Water I Judged you. And Through Fire I Sentence You.
-Traditional Pryian Flame Execution Saying

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: An Elemental Champion's master over elemental forces is all but unmatched, both living and non-living.

Alignment: While not having any firm restrictions, Champions do tend towards neutrality, especially as they grow in power.

Religion: Champions have no innate tendency towards religion. In fact, many take it as a point of pride that they hold no such allegiances. Those that do turn toward religion usually do so due to their own moral outlook, rather than a cause brought to them through their training. There are occasional Champions who follow nature Gods, the divine beings closest to the Inner Planes a champion channels.

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

Races: There is very little discrimination in the choosing of Champions: most sizable races have had a champion or two. Races who are already tied to the elemental planes may well have more Champions than normal. On the other hand, beings that are tied to the outer planes generally produce fewer, and those tied to the Far Realms are essentially non-existent.

Other Classes: Champions often have the most problems in dealing with those that channel the divine powers. Divine classes view the Champions as being deceived by lesser powers, and Champions have much the same opinion.

Role: Champions are focused on physical combat, whether melee or ranged depending on the champion. They also have an array of options at their disposal which can id them in other areas.

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

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: As most Champions will be focused on combat, the physical stats are very important. Constitution is of utmost importance no matter what, due to their abilities having Hit Point costs.
Alignment: Any
Hit Die: d10
Starting Age: As Bard
Starting Gold: As Cleric

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

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

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

1st|
+1|
+0|
+0|
+2|Affinity, Elemental Channeling|

2nd|
+2|
+0|
+0|
+3||

3rd|
+3|
+1|
+1|
+3||

4th|
+4|
+1|
+1|
+4|Affinity Boost +1|

5th|
+5|
+1|
+1|
+4| Elder Channels|

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

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

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

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

10th|
+10/+5|
+3|
+3|
+7||

11th|
+11/+6/+1|
+3|
+3|
+7|Monolith Channels|

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

13th|
+13/+8/+3|
+4|
+4|
+8|Affinity Boost +2|

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

15th|
+15/+10/+5|
+5|
+5|
+9||

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

17th|
+17/+12/+7/+2|
+5|
+5|
+10|Primal Channels|

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

19th|
+19/+14/+9/+4|
+6|
+6|
+11||

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

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

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

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

Affinity (Su): At first level a Champion chooses which plane they will primarily channel energy from, which influences many abilities gained latter, including channels. They may chose any of the 4 Elemental planes: Water, Air, Earth, and Fire.

Elemental Channeling (Su): The raw power of the inner planes is at the finger tips of a Champion, but they can no more use it than a Wizard can utilize the raw arcane power that fuels their spells. Instead they learn formalized methods of using the power granted to them, called Channels.

Each plane has it's own set of channels, and each set of channels is divided into 4 levels. Channels are often collected into trees. In this case, you need each of the prerequisites to learn the more advanced channels.

Champions learn channels through two methods. First, they automatically know all the channels from their chosen affinity, though each level is locked until they would unlock it. Secondly, they learn channels from their other elements as they progress in the class. They may spread channels they learn from the class among any of the 3 non-chosen planes, and may chose from any level of channel that they have unlocked.

Channels may be passive, active, or a mix. Channels do have costs associated with using them, generally involving hp. Some Channels also allow a Champion to invest hp, in effect spending or committing more hp in return for a greater effect. A Champion can only invest a number of hp according to the chart below unless specified. Investing is a free action.

If a character is immune to non-lethal damage, all non-lethal commitments are instead lethal. If a character is immune to Lethal damage, all costs should be non-lethal. If a character is immune to both, you should throw a book at the player.

{table=head]HD|Max Invest
1-3|1
4-7|2
9-12|3
13-16|4
17-20|5[/table]

Affinity Boost(Su): At level 4, all Channels from your chosen element are considered to be automatically invested with a value of 1. Thus, a level 4 Champion with an affinity to Fire and who wished to use Body of Fire could freely use it with an investment of 1. If he wanted to use it with an investment of 2, he would only have to invest 1 hp, not the normal 2.

At level 13 the automatic investment increases to 2.






Fire Channels:

Cloak of Fire - The simplest of all Fire Channels, the Champion taps their connection to the Elemental Plane of fire, and largely lets the energy dissipate into the air around them.

This normally replicates the spell endure elements, though, only for cold temperatures. This effect extends out 30 feet + 5 feet per point invested. A Champion also gains +2 fire damage on all physical attacks, which increases by 3 for each point invested.

In addition, the Champion can spike the energy, thus disrupting magical effects relating to the plane of fire. In effect, they may cast Dispel Magic, but only against things with the [Fire] tag. This effect costs 5 hp, and is considered Dispel Magic, with a caster level equal to HD(with the normal limit). If more than 3 hp are invested, then it is instead Greater Dispel Magic.

Invested Hp are lost until the effect is ended, which can be done at any time. The invested hp are non-lethal.

Affinity-Those with an affinity to fire gain a +2 bonus on the caster level check, and may make one free dispel magic per day. Additionally, the Fire damage is shared to all allies within the range of the endure elements effect.


Body of Fire - Prerequisite: Cloak of Fire

A more advanced channel, the Champion takes the energy they would otherwise release and internalize it, attuning themselves to the Plane of Fire.

This internalization gives the Champion Fire Resistance 3. Investing hp adds 3 to this resistance per hp, and the resistance stacks with resistance gained from items, classes, and races.

In addition, the finer control over the connection allows the Champion to use Dismissal against creatures not native to this plane. Champions add the number of points invested in this Channel to the save DC against creatures who have the fire subtype. While still imperfect, the 20% chance to transport the subject to a random plane instead will transport them to the Elemental Plane of Fire.

Invested Hp are lost until the effect is ended, which can be done at any time. The invested hp are nonlethal.

Affinity: If the Champion has affinity with this element, he may share the elemental resistance to allies within 60ft. He also gets one free use of Dismissal per day.

Heart of Fire - Prerequisite: Body of Fire

With even greater internalization of the planar patterns found in the Plane of Fire and it's relation to the material the Champion gains even greater power.

Firstly, for every non-lethal point invested in this Channel, the Champion gains a stacking +5 fire resistance. If this would push them over 20 fire resistance, they may invest 5 lethal hp to gain Fire immunity(this is an exception to the normal investment rules, and does not count toward the amount invested in this Channel, and they are Lethal hp). They lose this immunity if there Fire resistance would drop below 20.

Additionally, a Champion may now bring beings fully into the Material. If three or fewer points are invested in this ability, they may use Lesser Planar Ally for a cost of 10 lethal hp. If 4 points are invested, he may use Planar Ally. If 5 or more points are invested he may use Greater Planar Ally. He may only call beings with the [Fire] Subtype, or Elementals. If the being falls under both categories, the Champion gains a +5 circumstance bonus on all rolls relating to the being. The 10 hp are considered committed for 1 minute per hit dice called.

Invested Hp are lost until the effect is ended, which can be done at any time. The invested hp are nonlethal.

Affinity: A champion with affinity gains Fire immunity if their resistance reaches 20 automatically, with no further cost. He also gains one use of whichever version of Planar Ally he qualifies for for free.


Soul of Fire - Prerequisite: Heart of Fire

At the peak of their skill, a Champion can bind their very being to the plane of Fire, gaining some degree of mastery over it's powers.

They may cast Gate once per day for lethal 30hp. If they use this to call a Creature with both the Fire subtype and Elemental type, they only have to spend half the xp. If they Call one with neither, they must spend one and a half as much. This hp is committed for one hour.

In addition, for each point they invest in this Channel, they gain qualities according to the table below.
{table=head]Points|Quality
1|They do not need to Eat, Sleep, or Breathe
2|Immunity to Poison, Sleep effects
3|Immunity to Flanking, Darkvision 60ft
4|Immunity to paralysis, and stunning
5|Immunity to Critical Hits[/table]
They may also add the points invested on Attack rolls, saves, and to AC against beings with the Fire Subtype.

Gravelyn
2013-09-20, 02:40 PM
Blink Raider

Put an optional image of your class here!

"We move through the planes as they move through us. We exist between, reaching out to bring you sweet death, so that we may fade again." -Gherot Kaelor, Blink Raider Exarch

Blink Raiders are psionic warriors, using their mental powers to move in the blink of an eye to strike where least expected. Due to their emphasis on teleporting to quickly move around the battlefield, Blink Raiders wear bulkier armor, allowing them to weather what few attacks their opponents can land.

Adventures: Blink Raiders adventure for many reasons, but rarely do they go out into the planes for glory. Most do not wish to draw attention to themselves, preferring to use their powers to satisfy their own moral compass, such as revenge or to right perceived wrongs.

They are primarily insular, seeking to protect those they care about or to further their own ability to survive in the increasingly hostile and varied inner planes.

Characteristics: Blink Raiders use their psionic abilities to attack enemies from near and afar, striking from nowhere only to disappear again. They do not like drawn out fights, tending to wait until opportune moments to teleport in and strike with powerfully augmented attacks. They wear heavier armor to weather whatever attacks come at them, and use their years of surviving in the planes as a way to weather the many harsh environments.

Alignment: While they are varied, many Blink Raiders lean towards lawful and neutral alignments, based on their desire for equilibrium. They tend to have strict moral codes and rarely act in the interest of others.

Religion: Not intuitively religious, they tend to worship gods that show aspects of their individual personality, usually related to retribution or combat.

They rarely align themselves with the elemental powers, seeing them as part and parcel with the stresses and challenges they faced coming to adulthood in the inner planes.

Background: Blink Raiders are a natural outgrowth of being a psionic in the Inner Planes. While some speculate that experimenting ultraloths may have had a hand in introducing these warriors into the planes, these are individuals who grew up with psionic abilities and use them to survive the harsh elements.

Races: Any race that is not primarily arcane in nature. These warriors are a result of growing up in an harsh environment with only their own mind to rely on, and as such tend to not be from races that rely on magic to get by.

They are based in the inner planes, rarely resulting elsewhere. Sometimes they will appear on a Primal plane, descended from a previous Blink Raider who migrated to an easier environment to grow old in.

Other Classes: Blink Raiders are usually envious of arcane spellcasters, and tend to compete with them. They see great value in a rogue's ability to strike out of the shadows and respect physical prowess from anyone capable. They find paladins to be a little too loud, and rarely like to take orders from anyone. They do oddly get along with bards exceptionally well, finding true worth and delight in their story telling and performances.

Role: Blink Raiders tend to be harassers, able to move about the battlefield almost entirely unimpeded and to hit hard when they do strike. They can decently survive attacks, and work well to protect weaker allies from enemies the front line fighters can't get to. They are excellent at stepping in and weakening or killing a foe before moving on to the next one.

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

GAME RULE INFORMATION
Blink Raider's have the following game statistics.
Abilities: A Blink Raider’s Wisdom is vital to their psionic powers, determining their power level and power points. Strength is usually one of their most important abilities, determining their melee power. Their Dexterity determines their accuracy if they are ranged, and adds to their armor class. Constitution serves to increase Fortitude saves and hit points allowing them to survive in combat. Intelligence affects what skills they can use to their advantage. Charisma is their least important ability.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian, or as race.
Starting Gold: 5d4x10 (125 gp)

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

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

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

1st|
+1|
+x|
+x|
+x|Home Is Where the Body Is, Blink Step

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

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

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

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

6th|
+6/+1|
+x|
+x|
+x|Class Ability

7th|
+7/+2|
+x|
+x|
+x|Class Ability

8th|
+8/+3|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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

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

Class Features
All of the following are class features of the Blink Raider.

Weapon and Armor Proficiencies: Blink Raiders are proficient with all simple and martial weapons, and all types of armor (heavy, medium, and light), but not with shields.

Home Is Where the Body Is(Ex, Ps): Due to the time spent traveling between matter, Blink Raiders have learned some control over the molecules in her body. As long as she psionically focused, a Blink Raider may treat her body as being inside of an elemental plane she knows well. At start this only refers whatever plane she grew up on, but with a successful Knowledge (planes) check (DC 30) she may add another plane to this list. A Blink Raider may only add a new plane once a year, and she must have spent the majority of that year in that plane or one inherently similar in make up.

Blink Step (Ex, Ps): As long as she is psionically focused, a Blink Raider may teleport a distance equal to half her move speed as a move action. This provokes attacks of opportunity.

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

D-naras
2013-09-22, 07:06 AM
Planar Sommelier



You'll never know a good time, until you drank Water Plane beer with the Fire Elementals.

A Planar Sommelier starts as a quirky buffer, evolves into a decent summoner, and then ends up a ridiculous mixture of both with a touch of blasting and utility thrown in.

Adventures: A Planar Sommelier adventures to drink of course. Either to get stone drunk on planar drinks, or simply to expand his palate, the Planar Sommelier roams the worlds in search of the best booze.

Characteristics: Depending on the planar drinks he sampled, a Planar Somelier can cover a variety of roles. By default, they work as pretty decent summoners.

Alignment: Having spend most of the time on the Inner Planes, most Planar Sommeliers end up being Neutral on the alignment spectrum. They mostly care about having a good time with their drinking buddies and sampling the next alcoholic beverage that comes their way.

Religion: If there is a god of drinking, the Planar Sommelier knows him, if not he doesn't outright worship him.

Background: Simply tasting a planar drink can change a person forever. Most Planar Sommelier started out by testing another Sommelier's planar drink. Either the taste, or the abilities granted were enough of a lure to go down the path of the Planar Sommelier.

Races: Dwarves. And every other humanoid race, but mostly Dwarves.

Other Classes: Planar Sommeliers love hanging out with Bards. Barbarians, fighters and rogues are also pleasant company, as long as they can hold their liquor. They don't get along well with the more studious types, like wizards or clerics.

Role: Early game, the Planar Sommelier is an okay warrior, capable of granting small buffs to one of his allies. After he gets his Drinking Buddies ability he becomes much more versatile, allowing him to summon elementals to scout, fight or tank. As his planes choice expands so do his capabilities, from blasting, to transportation, to better fighting.

Adaptation: A Planar Sommelier is a tongue in cheek class, revolving around magical alcoholic drinks. You can remove all the drinking nonsence and make it something of a planar invoker with a focus on summoning.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Constitution is needed for heavy drinking, and Charisma is important for that delightful drunken demeanor.
Alignment: Any.
Hit Die: d8
Starting Age: As Bard
Starting Gold:As Fighter

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are Appraise, Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Heal, Knowledge(the Planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Tumble, Use Magic Device

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

Planar Sommelier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Wines Sampled

1st|
+0|
+2|
+0|
+2|Distill Planar Drink|
1

2nd|
+1|
+3|
+0|
+3|Planar Adaptability|
1

3rd|
+2|
+3|
+1|
+3|Drinking Buddies|
2

4th|
+3|
+4|
+1|
+4|Brew Potion|
2

5th|
+4|
+4|
+1|
+4||
3

6th|
+4|
+5|
+2|
+5|Planar Cocktail(2 drinks)|
3

7th|
+5|
+5|
+2|
+5||
4

8th|
+6|
+6|
+2|
+6|Planar Cocktail(2 drinks, 1 potion)|
4

9th|
+6|
+6|
+3|
+6||
5

10th|
+7|
+7|
+3|
+7|Planar Cocktail(2 drinks, 2 potions)|
4|
5

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

12th|
+9|
+8|
+4|
+8|Planar Cocktail(3 drinks, 2 potions)|
4|
6

13th|
+9|
+8|
+4|
+8|Move the Party to another Party|
7

14th|
+10|
+9|
+4|
+9|Planar Cocktail(3 drinks, 3 potion)|
7

15th|
+11|
+9|
+5|
+9||
8

16th|
+12|
+10|
+5|
+10|Free Drinks on Arrival|
8

17th|
+12|
+10|
+5|
+10||
9

18th|
+13|
+11|
+6|
+11|Surprise Party|
9

19th|
+14|
+11|
+6|
+11||
10

20th|
+15|
+12|
+6|
+12|The Party to end all Other Parties|
10[/table]

Class Features
All of the following are class features of the Planar Sommelier.

Weapon and Armor Proficiencies: A Planar Sommelier is proficient with light armor and all simple weapons.

Wines Sampled (Ex): The Planar Sommelier would be the Sommelier if he hadn't visited at least another plane to sample it's wines. During his career, a Planar Sommelier receives invitations from another plane in order to sample their wines, ales and asorted spirits. At any point afterwards he can accept the invitation. When he does, he is shifted there for a day, in a hospitable area for his race where he can taste the drinks of that plane. When the tasting is over, the Sommelier returns to the same place he was when he accepted the invitation but with a deep understanding of the plane he was and it's inhabitants.

At 1st level, choose one of the 4 elemental planes: Air, Fire, Earth or Water. You have visited the chosen plane, sampled it's wines and made drinking buddies of it's inhabitants. Sampling a plane's wines grants numerous benefits depending on the plane. Any granted Spell-like ability has a caster level equal to your class level and a Save DC of 10 + spell level + your charisma modifier:

Air: gain a bonus of 5 ft to your speed plus 5 ft per 5 class levels and you gain Lightning Reflexes as a Bonus Feat.
Fire: gain a bonus of +1 to your damage rolls plus 1 per 4 class levels and you gain Improved Initiative as a Bonus Feat.
Earth: gain DR 1/-. This increases by 1 every 3 class levels. You also gain Improved Toughness as a Bonus Feat.
Water: gain a dodge bonus of +1 to your AC plus 1 per 5 class levels and Combat Expertise as a Bonus Feat.

Starting at 5th level, you may add the following planes to the list of planes that can invite you:

Ice: You gain cold resistance equal to your class level and you always succeed on balance checks with a DC lower than 20.
Ooze: You gain acid resistance equal to your level and you ignore difficult terrain.
Magma: You gain fire resistance equal to your class level and you may make your skin hot to the touch for a number of minutes equal to your class level. This is a supenatural ability that can be activated as an immediate action a number of times per day equal to your constitution modifier. Any creature that you touch, or that attacks you with a natural weapon is dealt fire damage equal to your class level. Attacking you with a manufactured weapon deals half damage to the attacker.
Smoke: You are immune to all cloud based effects like Fog Cloud, Freezing Fog, Cloud Kill and similar spells. This doesn't affect concealment due to darkness, bluring and similar. You may use Fog Cloud as a Spell-like ability a number of times per day equal to your constitution modifier.

Starting at 9th level, you may add the following planes to the list of planes that can invite you:

Lightning: You gain electricity resistance equal to your class level and you may use Lightning Bolt as a Spell-like ability a number of times per day equal to your constitution modifier. At 13th level you may use Chain Lightning instead.
Vacuum: You may use False Life at will as a Spell-like ability. You may also use Enervation as a Spell-like ability a number of times per day equal to your constitution modifier.
Steam: You may use Fly and Blink on yourself as a Spell-like ability, a number of times per day equal to your constitution modifier. At 13th level you may use Wind Walk instead.
Salt: You don't have to eat or drink anymore. You may use Create Food and Water as a Spell-like ability a number of times per day equal to your constitution modifier. At 13th level you may use Heroes' Feast instead.
Mineral: You gain 50% to be immune to critical hits. At 13th level you become immune to critical hits.
Dust: You ignore any damage reduction of Constructs and any hardness below 15. You may use Shatter as a Spell-like ability a number of times per day equal to your constitution modifier. At 13th level you may use Disintegrate instead.
Radiance: You become immune to blinding effects, but not blindness induced due to darkness and may use Daylight as a Spell-like ability a number of times per day equal to your constitution modifier. At 15th level you may use Sunbeam instead.
Ash: You don't have to breath any more and may use Stinking Cloud as a Spell-like ability a number of times per day equal to your constitution modifier. At 13th level you may use Cloudkill instead.

Starting at 15th level, you may add the following planes to the list of planes that can invite you:

Positive Energy Plane: You gain Fast Healing 5 and with a touch attack you may infuse a creature with so much possitive energy that it has to dance wildly or explode in a spectacular display of light. This mimics an Irresistible Dance, although it's a non-mind affecting Supernatural effect. It has no save, can be used once per day, and at the start of each turn, for 3 turns, the victim chooses wether to dance during it's turn or take 20d6 positive energy damage.
Negative Energy Plane: You become immune to negative energy effects, and with a touch, you may cause a creature to lose all will to act. Once per day you may make a touch attack that cause the target to choose wether to do nothing during it's turn or suffer 3d4 negative levels for 3 turns. A creature that does nothing is considered flat-footed even if it is immune to being flat-footed. If the creature is undead, it suffers the effect of the Positive Energy Plane instead.

You choose another plane every 2 levels, starting at 3rd level.

Distil Planar Drink (Su): A Planar Sommelier can reproduce any planar drink he has sampled. This process requires a vial filled with water, and it takes 10 minutes per vial. A Planar Sommelier can have a number of planar drinks equal 1 plus half his class level active at a time. If he exceeds his limit, an older drink turns back to water.
When making a planar drink, they Planar Sommelier chooses witch plane's wine he creates. He must have sampled a wine in order to reproduce it. Anyone drinking the planar drink enjoys the benefits of the Planar Sommelier's Wines Sampled ability for 10 minutes. If the planar drink grants a Spell-like ability, it is only usable one during the duration and it has a caster level equal to the Planar Sommelier's class level.
If the Planar Sommelier drinks the drink, he regains 1 use of the Spell-like ability. All other numerical effects stack, but a creature can benefit from a planar drink once during it's duration. Drinking the same drink twice during the duration wastes the second drink. Drinking another drink grants it's effects normaly.
Drinking a drink is a Standard action that provokes attacks of opportunity.

