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Overneath
2014-04-09, 07:22 PM
Everything here is free for PEACHing (whether in private or in-thread) or for use in active campaigns. For the sake of bookkeeping, a record of the posted classes will be kept in this original post for quick reference.

Barbarian Rework (http://www.giantitp.com/forums/showsinglepost.php?p=17485048&postcount=34) - Emphasis on survivability and rage utility included [FINISHED]
Bard Rework (http://www.giantitp.com/forums/showsinglepost.php?p=17485048&postcount=34) - More bardic performances, better skill versatility [FINISHED]
Fighter Rework (http://www.giantitp.com/forums/showsinglepost.php?p=17527442&postcount=52) - A variable take on the class, with actual features and a scaling class specialization system [FINISHED]
Forsaker Base Class (http://www.giantitp.com/forums/showsinglepost.php?p=17486762&postcount=33) - A warrior class that trades an inability to use magic to become every spellcaster's worst nightmare [FINISHED]
Monk Rework (http://www.giantitp.com/forums/showsinglepost.php?p=17520473&postcount=38) - Doing all the things it should have done, and doing them better [FINISHED]
Paladin Rework (http://www.giantitp.com/forums/showsinglepost.php?p=17509533&postcount=37) - Scourge of evil, beacon of goodness, and provider of healing and buffs for parties of virtually any stripe [FINISHED]
The Warlord (http://www.giantitp.com/forums/showsinglepost.php?p=17286427&postcount=2) - A field commander as capable on the front line as he is commanding his allies [FINISHED]

Dragon Age Inspiration Cluster -

The Battlemaster (http://www.giantitp.com/forums/showsinglepost.php?p=17293099&postcount=3) - A warrior who focuses on leading squads and countering enemy tactics [Warlord-compatible] [FINISHED]
The Blood Mage (http://www.giantitp.com/forums/showsinglepost.php?p=17434557&postcount=10) - A mage who deals damage to himself in order to deal far more to his foes [FINISHED]
The Deathbringer (http://www.giantitp.com/forums/showsinglepost.php?p=17434557&postcount=10) - A master of fear and two-handed weaponry [FINISHED]
The Gravity Mage (http://www.giantitp.com/forums/showsinglepost.php?p=17428236&postcount=9) - A spellcaster with battlefield control spells that deal falling damage and disable multiple opponents at once [Psionics-compatible] [FINISHED]
The Reaver (http://www.giantitp.com/forums/showsinglepost.php?p=17438350&postcount=12) - The physical version of the blood mage, who grows stronger with less hit points [Psionics-compatible] [FINISHED]
The Saboteur (http://www.giantitp.com/forums/showsinglepost.php?p=17330711&postcount=5) - An expert combatant with a variety of explosive gadgets [FINISHED]
The Scoundrel (http://www.giantitp.com/forums/showsinglepost.php?p=17363382&postcount=6) - A leader, a sneaker, and a debuffer all in one package [Warlord-compatible] [FINISHED]
The Specialist (http://www.giantitp.com/forums/showsinglepost.php?p=17302037&postcount=4) - A master of the variable combat styles who can adapt to any confrontation [FINISHED]
The Shield Warden (http://www.giantitp.com/forums/showsinglepost.php?p=17411348&postcount=7) - Using shields as an offense and a defense [Tome of Battle-compatible] [FINISHED]
The Trickshot (http://www.giantitp.com/forums/showsinglepost.php?p=17421515&postcount=8) - A master of ranged weaponry for various purposes [FINISHED]
The Twin Fang (http://www.giantitp.com/forums/showsinglepost.php?p=17502149&postcount=35) - An apology regarding and fix to two-weapon fighting in the form of a prestige class [Tome of Battle-compatible] [FINISHED]

Historical Pantheon Inspiration Cluster -

The Acolyte of the Celestial Twins (http://www.giantitp.com/forums/showsinglepost.php?p=17436931&postcount=11) - Hunter/storyteller that can choose what powers to gain from their deity [FINISHED]
The Avatar of Death (http://www.giantitp.com/forums/showsinglepost.php?p=17666478&postcount=58) - A master of the dead and living alike [FINISHED]
The Avatar of Wrath (http://www.giantitp.com/forums/showsinglepost.php?p=17455120&postcount=17) - A leader and warrior that can encase themselves in a powerful combat avatar [Warlord-compatible] [FINISHED]
The Coastbound Disciple (http://www.giantitp.com/forums/showsinglepost.php?p=17441526&postcount=14) - A devotee of the ocean who uses water and earth to destroy foes [FINISHED]
The Disciple of Ascendancy (http://www.giantitp.com/forums/showsinglepost.php?p=17448795&postcount=15) - Empowering humanity to its full potential [FINISHED]
The Discordant Savant (http://www.giantitp.com/forums/showsinglepost.php?p=17452669&postcount=16) - A class that operates on magic and cartoon physics [FINISHED]
The Shadowed Deceiver (http://www.giantitp.com/forums/showsinglepost.php?p=17465967&postcount=20)- An illusion-focused spellcaster with a great deal more hardiness than its fellows [FINISHED]
The Snake Hunter of Ma'at (http://www.giantitp.com/forums/showsinglepost.php?p=17466102&postcount=21) - Gains stealth and agility benefits from their catlike nature [Incarnum-compatible] [FINISHED]
The Warsworn Tactician (http://www.giantitp.com/forums/showsinglepost.php?p=17471737&postcount=23) - Assess the battlefield and use it to your advantage [Warlord-compatible] [FINISHED]

Core Cluster -

The Adventurer (http://www.giantitp.com/forums/showsinglepost.php?p=17473831&postcount=29) - More skills than you can shake a lockpick at [FINISHED]
The Ambusher (http://www.giantitp.com/forums/showsinglepost.php?p=17477045&postcount=30) - Craft traps to destroy your enemies unseen with ease [FINISHED]
The Arcane Warrior (http://www.giantitp.com/forums/showsinglepost.php?p=17477133&postcount=31)- A rebuild of Eldritch Knight that actually has class features [Produced by Everynone] [FINISHED]
The Argent Adept (http://www.giantitp.com/forums/showsinglepost.php?p=17694894&postcount=80) - Undisputed mastery of force magic in all its wonderful applications [FINISHED]
The Bladecaster (http://www.giantitp.com/forums/showsinglepost.php?p=17493062&postcount=38) - A combat mage with a unique weapon and accompanying fighting style [Psionics-compatible] [FINISHED]
The Bladesinger (http://www.giantitp.com/forums/showsinglepost.php?p=17493516&postcount=39) - A rework of the original that is more focused on singing and less focused on racism [FINISHED]
The Chronomancer (http://www.giantitp.com/forums/showsinglepost.php?p=17502149&postcount=40) - Manipulate time and turn the action economy in your favor [Psionics-compatible] [FINISHED]
The Confessor (http://www.giantitp.com/forums/showsinglepost.php?p=17502187&postcount=41) - A devoted ally and priest with the ability to turn foes to her cause with a touch [FINISHED]
The Contingency Mage (http://www.giantitp.com/forums/showsinglepost.php?p=17460324&postcount=18) - A spellcaster focused on preparatory work, even at a moment's notice [FINISHED]
The Draconic Exarch (Post 1 (http://www.giantitp.com/forums/showsinglepost.php?p=21510218&postcount=64)) (Post 2 (http://www.giantitp.com/forums/showsinglepost.php?p=21524373&postcount=65)) - Tap into the ancient powers of the true dragons [Psionics-compatible] [FINISHED]
The Elemental Subjugator (http://www.giantitp.com/forums/showsinglepost.php?p=17561854&postcount=73) - A class that redefines the power levels of a blaster mage [FINISHED]
The Equalizer (http://www.giantitp.com/forums/showsinglepost.php?p=20254352&postcount=63) - Bring the mightiest foes in existence down to your level [Forsaker-compatible] [FINISHED]
The Feralan (http://www.giantitp.com/forums/showsinglepost.php?p=17519337&postcount=47) - A combination of the classes who call the wilderness their home [FINISHED]
The Golden Valkyrie (http://www.giantitp.com/forums/showsinglepost.php?p=17561812&postcount=72) - A psionic mounted archer with a penchant for telekinesis, who can sense and guide the dying [Psionics-compatible] [FINISHED]
The Guardian (http://www.giantitp.com/forums/showsinglepost.php?p=19918320&postcount=59) - A staunch defender who puts themselves in the path of danger to keep their allies safe [FINISHED]
The Illuminator (http://www.giantitp.com/forums/showsinglepost.php?p=22637048&postcount=67) - A unique, variable prestige class that allows you to light up any room
The Justifier (http://www.giantitp.com/forums/showsinglepost.php?p=17941911&postcount=60) - A dangerous warrior bound to several oaths that, while restrictive, empower them with unmatched resolve [FINISHED]
The Mind Reaper (http://www.giantitp.com/forums/showsinglepost.php?p=17527499&postcount=53)- Force your insanity upon others [Psionics-compatible] [FINISHED]
The Mord Sith (http://www.giantitp.com/forums/showsinglepost.php?p=17527563&postcount=54) - A powerful and wicked infiltrator skilled in the art of pain [FINISHED]
The Practitioner of the Crimson Claw (http://www.giantitp.com/forums/showsinglepost.php?p=17534802&postcount=56) - A monk prestige class that specializes in melee combat and evisceration [FINISHED]
The Practitioner of the Tranquil Mind (http://www.giantitp.com/forums/showsinglepost.php?p=17537382&postcount=57) - Martial arts, magic, and oneness with the universe [FINISHED]
The Practitioner of the Unlimited Will (http://www.giantitp.com/forums/showsinglepost.php?p=17538364&postcount=58)- Shed your mortal form and become a perfect being [Psionics-compatible] [FINISHED]
The Practitioner of the Warded Stance (http://www.giantitp.com/forums/showsinglepost.php?p=17538456&postcount=59) - Call your attacks and annihilate your enemies in the process [Tome of Battle-compatible, FINISHED]
The Sanctified Prophet (http://www.giantitp.com/forums/showsinglepost.php?p=22631743&postcount=66) - A powerful, faithful prestige class made by clerics, for clerics
The Songshaper (http://www.giantitp.com/forums/showsinglepost.php?p=17544544&postcount=64) - Use the power of sound to form constructs of pure sonic energy [FINISHED]
The Spellweaver (http://www.giantitp.com/forums/showsinglepost.php?p=17545805&postcount=65) - A class dedicated to creating custom spells [FINISHED]
The Strider (http://www.giantitp.com/forums/showsinglepost.php?p=22694063&postcount=68) - Open portals and cross any boundary with ease
The Survivor (http://www.giantitp.com/forums/showsinglepost.php?p=21238625&postcount=61) - Augment yourself with the will and the means to weather any storm [FINISHED]
The Weave Mage (http://www.giantitp.com/forums/showsinglepost.php?p=17490500&postcount=37) - Weave a web of magic to bolster your allies or crush your enemies [FINISHED]


Circular Cluster (Kelvin360's Works) -

The Sentinel of the Shattered Rune (http://www.giantitp.com/forums/showsinglepost.php?p=17544390&postcount=63) - The defensive variant of a gish who can lock down enemies as well as he can resist their advances [FINISHED]
The Shadestalker of the Shattered Rune (http://www.giantitp.com/forums/showsinglepost.php?p=17544390&postcount=63) - A stealthy infiltrator who can disarm magic and disrupt spellcasters sight unseen [Psionics-compatible] [FINISHED]
The Spellbinder of the Shattered Rune (http://www.giantitp.com/forums/showsinglepost.php?p=17567618&postcount=57) - An abjurer prestige class that can render entire spellbooks obsolete simply by counterspelling and dispelling to an exceptional degree [FINISHED]
The Templar of the Shattered Rune (http://www.giantitp.com/forums/showsinglepost.php?p=17567618&postcount=57) - A warrior who can dispel and disrupt spellcasters as easily as he breathes [FINISHED]
The Thunderguard (http://www.giantitp.com/forums/showsinglepost.php?p=17546979&postcount=68) - Reach for the sky and master your domain [FINISHED]


===

Re: The artist formerly known as 'Scout'. There used to be a Scout fix here, but after reflection, I elected to remove it. If you want a Scout fix, use this one (http://www.giantitp.com/forums/showthread.php?345531-Enter-Raise-Hell-Leave-3-5-Scout-Fix-PEACH-(WIP)), as it's simply better than anything we came up with. HOWEVER. If you intend to use it as a part of our Homebrew set, I highly recommend adding our Favored Terrain variant below to its class features. This will allow it to qualify for certain prestige classes and abilities.

Alternate Scout Class Feature: Favored Terrain
While all scouts excel at moving quickly into position, some are also experienced in making the underbrush work as well for them as for their ranger counterparts.
Class: Scout
Level: 3rd, 6th, 9th, 12th, 15th, 18th
Replaces: If you select this class feature, your bonus to Fast Movement is halved for that level.
Benefit: You may select a type of terrain from the types listed below. You gain a +2 bonus on Initiative checks and Spot, Listen, Hide, Move Silently, Climb, Jump, Swim, and Survival skill checks when in this terrain, and all Knowledge skill checks pertaining to this terrain (you may use these Knowledge skill checks as if they were trained). Every additional time this ACF is selected, you may select an additional Favored Terrain or increase your bonus from a previous terrain by +2. If a specific terrain falls into more than one category of Favored Terrain, the bonuses do not stack; simply use whichever bonus is higher.

Types of Terrains: Forest, Jungle, Mountains, Marsh, Hills, Plains, Desert, Arctic, Aquatic, Underground, Urban, Planar.

Note: If the scout chooses the Planar option for a Favored Terrain, they add Knowledge (the planes) to their class skills. Similarly, if the scout chooses Urban as a Favored Terrain, they gain Knowledge (local) as a class skill.


As an Alternate Class Feature, a Druid may give up some of their Wild Shape ability in exchange for the same Favored Terrain progression; one per-day use for a favored terrain or a favored terrain bonus.


Alternate Ranger Class Feature: Hunter
While some rangers take comfort in using the same types of weaponry day after day, others are more focused in silently killing their quarry with whatever they have on hand. As such, their methods are more suited to universal styles, but require more preparation.
Class: Ranger
Level: 2nd, 6th, 10th, 14th, 18th
Replaces: If you select this class feature, you do not gain the bonus feat provided by Combat Style for that level.
Benefit: You gain access to Sneak Attack, as per the rogue ability. It functions exactly as sneak attack does, and qualifies as that feature for the purposes of feats, prestige classes, spells and so forth. The ranger gains sneak attack +1d6 at 2nd level if he abdicates a Combat Style feat, and the damage increases only if he abdicates more. His sneak attack damage increases by 1d6 if he abdicates his Combat Style feat at 6th level, and by 2d6 at levels 10, 14, and 18, if he also abdicates those bonus feats, for a maximum total of sneak attack +8d6 by level 18.


This is the link to the feats we changed directly from core. (http://www.giantitp.com/forums/showsinglepost.php?p=21277709&postcount=62)

This is the link to our more original feat selection. (http://www.giantitp.com/forums/showsinglepost.php?p=21277769&postcount=63)

A special shout-out to Grod the Giant, whose Giants and Graveyards (http://www.giantitp.com/forums/showthread.php?329161-Giants-and-Graveyards-Grod-s-collected-3-5-revisions) system was an inspiration to several changes we made, and whose overhauls to 3.5 as a system should not be overlooked.


