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Ra_Va
2014-02-16, 01:02 AM
Worth a Thousand Words IV

http://th08.deviantart.net/fs70/PRE/i/2012/200/a/c/blood_wolf_by_thedurrrrian-d57w6y5.jpg


'Blood Wolf' by theDURRRRIAN
------

Worth a Thousand Words IV (PrC Contest)

The contest begins with the posting of this thread and will run through midnight of March 3rd.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of March 15th

Rules

1) You will be creating an 'original' prestige class. One inspired by the picture in this opening post in some manner. The picture may, but need not, be a representative of your class. The image is there to serve merely as a starting point for you to let your mind wander in whatever way it will. The final class can be completely independent of the starting image, so long as the image inspires your thoughts in some manner. If you feel like it, give us an explanation of your thought processes behind your final class idea...it may help others come up with unique ideas of their own.

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the Chat Thread (http://www.giantitp.com/forums/showthread.php?t=331610)

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.

Ra_Va
2014-02-16, 01:03 AM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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

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

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

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

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

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

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

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

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

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

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Zaydos
2014-02-17, 04:24 PM
SENTINEL OF THE WOODS

”I have released the hounds of war, ready yourself for their fury.”

A Sentinel of the Woods is a guardian of the wild places of the world, a protector of the woodlands against those whowoulddefilethem. A Sentinel of the Woods is not necessarily good by human definitions, some defend the forests from incursions of evil, but others see humanity as just another such evil that must be cleansed.

BECOMING A SENTINEL OF THE WOODS
A Sentinel of the Forest is empowered by a representative of nature’s power, granted a conduit to the phenomenal powers of the woodlands in exchange for protecting them.

ENTRY REQUIREMENTS
Skills: Hide 5 ranks, Listen 5 ranks, Move Silently 5 ranks, Spot 5 ranks, Survival 9 ranks
Feats: One of Animal Affinity, Endurance, Self-Sufficient, or Track.
Special: Must speak Sylvan.
Special: Must have been empowered by some representative of the forest, potentially simply a fey, treant, or unicorn, but possibly another more impressive spirit or entity.

Class Skills
The Sentinel of the Woods's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Dex), Knowledge (Nature) (Dex), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+1|
+2|
+0|
+2|Call Wild Defenders, Wild Empathy

2nd|
+2|
+3|
+0|
+3|Animal Tongue, Low-light Vision

3rd|
+3|
+3|
+1|
+3|Trackless Step, Woodland Stride

4th|
+4|
+4|
+1|
+4|Wooden Skin

5th|
+5|
+4|
+1|
+4|Plant Tongue, Resist Nature’s Lure

6th|
+6|
+5|
+2|
+5|Beast Tongue, Moderate Fortification

7th|
+7|
+5|
+2|
+5|Commune with Nature, Photosynthesis

8th|
+8|
+6|
+2|
+6| Eyes of the Woods, Immunity to Poison

9th|
+9|
+6|
+3|
+6|Tree Stride
10th|
+10|
+7|
+3|
+7|Plant Body[/table]

Weapon Proficiencies: A Sentinel of the Woods gains no new weapon or armor proficiencies.

Call Wild Defenders (Sp): A Sentinel of the Woods gains the ability to call wild defenders. This duplicates the effects of a Summon Nature’s Ally spell of a level based on your Sentinel of the Woods’s class level as shown on a table below (Summon Nature's Ally X summons 1d3 Summon Nature’s Ally IX creatures or 1d4+1 lower level ones) except that the summons remain indefinitely, can move up to 500-ft away from you per class level, and become plant type with the augmented subtype unless they are elementals. A Sentinel of the Woods can only have one instance of Call Wild Defenders active at a time, and may use the ability 3 times per day. You are capable of telepathically communicating with your wild defenders.

{table=head]Class Level|Summon Nature's Ally
1|III
2-3|IV
4-5|V
6|VI
7|VII
8|VIII
9|IX
10|X[/table]

Wild Empathy (Ex): A Sentinel of the Woods gains Wild Empathy as a druid of their level. Beginning at 4th level this ability now applies to plants as if they were animals, and beginning at 5th level it applies to Int 6 or lower magical beasts without penalty as if they were animals.

Animal Tongue (Su): A Sentinel of the Woods can speak with animals as the spell of the same name continuously. In addition once per day per class level they may duplicate the effects of a suggestion except only on animals.

Low-Light Vision (Ex): A Sentinel of the Woods gains Low-light Vision if they do not already have it.

Trackless Step (Ex): A Sentinel of the Woods leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Woodland Stride (Ex): A Sentinel of the Woods may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them. If you already have this ability from another permanent (not a spell or item) source you gain a +10-ft improvement to all natural and extraordinary speeds you possess (not those granted by spells, items, or supernatural effects).

Wooden Skin (Ex): A Sentinel of the Woods’s flesh becomes hard and woody granting them limited armor against attacks. Beginning at 4th level your natural armor bonus increases by your Constitution modifier up to a maximum of your class level.

Plant Tongue (Su): Beginning at 5th level you may also speak to plants as the spell. In addition you may use the suggestion ability granted by Animal Tongue on plants despite their type based immunity to mind-affecting effects (this has no effect on mindless plants or those protected by a mind-blank effect or with another source of immunity than their type).

Resist Nature’s Lure (Ex): A Sentinel of the Woods gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).

Beast Tongue (Su): Beginning at 6th level you may speak with magical beasts with an Int of 6 or lower as if they were animals, and may use the suggestion effect of the Animal Tongue ability on Int 6 or lower magical beasts as if they were animals.

Moderate Fortification (Ex): Beginning at 6th level a Sentinel of the Woods’s body has become more plant-like granting them limited resistance to critical hits and precision damage. Whenever a Sentinel of the Woods would take additional damage from a critical hit or precision damage they have a 50% chance of ignoring this bonus damage.

Commune with Nature (Sp): Beginning at 7th level a Sentinel of the Woods can use commune with nature twice per day with a caster level of their character level.

Photosynthesis (Ex): Beginning at 7th level as long as a Sentinel of the Woods gets at least 2 hours of sunlight in a day they do not need to eat that day, but still require water.

Eyes of the Woods (Su): By spending a standard action concentrating you can extend your senses to a distant plant, animal, or Int 6 or lower magical beast. This plant or creature must be within 10 miles of you per class level and you must specify species. If there is no species at the desired location you instead see out of the nearest member of that species within 1 mile, if there are none within 1 mile this ability fails. Non-animate plants must be trees, bushes, or shrubs to be used for this ability. You can see and hear from this remote location as if you were there, in addition to seeing through yourself as normal. You must spend a standard action each round to maintain this ability, but as long as you do so it is not considered another use of this ability. You may use this ability 3 times per day + your Wisdom modifier.

Immunity to Poison (Ex): Beginning at 8th level a Sentinel of the Woods gains immunity to poison.

Tree Stride (Sp): A Sentinel of the Woods gains the ability to use Tree Stride as a spell-like ability with a caster level equal to their character level three times per day, except all teleportation ranges are multiplied by 10.

Plant Body (Ex): At 10th level a Sentinel of the Woods gains the Plant type and Augmented subtype for their former type, and they gain all the traits that go with the plant type.

PLAYING A SENTINELS OF THE WOODS
A Sentinel of the Woods defends the forest, their bodies slowly becoming more and more a thing of the forest. A Sentinel of the Woods is dedicated to the woods and their protection, moving through them with preternatural ease and summoning forth manifestations of such defense sending them forth as scouts, assassins, and soldiers. A Sentinel of the Woods uses normal animal allies, or minions, as tools to spy on and disrupt enemies, and is able to turn any bush, tree, or bird into a spy and any tree into a door.
Combat: At low levels a Sentinel of the Woods fights much like whatever class they were previously. Their wild defenders provide a noticeable increase in combat ability, granting a relatively powerful melee pet that they can rely upon in battle. Coupled with their increased maneuverability due to woodland stride they can make good archers with their summons keeping enemies at bay and their wooden skin helps protect them should they be forced into melee.
Advancement: Fist of the Forest is a natural next step for a Sentinel of the Woods as is levels in other woodland classes such as Deepwood Sniper.
Resources: Many Sentinls of the Woods have various allies in the woodland fey and magical beasts, as well as elves and other forest dwelling humanoids. Many also keep and train a variety of animals useful as spies and scouts even if not capable of providing a combat threat.

SENTINELS OF THE WOODS IN THE WORLD
"Go to where the great oak grows there you will find the guardian of the forest. Fear not the wooden bears for they are but his servants."

Sentinels of the Woods are perceived in ways similar to a militant druid. They are warriors of nature, ready to protect it and armed with the means to do so. They are friend to the fey and magical beasts, and foes to those corruptions that seek to take root in the forests of the world, although what constitutes a corruption varies from Sentinel to Sentinel.
Daily Life: A Sentinel of the Woods usually lives a solitary life, community dwellers look at those who have an allegiance to the wild stronger than their allegiance to humanity with suspicion. As a Sentinel grows in power they become more and more divorced from their kind, their lives becoming more alienated from humanity as they do so. Living in the wild a Sentinel will often have a simple life, or find themselves dwelling among the fey.
Notables: Andrea Callomwir is a powerful Sentinel of the Forest. Appointed to her position by a dying dryad whose tree had been cut down, Andrea was charged by the dryad to obtain vengeance for her. Andrea found the powers of the forest pleasing, and extracting it revenge exhilarating. Andrea became a blood knight, carving terror into people across the surrounding countryside. She rose to prominence and made pacts with the unseelie court, becoming their agent in the region. Andrea now rules as the Queen of the Shadow Woods served by members of the unseelie court and the elves that still dwell in the region.

Zyk Sankros is another noted Sentinel of the Forest. A hobgoblin, Zyk was a soldier in an attack against a herd of unicorns to gather their horns. The attack failed and Zyk was heavily wounded. He awoke when one of the unicorns healed his wounds. Zyk returned to his clan, and became a voice against further such missions, but they planned another such mission regardless. Zyk left the night before warning the unicorns of the attack, and the herd's leader bestowed upon Zyk his position as a Sentinel. Zyk fought against his brethren driving them back while doing his best to slay as few as possible and stayed in the forest as its protector. Since then Zyk has dedicated himself to the protection and sanctity of all life.

Organizations: The Knights of the Green Wood are an organization of Sentinels of the Woods which are aligned with the Seelie Court of the fey. The Knights of the Green Wood provide a network of communication throughout the border forests of a large elven kingdom. The Knights of the Green Wood were originally founded in response to a powerful necromancer's attempt to lead an army of the undead through the kingdom and even to this day they focus on opposition to the undead and practitioners of the necromantic arts.

In addition to such specialized organizations Sentinels often find themselves joining various druidic sects and orders. Nature gods sometimes include Sentinels in their holy knighthoods, and the fey courts often maintain some organizations of Sentinels.

NPC Reaction
Most humans react to a sentinel suspiciously, as a being with loyalties that do not apply to humanity. Elves and gnomes, especially forest gnomes, react favorably towards sentinels. As a child of the wild, Sentinels are used to ambivalence from city dwellers. When dealing with creatures of the wild Sentinels often find their interactions easier, and many sentinels find themselves allied with druidic groups.