Planar Adaptability (Ex): At 2nd level, the Planar Sommelier is under the effects of a constant Endure Elements effect, and ignores the harmful effects of planes that he has sampled wines from.

Drinking Buddies (Su): A Planar Sommelier of 3th level and higher has made many friends on the outer planes, that he may now summon to his location for help. As a Standard Action, a Planar Sommelier may now mimic the Summon Nature's Ally II spell, but only to summon elementals from one of the planes that he has sampled wines from, a number of times per day equal to his charisma modifier.
He always summons the same elementals with each use of this ability, and the elemental summoned is better than average.
Use the Elite Array to determine the Ability Scores for each elemental summoned. You must also know the name of the Elemental. For example, you always summon Bob the Small Fire Elemental with Str 15, Dex 17, Con 13, Int 6, Wis 11, Cha 9 when you use this ability.
At 5th level and every 2 class levels afterward, you may use the next level of the Summon Nature's Ally spell. The caster level for this effect is equal to your Planar Sommelier class level.

Brew Potion(Ex): At 4th level, the Planar Sommelier gains Brew Potion as a Bonus Feat even though he is not a spellcaster. He may create any potion like normal with a maximum caster level equal to his class level, but to emulate the knowledge of a spell he must succeed on a DC 20 Spellcraft check. At 8th level he may produce up to 3 potions in the same time it would take to make one. At 16th level he may produce up to 6 potions instead of one. The cost is the same as making the total number of potions.

Planar Cocktail (Ex): By mixing 2 or more planar drinks, a Planar Sommelier creates a Planar Cocktail that grants the effects of both at the same time. A Planar Cocktail counts as a number of planar drinks equal to the amount of drinks used to create it.
Creating a Planar Cocktail consumes a Full Round action but the Planar Sommelier may drink the cocktail as a swift action on the same turn.
At 6th level the Planar Sommelier can create Planar Cocktails that use 2 drinks. At 8th level, the Planar Sommelier may spike a Planar cocktail with one of his potions. At 10th level, the Planar Sommelier may add a 3rd drink. At 12th level, he may add a second potion and at 14th level he may add a 3rd potion.

Move the Party to another Party (Sp): Twice per day, a 13th level Planar Sommelier can use Plane Shift as a Spell-like ability to go to any plane he has sampled a wine from, or to his home plane.

Free Drinks on Arrival (Ex): Whenever a 16th level Planar Sommelier uses his Drinking Buddies ability, he may expend one of his Planar Drinks or Planar Cocktails. All elementals summoned this way recieve a shot of the expended drink on arrival, gaining it's benefits for 2 rounds.

Surprise Party (Su): Once per day, an 18th level Planar Sommelier may mimic the Elemental Swarm spell to summon many of his Drinking Buddies. All elementals must be from your Drinking Buddies list. Your Drinking Buddies stay for the duration but are not compelled to obey you, though they have a Friendly attitude towards you by default.You can't use Drinking Buddies to summon creatures allready summoned by Surprise Party for the duration of the Surprise Party. The caster level for this effect is equal to your Planar Sommelier class level.

The Party to End all Other Parties (Su): At 20th level, the Planar Sommelier may use his Surprise Party ability and his Free Drinks on Arrival at the same time. The Elementals enjoy the Benefit of the drink consumed for the duration of the Surprise Party.

Beelzebub1111
2013-09-22, 07:08 PM
Quasi-Warrior

"Wishy-washy primitive heathens, the whole lot of them. True Strength comes from devotion to a cause and purity of action!"
-Alhandra, Paladin of Heironeous and Lindroos, Blackgaurd of Hextor

Quasi-Warriors devote themselves to mastery of the positive and negative charge of a specific element. Applying the elements in combat both offensively and defensively.

Adventures: Quasi-Warriors often adventure to survive, using their talents as Mercenaries or Bandits. Some journey out into the world to bring wealth and glory to their tribe. Others see combat as a meditative process, thus crawling through long forgotten dungeons and battling monsters is a way of focusing the mind on present matters and clearing one's mind of all else. Occasionally a group of Quasi-Warriors from each element will join forces to take on a greater threat to their respective homes.

Characteristics: Quasi-Warriors tend to wade into the thick of battle with little regard for their own safety. Their offensive and defensive abilities keep them as primary targets keeping the heat off of their allies. Their support abilities can keep enemies at bay or they can help support allies. Quasi-Fire Warriors tend to prefer straight blades and Axes, many learning two weapon fighting styles. Quasi-Earth warriors usually fight with blunt weapons and shield or two handed, and at higher levels don't even bother with armor. Quasi-Water warriors often enter combat with thrusting weapons like spears and tridents, and many learn to fight with the net. Quasi-Air Warriors prefer to use curved blades made of iron and copper.

Alignment: Quasi-Warriors are often on the extremes of either chaos or law, being either contemplatives of the nature of diametrically opposed elements, or reveling in their primal nature. On the good-evil axis they tend towards neutrality. Since the nature of their abilities focuses on both positive and negative energies, most consider both forces to have equal merit.

Religion: Most Quasi-Warriors do not worship a single deity, but rather worship or revere two deities that are opposed to each-other, yet are also similar; Especially the Elemental Princes of good and Evil. It is not uncommon to find a Quasi-Water Warrior to give prayers to both Olhydra and Ben-hadar, or A Quasi-Fire Warrior burning tributes to both Imix and Zaaman Rul. Though uncommon, a quasi-warrior may worship non-elemental gods that are both equal and opposed. A lawful Quasi-Warrior may worship both Heironeous and Hextor. An Elven or Orcish Quasi-warrior could pray to Corellon Larethian and Gruumsh. As one could probably guess, this does not make them popular with practitioners of those faiths.

Background: Quasi-Warriors are trained by others of the same element. For some it is a tribal rite of passage to bond with the light and darkness of an element. Others are trained in monasteries dedicated to each element. These tribes and monasteries are usually found deep in the wilderness surrounded by their element. Quasi-Fire Warriors can be found at the foot of an active volcano or around an oasis in a vast desert. Quasi-Warriors dedicated to earth can be placed in Mines or in barren wastelands. Quasi-Air Warriors can be found at high altitudes where the air is thin or in open planes where they construct pillars of lodestone to call the lightning. Quasi-Water Warriors gather around sea coves or near natural hot-springs.

Races: As the originators of the class, humans and orcs make up the bulk of Quasi-Warriors. "Half-" Races are also drawn to the duality aspect of the class. Elves with interest in elements are more likely to be druids, as the Quasi-Warriors are more destructive. Dwarves, especially those far removed from dwarven society, have been known to join tribes of Qasi-Earth Warriors. In the world of Athas, Tribes of Thri-Kreen have been known to learn this class.

Other Classes: Quasi-Warriors get along best with Barbarians, seeing something of a kinship with them, even the lawful ones respect their primal nature. Fighters respect their combat prowess and see them as a welcome brother in arms. Arcane casters, especially elementalists, see them as a curiosity and often spark friendships in the hopes that they can learn more about the elements from them. In contrast, Clerics and Paladins find their relationship with Religion appalling. This is doubly true if they worship one of the gods that the Quasi-Warrior does. Druids and Quasi-Warriors both have alliances with natural forces, though some younger druids may not understand the relationship of the negative elements and see it as destructive to nature.

Role: The Quasi-Warrior is a melee combatant first and foremost. At low levels, they will be similar to a Fighter. A Quasi-Warrior at mid-levels can deal heavy damage or avoid damage or lock down enemies depending on his element. At High-Levels they can be nigh-unstoppable in the middle of battle, while stopping those that try to run or try to attack any other targets.

Adaptation: If your campaign setting does not have Quasi-emental planes, the Quasi-Warrior can be adapted to any source of elemental power, focusing on indirect uses of that element. In Athas, Quasi-Warriors are staunch guardians of the priesthood, acting as guards and soldiers for the elemental clerics. A Quasi-Fire Warrior could easily be converted into a divine warrior that uses powers from both Celestial and Infernal sources.

GAME RULE INFORMATION
Quasi-Warriors have the following game statistics.
Abilities: As a primarily martial class, a Quasi-Warrior favors Strength and Constitution. Charisma is also important for determining some of their abilities.
Alignment: Any
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The Quasi-Warrior's class skills are Climb(Str), Craft(Int), Heal(Wis), Intimidate(Cha), Jump(Str), Knowledge(Nature)(Int), Knowledge(The Planes)(Int), Listen(Wis), Survival(Wis), and Swim(Str)

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

The Quasi-Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Quasi-elemental Focus, Positive Elemental Support

2nd|
+2|
+3|
+0|
+3|Negative Elemental Attack

3rd|
+3|
+3|
+1|
+3|Positive Elemental Defense

4th|
+4|
+4|
+1|
+4|Elemental Resistance I

5th|
+5|
+4|
+1|
+4|Create Elemental Pact

6th|
+6/+1|
+5|
+2|
+5|Negative Elemental Conjuring

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

8th|
+8/+3|
+6|
+2|
+6|Negative Elemental Support

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

10th|
+10/+5|
+7|
+3|
+7|Positive Elemental Attack

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

12th|
+12/+7/+2|
+8|
+4|
+8|Negative Elemental Defense

13th|
+13/+8/+3|
+8|
+4|
+8|

14th|
+14/+9/+4|
+9|
+4|
+9|Elemental Resistance II

15th|
+15/+10/+5|
+9|
+5|
+9|

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Positive Elemental Conjuration

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

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Elemental Resistance III

19th|
+19/+14/+9/+4|
+11|
+6|
+11|

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Quasi-Perfection[/table]

Class Features
All of the following are class features of the Quasi-Warrior

Weapon and Armor Proficiencies: A Quasi-Warrior is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields)

Quasi-elemental Focus(Ex): At first level the Quasi-Warrior chooses an element to train their focus in from Earth, Fire, Water, or Air. This selection determines which future abilities the warrior receives. In addition, they receive a +2 bonus on saving throws and a +2 bonus to their armor class against spells with the descriptor of their chosen element. They also add Terran (if Earth), Ignan (If Fire), Aquan (If Water), or Auran (if Air) to their languages known.

Positive Elemental Support (Su): At First level the Quasi-Warrior gains a supernatural ability based on the positive aspect of his element. Any saving throws are DC 10 + 1/2 his Class Level + his Charisma Bonus:
Fire - Radiant Palm: As a standard action, the Quasi-Fire Warrior can hold out his open hand and create a flash of brilliant white light in his enemy's eyes. A single target adjacent to the Quasi-Fire Warrior must make a Reflex save or be blinded for 1d4 rounds. This ability can be used a number of times per day equal to his class level.

Earth - Lucky Crystal: 1/day the Quasi-Earth warrior can take five minutes to preform a ritual in which he plucks a quartz crystal from any stone or earth. Whoever holds this stone may make a single re-roll on any Attack roll, Damage Roll, Skill Check, or Saving Throw. They may also force an enemy to re-roll an attack roll and have them take the lower result. The stone is consumed upon use. At fourth level and every three levels after that, he may make another stone per day (2 at 4rd, 3 at 7th, 4 at 10th etc). A Quasi-earth Warrior may only have one stone at any time.

Water - Cleansing Steam: With a touch and some soothing heat and steam, the Quasi-Water Warrior can heal wounds. As a standard action the Quasi-Water Warrior can heal a number of hit points to a touched target each day equal to His Class Level x His Charisma Bonus. This only affects living targets and does NOT damage undead.

Air - Stunning Touch: The Quasi-Air Warrior can channel electricity through his fingertips giving the nervous system of his target a surprising jolt. A number of times per day equal to his class level, the Quasi-Air Warrior can make a melee touch attack against a foe as a standard action. They must then make a fortitude save. If they fail they are stunned for 1 round.


Negative Elemental Attack (Su): At second level, the Quasi-Warrior gains an ability pertaining to the negative aspect of his element to help him attack his enemies:
Fire - Ashen Weapon: In combat, the Quasi-Fire Warrior's weapon is coated in smoldering ash. When this weapon deals damage, the ash clings to the target dealing 1d4 additional fire damage, then 1d4 cold damage (due to the clinging ash absorbing heat from the subject) for each successful strike on the following round.

Earth - Dust Devil: Whenever a Quasi-Earth Warrior successfully hits a foe on a charge, his blow releases a cloud of dust that clouds his target's vision. All attacks made by the subject of the strike have a 50% miss chance for a number of rounds equal to the Quasi-Earth Warrior's Class level.

Water - Salt the Wound: Any weapon that the Quasi-Water Warrior wields is covered in a coarse and salty brine. When he successfully damages a living foe with a Piercing or Slashing weapon, they take an additional 1d4 points of damage and must make a fortitude save (DC 10 + 1/2 the Quasi-Water Warrior's Class Level + his Charisma Bonus) or take a -2 penalty on attack rolls, saving throws, and skill checks for a number of rounds equal to the Quasi-Water Warrior's class level due to the stinging pain.

Air - Vacuum Strike: A Quasi-Air Warrior's weapon is sheathed in an airless Vacuum, leaving no resistance as he swings it. Any weapon he wields has the Keen property.


Positive Elemental Defense (Su):At third level a Quasi-Warrior can call upon the positively charged aspects of his element to defend himself:
Fire - Glare Aura: While in combat, a Quasi-Fire Warrior glows with a fierce radiant corona. Any enemy who can see the Quasi-Fire Warrior has difficulty looking directly at him, taking a -2 penalty on all attack rolls against him and his allies in the same line of sight.

Earth - Mineral Armor: As a standard action, a Quasi-Earth Warrior can call an armor made out of raw ores and crystals to protect him. This armor provides an armor bonus equal to 3/4 his class level. This armor moves to accommodate the Quasi-Earth Warrior's movements and thus has no armor check, penalty movement penalty, or spell failure chance, though the weight causes a penalty on balance, climb, swim, and jump checks equal to half the bonus (rounded down). The armor lasts as long as he needs it and can be dismissed as an immediate action.

Water - Steam Cloud: A Quasi-Water Warrior can, as an immediate action, summon up a cloud of thick steam around him once per encounter. This cloud fills his space and every space adjacent to him. Those inside the cloud have total concealment from outside and partial concealment from each other. The cloud lasts a number of rounds equal to the Quasi-Water Warrior's class level.

Air - Static Field: The space around Quasi-Air Warrior is filled with an electrostatic charge whenever he is in combat. This field gives him a +1 deflection bonus to his AC. This bonus increases by 1 every additional four levels he has (+2 at 7th level, +3 at 11th, etc.)


Elemental Resistance I (Ex): At Fourth level, as the Quasi-warrior bonds with his element, he can withstand environmental extremes and gains the effect of a constant Endure Elements spell.

Elemental Pact (Su): Starting At 5th level the Quasi-Warrior can preform a ritual to call an elemental. He may call a single elemental with the subtype of his focus, with HD less than or equal to his class level. The ritual takes 10 minutes to preform and requires 500gp per Hit Die of the Elemental in materials and tribute. The Elemental will follow the caster for 1 day per caster level, or preform a task that can take up to 1 week per level if it is nonhazardous, or 1 day per 2 levels otherwise. The elemental returns to its home plane at the end of the duration or when the task is completed and may be dismissed at any time. He may only have one elemental in his service at one time, and the elemental may not have any of the other quasi-warrior's subtypes in addition to its own.

Negative Elemental Conjuration (Su): At 6th level a Quasi-Warrior gains the ability to use the negative aspect of their element to harm or disable their enemies usable once per encounter as a standard action. Any saving throws are DC 10 + 1/2 his Class Level + his Charisma Bonus:
Fire - Soot Blast: A Quasi-Fire Warrior can release a 30ft cone of smoldering ash from the palm of his hand in a violent burst. Any caught in the blast take 1d6 fire damage per level and 1d4 cold damage per level the following round. A reflex save halves the initial damage and prevents the secondary damage

Earth - Dust Storm: Placing his hand on the ground a Quasi-Earth warrior can conjure a violent dust storm around a single target within 50ft. They must make a fortitude save or be blinded and unable to do anything other than cough and choke for a number of rounds equal to The Quasi-Earth Warrior's class level. If he makes his save he can manage to act freely, though he is still blinded for 1 round. The subject is entitled to make a new save each round to regain his senses enough to exit the storm.

Water - Salt Lance: The Quasi-Water Warrior forms a lance in his hands out of pure salt, which he then throws at his target within 80ft making a ranged attack roll. If he hits, the lance deals 1d4+1 points of piercing damage per level plus twice his strength modifier. A living subject must then make a fortitude save or take a -4 penalty on attack rolls, saving throws, and skill checks for a number of rounds equal to the Quasi-Water Warrior's class level. This penalty does not stack with Salt the Wound.

Air - Void Rend: With an upward slash of his weapon, the Quasi-Air Warrior releases a wave, empty of air that cuts through targets in a 60ft line, dealing 1d6 points of slashing damage per level (Reflex Half)


Negative Elemental Support (Su): At eighth level, The Quasi-Warrior learns a supernatural ability based on the negative aspect of his element. Any saving throws are DC 10 + 1/2 his Class Level + his Charisma Bonus:
Fire - Ash Tattoo: once per day per four class levels the Quasi-Fire warrior can take ten minutes to draw markings on himself or an ally that bestow great luck in a critical situation. The barer of the tattoos may activate them as an immediate action to gain a luck bonus equal to half the Quasi-Fire Warrior's class level on any attack roll, Saving Throw, Skill or ability check, or to his Armor Class. He may expend it after he knows the result of the roll. The tattoos disappear after being used or until dawn of the next day, whichever comes first.

Earth - Unsure Footing: By stomping his foot in the direction of an adjacent opponent he can cause the surface below the target's feet to temporarily have the consistency of loose sand. The subject must make a reflex save or fall prone. He may use this ability once per day per class level as a standard action.

Water - Brine Splash: As a standard action, the Quasi-Water Warrior spits out a spray of pungent brine at an adjacent target. The scent of the brine is so strong that they must make a fortitude save or be Nauseated for one round then sickened for 1d8 rounds after that. If they make their save they are still sickened for 1 round. A Quasi-Water Warrior may use this ability once per day per class level.

Air - Empty Space: As a standard action, A Quasi-Air warrior can manipulate the air around himself or an ally within 30ft and render them invisible as the invisibility spell. This ability can function for a number of rounds per day equal to the Quasi-Air Warrior's class level and need not be contiguous.


Positive Elemental Attack (Su): At 10th level, a Quasi-Warrior can harness the destructive power of his element and channel it through this weapon:
Fire - Streaking Blade: When the Quasi-Fire Warrior swings his weapon it streaks with a radiant white trail. This has a distracting effect on any trying to evade his blows. Opponents in melee with the Quasi-Fire Warrior lose the benefits of Uncanny Dodge and Improved Uncanny Dodge. They also may not withdraw, take a 5ft step, or tumble out of a threatened without provoking an attack of opportunity if they attempt to do so. They are aware that they will provoke a threat if they make an attempt.
Earth - Creeping Crystal Strike: The Quasi-Earth warrior can make a single melee attack on his opponent as a standard action which, if it hits, encases the target in a creeping crystal that may root him to the ground. This is treated as if he had been hit with a tanglefoot bag except that the Reflex DC to avoid being stuck to the ground is 10+1/2 the Quasi-Earth Warrior's class level+his charisma modifier, the crystal has a break DC of 5+the Quasi-Earth Warrior's class level+his charisma modifier, and has a number of hit points equal to his Class level plus his charisma modifier. The crystal is vulnerable to the shatter spell. This attack is usable once every 1d4+1 rounds.
Water - Scalding Blow: When drawn, a Quasi-Water Warrior's weapon is sheathed in a fog of super-heated steam. The weapon deals 1d8 fire damage in addition to its normal damage.
Air - Lightning Crash: As a standard action the Quasi-Air Warrior can make a single melee attack against a target, if it hits it deals the weapon damage plus 1d6 electricity damage per 2 levels. This attack may be used once every 1d4+1 rounds.


Negative Elemental Defense (Su): At 12th level the Quasi-Warrior can harness the power of his element to defend himself:
Fire - Embers on the wind: A number of times per day equal to one half his class level a Quasi-Fire Warrior can, as an immediate action, appear to immolate himself in a flash becoming a loose collection of dying embers and reform at another location within 30ft. He may pass through any barrier that is not airtight. If he uses this ability in response to an attack, the attacker suffers a 50% miss chance and adjacent melee attackers and grapplers take 1 point of fire damage per class level of the Quasi-Fire Warrior.
Earth - Dustcloud Defense: When in battle the Quasi-Earth Warrior is surrounded by a constant dust cloud that hides him from his opponents. This cloud grants him concealment (20% miss chance) from all attacks.
Water - Cured Hide: When a Quasi-Water Warrior enters combat, his skin thickens and becomes tough like leather. His base natural armor increases by 3 and increases by 1 every four levels after that.
Air - Vacuum Shield:Pockets of vacuum constantly open and close around the Quasi-Air Warrior when he is in battle. This alters the trajectory of arrows and other missile weapons giving him DR 10/Magic against ranged weapons.