5/5/14 - Updated the Scout's Fast Movement to better synch with Skirmish and overhauled both the Specialist's Power feature and Opportunistic Flurry.
5/9/14 - Updated Saboteur to allow for the progression of the Alchemist and Artificer base classes.
5/14/14 - Revamp of Gravity Mage, with help from Tempestfury, tying the abilities to spell slots and improving class features as a whole.
5/16/14 - Added a clause to Avatar of Death that allows retroactive application of the new Hit Die.
5/22/14 - Improved the intermediate Elemental Enhancement feats and gave Discordant Savant a variant of Ranged Legerdemain.
5/23/14 - Vastly improved the Forsaker and reworded Bladecaster's capstone. Also upgraded the Confessor's Touch.
5/24/14 - Removed our version of Scout and made various alterations to all classes.
5/26/14 - Added a new Paladin feat to the Feats list.
5/27/14 - More feats were added to the Feats list, this time for the purpose of swapping class skills in and out.
5/31/14 - I updated Paladin so that Spirits actually have stated levels, and gave both Disciple prestige classes spellcasting progression.
6/1/14 - Vast improvements to Feralan, courtesy of ben-zayb, such that it's almost unrecognizable from the mess it once was.
6/11/14 - I made some alterations to the miscellaneous feats and changed Avenger's prerequisites so that spirit shamans and clerics with the Plant domain can qualify. Also updated Arcane Warrior's crediting, since even WE forgot who actually made the thing originally.
6/13/14 - I changed the name of the samurai to the Oathsworn to avoid confusion between it and actual samurai classes.
6/20/14 - I gave the Adventurer a facelift and some interesting new abilities. I also gave the Eye of Horus some love with a brand new main mechanic, made the Tactician of Athena far less obviously cheesy, and gave the Mord Sith some special abilities suited to an agent of hate.
6/21/14 - Dread Fang has lost its 'dread' abilities and is now simply the Twin Fang. It was also relocated to the Dragon Age cluster. Vanguard received a revamp and is now a fearsome and singularly deadly warrior called the Deathbringer.
6/22/14 - Turned Javelin Mage into a unique (for this thread) prestige class that advances Warlocks.
6/23/14 - Altered some wording issues in Forsaker and removed bard-specific prerequisites from Hymnsinger, so the main qualifying factor was faith and singing. Also, there is a new all-purpose skill feat.
6/28/14 - Altered one of the Force Adept's capstones and added Force Spell as a metamagic feat to the feats list.
6/29/14 - Made changes to the Force Adept and Argent Knight, adding uniqueness and power to the former and a brand new battlefield control ability to the latter.
6/30/14 - Updated Feralan so that members of the Spirit Shaman and Zaydos' Beast Tamer (http://www.giantitp.com/forums/showthread.php?226621-Beast-Tamer-%283-5-Base-Class-PEACH%29) classes could qualify.
7/1/14 - Added some new trap-based feats and a Ranger ACF.
7/11/14 - Added Incarnum progression to some classes, ToB progression to others, and topped it off with a new, more variable Battle Skald.
8/14/14 - Vastly improved the Shield Warden thanks to advice from TheFamiliarRaven
6/27/15 - Updates to a good chunk of the first page, with more to come, including the addition of tables.
6/29/15 - Removed the Grimlock as a base class and left its page open so as to move the Avatar of Death there at a later date. Also changed the name of the Disciple of Amaterasu to the Disciple of Ōkami, to note the difference between the actual historical deity and the protagonist the class is actually based off of.
7/5/15 - Renamed several prestige classes and added a link to the Concentration change.
7/6/15 - Overhauled the Snake Hunter, Gatekeeper, and Tactician - all are now 10-level prestige classes, and therefore their power is spread out more.
10/6/15 - Altered the Forsaker such that he cannot use psionics if the world is magic/psionics transparent; I was halfway through overhauling Scalesinger when I realized there was nothing it granted that wasn't covered by Bard, Sorcerer, Dragonfire Adept or Dragon Shaman, especially their respective homebrew fixes, so it's gone now.
10/24/15 - The Forsaker's capstone is now much more powerful and improves upon his attacks and spell resistance.
10/27/15 - Battle Skald and Hymnsinger are now feats, in line with the 'Ascetic' and 'Devoted' feat types from Complete Adventurer, to allow bards further multiclassing diversity.
10/29/15 - Removed links and pages for several prestige classes in preparation for the Next Big Thing.
10/30/15 - Warsworn Tactician now supports bards, divine minds, paladins and dragon shamans. Bloodforged Reaper has been melded into Specialist as a single combat-variable five-level prestige class. Blood Mage now has more tricks up its sleeve, plus the old favorite of Walking Bomb.
12/31/15 - Happy New Year; I skipped ahead to rework the Practitioner of the Unlimited Will, making it more in line with the Crouching Tiger, Hidden Dragon-like PrC I originally wanted it to be. Oh yeah, and Bladesinger is updated now, too.
1/20/15 - Spellweaver has been overhauled, but only slightly. I did my best to make the creation of spells more linear and cleared up some confusing parts. I can't account for every combination, but I actually trust common sense in this case.
2/25/15 - Confessor has been touched up now.
3/3/15 - Paladin is back, overhauled, and looking shinier than ever, with all-new class features in addition to the old Pathfinder-ripoff chassis.
3/4/16 - Ranger is gone, now, as it was essentially Pathfinder, but...uh, no, actually it was JUST Pathfinder. I kept the Hunter ACF for it, though, to give them more damage flexibility. That ACF can now be found above, just under the Scout link. Fighter has also undergone renovations, but I was adamant I stick with the flavor of the original fighter instead of going with off-the-cuff equalizing supernatural abilities like most other fighter fixes or replacements go for.
4/6/16 - Templar has been updated and a new feature has been added to the Forsaker.
4/7/16 - Chronomancer's done. OP is updated stating which classes are finished. Twin Fang is also remastered as a quick, easy PrC for those wanting more out of two-weapon fighting.
4/11/16 - Songshaper, Avatar of Death, Feralan, and Elemental Subjugator have been updated.
5/24/16 - A typo in the Bard table was fixed, Spellbinder has been added and The Warrior's Way has been removed as a core feature so that it can be integrated uniquely into Justifier.
6/3/16 - Gatekeeper is gone. Some of its features were moved to Snake Hunter, others will be reserved for Illuminator.
6/9/16 - Gravity Mage was altered so as to allow psionic characters to qualify if they so desire.
6/14/16 - Clerics can be Chronomancers. Disciple of Okami sucks less mechanically and has been reshaped into the Disciple of Ascendancy, which fits more closely into the hero mold we first envisioned.
6/16/16 - Enter the Argent Adept, Mord Sith, and Mind Reaper. Out variation on the Monk has also been ported in, which is heavily based on another fix by T.G. Oskar, who deserves recognition for the majority of the ideas (http://www.giantitp.com/forums/showthread.php?226857-3-5-The-Retooled-Monk-Strikes-Back-now-with-150-more-complexity!). Go check it out!
6/18/16 - Golden Valkyrie has returned and she's more stylish than ever.
9/23/16 - Warded Stance is FINALLY out. Since we're working on updating our feats system, that's been removed from this OP pending changes. I'll try to prioritize feats like Combat Finesse that are required for certain PrCs.
9/24/16 - Tranquil Mind is updated and Survivor is here at last.
10/6/16 - Enter feats.
10/23/16 - Thunderguard has been updated.
11/25/16 - Happy Thanksgiving. We went through and did a soft overhaul of most prestige class' prerequisites and progressions, making it easier for multiclassed characters or low-cap spellcasters like bards to enter into them, and making more allowances for psions, shadowcasters and divine casters to enter previously arcane-only PrCs. Disciple of Ascendancy is now free of the clunky Okami-brush-styles feature and has a shiny new one.
12/7/16 - Merry Christmas. Twin Fang is less cripplingly overspecialized now, with 5 more total class levels and brand new, useful class features calling on the Dervish (and the Blade, for those of you who played Baldur's Gate).
12/19/16 - Ho ho ho! The Draconic Exarch is here in the scale! Its post will be separated into two parts due to length, both of which will be attached to the OP as usual.
1/16/17 - It's taking much longer for the final DE path to be finished, but it IS still a functional PrC with the three it has. Also updated to the Survivor's CF progression and the Favored Terrain feature is now actually an ACF spread.
10/9/17 - Redesigned a few components of Bladecaster to limit the sustained use of their abilities over time and made Blade Shards a little less all-powerful. Decreased Roadhog's damage by 60%. Added some better functionality to a few Chronomancer abilities and buffed Confessor's Embrace. Opened the door wide for Paladins to use Turn Undead-based feat shenanigans, gods help us. Weave Mage no longer allows permanent unlimited healing. Shadestalkers can make buffs explode now, that's pretty neat. Spellbinder is even more terrifying now.
11/1/17 - Paladin has been reworked somewhat, and now has two 'smiting' abilities. Monk was changed, now cribbing design ideas from TWO other fixes - T.G. Oskar's (http://www.giantitp.com/forums/showthread.php?226857-3-5-The-Retooled-Monk-Strikes-Back-now-with-150-more-complexity!) (again) and jiriku's (http://www.giantitp.com/forums/showsinglepost.php?p=8357951&postcount=1). Go check theirs out!
11/7/17 - Thunderguard update. You know why.
11/25/17 - Snake Hunter's abilities are now more...generally useful.
4/10/18 - Hey you know what was all over the place? Discordant Savant. I mean, that's the idea, but I gave them an overhaul that should make the class more useful while retaining (and even expanding) its core principles. I also took the nerf hammer to a few Illuminator abilities on the principle that they gave a lot of power for a one-level dip.

Overneath
2014-04-10, 09:10 PM
The Warlord

"To me, my friends! The battle ends here!"

Reminiscent of 4th Edition's own take on the class, the Warlord excels in the center of the battlefield, where they can counter enemy assaults and provide bonuses to allies conducting their own.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex



Level
BAB
Fort
Ref
Will
Special
Aura Bonus

1st

+1

+2

+0

+2

Warlord Auras (Might, Protection, Intuition, Resilience)

+2

2nd

+2

+3

+0

+3

Commanding Presence

+2

3rd

+3

+3

+1

+3

Tactician

+2

4th

+4

+4

+1

+4

Rally

+2

5th

+5

+4

+1

+4

Charge! (+15ft)

+3

6th

+6

+5

+2

+5

Signal

+3

7th

+7

+5

+2

+5

Aura Improvement (Duration)

+3

8th

+8

+6

+2

+6

Warlord Auras (Legend)

+3

9th

+9

+6

+3

+6

Target the Leader

+3

10th

+10

+7

+3

+7

Charge! (+30ft), Swift Aura

+4

11th

+11

+7

+3

+7

Improved Rally

+4

12th

+12

+8

+4

+8

Charismatic Command

+4

13th

+13

+8

+4

+8

Reliability

+4

14th

+14

+9

+4

+9

Multifaceted Command, Storm!

+4

15th

+15

+9

+5

+9

Charge! (+40ft), The White King

+5

16th

+16

+10

+5

+10

Master Tactician

+5

17th

+17

+10

+5

+10

Aura Improvement (Range)

+5

18th

+18

+11

+6

+11

Greater Rally

+5

19th

+19

+11

+6

+11

On My Mark

+5

20th

+20

+12

+6

+12

Master and Commander

+6


Class Skills

The warlord’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill Points: 4 + Int (× 4 at 1st level)


Class Features

Weapon and Armor Proficiency: Warlords are proficient with simple and martial weapons, with light, medium, and heavy armor, and light and heavy shields.

Auras (Ex): A warlord has access to several Auras that he can use to bolster his allies' resolve in various ways. Activating an Aura is a standard action, but maintaining it is a free action so long as the warlord is not unconscious or helpless. At 10th level, activating an aura becomes a swift action. Auras grant allies within the given radius a morale bonus to certain rolls, checks or statistics. However, these bonuses stack with any and all other bonuses that affect the same checks or statistics, including other morale bonuses. Each Aura's bonus is equal to +2 at 1st level. Every 5 levels after 1st, the warlord adds a +1 bonus to every Aura's bonus. The warlord can only maintain a single aura at a time.

A warlord's Aura, once activated, lasts a number of rounds equal to 3 + his Charisma modifier. He can activate an Aura a number of times per day equal to half his Class Level + his Charisma modifier. Daily uses of Auras are replenished by rest just like any other daily use ability. All uses of Auras are subtracted from the daily total, so switching Auras will not replenish the total amount available. A warlord need not maintain an Aura at all times - he can dismiss whatever Aura he is currently using as a free action. Each Aura affects all allies within 60 feet that can see or hear the warlord, including the warlord himself.

Aura of Might: Add Aura bonus to attack and damage rolls (including magical attacks, such as spells) made by allies within the area of effect.

Aura of Protection: Add Aura bonus as a dodge bonus to Armor Class to all allies within the area of effect.

Aura of Intuition: Add Aura bonus to all allies' Initiative (or increase their standing in the Initiative Order as appropriate) and skill checks made within the area of effect.

Aura of Resilience: Add Aura bonus as Damage Reduction to physical damage or resistance to all elemental damage (chosen when the Aura is activated) and 1/2 Aura bonus to all saving throws to all allies within the area of effect.

Aura of Legend (Gained at level 8): Add Aura bonus to one ability score (Strength, etc.), the type of which is chosen at the time of activation, to all allies within the area of effect.

Commanding Presence (Ex): At 2nd level, the warlord instills a sense of respect, fear, and loyalty towards him in almost everyone he meets, as a result of his impressive figure. He adds his Aura bonus to all Diplomacy, Bluff, Intimidate, and Gather Information checks he makes.

Tactician (Ex): The warlord is an expert at making the most of allied and enemy positions in combat. At 3rd level, whenever he and an ally are flanking an enemy, both he and the ally double their respective flanking bonuses to their attack rolls, but only so long as the warlord is actively engaging that enemy. If the flanking ally has some special benefit they use as part of flanking an opponent (such as a rogue's Sneak Attack), they use that ability as though they had 2 more levels in the class that grants it.

At 16th level, both the warlord and any allies flanking with him can overcome any features or abilities possessed by the creature they are flanking which would cause that creature to be immune to flanking attacks, including abilities incurred as a result of flanking. The individual flanker must have a higher Hit Dice than the flanked opponent for this ability to work.

A 16th level warlord is flanking a creature with a 16th level rogue and a 12th level rogue. The creature has Improved Uncanny Dodge and is undead, and has 13 hit dice. The warlord and the first rogue would normally not gain any flanking benefits against a creature with Improved Uncanny Dodge, but because they both have more HD than the creature does, they cancel this feature and gain both their normal flanking benefits (+2 to attack rolls) and the additional bonus granted by Tactician (another +2).

Because the first rogue has Sneak Attack, which triggers if the rogue is flanking an opponent, they add 2 to their effective rogue level for that purpose. In addition, because they have more HD than the creature, their sneak attack damage penetrates its undead immunity to sneak attacks.

The second rogue has fewer Hit Dice than the creature, however, and as such cannot overcome its immunity to flanking or sneak attacks.

Rally (Ex): A number of times per day equal to half his Charisma modifier, a warlord of 4th level or higher can bring disabled allies back in to the fight. The warlord selects one living ally he can see (the ally must also be able to hear him), and that ally then chooses a single spell, effect, or condition affecting them with a duration longer than 1 round. The effect must be detrimental, a creature (or a device that a creature made) must have caused it, and it must have allowed a saving throw. They can then immediately reroll the saving throw that caused the effect with a +2 bonus. If they succeed, the effect ends. Using Rally is a standard action that does not provoke an attack of opportunity.

Charge! (Ex): At 5th level, the warlord can instill a sense of urgency in any companion he can see who can also hear him speak as a free action a number of times per day equal to half his Charisma modifier. For a number of rounds thereafter equal to his Charisma modifier, they gain the listed bonus to all of their base speeds (+15ft. at 5th level, +30ft. at 10th, and +40ft. at 15th).

At 14th level, Charge! affects all allies within the warlord's Aura radius.

Signal (Ex): A 6th level warlord can use hand motions to bring about his point as easily as his voice. He does not need to be able to speak to activate abilities such as Charge! and Rally - an ally only needs to be able to see him.

Aura Improvement: At 7th and 17th level, the warlord gains a permanent improvement to the function of his Auras. At 7th level, this adds his Aura bonus to the duration of an Aura once activated. At 17th level, the area of his Auras increases to 90 feet.

Target the Leader (Ex): As part of the effects of his normal Aura so long as one is active, the warlord can, at 9th level and up, choose one enemy that he can see. As long as he maintains the Aura, his allies within the Aura's effect gain 1.5x his Aura Bonus to the effect of that Aura, but only when directly engaging that enemy. This ability can only be used once per encounter, but otherwise is limited only by the number of Aura uses the warlord has remaining.

Improved Rally (Ex): An 11th level warlord does not need to rely on his allies' capabilities in order to assist them. He can target a living ally suffering from a hostile status effect as a move action that provokes an attack of opportunity a number of times per day equal to his Charisma modifier, as with the normal Rally. However, rather than allowing his ally a reroll, the warlord makes a roll of 1d20 + his Charisma modifier + his class level against a DC of twice the Hit Dice of the creature who caused the effect. If the warlord wins the opposed roll, the effect is immediately negated. The warlord can attempt to remove up to two effects per use of Improved Rally in this manner, and if there are more than two, he decides which ones are removed.