SENTINELS OF THE WOODS IN THE GAME
Sentinels of the Woods do not add any wholly new mechanics. They are likely to demonstrate AC slightly higher than the norm, a difference of about 4 or 5 points which is noticeable but not enough to completely skew numbers. Their plant immunities (mind-affecting effects and criticals) are significant advantages at 16th level when they are gained but not unheard of advantages. Their summoning ability is approximately on par with an animal companion until 15th level where it creeps somewhat stronger.
Adaptation: A Sentinel of the Woods could be changed to a planar knight. Change Summon Nature's Ally to Summon Monster, reflavor Wooden Skin to something elemental, replace animal tongues with a true tongues ability and grant suggestion effects with elementals and outsiders instead of plants and magical beasts, low-light vision becomes darkvision, resist nature's lure is changed to a planar tolerance ability, plant type is traded for elemental (and subtype of choice with swim or fly speed if relevant, fire immunity, or tremorsense if earth), commune with nature becomes contact other plane, tree stride becomes plane shift, and Wild Empathy disappears.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Just to Browse
2014-02-19, 02:03 PM
TWIN FANG
"With their strength, I fear nothing. For though the world may stand against me, I am never truly alone."

A twin fang combines the spiritual connection of shamans with the capacity to fight like a vicious tempest. He can be a guardian, an assassin, or aggressively control the tide of combat, but he is always connected to the animal spirits that guide and assist him.

Becoming a Twin Fang
Twin fangs either cultivate their shamanistic art, learning to channel the spirits of animals, or meet with a wandering visage and accept it as their guide. In both cases, twin fangs must be trained combatants to be deemed worthy.

Entry Requirements

Alignment: Any neutral
Feat: Two-Weapon Fighting
One of the following:

Base Attack Bonus: +3
Skills: Listen and Spot 6 ranks

Special: Must have lived with animals for a year or made friendly contact with an animal spirit.


Class Skills
The twin fang's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 4 + Intelligence modifier

Hit Dice: d10


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+1
+2
+2
+0
Spirit of the wild, twin strike


2nd
+2
+3
+3
+0
Menacing spirits, nature's voice


3rd
+3
+3
+3
+1
Improved two-weapon fighting, pounce


4th
+4
+4
+4
+1
Spiritual rend, twin gaze


5th
+5
+4
+4
+1
Presence of the pack


6th
+6
+5
+5
+2
Twin spirits


7th
+7
+5
+5
+2
Spirit walker


8th
+8
+6
+6
+2
Greater two-weapon fighting


9th
+9
+6
+6
+3
Follow the spirit


10th
+10
+7
+7
+3
Spirit shroud, twin perfection



Weapon Proficiencies: A twin fang is proficient with simple weapons, but gains no proficiency with armor or shields

Spirit of the Wild (Su): A twin fang draws their power from an intuitive understanding of animal spirits. He gains a spiritual guide, which generally takes the form of an animal of the twin fang's choice--appearance of this guide is entirely cosmetic and it has no statistics, but it generally becomes bigger and looks more awesome every time the twin fang gains a level.

Between the end of a twin fang's turn and the end of his next turn, this spirit can take a single action. These actions are limited strictly to those allowed by the twin fang's class features. At level 1, a twin fang's spiritual guide can perform any of the following three actions:


Resolute Mind: As an immediate action, a twin fang can call upon his spiritual guide to strengthen his mental fortitude. The twin fang gains a bonus to will saves equal to 1 + 1/2 his twin fang level, which lasts until the end of his next turn.

Dark Presence: As a standard action, a twin fang can make his spiritual guide real enough to be noticed. This duplicates the effects of major image, but the image can only be of his spiritual guide, and it lasts until he calls on his companion to take another action. If the twin fang has multiple guides (see below) it only takes one action to manifest an image of both.

Phantom Attack: As a swift action, a twin fang can make his spiritual guide appear and threaten and enemy. He selects one creature he can attack, and that creature is treated as flanked until the end of his turn.

When a twin fang calls on their guide to perform an action, the guide appears substantial for a brief instant, just enough for a casual observer to notice.

Twin Strike (Ex): In addition to communing with animal spirits, a twin fang learns how to emulate animal ferocity in combat. When two-weapon fighting, a twin fang can make one attack with his primary hand and one with his off hand whenever he would make an attack as a standard action or at the end of a charge.

Menacing Spirit (Ex): A 2nd-level twin fang's understanding of the spirit world allows him to exert an unnatural pressure. Any movement (including 5 ft. steps) within a twin fang's melee range provokes attacks of opportunity from him.

Nature's Voice (Sp): A level 2 twin fang also gains the ability to speak with the natural world. He may call upon his guide to spend an action, providing him with the simultaneous benefits of speak with animals, speak with plants, and stone tell with a caster level equal to twice his twin fang level. This lasts until he calls upon the spiritual guide to perform another action.

In addition, if the twin fang has wild empathy, it improves such that he can use it to communicate with any magical beast that doesn't have a language and he does not take a penalty for using it on magical beasts.

Improved Two-Weapon Fighting: A twin fang of 3rd level or higher gains improved two-weapon fighting as a bonus feat, ignoring the dexterity prerequisite. He must still meet the other prerequisites.

Pounce (Ex): A 3rd-level twin fang embraces the ferocity of the wild, and can make a full attack at the end of a charge.

Spiritual Rend (Su): At level 4, a twin fang can channel their spiritual guide's strength. When he gains a flanking bonus from Phantom Attack, every two attacks he successfully lands allow him to deal an additional 2 Wisdom damage.

Twin Gaze (Sp): In addition, a 4th-level twin fang sees through the eyes of their spiritual guide. By calling upon his guide to spend an action, the twin fang can simultaneously replicate see invisibility and greater arcane sight with a caster level equal to twice his twin fang level. This lasts until he calls upon his spiritual guide to perform another action.

Presence of the Pack (Ex): A level 5 twin fang can can use Phantom Attack as an immediate action. If he chooses to use it as a swift action, he instead gains a flanking bonus against any enemy he attacks until the end of his turn.

In addition, whenever a creature within the twin fang's reach makes an attack roll against anyone except the twin fang, he may make an attack of opportunity.

Twin Spirits: At level 6, a twin fang gains a second spiritual guide. This second guide can take the same or a different form (again, appearance is entirely cosmetic), and allows him to call for two actions from his spirits per round. Among other things, this allows the twin fang to constantly benefit from one of nature's voice, twin gaze, or spirit walker (see below) while still calling for one action from his spirits each round.

Spirit Walker (Sp): Spirits are unbounded by the earth, and so too is a level 7 twin fang. By calling on a spiritual guide to spend an action, he can gain the simultaneous benefit of air walk, water walk, and freedom of movement with a caster level equal to twice his twin fang level. This lasts until he calls on the guide to perform another action.

Greater Two-Weapon Fighting: A twin fang of 8th level or higher gains greater two-weapon fighting as a bonus feat, ignoring the dexterity prerequisite. He must still meet the other prerequisites.

Follow the Spirit (Su): An 8th-level twin fang can see the astral strands that hold his universe together. If a creature or object within his reach would be affected by a [Teleportation] effect (spell, maneuver, or otherwise), he can use an immediate action and call on a spiritual guide to identify the target destination. If the twin fang then decides he wishes to benefit from the effect, he can include himself as a target even if it would not otherwise be allowed, and appears in the same spot relative to the creature or object at the destination.

Spirit Shroud (Su): At level 10, a twin fang is permanently protected by his spirits, granting him protection from divination spells as if he were under a constant nondetection effect, and a +3 deflection bonus to AC.

Twin Perfection: In addition, a twin fang of 10th level may take perfect two-weapon fighting despite not being able to normally take [Epic] feats, though he must meet all prerequisites other than the required dexterity. This class feature does not grant the feat, only the ability to take it.

Playing a Twin Fang
Twin fangs have two natures. On one hand, they have a connection with the earth strong enough to rival even the greatest of shamans. On the other, they can be an unstoppable force of nature.

Combat: Twin fangs have a simple, but very effective, strategy in combat. They excel at diving into enemy lines and weaving destruction, even in the first round when most others would be limited to single attacks. In addition, Follow the Spirit and their spell-like abilities allow them to negate common defenses and chase down fleeing enemies.
Advancement: Most twin fangs go down one of two paths: First, they can focus on sticking to a target while dishing out pain (using feats like Craven, Power Attack, Spirited Charge) and using their attacks of opportunity to deny escape. Alternatively, twin fangs can dive into crowds and use control effects (Improved Trip, Stand Still, Combat Reflexes) to lock down their enemies before allies to come.
Resources: The twin fang class is relatively easy to enter for almost anyone, which frees up resources that characters would otherwise be spending on entry requirements. Taking combat feat chains or dipping into initiating classes is common for twin fangs, and many continue to cultivate what they learned before they took their first twin fang level.

Twin Fangs in the World
"We thought the raid would be easy. The morning was fading into afternoon, the farmers were complacent, and my men were well-hidden in the trees. But as soon as we stepped outside, I heard a roar like some kind of lion and I turned to see two elves slaughtering my squad like farm animals." ~ Kedan Grimshield, ex-leader of the Black Rat Bandits

Twin fangs are elusive and rare, leaning strongly towards small groups of friends or lives of solitude. Catching a twin fang is difficult, and stopping people from meeting with animal spirits is even more difficult, so twin fang culture never goes entirely extinct.
Daily Life: No twin fang is truly alike, because the variety in spirit personalities and the possible avenues of twin fang advancement are so numerous. However, all twin fangs tend to spend time conversing with their spiritual guides (their closest friends) and seeking out challenges so they can grow in power.
Notables: Aeronna and Veradaryn of House Tyrneanddare are wood elf twin fangs that act as peacekeepers across their home forest. They keep out unwanted travelers, track down escaped criminals, and fend off attacks from other lands.

Gorren Wolfblade was a thief in his old life. He was caught trying to steal from a notable politician, and was stripped of his belongings and thrown into the Forest of Nightmares with only a pair of knives as punishment. He wandered the forest aimlessly until he was set upon by a hungry dire wolf, which tried to eat him. The battle left Gorren at the brink of death, but he won, and the wolf's spirit bonded with him. Now Gorren stalks the forest, fighting its inhabitants and growing stronger, so that someday he will be able to enact his revenge.
Organizations: There is no organization of twin fangs, as their existence is mostly sporadic. However, twin fangs' ties to nature make them a good fit for druidic orders and rangers' guilds, and they are well-received when they are recognized.

NPC Reactions
NPCs tend not to recognize twin fangs for who they are, and most are easily mistaken for rangers as they use a signature two-weapon style. NPCs unfamiliar with the nature of spirits (most of them) are quick to become uncomfortable at the prospect of an invisible creature stalking around them, so twin fangs are encouraged to make limited use of their powers in public.

Twin Fangs in the Game
Twin fangs remove the feat cost of two-weapon fighting, making it just as economical as two-handed fighting. The strong class-based defenses make twin fangs good at surviving in the thick of battle, which is important because many of their abilities encourage them to take on big groups. Twin fangs have few escape abilities besides the late spirit walker, so battlefield control tends to make their life pretty hard.
Adaptation: Twin fangs are tied very strongly to spirits, but since the appearance of the spirit is relatively unimportant, any sort of personality can take its place. In addition, twin fangs are not tied to any spells, so the neutrality requirement can be waived at DM discretion.
Encounters: Gorren Wolfblade is hunting for travelers in the Forest of Nightmares, which the PCs must travel through to get to their destination. From speaking with the trees and rocks, he learns where the PCs have gone, and he lays an ambush where he predicts they will go.

Jormengand
2014-02-19, 04:45 PM
THE FERAGENITOR

http://th08.deviantart.net/fs70/PRE/i/2012/200/a/c/blood_wolf_by_thedurrrrian-d57w6y5.jpg

When the wolves of the forest howl, it is as though a thousand mouths cry out in pain.