Elemental Resistance II (Ex): At 14th level the Quasi-Warrior has become more attuned to his element, he is no longer subject to the adverse effects of any of the inner planes. he is also granted a benefit based on his Elemental Focus:
Fire: The Quasi-Fire Warrior's connection to the plane of radiance and Ash give him a calming internal warmth granting him resistance to Cold 10
Earth: A Quasi-Earth Warrior's relationship with the Mineral and Dust planes ground him, granting him Resistance to Electricity 10
Water: Thanks to his connection to the planes of salt and steam, his body has become calmed and his mind relaxed. Effects that cause Fear or Fatigue are reduced by one order of magnitude (Effects that cause Exhaustion only cause Fatigue, Panicked becomes Frightened, Frightened becomes Shaken. They are immune to the effects that cause Shaken or Fatigue conditions)
Air: Due to his relationship with with the quasi-elemental plane of Vacuum, a Quasi-Air Warrior no longer needs to breathe.


Positive Elemental Conjuration(Su):At 16th level the Quasi-Warrior can harness the positive aspect of his element to great effect. These abilities are activated as a standard action and have a save DC of 10+1/2 his class level+his charisma modifier
Fire - Solar Emanation: For a number of rounds per day equal to half his class level, the Quasi-Fire Warrior can become a living conduit for the plane of radiance. He becomes a beacon of intensely bright light extending 160ft and gives shadowy illumination out 320ft. He becomes painful to look at, invoking a 50% miss chance as if he had total concealment. Those adjacent to him when he first activates this power must make a fortitude save or be permanently blinded. Undead can not remain within 60ft of him and must take any action to leave the area. Unlike the daylight spell, this 60ft area is treated as true sunlight. The rounds that this is used need not be continuous.
Earth - Gemstone Trap: Once Per Encounter the Quasi-Earth Warrior conjures a perfect diamond the size of a fist from the Mineral Plane and leaves it hovering at a single point within 60ft. If any that the Quasi-Earth Warrior does not designate as allies pass within five feet of the gem, the diamond explodes scattering shards in a 30ft radius burst dealing 1d6 points of piercing damage per level (Reflex Half). The gem stays dormant for one round per class level, then it returns to the Mineral Plane if it hasn't exploded.
Water - Steam Geyser: Once per Encounter a Quasi-Water Warrior can conjure geysers of superheated Steam from the ground beneath his enemies feet. He may target one enemy per four class levels all within 60ft of him. These enemies take 1d6 fire damage per Quasi-Water Warrior level and are knocked prone (Reflex Half and are not knocked prone)
Air - Lighting Coil: Once per encounter a Quasi-Air Warrior can point his finger and fire a bolt of electricity at a target within 100ft. The Quasi-Air Warrior makes a raged touch attack, if it hits the bolt coils around target entangling them as a net. Each round the subject takes 1d6 electricity damage per three class levels and must make a Fortitude save to do anything other than writhe in agony. The coils last for a number of rounds equal to the Quasi-Warrior's Class level and have an escape artist and break DC equal to the 10+the 1/2 Quasi-Air Warrior's class level+his charisma modifier and a number of hit points equal to his class level + his charisma modifier.


Elemental Resistance III (Ex): At 18th level the Quasi-Warrior becomes so attuned to his plane that he is granted a powerful immunity based on his focus:
Fire: A Quasi-Fire warrior becomes immune to fire damage and blindness.
Earth: A Quasi-Earth warrior cannot be blown away, knocked down, bull rushed or tripped and benefits from the effects a constant freedom of movement spell
Water: A Quasi-Water Warrior becomes immune to poison, paralysis, and stunning. The Quasi-Water Warrior's movement is never reduced from terrain.
Air: A Quasi-Air Warrior cannot be disarmed, is never denied his dexterity bonus when flat-footed, and cannot be flanked.


Quasi-Perfection (Ex): At 20th level the Quasi-Warrior becomes something more than man, a perfect embodiment of Quasi-elemental fury. He gains immunity to critical hits and precision damage, Damage Reduction 5/-, and Darkvision 60ft. He no longer needs to eat or sleep, being sustained by his connection to his plane, and no longer suffers penalties for aging.

Kazyan
2013-09-27, 11:04 PM
Gammon

"Life and death isn't a dichotomy. From a non-binary, spectrumatic viewpoint, it's more of a nuanced, blended sort of...triangle thingie."

No one talks about the seventh inner plane.

The existence of the Forlorn is something that living and undead minds are not designed to comprehend, as it violates the simple Us vs. Them mentality common to most sentient creatures. They are best described as a third prong on the axis of positive and negative, a numerical sign represented neither by suprlus nor debt. There are three, not two.

Forlorn are entities nither living nor dead, and are powered by a third energy type after positive and negative, commonly referred to among texts about Forlorn as colour energy. This energy has its own inner plane, the Colour Energy Plane, but it is very difficult to access by conventional means as both life and undeath are, by and large, violently opposed to it. Sentient undead and living creatures have been destroying methods of reaching the Colour Energy Plane, and its very existence is now a secret, requring a DC 35 Knowledge (The Planes) check to know about it. The material focus for a Plane Shift spell with a destination of the Colour Energy Plane is not found in the common spell component pouch. Creating it is simple (DC 5 Craft [Metalworking] check), but one can only do so if they already know about the Colour Energy Plane.

Sometimes, a Forlorn will blunder into the Material Plane somehow, and find themselves trapped there. Or perhaps they merely go there as a challenge. Whatever the case, Forlorn creatures can exist as adventurers or monsters. Generally, this is only very temporary; Forlorn creatures wither and cease existing when not supplied with colour energy, which the material plane has little of. The exception is a Forlorn race of human-shaped creatures known as Gammons. Gammons are capable of self-healing, and thus can persist as adventurers in the Material Plane. Some come to like it there, and join adventuring parties, which tend to be inclusive of strange beings and pracices so long as they get along.

The following base class is a racial class for a new race, the Gammon, which has a new creature type, Forlorn. Levles in this base class count as racial hit dice for a Gammon. A Gammon must take at least one level of the Gammon racial class, but is not obligated to continue beyond level 1. They may freely (and without penalties) multiclass in and out of this base class after level 1.

Colour energy is akin to positive or negative energy. It heals creatures of the forlorn type and damages both undead and living creatures. It is associated with a rainbow of colors, but the manifested color in tint spells is a vivid pink.

The colour energy plane appears dimly lit, but all objects are very clearly visible, thier colors vibrant. Like the positive and negative energy planes, the colour energy plane is generally empty except for energons and a few rare creatures that have adapted to colour energy, such as the growing forlorn population.

Planar traits:

Subjective Directional Gravity
Normal Time
Infinite Size
Alterable Morphic
Major Colour-Dominant. A Major Colour-Dominant plane inflicts 5 points of colour damage to all creatures within at the start of every round. Any creature damageable by colour energy loses their fast healing and regeneration while on a Major Colour-Dominant plane.
Enhanced Magic: Spells and spell-like abilities that use colour energy are maximized (as if the Maximize Spell metamagic had been used on them, but the spells don’t require higher-level slots). Class abilities that use colour energy gain a +10 bonus on the roll to determine Hit Dice affected.
Impeded Magic: Spells and spell-like abilities that use negative and positive energy are impeded, including inflict and cure spells. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.

If you are using colour energy in your campaign, add the following trait to the Positive and Negative Energy planes.

Impeded Magic: Spells and spell-like abilities that use colour energy are impeded, including tint spells. These spells and spell-like abilities can still be used, but a successful Spellcraft check (DC 15 + level of the spell) must be made to do so.

A forlorn is a creature animated by colour energy, in the same way that living creatures are animated by positive and undead are animated by negative.

Features

A forlorn creature has the following features:


d6 Hit Dice
Base Attack Bonus equal to 3/4 HD (as cleric)
Good Fortutide saves
Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die

A forlorn creature possesses the following traits (unless otherwise noted in a creature’s entry).


Darvision out to 60 feet
No bonus Hit Points from Constitution.
Bonus Colour Hit Points equal to half of their lowest ability score multiplied by their Hit Dice. Colour Hit Points are refreshed by resting for 8 hours, but cannot be healed otherwise unless specifically noted.
Does not naturally heal damage. Whatever damage would be healed from resting is instead subtracted from the forlorn's hit points (not colour hit points). Thus, forlorn require healing from colour energy on a regular basis.
Forlorn take damage from positive and negative enrgy, and are healed by colour energy.
Proficient with all simple weapons, its natural weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Forlorn not indicated as wearing armor are not proficient with armor. Forlorn are proficient with shields if they are proficient with any form of armor.
Forlorn breathe and sleep, but do not eat. Eating affects a forlorn the same way that failing to eat affects a humanoid, and vice versa. Forlorn are generally repulsed by the concept of eating.



A gammon is humanoid-shaped, with pink-red skin and blood-red eyes with white pupils. Gammons are typically between 4' 6" and 5' 2", with a long dark-red mane of hair that reaches to their hips. Their hair encircles their neck, but it usually pulled back. Gammons have board, muscular legs with wide hips, but thin arms and upper torsos.

Gammons are native to the colour energy plane, where they form small societies upon planetoids of their own construction. These planeroids often come from material on the Material plane, but can be from any plane. Planetoids usually house no more than 300 gammons--any larger, and the societies break apart, usually accompanied by cracking the planetoid in two and reshaping it into two separate ones.

Gammon racial traits:

Forlorn Type: Gammons are Forlorn, and have all of the associated traits.
+2 Intelligence, -2 Charisma: Gammon are cunning, but their existence is off-putting to the living and dead.
+2 racial bonus to Balance, Knowledge (The Planes), and Diplomacy. In addition, they can make Knowledge (The Planes) checks untrained. Their bodies are shaped in such a way that their center of gravity is low, they are familiar with the planes due to coming from an exotic one, and they know how to mediate in small groups.
Spell-like abilities: A gammon with Charisma equal to or greater than 10 has the following spell like abilities: prestidigitation, tint minor wounds, and arcane mark. Each are usable 1/day.


Tint spells are the equivalent of cure and inflict spells, except that they deal colour energy damage instead of positive or negative energy damage. They can be prepared by clerics that are neutral on the good-evil axis, using the spell level of the corresponding cure or inflict spell. The cleric must choose at character creation to channel colour energy instead of positive or negative energy, but they can still choose whether to turn or rebuke undead.

The 6th-level spell hue charges a subject with colour energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, hue deals half this amount, but it cannot reduce the target’s hit points to less than 1.

If used on a forlorn creature, hue acts like heal.

The 9th-level spell mass hue functions like mass heal, except that it deals colour damage instead of positive energy damage.

Adventures: Gammons typically adventure on the Material because they need to get home, but may find their friendships or other quests to be more important along the way. Some deliberately go to the Material to test their self-sufficiency, as Gammons are capable of surviving outside of the Colour Energy Plane.

Characteristics: Gammons have talent with utilities and with combat. Their selection of chromatics allows them to serve in various situations, though with less versatility than arcane spellcasting. Their Colour Touch ability provides them with combat readiness, but a tradeoff between chromatic use and Colour Touch is involved--Gammons cannot invest too much in one role without limiting the use of the other.

Alignment: Gammons are typically true neutral or follow an alien code of morals, usually described as chaotic evil. Other alignments are possible, but much rarer. In the same way that undead default to being evil, gammons default to neutrality, believing in it as a force like good and evil.

Religion: Gammons are normally nonreligious, as all gods are either living or dead, none forlorn. A few gammons might worship deities of community.

Background: Gammons come from the Colour Energy Plane, displaced into a more conventional one. Once there, a gammon may adventure to find a way back, or to establish community with other adventurers.

Races: Gammons are their own race, but sometimes they will undergo the Dragonborn ritual as a final act of naturalization if they have grown accustomed to life outside of the Colour Energy Plane. As an exception to the general rules that only humanoids can become a Dragonborn of Bahamut, a gammon is a valid subject for the ritual. Their type changed to Humanoid when they undergo the ritual, and their racial traits except for ability score adjustments are overwritten as normal, but their class abilities are unaffected. They are no longer able to heal themselves with their Colour Touch.

Other Classes: Gammons find all classes exotic compared to the stnadard inhabitants of the Colour Energy Plane, and so are not repulsed from classes such as the hexblade and warlock. Because gammon like to form small groups, they are attracted to classes that support the entire adventuring party, such as bard and marshals. They also have an affinity for those classes related to the planes or have the ability to go there, like wizards.

Role: See Characteristics.

Adaptation: The Colour Energy Plane does not have to be a seventh inner plane, if that would be too disrupting to the game cosmology. Instead, it could be a demiplane floating around just inside or outside the shell of the inner planes, which would make it sensible that it is so obscure.

GAME RULE INFORMATION
Gammons have the following game statistics.
Abilities: Gammons require Strength to make the most out of their Colour Touch and Constitution for more powerful chromatics, but are otherwise relatively statistic-independent. Gammons should distribute their ability scores evenly, to gain more Colour Hit Points per day.

Alignment: Any.
Hit Die: d6
Starting Age: As barbarian.
Starting Gold: 3d4x10

Class Skills
The Gammon's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All, chosen individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex)

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

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

1st|
+0|
+2|
+0|
+0|Colour Touch (1d6)|0

2nd|
+1|
+3|
+0|
+0|Chromatic (least)|1

3rd|
+2|
+3|
+1|
+1|Colour Touch (2d6)|1

4th|
+3|
+4|
+1|
+1|Reach Colouration|2

5th|
+3|
+4|
+1|
+1|Colour Touch (3d6)|3

6th|
+4|
+5|
+2|
+2|Chromatic (lesser)|4

7th|
+5|
+5|
+2|
+2|Colour Touch (4d6)|4

8th|
+6|
+6|
+2|
+2|Colour Item|5

9th|
+6|
+6|
+3|
+3|Colour Touch (5d6)|6

10th|
+7|
+7|
+3|
+3|Energy Awareness|7

11th|
+8|
+7|
+3|
+3|Colour Touch (6d6)|7

12th|
+9|
+8|
+4|
+4|Chromatic (greater)|8

13th|
+9|
+8|
+4|
+4|Faster Chromatics (3 swift actions)|9

14th|
+10|
+9|
+4|
+4|Colour Touch (7d6)|10

15th|
+11|
+9|
+5|
+5|Lucid Colour|10

16th|
+12|
+10|
+5|
+5|Faster Chromatics (2 swift actions)|11

17th|
+12|
+10|
+5|
+5|Colour Touch (8d6), Chromatic (vivid)|12

18th|
+13|
+11|
+6|
+6|Colour Aura|13

19th|
+14|
+11|
+6|
+6|Bubble of Colour|13

20th|
+15|
+12|
+6|
+6|Colour Touch (10d6)|14[/table]

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

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

Colour Touch (Su): A gammon can channel colour energy through their touch. Colour Touch replaces a melee attack, and is resolved as a touch attack. At low levels, this means that a gammon's single attack as a standard action can be replaced with a Colour Touch. A gammon can make iterative attacks with their Colour Touch if they have sufficient base attack bonus. In this case, they may make a full attack action, and replace their Colour Touch with an attack. A gammon may mix and match normal weapon attacks with uses of Colour Touch. For example, an 8th-level gammon may make a single attack with a sickle, followed by a colour touch, as part of a full attack action. If they have sources of additional attacks, such as Two-Weapon-Fighting or Haste, they my use those attacks to make Colour Touch attacks. In the case of Two-Weapon Fighting, their off-hand attacks are made with their opposite hand. Coulour Touch is unaffected by the Power Attack feat.

A gammon can use Colour Touch to heal themselves, as they are healed by colour energy.

Chromatic (Su): At 2nd level, a gammon can wreak changes upon their body by drawing power from the flow of colour energy in their body. Chromatics are the results of this ability, and take the form of persistent affixes on the gammon's body. Creating a chromatic requires the gammon to temporarily invest a number of dice of their Colour Touch ability, listed in the chromatic. A least chromatic requires 1 die, a lesser chormatic requires 2 dice, a greater chromatic requires 4 dice, and a vivid chromatic requires 7 dice. When dice are invested, they are subtracted from the amount of dice Colour Touch deals in damage. For example, if Colour Touch ordinarily deals 3d6 damage, but 2 dice are invested in chromatics, then Colour Touch only deals 1d6 damage as long as the dice are invested. If all dice are invested, Colour Touch deals 1 damage. A gammon cannot invest more dice than they have available, or more than their Constitution score - 10.

Dice can be divested by dissolving the chromatic. After doing so, the chromatic no longer exists, but the dice are returned to the gammon's Colour Touch dice pool.

4 swift actions on consecutive rounds are required to create or dissolve a chromatic. The process cannot be expedited by using standard or move actions; the gammon must wait all three rounds. However, this does not require concentration, and the gammon is free to use their move and/or standard actions during this time. While being dissolved, a chromatic is still usable, but a chromatic in the process of being created is not in usable shape.

At every level except 1st, 3rd, 7th, 11th, 15th, and 19th, a gammon learns and additional chromatic. The chromatic can be selected from any of the degrees of chromatics they have access to. The degrees, in order form lowest to highest, are least, lesser, greater, and vivid. Additionally, at each level, a gammon may exchange a single chromatic known for a different chromatic of equal or lower degree.

Alter Energy: Colour Touch deals energy damage--fire, electricity, acid, or cold, chosen when you create the chromatic. Your fingertips change color to match the energy chosen--orange for fire, pale yellow for electricity, green for acid, and blue for cold.

Altered Attire: Colour energy forms new attire for you. This functions as disguise self, except that the chromatic alters your actual form and appearance, so true seeing does not allow one to see through Altered Attire or negate the Disguise bonus.

Ambush Cowl: You gain a dark green cowl that hoods your face. When you participate in a surprise round, you are entitled to a full-round action during the round instead of only a standard action.

Colour Channel Rings: Gaudy, multicolored rings appear on your hands. These allow any weapons you hold to deal extra colour energy damage as if you had hit the target with your Colour Touch in addition to weapon damage.

Colour Crystal: A shirt of fine, interlocking crystals forms, hovering around you. This functions as a continuous mage armor effect, including the lack of armor check penalty and maximum Dexterity bonus. You can wear items that occupy your body slot while wearing a Colour Crystal.

Desaturating Claws: You gain two rainbow-hued claws, usable as primary or secondary natural weapons. These claws 1d4 base damage for a Medium creature. These claws cannot channel Colour Touch.

Float Cincture: Four tiny crystals array themselves in a circle around a rope on your waist. They provide upward pull, which grants you a +6 bonus on Jump checks. You are also under a continuous feather fall effect, except that you fall at 10 feet per round.

Latch Boots: You gain stony boots that reduce your land speed to 1/4 of what it otherwise would be, but make you immune to bull rushes and trip attempts, provided you are on the ground. Unless you choose to move, your boots keep you rooted to the ground uncompromisingly--for example, you could stand in the middle of a tornado while wearing Latch Boots, though it would not necessarily be pleasant. The boots are incredibly heavy, though you are able to move with some difficulty--they impose a maximum Dexterity bonus of +2 to AC, as if you were wearing certain types of armor. While wearing Latch Boots, you must always keep one foot on the ground. Thus, you cannot run or leave the ground.

Steel Blue: Your skin turns steel blue. You gain a +2 enhancement bonus to natural armor and add your colour level to your maximum hit points (do not include your colour hit points in your maximum)

Sufficience: Strips of green wrap around your chest. You do not need to breathe or sleep while this chromatic exists, but your needs resume as soon as it is dissolved.

Coloured Quintessence: You gain a belt of multicolored quintessence. In addition to being able to store very small items in its belt pouches which behave as if submerged in quintessence, you can store a singe move action in the belt. Storing this sliver of time requires a standard action. You can then regain the stored move action as a swift action at any time, which expends it from the belt. The move action appears as a scintillating ball of multicolored light while stored.

Colourized Weapon: A scintillating gauntlet appears around one of your hands. Any weapon held in that hand bypasses Damage Reduction and interacts with incorporeal creatures as if it were magical. You can also attack with the gauntlet itself, which has a magical enhancement bonus to hit and damage equal to one-fourth your colour level.

Dark Eyes: Your eyes are covered in what appears to be a jet-black film, and you constantly weep tears of blackness. Your eyes radiate deeper darkness out to 10 feet per colour level, and darkness out to twice that. You can change the deeper darkness radius as a move action to a maximum of the aforementioned distance and to a minimum of 5 feet. The normal darkness radius changes accordingly. You can can see through the darkness created from this ability perfectly. Finally, your black tears grant you a competence bonus to intimidate equal to your colour level.

Emphemeral Hands: Your hands and forearms turn bright green and slightly translucent. You can handle incorporeal objects and creatures with your hands, allowing you to make grapple checks against incorporeal creatures at a -4 penalty and to make ghost touch unarmed strikes with your hands. Your hands can still manipulate corporeal objects, but they can pass through such objects if you wish. This allows you to perform such actions as reaching through a door and pulling the handle on the other side.