A further exception is that the ally has no say in what effects are removed, and using this ability expends a use of the standard Rally as usual. All other facets of this ability are considered to be exactly the save as those of Rally, except that the effect did not need to allow a saving throw in order to be an acceptable target.

Charismatic Command: A warlord of 12th level or higher adds a portion of his Charisma to his Aura Bonus. This bonus is equal to +1 with a Charisma of 20 or higher, and improves by +1 for every 10 points over 20 that the warlord possesses, to a maximum of a +3 Aura Bonus with a 40 Charisma. Bonuses from items are factored into determining the warlord's total Charisma, but not bonuses from spells or his Aura of Legend.

Reliability (Ex): Of what use is a warlord who is incapacitated in the middle of battle? At 13th level, the warlord gains a bonus to saving throws equal to half his Aura bonus against any effect that he would be able to use Rally to counter.

Multifaceted Command: Starting at 14th level, the warlord can maintain two Auras at a time. The time necessary to activate the Auras does not change, but he subtracts the use of both Auras from his total uses per day.

The White King (Ex): At 15th level, the ability of the warlord to use the battlefield as nothing more than an overlarge chessboard has improved to an almost literal extent. Once per encounter, he can designate one ally as a 'piece', granting them a special combat ability for the duration of that encounter.


Pawn: Gains the warlord's Aura Bonus to attack and damage rolls whenever attacking after making a 5-foot step.
Bishop: Can cast spells in melee without provoking an attack of opportunity, and does not need to make a Concentration check to continue casting after sustaining damage during the process.
Rook: Cannot be grappled or moved against their will while conscious.
Knight: Can move through and past enemy squares (including those an opponent occupies) without incurring an attack of opportunity or activating measures such as contingency spells or traps, and with no movement penalties. This essentially negates movement penalties and makes the Knight immune to traps if they move exclusively through or past enemy squares.
Queen: Can make a full attack and move their base land speed in the same round.


Greater Rally (Ex): At 18th level, the warlord can target as many allies with Rally as he can see, all using the same move action. Doing so requires expenditure of one daily use of Rally per ally. Regardless of whether targeting one ally or several, the warlord now grants a +5 bonus to their saving throw reroll, instead of +2.

On My Mark (Ex): Three times per day, a 19th level warlord can take a move action to grant all allies within his Aura's radius an immediate standard action or move action as chosen by the individual character. These actions take place outside the standard Initiative order (essentially simultaneous to the rest of the warlord's turn), and a move action used to move into or out of a threatened area is not met by an attack of opportunity.

Master and Commander (Ex): A 20th level Warlord is an awesome sight to behold, capable of almost godly feats of inspirational and tactical proficiency. On this level, the warlord gains a permanent +4 to his Charisma, and he can always take 10 on his opposed rolls when using Improved Rally. Also, once per day, he may double his Aura Bonus for 1 minute as a free action, improving his Auras and any other class feature that relies on that ability.


Final Thoughts: The way Auras originally worked was too clunky, so now they operate more like fire-and-forget bard songs. Some of the broken abilities were toned down, and the terrible ones were improved. Knowledge (warfare) is a new skill that acts exactly like it seems; a Knowledge skill devoted to battles, wars, and the implements therein. It can be used in the same manner as Knowledge (history), for example, but in a narrower vein. There also wasn't a quick way to determine what sort of armaments you were looking at unless you wanted to stretch Knowledge (engineering), previously.

Overneath
2014-04-12, 02:04 AM
The Battlemaster

"You and what army?" - Common last words of a Battlemaster's opponent

A combination of the fighter and warlord, the battlemaster focuses more on personally controlling the battlefield than a standard warlord does on empowering his allies or a fighter does on dealing raw damage. Any confrontation has a terrifying habit of playing directly into his hands, and if you're clever enough to keep him at bay, that minor victory won't last long.

Hit Die: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Intermediate Will, Poor Reflex


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


Base Attack Bonus: 5+

Skills: Intimidate 6 ranks, Knowledge (warfare) 5 ranks

Feats: Iron Will, Leadership, any Combat Feat



Level
BAB
Fort
Ref
Will
Special
Aura Progession

1st

+1

+2

+0

+1

Battle Synergy

-

2nd

+2

+3

+0

+2

Fearless

+1 effective class level

3rd

+3

+3

+1

+2

Pommel Strike

-

4th

+4

+4

+1

+3

Providence

+1 effective class level

5th

+5

+4

+1

+3

Single Unit

-

6th

+6

+5

+2

+3

Deep Breath

+1 effective class level

7th

+7

+5

+2

+4

Retreat Hell

-

8th

+8

+6

+2

+4

Taunt

+1 effective class level

9th

+9

+6

+3

+5

Tremor

-

10th

+10

+7

+3

+5

One Man Army

+1 effective class level



Class Skills

The battlemaster’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill Points: 4 + Int modifier


Class Features

Weapon and Armor Proficiency: The battlemaster is proficient with all weapons, armor, and shields.

Aura Progression:[B] The battlemaster adds all even-numbered class levels to the total class levels of any other class he possesses with an Aura ability (such as Dragon Shaman, Warlord, and Divine Mind) for the purposes of improving those auras.

[B]Battle Synergy (Ex): Beginning at 1st level, the battlemaster can coordinate her unit so as to cover up the weak spots of the whole group. She and any allies within 20 feet gain +1 AC and 2/- physical damage reduction per ally in range, to a maximum of the battlemaster's class level/her class level x2, respectively. If the battlemaster has at least 4 levels of Warlord, this range is equal to half that of her Auras.

Fearless (Ex): At 2nd level, the battlemaster gains immunity to fear. If she possesses a class feature that already gave her an immunity or resistance to fear effects,, she also gains a +1 bonus to attack rolls per enemy within 5 feet of her, to a maximum of +10 if fully surrounded by eight enemies.

Pommel Strike (Ex): As a standard action at 3rd level, as a part of making a single attack, the battlemaster may opt to deal no damage and instead force the target to make a Fortitude saving throw or be stunned for 1 round. The saving throw DC is equal to 10 + the battlemaster's base attack bonus. Fearless' secondary effect adds to this DC. Note that a normal attack roll must be made first, to check that the battlemaster actually hit her target.

Providence (Ex): As a full round action at 4th level, the battlemaster may grant any allies within range of Battle Synergy duplicates of up to three beneficial and nonpermanent spell effects that are currently on her person, though they only last half as long. Thus, if the battlemaster is under the effects of bull’s strength as cast by a 3rd level caster, she may grant all allies within range the same effects, but only for a maximum of 15 rounds, depending on how long the spell has been active.

Single Unit (Ex): At 5th level, any allies within range of the battlemaster’s Battle Synergy ability gain additional benefits against foes their allies are engaging. First, a party member may elect to take an attack of opportunity against the target of another companion should that companion make a melee attack, so long as the target is in range. Second, all foes that are currently engaged in combat with the battlemaster or her allies are considered flanked by any ally within melee striking distance who is under the effects of Battle Synergy, regardless of positioning.

Deep Breath (Ex): At 6th level, the battlemaster may take a full round action once per day to remove any fatigue or exhaustion effects she is experiencing, and reset all subdual damage she has taken to 0.

Retreat Hell (Ex): At 7th level, the battlemaster gains a +2 bonus to damage rolls for every enemy within 5 feet of her, and cannot be flanked by those same enemies.

Taunt (Ex): By taking a standard action to gather their attention, an 8th level battlemaster may make an opposed check of 1d20 + her Cha modifier + her HD versus a Concentration check or Will saving throw (at their discretion) of all enemies within 30 feet. Any enemy who fails the opposed roll must make the battlemaster the primary target of their attacks or suffer a penalty to attack rolls, damage rolls, and saving throws equal to the battlemaster's Charisma modifier. The effects of Taunt last for 5 rounds.

Tremor (Ex): Even a battlemaster needs a backup plan for being overwhelmed. At 9th level, that backup plan is a full round action spent slamming her weapon into the ground. This sends all opponents within 5 feet of her sprawling backward 10 feet in a straight line. Those opponents are knocked prone, and must make a Fortitude save with a DC of 21 or be stunned for the rest of the round.

Enemies with base attack bonus equal to or higher than the battlemaster's may make an opposed base attack bonus roll against her to resist being knocked back.

One Man Army (Ex): At 10th level, the battlemaster treats all allies as enemies for the purposes of Fearless and Retreat Hell, and all enemies as allies for the purposes of Battle Synergy and Single Unit. However, these new circumstances only grant their additional benefits to her.

Overneath
2014-04-13, 08:54 PM
The Specialist

"Oh, I have many ways to kill you. Go ahead and pick one, I'll wait."

A specialist is a versatile and adaptable opponent that excels in the midst of melee combat, dancing around blows like water and returning them like an unerring tidal wave of punishment. A specialist is never without a weapon in their hand and a trick up their sleeve, and anything becomes deadly if they bring it to bear.

This class requires a new feat, Combat Finesse. It's in the Feat section of this thread, linked in the latter portion of the OP.

Hit Die: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Reflex, Poor Will


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

Base Attack Bonus: 6+

Skills: Knowledge (warfare) 5 ranks

Feats: Combat Finesse, Combat Expertise, Power Attack



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+2

+0

Defense, Warmaster, Anything and Everything

2nd

+2

+3

+3

+0

Precision

3rd

+3

+3

+3

+1

Power, Walking Armory

4th

+4

+4

+4

+1

Speed, Weapon Unfocus

5th

+5

+4

+4

+1

Harmony, Bring the Pain



Class Skills

The specialist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 4 + Int modifier


Class Features

Weapon and Armor Proficiency: The specialist is proficient with all weapons, with light armor, and with shields (except tower shields).

Defense (Ex): The specialist can use whatever is at hand to his advantage when attempting to evade blows. For every different type of bonus he grants to armor class, he can add +1 atop it, to a maximum total of his class level. Thus, a 3rd level specialist could add +1 dodge, +1 dexterity, and +1 armor to his armor class, but only if he had items or abilities that already gave him armor class bonuses from those types.

Warmaster (Ex): The specialist gains a +1 bonus to attack and damage rolls per class level whenever he uses a weapon that he has no Focus feats in. If he wields a weapon keyed towards Weapon Focus, Weapon Specialization, or Improved Critical, or any feat that grants a benefit with only that specific weapon or weapon type, he loses the bonus from Warmaster.

Improvised weapons and unarmed strikes qualify as weapons for the purposes of Warmaster, and the specialist automatically gains the feat Improved Unarmed Strike if he did not already possess it.

Anything and Everything (Ex): The specialist takes no penalties for using an improvised weapon, and gains the Throw Anything feat as a bonus feat.

Precision (Ex): If a 2nd level specialist finds a vital spot, expect more pain to follow. If the specialist scores a critical hit or a sneak attack on an opponent, he gains a stacking +1 bonus to attack rolls against that target for the rest of the encounter. In addition, he adds his class level to any damage dealt whenever he scores a critical hit against an opponent.

Power (Ex): Sometimes a blow hits hard enough to knock the wind right out of you. If a 3rd level specialist scores a critical hit on an opponent, that opponent must immediately make a Fortitude saving throw with a DC equal to the number rolled on the d20 that triggered the critical plus 10 or be stunned for 1 full round.

Walking Armory (Ex): Beginning at 3rd level, the specialist can use weapons, armor, and shields normally restricted to particular races, classes, or alignments as though he had ranks in Use Magic Device equal to his character level. He adds his Strength modifier to the skill bonus, not Charisma.

Speed (Ex): No fancy tricks here - the more you swing, the better your odds to hit. At 4th level, the specialist gains an extra attack with his main hand at his highest base attack bonus whenever he makes an attack as a standard or full round action.

Weapon Unfocus: At 4th level, the specialist can trade in any feat he has that grants a benefit to a specific weapon or type of weapon for a bonus Combat feat. He must meet the prerequisites for the bonus feat, and gains as many bonus feats as feats he traded in.

From this level forward, the specialist gains no benefits from Focus feats such as Weapon Focus or Weapon Specialization.

Bring the Pain (Ex): At 5th level, the specialist is more readily able to bring any weapon 'up to par'. All normal and improvised weapons he wields deal an extra dice of damage and add 1 to their critical threat range.

Harmony (Ex): Why choose which style to use on an opponent when you can use them all? At 5th level, the specialist can no longer use Combat Finesse, Combat Expertise, or Power Attack in combat. Instead, every time he makes an attack, he may allocate up to 5 total points between a bonus to the attack rolls, a bonus to damage (should the attacks hit), and a dodge bonus to armor class for the rest of the round.

Possessing the improved versions of any of these feats adds additional benefits. Improved Combat Finesse allows the specialist to turn a single miss into a hit once per round if he allocates all of his points into an attack bonus. Improved Combat Expertise allows him to dodge a single melee or ranged attack in the same round he allocates all of his points into an AC bonus. Improved Power Attack allows him to automatically threaten and confirm a critical hit with one successful attack in the same round he allocates all of his points into a damage bonus.

If the specialist possesses Improved Combat Finesse, Improved Combat Expertise, and Improved Power Attack, his total allocatable point pool increases to 10.


Final Thoughts: This is a five-level prestige class. For those confused as to how Harmony works, I'll provide an example. If a 5th level Specialist makes an attack action against, say, an orc, he could devote 3 of his 5 points to his own Armor Class and add 2 more to damage should he hit. Essentially, it allows you to mix and match the benefits of Power Attack, Combat Expertise, and Combat Finesse with none of the penalties.

Overneath
2014-04-18, 05:27 PM
The Saboteur

"I've got a bomb with your name on it!"

An exceptionally dangerous control-and-destroy class that can cause status effects without resorting to magic and can be item-dependent without expending all of their resources, the saboteur is equally suited to making themselves deadly or making their enemies a non-issue.

Hit Die: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Poor Fortitude and Will


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


Skills: Craft (alchemy) 8 ranks, Hide 5 ranks, Tumble 3 ranks

Feats: Dodge, Far Shot

Special: The character must successfully craft one of each type of grenadelike weapon in the player's handbook as a part of training for this prestige class.



Level
BAB
Fort
Ref
Will
Special
Spellcasting/Alchemist/Artificer Progression

1st

+0

+0

+2

+0

Craft Explosive, Miasmic Mixture

+1 level of existing class

2nd

+1

+0

+3

+0

Roll In, Flask of Lightning

-

3rd

+2

+1

+3

+1

Expert Toss

+1 level of existing class

4th

+3

+1

+4

+1

Fatiguing Fog

-

5th

+3

+1

+4

+1

Advanced Explosives, Flask of Frost

+1 level of existing class

6th

+4

+2

+5

+2

Roll Out

-

7th

+5

+2

+5

+2

Direct Hit

+1 level of existing class

8th

+6

+2

+6

+2

Chaos Cloud

-

9th

+6

+3

+6

+3

Extensive Incapacitation, Flask of Fire

+1 level of existing class

10th

+7

+3

+7

+3

Rigged to Blow, Pocket Full of Murder

-



Class Skills

The saboteur's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 6 + Int modifier



Class Features

The following are class features of the saboteur prestige class.

Weapon and Armor Proficiency: The saboteur is proficient with all simple weapons and with light armor.

Alchemical Potency: Every odd level, the character gains new spells, infusions, or extracts per day as if she had also gained a level of 'spellcasting' in a class she belonged to before adding the prestige class that granted these features. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of 'spellcasting'. If a character had more than one such class before becoming a saboteur, she must decide to which class she adds the new level for the purposes of determining spells/infusions/extracts per day.

Craft Explosive: The saboteur can manufacture the materials for any of her explosive devices as a move action. She may retain them instead of using them right away, but the device will become inert and useless 5 rounds after its creation. Explosive devices include the abilities Miasmic Mixture, Flask of Fire, Fatiguing Fog, Flask of Frost, Chaos Cloud, and Flask of Lightning.

She may also use this ability to create any splash/grenadelike weapon at half its market price, the process of which takes a full minute but does not require the ability to cast spells nor a Craft (Alchemy) check.

Explosive devices act like splash weapons, with all the same rules for throwing them and what happens to them if they miss. However, saboteur-specific explosive devices also force various saving throws against the targets they affect. In such a case, a direct hit forces the base DC, whereas splash damage reduces the DC by 5. Unless otherwise noted, these devices have DCs equal to 10 + the saboteur's class level + the saboteur's Intelligence modifier.

For the purposes of basic splash weapons, the saboteur adds +1 to damage dealt for every class level she possesses, and +1 to the weapon's DC, if any, for every 2 class levels she possesses.