For some, spellcasting is not about fancy duels, earth-shattering meteors or illusory cities. Nor is it about swords and sorcery, or divine intervention, or an invisible means of support.

For some, it is about summoning the animals of the earth, armed to the teeth and claws with great and terrible magics, even constructed of the very spells that are their genesis. These crazed guardians of nature are the Feragenitors.

Many assume that Feragenitors are specialised druids, but this is not always true. Many clerics, sorcerers and even wizards follow the path, and paladin, ranger and even assassin feragenitors have not been unheard of.

BECOMING A FERAGENITOR
Feragenitors are not following any kind of destiny, nor do they plan their path for years. On the other hand, they do not suddenly have their fates thrust upon them, nor suffer from the sudden inspiration which strikes some others - it strikes them only as foolish. Instead, they see the potential of this ability, and seek to learn it.

ENTRY REQUIREMENTS
Spellcasting: Must be capable of casting third-level spells (or manifesting third-level powers, or speaking third-level utterances of the Lexicon of the Evolving Mind, see variants)
Skills: Spellcraft 9 ranks. An arcane spellcaster must have Knowledge (Arcana) 9 ranks, a divine caster who receives spells from a deity, such as a paladin or cleric, requires Knowledge (Religion) 9 ranks, and a divine caster who receives spells from elsewhere, such as a druid or ranger, must have Knowledge (Nature) 9 ranks.
Special: Must have a Constitution score of at least 16.


Class Skills
At each level, the Feragenitor chooses one class he has already taken levels in and uses that class's class skill list when determining which skills are treated as class skills for that level. In addition, the Feragenitor always has the Handle Animal, Knowledge (Arcana, Nature and Religion) and Spellcraft skills as class skills.
Skills Points at Each Level: 4 + int

Hit Dice: d12

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting1st
+0
+2
+0
+2Feral Spell LV/CR 12nd
+1
+3
+0
+3Feral Spell Lv/CR 2+1 level of existing spellcasting class3rd
+1
+3
+1
+3Class Ability, Extra feral spell +14th
+2
+4
+1
+4Feral Spell Lv/CR 3+1 level of existing spellcasting class5th
+3
+4
+1
+4Extra feral spell +26th
+3
+5
+2
+5Feral Spell Lv/CR 4+1 level of existing spellcasting class7th
+4
+5
+2
+5Extra Feral spell +38th
+4
+6
+2
+6Feral Spell Lv/CR 5+1 level of existing spellcasting class9th
+5
+6
+3
+6Extra Feral spell +410th
+5
+7
+3
+7Feral Spell Lv/CR 6+1 level of existing spellcasting class

Weapon Proficiencies: Feragenitors gain no proficiency with any weapons or armour.

Spellcasting: At every second level, the Feragenitor chooses a single class with which he can cast third-level spells and advances that class's casting abilities, but not any features of that class, as though the Feragenitor had gained a level in that class.

Feral Spell: Feragenitors are capable of turning a spell into a creature which represents that spell, and in some sense is that spell.

To do this, the Feragenitor need not sacrifice a spell slot. Instead, they choose a single spell that they know or have prepared, even if they have already cast that spell, and sacrifice a number of hit points depending on that spell's level:

Spell Level1st2nd3rd4th5th6thRequired Feragenitor level1st2nd4th6th8th10thCost136101521

Note that it is impossible to make cantrips, or spells of seventh level or higher into Feral Spells. The former would be unable to sustain their own magical energy and implode, while the latter would be unstable, and probably end in the creature self-immolating or disintegrating, or some other suitably horrific end. The exception is that cantrips which are on your spell list, and also on another class's spell list as first-level spells, can be cast as first-level feral spells. It is for due to these limits that bards, paladins and others with sub-optimal spellcasting often become Feragenitors.

Once this is done, a Feragenitor chooses what type of animal the spell will take the form of. Again, this has an associated hit point cost. The Feragenitor may choose any creature with the Animal, Magical Beast, Vermin or Dragon type for this purpose.

CRRequired levelCost<1/41st01/41st11/21st211st322nd434th646th958th13610th18

That creature will then appear in any location within close range (25 ft + 5 ft/2 levels), and lasts for ten minutes before disappearing. This is a conjuration (Creation) effect, and if someone casts Detect Magic or a similar spell, the animal reads as being such, as well as the school of the spell used in its creation. The animal need not be commanded as such, it automatically performs whatever actions you wish, and even if you are unconscious it fights to the best of its ability.

The creature also has a special effect, determined by the spell used in its creation. None of these spells require any components save for a somatic component. Each of the spell descriptions below, listed in alphabetical order, explains what happens to the created animal.

Some spells have simple effects when made feral, and will be listed either as "Fulcrum," "Clawspell," or "Subject." "Fulcrum" means that the creature becomes the centre of the spell in question, and the spell moves with it. It is immune to the spell's effects. "Clawspell" means that those who are hit by the creature's natural weapons are subject to the spell's effects. "Subject" means that the creature is the subject of the spell's effects, which last until the creature's destruction regardless of the normal duration.

In any case, the DC of the spell's effect is based on your ability score and the spell's level. Metamagic can be applied normally, though it increases the cost to cast the spell. However, the Feral Spell's casting time is always a standard action, regardless of the spell's actual casting time.

If you die or fall unconscious, all feral spells made by you enter Temporal Stasis, as the spell, until such a time as you are conscious again. However, their durations still elapse as normal, possibly causing them to disappear. At first level, you may only have a single feral spell at once.

List of feral spells. (http://www.giantitp.com/forums/showpost.php?p=17096732&postcount=8)

Spells which aren't listed, but are of one of the correct levels, should have an effect determined by the DM. Players should check with their DMs when using such spells as feral spells.

Extra Feral spell: At third level, and every second level thereafter, the feragenitor can have an extra feral spell at a time. However, you may only have one instance of Feral Imbue With Spell Ability at once, no matter your level.

PLAYING A FERAGENITOR
Feragenitors are suboptimal spellcasters in the conventional sense, but their Feral Spells can be used as long as the feragenitor is healthy enough to do so, and usually allow the feragenitor to do many of the same things.


Combat: In combat, a feragenitor's animals' natural weapons are capable of dealing heavy damage to foes, and their damage potential can easily be augmented with evocation spells. However, the creatures can also bear other types of spell to allow them to control the combat.
Advancement: The feragenitor's advancement depends largely on which spells are available. Feragenitors who use bard spells will focus on illusions and enchantments, while those with paladin spells will try to use their animals to protect others. The Feragenitor will usually advance in such a way as to join or augment the animals in their task. Bard feragenitors tend to improve their performances, as they can create certain creatures capable of benefiting from their Bardic Performances.
Resources: The feragenitor is relatively easy to qualify for, and many different classes are capable of doing so, with different results:

Bards are a good choice for a feragenitor, due to having exactly as many spell levels as the feragenitor can use (Though due to the feragenitor's spellcasting progression and Feral Spell progression, sixth-level spells can't be used as feral spells until epic levels.) Also, their bardic music will often be able to affect their creations.

Clerics have access to a wide variety of spells for restoring or adding to their creatures' health, or even making them immune to certain conditions. A CR 6 dragon with 150 extra hit points is one tough customer, but might it be more powerful if it were instead immune to some of the most hindering conditions?

Druids might seem to lend themselves to the class, but as they already have an animal companion, they don't need more animals running around. That said, some lackluster druid spells have interesting effects when made feral, and there is something to be said in favour of a few shrubs suddenly turning into five dragons and an angry druid.

Paladins seem an odd choice, but they sometimes get spells which are normally high-level at a lower level, allowing them to spend less of their health. Further, they have the high hit dice necessary to supply such hit points anyway. They cannot reach tenth feragenitor level until epic levels, but given that they have only fourth-level spells in any case, they hardly need the last level. The paladin's combat abilities also compensate for the low spellcasting potential afforded by a feragenitor.

Rangers have similar benefits to paladins, and their ability to use archery efficiently from behind a wall of wolves lends itself to the feragenitor.

Sorcerers and wizards make good feragentors for the same reason they are good casters in the first place - they have a wide range of spells doing all sorts of different things to their animals. Wizard feragenitors who combine effects to increase their spell's saves can end up with fearsome Feral Phantasmal Killers.

FERAGENITORS IN THE WORLD
Forgive me, lieutenant, but in my experience wolves cannot fire missiles from their mouths, nor do bears turn entire cliff faces to mud at their touch. These are not normal ani... sir, look out! Sergeant Hallethor, called "The Unrelenting."

When people think of magically-created animals, most would think of the animal companions of the druid or ranger, or maybe a druid in wild shape. A few might give credit to a paladin's special mount. The creatures of the feragenitors are often assumed to be one of these things, but when they are recognised, feragenitors are often viewed with suspicion and no small amount of fear.
Daily Life: Feragenitors spend a lot of their time leading fairly casual lives, as giving up part of your life energy to create a semi-real creature is a strenuous activity, and the feragenitor must rest to restore this energy. Feragenitors often enjoy taking walks in the woods, but are often quite sociable people.

When people get used to the idea of a feragenitor, they are treated with greater respect, as the utility of their creations cannot be denied - sending animals to defend areas, act as messengers or potentially halt entire armies long enough to send reinforcements is just the start of the feragenitor's value to a town.
Notables: Castor Daedalus is a paladin and the guardian of Windhold, a small town in the woods. The town has no need for a town watch or even vigilantes, as even the threat of crime will be met with a pack of wolves surrounding the would-be criminal and bandits are usually met with bears who are seemingly immortal; a truly terrifying experience.

Arya Krystal is a strange druid who spends all her time in the forest, and generally takes no notice of much else. Those who enter the woods often find friendly animals, or Arya herself, guiding them across, though those with ill intent often find themselves coming down with a severe case of dragon. In any case, Arya usually keeps to herself, and though it is rumoured that she has a lover in hiding with her, he or she has never been seen.

Lorn Harrell is a sorcerer and a feragenitor, and uses his animals to spy in secret upon the good people of the world, as well as to steal items and to sow disorder amongst the people. His love of nature first led him to a quiet disdain for society, which has now grown to something deeper, and one day he would see every town and city razed to the ground.
Organizations: Feragenitors have no organisations per se, though they often join forces with others of their calibre, and join organisations of whatever they might have been before they became one - while some wizardly and sorcerous organisations might turn away feragenitors, druids and rangers approve of the feragenitor's choice and paladins accept the choice as necessary for the protection of the realm, while bards congratulate them for following their naturalistic muse and clerics of nature, healing or animal gods celebrate their attempt to get closer to their god.

NPC Reaction
Feragenitors, with their array of animals, are often mistaken for druids or rangers - though some, of course, are - but when people find out their true nature, feragenitors are often found frightening, suspect or dangerous, but just as often considered intriguing, useful and even noble.

FERAGENITORS IN THE GAME
Feragenitors generally balance out a lot of the spellcasting classes - paladins have a lot more options than they might, while wizards find themselves at a loss for ninth-level spells. When feragenitors fight druids, rangers, conjurers or each other, they can quite often find themselves in a small proxy war as their summoned or feral creations fight, but in general the feragenitor arrives on the battlefield with the animals.
Adaptation: With third level powers and knowledge (Psionics) 9 ranks, consider a psionic feragenitor. With Truespeak 9 ranks and third-level utterances from the Lexicon of the Evolving Mind, a truespeak-based feragenitor could also be possible - the Lexicon of the Evolving Mind largely consists of Subject or Clawspell utterances, while the Lexicon of the Perfected Map would work well with most of its utterances using the animal as the fulcrum. The Lexicon of the Crafted Tool contains only ten utterances, making it easy to adapt.
Encounters: Those who visit Windhold with criminal intent will inevitably find themselves in conflict with Castor Daedalus, though those who come in peace may be able to converse with him normally.