Rage Halo: A wide, horizontal golden ring forms around your head at about nose-level. When you form the halo, you enter a Rage, as a 1st-level Barbarian, with a duration equal to 3 + new Constitution modifier rounds. When your rage ends, the ring disperses into sparkles that continue to orbit, and you are fatigued until you dissolve the halo.

Spectrum Line: You create a rainbow-hued pole, 1 inch in diameter. The pole can resize to any length from 6 inches to 100 feet long at your command. The pole is not a weapon, but you can maneuver it as if it weighed nothing, even when it is very long. A Spectrum Line has Hardness 18 and the DC to break it is 38. It is almost as tough as adamantine in terms of supporting weight and material properties. For example, a properly-braced Spectrum Line can span a chasm and allow a Medium creature to shimmy along it with no worries for how much weight it can support.

Swivel Pauldrons: Golden pauldrons adorn your shoulders, and a thin gold ring surrounds the base of your neck. While you have this chromatic created, you can rotate your head almost a full turn in both directions. You cannot be flanked.

Teleportation Pyramids: You create two pyramids in your hands. Both are usable as a wondrous item that lets you (and equipment up to your maximum load) teleport to the other Teleportation Pyramid in the pair. You end up 5' away from the destination pyramid when you teleport. When you teleport, the pyramid only comes with you if you hold it; you can leave a pyramid behind by setting it on the ground and activating it from there.

Colour Blast: A rainbow orb hovers in front of your throat. While the chromatic exists, as stnadard action, you can blast colour energy in a cone of any length between 10' and 120' (your choice), which does colour damage to all targets within the cone as if you had hit them with your Colour Touch. A sucessful Reflex save, DC 16 + Constitution modifier, halves the damage.

Extradimensional Crown: A rotating, elaborate, hoop-like crown hovers above your head. The opening from the top is actually the opening of an extradimensional space, which can hold up to 20 lb. or 1 cubic foot of material per colour level. Material inside the space doesn't fall out or otherwise leave unless someone reaches inside to remove an item. You can retrieve something as a standard action. When the chromatic is dissolved, the material in Extradimensional Crown is inaccessible until you recreate the crown again.

Focal Wand: A wand-like object appears in your hand. When you hold it, any effect that would target any of your equipment instead targets the wand only. If you are subject to a dispel effect on your person, it instead affects the wand, and an area dispel that includes the wand in its area instead becomes a targeted dispel against the wand. Dispelling the wand works like how dispels affect a soulmeld. If the wand is destroyed, the chromatic still exists, and you can dissolve it.

Perch Claws: You gain claws on your feet. They cannot be used to attack, but as an action requiring 1 round, you can "invert" yourself into whatever surface your perch claws are touching. This works like meld into stone, but with any solid material. You cannot move from your inverted position, and the tips of your claws are visible on the surface of the material. You can invert again back onto the surface at any time, which also requires 1 round.

Soul Backup: You create a fine box that functions as a lich's phylactery, except that it allows you, specifically, to rejuvenate. Up to eight other creatures can also touch the box to allow themselves to rejuvenate, as well. The box does not perform its function unless it is on the colour energy plane. You rejuvenate near the box before all of your allies, which emerge all at once, one day later than you. Note that your equipment does not rejuvenate along with you.

Throughsense: Your senses pass through an object up to Medium size within close range that you designate as a standard action. You are then able to see through it, it doesn't hinder sound with respect to your perception, and if you touch the object, you can feel whatever is also touching it. For the purposes of your other senses dependent on line of sight or effect, the object does not break those lines.

Aspect Improvement: Three concentric blue circles are engraved into the backs of your hands, which glow faintly, just enough to be seen in darkness. You gain a +4 competence bonus to one of your ability scores of your choice as long as this chromatic exists.

Hues of Self: You create a multicolored fog around you, and your position becomes indistinct. This grants you concealment, and if an attack roll misses due to the resultant miss chance, you may immediately "teleport" up to 5'--you were there all along. Abilities contingent on teleportation do not interact with this ability, such as Anticipate Teleport and Shadow Pounce.

Planar Presence: As astral projection, but is also useable on the Colour Energy Plane. If you wish, you can send your bodies from the Material Plane to the Colour Energy Plane at the time of casting, as plane shift. Your bodies return to their original locations when this effect ends. A complex rune is etched on your forehead (main and projected bodies alike) when you use this ability.

Prismatic Pendant: A rainbow pendant forms around your neck. You become immune to any prismatic effect, gain resist 20 to fire, cold, and electricity, and +8 to saves vs. poison, petrification, insanity, and effects that would send to you another plane.

Veil of Discoloration: This chromatic changes your hair color to be white or black, depending on whether you choose positive or negative energy at the time of creation, respectively. So long as you have this chromatic created, you are healed by the energy type you choose instead of damaged by it, and the damage is not halved by Lucid Colour. This does not affect how you receive the other type of damage. You also become immune to the planar effects of the plane corresponding to the energy type you choose: Positive plane for positive energy, Negative plane for negative energy.


Gammons benefit in a specific way from prestige classes that have the "+1 level of existing meldshaping class" benefit. A gammon taking levels in such a prestige class does not gain any of his class abilities, but he does gain additional chromatics and increased damage with his Colour Touch. Levels of prestige classes that provide +1 level of meldshaping effectively stack with the gammon’s level to determine his Colour Touch damage and chromatics.

A gammon cannot qualify for prestige classes with specific soulmeld requirements, as he never actually learns to shape soulmelds; chromatics and soulmelds are merely similar enough for this sort of qualification. However, if the gammon can have a number of chromatics active at one time equal to or greater than the required number of soulmelds to enter a prestige class, then they fulfill that requirement. A gammon with access to lesser chromatics is treated as capable of binding one soulmeld to a chakra for the purposes of qualifying for a prestige class, but not if a specific chakra is called out. Greater chromatic access counts as being able to bind two soulmelds, and vivid chromatic access counts as being acle to bind three soulmelds. Finally, a chromatic's full Colour Touch dice are summed with the gammon's essentia pool to determine their essentia pool for the purposes of qualifying for incarnum prestige classes.

Reach Colouration (Su): At 4th level, a gammon can use their Colour Touch as a ray with a range of 60'. The ray version of Colour Touch otherwise functions the same as the melee version; the gammon can still mix and match attacks, varying between regular attacks, melee Colour Touches, and ray Colour Touches.

Colour Item (Su): At 8th level, a gammon can modify an item that uses positive or negative energy. Through a ritutal that requires 1 hour and costs an amount of gold equal to 1/5 of the item's price, a gammon can alter the item so that its effects produce colour energy instead of positive or negative energy. The item's effects are unchanged except for thsi energy difference. For example, a wand of cure light wounds would function as a wand of tint light wounds after being coloured. A coloured item's market value is unchanged. A coloured item's apparance changes so that it is vividly shaded with all sorts of hues, and is recognizeable as coloured with a Spellcraft check of DC 15 if the character making the check knows about the Colour Energy palne.

Energy Awareness (Su): At 10th level, a gammon is continuously aware of all sources of postive, negative, and colour energy within 100'. A source of energy is defined as an object that can inflict one of the three energy types. The gammon can identify which energy type(s) the object(s) can produce. Sources of energy also include certain types of creatures:
A creature qualifies as a positive energy source if they are living and have Fast Healing or Regeneration, or if they are capable of producing effects that channel positive energy.
A creature qualifies as a negative energy source if they are undead and have Fast Healing or Regeneration, or if they are capable of producing effects that channel negative energy.
A creature qualifies as a colour energy source if they are forlorn and have Fast Healing or Regeneration, or if they are capable of producing effects that channel colour energy.
The Darkstalker feat allows a creature that qualifies as an energy source to hide from a gammon that could otherwise use this ability to detect them.

Faster Chromatics (Su): At 13th level, a gammon can create or dissolve a chromatic over the course of 3 swift actions instead of 4. At 16th level, this decreases again, to 2 swift actions.

Lucid Colour (Su): At 15th level, a gammon is so suffused with colour energy that they gain Fast Healing equal to 4 times the number of dice they have available in their Colour Touch ability, to a minimum of 1. They also take half damage from negative and positive energy.

Colour Aura (Su): At 18th level, a gammon's body radiates colour. The gammon is continuously surrounded by an aura of colour energy. This energy deals colour energy damage equal to the gammon's uninvested Colour Touch dice at all adjacent creatures every round at the start of the gammon's turn. This ability can be suppressed or resumed as a free action.

Bubble of Colour (Su): At 19th level, a gammon is continuously surrounded by a bubble of the Colour Energy plane, as the planar bubble spell centered on the gammon. The gammon can suppress or resume this ability as a free action.

Network
2013-10-06, 02:22 PM
Planar Mage

Put an optional image of your class here!

Do you like my blast of fire? I can do this all day.

There are many forms of magic and many ways to use them. Wizards learn arcane magic through intense study, but sorcerers only need to channel the power of their mighty ancestor (usually a dragon, but sometimes an outsider or an elemental). Divine magic is the custody of worshippers. Planar magic, for its part, is a wholly different set of skills : Planar Mages meditate for years to "synchronize" themselves with the constant flow of energy originating from the inner planes. As such, their magic functions differently.

Adventures: Planar Mages adventure for the same reasons as more traditional spellcasters : they want to practice their magic, and won't say no if they can become rich along the way.

Characteristics: Planar Mages can cast formulas, which are the equivalent of spells. They don't need to prepare their spells or use spell slots. Instead, they need planar points, which are spent when casting a formula and are slowly recovered over time. When they fight, they must spare their planar points to make sure they don't run out before the end of the encounter. Once it is done, they have plenty of time to recover their planar points before facing the next opponent.

Alignment: Planar Mages can be of any alignment, but they tend to be neutral aligned, because the planes have no particular affinity to alignments and a character must have at least some notions of balance to master their energy.

Religion: Some Planar Mages believe that the inner planes are sentient gods, granting their gift to those that please them. Others think that the harmony and self-discipline required to master planecasting is a religion in itself. Others yet worship elemental gods and various other entities of the inner planes.

Background: Planecasting results from intense efforts to harmonize the applicant with the planes. In the Planar Mage's case, its the inner planes. Potential Planar Mages almost always study in one of many monasteries on the inner planes, but there are some of these locations in other planes, including the prime material. These monasteries are often directed by genies or elemental creatures. Finally, some Planar Mages learn their powers directly from a teacher of the class, but they are rare.

Races: Planar Mages are most common amongst races of the inner planes, such as genies. Those born in the material plane are usually genasi. Very rarely will a character become a Planar Mage if he does not have a least a remote connection to one of the inner planes. Amongst humanoids native to the material plane, humans are the most likely to have such connection.

Other Classes: Planar Mages tend to dislike more traditional spellcasters, which they see as too limited. After all, a wizard can only cast a couple of spells per day, but a Planar Mage can cast formulas all day as long as he gets enough time to accumulate the planar points he needs. However, they respect divine spellcasters for their dedication to an higher power. Monks receive the same treatment, especially since many adherent Planar Mages trained in monasteries. Finally, Planar Mages usually have a low opinion of fighting classes, which they see as meat shields, as well as of roguelike classes, because they see magic as intrinsically better than lockpicking and stealing skills.

Role: Planar Mages are the equivalent of arcane spellcasters. At lower level, they can use their formulas to attack at range, hide their allies or protect them from the effects of certain planes. As they improve in level, their slowly learn formulas that can damage multiple opponents at once, improve their fighting abilities or give them utilitarian tools to use between encounters.

Adaptation: As GM's discretion, a Planer Mage may be an elemental-bending character with no particular connection to the inner planes. The planecasting subsystem may also be refluffed into something else, such as emotion-based magic, but this would require greater adjustment and the creation of many new formulas. Finally, a different plane-based class may use the general chassis of the Planar Mage, but use planar points from the outer planes and thus have a wholly different set of formulas.

GAME RULE INFORMATION
Planar Mages have the following game statistics.
Abilities: A Planar Mage needs a high enough Charisma score to learn high level formulas and improve the save DC of them. Like any character, he benefits from having a high Constitution score and gets more hit points as a result. Dexterity will improve his Armor Class and thus make him avoid some hits. Finally, a decent Strength score may allow him to fight in melee should he lack the planar points he needs to cast formulas.
Alignment: Any
Hit Die: d8
Starting Age: Complex.
Starting Gold: 5d4 x 10 gp (125 gp).

Class Skills
The Planar Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha)

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

PLANAR MAGE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Formulas Known|Maximum Formula Level Known

1st|
+0|
+0|
+0|
+2|Instant Recovery (full-round action), Planecasting|
1|
1

2nd|
+1|
+0|
+0|
+3|—|
2|
1

3rd|
+2|
+1|
+1|
+3|—|
3|
1

4th|
+3|
+1|
+1|
+4|—|
5|
2

5th|
+4|
+1|
+1|
+4|Bonus Feat|
6|
2

6th|
+4|
+2|
+2|
+5|—|
7|
3

7th|
+5|
+2|
+2|
+5|Instant Recovery (standard action)|
8|
3

8th|
+6/+1|
+2|
+2|
+6|—|
10|
4

9th|
+6/+1|
+3|
+3|
+6|—|
12|
4

10th|
+7/+2|
+3|
+3|
+7|Bonus Feat|
13|
5

11th|
+8/+3|
+3|
+3|
+7|—|
14|
5

12th|
+9/+4|
+4|
+4|
+8|—|
16|
6

13th|
+9/+4|
+4|
+4|
+8|Instant Recovery (move action)|
18|
6

14th|
+10/+5|
+4|
+4|
+9|—|
19|
7

15th|
+11/+6/+1|
+5|
+5|
+9|Bonus Feat|
20|
7

16th|
+12/+7/+2|
+5|
+5|
+10|—|
22|
8

17th|
+12/+7/+2|
+5|
+5|
+10|—|
24|
8

18th|
+13/+8/+3|
+6|
+6|
+11|—|
25|
9

19th|
+14/+9/+4|
+6|
+6|
+11|Instant Recovery (swift action)|
26|
9

20th|
+15/+10/+5|
+6|
+6|
+12|Bonus Feat|
28|
9[/table]

Class Features
All of the following are class features of the Planar Mage.

Weapon and Armor Proficiencies: Planar Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a Planar Mage's gestures, which can cause his formulas with somatic components to fail.

Planecasting (Sp): Planar Mages rely on a form of magic known as planecasting. A Planar Mage casts spell-like abilities known as formulas, which are drawn from the Planar Mage formula list. He can cast any formula he knowns without preparing it ahead of time, but doing so requires the spending of planar points (see below).

To learn or cast a formula, a Planar Mage must have a Charisma score equal to at least 10 + the effective spell level. The Difficulty Class for a saving throw against a Planar Mage's formula is 10 + the effective spell level + the Planar Mage's Charisma modifier.

A Planar Mage's selection of formulas is extremely limited. He begins play knowing one 1st-level formula of his choice. At each new Planar Mage level, he gains one or more new formulas, as indicated on Table: Planar Mage. These new formulas can be common ones chosen from the Planar Mage formula list, or they can be unusual formulas that the Planar Mage has gained some understanding of by study. The Planar Mage can’t use this method of formula acquisition to learn formulas at a faster rate, however.

A Planar Mage can cast any formula he knows at any time, assuming he has enough planar points remaining to cast it. There are many types of planar points associated with different planes, but the Planar Mage only needs air points (shortened A), earth points (E), fire points (F), water points (W), positive energy points (P) and negative energy points (N). Other planecasting classes may use different types of points. Spent planar points recover naturally at the rate of 1 per minute (taken individually for each type of points), though there are ways to quicken the process. The Planar Mage can only have a given amount of points at any time, as indicated on Table: Planar Points.

PLANAR POINTS
{table=head]Level|Air Points|Earth Points|Fire Points|Water Points|Positive Energy Points|Negative Energy Points
1st|
1|
1|
1|
1|
-|
-

2nd|
1|
1|
1|
1|
-|
-

3rd|
2|
2|
2|
2|
-|
-

4th|
2|
2|
2|
2|
-|
-

5th|
3|
3|
3|
3|
-|
-

6th|
3|
3|
3|
3|
1|
1

7th|
4|
4|
4|
4|
2|
2

8th|
4|
4|
4|
4|
2|
2

9th|
5|
5|
5|
5|
3|
3

10th|
5|
5|
5|
5|
3|
3

11th|
6|
6|
6|
6|
4|
4

12th|
6|
6|
6|
6|
4|
4

13th|
7|
7|
7|
7|
5|
5

14th|
7|
7|
7|
7|
5|
5

15th|
8|
8|
8|
8|
6|
6

16th|
8|
8|
8|
8|
6|
6

17th|
9|
9|
9|
9|
7|
7

18th|
9|
9|
9|
9|
7|
7

19th|
10|
10|
10|
10|
8|
8

20th|
10|
10|
10|
10|
8|
8[/table]

Instant Recovery (Su): At first level, a Planar Mage may use a full-round action to instantly recover 1 planar point or any one type. He can do so at will, but never more than once per round.

At seventh level, a Planar Mage can do so as a standard action.

At thirteenth level, a Planar Mage only needs a move action, though the limit of one time per round still apply.

At twentieth level, a Planar Mage can use this ability as a swift action.

Bonus Feat: At 5th, 10th, 15th and 20th level, a Planar Mage gains a bonus feat. At each such opportunity, he can choose a feat from the following list: Augment Summoning, Beckon the Frozen (Frost), Boost Spell-like Ability (BoVD), Combat Casting, Elemental Spellcasting (PlH), Empower Spell-like Ability, Energy Gestalt (CM), Greater Spell Focus, Greater Spell Penetration, Heighten Spell-like Ability (CAr), Improved Counterspell, Maximize Spell-like Ability (CAr), Quicken Spell-like Ability, Skill Focus (Knowledge (the planes)), Spell Focus or Spell Penetration. The Planar Mage must still meet all prerequisites for a bonus feat, including caster level minimums (which he can fulfill with the spell-like abilities he gains as a planecaster).

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Planar is not limited to the feats above when choosing these feats.

Note that, even though many of the feats above mention spells in their description, their benefits also apply to spell-like abilities (which does include formulas).

Network
2013-10-06, 02:25 PM
Formulas

Planecasting is a particular kind of magic. It uses formulas, which are spell-like abilities with an accompanying cost in planar points. Formulas are cast with an effective spellcaster level equal to the planecaster level of the relevant class, taken individually for each class. The description of each formula is described in a standard format. This format follow the same pattern as the format of a spell, with the differences described in the spoiler below.

Level and School [Descriptor]

Beneath the formula's name is a line giving the level, school, and descriptor (if any) of the formula. A planecaster cannot learn a formula if it's level is higher than his maximum level of formulas known (taken individually for each class). Planecasting relies on the same schools of magic as spellcasting, but most formulas are from the Conjuration, Evocation or Transmutation schools. Formulas are treated as being spell-like abilities from the relevant school and with the relevant descriptors.

Minimum Cost

The next line of a formula's description gives the minimum cost (in terms of planar points) required to cast the formula. Because different planecasting classes use different types of planar points, refer to the description of the class on planar points cost.

If the formula fails, the cost is wasted.

Components

Given that formulas are spell-like abilities, they have no component. Therefore, this line is absent.

Casting Time

This is the time it takes to cast the formula. If this line is missing, then the formula has a casting time of 1 standard action.

Augmentation

Some formulas may be further enhanced by spending more planar point than their minimum cost. These formulas are identified with the mention Augmentation: Yes. In this case, see the formula's description for the details. Formulas with the mention Augmentation: No cannot be augmented.

If an augmented formula fails, the augmentation cost is wasted.

Notes

Many formulas have the same effect as the spell (or spells) stated in their description. In this case, use the formula's description (with the accompanying level, school, minimum cost, casting time, range, target, etc.) instead of the spell's, but use the spell's for the effect's purpose. If a formula duplicates a spell, it does not count as that spell for the purpose of counterspelling, unless otherwise stated (formulas can however be counterspelled by the same formula).

Planar Mage Formula list:
1st level
Elemental Mist
Elemental Ray
Planar Adaptation

2nd level
Elemental Needles
Elemental Weapon
Gust of Wind
Sound Burst
Summon Elemental I

3rd level
Cure Disease
Light and Darkness
Quasielemental Blood
Quasielemental Flame
Summon Elemental II

4th level
Arc of Lightning
Control Water
Earth's Vigor
Fire Shield
Ice Storm
Ray of Enervation
Summon Elemental III

5th level
Dispel Element
Earth Reaver
Fire and Brimstone
Flaying Burst
Summon Elemental IV

6th level
Move Earth
Sandstorm
Storm of Fire and Ice
Summon Elemental V

7th level
Channel the Dragon
Control Weather
Detachment of the Primitive World
Summon Elemental VI

8th level
Fireburst
Summon Elemental VII

9th level
Storm of Vengeance
Summon Elemental VIII
Towering Thunderhead
Transmute Rock to Lava


Planar Mage Formulas (Part 1):


Arc of Lightning
4th-level Conjuration (Creation) formula [Air, Electricity]
Minimum Cost: 4 A, 2 P
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Augmentation: Yes

You conjure the energy from the Quasielemental Plane of Lightning to create conductivity between two creatures, and a bolt of electricity arcs between them.

This bolt deals 6d6 points of electricity damage to both creatures and to anything in the line between them.

Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets).

Draw the line from any corner in one creature's space to any corner in the other's space.