Miasmic Mixture (Ex): Beginning at 1st level, the saboteur can craft a canister of stunning smoke. This explosive erupts in a radius of 15 feet, forcing anyone within range to make a Fortitude saving throw or be stunned for 2 rounds.

Roll In (Ex): From 2nd level on, the saboteur always succeeds on Tumble checks made to avoid attacks of opportunity when moving past hostile squares, though not through them.

Flask of Lightning (Ex): At 2nd level, the saboteur can craft a special potion that only she can use. It grants her an extra move action during each of her turns for 3 rounds. Once used, Flask of Lightning cannot be used again for 5 minutes.

Expert Toss (Ex): At 3rd level, the saboteur doubles the range at which she can throw a weapon (including a grenadelike weapon or explosive device) without penalty, to a total of 80 feet with Far Shot.

Fatiguing Fog (Ex): This explosive produces a sickly violet fog that lingers in a 20 foot radius for 5 rounds. Anyone within the area of effect must make a Fortitude saving throw or immediately become fatigued. If a fatigued creature fails their save, they are rendered exhausted. If an exhausted creature enters the cloud and fails their save, they are knocked unconscious. If a creature remains in the cloud for three successive rounds, it is possible for them to experience all three effects in sequence.

Advanced Explosives (Ex/Su): At 5th level, the saboteur gains access to forumlae that blur the lines between magic and technology, to devastating effect. As part of throwing a saboteur-specific explosive device, she may attach a spell, extract, or infusion to it, which triggers when the device is thrown. For example, the saboteur might attach a fireball spell to Miasmic Mixture, dealing the spell's damage and potentially stunning the target. Attached spells use the DCs of the explosive in question, and if the spell only affects one target and the device misses, the spell is wasted.

In addition, any grenadelike weapon the saboteur uses (with the exception of her own unique Explosive Devices) deals an extra 3d6 points of damage on direct impact, and an extra 4 points of splash damage. If the weapon deals no damage, its DC is instead increased by 5.

Flask of Frost (Ex): At 5th level, the saboteur may craft a special potion for her use only. It covers her in a thin layer of frost that blocks damage and freezes her attackers. She gains damage reduction 10/- against physical damage, cold, and fire. If she is struck in melee, the attacker must make a Fortitude saving throw against her Explosive Device DC or become slowed, as the spell, for 2 rounds.

Roll Out (Ex): From 6th level on, the saboteur always succeeds on Tumble checks made to avoid attacks of opportunity when moving through hostile squares.

Direct Hit (Ex): At 7th level, the saboteur adds +3 to the DCs of her Explosive Devices, meaning a direct hit now has +3 to its DC and a splash effect only loses 2 from its DC. Any grenadelike weapons she throws gain a similar DC bonus, and if the weapon deals damage, it is doubled if it hits its target.

Chaos Cloud (Ex): At 8th level, the saboteur can toss an explosive gas canister that forces all enemies within 30 feet of the detonation point to make a Will saving throw or fall under the effects of confusion for 1 minute.

Extensive Incapacitation (Ex): At 9th level, the saboteur doubles the length of Miasmic Mixture, causes Fatiguing Fog to cause exhaustion and then unconsciousness, instead of beginning with fatigue, and Chaos Cloud adds 10 to the percentile roll to determine what an afflicted creature will do, essentially negating the 'attack caster' option.

Flask of Fire (Ex): At 9th level, the saboteur can create a special potion that, when ingested (by the saboteur and only by the saboteur) adds 2d8 + 5 fire damage to all of her attacks and deals this same damage to any enemies who strike her in melee. When the flask is applied, the saboteur can choose one spell, extract, infusion, or daily ability that she has already expended - she may then use that ability again, but only during the flask's duration.

Flask of Fire lasts for 5 rounds, and multiple flasks do not allow multiple uses of the same expended ability during the same 24-hour period. Once used, Flask of Fire may not be used again for 10 minutes.

Rigged to Blow (Ex): At 10th level, the saboteur can place explosive ordinance on a stationary, inanimate object of at least small size by taking three successive full round actions to do so. She may then detonate or disable it remotely at any time as long as she is on the same plane. This explosive device can look like whatever the saboteur desires, within reason, but is always size diminutive. It requires a DC 30 Search or Spot check to notice, and then only if the creature making the check knows that they are looking for something out of the ordinary (if they do not, the DC increases by the saboteur's Int modifier).

The bomb deals 5d8 base damage, which is half fire and half bludgeoning. For every minute after placement it remains undisturbed, 1d8 damage is added to the total. Enemies can take half damage via a Reflex save against a DC equal to 15 + the number of dice the bomb deals in damage. The bomb has a radius of 10 feet per dice in damage. However, the bomb has a maximum 'stewing duration' of 25 minutes, after which it will remain stable (its damage dice will no longer increase) until detonated.

Furthermore, the saboteur can attach a single explosive device effect (Miasmic Mixture, Fatiguing Fog, or Chaos Cloud) to the bomb. The effects of the chosen device activate against all creatures within range of the bomb's detonation, but these effects no longer allow a saving throw.

Pocket Full of Murder (Ex): At 10th level, the saboteur can craft and throw dangerous devices with practiced ease. She can create an Explosive Device as a swift or a move action (and potentially craft two in one round). She can also throw grenadelike weapons and explosive devices or drink potions at a rate of two per standard action. Thus, she could craft a canister of Fatiguing Fog, a Flask of Frost, and use both of them right away, all in the same round.

Further, any potion the saboteur drinks, aside from explosive devices such as Flasks, has a doubled duration.

Overneath
2014-04-24, 07:03 PM
The Scoundrel

"They're a fine enough lot, I suppose, if you need the help. There's plenty of clashing personalities here, but we all know who the real leader is."

A master of tactical supremacy, the scoundrel is an expert at finding, then ruthlessly exploiting weaknesses in an enemy line. Striking from the shadows while keeping his allies sharp, you will only notice the danger in such an individual when you are in the process of feeling the bite of their blades, and by then, it is far too late.

Hit Die: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Poor Fortitude and Will


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


Skills: Bluff 8 ranks, Hide 6 ranks, Sense Motive 4 ranks

Feats: Improved Initiative, Leadership OR Persuasive/Skill Affinity: Bluff

Special: Skirmish +2/Sneak Attack +2d6/Sudden Strike +2d6



Level
BAB
Fort
Ref
Will
Special
Aura Progression

1st

+0

+0

+2

+0

Armistice, Sneak Attack +1d6

-

2nd

+1

+0

+3

+0

Back-to-Back, Shadow Strike

+1 effective Warlord level

3rd

+2

+1

+3

+1

Follow-Through, Sneak Attack +2d6

-

4th

+3

+1

+4

+1

Evade

+1 effective Warlord level

5th

+3

+1

+4

+1

Vendetta, Sneak Attack +3d6

-

6th

+4

+2

+5

+2

Chameleon's Eye, Line of Blood

+1 effective Warlord level

7th

+5

+2

+5

+2

Invisible Friend, Sneak Attack +4d6

-

8th

+6

+2

+6

+2

Blindside, Fading Strike

+1 effective Warlord level

9th

+6

+3

+6

+3

Brand, Sneak Attack +5d6

-

10th

+7

+3

+7

+3

Twist the Knife, Everywhere at Once

+1 effective Warlord level



Class Skills

The scoundrel's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 8 + Int modifier



Class Features

The following are class features of the scoundrel prestige class.

Weapon and Armor Proficiency: The scoundrel is proficient with all simple weapons and with light armor.

Strategist: The scoundrel adds one half of all class levels to Warlord levels for the purposes of Aura uses per day and his Aura bonus.

Armistice (Ex): Once per encounter, the scoundrel can redirect hostile attention from an ally other than himself. After targeting the ally, he makes a Bluff check opposed by the Sense Motive checks of any hostiles currently engaging them. Any opponent who fails the opposed roll must immediately redirect their attention to another available enemy or take a penalty to attack, damage, skill checks and spell DCs equal to half the scoundrel's class level, rounded up. The penalties for targeting the selected ally last for the duration of the encounter or until the ally is killed, however they are negated for an individual opponent if that opponent elects to target another foe.

Sneak Attack (Ex): This ability acts exactly as per the rogue ability of the same name, adding atop any existing value. The scoundrel gains +1d6 at 1st level and another 1d6 every 2 levels thereafter.

Back-to-Back (Ex): With a pinch of shadow powder and a quick dash, a 2nd level scoundrel can appear within 5 feet of an ally whose position is within 100 feet of him once per encounter as a move action.

Shadow Strike (Ex): At 2nd level, the scoundrel can fire off a cheap shot in the blink of an eye, softening an opponent for later assaults. As a swift action once per encounter, he may make a single melee or ranged attack against any opponent within 60 feet at his highest base attack bonus. The target is considered flat-footed for the purposes of the attack, meaning the scoundrel may add his sneak attack damage if he hits.

Follow-Through (Ex): At 3rd level, the scoundrel becomes better at following his momentum and linking attacks together. For every successful attack he lands against an opponent, he gains a stacking +1 bonus to attack and damage rolls, to a maximum of his class level, for the rest of the encounter. If he misses, the bonus immediately resets to +0.

Evade (Ex): Twice per encounter at 4th level, the scoundrel can move 20 feet as a swift action. This ability even allows him to move through enemy squares. If this movement would incur an attack of opportunity, the opponents are forced to make that attack against themselves, instead.

Vendetta (Ex): Beginning at 5th level, the scoundrel can, once per encounter, select a single enemy that he can see as a move action. For the rest of that encounter, that enemy is stripped of any and all damage resistances, reductions, and immunities so long as it is the subject of at least two attacks from two different allies of the scoundrel in a round.

At 9th level, this ability also strips an opponent of any immunity to critical hits or sneak attacks, but only with regard to the scoundrel.

Chameleon's Eye (Ex): At 6th level, the scoundrel and any allies within 20 feet gain a +5 bonus to spot or listen checks made to find hidden or invisible creatures if they themselves are hidden and undetected.

Line of Blood (Ex): When a 6th level scoundrel makes an attack against an opponent that is at less than half of its total hit points, he deals sneak attack damage regardless of distance or positioning unless the creature is immune.

Invisible Friend (Ex): Beginning at 7th level, when using Back-to-Back, the scoundrel may make a Hide check as a free action, and appears next to his targeted ally as though he had stepped into a patch of shadow to do so, thus taking no penalty to the check.

Blindside (Ex): At 8th level, the scoundrel can always sneak attack an opponent who is flanked or flat-footed, regardless of any abilities or class features they may have, unless they are specifically immune to the ability.

Fading Strike (Ex): If an 8th level scoundrel kills an enemy with a sneak attack, he may make a Hide check as an immediate action with a -5 penalty as though they had sufficient cover to do so.

Brand (Ex): At 9th level, once per encounter the scoundrel may select one opponent. For the rest of the battle, whenever any ally other than the scoundrel himself attacks that target, they gain a bonus to attack, damage, and critical hit confirmation rolls equal to the scoundrel's Cha modifier or +2, whichever is higher.

Twist the Knife (Ex): A 10th level scoundrel automatically scores a critical hit whenever he sneak attacks an opponent. The sneak attack damage is still not multiplied.

Everywhere At Once (Ex): At 10th level, the scoundrel adds an extra use per encounter to the following abilities: Armistice, Back-to-Back, Shadow Strike, Evade, and Brand.

Overneath
2014-05-03, 04:10 PM
The Shield Warden

"At me, then! I stand for all of us!"

Most warriors view the humble shield with a kind of well-meaning derision. They see it as little more than an effective wall between themselves and an enemy, some form of pure defense that is quickly forgotten when an all-out assault becomes necessary. But some soldiers know better. To them, their shield becomes as deadly as a blade in its own right, and much more viable as cover when a superior force comes knocking.

Hit Die: d12

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements
To qualify to become a shield warden, a character must fulfill all the following criteria.


Base Attack Bonus: +6

Skills: Concentration 3 ranks

Feats: Improved Shield Bash, Combat Expertise, Shield Focus: Any



Level
BAB
Fort
Ref
Will
Maneuvers Known
Maneuvers Readied
Stances Known
Special

1st

+1

+2

+0

+2

0

0

0

Shield Defense (Expertise), Offensive Shielding

2nd

+2

+3

+0

+3

0

0

0

Shield Defense (Turn the Blade), Shield Rush

3rd

+3

+3

+1

+3

1

1

0

Shield Cover, Shield Throw

4th

+4

+4

+1

+4

0

0

0

Shield Defense (Elemental Aegis), Perception

5th

+5

+4

+1

+4

0

0

0

Carapace

6th

+6

+5

+2

+5

0

0

0

Stonewall

7th

+7

+5

+2

+5

1

0

0

Shield Defense (Resilience), Steady Footing, Scatter

8th

+8

+6

+2

+6

0

0

1

Shield Defense (Shield Wall), Indomitable

9th

+9

+6

+3

+6

0

1

0

Unbowed

10th

+10

+7

+3

+7

1

0

0

Shield Defense (Safeguard), Solidarity



Class Skills
The shield warden’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (warfare) (Int), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the shield warden prestige class.

Weapon and Armor Proficiency: The shield warden is proficient with all simple and martial weapons, all types of armor, and with all shields.

Maneuver Training: At levels 3, 7, and 10, the shield warden gains a maneuver known from either the Diamond Mind or Stone Dragon disciplines. She may learn any maneuver from these disciplines that she qualifies for, using the combination of her base initiator levels and her shield warden levels as her total initiator levels. If she has no previous levels in an initiator class, she may still learn maneuvers, but only 1st level ones, and they use the combination of her shield warden level + 1/2 of her total levels in other classes as her total initiator level. At levels 3 and 9, she gains an additional readied maneuver per day

At level 8, she learns a single stance from the Diamond Mind or Stone Dragon disciplines, which falls under the same restrictions. If the shield warden lacks initiator levels, she readies and recovers maneuvers as a warblade does.

Shield Defense (Ex): At her discretion, the shield warden may drop into a defensive stance, sacrificing attack power for a better method of deflecting blows. Activating the stance is a move action, though deactivating it is a free action. While the stance is active, the shield warden deals half damage on all attacks, but can use Combat Expertise without taking a penalty to attack rolls. Shield Defense automatically upgrades as the Shield Warden levels up.


Turn the Blade: At level 2, Shield Defense grants 5/- Damage Reduction
Elemental Aegis: At level 4, Turn the Blade may grant either the aforementioned damage reduction or resistance of 10 to all energy damage (fire, cold, electrical, acid, and sonic); switching between the two is a free action that may only be taken once per round and must be determined at the beginning of the round
Resilience: At level 7, the reduction bonuses from Turn the Blade and Elemental Aegis double
Shield Wall: At level 8, all melee attacks made against the shield warden have a 20% chance to deal no damage
Safeguard: At level 10, the shield warden becomes immune to critical hits while in Shield Defense mode

Offensive Shielding (Ex): The shield warden is experienced enough in the use of her shield to wield it as a weapon of its own caliber. She may use a shield in her main or off- hand, or even both as once, as though it were a normal weapon. Doing so allows her to use all her attacks and special attack actions with the shield, but halves the bonus to armor class she receives from it. Enhancement bonuses on the shield automatically apply to its attack and damage rolls as befitting a normal weapon. Even if she chooses not to use her shield as a weapon, she no longer loses her shield bonuses to armor class when shield bashing, and adds enhancement bonuses to attack and damage with a shield when using it to shield bash.

Bucklers qualify as light simple weapons that deal 1d4 bludgeoning damage, light shields are light martial weapons that deal 1d6 bludgeoning damage, heavy shields are one-handed martial weapons that deal 1d8 bludgeoning damage, and tower shields are two-handed exotic weapons that deal 1d10 bludgeoning damage. Adding shield spikes improves damage dice by one step (such as from 1d4 to 1d6) and changes damage dealt to piercing.

Beginning at 5th level, using a shield as a weapon no longer halves the bonus to armor class it grants.

Shield Rush (Ex): If a 2nd level shield warden makes a move action/attack action and only travels in a straight line or makes a charge, she may bull rush her opponent as a free action, without sacrificing her other attacks.

Shield Cover (Ex): At 3rd level, the shield warden gains Deflect Arrows as a bonus feat, with the caveat that a hand holding a shield counts as a free hand for the purposes of the feat. She also gains a competence bonus to armor class against ranged attacks equal to her class level while using a shield.