Those who go near enough Arya Krystal are bound to encounter her. Often she will guide the heroes through the woods, though if they wish damage to the forest she will repel or slay them alongside her animals, using magic to disguise them as trees or such.

Lorn Harrell periodically uses animals to attack people indirectly, and those who encounter him personally usually have a surprisingly civil interaction. He does not trouble those who live outside cities unless he has cause to do so, and enterprising adventurers might "Let slip" a few weaknesses of an evil city that they would rather didn't exist, and wait for Lorn to do their work for them. On the other hand, earning Lorn's ire often earns conflicts with Feral Nightmares and similar.

ddude987
2014-02-19, 05:31 PM
PRESTIGE CLASS NAME

http://Picture URL

You have strayed away from nature, and into corruption! On this day, you shall repent, and return to her arms as dust, to be made anew.

A general description of whatever the class is!

BECOMING A CLASS NAME
[class name]'s are chosen by nature. Those that enter into [class name] have heard this call and are answering. They accept that they are from nature, are becoming nature's true guardian, and when their time is done, they will return back to her.

ENTRY REQUIREMENTS
Skills: Knowledge (Nature) 8, Spot 4, Listen 4
Feats: Two-weapon fighting?
Special: An animal companionrestrictions on which?
Alignment: True neutral

Class Skills
Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+1|
+2|
+2|
+0|Link, Shadow Companion, Code of Balance

2nd|
+2|
+3|
+3|
+0|Body Augmentation

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

4th|
+4|
+4|
+4|
+1|Animal Augmentation

5th|
+5|
+4|
+4|
+1|Minor Capstone

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

7th|
+7|
+5|
+5|
+2|Body Augmentation

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

9th|
+9|
+6|
+6|
+3|Animal Augmentation

10th|
+10|
+7|
+7|
+3|Major Capstone[/table]

Weapon Proficiencies: A place to put the different proficiencies.

Spellcasting: A [class name] casts divine spells off of the [class name]'s spell list. A [class name] knows all spells on their spell list and can cast an amount of spells as noted by the table above. You also gain bonus spells for having a high Wisdom sore, as noted in the Player's Handbook. All spells [class name] can cast are categorized as nature spells or animal spells. When casting a nature spell, [class name] pulls energy from his natural surroundings to power the spell. As plants wither and animals die, a [class name] gains hp equal to her class level X spell level. When casting an animal spell, [class name] pulls energy from herself, taking damage equal to her class level X spell level.

Link: Levels in [class name] count as levels for the purposes of advancing your animal companion.

Shadow Companion: Just as there exists other planes linked to the material plane, so does there exists a corruption in every living thing. You gain a second animal companion. This companion is identical to your current companion except it is ethereal. At your command, you can have your shadow companion become tangible. This takes a standard action, and when the shadow companion becomes tangible, your regular animal companion becomes ethereal. This process can be reversed with a standard action.

Body Augmentation: As you become more spiritually in tune with the natural world, your physical body also becomes tuned. At levels 2 and 7 you may choose one augmentation from below that you meet the prerequisites for.

Animal Augmentation: Your animal companions also become able to bend nature to their will. Select an augmentation from below for your animal companions to have. Each augmentation provides one benefit to your regular companion, and one benefit to your shadow companion.

Minor Capstone:

Major Capstone:

PLAYING A CLASS NAME
[class name]'s have a special connection to nature. They understand that nature provides them with what they need, and in return, they must give back to nature. As they become more connected to nature, nature grants them more, and in return, they must give more back.
Combat: [class name]'s are quick and efficient in their ways of combat. Fighting side by side with their animal companions, they use their inner strength as well as the strength of nature to quickly subdue their foes.
Advancement: [class name]'s can choose to focus first on themselves, and secondly on those around them, or first on those around them, and secondly themselves. Focusing on themselves, they augment their own bodies with spells and abilities and become an unstoppable force. When focusing on others, they provide aid to their allies in the form of buffs and healing, as well as augmenting their animal companion to reap havoc among foes.
Resources: A [class name] draws upon the nature around them. As they take from nature, plants and animals around them begin to wither and die. As the give back to nature, they begin to draw upon their own life force.

CLASS NAME IN THE WORLD
It seems over specialized - Xervous (I'll change this one eventually)

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables:
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
[class name]'s are regarded by some as a corruption of nature. Killing nature for power is considered unacceptable by some, even if such life is re-payed. Others view [class name]'s as guardians of the world. They believe [class name]'s are the true perfection of neutrality, and have developed an understanding of how nature works that no other living beings can comprehend.

CLASS NAME IN THE GAME
[class name]'s focus on Wisdom for casting, and Str for fighting. They wield blades as extensions of their own self and have perfected combining that art with weaving in attacks from their own natural weapons.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Hellbred_Bard
2014-02-25, 07:28 PM
Thief-Taker of Xolotl

http://Picture URL

"For the Crime of Fratricide you have been judged Guilty. The sentence is having a sword sharpened on your bones until they are but dust."

Dvati lore holds that their souls are so powerful that a single, mortal vessel is too weak to contain them. Thus, their minds occupy two bodies. If one Dvati twin dies, the other slowly sickens and perishes. Most dvati prefer to commit ritual suicide if one twin dies without hope of return, as the pain of losing the close bond drives a dvati to the brink of madness. Thief-Takers of Xolotl are those who found safety on the edge of madness, while retaining some semblance of Sanity.

BECOMING A THIEF-TAKER OF XOLOTL

Becoming a Thief-Taker of Xolotl is not a task done lightly, the price of having part of your Soul returned to you from the Outer-Planes is eternal servitude to the Code of Quetzalcoatl, the Code of Law that the most Ancient of Civilizations adhered to. The ritual to call the soul back to you and give you the power of a Thief-Taker takes place in a Temple or near a shrine of Xolotl. It last for an hour and is among the most painful experiences you can survive.

ENTRY REQUIREMENTS
Race: Davti
Alignment: Any Non-Evil
Spellcasting:Able to Cast level 3rd Arcane Spells
Special:Must of had peaceful contact with a Good Aligned Outsider
Special: 1/2 of the Davti must be dead.


Class Skills
The Thief-Taker of Xolotl's class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (CON), Craft (INT), Diplomacy (CHA), Hide (DEX), Knowledge (Arcana), (INT), Knowledge (Religion) (INT) Knowledge (the planes) (INT), Profession (WIS), Sense Motive (WIS), Spellcraft (INT), and Use Magic Device (CHA)


Skills Points at Each Level: 4 + int

Hit Dice: d8

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

1st|
+0|
+2|
+0|
+2|Spirit Aura, Perseverance, Dagger of Xolotl|+1 level of existing spellcasting class

2nd|
+1|
+3|
+0|
+3|Canine Cohorts, Detect Evil| -

3rd|
+1|
+3|
+1|
+3||+1 level of existing spellcasting class

4th|
+2|
+4|
+1|
+4|Extra Domain (Good)| -

5th|
+2|
+4|
+2|
+4|Spirit Aura|+1 level of existing spellcasting class

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

7th|
+3|
+5|
+3|
+5|Extra Domain (Fire)|+1 level of existing spellcasting class

8th|
+4|
+6|
+3|
+6|Spirit Aura| -

9th|
+4|
+7|
+4|
+7||+1 level of existing spellcasting class

10th|
+5|
+7|
+4|
+7|Couatl Form, Extra Domain(Storm)| -
[/table]


Weapon Proficiencies: If not already possessed, the Thief-Taker gain proficiency in medium Armor.

Spirit Aura: Your Sibling's half of your soul is given to you in the form of a sentient aura that hides you from scrying, and gives you 'Undetectable Alignment' permanently.

At 5th Level the Aura gives you a +5 to Hide

At 8th Level you Spirit Aura is no longer effected by Canine Cohorts.

Perseverance:You gain a +5 to Will Saves against torture.

Dagger of Xolotl: This is an Ornate 1d6 Weapon. It is made out of Mundane Crystal and there for does not rust and has a multi-colored Couatl feather attached to the hilt. Using this dagger gives you a +4 bonus on Knowledge (religion) checks made when performing a sacrifice or mutilation. Any sacrifices or mutilations done with this weapon are not considered evil acts.

Canine Cohorts: Once a day as a full round action the Aura surrounding the Thief-Taker takes the form of Two Canines to help him in battle. While atleast one canine is on the battlefield, 'Spirit Aura' has no effect.

At level 8 Canine Cohorts has no effect on Spirit Aura.

{table=head]
Name|
Size/Type|
HD|
Initiative|
Speed|
AC|
Base Attack/Grapple|
Attack|
Space/Reach|
Special|
Saves|
Abilities|
Skills|
Feats|
CR


Canine Cohorts|
Medium Spectral Creature|
2d8+4|
+2|
+2|
14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
+1/+2|
Bite +3 melee (1d6+10)|
5 ft./5 ft.|
Trip|
Fort +5, Ref +5, Will +1|
Same as Character|
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1|
Track, Weapon Focus (Bite)|
2
[/table]

Detect Evil (Sp): At will, Thief-Taker can use detect evil, as the spell.

Extra Domain: A Thief-Taker gains the granted power and spell access of the Good domain at 3rd level, the Fire domain at 7th level, and the Storm domain at 10th level. The Thief-Taker generally uses a Dagger of Xolotl as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the Complete Divine book.

If a character had more than one spellcasting class in which she could cast 3rd-level arcane spells before she became a Thief-Taker, the player must decide which class to assign each level of Thief-Taker for the purpose of determining spells per day and spells known.

Couatl Form: At level 10 you gain the ability to turn yourself into a Couatl, and back again once per day. Changing form (to Dremora or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use Coutl Form, you regain lost hit points as if you had rested for a night. While in this form you gain +2 Strength, +5 Dex, +2 affinity from Good Aligned Outsiders, Telepathy within 90 ft. and Resistance to Psionics 5. Coutl Form last for an hour, or until morphed back.

PLAYING A THIEF-TAKER OF XOLOTL
Brief description on how to play the class you are designing.

Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

Advancement: This is a section on different options and paths that the class can go down when they advance in power.

Resources: What resources might a member of this PrC be able to draw on..

THIEF-TAKER OF XOLOTL IN THE WORLD
"I would not be here if not for them, they care more the King Lordran's Guard!" - High Alchemist Haamul

They are viewed as a superstition, a boogie-man to frighten children into behaving. When finding out the legends are true many people will seem fightened due to the harsh penalties they inflict on criminals, those of a 'modern' Lawful nature are hesitant to associate with Thief-Takers.

Daily Life: Thief-Takers pride themselves of being proactive vigilantes. They either watch the streets of the Area they choose to protect, or they have people come to them, paying them to hunt down Criminals. While mostly dealing with thief's, as the name implies, they will handle any and all criminals they come across.

Notables:

Illadin Gnollslayer: Protector of Gorellik's Gulch, has a particular hatred for Firemane Gnolls who are the ones who killed his brother, and when faced with delivering judgment on such a gnoll, he has always some close to violating the Code of Quetzalcoatl.
Rohar Runetotem: Protector of Coldharbour, a city known for its corrupt Law-Enforcement, sticks to shadows and is worshiped as a God by the peasant folk.