While this formula is in many ways similar to the spell of the same name (described in Complete Arcane), they don't counter one another.

Augmentation: For each 1 W and 1 P spent after the minimum cost, the damage of this formula increases by 2d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Channel the Dragon
7th-level Transmutation formula [See text]
Minimum Cost: See text
Casting time: 1 round
Range: Personal
Target: You
Duration: 1 minute
Augmentation: No

You feel the mighty force of elemental wyrms flood your spirit and reinforce your body. Your flesh hardens, and your eyes gleam.

Few creatures represent both the mystic and the elemental more than dragons. You tap into the elemental might of these magnificent creatures to gain a breath weapon and a defensive ability based on the element selected. Refer to the table below for the breath weapon and defensive ability granted by this formula, as well as for its cost and descriptor.
{table=head]Element (Dragon)|Breath Weapon|Defensive Ability|Cost|Descriptor
Air (Green)|7d6 acid (Reflex half)|Resistance to acid 30|7 A|Air

Earth (Copper)|Slow, 1d6 rounds (Will negates)|Damage reduction 5/adamantine|7 E|Earth

Fire (Gold/Red)|7d6 fire (Reflex half)|Resistance to fire 30|7 F|Fire

Water (Silver/White)|7d6 cold (Reflex half)|Resistance to cold 30|7 W|Water[/table]

The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.

This formula counters and dispel the spell of the same name (described in Dragon Magic).

Control Water
4th-level Transmutation formula [Water]
Minimum Cost: 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 5 minutes (D); see text
Saving Throw: None; see text for the Control Water spell
Spell Resistance: No
Augmentation: Yes

This formula functions like the spell of the same name, but it has another application; when the Raise Water version is cast on water elementals and other water-based creatures, this formula acts as an Haste spell (Will negates (harmless)) for 5 rounds. The formula has no effect on other creatures.

This formula counters and dispel the eponymous spell and vice-versa.

Augmentation: For each water point spent after the minimum cost, the duration of the formula increases by 5 minutes (or 5 rounds for the Haste effect) and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Control Weather
7th-level Transmutation formula [Air]
Minimum Cost: 7 A
Casting Time: 10 minutes; see text for the Control Weather spell (normal) or 1 standard action (augmented)
Range: 2 miles (normal) or Long (400 ft. + 40 ft./level) (augmented)
Area/Effect: 2-mile-radius circle, centered on you; see text for the Control Weather spell (normal) or Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall (augmented)
Duration: 4d12 hours; see text for the Control Weather spell (normal) or 1 round/2 levels (maximum 1 minute) (D) (augmented)
Saving Throw: None (normal) or reflex negates; see text for the Whirlwind spell (augmented)
Spell Resistance: No (normal) or Yes (augmented)
Augmentation: Yes

This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, this formula functions like the Whirlwind spell instead and its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC.

Cure Disease
3rd-level Conjuration (Healing) formula [Water]
Minimum Cost: 3 W, 1 N, 1 P
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Augmentation: Yes

You conjure the combined essence of the Quasielemental Plane of Salt and of the Quasielemental Plane of Steam to boost the immune system of the target. The target may make an immediate Fortitude save with a +2 bonus against all diseases, parasites and similar he is currently suffering from (use the original disease's DC). He is cured of any disease for which he succeeds on his save. Certain special diseases may not be countered by this formula or may be countered only by a caster of a certain level or higher (treat this formula as a Remove Disease spell for this purpose).

Once the subject has been affected by this formula, he cannot benefit from it again for the next 24 hours, even if the attempt to cure him failed or if he contracts a new disease during this time period.

Note: Since the formula's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Detachment of the Primitive World
7th-level Transmutation formula [Earth]
Minimum Cost: 7 E, 5 N
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Partial (object)
Spell Resistance: Yes
Augmentation: Yes

You channel the combined energy from the Elemental Plane of Earth and the Negative Energy Plane in order to turn your target to dust. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 1d6 points of damage per caster level (to a maximum of 20d6). Any creature reduced to 0 or fewer hit points by this formula is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as a Wall of Force, but not magical effects such as a Globe of invulnerability or an Antimagic Field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

This formula counts as a Disintegrate spell for the purpose of destroying any spell or effect specifically affected by a Disintegrate spell. However, the spell and formula don't counter one another.

Augmentation: By spending an additional 2 E and 2 N, this formula instead affects everyone in a 10-foot cube (you don't need an attack roll to hit) and deals double damage (or 5d6 damage on a successful save). In addition, its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

Dispel Element
5th-level Abjuration formula [See text]
Minimum Cost: See text
Range: Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object (See text for Dispel Evil)
Duration: 1 minute or until discharged
Saving Throw: See text for Dispel Evil
Spell Resistance: See text for Dispel Evil
Augmentation: No

This formula functions like the Dispel Evil spell, except that there are many applications to it, depending of which spells and creatures you wish to be protected against. You are surrounded by energy, the color of which depends of the application use. Each application has a different cost and descriptor.

{table=head]Subtype of the Opponent/Descriptor of the Spell*|Color of the Protective Energy|Cost|Descriptor
Air|Brown|5 E|Earth

Cold|Blue-white|5 F|Fire

Earth|Green|5 A|Air

Fire|Red|5 W|Cold, Water

Water|Dark blue|5 F|Fire[/table]

* Choose whichever you wish to be protected against.

The Cold and Fire applications of this formula counter and dispel the Dispel Cold spell (Frostburn), and vice-versa.

Earth Reaver
5th-level Transmutation formula [Earth, Fire]
Minimum Cost: 5 E, 5 F
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Magma to make the earth erupt in a shower of rock, dirt, and fire.

Creatures and objects within the area take 4d6 points of bludgeoning damage from the impact of the rock shards, as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone.

While this formula is in many ways similar to the spell of the same name (described in Complete Mage), they don't counter one another.

Augmentation: For each 1 E and 1 F spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of fire damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Earth's Vigor
4th-level Transmutation formula [Earth]
Minimum Cost: 4 E
Range: Personal
Target: You
Duration: 1 minute or until discharged (normal) or 1 minute (D) (augmented)
Augmentation: Yes

You conjure the energy from the Elemental Plane of Earth and redirect it into your own metabolism, bestowing you with their impressive vigor. You gain damage reduction 10/adamantine (You ignore the first 10 points of damage each time you take damage from a weapon, though an adamantine weapon bypasses the reduction) Once the spell has prevented a total of 100 points of damage, it is discharged.

Augmentation: By spending an additional 4 E, this formula instead functions like the Iron Body spell, and its effective level increases by 4 for the purpose of effects that rely on it.

Elemental Mist
1st-level Conjuration (Creation) formula [See text]
Minimum Cost: See text
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications; it can either create a dust cloud or a fog cloud. Both applications of this formula functions like the Obscuring Mist spell, but have a different cost and provide the formula with a different descriptor.

{table=head]Type of cloud|Cost|Descriptor
Dust cloud|1 A, 1 E|Air, Earth

Fog cloud|1 F, 1 W|Fire, Water[/table]

Unlike the spell it duplicates, this formula can be used just as well in and out of water.

This formula counters and dispel the spell it duplicates, and vice-versa.

Augmentation: By spending one additional planar point of each required type, the formula instead has a medium range (100 ft. + 10 ft. Level) and the effect originates from any place within the formula's range (not necessarily from you). In addition, its effective level increases by 1 for the purpose of effects that rely on it. By spending two additional planar points of each required type on top of the previous augmentation, the effect duplicates the Solid Fog spell (instead of the Obscuring Mist spell) and the effective level of the formula increases by an additional 2 for the purpose of effects that rely on it. By spending an additional 2 E and 2 W on top of the previous two augmentations, the effect duplicates the Acid Fog spell instead, though the effective level of the formula doesn't increase further.

Elemental Needles
2nd-level Evocation formula [See text]
Minimum Cost: 2 planar points; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 needles
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Augmentation: Yes

You channel energy from the elemental planes in order to create ten needles out of a given element, which are then magically thrown in direction of one or more targets within range. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 2 planar points of the selected type. Each needle deals 1 point of damage, the type of which depends of the type of planar points used (see the table below).
{table=head]Planar points used|Damage Type
Air|Piercing*

Earth|Acid

Fire|Fire

Water|Cold[/table]

* Piercing damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it.

If a target succeeds on his Reflex save, only half of the needles that were targetting him (rounded down) hit him. Even if they hit, the target's damage reduction or resistance (if any) apply individually to each needle.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the minimum cost, you create 10 more needles and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Elemental Ray
1st-level Evocation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

A ray of energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 1 planar point of the selected type. The ray deals 1d6 points of damage, the type of which depends of the type of planar points used (see the table below).
{table=head]Planar points used|Damage Type
Air|Bludgeoning*

Earth|Acid

Fire|Fire

Water|Cold[/table]

* Bludgeoning damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it. If you want, you may deal nonlethal damage instead, though damage reduction still apply.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the first, the damage increases by 2d6 and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its ability to penetrate a Globe of Invulnerability.

Elemental Weapon
2nd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Effect: Weaponlike beam
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

This formula has four different applications, one for each element. Each application creates a weapon out of a different elemental energy. The base damage of the weapon is dictated by the spell. Each application has its own cost and provides the formula with a different descriptor.
{table=head]Element|Weapon created|Base damage|Cost|Descriptor
Air|Shortspear|1d8 +1/2 caster level (maximum +10)|1 A|Air

Earth|Great club|1d10 +1/2 caster level (maximum +10)|1 E|Earth

Fire|Scimitar|1d8 +1/2 caster level (maximum +10) fire damage*|1 F|Fire

Water|Quarterstaff|1d8 +1/2 caster level (maximum +10)|1 W|Water[/table]

* Since the fire scimitar is immaterial, your Strength modifier does not apply to the damage. A fire scimitar can ignite combustible materials such as parchment, straw, dry sticks, and cloth, but does not function underwater.

The weapon is 6-foot-long and is formed of the element used. It springs forth from your hands and you can use it with proficiency. Unless the weapon is a fire scimitar, you apply your Strength modifier to the damage roll of the weapon.

You wield the weapon as if it was a weapon of the type it duplicates. For example, you wield a water weapon as if it was a quarterstaff.

Attacks with the elemental weapon are regular melee attacks.

The elemental weapon is subject to damage reduction (unless it is a fire scimitar), but it is considered a magic weapon for the purpose of overcoming it.

Augmentation: For each planar point of the same type spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increase by 1 (to a maximum of 9th level) for the purpose of effects that rely on it. The elemental weapon gains an enhancement bonus to attack rolls equal to half the amount of planar points spent on augmentation (rounded down).

Fire and Brimstone
5th-level Conjuration (Creation) formula [Fire]
Minimum Cost: 5 F
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Augmentation: Yes

You use energy from the Elemental Plane of Fire to cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.

The subject ignites in a burst of sulfuric fire that deals 8d6 points of fire damage and causes the subject to be sickened for 5 rounds.

A successful Fortitude save halves the damage and negates the sickening.

This formula counters and dispel the spell of the same name (described in Complete Mage), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For each fire point spent on augmentation, this formula deals an additional 2d6 points of fire damage and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Fireburst
8th-level Evocation formula [Fire]
Minimum Cost: 8 F
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half (normal) or Reflex partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

This formula causes a globe of searing fire to explode silently from a point you select. All creatures in the globe take 6d6 points of fire damage.

Augmentation: By spending an additional 6 P, this formula acquires the Light descriptor and functions like the Sunburst spell (this replaces the normal effect of the formula), though it still has the Fire descriptor. If augmented in this way, this formula counters and dispel the Sunburst spell.

Light spells counter and dispel darkness spells of an equal or lower level.

Fire Shield
4th-level Evocation formula [Cold or Fire; see text]
Minimum Cost: 4 F or 4 W; see text
Range: Personal
Target: You
Duration: 1 round/2 levels (maximum 1 minute) (D)
Augmentation: Yes

This formula functions like the spell of the same name, and has therefore two version: the Warm Shield, which has a minimum cost of 4 F and provides the formula with the Fire descriptor, and the Chill Shield, which has a minimum cost of 4 W and provides the formula with the Cold descriptor.

It also counters and dispel the spell it duplicates, but the spell may only counter or dispel the formula if it is not augmented beyond its minimum cost.

Augmentation: For each additional planar planar point of the same type spent on augmentation, the damage inflicted by this formula increases by 1d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Flaying Burst
5th-level Evocation formula [Air, Earth]
Minimum Cost: 5 A, 5 E
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text for the Flaying Burst spell (Sandstorm)
Spell Resistance: Yes
Augmentation: Yes

This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each 1 A and 1 E spent on augmentation, this formula deals an additional 1d6 points of damage to the creatures within the area, and its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC.

Gust of Wind
2nd-level Evocation formula [Air]
Minimum Cost: 2 A
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes
Augmentation: Yes

Harnessing the energy from the Elemental Plane of Air, you create a severe blast of air that originates from you. This formula functions like the spell of the same name.

It also counters and dispel the spell(s) it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, the duration becomes 1 round/level (maximum 2 minutes) and this formula functions like Wind Wall instead. In addition, its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC. By spending an additional 2 A on top of the previous augmentation, the formula's effective level increases by an additional 2 and it simultaneously functions like Gust of Wind and Wind Wall.

Ice Storm
4th-level Evocation formula [Air, Cold, Water]
Minimum Cost: 4 A, 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Ice to create great magical hailstones that pounds down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the formula’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name, they don't counter one another.

Augmentation: For each 1 A and 1 W spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of cold damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Light and Darkness
3rd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Target: Object touched
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications : one for light and one for darkness. Each one duplicates the effect of a specific spell on the object touched. They also have a different cost and provide the formula with a different descriptor.

{table=head]Application|Duplicated Spell|Cost|Descriptor
Darkness|Deeper Darkness|1 N|Darkness

Light|Daylight|1 P|Light[/table]

Light spells counter and dispel darkness spells of an equal or lower level, and darkness spells counter or dispel light spells of an equal or lower level. This formula also counters the spell it duplicates and vice-versa.

Augmentation: By spending four additional planar points of the same type as the base cost, this spell deals 1 points of damage per round to every creature in the area. The darkness application inflicts negative energy damage, harmful to living beings but beneficial to undead creatures. The light application inflicts positive energy damage, which heals living creatures and is detrimental to undead. In both cases, the effective level of the formula increases by 4 for the purpose of effects that rely on it.

Move Earth
6th-level Transmutation formula [Earth]
Minimum Cost: 6 E
Casting Time: See text for the Move Earth spell (normal) or 1 standard action (augmented)
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) (normal) or 80-ft.-radius spread (S) (augmented)
Duration: Instantaneous (normal) or 1 round (augmented)
Saving Throw: None (normal) or see text for the Earthquake spell (augmented)
Spell Resistance: No
Augmentation: Yes

Drawing power from the Elemental Plane of Earth, you change the shape of the ground in the affected area. This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 2 E, this formula functions like the Earthquake spell instead and its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

Planar Adaptation
1st-level Transmutation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Touch
Target: Creature touched
Duration: 1 minute (D)
Augmentation: Yes

This formula has six different applications, one for each inner plane. Each application makes it easier for the target to live in a given inner plane and similar planes. They also have a different cost and provide the formula with a different descriptor.
{table=head]Inner Plane|Effect|Cost|Descriptor
Elemental Plane of Air|When in a plane with the subjective directional gravity trait, the target automatically succeeds on his Wisdom check to set a new direction of gravity.|1 A|Air

Elemental Plane of Earth|If the target is inside a plane with the earth-dominant elemental trait, he gains a burrow speed equal to his base land speed, and he leave an useable tunnel behind him when he burrows. If the target already has a faster burrow speed or is not inside a plane with the earth-dominant elemental trait, this application has no effect.|1 E|Earth

Elemental Plane of Fire|The target and his equipment don't take fire damage as a result of being in a plane with the fire-dominant elemental trait. He does not gain fire resistance, however.|1 W|Fire

Elemental Plane of Water|If the target is inside a plane with the water-dominant elemental trait, he can breathe underwater. He can't do so if he is merely underwater, but not in a water-dominant plane. If the target is made of fire, he doesn't take damage as a result of being in a plane with the water-dominant elemental trait.|1 F|Water

Negative Energy Plane|If the target is living, he doesn't take damage as a result of being in a plane with the minor negative-dominant energy trait, and treats that major negative-dominant energy trait as the minor negative-dominant energy trait instead.|1 P|—

Positive Energy Plane|The target can never gain more temporary hit points than his normal hit point total as a result of being in a plane with the major positive-dominant energy trait. Also, he is not blinded in such circumstances. If the target is harmed by positive energy, he doesn't take damage as a result of being in a plane with the minor or major positive-dominant energy trait (if the GM houseruled it as such).|1 N|—[/table]

Most applications of this formula function by creating a shield out of an element or energy to protect against the opposite element. In this case, they are not affected by the impended magic trait of the plane they are intended to be used in, but are nonetheless affected by the impended magic trait of the opposite plane. The applications associated with the Elemental Plane of Air and the Elemental Plane of Earth are exceptions, as the element is channelled in a way that let you control your environment better.

Augmentation: By spending two additional planar points of the same type, the target of this formula may also ignore the impended magic trait of the inner plane associated with the application used.

Quasielemental Blood
3rd-level Transmutation formula [See text]
Minimum Cost: See text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You mix the planar energy from one elemental plane and one energetic plane of your choosing, and redirect the quasielemental energy into your own blood. This formula has eight different applications, one for each quasielement. Each application duplicates the effect of one or more spells on you. They also have a different cost and provide the formula with a different descriptor.
{table=head]Quasielement|Emulated spells|Cost|Descriptor
Ash|False Life and Resist Energy (fire)|3 F, 1 N|Fire

Dust|Blur|3 E, 1 N|Earth

Lightning|Lesser Vigor (CD) and Resist Energy (electricity)|3 A, 1 P|Air, Electricity

Mineral|Barkskin and Lesser Vigor (CD)|3 E, 1 P|Earth

Radiance*|Darkvision and Lesser Vigor (CD)|3 F, 1 P|Fire, Light

Salt|False Life and Resist Energy (acid)|3 W, 1 N|Acid, Water

Steam|Resist Energy (cold) and Swim (CAr, Sto)|3 W, 1 P|Water

Vacuum|False Life and Resist Energy (sonic)|3 A, 1 N|Air[/table]

* Light spells counter and dispel darkness spells of an equal or lower level.

Quasielemental Flame
3rd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Target: Object touched
Effect: See text
Duration: 2 hours
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications, one for each fire-based quasielement. Both applications have a different cost and provide the formula with a different descriptor.

{table=head]Quasielement|Effect|Cost|Descriptor
Ash|The object is covered in invisible fire, dealing an additional 1 point of fire damage on every hit. It is immune to it's own damage.|3 F, 1 N|Fire
Radiance*|As Continual Flame|3 F, 1 P|Fire, Light[/table]

Both applications of this formula can counter and dispel Continual Flame, but Continual Flame may only counter or dispel the Radiance application.

* Light spells counter and dispel darkness spells of an equal or lower level.

Augmentation: For each fire point spent after the minimum cost, the duration of the formula increases by 1 hour and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Ray of Enervation
4th-level Necromancy formula [Death]
Minimum Cost: 2 N
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None (normal) or Fortitude partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must succeed on a ranged touch attack to hit the target. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after 10 minutes. Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 minute.

Augmentation: By spending an additional 3 N, the target must also make a Fortitude save or die instantly. The subject may die from negative levels even if it succeeds on its saving throw.

Sandstorm
6th-level Conjuration (Creation) formula [Air, Earth]
Minimum Cost: 6 A, 6 E
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 6 minutes
Saving Throw: Fortitude negates
Spell Resistance: No
Augmentation: Yes

You channel the combined energy of the Elemental Plane of Air and Elemental Plane of Earth in order to create a duststorm of sandstorm. This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each additional 1 A and 1 E spent on augmentation, the duration of this formula increases by 1 minute, and its effective level of increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Sound Burst
2nd-level Evocation formula [Air, Sonic]
Minimum Cost: 2 A
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

You tap the power of the Elemental Plane of Air in order to blast an area with a tremendous cacophony. Every creature in the area takes sonic damage and must succeed on a Fortitude save to avoid being stunned for a certain number of rounds. The amount of damage inflicted and the duration of the stunning depends of the amount of air points spent on the formula (maximum 10 points). Spending a certain amount of points also increase the effective level of the formula for the purpose of effects that rely on it, such as the save DC.
{table=head]Air Points Spent|Damage Inflicted|Duration of the Stunning|Effective Level of the Formula
2|1d8|1 round|2nd
3|2d6|1d2 rounds|3rd
4|3d8|1d2 rounds|3rd
5|4d8|1d3 rounds|4th
6|5d8|1d3+1 rounds|5th
7|6d8|1d4+1 rounds|6th
8|7d8|1d6+1 rounds|7th
9|8d8|1d8+2 rounds|8th
10|10d8|1d10+2 rounds|9th[/table]

This formula counters and dispel the spell of the same name, but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: See the table above.

Storm of Fire and Ice
6th-level Evocation formula [Air, Cold, Fire, Water]
Minimum Cost: 6 A, 6 F, 6 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes
Augmentation: Yes

You combine the power of three of the four elemental planes to bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.