Shield Throw (Ex): A 3rd level shield warden can throw her shield with such accuracy and might that it could knock opponents off their feet before returning to her hand. She may throw a shield up to 60 feet away (although the shield's actual range increment is 30 feet), dealing its normal melee damage if it hits and returning it to her hand at the end of the round. Any opponent struck is also subject to a Bull Rush attempt on the part of the shield warden, including any feat or class bonuses she may derive when using such an attack.

Perception (Ex): A 4th level shield warden cannot be flanked or flat-footed so long as she bears a shield.

Carapace (Ex): At 5th level, the shield warden's Shield Cover ability applies to 'unusually massive ranged weapons' and spell effects (but only for the purposes of deflecting the projectile), and may be used twice per round. In addition, she now adds all bonuses from her shield to her Touch AC as well as her normal AC.

Stonewall (Ex): As a full round action, a 6th level shield warden may hunker in on herself. This act makes her immune to all incoming hit point damage, but she cannot act for the rest of the round or the entirety of the next round. The immunity lasts until this second round ends. The warden can end Stonewall prematurely as a free action, but takes a -5 penalty to her Armor Class for the rest of the round in which she does so. The exception to the action rule is attacks of opportunity, which the Warden may make freely while under Stonewall's effects.

Note that while Stonewall makes the shield warden immune to hit point damage, non-damaging and instant death effects can still be used effectively against her. Stonewall may be used only once per minute.

Steady Footing (Ex): At 7th level, the shield warden becomes immune to the effects of a hostile charge or bull rush. The opponent may still make an attack, but they cannot move the warden against her will. As such, the Fighter’s Dungeon Crasher ability will also fail to affect her. This ability also applies to magical bull rushes or telekinetic movement.

Scatter (Ex): As a standard action, a 7th level shield warden can push opponents in front of her off guard, making a single attack at her full base attack bonus which acts against all opponents directly in front of her and to either side. By taking a -5 penalty to her attack roll, she may force any enemy she hits back 5 feet, and if they collide with an enemy directly behind them, that enemy also takes the damage and effect that she applied to the first. If she possesses a martial maneuver which applies a hostile effect to an opponent, she may apply the effects of that maneuver to every enemy Scatter affects.

Indomitable (Ex): At 8th level, the shield warden becomes immune to the stunned, paralyzed, dazed, and nauseated conditions.

Unbowed (Ex): A 9th level shield warden may take a standard action to grant herself almost superhuman resilience twice per day. She gains temporary hit points equal to her class level + her Constitution score, and an additional 5 temporary hit points for every enemy within 10 feet of her. These temporary hit points do not stack with any other types of temporary hit points, but they have a unique side-benefit; while any of these temporary hit points remain, the shield warden is immune to any spells whose effects include anything other than pure hit point damage.

Solidarity (Ex): A 10th level shield warden is not easily brought low by anything, least of all hostile magic. Against spells, her base Will save bonus is doubled, and she gains a free re-roll of any failed saving throw made against a spell if she is under the effects of Stonewall when the spell affects her.

Overneath
2014-05-05, 06:25 PM
The Trickshot

"You thought that shot was impressive? Watch this!"

Any archer who has ever watched one of their sword-wielding brethren topple over a giant and seethed in envy has only yet to learn how to do it themselves, and do it better. The power of a bow, crossbow, sling, or other ranged weapon is not something to be discounted, and when facing a trickshot, the only way to truly close with them effectively is to wait until they run out of ammunition.

Hit Dice: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Poor Fortitude and Will


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


Base Attack Bonus: +5

Skills: Craft (bowmaking) 4 ranks, Spot 6 ranks

Feats: Point Blank Shot, Precise Shot



Level
BAB
Fort
Ref
Will
Special

1st

+0

+0

+2

+0

Trick Shooting, Pinning Shot

2nd

+1

+0

+3

+0

Aim +1

3rd

+2

+1

+3

+1

Bursting Shot, Sneak Attack +1d6

4th

+3

+1

+4

+1

Melee Archer, Reactive Shot

5th

+3

+1

+4

+1

Aim +2, Pincushion, Death from Above

6th

+4

+2

+5

+2

Sneak Attack +2d6, Shattering Shot

7th

+5

+2

+5

+2

Archer's Lance

8th

+6

+2

+6

+2

Aim +3, Leaping Shot

9th

+6

+3

+6

+3

Sneak Attack +3d6, Raining Death

10th

+7

+3

+7

+3

Shot Through the Heart, Countershot



Class Skills
The trickshot's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the trickshot prestige class.

Weapon and Armor Proficiency: The trickshot is proficient with all ranged weapons and light armor.

Trick Shooting (Ex): A trickshot may use the Disarm, Trip, and Sunder actions with any ranged weapon at no additional penalty. However, unless he is within melee range, he is not subject to attacks of opportunity, and cannot then be disarmed or tripped if he fails the check.

Pinning Shot (Ex): By use of a full round action, the trickshot can target a single opponent in range with a ranged weapon. He makes an attack roll at his highest base attack bonus, and if he hits, the victim must make a Reflex saving throw against a DC equal to the attack roll result or be held in place for 1 round per class level. The victim may still take actions, and is not helpless, but cannot move and is considered flat-footed until the effect expires.

Aim (Ex): Beginning at 2nd level, the trickshot gains a +2 bonus to attack and damage rolls when using any ranged weapon. This bonus increases by +2 for every 3 levels thereafter. The attack bonus is doubled if he uses a Special Attack with his Trick Shooting ability.

Bursting Shot (Ex): At 3rd level, the trickshot may take a full round action to let loose a projectile with any ranged weapon that explodes on impact, dealing his normal attack damage to all opponents within 15 feet of the blast radius. The damage is half physical, half fire, and can be negated with a successful Reflex saving throw against a DC equal to half the attack roll result. As it strikes the area under a target's feet, this attack always hits.

If he has one available, the trickshot may attach a Special Substance, such as alchemist's fire, to the projectile, which detonates if the shot hits.

Sneak Attack (Ex): This ability acts exactly as per the rogue ability of the same name, adding atop any existing value. The trickshot gains +1d6 at 3rd level and another 1d6 every 3 levels thereafter. In addition, the trickshot may make Sneak Attacks at up to 60 feet, instead of being limited to 30.

Melee Archer (Ex): A 4th level trickshot is not subject to attacks of opportunity for firing ranged weapons in an opponent's threatened area.

Pincushion (Ex): At 5th level, the trickshot deals an extra 2 damage against a target he has already damaged with a ranged weapon in the same round.

Death from Above (Ex): The concept of range is not limited to a flat plane. A 5th level trickshot deals double his normal projectile damage with each attack if he is firing on an enemy from at least 10 feet of elevation.

Shattering Shot (Ex): A 6th level trickshot may take a full round action to make a single attack with a ranged weapon against one opponent in range at his highest base attack bonus. If it hits, it deals normal damage and also reduces the target's armor class by -1 per class level for 5 rounds.

Archer's Lance (Ex): As part of a full attack action, a 7th level trickshot can choose to halve the damage for each of his attacks in order to pierce through his enemies. Any foes in a straight line from him take damage from each projectile, even if they are behind another foe or standard cover. The base range for the ranged weapon that the trickshot is using determines how far the Archer's Lance travels. As well, any opponent struck by the projectile is knocked prone unless they succeed at a Fortitude save with a DC equal to the attack roll. The DC decreases by 5 for every enemy between the affected creature and the trickshot.

Scattershot (Ex): Whenever an 8th level trickshot attacks with a ranged weapon, he fires a minimum of 3 projectiles in a round. Thus, a standard attack uses at least three pieces of ammunition and associated attack rolls, and the trickshot's class features can be used in tandem with two other, normal attacks if they require a full attack action. No additional attacks are granted if the trickshot uses weapon properties, feats, or class features to make at least three attacks in a round independent of this feature.

Raining Death (Ex): By expending twenty projectiles that must all be of the same type, a 9th level trickshot can take a full round action to produce an area effect ability that deals normal projectile damage three times to any foe within 40 feet of the chosen area. In addition, any foe so affected moves at half of any of their base speeds for one round afterwards.

Shot Through the Heart (Ex): Once per day, a 10th level trickshot may fire a single projectile at a target as a standard action. If it hits, it is an automatic critical hit that penetrates damage reduction and adds 1 to the ranged weapon's normal critical multiplier.

Countershot (Ex): Via precise aiming, a 10th level trickshot can throw off enemy attacks. To do so, the trickshot forfeits all other actions for a turn, and calculates his total number of attacks in a round if he were to make a full attack action. Manyshot and Rapid Shot both add 1 attack each to this total if the trickshot possesses those feats, but weapon properties are not counted in the total.

As an immediate action at any time for the rest of that round, the trickshot can make an opposed attack roll if an opponent within range makes a melee or ranged attack. If the trickshot beats that opponent in the opposed roll, that opponent's attack is considered an automatic miss. The trickshot can disrupt as many attacks in this fashion as he calculated that his total attacks were, above.


Final Thoughts: To clarify - 'normal projectile damage' or similar terms means the damage you would do if you fired one of the projectiles you have currently equipped, with the ranged weapon you have currently equipped, into a target.


Alternate Class Features: The Javelin Mage

Warlocks may also take levels in the trickshot prestige class, but they derive slightly different benefits than a normal character. They learn to supplement their eldritch blasts with precise aim and careful timing, and can expand the energy used to create them into a unique shield effect that absorbs or reflects enemy projectiles.

Warlock Advancement: Every even-numbered level of trickshot qualifies as a warlock level for the purposes of invocations known and caster level. Every single level of trickshot adds to a character's warlock levels for the purposes of eldritch blast damage. No other warlock class features are gained or improved by taking levels in this prestige class.

Trick Shooting: The javelin mage may treat their eldritch blast as a conventional ranged weapon when disarming, tripping or sundering a target with this feature.

Pinning Shot: The javelin mage applies Pinning Shot as an eldritch essence instead of using it as its own action. Its effects otherwise remain the same.

Eldritch Reckoning: An enemy under the lingering effects of an eldritch essence takes an additional 3 points of damage from a 2nd level javelin mage's eldritch blasts. This damage bonus increases by 3 points at levels 5 and 8. This ability replaces Aim.

Eldritch Barrier (Su): At 3rd level, the javelin mage can take a standard action to envelop themselves in a shimmering field of magical energy powered by their eldritch blasts. To do so, the javelin mage must sacrifice 1d6 damage from the total of their next eldritch blast. So, if a character's blast dealt 7d6 damage, they could use this ability to power the field, but then their next blast would only deal 6d6 damage. The Eldritch Barrier lasts for up to 1 round per class level, and must be maintained, meaning the javelin mage cannot manifest the barrier and fire an eldritch blast in the same round. The javelin mage may sacrifice additional damage by increments of 1d6 (to a minimum output of 1d6 damage for their weakened blast) to improve the effect of the barrier.

The barrier offers +2 AC and 5 points of damage reduction against all incoming ranged attacks and ranged touch attack effects. Any entirely nonmagical projectiles smaller than an ogre's fist (thus medium-sized bolts, arrows, and bullets, but not siege weaponry) are entirely dissipated, their damage ignored. Every additional 1d6 points of damage sacrificed from an eldritch blast adds 1 to the AC bonus and 1 point to the damage reduction.

This ability replaces Bursting Shot.

Sneak Attack: Javelin mages do not gain sneak attack damage from class levels.

Melee Archer: Javelin mages do not provoke attacks of opportunity when using eldritch blasts, but if they apply an eldritch shape or eldritch essence, the action provokes an attack of opportunity.

Eldritch Absorption (Su): At 5th level, the Eldritch Barrier thrives on its own effects, supplying the javelin mage with excess power to use against their attackers. While the barrier is active, the javelin mage stores every point of damage they take from ranged weapons and ranged touch attacks that penetrates the barrier's damage reduction. All of this damage is then applied as a bonus to the second blast they use after the barrier drops (that is, the damage bonus is applied to their next full eldritch blast, not the weakened one). If that blast misses, the bonus is wasted. This ability replaces Pincushion and Death from Above.

Shattering Shot: The javelin mage applies Shattering Shot as an eldritch essence instead of using it as its own action. Its effects otherwise remain the same.

Archer's Lance: The javelin mage may apply Archer's Lance as an eldritch shape that causes his blast to turn into a line that penetrates opponents (though not solid objects). All opponents behind the first take half damage from the blast.

Eldritch Shield (Su): At 8th level, the javelin mage may apply their Eldritch Barrier to another creature within 60 feet instead of themselves, but may still only maintain one barrier at a time. This ability replaces Scattershot.

Eldritch Demise: At 9th level, the javelin mage gains access to an alternate variant of the blast shape Eldritch Doom, the difference being that its effects may take place in any 20-foot area within 60 feet of the javelin mage themselves. Also, any affected enemies may be subject to a different eldritch essence of the javelin mage's choice - if two orcs are caught in the blast, one might be subject to Pinning Shot while the other is affected as though by Hellrime Blast. Other effects of Eldritch Doom otherwise remain the same. This ability replaces Raining Death.

Shot Through the Heart: This ability remains the same for both trickshots and javelin mages, but javelin mage eldritch blasts fired with this ability also ignore spell resistance.

Eldritch Supremacy: At 10th level, the javelin mage may make a full attack action to fire off as many eldritch blasts in a round as they have iterative attacks, just as though they were using a ranged weapon.

If the character is made in a game where this property is already in use as a house rule, the javelin mage instead gains the ability to fire up to three eldritch blasts at a single opponent within 30 feet as a standard action, taking a -4 penalty to their attack rolls for the second shot and an additional -2 penalty for adding a third shot. They may not attach eldritch essences or shapes to any of the blasts manifested in this way. This otherwise acts as though the javelin mage can apply the Manyshot feat to their eldritch blasts.

This ability replaces Countershot.

Overneath
2014-05-06, 09:55 PM
The Gravity Mage

"Enjoy your trip; it's a one-way express."

With its propensity for being broken by anyone who bothers to pick up a spellbook, some might assume that the laws of physics are, at best, suggestions, and at worst, laughable nuisances. But certain spellcasters know better. They see the forces that tie the world together for the immensely powerful - and, more importantly, manipulable - pieces of the larger picture that they are. Unlike a force mage, who focuses on crushing their opponents personally, a gravity mage sacrifices some of their own spellcasting power to allow the attraction that gives them their name do the work.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a gravity mage, a character must fulfill all the following criteria.


Skills: Knowledge (arcana) 8 ranks, Spellcraft 10 ranks

Spellcasting: Ability to cast 3rd level or higher arcane spells, two of which must have the 'Force' descriptor or a telekinetic effect

Special: Must have caused the death of an opponent via falling or force damage.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Energy Conversion, Gravitic Resistance, Gravitic Slam (15ft)

+1 level of existing arcane spellcasting class

2nd

+1

+0

+0

+3

Not The Fall That Kills You

+1 level of existing arcane spellcasting class

3rd

+1

+1

+1

+3

Stability

+1 level of existing arcane spellcasting class

4th

+2

+1

+1

+4

Gravity Blast, Gravitic Slam (20ft)

+1 level of existing arcane spellcasting class

5th

+2

+1

+1

+4

Propulsion

+1 level of existing arcane spellcasting class

6th

+3

+2

+2

+5

Reverse Gravity

+1 level of existing arcane spellcasting class

7th

+3

+2

+2

+5

Gravitic Ring, Gravitic Slam (25ft)

+1 level of existing arcane spellcasting class

8th

+4

+2

+2

+6

Immobilization

+1 level of existing arcane spellcasting class

9th

+4

+3

+3

+6

Singularity

+1 level of existing arcane spellcasting class

10th

+5

+3

+3

+7

Center of the Sun, Event Horizon, Gravitic Slam (30ft)

+1 level of existing arcane spellcasting class



Class Skills

The gravity mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the gravity mage prestige class.

Weapon and Armor Proficiency: Gravity mages gain no proficiency with any weapon, armor, or shields.

Spellcasting: Every level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of arcane spellcasting. If a character had more than one arcane spellcasting class before becoming a gravity mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Energy Conversion (Su): To power his abilities, the gravity mage harnesses his raw spell energy and converts it to a kinetic form, allowing him a greater degree of control over the forces of physics. Gravity mage class features have no set limit, but are powered by expenditure of spell slots; some abilities have a minimum spell level that must be expended in order to use them, but higher spell levels have a more powerful effect.

Gravitic Resistance (Su): A gravity mage never takes any falling damage. His falls are not slowed - he simply shrugs off the effects of momentum upon landing. However, he may choose to slow down in midair as per feather fall at will.