Organizations: The Only Organization associated with the Thief-Takers is the Church of Xolotl, the Canine God of Fire, Storms, and Twins; who is himself the twin of Quetzalcoatl, The Feathered Serpent.


NPC Reaction
NPC's are not likely to know they are dealing with a Thief-Taker, and will most likely treat then with indifference. However the Thief-Takers reputation makes them quite feared even to people who have nothing to hide

THIEF-TAKER OF XOLOTL IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.

Adaptation: This is a place where you put in detail how people can
adapt your class into their campaign setting.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

EX-THIEF-TAKERS OF XOLOTL

A Thief-Taker who grossly violates the Code of Quetzalcoatl (such as sacrificing or mutilating an innocent individual) loses all spells and class features, except for armor proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Thief-Taker until he atones (see the atonement spell description).

Jormengand
2014-02-28, 07:53 PM
(Sorry, I need another post for these)

Acid Arrow: The creature takes on a greenish tinge. Each successful hit it makes deals 2d4 acid damage in addition to the normal damage.

Acid Fog: Fulcrum.

Aid: Subject.

Air Walk: Subject.

Alarm: Subject, but the alarm is triggered when the creature becomes able to see, hear or otherwise sense another creature, or when the creature is slain.

Align Weapon: The creature's natural weapons take on the chosen alignment, even though the spell would not normally work on natural weapons.

Alter Self: Cannot be used.

Analyse Dweomer: The creature may attempt to analyze the object using its own free action. You learn whatever you would normally learn from the spell.

Animal Growth: Subject, but all the effects are doubled. If the animal is Gargantuan or colossal, it attains Colossal size and gains the other benefits anyway.

Animal Messenger: The animal can speak Common and one other language you speak.

Animal Trance: The animal can Fascinate other animals at will, as the Animal Trance spell, but it must maintain concentration as normal.

Animate Dead: The creature has the same immunities as an undead creature, and looks like an undead. It's still an animal, magical beast or dragon.

Animate Objects: The creature has the same immunities as a construct, and looks mechanical. It's still an animal, magical beast or dragon.

Animate Rope: The creature may,as a free action, transform one of its front legs (or arms, if it has them) into a rope-like appendage of up to the maximum thickness or length given in the spell, which is animated as the spell. The creature may turn its leg or arm back as a free action, and it returns to its normal location.

Antilife Shell: Fulcrum.

Antimagic Field: Fulcrum.

Antiplant Shell: Fulcrum.

Arcane Eye: You share the animal's senses. What it sees, you see. What it feels, you feel. This includes blindsight, and other senses. In addition, you can see from any direction from the animal, as though it had eyes all over its body.

Arcane Lock: Cannot be cast.

Arcane Sight: Subject. You make the spellcraft checks, and you learn whatever the creature would learn from the spell.

Atonement: Cannot be cast.

Augury: Subject - the animal can determine whether actions it will undertake will be good or bad as given in the spell description.

Awaken: Subject. No saves are taken at any point in the proceedings, however. Dragons do not become magical beasts.

Baleful Polymorph: The creature's attacks cause any creature struck to be forced to take a fortitude save or be subject to the spell's effects. A new save is allowed each round to end the effect.

Bane: The creature gains a +1 bonus to its AC and a +1 bonus to the DC of any fear effects it can cause.

Banishment: The creature can attempt to banish any creature it hits as a swift action, which must be made within 1 round of the attack. Such a creature must return to its home plane (Will negates).

Barkskin: Subject.

Bear's Endurance: Subject.

Bear's Endurance, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Bestow Curse: Clawspell, but the curse only lasts one round/caster level.

Black Tentacles: The creature can grapple creatures from up to fifty feet away. It can always un-grapple a creature which isn't in its square, and cannot be pinned by such a creature. It can grapple up to four creatures in such a manner at once, and has four tentacle attacks as a creature of its size.

Blade Barrier: Fulcrum. The creature is the centre of the effect, which must be a ring. A creature who is passed through by the wall is affected, just as a creature who passes through it.

Bless: Subject.

Bless Water: The creature's blood is holy water. This makes it immune to effects such as transmute blood to acid. Further, creatures who attack the creature without a reach or ranged weapon are hit as if by holy water.

Bless Weapon: The creature's natural weapons are considered blessed in this way.

Blight: Noncreature plants the creature touches die. Other plants take 1d6 extra damage from the creature's attacks.

Blindness/Deafness: A creature hit by the creature's attacks suffers the spell's effects, chosen at the time, but only for one round.

Blink: Subject.

Blur: Subject.

Break Enchantment: The creature is immune to hostile enchantments, transmutations and curses.

Bull's Strength: Subject.

Bull's Strength, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Burning Hands: The creature is on fire. Any creature it touches, or hits with a natural attack, takes 1d4 fire damage. Any creature it grapples takes 5d4 damage each round it is being grappled.

Call Lightning: Each round, a vertical lightning bolt strikes down into the creature's square, dealing damage as Call Lightning. The creature is immune, but creatures in the same square, or above the creature, are hit by the lightning bolt.

Call Lightning Storm: As Call Lightning, but the damage is increased to 5d6 (or 5d10).

Calm Animals: Animals are calmed by the animal's presence, so long as they have no more than 1d4 hit dice plus 1 hit die per two caster levels. All animals may save against the effect, and are only affected for 1 round/level.

Cat's Grace: Subject.

Cat's Grace, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Cause Fear: Any hostile creature within the HD range within 30 feet of the creature must save each round against the effect.

Chain Lightning: When the creature charges, it creates a lightning bolt in its wake. This lightning bolt deals 1d6 damage/level (maximum 20d6) to any creature in its path, as well as the creature it actually charges. It may then immediately make another charge, but may only make a total of three charges maximum. The second and third charge only deal lightning damage to the target of the charge.

Chaos Hammer: Clawspell, but the damage is only 1d8 to a lawful outsider, 1d6 to a lawful creature and 1d4 to a neutral creature. Lawful creatures must still save against slowing, but cannot save for half damage.

Charm Animal: Other animals within the HD limit who see the creature must save against the effect or treat the animal as friendly. This does not influence their opinion of you.

Charm Monster: As Charm Animal, but affects all creatures within the HD limit.

Charm Monster, Mass: As charm monster, but there is no HD limit.

Charm Person: As Charm Animal, but affects humanoids.

Chill Metal: The creature is slightly colder than normal, and quickly becomes unbearably cold to the touch. For a minute, it is simply cold and there is no other effect, but for the next two it becomes icy and deals 1d4 cold damage per round to creatures who are touching it, or 1d4 cold damage on each natural weapon attack. For four minutes it is freezing, dealing 2d4 cold damage instead, for 2 more minutes it is icy and for the last minute it is simply cold again.

Chill Touch: The creature's attacks deal 1d6 negative energy damage. Undead do not take this damage, but must instead take a will save or flee as if panicked for a single round.

Circle of Death: Creatures touched by the animal must take a fortitude save or die. Creatures with 9 or more hit dice are immune.

Clairaudience/Clairvoyance: Fulcrum. You see the area around the animal.

Cloudkill: Fulcrum.

Colour spray: Any creature of five or fewer hit dice who looks upon the animal must save against the effect. They need only save once per Feral Spell.

Command: The creature may give commands as the Command spell, to other creatures. It must take a standard action to do so, and the subject is allowed two will saves against the effect instead of one. A subject who successfully resists the command can no longer be affected by commands. The creature knows the words Approach, Drop, Fall, Flee and Halt in common and one other language of your choice, and can speak them.

Command, Greater: As command, but the creature is only allowed a single save against the effect initially, and it lasts one round per caster level. The subject may, however, roll each round to save against the effects.

Command Plants: The creature can speak with plants, even if it speaks no languages, and can command them as the Command Plants spell.

Command Undead: The creature can speak with undead, even if it speaks no languages, and can command them as the Command Undead spell.

Commune: The animal may commune, as the spell, for the spell's duration. While it does not share such knowledge with you, it will use such knowledge to further its decisions.

Commune with Nature: The animal may commune with nature, as the spell, when it is created. While it does not share such knowledge with you, it will use such knowledge to further its decisions.

Comprehend Languages: The creature understands common, and another language you speak. The animal cannot speak these languages if it could not already.

Cone of Cold: The creature and surrounding area is very cold. Anyone within five feet of the creature takes 1d6 damage/2 levels (maximum 7d6). Anyone 10 or 15 feet away takes half damage, and anyone 20 to 30 feet away takes a quarter damage.

Confusion: Creatures who see the animal must take a will save each round or be confused for that round.

Confusion, lesser: As confusion, but creatures are only affected once.

Consecrate: Fulcrum.

Contact Other Plane: The creature may Contact Other Plane, as the spell, for as long as it concentrates. You don't know the results, but the creature may use them to aid in its actions. The creature uses your intelligence for the check, but the creature is the one who suffers the effects of failure.

Contagion: The creature suffers from the chosen disease, but its bite or sting attack passes the disease on to anything it attacks. Use the saving throws given in the table.

Contingency: Choose another valid spell, and pay the hit point cost for it (even though you're not casting it as a feral spell, you're casting it as a contingent spell as part of a feral contingency). Subject. For example, if you chose Heal, you would have to pay for Heal, Contingency and the creature itself, and that creature would have a contingent Heal effect on it.

Continual Flame: Subject.

Control Water: Choose Lower or Raise. The creature causes all water it touches to be subject to that effect.

Control Winds: Fulcrum.

Create Food and Water: The creature's flesh and blood become highly nourishing. When the creature is slain, it can feed a number of creatures equal to the number given in the spell description.

Create Undead: The animal becomes undead, and gains the Deathless template. The spell must still be cast at night.

Create Water: Cannot be cast.

Crushing despair: The creature gets +2 AC, DR 2/-, +2 to the save DC of all effects it causes and +2 to the DC of hostile skill checks or ability checks against it, or a +2 bonus on opposed skill checks.

Cure Wounds: The creature gains a number of temporary hit points equal to the number of hit points the spell would normally heal.

Cure Wounds, Mass: As Cure Wounds, but those who stand within 30 feet of the creature also get these temporary hit points. The temporary hit points only take effect within 30 feet of the creature, but they cannot be replenished by walking away and coming back - the number stays the same even when they are not in effect.

Curse Water: As Bless Water, only for unholy water.

Darkness: Subject/Fulcrum - the emanation of darkness comes from the creature, who can see as though the spell were not in place.

Darkvision: Subject.

Daylight: Subject

Daze Monster: Clawspell.

Death Knell: Clawspell. The creature gains the benefits of the spell when a creature is killed.

Death Ward: Subject.

Deathwatch: Subject. In addition, the creature can study another creature for three rounds to get a more accurate reading: Uninjured (full health), Barely injured (75% or more health, but under 100%) injured (50% or more, under 75%), badly wounded (25% or more, under 50%), near death (more than 3 hit points, under 25%), fragile, dying, dead or neither alive nor dead. The creature does not share this information with you unless it can speak, but uses it to aid its decisions when carrying out your commands.

Deep Slumber: Clawspell.

Deeper Darkness: As darkness, only for the Deeper Darkness spell.

Delay Poison: Subject.

Desecrate: Fulcrum.

Detect...: Subject. You do not know the result of the spell, but the animal does, and uses this knowledge to inform its decisions.

Dimension Door: The animal retains its normal movement speed, but teleports wherever it moves, allowing it to move through walls, and it does not provoke attacks of opportunity.

Dimensional Anchor: Clawspell, but the effect only lasts 1 round/level.

Diminish Plants: Cannot be cast.