A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area.

The cylinder provides concealment similar to the Fog Cloud spell and also applies a -4 penalty on Listen checks made within the area.

Movement costs within the area of the spell are doubled.

At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name (described in Complete Mage), they don't counter one another.

Augmentation: For each 1 A, 1 F and 1 W spent after the minimum cost, this formula deals an additional 1d6 points of cold damage and 1d6 points of fire damage to everything in the area, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Storm of Vengeance
9th-level Conjuration (Summoning) formula [Air, Water]
Minimum Cost: 9 A, 9 W
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text for the Storm of Vengeance spell
Spell Resistance: Yes
Augmentation: No

You channel the combined energy from the Elemental Plane of Air and Elemental Plane of Water in order to conjure an enormous black storm cloud. This formula functions like the spell of the same name.

It also counters and dispel the eponymous spell and vice-versa.

Summon Elemental I
2nd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (maximum 1 minute) (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula summons a creature from one of the elemental planes. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The formula conjures a creature from the following table. Each creature has a different cost and provide the formula with a different descriptor. All the creatures on the table are neutral unless otherwise noted.
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Small|2 A|Air

Earth Elemental, Small|2 E|Earth

Fire Elemental, Small|2 F|Fire

Ice Paraelemental, Small (MoP)|2 A, 2 W|Air, Water

Magma Paraelemental, Small (MoP)|2 E, 2 F|Earth, Fire

Ooze Paraelemental, Small (MoP)|2 E, 2http://www.giantitp.com/forums/forumdisplay.php?f=15 W|Earth, Water

Smoke Paraelemental, Small (MoP)|2 A, 2 F|Air, Fire

Water Elemental, Small|2 W|Water[/table]

Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one. By spending 2 additional planar points of each type required to summon a specific kind of creature, you can summon 1d4+1 creatures of that kind instead of only one. In addition, the effective level of the formula increases by 1 or 2, respectively, for the purpose of effects that rely on it. These two augmentations cannot be combined.

Summon Elemental II
3rd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I (described above), but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Azer|3 F|Fire

Buio (http://www.giantitp.com/forums/showpost.php?p=16166077&postcount=31)* [Chaotic Neutral]|1 N|—

Grue, chaggrin [Neutral Evil] (CAr)|3 E|Earth, Evil

Grue, harginn [Neutral Evil] (CAr)|3 F|Evil, Fire

Grue, ildriss [Neutral Evil] (CAr)|3 A|Air, Evil

Grue, vardigg [Neutral Evil] (CAr)|3 W|Evil, Water

Lumi* [Lawful Neutral] (MMIII)|1 P|—

Stone Spike (MMII)|3 E|Earth

Storm Elemental, Small (MMIII)|3 A|Air

Thoqqua|3 E, 3 F|Earth, Fire[/table]

* The creature is unable to use its Cure Light Wounds or Inflict Light Wounds spell-like ability.

Summon Elemental III
4th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list). In addition, summoning some creatures may let you recover planar points of a specific type, as indicated on the table. This recovery happens immediately after the formula is successfully cast.
{table=head]Creature Summoned|Cost|Descriptor|Recovered Planar Points
Air Elemental, Medium|4 A|Air|—

Air Mephit|4 A|Air|—

Aoa, droplet (FF)|2 N, 2 P|—|—

Arrowhawk, juvenile|4 A|Air|—

Desiccator [Neutral Evil] (LM)|4 W, 2 N|Water|—

Dust Mephit|4 E, 2 N|Air|+1 A

Earth Elemental, Medium|4 E|Earth|—

Earth Mephit|4 E|Earth|—

Fire Elemental, Medium|4 F|Fire|—

Fire Bat [Neutral Evil] (MMII)|4 F|Fire|—

Fire Mephit|4 F|Fire|—

Glass Mephit (Sand)|4 E, 4 F|Earth, Fire|—

Ice Mephit|4 A, 4 W|Air|+1 W

Ice Paraelemental, Medium (MoP)|4 A, 4 W|Air, Water|—

Magma Mephit|4 E, 4 F|Fire|+1 E

Magma Paraelemental, Medium (MoP)|4 E, 4 F|Earth, Fire|—

Magmin|4 F|Fire|—

Ooze Mephit|4 E, 4 W|Water|+1 E

Ooze Paraelemental, Medium (MoP)|4 E, 4 W|Earth, Water|—

Salamander, flamebrother [Neutral Evil]|4 F|Fire|—

Salt Mephit|4 W, 2 N|Earth|+1 E

Smoke Paraelemental, Medium (MoP)|4 A, 4 F|Air, Fire|—

Steam Mephit|4 W, 2 P|Fire|+1 F

Sulfur Mephit (Sand)|4 A, 4 E|Air, Earth|—

Tojanida, juvenile|4 W|Water|—

Water Elemental, Medium|4 W|Water|—

Water Mephit|4 W|Water|—

Xorn, minor|4 E|Earth|—[/table]

Summon Elemental IV
5th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Large|5 A|Air

Arrowhawk, adult|5 A|Air

Earth Elemental, Large|5 E|Earth

Fire Elemental, Large|5 F|Fire

Ice Paraelemental, Large (MoP)|5 A, 5 W|Air, Water

Janni (genie)|5 A, 5 E, 5 F, 5 W|Air, Earth, Fire, Water

Magma Paraelemental, Large (MoP)|5 E, 5 F|Earth, Fire

Ooze Paraelemental, Large (MoP)|5 E, 5 W|Earth, Water

Rast|5 F|Fire

Ravid*|3 P|—

Smoke Paraelemental, Large (MoP)|5 A, 5 F|Air, Fire

Storm Elemental, Medium (MMIII)|5 A|Air

Tojanida, adult|5 W|Water

Water Elemental, Large|5 W|Water

Xac-yel (PlH)|5 F|Fire

Xag-ya (MoP)|3 P|—

Xeg-yi (MoP)|3 N|—[/table]

* When the creature returns to its native plane, the animated objects under its control become inanimate again.

Network
2013-10-06, 02:28 PM
Planar Mage Formulas (Part 2):

Summon Elemental V
6th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Huge|6 A|Air

Belker [Neutral Evil]|6 A|Air

Chraal [Neutral Evil] (MMIII)|6 A, 6 W|Air, Water

Cinderspawn [Chaotic Evil] (LM)|6 F, 4 N|Fire

Earth Elemental, Huge|6 E|Earth

Fire Elemental, Huge|6 F|Fire

Ice Paraelemental, Huge (MoP)|6 A, 6 W|Air, Water

Magma Paraelemental, Huge (MoP)|6 E, 6 F|Earth, Fire

Ooze Paraelemental, Huge (MoP)|6 E, 6 W|Earth, Water

Oread (FF)|6 E|Earth

Salamander, average [Neutral Evil]|6 F|Fire

Smoke Paraelemental, Huge (MoP)|6 A, 6 F|Air, Fire

Storm Elemental, Large (MMIII)|6 A|Air

Voidwraith [Neutral Evil] (LM)|6 A, 4 N|Air

Water Elemental, Huge|6 W|Water

Xorn, average|6 E|Earth[/table]



Summon Elemental VI
7th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Greater|7 A|Air

Arrowhawk, elder|7 A|Air

Djinni (genie) [Chaotic Good]|7 A|Air

Earth Elemental, Greater|7 E|Earth

Fire Elemental, Greater|7 F|Fire

Ice Paraelemental, Greater (MoP)|7 A, 7 W|Air, Water

Inferno Spider (MMIV)|7 F|Fire

Invisible Stalker|7 A|Air

Magma Paraelemental, Greater (MoP)|7 E, 7 F|Earth, Fire

Movanic Deva [Neutral Good] (FF)|5 N, 5 P|Good

Ooze Paraelemental, Greater (MoP)|7 E, 7 W|Earth, Water

Smoke Paraelemental, Greater (MoP)|7 A, 7 F|Air, Fire

Storm Elemental, Huge (MMIII)|7 A|Air

Water Elemental, Greater|7 W|Water

Xorn, elder|7 E|Earth[/table]

Summon Elemental VII
8th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Djinni, noble (genie) [Chaotic Good]|8 A|Air

Efreeti (genie) [Lawful Evil]|8 F|Fire

Salamander, noble [Neutral Evil]|8 F|Fire

Storm Elemental, Greater (MMIII)|8 A|Air

Tojanida, elder|8 W|Water

Void Ooze (PlH)|8 A, 6 N|Air[/table]

Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.

Summon Elemental VIII
9th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)
Augmentation: No

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
{table=head]Creature Summoned|Cost|Descriptor
Air Elemental, Elder|9 A|Air

Earth Elemental, Elder|9 E|Earth

Fire Elemental, Elder|9 F|Fire

Ice Paraelemental, Elder (MoP)|9 A, 9 W|Air, Water

Magma Paraelemental, Elder (MoP)|9 E, 9 F|Earth, Fire

Ooze Paraelemental, Elder (MoP)|9 E, 9 W|Earth, Water

Smoke Paraelemental, Elder (MoP)|9 A, 9 F|Air, Fire

Unraveler (PlH)|7 A, 7 E, 7 F, 7 W, 5 N, 5 P|Air, Earth, Fire, Water

Water Elemental, Elder|9 W|Water[/table]

Towering Thunderhead
9th-level Conjuration (Creation) formula [Air]
Minimum Cost: 9 A
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 60 ft. high)
Duration: 3 rounds (D)
Saving Throw: None
Spell Resistance: No
Augmentation: No

You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).

It also counters and dispel the eponymous spell and vice-versa.

Transmute Rock to Lava
9th-level Transmutation formula [Earth, Fire]
Minimum Cost: 9 E, 9 F
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
Spell Resistance: No
Augmentation: No

You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).

It also counters and dispel the eponymous spell and vice-versa.



New Monsters:

Buio
Size/Type: Medium Outsider
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 dex), touch 9, flat-footed 10
Base Attack/Grapple: +2/+3
Attack: Masterwork Morningstar +4 melee (1d8+1)
Full Attack: +3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
Feats: Alertness, Improved InitiativeB, Tomb-Tainted SoulB (LM)
Enviroment: Negative Energy Plane
Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Challange Rating: 2
Treasure: Standard
Alignment: Often Chaotic Neutral
Advancement: By character class
Favored Class: Cleric
Level Adjustment: +2

The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
Buio speak Common and Lumi.

Combat
A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
Spell-like abilities. At will— Darkness; 3/day— Inflict Light Wounds (DC 13); 1/day— Death Ward (DC 16). Caster level 3rd.
Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.

Ra_Va
2013-10-07, 08:57 PM
Witch-Hunter Kshatriya

http://ds180.net/hansonian/mondain1.jpg

The Kshatriya keep the Witch-Lords in line, and the Maleficar from getting too bold, even they are beyond the Walls. - Lordran, Witch-King of the Lorns

Kshatriya, The Holders of Authority, are members of one of the two sanctioned Witch-Hunters Guilds, The Silent Griffins, who are an extension of Law-Enforcement in Lorn, and The White Spiders, who hunt Mages for sport, they each consider the other a disgrace to their profession but rarely act against each-other.

Adventures: Why your class might adventure.

Characteristics: Kshatriya are naturally in-tuned with the Inner Planes, able to get the magical energies from the very source.

Alignment: Any Good or Evil, cannot be Neutral due to the manipulation of Positive and Negative Inner Plane Energies

Religion: Kshatriya typically Gods of Hunting, though Gods of Strength, and in the Silent Griffins case, Law, are not unheard of.

Background: Kshatriya can detect magic, and therefore can seance each other, its likely that not long after your birth, one of the Witch-Hunter Guilds paid your parents for you, but its just as likely you found them later in life. How Kshatriya are born with such a connection to the Inner Planes is a mystery as they tend to be born in areas without must magical imprinting, though many have their theories they all sound absurd.

Races: Humans and Half-Elves seem to be the most common but any race has a possibility to become a Witch-Hunter Kshatriya

Other Classes: Despite being Innately magical themselves, Kshatriya are likely to have very rough relations with other magical classes, especially Wizards and other classes that are academically magic instead of innately.

Role:

Adaptation:[/b

GAME RULE INFORMATION
Witch-Hunter Kshatriya's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any Good or Evil
Hit Die: d6
Starting Age: As Sorcerer
Starting Gold: As Sorcerer

Class Skills
The Witch-Hunter Kshatriya's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

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

Witch-Hunter Kshatriya
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Detect Magic, Elemental Net (S)

2nd|
+x|
+x|
+x|
+x|Summon Familiar

3rd|
+x|
+x|
+x|
+x|Magical Defense +1

4th|
+x|
+x|
+x|
+x|

5th|
+x|
+x|
+x|
+x|+1 Feat

6th|
+x|
+x|
+x|
+x|Para-elemental Blast 3/day

7th|
+x|
+x|
+x|
+x|Elemental Net (M)

8th|
+x|
+x|
+x|
+x|Hog Tie

9th|
+x|
+x|
+x|
+x|Magical Defense +2

10th|
+x|
+x|
+x|
+x|Oathmark

11th|
+x|
+x|
+x|
+x|

12th|
+x|
+x|
+x|
+x|+1 Feat

13th|
+x|
+x|
+x|
+x|Para- Elemental Blast 6/day

14th|
+x|
+x|
+x|
+x|

15th|
+x|
+x|
+x|
+x|+1 Feat

16th|
+x|
+x|
+x|
+x|Elemental Net (L)

17th|
+x|
+x|
+x|
+x|Quasi-Elemental Blast 1/day

18th|
+x|
+x|
+x|
+x|Magical Defense +3

19th|
+x|
+x|
+x|
+x|

20th|
+x|
+x|
+x|
+x|Quasi-Elemental Blast 3/day, No Rest[/table]

Class Features
All of the following are class features of the Witch-Hunter Kshatriya.


Detect Magic: Detect magical auras within 60 ft. Functions as a permanent version of the 'Detect Magic' Divination Spell.

Elemental Net: Summons a net used to entangle enemies, as a throwing action. If entanglement is successful and enemy tries to escape or resist, the net does __ elemental Damage in a permanently chosen element. The net’s maximum range is 10 feet + 2 ft/4 Levels. At 1rst Level it is a small net, 7th Level it is a Medium Net, 16th Level it is a Large Net.

Summon Familiar:A Witch-Hunter Kshatriya can obtain a unique set of familiars.



{table=head][b]Familiar|Size/Type|Hit Dice|Attack|Space/Reach|Abilities|Special|Description

Talking Tome|Tiny||*|*||Scribe Scroll only cost XP and does not require materials|A talking Magic Book of Infinite Pages

Elemental Hound|Medium Outsider|3d8+4|Bite +6 melee (1d8+4) Elemental Damage|5 ft./5 ft.|Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10| Permanent 'Track by Scent '|A Hound whose attacks do elemental Damage of the Kshatrya's Chosen Element


[/table]
* Non-Combatant


Magical Defense(Ex): An Kshatriya's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 3rd level, and it increases to +2 at 9th level and to +3 at 18th level.

Hog Tie(Ex): When a Kshatriya's opponent is Entangled, Pinned, Cowering, Disabled, Held, or otherwise Helpless, he can attempt to hog-tie the opponent. A Kshatriya must have a rope, chain, or manacles in one hand to use this ability.

Para-elemental Blast:

Oathmark(Su):This ability magically seals an oath or agreement between two people. The Kshatriya chooses two willing creatures and presses her authority upon them. By accepting her authority and stating their agreement on something (whether a verbal promise, written contract, treaty, or the like), the two creatures are magically linked so that if one breaks the agreement, the other knows it. The expiration of the link does not explain the exact nature of the betrayal, only that it has occurred. If one target dies, the link ends and the other target knows the other party is dead.

Direct and indirect attempts to violate the agreement end the link; swearing not to kill someone and then hiring someone else to do it is a violation, as is hiring assassins before the agreement with the orders to kill the person later. The link cannot penetrate other planes, areas where magic does not function, or spells such as mind blank that block mind reading. Once the interference ends, the link resumes and determines if the agreement has been broken. The other person in the link knows if the link is blocked, but not why.

The creature who breaks the agreement is cursed with a raised physical mark on the forehead (or other obvious place) indicating his willing violation of the agreement. The target takes a –4 penalty on Diplomacy checks when dealing with those who dislike oathbreakers. Magical attempts to remove the mark — such as via remove curse — require a successful caster level check (DC 10 + Kshatriya’s character level). Even if the curse is removed, the other party in the agreement still knows of the betrayal. The mark is colored and textured as the Kshatriya chooses, and cannot be hidden with makeup, tattoos, or scars, although greater physical obstructions (such as a long wig or low-hanging hat) can conceal it.

This is a permanent divination effect. Creating a link is a standard action. The Kshatriya may use this ability up to three times per day.

Quasi-Elemental Blast:

No Rest (Ex): A 20th level Kshatriya is ceaseless in his pursuit. As long as he has a designated collar, he is immune to fear, fatigue, exhaustion, and unconsciousness up to a number of rounds equal to his his level. He also gains the benefit of the Diehard feat while using this ability. These rounds need not be consecutive.

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

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

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

ArcturusV
2013-10-14, 05:22 AM
Champion of the Winds

"Drift like a leaf on the wind, the Spirits of the Air shall guide you." ~Garrick Valkirk, Champion of the Winds

There are many who know of those chosen by fate. Some hear the call of the divine, some are lured in by the misshapen promises of unholy forces. But Good, Evil, Law, and Chaos are not the only forces who sometimes seek a champion among mortals. The elemental powers, primal, ancient forces have their own call, ones that few special men and women can hear.

The Champion of the Winds is someone who heard, and answered the call of the great spirits of the Elemental Plane of Air, acting as their chosen hero on the mortal plane.

Adventures: Wanderlust is a trait many Champions of the Winds hold in their hearts. The elemental spirits of Air choose those who are kindred in some way, ever moving, ever changing, unable to stop or be contained. Those who hear the divine call are given dreams, prophecies, and even vague signs and hints that drive them on to new locations and new challenges to meet. They are loathe to stay in any one place if they can help it.

Characteristics: Champions of the Winds are tied to, and draw divine power from the Elemental Plane of Air. It's this divine connection which gives the Champion of the Winds their powers, and choosing to break their bond to those powers, or betray them will result in a loss. Champions of the Winds use their powers to smite their enemies and drift through life with the ease of a summer breeze. They prefer to use their powers to misdirect and come at enemies from unexpected angles to set up singular kill shots, over trading blows with a powerful foe in honorable combat.

Alignment: The elemental forces which give a Champion of the Winds their powers are beyond, or rather don't see to care, about the petty concerns of Good, Evil, Law, and Chaos. The elemental forces of Air will call forth those of all walks of life, asking only a loyalty to them and their desires, caring little what else you might do with the power they grant. A Champion of the Winds can lose their powers, but not from Alignment so much as blatant, personal, and deep betrayal of the causes of their patron.

Religion: Champions of the Wind are almost all without religion. This is not because the elemental forces of Air demand any particular aversion of Religion, so much as the nature of restless souls that it calls out to. They demand no formal worship, though some Champions choose to venerate them and meditate on the elemental spirits. Those who seek out divine worship tend to be exceptions, rather than the rule, and often find their faith conflicting with the tasks that their elemental patrons set them towards.

Background: People do not merely choose to become a Champion of the Winds. Becoming a Champion of the Winds is answering a call, and nurturing a divine spark in your soul that is connected to the realm of Air. The choice comes from if you choose to embrace, or deny this potential within yourself.

Those few who do recognize the call to become a Champion of Wind often gain their powers as a result of journey and visions. They start to receive dreams and premonitions about some great destination or object which drives them onwards. In the course of this journey they start to develop their powers, using their wits and their talents to achieve whatever task the elemental spirits have set out for them. By the time they reach that destination, or recover that artifact shown in their vision, they have gained the powers of a Champion of the Winds, through divine infusion, or mortal tenacity. There is no universal standard however, though this is the most common among the origins of the Champions.

Champions of the Winds have no true order or brotherhood. They are a class of lone wanderers and vagabonds who are often loathe to put down roots. They will recognize the talents, and the shared purpose that they have with other Champions of the Winds, but feel no deep kinship beyond a simple acknowledgement.

Races: Humans tend to be the most likely to answer the call to become a Champion of the Winds, lacking a strong central culture and typically having personalities well suited to adapting new ideas, and fitting in with the ideals of wanderlust and travel that the elemental spirits often ask of them. Similarly Half-Elves and Half-Orcs, being constant outsiders to society often feel the call and the appeal to wander that makes them naturals to this class. Few dwarves or elves ever answer the call. Champions of the Winds in other races tend to be exceptional figures, standing apart from their fellows in ways that don't necessarily have to do with their calling.

Other Classes: Champions of the Winds get along with most classes reasonably well, and understand the need for others to fill out the roles that their own oaths and temperaments just aren't suited towards. Those who are open to the philosophies of the Elements and their metaphysical states, or capable of enlightened views on the subject are often welcomed companions to the Champion of the Winds. They do not get along well with most druids, and some Clerics due to their often (To the Champion of the Winds at least) humorously false interpretations of Air and Wind. Due to their oaths they do not get along well with those who summon elementals. Their own natural wanderlust often fits them in well with classes who prefer to keep their feet on the road for one reason or another, like Paladins, Rogues, and Bards.