Gravitic Slam (Su): The gravity mage can target a 15-foot circle that he has line of sight to. Anything not secured to the ground in some way is hurled up and then back down. This deals falling damage and knocks opponents prone unless they make a Reflex saving throw with a DC equal to 10 + the gravity mage's class level. A successful saving throw allows them to maintain a standing position, but they still take half damage.

Using Gravitic Slam requires the gravity mage to expend a minimum of a level 1 spell slot. The damage dealt improves by 1d6 per level of the spell slot expended, and the DC increases by 1 for every additional 1d6 damage added to the total in this way, to a minimum damage of 1d6 and a minimum DC of 11 + class level. If a spell slot of at least 5th level is used, 5d6 flat damage is added to the calculation (expending cone of cold deals 5d6 for a 5th level spell, plus another 5d6 for a total of 10d6, doubled to 20d6 if the gravity mage is at least 2nd level). A 9th level spell slot adds 11d6 damage, instead (expending meteor swarm deals 9d6 for a 9th level spell, plus another 10d6 for a total of 19d6, doubled to 38d6 if the gravity mage is at least 2nd level).

If an affected creature has a fly speed and is currently in midair, they take no damage from this ability, but they lose their fly speeds (and cannot recover this speed, nor gain a new fly speed on their own) for a number of rounds equal to the damage dice they would have received. Any damage they take if they hit the ground during this duration is modified by Not The Fall That Kills You, if the gravity mage is at least 2nd level.

At levels 4, 7, and 10, the radius of Gravitic Slam improves by 5 feet.

Not The Fall That Kills You (Ex): Whenever a 2nd level gravity mage directly causes falling damage (including damage dealt by Gravitic Slam and, later, Gravity Blast), the damage dealt is doubled.

Stability (Su): A 3rd level gravity mage cannot be moved or knocked down against his will by purely physical means. If a Force spell is cast on him, he and its caster make opposed caster level checks - if the gravity mage wins, the spell fails to shift him, though he may still take damage.

Gravity Blast (Su): At 4th level, the gravity mage may create an explosion on a spot within his line of sight. The explosion has a radius of 20 feet. Creatures within the radius are thrown forward 25 feet minus the number of feet they were away from the center of the explosion. For every 5 feet they are thrown, they take 2d6 falling damage, half if they succeed on a Reflex saving throw with a DC equal to 10 + the gravity mage's class level.

Medium-sized creatures are the basis for the distances given here. For every size category a creature is below Medium, they are thrown an additional 5 feet. For every size category a creature is above Medium, the distance they are thrown decreases by 5 feet, to a minimum of 0 feet, and thus no effect.

Using Gravity Blast requires the gravity mage to expend a minimum of a level 3 spell slot. The radius and the distance creatures are thrown improve by 5 feet for every spell level of the expended slot above 3rd, and the DC increases by 1 for every 5 additional feet added to the total in this way.

Propulsion (Su): A 5th level gravity mage can use a spell slot to propel himself forward with decreased limits on his acceleration, allowing him to move quickly. This doubles any of his base speeds (including swim and fly speeds) for a number of rounds equal to the level of the spell slot he expended to use the ability.

Reverse Gravity (Sp): At 6th level, the gravity mage can use the spell reverse gravity twice per day, though it only lasts a number of rounds equal to his class level.

Gravitic Ring (Su): At 7th level, the gravity mage can create a field of hyper-gravity that slows down foes to a crawl. The gravity mage can designate allies in the field to remain unaffected as an immediate action. The field originates at a point within the gravity mage's line of sight, and is 40 feet around. Base speeds are reduced by 5 for every 5 feet within the ring an opponent is. Thus, if an enemy is 30 feet away from the epicenter, their speeds are reduced by 10. In addition, any creature affected such is also under the effects of a slow spell (except for the halved speed effect). If a creature's speed is reduced to 0, unless they have another speed they can use that is not reduced to 0, they are rendered helpless. Gravitic Ring lasts a number of rounds equal to half the gravity mage's class level.

Using Gravitic Ring requires the gravity mage to expend a minimum of a level 5 spell slot. The duration of the effect improves by 1 round per level of the spell slot expended. If an 8th or 9th level spell slot is expended, Gravitic Ring reduces speeds by double its normal amount.

Immobilization (Su): At 8th level, the gravity mage can designate one opponent within his line of sight and, by expending a spell slot of at least 7th level, create a miniature Gravitic Ring under their feet. The opponent must make a reflex save (DC = 10 + the gravity mage's class level + the level of the spell slot expended) or be rendered helpless for 5 rounds.

Dampen Velocity (Su): At 8th level, the gravity mage can slow down attacks made against him, making them less effective and easier to dodge. He gains a dodge armor class bonus equal to half his class level, so long as he is aware of the attack and not helpless.

Singularity (Su): At 9th level, the gravity mage can expend a spell slot of at least 8th level to create a swirling vortex that pulls enemies closer to it on a single point within his line of sight. Singularity has two radii: Horizon and Breach. Horizon radius is the distance at which enemies begin to move towards the singularity every round. Breach is the 10'-by-10' radius that the singularity itself occupies; anything in that area is floating and helpless. Enemies can make a saving throw (DC 25 Fortitude or Reflex at their discretion) to resist being pulled towards it every round they are in the Horizon Radius. The Horizon radius is equal to 5 feet x the level of the spell slot expended, and enemies within it are pulled 20 feet towards the Breach every round if they fail their save. Singularity lasts 5 rounds.

Creatures of Huge size or larger are not affected by the Breach, but they are pulled closer to it if they are within the Horizon radius.

Center of the Sun (Sp): At 10th level, the gravity mage adds implosion to his list of spells known. If he so desires, he may expend two 9th-level spell slots and a full round action to use Singularity and attach implosion to its center; the implosion DC is the same as the one made to resist being pulled towards the Breach, but if an opponent makes their saving throw, the implosion effect immediately ends. Otherwise, this variant of Implosion lasts as long as Singularity does.

Event Horizon (Sp): At 10th level, the gravity mage can alter Singularity such that the center of the event acts as a constant dimension door spell (with the additional feature that any creature in the door's square enters it automatically) with an endpoint within 750 feet chosen at the time of the casting. The effect lasts as long as the Singularity effect does, but cannot be used at the same time as Center of the Sun.

ALTERNATE PRESTIGE CLASS: Gravity Manifester
If using this prestige class with a psionic character, alter its prerequisites and features thusly:

Requirements

To qualify to become a gravity manifester, a character must fulfill all the following criteria.


Skills: Knowledge (psionics) 8 ranks, Psicraft 10 ranks

Spellcasting: Ability to manifest 3rd level or higher powers, two of which must have the 'Force' descriptor or a telekinetic effect

Special: Must have caused the death of an opponent via falling damage.


Manifesting: Instead of progressing spellcasting, every level the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of gravity manifester to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

Energy Conversion (Su): To power his abilities, the gravity manifester harnesses the energy of his mental reserves and converts it to a kinetic form, allowing him a greater degree of control over the forces of physics. Gravity manifester class features have no spell level limit, but are powered by expenditure of power points instead of spell slots. Whenever a gravity mage class feature states that it requires a certain level of spell to achieve a given effect, the gravity manifester must instead expend a number of powers points equal to 2 + 2x the stated spell level (Singularity, thus, would require 18 power points). This includes benefits received from exceeding the base necessary spell levels for a greater effect - the ability simply costs 2 more power points per 'spell level' added. Note that a gravity manifester still cannot expend more power points than his manifester level on a single feature.

Needless to say, if the gravity manifester gains an ability that says it adds a spell to his powers known, he gains that spell as a known power instead, at the appropriate level.

Overneath
2014-05-08, 12:37 AM
The Blood Mage

"One slow red river runs through us all..."

Blood is life. Life is power. Every being from the eldest vampire to the lowliest commoner has some inkling of these facts. A blood mage takes this power to an extreme, powering his magic with his own life essence to rip the life of others out of them with extreme prejudice.

Hit Dice: d6

Base Attack Bonus: 1/2

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a blood mage, a character must fulfill all the following criteria.


Skills: Spellcraft 10 ranks, Heal 5 ranks

Feats: Toughness

Spellcasting: Must be able to cast 3rd level or higher spells

Special: Must have, at some point, been reduced to 0 hit points or less.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Blood Magic

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

Stanch, Blood Ritual

+1 level of existing spellcasting class

3rd

+1

+1

+1

+3

Improved Toughness

+1 level of existing spellcasting class

4th

+2

+1

+1

+4

Thicker than Water

+1 level of existing spellcasting class

5th

+2

+1

+1

+4

Blood Draught

+1 level of existing spellcasting class

6th

+3

+2

+2

+5

Wounding Spells

+1 level of existing spellcasting class

7th

+3

+2

+2

+5

Extract Blood Elemental

+1 level of existing spellcasting class

8th

+4

+2

+2

+6

Blood Flow

+1 level of existing spellcasting class

9th

+4

+3

+3

+6

Etch Scar

+1 level of existing spellcasting class

10th

+5

+3

+3

+7

Bloodwalk, Blood Mastery

+1 level of existing spellcasting class




Class Skills

The blood mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the blood mage.

Weapon and Armor Proficiency: Blood magi gain no proficiency with any weapons, armor, or shields.

Spellcasting: When a new blood mage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of blood mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a blood mage, he must decide to which class he adds each level of blood mage for the purpose of determining spells per day.

Blood Magic (Su): The blood mage is a master of adding the magic of the arcane and the magic of blood together to produce even more powerful spells. When he casts a spell that deals damage or has a save DC, he can deal damage to himself as a free action to increase either (the blood mage cannot increase both the damage and DC of a spell with this ability; he must choose one). By sacrificing a number of hit points equal to 3 x the level of the spell, the blood mage can either add one dice of damage to the spell, or increase its DC by 1. Thus, a fireball could go from 10d6 to 11d6 damage or a DC of 19 to 20 for the same amount of hit points drawn (9). The blood mage cannot use up more than 25% of his total hit points at once in this fashion.

Stanch (Ex): At 2nd level, if the blood mage drops below 0 hit points, he automatically stabilizes and may take normal actions. He still dies if he drops to -10 HP or below.

Blood Ritual (Su): Beginning at 2nd level, the blood mage can fuel costly spells with his own blood. When a spell calls for costly material components, he may willingly lose hit points as part of casting the spell, and then need not provide those components. If a spell has an XP cost, that still must be paid normally. Components costing less than 50 gold pieces require a hit point cost of 3. Components with a value between 51 and 4,000 gold require a hit point cost of 15. Components with a cost above 4,000 gold require a sacrifice of 45 hit points.

Improved Toughness (Ex): At 3rd level, the blood mage gains an extra 1 hit point per character level, applied retroactively. These bonuses stack with normal Toughness.

Thicker than Water (Ex): Starting at 4th level, the blood mage gains a hardness of 1 for every 2 class levels he possesses. This subtracts damage from the total sacrificed whenever he uses Blood Magic, not each individual part.

Blood Draught (Ex): At 5th level, a blood mage learns how to store spells of up to 4th level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium and with one additional maximum spell level. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once “brewed,” a blood draught remains in circulation within a mage’s body. The maximum number of draughts he can store at one time is equal to his class level + his Consitution modifier, but if he is ever slain, they are all immediately ruined—even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood mage pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood mage’s blood as a full-round action. The blood mage must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood mage cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.

Wounding Spells (Su): At 6th level, whenever the blood mage casts a damaging spell on a target, that target takes 1 point of Constitution damage per 2 levels of the spell that was cast, to a maximum of 4. In addition, the spell does an extra 3 damage per spell level if the target is already bleeding (as per a specific status effect) or wounded in a similar manner. The latter bonus does not apply to bleeding caused by Wounding Spells. CON damage dealt in this manner does not stack with itself.

Blood Thrall (Su): Once per day starting at 7th level, the blood mage can attempt to exert control over a single living creature within 60 feet. The creature must make a Will saving throw against a DC equal to 10 + the blood mage's class level. The blood mage can alter the DC with his Blood Magic feature - treat Blood Thrall as a 5th level spell. If the creature fails their saving throw, they are under the blood mage's complete control, although they are unwilling victims to whatever actions they take. Because this is not a mind-affecting effect, immunity to those type of effects is not a barrier, and suicidal commands do not allow additional saving throws. Blood Thrall lasts for 1 turn.

Blood Flow (Su): Once per day at 8th level, the blood mage can exert control over his internal systems to produce a surplus of enhanced blood as a move action. For one turn per blood mage level, he cannot be affected by Wounding or Bleeding effects, gains 20 temporary hit points, and also heals himself of 2 hit points per blood mage level. However, he cannot use Blood Magic for the duration of this ability unless he prematurely ends it (giving up his wounding immunity and temporary hit points) as a swift action.

Etch Scar (Sp): Twice per day at 9th level, as a standard action, the blood mage can scar himself to produce a similar scar on a designated opponent...along with a debilitating effect. This counts as casting a 7th level spell for the purposes of any immunities or resistances the target may have, has a Fortitude save DC of 19 + the blood mage's primary spellcasting attribute's modifier, and lasts for 1 round per class level. The blood mage can activate one of the following effects on the target if it fails its save (on a successful save, nothing happens):

Any ranged attack (including ranged touch attacks) the target makes automatically misses.
The target takes a penalty of 5 to any action that requires a roll to resolve (attacks, damage, saving throws, etc).
The target becomes enraged as per the 1st-level barbarian ability, except they lose 8 AC, any damage reduction they possess is halved, and they attack a random target each round.
The target takes 2d6 damage every round, and if they die before the mark ends, they explode violently, dealing 10d10 damage to all creatures within 30ft. Neither damage can be reduced via saving throw or resistances, but no damage is taken at all if the save is made by the original target of the mark.


Bloodwalk (Su): Once per day at 10th level, as a standard action, the Blood Magus can enter a creature (he must succeed at a melee touch attack if the target is unwilling) and teleport any distance the mage designates on the same plane, exiting from a creature on the other side. The distance the blood mage travels is in miles, and a rough estimate; if need be, he will be relocated to an area with a suitable creature he can exit from. The mage can choose a specific creature to exit from if he has a sample of that creature’s blood. If he desires, he can make a ‘bloody exit’ from the creature on the other side. If he does, that creature must make a DC 18 Fortitude save or die spectacularly. If it succeeds, the creature still takes 16d6 damage from the shock.

Blood Mastery: At 10th level, the blood mage improves the bonuses granted from Blood Magic, with a slight increase in their risk. Taking damage equal to 5 x the spell level now adds 2 dice of damage or improves the DC by 2, and the blood mage can now expend up to 50% of his total hit points with one spell.


The Deathbringer

"Death comes for you; feel its icy breath!"

The man with a bow laughs gleefully from atop his perch, secure in the knowledge that he will never allow his foes close enough to retaliate. The man with the sword and shield adjusts his stance, certain that no one can touch him behind his iron wall. The man with a knife in each hand dashes across the open field, cutting through a dozen lesser opponents before they can perceive him.

But they all turn tail when they see the man bearing the two-handed sword.

Deathbringers have one duty and one duty only - to deal as much damage as possible in the shortest amount of time. Their ruthlessness is unmatched, and the horrors of their brutal efficiency have driven more than one hapless enemy insane with fear.

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Intermediate Will, Poor Reflex


Requirements

To qualify to become a deathbringer, a character must fulfill all the following criteria.


Base Attack Bonus: +6

Skills: Intimidate 8 ranks

Feats: Power Attack, Improved Sunder, Weapon Focus (any two-handed melee weapon)



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+0

+1

Deathbringer Assault, Might

2nd

+2

+3

+0

+2

Horrific Visage

3rd

+3

+3

+1

+2

Nothing is Scarier, Giant's Reach

4th

+4

+4

+1

+3

Fearsome Opponent, Scything Charge

5th

+5

+4

+1

+3

Crippling Pain

6th

+6

+5

+2

+3

Mighty Blow

7th

+7

+5

+2

+4

Destroyer

8th

+8

+6

+2

+4

Nightmarish Opponent, Obliteration

9th

+9

+6

+3

+5

Focused Attack

10th

+10

+7

+3

+5

Deathbringer Annihilation



Class Skills

The deathbringer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the deathbringer prestige class.

Weapon and Armor Proficiency: The deathbringer is proficient with all simple and martial weapons and with light and medium armor.