Discern Lies: The animal may gain information by concentrating on a subject. You do not know the result of the spell, but the animal does, and uses this knowledge to inform its decisions.

Disguise Self: Subject.

Disintegrate: Clawspell, but the animal takes 5d6 damage at the same time, whether the save is passed or failed. The target takes only half damage.

Dismissal: Clawspell.

Dispel Alignment: Subject for the first effect, Clawspell for the second and third effects.

Dispel Magic: Clawspell, using the Targeted Dispel function.

Dispel Magic, Greater: Clawspell, using the Targeted Dispel function.

Displacement: Subject.

Disrupting Weapon: The creature's natural weapons are targeted, even though they would not normally be subject to the spell's effects.

Divination: As augury except as noted in the spell's description.

Divine Favour: Subject.

Divine Power: Subject.

Dominate Animal/Person: The creature may target one creature of the correct type, who is subject to the creature's commands if they fail the save.

Doom: Clawspell, but onyl for 1 round/level

Dream: Subject. The creature can also speak and understand common and one other language you speak.

Eagle's Splendour: Subject.

Eagle's Splendour, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Endure Elements: Subject.

Enervation: Clawspell, but only 1 negative level per attack

Enlarge Person: Subject, even though the creature isn't a humanoid.

Enlarge Person, Mass: Subject, twice, even though the creature isn't a humanoid. The effects stack.

Entangle: Fulcrum.

Enthrall: The creature may howl, trumpet or make some other noise instead of speaking or singing, but is otherwise treated as the caster of the spell. It uses your charisma if it is challenged.

Entropic Shield: Target.

Erase: The creature is immune to the effects of Explosive runes, Glyph of Warding, Sepia Snake Sigil, Symbol of Death and other spells which harm or otherwise negatively affect creatures through use of written words. The creature cannot set such spells off, but gets no special ability to detect them.

Expeditious Retreat: Subject.

Explosive Runes: The creature's skin is covered in 2d4 large runes. Whenever the creature is attacked, there is a 50% chance that the attacker accidentally sets off a rune. This rune will do 3d6 force damage to the attacker only, and only if they are within 10 feet of the creature. There is also a 50% chance of setting off a rune each round in a grapple.

Eyebite: Clawspell.

Fabricate: The creature gets a +8 armour bonus to AC, and its natural weapons are treated as being made of adamantine for the purposes of damage reduction.

Faerie Fire Fulcrum, but the creature is affected too.

False Life: Subject.

False Vision: Fulcrum, but attempts to scry the creature fail in the same way.

Fear: Any hostile creature within 30 feet of the creature must save each round against the effect.

Feather Fall: The creature is treated as having a ring of feather falling. In addition, any creature riding atop it falls safely as well.

Feeblemind: Clawspell, but even if the save is failed the effect lasts only until the end of the creature's next turn.

Find the Path: Subject

Find traps: Subject The animal will automatically make an attempt to communicate the presence of traps to you unless you tell it not to.

Fire Seeds: Choose one: The animal may cast Fireball (CL 5) at-will as a spell-like ability, or the animal may place up to eight diminutive bombs at a time, each as a full-round action, and detonate them all by making a suitable noise. They otherwise act as holly berry bombs as given in the spell description.

Fire Shield: Subject.

Fire Trap: Fulcrum/Subject. The trap is placed on the creature's body, and an attack has a 50% chance of detonating it. The creature is unharmed by the explosion.

Fireball: The creature has the Burn ability of the fire elementals, though it applies to all its attacks and all attacks against it from melee range.

Flame Arrow: The creature can launch flaming arrows from its mouth, making attack and damage rolls as if armed with a longbow and firing arrows with the Flame Arrow spell upon them. It adds its strength modifier to the damage roll.

Flame Blade: The creature becomes equipped with such a weapon as the one in the spell description. It usually extends from the creature's claw or the back of its paw, appearing more like a katar or scizore than a scimitar, but it still follows the normal rules for the flame blade. The creature is proficient in the blade.

Flame Strike: The creature is wreathed in flame. Any creature within 10 feet of the creature takes damage each round, and the creature's attacks deal extra damage. The extra damage is 1d6 fire and 1d6 resulting directly from divine power, as in the spell description.

Flaming Sphere: Fulcrum. The sphere stays in the creature's square, requiring a grapple (or some other way of entering another creature's square) to deal damage. If the creature is large or larger, the sphere re-sizes itself to fit.

Flesh to stone: The creature is a construct. It also gains hardness 20. It appears to be a statue, and gets +20 on its hide or disguise checks to pretend to be one.

Fly: Subject, but the creature cannot be ridden while flying.

Floating Disk: The creature stands on a disk and floats about instead of moving normally. The disk floats ostentatiously three feet in the air, and moves at the creature's normal speed each round, though the creature need not actually take a move action to move. The creature may abandon the disk and start moving of its own accord at any time, in which case the disk follows at the creature's normal speed, and waits 5 feet from the creature for it to get back on. If the creature starts flying, the disk waits underneath it.

Fog Cloud: Fulcrum.

Forbiddance: Fulcrum. Due to the spell's modular area, the creature need not actually be at the centre of the effect, but can be no less than 30 feet from the edge of it.

Forceful Hand: The creature may summon the power of the hand whenever it makes a bull rush attack, adding the hand's power (+14 to the check) to its own. The creature also provides cover, as interposing hand.

Fox's Cunning: Subject.

Fox's Cunning, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Freedom of Movement: Subject.

Freezing Sphere: The creature's attacks deal 2d6 cold damage, and even touching the creature causes 1d6 cold damage. Any water the creature touches is frozen in the same way as the spell, allowing the creature to walk over it.

Gaseous Form: The creature can assume a gaseous form, as the spell, at will, but cannot use the spell on another creature.

Geas/Quest: Cannot be cast.

Lesser Geas: Cannot be cast.

Gentle Repose: Any creature the animal kills is subject to the effect.

Ghoul Touch: Clawspell, but only lasts one round.

Giant Vermin: The creature assumes the relevant size, even if it is not a vermin.

Glibness: Subject. The creature speaks common if it didn't already.

Glitterdust: Fulcrum. The creature continually produces just as shiny but less sticky particles, and creatures are no longer affected if they leave the area.

Globe of invulnerability: Fulcrum, but the creature is also invulnerable.

Lesser globe of invulnerability: Fulcrum, but the creature is also invulnerable.

Glyph of Warding: Fulcrum. The glyph is attached to the creature, and you set the conditions for its explosion. You must pay the hit point cost for any other spell in the glyph.

Glyph of Warding, Greater: As glyph of warding except as given in the spell description.

Goodberry: The animal's corpse can feed up to 2d4 creatures, each of whom heals a single point of damage. The animal can additionally feed as many creatures as it normally could.

Good hope: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Grease: Fulcrum. Also, the creature gets a +10 bonus on Escape Artist checks and on grapple checks to escape a grapple or pin.

Guards and Wards: Fulcrum. The effects are immediately undone when the area moves away (fog disperses, doors become unlocked, webs disintegrate, and so forth).

Gust of Wind: When the creature moves, a blast of air follows it at a height of 50 feet and width of 15 feet (5 each side). Creatures hit by this are affected as though by the spell.

Hallow: Fulcrum.

Hallucinatory Terrain: The creature looks like a part of the terrain. You decide its exact appearance, and it gets a +20 to hide in or disguise as the relevant terrain type.

Halt Undead: Clawspell, but only lasts a single round.

Harm: The creature's attacks deal 15 bonus negative energy damage each. The creature is healed by negative energy damage, but is still healed by positive energy damage.

Haste: Subject.

Heal: The creature is immune to the ability damaged, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned conditions, and gains a number of temporary hit points equal to the number that Heal would have healed.

Heal Mount: As heal.

Heat Metal: The creature is slightly warmer than normal, and quickly becomes unbearably hot to the touch. For a minute, it is simply warm and there is no other effect, but for the next two it becomes hot and deals 1d4 fire damage per round to creatures who are touching it, or 1d4 fire damage on each natural weapon attack. For four minutes it is searing, dealing 2d4 fire damage instead, for 2 more minutes it is hot and for the last minute it is simply warm again.

Helping Hand: The animal may seek such a person as the hand might, and takes as long. The only effect of this is to speed the animal's search.

Heroes' Feast: The creature's flesh and blood become highly nourishing. When the creature is slain, it can feed a number of creatures equal to the number given in the spell description. The creature's remains survive for one hour and ten minutes after the normal time.

Heroism: Subject.

Heroism, Greater: Subject.

Hide from Animals/Undead: Subject.

Hideous Laughter: The creature is highly amusing; perhaps it wears a clown's hat. Every round, anyone who can see the creature must save each round or spend that round laughing; the implications of this are given in the spell's description.

Hold Animal/Monster/Person: A creature of the correct type who is struck at least once by the animal must save or lose their next round's actions, as given in the spell descriptions.

Hold Portal: Any portal the animal touches is considered held for as long as the animal touches it, as though it were subject to the spell. Theoretically, the animal may hold multiple portals in such a way.

Holy Smite: Clawspell, but the damage is only 1d8 to an evil outsider, 1d6 to an evil creature and 1d4 to a neutral creature. Evil creatures must still save against blinding, but cannot save for half damage.

Holy Sword: The creature becomes equipped with such a weapon as the one in the spell description. It is a longsword. It usually extends from the creature's claw or the back of its paw, appearing more like a katar or scizore than a longsword, but it still follows the normal rules for a Holy Sword longsword. The creature is proficient in the blade.

Hypnotic Pattern: The creature bears such a pattern. If the creature does not act, those who look at it must save against fascination regardless of HD.

Hypnotism: As hypnotic pattern, but only affects creatures of 5 HD or fewer.

Ice Storm: Fulcrum, but the storm deals no damage.

Identify: The animal may Identify, as the spell, as a spell-like ability. While it does not share such knowledge with you, it will use such knowledge to further its decisions.

Illusory Script: The creature's body is covered with words which explain a mildly interesting but largely irrelevant topic, though you may choose what they say if you wish (Some feramancers favour "I prepared explosive runes this morning"). The total amount of text must be at least a number of words equal to the creature's weight in pounds. When the creature has any other written material within reach, it may touch it and replace a portion of the text with the text on its body, disappearing into whatever item had the writing upon it in the process. It must replace exactly the same number of words.

The creature has literally become part of the item, so even true seeing won't detect it, though most divinations that locate a creature will and even read magic will reveal that the script is in some way magical. Otherwise, to detect the creature requires noticing the discrepancy in the text - which might not be possible if the feramancer deliberately chose text to match a specific passage from a book.

The creature may leave into an adjacent square as a full-round action, in which the text returns to normal.

Illusory Wall: As illusory script, except that each side of the animal (left, right, top and bottom) has a pattern on it, such as one might find on a wall, and the creature may hide in a wall, replacing the facing with the pattern on one side of the animal, of its choice.

Imbue with Spell Ability: Subject, even though the creature almost certainly doesn't have the requisite ability scores. For abjuration and divination spells, you may pay the health cost for these spells instead of using the slot, but conjuration (healing) spells must actually be given, and you can do so to the other spells.

The animal uses your ability scores to cast spells. You may only have one Feral Spell of Imbue With Spell Ability at a time, though those who have already used all their spells do not count towards this limit.

The creature can speak for the purposes of verbal components, can substitute paw-waving or similar for the somatic components, and has the Eschew Materials feat.

Inflict Wounds: Clawspell, but only deals damage equal to the CL 1 version of the spell, minimised (that is, each die is treated as the lowest result it could possibly roll). Undead, or other creatures healed by negative energy damage, are dealt positive energy damage instead, and creatures who are immune to both damage types are not affected at all.