Role: The Champion of the Winds is a highly mobile warrior, leaping from melee to melee where he dishes out divine, elemental judgement to his foes. Their abilities are well suited to a mobile offense, constantly on the attack and hunting down their foes. Out of combat the Champion of the Winds can call upon favors from the elemental spirits of air to help guide themselves and their companions, providing small boons and favors.

Adaptation: This class is based a lot around the prevalence of Elemental Enemies in your campaign,and how useful the Elemental Powers are. If you don't want to run a campaign with Elemental Themes, you might consider changing "Smite Elemental" to Smite Lawful, and Sense Elements to Detect Lawful (As the spell, at will). Though I find that adaptation bland, it's probably the most universal and somewhat fitting with the theme. My preference and suggestion instead would be to give their Smite Ability into a Knockback Blow, instead of smiting they use an elemental burst of wind with their strike, forcing a DC (Champion of the Winds Level + Charisma Modifier) Fort Save or be knocked back (Charsima Modifier x 5) feet. If knocked back at least 15 feet, knocked prone. If they hit an obstacle that would stop their movement prematurely, take 1d6 damage for every 5 feet they were stopped short.

GAME RULE INFORMATION
Champion of the Winds have the following game statistics.
Abilities: Strength and Constitution are important as a Champion of the Winds will find himself in heavy combat as she/he uses her/his powers to close with enemies and move around the battlefield. Charisma impacts your special powers from this class. A Charisma score of 14 or higher is necessary for a Champion of the Winds to access his/her most powerful spells, a score of at least 11 is needed to cast any spells at all.
Alignment: Any, so long as they abide by the Code of Conduct.
Hit Die: d10
Starting Age: As a Paladin.
Starting Gold: 4d6 x 10 gp.
Class Skills
The Champion of the Winds class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Iajutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Perform (Cha), Sense Motive (Wis), Spellcraft (Int), Survival (Wis).

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

Champion of the Winds
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+1|
+2|
+2|
+0|Elemental Affinity I, Elemental Smite 1/day|-|-|-|-

2nd|
+2|
+3|
+3|
+0|Spirit of the North Wind, Spirit of the West Wind|-|-|-|-

3rd|
+3|
+3|
+3|
+1|Winding Winds, |-|-|-|-

4th|
+4|
+4|
+4|
+1|Elemental Smite 1/day|1|-|-|-

5th|
+5|
+4|
+4|
+1|Elemental Affinity II, Read the Winds|1|-|-|-

6th|
+6|
+5|
+5|
+2|Elemental Resistance I|2|1|-|-

7th|
+7|
+5|
+5|
+2|Elemental Smite 1/day, Spirit of the East Wind|2|1|-|-

8th|
+8|
+6|
+6|
+2|Smite Aberrations|2|2|1|-

9th|
+9|
+6|
+6|
+3|Spirit of the South Wind|3|2|1|-

10th|
+10|
+7|
+7|
+3|Elemental Affinity III, Elemental Smite 4/day|3|2|2|1

11th|
+11|
+7|
+7|
+3|Elemental Resistance II|3|3|2|1

12th|
+12|
+8|
+8|
+4|Aether Wind|4|3|2|2

13th|
+13|
+8|
+8|
+4|Elemental Smite 5/day|4|3|3|2

14th|
+14|
+9|
+9|
+4|Smite Outsiders|4|4|3|2

15th|
+15|
+9|
+9|
+5|Elemental Affinity IV|5|4|3|3

16th|
+16|
+10|
+10|
+5|Elemental Smite 6/day, Elemental Resistance III|5|4|4|3

17th|
+17|
+10|
+10|
+5|Aether Storm|5|5|4|3

18th|
+18|
+11|
+11|
+6|Eye of the Storm|6|5|4|4

19th|
+19|
+11|
+11|
+6|Elemental Smite 7/day|6|5|5|4

20th|
+20|
+12|
+12|
+6|Elemental Affinity V|6|6|5|4[/table]

Class Features
All of the following are class features of the Champion of the Winds:

Weapon and Armor Proficiencies: Champions of the Winds are proficient with all simple and martial weapons, and with all types of armor (Heavy, Medium, Light), and with shields (except tower shields).

Elemental Affinity (Ex): A Champion of the Winds power is derived solely from the Elemental Plane of Air and cannot be disguised. Any ability which allows the user to detect elemental presences would detect a greater than normal amount of the Air Element within a Champion of the Winds. (e.g: another Champion of the Winds using the sense elements ability will detect a medium sized Champion of the Winds as a Large source of Air element (Along with also being a medium Earth, Fire, and Water source as humanoids comprise all 4 elements).
At first level a Champion of the Winds gains the ability to Sense Elements as a spell like ability (As per the Shugenja ability, description follows if you are unfamiliar) at will.
As a full round action a Champion of the Winds can become aware of all sources of one chosen element (Air, earth, fire, or water) within 10 feet of him/herself. The Champion of the Winds learns the size of the objects but not their precise locations or actual nature. By concentrating longer, a Champion of the Winds can either extend her senses or gather more information about the elements she has detected. Each additional round spend in concentration allows the Champion of the Winds to add 5 feet to the radius of her sense ability, to a maximum of 5 additional feet per Champion of the Winds level. Thus, at 4th level Garrick Valkirk can sense elements to a maximum range of 30 feet by concentrating for 5 rounds. Alternatively, the Champion of the Winds can focus on one source of the sensed element per round, attempt a Spellcraft check to determine more about that single item. The amount of information she learns depends on her spellcraft check result:

20 or higher: Item's general location (5-foot square containing it, or its nearest boundary if it is larger than a 5-foot square).
25 or higher: Whether the item is natural or a spell effect.
30 or higher: Whether the item is a creature or object.
35 or higher: The exact nature of the item.

In subsequent rounds, a Champion of the Winds can either retry the Spellcraft check on the same object, or focus on a different item, or extend the range of their sense.
Like many divination effects, the sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At 5th level a Champion of the Winds becomes closer to the Elemental ideals that they hold dear, and starts to undergo a partial transformation. A number of times per day equal to their Charisma modifier a Champion of the Winds may consider a d20 roll on an Escape Artist or Jump check as a 20.
At 10th level a Champion of the Winds unleashes their natural elemental power in their strikes. Anytime they roll a critical hit they may either knock a target prone, back 5 feet per critical multiple on the attack (if stopped short by an obstacle they take 1d6 damage), or Daze the target for a round. These effects occur if you would roll a critical hit, regardless of any immunity to critical hits the target may have.
At 15th level a Champion of the Winds gains greater mastery over their element and their weapon. On top of the level 10 effects, anytime the Champion of Winds rolls a critical hit, they may teleport up to their movement speed in any direction so long as there is an empty space for them to appear, they may make a second strike against an enemy within 15' at the same attack bonuses and damage, or they may turn invisible, as per Greater Invisibility for Charisma Modifier rounds. These effects occur if you would roll a critical hit, regardless of any immunity to critical hits the target may have.
At 20th level a Champion of the Winds becomes one with the Elemental Plane of Air. If they are not already they become a native elemental creature with the Air subtype, and is no longer effected by abilities and effects which target humanoids. The Champion of the Winds will cease to age physically (Gaining mental stat bonuses for Aging, but not physical stat penalties), and takes on an otherworldly countenance which reveals their ties to the Elemental Plane of Air. All of the Champion of the Winds elemental resistances are raised by 5, the Champion of the Winds is immune to Critical Hits, Stunning, cannot be sneak attacked or subject to precision damage, and is immune to poisons and diseases.

Elemental Smite (Su): Starting at first level a Champion of the Winds can channel their divine power to smite hostile and disruptive elementals and creatures with an elemental subtype other than Air once per day. Every 3 levels after 1st, a Champion of the Winds gains another daily use of this ability. When making an Elemental Smite attack a Champion of the Winds adds their Charisma Modifier (If positive) to the Attack roll, and deals 1 extra Air energy damage for every level of Champion of the Winds the smiter possesses. Elemental Smite has no effect on non-elementals or creatures without an elemental subtype unless otherwise stated.
At 8th level a Champion of the Winds gains the ability to use their Smite on Aberrations.
At 14th level a Champion of the Winds gains the ability to use their Smite on Outsiders.

Spirit of the North Wind (Su): A second level Champion of the Winds adds their Charisma modifier to their saving throws (If positive).

Spirit of the West Wind (Su): A second level Champion of the Winds becomes a conduit for some of the elemental energy of the spirits of the Wind. Spirit of the West Wind comes with a number of "Charges" per day equal to the Champion of the Winds Charisma Modifier times their Champion of the Winds level. They may spend these "Charges in the following ways:
Any number of Charges: Make a single touch attack as a standard action. The target takes X Air energy damage unless they make a saving throw for half (DC is 10+ the Champion of the Winds level + Charisma Modifier).
2 Charges: As an immediate action gives a single target the Champion of the Winds touches a +4 Dodge bonus to AC and Reflex Saves.
5 Charges: Increases the movement speed of a touched target by 5 times the Champion of the Wind's Charisma Modifier feet for a single round.

Winding Winds (Su): At 3rd level a Champion of the Winds becomes immune to any Slowing or Entangling effects. They exude an aura of freedom that extends to their allies within 10 feet of him/her, which gives everyone within that aura a bonus to saving throws against effects that would impede their movement equal to half the Champion of the Winds Charisma modifier. This ability functions only so long as the Champion of the Winds is not unconscious or dead.

Spellcasting (Ex): Starting at 4th level a Champion of the Winds may cast divine spells from the Champion of the Winds spell list. A Champion of Winds must choose and prepare his/her spells in advance and apply any Metamagic feats to a spell at the time it is prepared.
To prepare or cast a spell a Champion of Flame must have a Charisma score equal to at least 10+ the spell level. The Difficulty Class for saving throws against a Champion of the Winds spell is 10+ the spell level + charisma modifier.
A Champion of the Winds caster level is equal to 1/2 his/her Champion of the Winds level.

Read the Wind (Ex): At 5th level a Champion of the Winds may enter a strange trance where they open up their senses to the elemental spirits of the wind. It takes 1 minute to enter this trance, and it can be maintained for up to Constitution Modifier (Minimum one) minutes. While in this trance a Champion of the Winds sees aether trails as creatures and objects have moved, for up to 1 minute into the past. Thus a Champion of the Winds can see where a Guard was walking patrol a minute ago, or follow the complete path of a falling leaf from branch to ground even after it already hit the ground. It only shows the location of creatures/objects that have moved, and not what they did. Thus the Champion of the Winds may know that a guard was at a certain spot, but not know if he was there drawing his weapon, just looking around, tying his shoes, setting a trap, etc.

Elemental Resistance (Ex): At 6th level, a Champion of the Winds gains Air Resistance 5, and Resistance 5 to one other Element of his choice (Earth, Fire, Water, etc) or Air again, raising his Resistance to 10. At this level the Champion of the Winds may use his Spirit of the West Wind to heal himself (If using the damage inflicting option on himself).
At 11th level, the Champion of the Winds increases his Air resistance by 5 more and can again raise resistance against another two elements by 5, one of them does not have to be the same element he/she chose at 6th level.
At 16th level, the Champion of the Winds gains an additional 10 Air resistance, and if his Air Resistance is 25 or higher has immunity to Air. The Champion of the Winds also adds 5 to three different elemental resistances of his/her choice.

Spirit of the East Wind (Su): At 7th level a Champion of the Winds may use one of their Smite Elemental daily uses to empower not only himself, but also his allies with the blessings of the elemental spirits. Allies within 15' of the Champion of the Winds gain a divine bonus equal to his Charisma modifier on ranged attack rolls and AC against Ranged attacks, anyone who moves at least 15' before attacking gains a bonus to attack and damage equal to the Champion of the Winds' Charisma Modifier. This Aura lasts for a number of rounds equal to the Champion of the Winds constitution modifier.

Spirit of the South Wind (Su): At 9th level a Champion of the Winds gains the ability to manifest a small portion of the greatest elemental spirits of Air through his own body. A Champion of the Winds may use Spirit of the South Wind as a standard action a number of times per day equal to one-third (Rounded down) of his Champion of the Winds level. Manifestations last a number of minutes equal to the Champion of the Winds constitution modifier. Multiple instances of different manifestations may be active at once. Manifesting the same boon that is already active only refreshes it's duration, they do not stack.

---The Champion of the Winds gains a +10' bonus to his movement speed, if the Champion of the Winds charges he gains a bonus to damage equal to his Charisma modifier.

---The Champion of the Winds increases his critical threat range by 2, this explicitly stacks with other sources of improved critical hit range (Such as Keen weapons and the Improved Critical feat).

---The Champion of the Winds may take a free 5' step after any successful attack (Limit Con Modifier times per round, at least one).

---The Champion of the Winds gains Improved Uncanny Dodge (referencing Champion of the Winds level on top of other classes that give improved uncanny dodge), and if the Champion of the Winds would flank a target deals extra damage equal to their Champion of the Winds level. Immunity to critical hits or precision damage does not negate this damage.

Aether Winds (Su): At 12th level a Champion of the Winds uses their mastery of the forces of Air and Magic to spoil the magics of others. By using a use of their Elemental Smite, they can make an immediate action to try to counter a spell targeted on them, or someone adjacent to them. The Champion of the Winds must be aware of the spellcaster, with line of sight to them, and the ability to identify the spell they are casting. You make a Dispel Check (DC 11 + Spell Level) by rolling 1d20 + Champion of the Winds level + Charisma Modifier. Success negates the spell completely.

Aether Storm (Su): At 17th level a Champion of the Winds ability to use the Aether Winds improves dramatically. It still costs a use of their Elemental Smite. They may use the ability against any spell they detect being cast (As opposed to only singular target spells), on a successful Dispel Check (DC 11 + Spell level) by rolling 1d20 + Champion of the Winds Level + Charisma Modifier, the area within 15' of the Champion of the Winds is not effected by the spell. Creatures/Objects within the area aren't effected, objects and effects don't manifest within the area. Example: If someone dropped an Evard's Black Tentacles centered on the Champion of the Winds, and he successfully used this ability, there would be a 15' radius area of 'nothing' centered on the Champion of the Winds, but the tentacles would still exist between 15' and 20' away from him.

Eye of the Storm (Su): At 18th level a Champion of the Winds can unleash the full fury of the Elemental forces of Air upon the battlefield. Once per day he can activate Eye of the Storm, which lasts for his Constitution Modifier in Rounds. Creatures within 5-10' of the Champion of the Winds at the start of his turn, or the start of their turn must make a DC 25 Balance check or be knocked prone. Creatures within 15-25' of the Champion of the Winds must make a DC 30 Balance check instead, and take 2d6 damage from flying debris. Creatures 30' feet away make a DC 20 balance check or be knocked prone. Spells the Champion of the Winds casts while using Eye of the Storm are Maximized and Empowered for free. Enemies attempting to move through the area must make a balance check for their zone, or be knocked prone instead. Ranged attacks which cross this effect are whipped aside and will instead hit any creature in the 15-25' zone.

Code of Conduct: A Champion of the Winds is a divine crusader for the Elemental Spirits of Air. As such there are certain standards they are held to in order to maintain their gifts, though the Elemental Spirits care little for Law, Chaos, Good, and Evil, and do not create edicts which favor alignments. Should the code ever be broken, a Champion of the Winds loses all class abilities other than Spellcasting, and cannot gain levels in Champion of the Winds until they receive an Atonement spell on their behalf or achieve a proper quest to regain the spirits' favor.

A Champion of the Winds is a mortal champion of the Elemental Spirits upon the world. They value the freedom of the skies and orderly progress of the winds. They are forbidden to traffic with, and aid those who seek to bind elementals. They can "Associate", the Elemental Spirits care little for the actions of others, compared to the actions of their champion, but they must not help others bind, enslave, or otherwise use elementals against their will. They must never destroy a peaceful, innocent elemental. Elementals summoned by others, or evil ones who attack you first, are fair game, as they have fallen from the balance or been ripped out. A Champion of the Winds is forbidden to personally bind or enslave elementals for any purpose (Temporary summonings are acceptable, but calling, binding, using them to fuel golems, etc, is not).

Champion of the Winds Spell List:

1st level:
Daze, Ghost Sound, Guidance, Feather Fall, Expeditious Retreat, Obscuring Mist, Magic Weapon, Summon Monster I (All creatures called are considered Air Elemental types, thus Air Hawk, Air Raven, Air Ow, rather than Fiendish and Celestial), Entropic Shield, Longstrider, Comprehend Languages.

2nd Level:
Wind Wall, Eagle's Splendor, Remove Paralysis, Summon Monster II (All creatures called are considered Air Elemental type), Silence, Levitate, Yari of Air, Gust of Wind, Resist Elements.

3rd Level:
Clairaudience/Clairvoyance, Haste, Gaseous Form, Summon Monster III (All creatures called are considered Air Elemental type), Fly, Blink, Greater Magic Weapon, Keen Edge, Remove Curse.

4th Level:
Break Enchantment, Dimension Door, Solid Fog, Summon Monster IV (All creatures called are considered Air Elemental type), Freedom of Movement, Air Walk, Tongues, Sending, Control Winds.

FireInTheSky
2013-10-15, 04:57 PM
Raveler

Image! (http://i996.photobucket.com/albums/af81/OrionFireInTheSky/EyeClock_zps9e3b6a03.png) Another Image! (http://i996.photobucket.com/albums/af81/OrionFireInTheSky/ExplodingClocksepia_zps8550057f.png)

We cannot turn the clock back nor can we undo the harm caused,
but we have the power to determine the future and to ensure that
said future lasts as long as possible.

-Eon Sarlo Augerchrome, Founder of the Order of Ravelers

The Inner Planes form an octahedron (http://upload.wikimedia.org/wikipedia/en/1/11/Innerplanes.jpg), with the various elemental, energy, para-elemental, and quasi-elemental planes forming the vertices and edges. However, few pioneers have ever attempted to explore the center, where all 18 planes meet.

Those who do, find the Apocalypse Clock (Knowledge: The Planes check, DC 30).

Born of the marriage between an insane Primus Modron and Ygorl, the Slaad Lord of Entropy, the unknowable and bizarre Apocalypse Clock exists in an infinite number of dimensions. It seeks to undo all of creation by unwinding the grand tapestry of the multiverse back into its constituent elements, a process called the Great Raveling. The Clock sits in a boiling sea of energies and matter, a Maelstrom of decaying planes that grows ever so slowly as it is fed by the Clock.

Ravelers have discovered a way to subvert the unwinding of the Apocalypse Clock, thereby slowing the growth of the Maelstrom and the advancing doom of reality. This is accomplished through the use of Projections, small extrusions of the Clock onto other planes, which can slow the Apocalypse Clock in small increments, by siphoning off small amounts of the Apocalypse Clock's devastating power to strip individual elements from the wielders' targets, transferring some of the benefit to the wielders in the process.

Adventures: A soon-to-be Raveler, like many other fledgling adventurers throughout history, stumbles upon an eldritch device that will change his life: a Personal Clock. Once he has (unwittingly) bonded with that Clock, he discovers that separating his enemies from their lives (and worldly goods) becomes much easier for him, and his normal adventuring wanderlust kicks in with a fiery passion.

Characteristics: As appropriate for a class about weaving and raveling the disparate threads of the multiverse, a Raveler occupies a sort of hybrid role in the party, with equal parts buffing and support, debuffing enemies, and melee or ranged combat.

Alignment: Ravelers are most commonly Lawful, as they oppose the entropy the clock produces, or Neutral, as they seek to balance the destruction of the clock. However, just because someone is Chaotic does not necessarily mean they want to destroy the multiverse, and even evil creatures tend to want a multiverse to employ their schemes or satisfy their whims and urges in.

Religion: Most Ravelers begin with the religions they were brought up with. However, many Ravelers abandon their previous faiths to dedicate themselves fully to an even higher calling: that of preserving the fabric of the multiverse itself. Beside such weighty matters, the worship of petty gods and their squabbles seem rather pedestrian.

Background: Thanks to the unorthodox distribution of Clock Projections by the Order of Ravelers (see New Affiliation below), Ravelers come from any and all backgrounds. All that's required is a modicum of curiosity and a helping of adventuring wanderlust.

Races: Similarly, any race can become a Raveler; however, races with a surfeit of curiosity and wanderlust, such as halflings and humans, make up a disproportionate fraction of Ravelers. Planetouched are also more likely to become Ravelers than other races, as in their research into ancestral lands they are more likely to stumble upon the Apocalypse Clock by accident.

Other Classes: Wizards and artificers are often fascinated by a Raveler's methods. Archivists are amazed to discover such incredible artifacts have gone unknown to them. Rogues, and especially Spellthieves, appreciate the elemental thievery performed by Ravelers. Druids respect the balancing act that Ravelers perform on a daily basis. Clerics and tend toward the most conflict with Ravelers, as their views on the end of the Multiverse (i.e., the Apocalypse Clock) rarely dovetail with the tenets of organized religions. Rangers, bards, and barbarians don’t give a ****.

Role: A Raveler can be an asset to any party, thanks to his multi-role contributions, particularly when it comes to buffing. However, even a well-designed Raveler shouldn't step on any other class's toes, instead acting as a supplement to more specialized skill sets.