Deathbringer Assault (Ex): A deathbringer is, as their name implies, a master in the art of laying low an opponent with a single mighty strike. When wielding a weapon with two hands, he has a chance of instantly slaying an opponent whenever he rolls a natural 20 on an attack roll and then confirms a critical hit. In this way, Deathbringer Assault acts like the Vorpal property - however, it is a death effect, and does not rely upon the opponent having a head or being vulnerable to losing it.

Deathbringer Assault has a 5% chance of triggering at 1st level, and the chance increases by another 5% every two levels thereafter, to a maximum of 25% at level 9.

Might (Ex): Whenever the deathbringer uses Power Attack while wielding a weapon with two hands, he doubles the damage added without increasing the penalty to his attack bonus.

Horrific Visage (Ex): Fear of a deathbringer is instinctual; from the mightiest dragon to the lowliest animal, all know to avoid the wrath of the unflinching warriors in the blood-soaked plate. If a 2nd level deathbringer has slain an opponent within the past 24 hours, any of his enemies within 15 feet take a -2 penalty to saving throws. This is a fear effect, but not a mind-affecting one.

Nothing is Scarier (Ex): After witnessing true carnage first-hand, little fazes a deathbringer. At 3rd level, they are entirely immune to fear.

Giant’s Reach (Ex): At 3rd level, the deathbringer adds 5 feet to his base reach when wielding a weapon with two hands.

Fearsome Opponent (Ex): A 4th level deathbringer is a marvel to observe in combat, but also unnerving. Watching a someone nigh-casually disembowel a companion can have an adverse effect on one's psyche. Whenever the deathbringer reduces an opponent to 0 Hit Points or less, all allies of that opponent who saw the act must make a Will save (DC equal to the total damage dealt that killed the creature) or become shaken for a number of rounds equal to the deathbringer's class level. Creatures immune to fear are immune to this effect, but not those who are only immune to mind-affecting spells.

Scything Charge (Ex): At 4th level, the deathbringer gains Pounce as a bonus feat. In addition, whenever he makes a charge while wielding a weapon with two hands, he can make a single melee attack that includes his charge bonus at any opponent within reach along the path he takes.

Crippling Pain (Ex): At 5th level, the deathbringer can, as a full-round action, make a single attack with a weapon wielded in two hands at his highest base attack bonus. This attack does not benefit from the Power Attack feat. When struck, an opponent must make a Fortitude save with a DC equal to 5 + the damage dealt or take 1d6 Constitution damage. If the attack was a critical hit, the Constitution damage is doubled, but not the base damage.

Mighty Blow (Ex): As a full round action, a 6th level deathbringer may make a full attack action against one creature in melee range using a weapon he wields with two hands. Each successful hit is an automatic critical hit, but the deathbringer takes a -5 penalty to each attack roll and a -5 penalty to his armor class until the beginning of his next turn. The deathbringer can use Mighty Blow once per day per three levels.

Destroyer (Ex): At 7th level, the deathbringer ignores up to 10 points of damage reduction whenever he strikes an opponent while using Power Attack and wielding a weapon with two hands. If he scores a critical hit, any damage reduction is negated entirely.

Nightmarish Opponent (Ex): At 8th level, the deathbringer's ability to brutally down his foes has become even more shocking to observe, as he cleaves like a guillotine through flesh and bone. Whenever he reduces an opponent to 0 Hit Points or less, all allies of that opponent who saw the act must make a Will save (DC equal to half the damage dealt that killed the creature) or become frightened for a number of rounds equal to half the deathbringer's class level. Even if they succeed on their Will save, they are still shaken for double this amount of time. Creatures immune to fear are immune to this effect, but not those who are only immune to mind-affecting spells. This ability improves upon (replaces) Fearsome Opponent.

Obliteration (Ex): The attacks of an 8th level deathbringer can and will drain the life right out of an opponent. If he scores a successful attack against an opponent with a weapon he wields in two hands, the next successful attack to land on that same opponent adds the deathbringer's class level as a competence bonus to its own damage roll. Every successive hit adds cumulative damage totals, but if the deathbringer has not dealt damage to the enemy in 2 rounds, the damage bonus is lost for his next strike.

Focused Attack (Ex): Once per day, a 9th level deathbringer may, as a swift action, elect to deal double damage on all successful attacks while wielding a weapon with two hands against his enemies for the rest of his turn. If any attacks are confirmed critical hits, simply treat the critical multiplier of the deathbringer's weapon as 1 higher than normal. This ability may not be used in tandem with Crippling Pain or Mighty Blow.

Deathbringer Annihilation (Ex): Nothing escapes the wrath of a true deathbringer. All are equal before his blade. At 10th level, Deathbringer Assault is no longer contingent upon a critical hit; merely rolling a natural 20 is enough to trigger the chance of instant death. The ability is also no longer a death effect and no longer acts like the Vorpal property - there is no immunity to it.

Overneath
2014-05-08, 01:20 PM
The Acolyte of the Celestial Twins

"A decent bow, a willing heart, and a marching tune; is there anything else one could need?"

The Acolyte of the Celestial Twins (also sometimes called the Acolyte of Artemis or the Acolyte of Apollo) is a creature of many aspects, a follower of the sun, the moon, or both. They often use their powers to explore, guide, or hunt in service of their church. They can call on various aspects of the celestial bodies sometime separate from the portfolios of the deity who governs them. As such, they are more skilled and can follow broader goals than most clerics.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Intermediate Will, and Poor Fortitude


Requirements

To qualify to become an acolyte of the celestial twins, a character must fulfill all the following criteria.


Deity: Must worship a deity that grants the Sun domain or a deity that grants the Moon domain
Base Attack Bonus: 4+
Skills: Knowledge (any), Survival, Perform (any), Spot; any two 7 ranks, other two 4 ranks
Feats: Precise Shot, True Believer (Complete Divine)



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+2

+1

Fengarilion Lore, 1st Minor Aspect

-

2nd

+1

+0

+3

+2

Strength in Faith

+1 level of existing spellcasting class

3rd

+2

+1

+3

+2

2nd Minor Aspect

-

4th

+3

+1

+4

+3

1st Moderate Aspect

+1 level of existing spellcasting class

5th

+3

+1

+4

+3

Fengarilion Icon, 3rd Minor Aspect

-

6th

+4

+2

+5

+3

2nd Moderate Aspect, 1st Major Aspect

+1 level of existing spellcasting class

7th

+5

+2

+5

+4

4th Minor Aspect

-

8th

+6

+2

+6

+4

3rd Moderate Aspect

+1 level of existing spellcasting class

9th

+6

+3

+6

+5

2nd Major Aspect

-

10th

+7

+3

+7

+5

Ultimate Aspect, Scion of the Celestial Twins

+1 level of existing spellcasting class



Class Skills

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

Skill Points: 6 + Int modifier


Class Features

The following are class features of the acolyte of the celestial twins prestige class.

Weapon and Armor Proficiency: The acolyte is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields). In addition, the acolyte can cast arcane spells of any kind freely while wearing up to light armor without suffering an arcane spell failure penalty. Armor heavier than light, or any kind of shield, applies the normal penalty.

Spells Per Day: Every two levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte, she must decide to which class she adds the new level for purposes of determining spells per day.

Fengarilion Lore (Ex): The acolyte is well-versed in the histories and traditions of their church, which gives them a precise insight into other, broader aspects of daily life. This ability mimics and stacks with Bardic Knowledge. In addition, choose a Knowledge skill within the sphere of your chosen deity - you gain an additional +2 bonus to checks using that skill.

Aspects of the Celestial Twins: As the acolyte grows in power, they begin to take on a stronger visage of their deity, representing various aspects of their domain. Each aspect has four tiers: Minor, Moderate, Major, and Ultimate. A tier can only be accessed if the acolyte has chosen the ability of the tier directly beneath it. You cannot take a Major Guiding Light Aspect if you lack a Moderate Guiding Light Aspect, and so forth. The acolyte gains a Minor tier slot at 1st level, 3rd level, 5th level and 7th level. They gain a Moderate tier slot at 4th level, 6th level, and 8th level. They gain a Major tier slot at 6th and 9th level. Finally, they gain a single Ultimate tier slot at 10th level.

A tier slot can be expended to improve as a mortal being instead of attempting emulation of one's deity. A Minor tier slot can be expended in this way to instantly gain access to skill points equal to the acolyte's character level. A Moderate tier slot can be expended to gain a bonus feat that the acolyte qualifies for. A Major tier slot can be expended to grant a permanent +2 bonus to one ability score. And the Ultimate tier slot can be expended to grant immunity to mind-affecting effects, 22 spell resistance, and 10/- fire and cold resistance, which stacks with the benefits from Scion of the Celestial Twins.

One the choice of how to spend a tier slot has been made, it can never be changed.

Minor Aspect 1: One Foot in the Past (Ex) - An acolyte with this aspect gains a +1 bonus to all knowledge skill checks. This bonus increases for every 2 class levels he possesses.

Minor Aspect 2: Painless Divination (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the divination school. In addition, any divination spell he casts, if it has a duration longer than 1 turn, lasts one turn longer per two class level he possesses.

Minor Aspect 3: Fengarilion Mysticism - An acolyte with this aspect may add an effective spellcasting level to a previous spellcasting class every level, instead of every two levels.

Moderate Aspect 1: Foreseen Threat (Su) - An acolyte with this aspect can spontaneously trigger a vision involving himself and another creature. Twice per day as a swift action, he targets one enemy he can see. For the next three minutes or until the ability is expended, he can choose to gain a bonus equal to half his class level toward any saving throw, skill check, or opposed roll he makes against the target. He can choose not to use this bonus, but once he does, the ability is expended.

Moderate Aspect 2: Discerning Third Eye (Su) - An acolyte with this aspect may automatically roll a Will save to disbelieve any illusion he comes into contact with while he is under the effects of a divination spell.

Major Aspect 1: Vanish From the Face of the Mind (Su) - An acolyte with this aspect may tune his power over the past, present, and future in order to block other creatures with similar abilities. Once per day as a swift action, he can render himself invisible (as the spell, using his highest caster level or his class level, whichever is higher). While invisible via this method, he becomes immune to all divination spells and effects as cast by a creature with fewer hit dice than himself.

Major Aspect 2: Reach Into the Future (Su) - An acolyte with this aspect can work in the present to alter events in the future. He rolls a single d20 upon use of this ability, available once per day. At any time during the next 4 hours, when a d20 is rolled, he may exchange that roll for the number on the d20 he rolled earlier.

Ultimate Aspect: The Oracle of Delphi (Su) - An acolyte with this aspect gains immense power over his second sight, allowing him to see events far away in time. He can perform a ten-minute ritual that allows him to see up to one year in the future. He may then pose up to five specific questions as to the events that will occur during that time, such as "Will I permanently die?" or "Will we succeed in our quest to kill Wando?". The question is then answered by a single 'yes' or 'no', or up to a sentence of exposition, as the phrasing of the question dictates. However, sentence-long answers usually take the form of riddles that the acolyte must then decipher.

The Oracle of Delphi can be used once per month.

Minor Aspect 1: Soothing Notes of Noontide (Ex) - An acolyte with this aspect gains a +1 bonus to all perform skill checks. This bonus increases for every 2 class levels he possesses.

Minor Aspect 2: Simple Enchantment (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the enchantment school. In addition, any enchantment spell he casts, if it has a duration longer than 5 rounds, lasts one round longer per two class level he possesses.

Minor Aspect 3: Superb Sonnets of Summer - An acolyte with this aspect treats acolyte levels as bard levels for the purposes of progressing bard song rounds per day, but does not give him automatic access to new bardic performances.

Moderate Aspect 1: Song of the Dawn's Warmth (Su) - An acolyte with this aspect learns a new bardic performance, the Song of the Dawn's Warmth. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. Song of the Dawn's Warmth has a radius of 50 feet and requires a verbal component, and has two effects. Firstly, it immediately ends any fear effects on the acolyte's allies within range. Secondly, it deals fire damage equal to acolyte's initial Perform check to any enemies within that same range.

Song of the Dawn's Warmth requires the expenditure of 2 rounds of Bardic Music.

Moderate Aspect 2: Healing Hands (Su): Once per day for every two class levels he possesses, an acolyte with this aspect can touch a wounded creature and make a perform check as a full round action to heal their wounds. The amount of hit point damage healed is equal to the result of the perform check.

Major Aspect 1: Song of Banishing Night (Su) - An acolyte with this aspect learns a new bardic performance, the Song of Banishing Night. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. The Song of Banishing Night has a radius of 100 feet and requires a verbal component. It first dispels all blindness and darkness effects within its radius. Then, any enemies with Light Blindness, Darkvision, or who caused the blindness or darkness effects that were dispelled are themselves blinded unless they pass a Fortitude saving throw with a DC equal to the acolyte's initial Perform check. This blindness lasts for 1 minute, and suppresses all blindsight and blindsense abilities for the same duration.

The Song of Banishing Night requires the expenditure of 3 rounds of Bardic Music.

Major Aspect 2:Stanza of Stagnation (Su) - An acolyte with this aspect can touch an ally as a standard action and expend 2 rounds of Bardic Music. This ability then attempts to cure a single hostile affliction of the ally's choice. The acolyte then makes an opposed hit dice check against the enemy who caused the effect (or a base DC of 25 if no single creature was the cause). However, the acolyte uses his highest ranks in a Perform skill instead of his hit dice for the check. If the acolyte wins, the affliction is removed.

Multiple afflictions can be removed with the same use of Stanza of Stagnation, with another 2 rounds of Bardic Music being expended each time.

Ultimate Aspect:Hymn of Eternal Sunrise (Su) - An acolyte with this aspect learns a new bardic performance, the Hymn of Eternal Sunrise. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. Hymn of Eternal Sunrise has a radius of 60 feet and requires a verbal component. For as long as the Hymn is active, all allies within its radius gain a +2 untyped bonus to all of their ability scores, immunity for fatigue and exhaustion, and a +4 bonus to all saving throws.

Hymn of Eternal Sunrise requires the expenditure of 2 rounds of Bardic Music for every round it remains active.

Minor Aspect 1: Pathfinding (Ex) - An acolyte with this aspect gains a +2 bonus to all survival skill checks. This bonus increases by +2 for every 2 class levels she possesses.

Minor Aspect 2: Easy Transmutation (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the transmutation school. In addition, she may choose to increase or decrease the duration of any transmutation spell she is affected by, up to 1 round per class level in either direction.

Minor Aspect 3: Woodstalking (Ex) - An acolyte with this aspect may either choose a new favored enemy (as per the ranger class feature) or add a +2 bonus to the benefits derived from an existing one. At 9th level, this benefit is granted again.

Moderate Aspect 1: Huntress' Dominant Reflex (Ex): When an acolyte with this aspect is caught flat-footed or in a surprise round, she does not lose her Dexterity modifier to her AC, and in the latter case, she gains a +3 bonus to her initiative check when combat for her side begins.

Moderate Aspect 2: Effortless Trail (Ex): An acolyte with this aspect can track a creature overland at her full base speed with no penalty.

Major Aspect 1: Moonlit Eye (Su): When in shadowy illumination, an acolyte with this aspect can see clearly as though she had darkvision out to 120 feet, and also gains blindsense out to 20 feet.

Major Aspect 2: Faultless Hunt (Ex) - An acolyte with this aspect can choose a single target that she can recognize as a unique individual as a free action. For up to two weeks, she always knows what direction that target is in relation to her and can match whatever speed it's going so long as she is actively tracking them.

Ultimate Aspect: The Will of the Wild (Su) - An acolyte with this aspect can view any area on the same plane with the senses of a single animal if she is aware of its existence. Seeing through the animal is a full-round action, and she has no control over where the animal goes or what it does, although she can comprehend any languages she normally could while the effect is active.

Minor Aspect 1: Unwavering Eye (Ex) - An acolyte with this aspect gains a +2 bonus to all spot skill checks. This bonus increases for every 2 class levels she possesses.

Minor Aspect 2: Effortless Evocation (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the evocation school. In addition, any evocation spell she casts, if it deals damage over time, deals an extra dice of damage in every round it remains active.

Minor Aspect 3: Peerless Aim (Ex) - An acolyte with this aspect treats class levels in Acolyte of the Celestial twins as though the class provided full Base Attack Bonus progression, instead of 3/4ths, but only for the purposes of using ranged weapons or qualifying for feats.

Moderate Aspect 1: Twin Strung Oaks (Ex): This aspect grants the acolyte a +1 bonus to attack and damage rolls with any ranged weapon she uses. This bonus improves by +1 for every 3 class levels she has.