Inflict Wounds, Mass: As Inflict Wounds, but whenever a creature takes damage from the affect, another creature in short range also takes the damage. The animal chooses this target, or may decide to affect no target at all.

Insect Plague: The creature is constantly surrounded by locusts. All cubes that it is in are treated as having locust swarms in them, even though a locust swarm normally takes up a 10 foot by 10 foot cube. The swarms deal normal damage and Distract normally, but the creature itself is immune.

Interposing Hand: The creature shares its space with a giant hand which provides cover for those allies who are behind it, and reduces the movement speed of enemies passing through, as given in the spell's description. The creature is also afforded cover by the hand.

Invisibility: Subject. Though the effect ends as the subject attacks, it can reinstate it as a full-round action that provokes attacks of opportunity.

Invisibility, Greater Subject.

Invisibility Purge: Subject.

Invisibility Sphere: Fulcrum, but the creature is affected too. The creature can reinstate the effect as a full-round action that provokes attacks of opportunity.

Ironwood: The creature gets a +12 natural armour bonus to AC and hardness 20.

Irresistible Dance: Clawblade, though the effect lasts a single round.

Jump: Subject.

Keen Edge: The spell's effects apply to the creature's natural weapons.

Knock: The spells effects are applied to anything the creature touches - if it touches a lock, it is unlocked, while secret doors open to the creature's touch.

Levitate: The creature may Levitate itself, as the spell, at will.

Lightning Bolt: When the creature charges, it creates a lightning bolt in its wake. This lightning bolt deals 1d6 damage/level (maximum 20d6) to any creature in its path, as well as the creature it actually charges.

Liveoak: The creature can join with an oak tree in the same way a Feral Spell of Illusory Script might join with text, though the tree looks no different for it. The result is that the tree becomes a treant.

Damage to the treant causes damage to the animal, and it is quite possible that the treant will still be alive as the animal dies. If that is the case, the treant becomes a tree once more and the creature's body is lost.

If the reverse happens and the animal lives while the treant dies, the animal is forcibly ejected to a random adjacent square, as close to ground level as possible, and is dazed for a round.

Locate Creature: The animal Locates Creature, as the spell, upon its creation. It knows the result of the spell, but you do not. However, it may use the knowledge it gains to aid it in following your orders.

Locate Object: The animal Locates Object, as the spell, upon its creation. It knows the result of the spell, but you do not. However, it may use the knowledge it gains to aid it in following your orders.

Longstrider: Subject.

Mage Armour: Subject.

Mage's Faithful Hound: The creature guards a location, and is treated as the hound in question. Its damage on all attacks is as normal. It will only use natural weapons, and will not pursue intruders. Unlike other Feral Spells, you cannot control it.

It's still invisible and immune to all damage.

Mage's Lucubration: The creature may cast a single spell of fifth level or lower that you prepared today as a spell-like ability. You must choose which spell this is, and it cannot be a spell with an experience or costly material component.

Mage's Private Sanctum: Fulcrum.

Magic Aura: Subject. This may cause the animal not to emit an aura of conjuration (Creation).

Magic Circle Against Alignment: Fulcrum.

Magic Fang: Subject, but applies to all applicable weapons.

Magic Fang Greater: Subject, but applies to all applicable weapons.

Magic Jar: You may use the creature in lieu of the Jar, allowing movement. Your body still appears dead. However, your ability to sense creatures is replaced with the creature's normal vision. The creature is also trapped in the animal, which may result in a very angry animal.

Magic Missile: The creature may make ranged touch attacks against creatures in the spell's range, exactly as if armed with a firearm. Each successful hit does damage as a magic missile.

Magic Stone: The creature may make ranged attacks against creatures in the spell's range, exactly as if armed with a sling. Each successful hit does damage as a magic stone.

Magic Vestment: The creature acquires a relevantly enchanted suit of padded barding. It cannot be removed from the animal.

Magic Weapon: As Magic Fang.

Magic Weapon, Greater: As Greater Magic Fang.

Major Creation: Cannot be cast.

Major Image: The creature shares a space with a major image, and the creature itself cannot be seen or heard. The major image must be roughly the same size as the creature. You needn't concentrate on the image to control it.

Make Whole: Cannot be cast.

Mark of Justice: Instead of creating an animal, you inscribe a Mark of Justice on a creature normally. Instead of a curse, the penalty for breaking the rule is that the animal suddenly appears, takes a surprise round, and enters combat immediately. The animal is obsessed with the destruction of the person who bore the mark. The animal still disappears after 10 minutes, and the mark fades when activated. The animal always knows where its target is, and may cast Greater Teleport and Plane Shift at will, but you cannot control the animal in any way.

Meld Into Stone: The creature may pass through stone. To an extent, it appears to be made of stone, and gets a +10 bonus on hide checks to hide in stony areas, but is still clearly not a statue when observed.

Mind Fog: Fulcrum.

Minor Creation: Cannot be cast.

Minor Image: The creature shares a space with a minor image, and the creature itself cannot be seen or heard unless it speaks, in which case the voice is heard. The major image must be roughly the same size as the creature. You needn't concentrate on the image to control it.

Mirage Arcana: Fulcrum.

Mirror Image: Subject.

Misdirection: Subject.

Mislead: You appear to create the creature in a different location from its true location. It is the subject of the spell.

Mnemonic Enhancer: As Mage's Lucubration, but a spell of third or lower level.

Modify Memory: Clawspell, but only affects a minute per hit, and the lost memories are restored with the

Mount: The creature can carry riders of the same size as it.

Move Earth: The creature can lift up earth telekinetically, so long as it is in medium range. As a standard action, it can pull out a 5 ft cube of earth and move it up to 120 feet, or throw it at a creature within 60 feet. A successful ranged touch attack with the earth deals 3d6 bludgeoning damage.

Neutralise Poison: The creature is immune to all poisons, even that of a prismatic wall or similar.

Nightmare: A failed save causes the creature to have to fight the animal in their dream. Damage, status and death in the dream transfers to reality. You are still susceptible to protection from evil, and the creature disappears after 10 minutes as normal. The consequences of the nightmare are otherwise mitigated.

You may trance until the subject sleeps as normal.

Nondetection: Subject.

Obscure Object: When the creature is scried or viewed with any divination, all nearby nonliving objects are not seen. The creature appears to be in a featureless black plane, save for other creatures, who appear naked as their items cannot be seen.

Obscuring Mist: Fulcrum

Order's Wrath: Clawspell, but the damage is only 1d8 to a chaotic outsider, 1d6 to a chaotic creature and 1d4 to a neutral creature. Chaotic creatures must still save against dazing, but cannot save for half damage.

Overland Flight: Subject. The animal may still be ridden while flying.

Owl's Wisdom: Subject.

Owl's Wisdom, Mass: Subject. Allies within 30 feet of the creature are also subjected to the spell while they remain in range.

Passwall: The creature can walk through solid objects(but not living creatures, undead or animated constructs) as though they were not there.

Pass without Trace: Subject. Creatures riding such an animal, or remaining within 30 feet of it, are also affected.

Permanency: The creature lasts fully one hour instead of 10 minutes.

Permanent image: The creature shares a space with a permanent image (Though it only actually lasts as long as the creature), and the creature itself cannot be seen, heard or smelt, nor can its heat. The permanent image must be roughly the same size as the creature. You needn't concentrate on the image to control it.

Persistent Image: Cannot be cast.

Phantasmal Killer: The creature may, as a full-round action which provokes attacks of opportunity and automatically fails if the creature is struck in so doing, fire a phantasmal blast at a creature in short range. The creature is entitled to a will save to disbelieve the blast, a reflex save to dodge it and a fortitude save to resist it. Failing all three saves causes the creature to die. Failing the will and reflex saves causes the subject to take 3d6 damage.

Phantom Steed: The creature gains the abilities of the phantom steed, save that it may not fly if it cannot already. It uses its speed or that of the steed, whichever is higher. It can fight, and animals neither shun nor refuse to attack it.

Phantom Trap: The creature appears to be that of another feral spell - it might have words written across it, indicating Illusory Script. All effects of it having this appearance take place as normal - often, a bonus to hide or disguise - but otherwise it gains no actual effects of the spell.

Planar Ally: The creature is treated as an outsider.

Planar Ally, Lesser: The creature is treated as an outsider (native).

Planar Binding: The creature is treated as an outsider.

Planar Binding, Lesser: The creature is treated as an outsider (native).

Plane Shift: Subject. The creature goes to the intended plane as soon as it is created.

Plant Growth: The creature is treated as being a plant.

Poison: Clawspell, though each time the poison deals only 1d3 constitution damage.

Polymorph: You aren't restricted to Animal, Dragon, Magical Beast and Vermin. You can choose abberation, fey, giant, humanoid, monstrous humanoid, ooze, or plant.

Prayer: Fulcrum.

Produce Flame: The animal has the flame in a paw, claw or equivalent.

Programmed image: As silent image, but triggers when a certain condition is met, causing the creature to appear to change shape.

Project Image: The creature is duplicated as given in the spell description. You, or the creature, may spend the move action to change the duplicate's actions.

Protection from Alignment/Arrows/Energy: Subject. In the case of Protection from Energy, the creature can take three full-round actions that provoke attacks of opportunity to restore its resistance to full.

Prying Eyes: The creature can transform into an eye as a standard action. It does not cease to be if it gets too far from you.

Pyrotechnics: Choose fireworks or smoke cloud. Any fire the creature touches turns into such an effect, to which the creature is immune. It also has fire resistance 10.

Quench: The creature is immune to fire. Fire that touches it is extinguished immediately. If it touches an elemental (Fire), that creature takes 1d6 damage/level.

Rage: The creature may rage, as the spell, as a free action.

Rainbow Pattern: Fulcrum. The animal cannot be moved 30 feet as a free action.

Raise Dead: The creature has a contingent Raise Dead spell which triggers upon its death.

Ray of Enfeeblement: Clawspell, though the duration is only 1 round/level.

Ray of Exhaustion: Clawspell, though the duration is only 1 round/level.

Read Magic: The creature can Read Magic, as the spell. It cannot read normal writing, only discern the writing's magical effect. It has no special way to communicate this knowledge to you, but can use it to inform its decisions.

Reduce Animal/Person: Subject, even though the creature isn't a humanoid and might not be an animal.

Reduce Person, Mass: Subject, even though the creature isn't a humanoid.

Reincarnate: When you summon the creature, you instead summon a first-level humanoid rolled from the table with the were-creature template applied to it for the relevant creature (this can potentially cause were-dragons). If you roll a 100, it is instead summoned as normal but has the half-fiend or half-celestial template (your choice).

Remove Blindness/Deafness: The creature cannot suffer the chosen condition, nor any damage to the relevant sense.

Remove Curse/Disease/Fear/Paralysis: The creature is immune to the condition(s) specified in the spell.

Repel Vermin: Fulcrum.

Repel Wood: When the creature runs or charges, wooden objects that would be affected by the spell and that are, at any point, within 10 feet of the animal as it moves ascend to a height of 5 feet and are dragged along at the same speed as the animal, meaning that if they start within 10 feet they maintain their location relative to the animal apart from moving upwards.

Weapons such as arrows and spears make attacks with an attack bonus of 0 against any creature they hit, though as arrows are improvised weapons they take a -4 penalty. Such weapons deal normal damage as though wielded with a strength of 10.