Adaptation: A monastic setting might involve a raveler stealing ki from a target’s different chakras. In a tribal setting, a raveler might attack with various animal spirits which give him benefits while taking from his enemies. In a science fiction setting, a raveler might use a brain scanner to borrow portions of his target’s psyche.

GAME RULE INFORMATION
Ravelers have the following game statistics.
Abilities: Wisdom determines the save DCs for the Ravelers abilities, and high physical scores will help the Raveler in combat. Of course, a high Intelligence for more skill points is always useful.
Alignment: Any.
Hit Die: d8
Starting Age: As Ranger.
Starting Gold: As Ranger.

Class Skills
The Raveler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (any)(Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (any)(Wis), Search (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

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

Raveler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+0|+2|Personal Clock, Ravel (Elemental)
2nd|+1|+3|+0|+3|Planar Native (Lesser)
3rd|+2|+3|+1|+3|Share Ravel (1)
4th|+3|+4|+1|+4|Ravel (Energy)
5th|+3|+4|+1|+4|Weave of Nature
6th|+4|+5|+2|+5|Incarnate Threads (Small), Planar Native (Greater)
7th|+5|+5|+2|+5|Multi-ravel (2)
8th|+6/+1|+6|+2|+6|Ravel (Para-Elemental)
9th|+6/+1|+6|+3|+6|Share Ravel (2)
10th|+7/+2|+7|+3|+7|Greater Weave of Nature
11th|+8/+3|+7|+3|+7|Planar Native (Perfect), Powerful Raveling
12th|+9/+4|+8|+4|+8|Incarnate Threads (Medium), Ravel (Quasi-Elemental)
13th|+9/+4|+8|+4|+8|Multi-ravel (3)
14th|+10/+5|+9|+4|+9|Swift Ravel
15th|+11/+6/+1|+9|+5|+9|Share Ravel (Radius)
16th|+12/+7/+2|+10|+5|+10|Ravel (Quasi-Elemental)
17th|+12/+7/+2|+10|+5|+10|Raveling Burst
18th|+13/+8/+3|+11|+6|+11|Incarnate Threads (Large)
19th|+14/+9/+4|+11|+6|+11|Multi-ravel (4)
20th|+15/+10/+5|+12|+6|+12|Immediate Ravel, Raveling Aura
[/table]

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

Weapon and Armor Proficiencies: Ravelers are proficient with all simple weapons and one martial weapon of their choice. In addition, they are proficient with all non-exotic armor, and with shields (but not tower shields).

Personal Clock: All Ravelers possess an extrusion of the Apocalypse Clock, which can be in the form of any timekeeping device, such as an hourglass, pocket watch, or small mantle clock. In the hands of anyone other than the Raveler to which it is attuned, the device does nothing other than its normal timekeeping purpose, though many report feeling slightly unsettled while holding it, but are unable to say why. In the possession of a Raveler however, his personal clock allows him access to the powerful magic of Apocalypse Clock, which he can use to devastating effect when raveling. If a Raveler’s personal clock is damaged or destroyed, he may repair/rebuild it over 12 hours with a DC 15 Craft (Timepiece) check.

Ravel (Su): Ravelers channel the power of the Apocalypse Clock through their personal clock, and into their attacks. Whenever the Raveler uses a standard or full-attack action to attack an enemy with a weapon attack (including unarmed strikes and natural attacks, and either ranged or melee), but not more than once per round, he siphons off a portion of The Clock’s power to strip off an element from his target. While this would seem to further the effects of The Clock, raveling in this way (i.e. through a Personal Clock) is only temporary, and due to transfer inefficiencies, requires far more of The Clock’s power than would be expected; thus, the loss of power slows The Clock for a time.
Raveling is a very unpleasant process for the target. All raveling attacks do an additional amount of damage equal to 1d4 for every 2 Raveler levels (minimum 1). Alternatively, if the Raveler does not have a weapon handy, he may make a melee touch attack which deals the normal raveling bonus damage. In addition, the target suffers a penalty, and the Raveler gains a bonus, depending on the element stripped off (detailed below). Unless otherwise specified below, save DCs equal 10 + ½ Raveler level + Wisdom modifier. The penalty and bonus both last for a number of rounds equal to 1 + the number of bonus damage dice. At 1st level, the Raveler can strip off any one of the primary elements. At 4th level, he may strip off one of the energies; at 8th level, one of the para-elements; at 12th level one either the quasi-positives or quasi-negatives (choose which group); at 16th level, the other group of quasi-elements. Multiple applications of the same benefit or penalty do not stack unless otherwise noted in the detailed descriptions below.

Primary Elements

Air: Your bonus raveling damage is [Sonic] damage.
Raveler Bonus – You can glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. At 5th level, you can fly at a speed of 40 feet (average maneuverability). At 10th level, your flight speed increases to 80 feet (good maneuverability). At 15th level, you can fly at 120 feet (perfect maneuverability).
Target Penalty - Your target cannot breathe, as per the rules for suffocation (http://www.d20srd.org/srd/environment.htm#suffocation); the target can hold its breath for 2 rounds per point of Constitution, as normal, before it must begin making Constitution checks.
Earth: Your bonus raveling damage is Slashing damage.
Raveler Bonus – You gain a Burrow Speed equal to 10 feet for every 3 Raveler levels (minimum 10 feet).
Target Penalty – Your target counts as one size category smaller for every 5 Raveler levels (minimum 1 size category) whenever it would be detrimental.
Fire: Your bonus raveling damage is [Fire] damage.
Raveler Bonus – You gain resistance to [Cold] equal to your Raveler level.
Target Penalty – Your target suffers from mild hypothermia (see Frostburn p10 for details). At 8th level, suffer from moderate hypothermia, and at 15th level, suffer from severe hypothermia. Make a Fortitude save to decrease the severity of hypothermia by one step.
Water: Your bonus raveling damage is Bludgeoning damage.
Raveler Bonus – You gain a Swim Speed equal to 10 feet for every 3 Raveler levels (minimum 10’).
Target Penalty – Your target suffers from dehydration (see Sandstorm p15 for details) if it fails a Fortitude save.

Energies

Negative: Your bonus raveling damage is Negative Energy damage.
Raveler Bonus – You gain 1 temporary hit point per Raveler level.
Target Penalty – Your target immediately heals 1d4 points of ability damage to the ability score of its choice, as per lesser restoration. At 10th level, you may choose to instead remove 1 negative level from the target. If the target is undead, it instead takes 1d4 points of Strength damage (Fortitude save to negate) or receives 1 negative level, even if it would normally be immune to ability damage or negative levels.
Positive: Your bonus raveling damage is Positive Energy damage.
Raveler Bonus – You gain fast healing equal to half your Raveler level.
Target Penalty – Your target gains one negative level if it fails a Fortitude save (DC = 5 + ½ Raveler level + Wisdom modifier). At 10th level, the DC increases to 10 + ½ Raveler level + Wisdom modifier.

Para-Elements

Ice (Air/Water): Your bonus raveling damage is [Frostburn] damage.
Raveler Bonus – Icicles sprout from your body, which you can attack with as if they were +1 Icy Burst Armor Spikes. In addition, any creature attacking you with a natural or non-reach weapon takes damage from the icicles.
Target Penalty – Your target suffers an effect similar to that of the heat metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
Magma (Earth/Fire): Your bonus raveling damage is half [Fire] damage and half Bludgeoning damage.
Raveler Bonus – Your body bursts into flames. While you and your equipment are unaffected, any creature that grapples you, is grappled by you, or attacks you with an unarmed strike, a natural attack or a touch attack automatically suffers 1d6 fire damage for every two Raveler levels you have, with no save.
Target Penalty – Your target suffers an effect similar to that of the chill metal spell, except that the number and size of all damage dice increases by one step (none -> 1d6, 1d4 -> 2d6, 2d4 -> 3d6).
Ooze (Earth/Water): Your bonus raveling damage is [Acid] damage.
Raveler Bonus – You have a 25% chance of negating critical hits and precision damage. At 11th level, this increases to 50%; at 14th level, this increases to 75%; at 17th level, you gain immunity to critical hits and precision damage.
Target Penalty – Your target must make a Fortitude save or be paralyzed.
Smoke (Air/Fire): Your bonus raveling damage is half [Fire] damage and half [Sonic] damage.
Raveler Bonus – You gain concealment. At 15th level, you gain total concealment. This ability is not an illusion effect, and is not negated by anything short of the true seeing spell.
Target Penalty – Your target loses any concealment it has, regardless of the source, and its total concealment (if applicable) is reduced to concealment. At 15th level, your target loses total concealment as well.

Quasi-Negative Elements

Ash (Neg/Fire): Your bonus raveling damage is half [Acid] and half [Cold] damage.
Raveler Bonus – You gain resistance to [Fire] equal to your Raveler level.
Target Penalty – Your target cannot benefit from healing (natural or magical) for the duration of the effect. This includes fast healing; however, a creature with regeneration still converts damage to nonlethal as normal.
Dust (Neg/Earth): Your bonus raveling damage is [Acid] damage.
Raveler Bonus – You gain the benefit of the freedom of movement spell.
Target Penalty – Your target must make a Fortitude save or be petrified for the duration.
Salt (Neg/Water): Your bonus raveling damage is [Dessication] damage.
Raveler Bonus – You gain resistance to [Acid] equal to half your Raveler level.
Target Penalty – Your target must make a Will save or be confused, and a Fortitude save at the same DC or be sickened.
Vacuum (Neg/Air): Your bonus raveling damage is [Force] damage.
Raveler Bonus – You do not need to breathe. In addition, you gain resistance to [Sonic] equal to half your Raveler level.
Target Penalty – Your target's encumbrance increases by one step (no load -> light load -> medium load -> heavy load -> double max load -> immoblilized). See Carrying Capacity (http://www.d20srd.org/srd/carryingCapacity.htm) for details on how encumbrance affects movement and combat.

Quasi-Positive Elements

Lightning (Pos/Air): Your bonus raveling damage is [Electricity] damage.
Raveler Bonus – You gain the effects of the haste spell.
Target Penalty – Your target suffers the effects of the slow spell.
Mineral (Pos/Earth): Your bonus raveling damage is Piercing damage.
Raveler Bonus – You gain hardness equal to ½ your Raveler level (or increase existing hardness by the same amount).
Target Penalty – Your target’s hardness is decreased by 1 for every 3 Raveler levels (to a minimum of 0). If the target does not have any hardness, instead decrease its existing damage reduction by the same amount.
Radiance (Pos/Fire): Your bonus raveling damage is [Fire] damage.
Raveler Bonus – You gain the ability to see invisible and ethereal creatures, as per the see invisibility spell. At 17th level, you instead gain the effects of the True Seeing spell.
Target Penalty – Your target must make a Fortitude save or be blinded. Targets immune to blindness, or targets whose blindness is healed before the duration of this effect expires, are dazzled for the duration.
Steam (Pos/Water): Your bonus raveling damage is [Rimefire] damage.
Raveler Bonus – You and all your equipment gain the Incorporeal subtype.
Target Penalty – Your opponent must make a Will save or be affected as if by the calm emotions spell. This is not an [enchantment] or [mind-affecting] effect.


Planar Native (Ex/Su): Constant exposure to the elemental powers of The Clock creates gradual changes in the body of a Raveler, at first giving him a small tolerance to the extremes of his environment, and later, the freedom to travel unimpeded among the primal elements.
Lesser – At 2nd level, the Raveler permanently gains the effects of Endure Elements. This is an extraordinary ability, as the changes are in his physical body.
Greater – At 6th level, the Raveler permanently gains the effects of Avoid Planar Effects, but only for the inner planes. This is an extraordinary ability, as the changes are in his physical body. In addition, the Raveler can grant allies near to him his lesser protection. All allies within 30 feet of the Raveler gain the benefit of Endure Elements (this portion of Greater Planar Native is a Supernatural ability).
Perfect – At 11th level, the Raveler becomes able to grant nearby allies his greater protection. All allies within 30 feet of the Raveler gain the benefit of Avoid Planar Effects, but only for the inner planes. This is a Supernatural ability.

Shared Ravel (Su): Beginning at 3rd level, Ravelers learn how to share the benefits their raveling gives them. Each time he makes a successful raveling attempt, the Raveler may choose to share the benefit of his raveling with any one ally within 30 feet. If he successfully ravels more than once in a round, he may choose a different ally for each attempt. At 9th level, he may share with any two allies within 60 feet. At 15th level, all allies within 30 feet may gain the benefit of all successful raveling attempts.

Weave of Nature (Su): Ravelers of 5th level have gained some measure of proficiency and control with their clock, allowing them to gain a greater benefit by raveling a bit of the powerful elements in their surroundings. As a full round action, the Raveler may ravel a single element or energy of his choice from nature around them. This does no damage and applies no penalty, but the Raveler gains the normal benefit, for a duration equal to one minute per die of bonus raveling damage. This benefit may be shared through his Share Ravel ability. However, you (and others) cannot benefit from this ability more than once simultaneously; if this ability is used while a previous benefit of this ability is in effect, the new benefit replaces the previous one, and the duration resets.

Incarnate Threads (Su): When a Raveler achieves 6th level, he learns to weave the elements he works with into creatures. Whenever he uses his ravel ability to strip an element, he may choose to forego the usual benefit from raveling to instead form the element he strips into a Small elemental of the same type. The created elemental is a normal creature of its type and kind, except that it has a total (and maximum) number of hit points equal to the amount of bonus damage you dealt with your ravel ability. The elemental you create is under your control as if summoned by a conjuration (summoning) spell, though effects which alter summoning spells do not affect this ability.

Weaving the elements this way is inherently unstable, however, so the elemental loses 2 hit points per round of its existence. It otherwise lasts until destroyed. You cannot control more elementals with this ability than the total number of elements you can ravel in a round; creating additional elementals causes the oldest previous elementals to be destroyed. At 12th level, you may create a Medium elemental with this ability (with double the hit points), and at 18th level you may create a Large elemental (with triple the hit points).

Multi-Ravel (Su): At 7th level, the raveler has become proficient enough at controlling the power he steals from the Apocalypse Clock that he can ravel two elements (or energies) in the same round. He may apply both ravels to the same attack, or divide them among the attacks he makes however he likes. The distribution must be announced before any attacks are made, and the same element (or energy) cannot be raveled from the same target more than once in a given round. If the ravels are split among multiple attacks, each raveling attack gains bonus damage as normal; however, if the raveler applies more than one ravel to the same attack, that attack (if successful) gains only one instance of bonus damage, which is equally divided between all damage types granted by the elements he is raveling. In either case, the raveler may choose any two elements (or energies) he could strip, even if they are diametrically opposed, and the penalties and benefits from both are applied. At 13th level, the raveler may ravel three times in the same round (divided between one or more attacks), and at 19th level he may ravel four times in the same round.

Greater Weave of Nature (Su): At 10th level, the Raveler has learned to unlock even more power from his surroundings with each ravel. With each use of his Weave of Nature ability, he may ravel two elements or energies, and the duration increases to 1 hour per die of bonus raveling damage. Multiple uses still overlap, and do not stack.

Powerful Raveling: Starting at 11th level, Ravelers can channel more of The Clock’s power with every raveling attempt, increasing the bonus damage from d4’s to d8’s.

Swift Raveling (Su): Beginning at 14th level, once per round the Raveler may make one raveling touch attack as a swift action.

Raveling Burst (Su): At 17th level, the Raveler masters one of the greatest powers of his personal clock. As a standard action, he may unleash some of the Apocalypse Clock’s powers as a 30 foot radius burst at medium range (100’+10’/Raveler level), stripping out up to one fewer than his maximum number of elements and/or energies. All enemies within the area automatically affected by the raveling damage (Reflex Save for half damage, DC 10 + 1/2 Raveler Level + Wisdom modifier) and suffer the penalties, while the Raveler gains one set of benefits as normal.

Immediate Raveling (Su): At 20th level, the Raveler may make his Swift Raveling attack as an immediate action instead of a swift action. He may not take more than one such attack per round.

Raveling Aura (Su): At 20th level, raveling has become so instinctive to him that the Raveler projects an aura which, under the correct conditions, can automatically ravel a creature targeting him with an effect. Choose an element or energy you can ravel, and one of the following categories: natural and non-reach weapons, reach weapons and ranged attacks, targeted spells and spell-like abilities. Whenever you are affected by an effect in the chosen category, the source of that effect is automatically raveled of the chosen element or energy, suffering the penalty and bonus raveling damage as normal, while you gain the benefit. As a swift action, you may change either the element or energy to ravel, or the category of effect.




NEW AFFILIATION: The Order of Ravelers

Symbol! (http://media02.hongkiat.com/clock-designs/Atom_Clock.jpg)

Symbol: A clock.
Background & Goals: Over grand millennia, a dedicated few who prefer the multiverse remain existing have formed the Order of Ravelers. Led by the brilliant and erratic Gnomish artificer Sarlo Augerchrome, the Order furthers their goals by crafting Projections which bond irrevocably with anyone who activates them, and passing them along to unsuspecting adventurers (either by way of mysterious and gregarious merchants, or by hiding them in obvious places among abandoned ruins). The conscripted Ravelers unwittingly slow the destruction of the multiverse, and are only given knowledge of the Order's true goals when they have achieved a significant level of personal growth and experience.
The Order makes its headquarters inside the Maelstrom at the center of the Inner Planes, thus allowing them to keep an eye on the Apocalypse Clock, and to send its projections all over the multiverse for adventurers to find. Contrary to their name, the Order does contain non-Raveler members. These are all experienced planar travelers – most often Wizards, Artificers, and Wu-Jen – who, upon discovering the clock (and the Order) decided to join and help further the Order’s goals. In addition to the members who travel across the multiverse distributing and using Clock Projections, there are some members who remain in the Maelstrom, studying the Apocalypse Clock itself in the hopes of finding a direct solution.
Type: Cabal
Members: Ravelers, as well other planar travelers who have witnessed the Apocalypse Clock, and wish to oppose its purpose.
Scale: 20 (Cosmos)
Membership Requirements: Must bear a Personal Clock or have seen the Apocalypse Clock.

{table=head]Criterion|Affiliation Score Modifier
{colsp=2}
One-time|
Character Level|+1/2 PC’s level
Levels in Horizon Walker, Planar Shepherd (Inner Plane), Planeshifter, Raveler, Shugenja, or Wu Jen|+2/class
6+ Levels in Raveler|+2
5 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)|+1/skill
10 or more ranks in Craft (Timepiece, Weaving), Disable Device, Knowledge (Arcana, The Planes)|+1/skill
Ability to Wildshape into an Elemental, an Elemental Companion, access to an Elemental Domain, ability to channel Positive or Negative energy, an Elemental Graft|+1 each
Elemental Type, [Elemental] subtype, [Energy] subtype, Elemental Bloodline, Race which is descended from a denizen of the inner planes|+1
Elemental Bloodline feats, Elemental Heritage feats, Summon Elemental reserve feat, Devotion feats for an Elemental domain|+1/feat
Worshipping Ygorl, or dedicating yourself to an Elder Evil whose goals include destroying the multiverse|-5
{colsp=2}
Multi-use|
Destroying a creature through raveling|+1+creature’s CR/6
Knowingly destroying another member of the order|-5
Unknowingly destroying another member of the order|-2
Destroying a Raveler’s Personal Clock|-1
Hastening the effects of the Apocalypse Clock|-10
[/table]


{table=head]Affiliation Score|Title: Benefits and Duties
3 or lower|Seconds: No affiliation.
4-10|Minutes: You are a low-level Raveler, or a planar traveler who has heard of the Apocalypse clock, but never visited. Gain a +2 circumstance bonus to Knowledge (The Planes) checks for information with regards the Inner Planes and their denizens.
11-20|Days: You have gone through the first initiation into the Order, personally witnessing the Apocalypse Clock, and learning of the Order’s goals and methods, but must now guide at least one new member per year through the same process. You have spent enough time around the Apocalypse Clock that you have developed resistance to lesser forms of raveling. You are now immune to the negative effects of a Raveler’s raveling ability. In addition, you gain a +2 circumstance bonus on social checks and social skill checks with denizens of the Inner Planes.
21-30|Years: You are privy to most of the Order’s secrets, and oversee the Order’s operations on a particular plane. In any city of at least 25,000 people, you can find at least one other member of the Order who will grant you shelter and/or aid (such as he can). In addition, if you or an ally within 30’ planeshifts to the inner planes, the attempt is made with perfect accuracy. You must spend at least 48 hours each month making or distributing Clock Projections.
31 or higher|Millenia: You’re a paragon of the Order, and work closely with Eon Augerchrome to develop Order policies and missions. You may Planeshift once per day as a spell-like ability with your caster level equal to ½ your affiliation score, to anywhere in the Inner Planes, including the location of the Apocalypse Clock.
[/table]
Affiliation titles are a reflection of the amount of time the Order believes a member will have slowed the Apocalypse Clock upon reaching a given level.

Executive Powers: Craft, Gift, Research

*Inspiration from sirpercival

Temotei
2013-10-17, 12:43 AM
Officially closed. Here (http://www.giantitp.com/forums/showthread.php?t=309394)'s the voting thread.