Creatures wearing wooden armour are also affected, and if the feragenitor wears wooden armour he levitates five feet above the animal and moves with it, dropping down at the end of the charge, but otherwise the charge is resolved normally. If the creature descends enough, the feragenitor may make a dive attack with a piercing weapon.

Repulsion: Fulcrum/Subject.

Resilient Sphere: Fulcrum.

Resistance: Subject.

Resist Energy: Subject.

Restoration: The creature is immune to negative levels, ability damage, ability drain, Fatigue and Exhaustion.

Restoration, Lesser: The creature is immune to ability damage and fatigue.

Righteous Might: Subject. The damage reduction depends on your ability, unless the animal itself can channel positive energy in which case the animal's is used.

Rope Trick: The creature can open an extradimensional portal in the vicinity of its stomach, causing a small gate-like disk which looks like a hole in the creature.

A creature of the same size as the creature can move through the gap as a full-round action, a creature one size category smaller as a standard action and any smaller creature simply as part of their movement. Larger creatures require full-round actions and epic escape artist checks to enter.

Inside the gate acts exactly as the extradimensional space from a rope trick spell, though it moves with the creature who can open and close it as a free action at will. Leaving the space is the same action as entering it.

If the animal dies or its duration ends with creatures inside, they take 3d6 damage each and are shunted to a random location 2d6*5 feet away, or the nearest available space if that space is not available. If there is nowhere within 100 feet that the creature can be placed, it dies and its body is destroyed.

Rusting grasp: The creature gains the rust special ability of a rust monster, and an antenna attack with which to use it.

Sanctuary: Subject. If the creature attacks, it can reinstate the effect as a full-round action.

Scare: Any hostile creature within 30 feet of the creature must save each round against the effect.

Scorching Ray: The creature may make ranged attacks against creatures in the spell's range, exactly as if armed with a ranged weapon. Each successful hit does damage as a scorching ray.

Scrying: The animal can scry, as the spell, for as long as it likes upon its creation, but can only choose one other creature who can save as normal and if the creature does so the scrying is wasted, and you cannot attempt to scry that target with another feral spell again (but you can use a normal scrying). On a success, the creature scries as normal, though only it can know the results. It uses these results to guide it in its actions despite being unable to communicate them.

Scrying, Greater: As scrying, but if the creature has one of the mentioned spells as a spell-like ability, it can use it through the scrying as normal.

Sculpt sound: Subject, and the area within 10 feet of the creature is also affected.

Searing Light: The creature appears to be made of light. Also, clawspell.

Secret chest: As a standard action, the creature can hide on the ethereal plane or return to its original location. Time spent hidden in this way only counts as a tenth of the normal time for purposes of the ten-minute time limit.

Secret Page: As illusory script, but the creature can instead change into a piece of paper with the relevant script upon it.

Secure Shelter: When the creature is in a shelter, it can Arcane Lock any of the doors, windows and so forth, as well as place up to three Alarms anywhere in the building. These measures fail on the animal's death or when it leaves.

See invisibility: Subject. The creature cannot transfer the knowledge it gains to you in any special way, though it uses the information to inform its decisions.

Seeming: As disguise self, only the creature can change what it looks like as a free action.

Sending: When you create the animal, you may make it appear within 30 ft of another creature with which you are familiar.

Sepia Snake Sigil: The creature's skin is covered in 2d4 large sigils. Whenever the creature is attacked, there is a 50% chance that the attacker accidentally sets off a sigil. This sigil will hold the attacker in temporal stasis for 1d4 rounds, as given in the spell description, but only if they are within 10 feet of the creature and only on a failed reflex save. There is also a 50% chance of setting off a sigil each round in a grapple.

Shadow Conjuration/Evocation: The creature has some form of feral spell on it, of your choice from the relevant school and of third level or less, and can change it to another of the same school and of third level or less as a standard action. However, these spells are only one-fifth real, as given in the spell descriptions.

Jormengand
2014-02-28, 07:54 PM
(And another one)

Shadow walk: The creature may Shadow Walk, as the spell, at will. It may not take companions with it except those riding it.

Shatter: The creature's attacks deal 1d6 sonic damage to creatures or objects which could be shattered.

Shield: Subject.

Shield of Faith: Subject.

Shield Other: You may shield the creature, or the creature may shield you. You choose which when you cast the feral spell.

Shillelagh: The creature's bludgeoning weapons are subject to the effect, and you needn't wield them for them to be affected.

Shocking Grasp: Clawspell, though the damage on each die is automatically 1 (usually causing the attack to deal 5 lightning damage.)

Shout: The creature's barks, roars or similar sounds deal 5 sonic damage and deafen for one round, and deal 1 damage/level (Maximum 15) to crystalline or glass objects. The saves against this affect are as normal.

The creature can only make such a sound once per round as a swift action.

Shout, Greater: As shout, but dealing 10 damage, stunning for a round and deafening for two rounds, and the maximum damage to crystalline or glass objects or creatures is 10.

Shrink item: The animal may shrink itself 3 size categories (to a minimum of fine) or return to normal size as a standard action. While shrunk, it looks like a small statuette and can take no actions except returning to normal size. If there is no longer room to return to normal size, it must take a strength check to burst through restraints. If it cannot, it cannot take action and checks every round to burst through.

Silence: Fulcrum, though the creature is also affected.

Silent Image: The creature shares a space with a silent image, and the creature itself cannot be seen. The silent image must be roughly the same size as the creature. You needn't concentrate on the image.

Slay Living: Clawspell, though if the creature passes its save the animal dies instead.

Sleep: Clawspell, though only for 1 round/level, and the creature need not save against the attack that woke it up in the first place.

Sleet Storm: Fulcrum.

Slow: Clawspell, but only for one round.

Snare: The spell sets a snare, but instead of entangling a creature it sets loose the animal at a predetermined location within 30 feet of the snare. The animal's ten-minute timer only starts at its own creation. The animal always surprises the creature that set off the snare. Disabling or destroying the snare ends the feral spell, and no creature is ever summoned.

Soften Earth and Stone: Earth and stone within 10 feet of the animal becomes soft, but worked stone such as found in walls is still not affected.

Solid Fog: Fulcrum.

Song of Discord: Fulcrum.

Sound burst: Clawspell, though only the creature hit is affected - no burst is created.

Speak With Animals/Dead/Plants: The creature can speak with such an entity at will, though you cannot understand this conversation, nor do you get any special ability to be told of it, unless you are of the relevant type.

Spectral Hand: The creature can deliver touch spells of fourth or lower level for you.

Spell Immunity: Subject.

Spell Resistance: Subject.

Spellstaff: Cannot be cast.

Spider Climb: Subject.

Spike Growth: The creature is treated as equipped with armour spikes of its own size.

Spike Stones: The creature is treated as equipped with armour spikes of two sizes higher then its own.

Spiritual Weapon: All damage dealt by the creature is force damage.

Status: The creature can immediately detect any conditions affecting a creature it touches.

Stinking Cloud: Fulcrum.

Stone Shape: Stone slowly shapes itself at the creature's touch. The creature can shape one 1ft by 1ft cube in any way it likes as a full-round action. It need not be able to touch the cube itself, only a part of the same stone structure.

Stoneskin: Subject. The creature can refresh the amount of damage it can block as a standard action.

Stone Tell: As speak with animals, only for stones.

Stone to flesh: The creature is immune to petrification.

Suggestion: Once during its existence, the creature can make a suggestion, as the spell, to any other creature with which it can speak.

Suggestion, mass: Once during its existence, the creature can make a suggestion, as the spell, to any other creature with which it can speak. The DC is calculated at Mass Suggestion's level.

Summon Monster/Nature's ally/Swarm: Choose a creature from the relevant list. The animal can change into the relevant creature as a standard action. Hit points are carried over between forms, which may result in the creature's death upon changing form. The animal reverts to normal upon death.

Symbol of...: As explosive runes, only the rune instead inflicts the symbol's affect against the creature if it fails to save.

Sympathetic Vibration: The creature's attacks deal 2d10 sonic damage to inanimate structures the creature attacks.

Telekinesis: The creature is capable of the Sustained Force and Combat Maneuver functions of the spell. The creature may use the Violent Thrust function of the spell once in its lifetime, but doing so ends its ability to use Telekinesis.

Telepathic Bond: The creature can communicate telepathically with other creatures within close range (25 ft+5 ft/2 levels). It may use common to do so, or any language it speaks or understands, or communicate with animals
of a similar type.

Teleport: The creature teleports, as the spell, instantly upon its creation. Use your own knowledge of the target area to determine the result of this.

Tiny Hut: Fulcrum, but the creature is still affected by the spell.

Tongues: Subject, even if the creature cannot normally speak at all.

Touch of Idiocy: Clawspell, but only causes 1 point of damage to each score, and only for 1 minute/level.

Transformation: Subject.

Transmute Rock to Mud/Mud to rock: Mud or rock, as relevant to the spell and within 10 feet of the animal is transmuted to the other. Transmute Rock to Mud still doesn't work on worked stone.

Transport Via Plants: If the creature is created in the space of a plant, or is able to move into one in the round in which it is created, it may Transport Via Plants as the spell during that round.

Tree shape: The creature may Tree Shape, as the spell, when it is created.

Tree Stride: Subject. Unlike some other subject feral spells with a limitation other than duration, the limitation on uses cannot be refreshed.

True seeing: Subject. Like other divination Feral spells, the creature gains no special ability to communicate the results to you.

True Strike: The creature gets a +1 insight bonus on its attack rolls.

Undeath to death: Undead touched by the animal must take a will save or die. Undead with 9 or more hit dice are immune.

Undetectable Alignment: Subject. The creature takes on a leaden appearance, resists electricity 5 and enjoys suppressing people's rapture. Conversely, it hates having its culture oppressed.

Unholy Blight: Clawspell, but the damage is only 1d8 to a good outsider, 1d6 to a good creature and 1d4 to a neutral creature. Good creatures must still save against sickening, but cannot save for half damage.

Unseen Servant: The creature gains an Unseen Servant, as the spell, which remains in range of the creature instead of you.

Vampiric Touch: Clawspell, but only 1d6 damage.

Veil: Subject. You needn't concentrate on the spell.

Ventriloquism: The creature can throw its voice in the same way.

Virtue: Subject.

Wall of X: The creature creates a section of the relevant wall in any space out of which it moves, but the wall section only lasts three rounds before disappearing. The creature is immune to the effect.

Warp Wood: The creature can make touch attacks which Warp Wood, as the spell, against a single object. It may only warp a single small or smaller object every time it touches one.

Water Breathing: Subject, and allies within 25 feet are also affected.

Water Walk: Subject. The creature can be ridden and still walk on water.

Waves of Fatigue: Foes who touch the creature become fatigued if they ail a will save.

Web: The creature leaves webs in spaces it leaves, though they only last three rounds.

Whispering Wind: The creature may cast Message at will as a spell-like ability. It needn't point its finger at the target.

Wind Walk: Subject, though the creature can carry one creature of the normal size despite being insubstantial.

Wind Wall: As Wall of X.

Wood Shape: Wood slowly shapes itself at the creature's touch. The creature can shape one 1ft by 1ft cube in any way it likes as a full-round action. It need not be able to touch the cube itself, only a part of the same wooden structure.

Word of Recall: You choose a command word. Saying this word transports you to within 10 feet of the creature, along with whatever and whoever you could normally take with you.

Zone of silence: Fulcrum, but noises the animal makes are affected too.

Zone of Truth: Fulcrum.

Ra_Va
2014-03-04, 12:18 AM
Competition is Over. Voting thread up tomorrow