Moderate Aspect 2: Magic on the Wind (Su): This aspect grants the acolyte the ability to expend a spell slot as part of an attack action with a ranged weapon. An attack as a result of this action, of her choice, is then imbued with the spell, which is cast upon hitting the target (a miss means the spell is wasted). Only one spell can be attached to one attack every round, and the spell used cannot have a spell level higher than 3rd.

Major Aspect 1: Painless Puncture (Su) - An acolyte with this aspect can choose to deal no damage or subdual damage at will with no penalty when making a ranged attack. Among other things, this means that if she chooses to imbue a projectile with a defensive spell using Magic on the Wind and fires on an ally, that ally will be unharmed.

Major Aspect 2: Through All Three Hearts (Ex) - An acolyte with this aspect can 'retain' the complete result of one of her turns in which she made at least one ranged attack for later use. Successful attacks , the damage they dealt, and any saving throws on the part of the target are all kept static for up to a week until she decides to use them again as a full-round action that essentially replaces her turn with the retained one, as well as the static results. Only one turn can be retained in this way at a time, and the acolyte must wait at least 2 days in between using the turn and retaining a new one.

Chartreuse makes a full attack action with her Thundering longbow and rolls very well, inducing two critical hits (19, 20) and a normal hit (11) on the giant she's fighting. The giant takes 71 damage and is permanently deafened, having failed his saving throw (7) against her attack. She chooses to retain her entire turn and all of the results therein for a later date.

Four days later, she engages an ogre mage and elects to forfeit her turn in favor of rolling the exact same numbers for herself and the ogre's reaction as she had stored previously. She gauges the static rolls against their new parameters (the ogre's AC and Fortitude), and adjusts the new attacks accordingly. She finds that her third attack missed and her first critical failed to threaten. However, she still confirmed one critical, and so the ogre mage must use the giant's roll of 7 as its saving throw against he bow's Thundering property.

Ultimate Aspect: Unrelenting Chain (Ex): A character with this aspect reduces their iterative attack penalty by 5, and gains a stacking +1 bonus to attack rolls made in the same round if a previous attack hit. Thus, a character with +15/+10/+5 attacks would have +15/+15/+10 instead and if their first two attacks hit during a full attack, the third attack would have a base of +12.

Strength in Faith (Ex): A 2nd level acolyte can shrug off intrusions to the mind if they are focused enough. If the acolyte fails a Will saving throw of any kind by a margin of less than 4 between the roll and the DC, they may immediately reroll the save.

Fengarilion Icon (Ex): At 5th level, the acolyte curries the favor and respect of fellows members of their church, who recognize the status that the acolyte holds as a living symbol of their god. For all purposes that require one, the acolyte qualifies as their own holy symbol, and any followers of their deity treat them as Friendly unless given good reason not to.

Scion of the Celestial Twins (Su): At 10th level, a portion of the acolyte's soul ascends to watch over the mortal realm by the side of their deity, forever vigilant and prosaic. The hole left behind is filled by the blessings of divine energy that elevate their mortal form into something beyond normalcy. The acolyte's type changes to Outsider, and they gain a 5/- resistance to fire and cold. In addition, their soul can never be entirely bound or shattered - they are immune to any effects that prevent them from being resurrected, such as soul bind, and any conditions applied to that body that would necessitate the use of true resurrection can only ever warrant resurrection instead.


Final Thoughts: The original version tried to cram too many features into one class, even by my loose standards, so I elected to go with a variant of the Feralan's system of choosing class feature spreads, but a more direct one. The Acolyte can now more easily be geared towards just Artemis, just Apollo, a bit of both, or whatever suits the sky gods in a given campaign setting.

Overneath
2014-05-08, 06:26 PM
The Reaver

"Strike me! Face your inevitable demise! I am a Reaver, and my wrath is as eternal as your pain!"

Much like the Blood Mage, a reaver grows stronger with injury, their attacks becoming faster and more deadly with every hit point they lose. Because the reaver's core abilities rely on hit point percentages, it is recommended that the player takes note of the point at which their character is considered to be below 75% and 50% of their total hit points.

A reaver with 96 hit points, for example, reaches their first threshold (calculated by using a calculator to multiply 96 by 0.75) at 72 hit points and their second threshold at half their total, or 48. Decimals are, in this case, rounded up.

Hit Dice: d12

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a reaver, a character must fulfill all the following criteria.


Base Attack Bonus: 6+
Skills: Concentration 5 ranks
Feats: Endurance, Power Attack
Special: Must have either been reduced to 0 hit points or less, or have been subject to a pain effect



Level
BAB
Fort
Ref
Will
Special
Powers Known

1st

+1

+2

+0

+2

Unfazed, Fueled by Pain

-

2nd

+2

+3

+0

+3

Devour Essence

+1 level of existing manifesting class

3rd

+3

+3

+1

+3

Aura of Pain, Fervor

-

4th

+4

+4

+1

+4

Horrific Feast

-

5th

+5

+4

+1

+4

Retribution

+1 level of existing manifesting class

6th

+6

+5

+2

+5

Field of Pain

-

7th

+7

+5

+2

+5

Absolute Pain, Schadenfreude

-

8th

+8

+6

+2

+6

Impassioned Fervor

-

9th

+9

+6

+3

+6

Furious Rampage, Fueled by Suffering

+1 level of existing manifesting class

10th

+10

+7

+3

+7

Knight of Cerebus

-



Class Skills

The reaver’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), and Swim (Str).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the reaver prestige class.

Weapon and Armor Proficiency: The reaver is proficient with all simple and martial weapons, and with any exotic weapon that deals slashing damage.

Broken Mind: At levels 2, 5, and 9, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of reaver to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a reaver, he must decide to which class he adds the new level of reaver for the purpose of determining power points per day, powers known, and manifester level.

In addition, a reaver gains focus when injured that he can use to fuel his powers. When below 50% of his hit point total, the reaver manifests powers as though his manifester level were 4 higher than it actually is. He may also exchange hit points for power points when manifesting a power, the rate being 5 hit points for 1 power point.

Unfazed (Ex): A reaver is immune to all pain effects, such as a symbol of pain or the bonus subdual damage caused by a mord sith's agiel. He also talks half damage from all subdual attacks.

Fueled by Pain (Ex): If the reaver is reduced to less than 75% of his maximum hit point total, he multiplies all damage he deals by 1.5x. An attack that deals 20 damage or a power that deals 30 would then deal 30 or 45 damage, respectively. The end value is rounded down to the nearest whole number. The damage multiplier does not apply to powers whose power point cost is reduced by Broken Mind.

Devour Essence (Su): By ripping the negative energy produced by suffering out of an enemy, a reaver of at least 2nd level can fuel himself and agitate the wounds of that foe. This is a targeted ability usable once per encounter as part of a single melee or ranged attack, and can only be used on an enemy that is at less than their maximum hit point total.

Devour Essence deals 1d4 damage per class level of the reaver, and heals the reaver for a number of hit points equal to half the damage dealt. A Fortitude saving throw with a DC equal to 15 + the reaver’s Constitution modifier + the reaver’s class level may be made to halve the damage taken and negate the healing effect on the reaver. The damage Devour Essence deals is of the same type as the attack it is attached to.

Aura of Pain (Su): As a standard action, a 3rd level reaver can emit a damaging field at will. It has a radius of 30 feet and lasts for a number of rounds equal to the reaver’s class level. The aura can be dismissed as a free action, but until it dissipates, anything within its range – including the reaver – takes damage equal to 1d8 + the reaver’s class level every round or immediately upon entering the field. This damage is untyped, and cannot be resisted.

Fervor (Ex): If a 3rd level reaver reduces an opponent to 0 hit points, he gains class benefits as though his own hit point total were below 75% for the rest of his current turn and the next.

Horrific Feast (Su): This improves the reaver's Devour Essence ability. At 4th level, its damage is increased to 1d6 per class level, and any enemy who witnesses its use must make a Will saving throw with the same DC as Devour Essence or become shaken for the remainder of the encounter. This is a mind-affecting fear effect.

Retribution (Su): If a 5th level reaver is struck in melee combat while under the effects of Aura of Pain, his attacker takes double the damage the aura dealt to them that round.

Field of Pain (Su): At 6th level, the reaver may leave his Aura of Pain in a stationary location when he activates it, instead of causing it to follow him around the battlefield. This location is chosen at the time the Aura is used, and cannot be relocated unless the reaver deactivates and reactivates the Aura.

Absolute Pain (Ex): If a 7th level reaver has activated Aura of Pain, he gains an extra use per encounter of his Devour Essence ability. The damage it deals increases to 1d8 per class level if it is used inside the Aura.

Schadenfreude (Ex): At 7th level, the reaver gains a measure of vitality from inflicting pain on his enemies. If he deals damage to an opponent while either himself or the opponent are inside his Aura of Pain, he gains temporary hit points equal to half the damage dealt. The damage Aura of Pain deals every round does not qualify as damage for the purposes of Schadenfreude, nor does damage dealt by Devour Essence.

Because the hit points gained are temporary, the 'healing' conferred by this ability does not interfere with the benefits of Fueled by Pain if the reaver is injured.

Impassioned Fervor (Ex): At 8th level, the reaver gains an extra attack in the same round he reduces an opponent to 0 hit points or less. The extra attack is added to his standard or full attack string, depending on what action he used. This benefit stacks with Cleave and Great Cleave.

Furious Rampage (Su): Once per day at 9th level, the reaver can embrace absolute pain and fury, becoming an implement of pure destruction for one minute. For the duration of that minute, he gains a +4 bonus to all attack and damage rolls, increases his critical threat range by 1, and cannot die until the Rampage is over. If attacks reduce his hit points to -10 or less, he dies normally at the end of the minute. Otherwise, however, Furious Rampage has no lasting ill effects.

Fueled by Suffering (Ex): This improves the reaver's Fueled by Pain ability. If a 9th level reaver is reduced to less than 50% of his maximum hit point total, all damage he deals until he is healed to above that point is modified by an additional number equal to 1.5x his class level. This improves upon the previous ability, meaning that the reaver deals an extra 1.5x damage at less than 75% of his hit points, and adds a flat 15 more at less than 50% of his total. Moreover, the damage bonuses stack with each other (meaning a reaver under 50% of his total hit points who struck a foe for 20 damage would multiply it to 30, then add an additional 15 damage atop that value). The 15 bonus damage is of the same kind as the damage of the attack itself.

Knight of Cerebus (Su): Pain is fleeting, and the fight is forever. A 10th level reaver takes half damage from his Aura of Pain ability, and any effects that heal hit point damage affect him at twice their normal rate. Thus, a cure light wounds spell would heal him for 2d8+10 damage, if cast by a 5th level or higher caster. If the reaver does not wish to be healed, he may choose to only take the normal effect of the healing or none at all.

Overneath
2014-05-09, 12:29 PM
The Coastbound Disciple

"Behold and despair, landwalkers! The ocean itself answers my call!"

Defenders of the sea and champions of the land, coastbound disciples walk the line between earth and water, and hold great powers over both forces and the beings who inhabit those regions.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a coastbound disciple, a character must fulfill all the following criteria.


Will Saving Throw: +4 (including any bonuses from feats)
Deity: Must follow a deity that can grant the Water domain
Skills: Swim 10 ranks, Climb 6 ranks
Special: Must have lived inside of or within 3 miles of a large body of salt water for at least two years.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+2

+0

+2

Seabound

-

2nd

+1

+3

+0

+3

Natural Abilities 1/encounter, Commanding Gaze

+1 level of existing spellcasting class

3rd

+2

+3

+1

+3

Advanced Swimming

-

4th

+3

+4

+1

+4

Stormbound

+1 level of existing spellcasting class

5th

+3

+4

+1

+4

Natural Abilities 2/encounter, Earth's Wrath

-

6th

+4

+5

+2

+5

Commanding Bond, Share the Sea

+1 level of existing spellcasting class

7th

+5

+5

+2

+5

Sea's Embrace, Crushing Wave

-

8th

+6

+6

+2

+6

Natural Abilities 3/encounter, Earth's Fury

+1 level of existing spellcasting class

9th

+6

+6

+3

+6

Dominating Gaze, Calm the Waves

-

10th

+7

+7

+3

+7

Waterborn

+1 level of existing spellcasting class



Class Skills

The coastbound disciple’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the coastbound disciple.

Weapon and Armor Proficiency: Coastbound disciples gain proficiency with simple and martial weapons, with light armor, and light and heavy shields.

Spellcasting: Every two levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a coastbound disciple, she must decide to which class she adds the new level for purposes of determining spells per day.

Seabound (Ex): Whenever the disciple is within 1 mile of a large body of water, she gains a +1 morale bonus to all attack rolls, damage rolls, skill checks, and saving throws. Actually being in the body of water increases the bonus to 2. If it is salt water, either bonus is increased by 1.

In addition, a 1st level disciple can breathe air and water interchangeably, as though they were an amphibious creature.

Natural Abilities: As she increases in level, the disciple gains access to special abilities. These abilities are Commanding Gaze, Earth's Wrath, and Crushing Wave. At 2nd level, she can use any of these she has access to once per encounter each. At 5th level, she can use each one twice per encounter. At 8th level, she can use them three times per encounter each. The Difficulty Class for all of her abilities are equal to 10 + her disciple level + her Wisdom or Charisma modifier, whichever is higher. Activating a natural ability uses a standard action and provokes an attack of opportunity.

Commanding Gaze (Su): The disciple can lock eyes with a creature, whether sentient or not, and force its mind to obey her, to a limited degree. This is a single target gaze attack with a range of 40 feet, and provokes a Will save. Failure causes the creature to be under the effects of a charm person spell for a number of rounds equal to the disciple's class level. Any creature that does not have the Water or Aquatic subtype gets a +3 bonus on their saving throw against this effect. Creatures naturally immune to mind-affecting spells are likewise immune to this effect, but any magical immunities are bypassed. A creature already friendly to the disciple can willingly submit to the gaze, and is not affected by the charm aspect.

At 6th level, the disciple can communicate telepathically with a creature affected by this ability to a distance of 100 feet in its native language. If it does not have a language, she can issue basic commands or ideas.

At 9th level, the effect improves to domination, and the duration is increased to turns per class level. Willing, friendly creatures are still immune to this aspect, but not the telepathic one.

Advanced Swimming (Ex): At 3rd level, the disciple gains a +6 bonus to swim checks, a swim speed equal to her land speed, and can always take 10 on swim checks, even when distracted or threatened. If she already had a swim speed, it improves by 20 feet. She takes no penalties for taking normal actions underwater as most creatures would.

Stormbound (Su): Once every 4 hours, the disciple can take a standard action to coat herself in a stormfront risen from the waves. She must be at least halfway submerged in water to activate this ability. It causes Severe winds within 15 feet of her, gives enemies attacking in melee a -2 penalty to hit, and grants her immunity to fire. In addition, she hovers 5 feet off the ground, making her immune to movement penalties gained by adverse natural or magical terrain (and as such she does not take falling damage while this ability is in effect). This ability lasts a number of rounds equal to the disciple's class level.

Earth's Wrath (Su): A 5th level disciple can cause a localized earthquake as the ground rebels outward and upward. This ability affects a radius 30 feet outward from the disciple. Affected creatures must make a Strength check against the disciple's Difficulty Class or fall prone.

At 8th level, this ability extends outward to 50 feet, and stalagmites shoot up from the ground to slam into enemies. The protrusions deal 5d8 bludgeoning damage to each opponent, whether or not they were knocked prone, but those who failed their Strength check take 3d8 more. In addition, all affected opponents must make a Fortitude save or be stunned for 2 rounds.

Share the Sea (Su): At 6th level, the disciple can extend the benefits of her Seabound and Advanced Swimming features to any allies within 60 feet of her as a full round action, once per day. This effect lasts only so long as the allies remain within this distance of the disciple, and the ability has to be replenished every 8 hours.

Sea's Embrace (Su): At 7th level, the disciple can become one with the waves, letting them soothe her body and nurse her back to health. When fully submerged underwater, the disciple can take a full-round action to cure herself of all poisons, curses and diseases and be healed for a number of hit points equal to her class level x her Wisdom or Charisma modifier (whichever is higher). This ability can only be used once every 4 hours.

Crushing Wave (Su): At 7th level, the disciple can summon a massive wave from a sufficiently large (at least 20 feet wide and 5 feet deep) water source within 35 feet of her. The wave moves up to 60 feet in a line 15 feet wide and 10 feet high, and deals 8d6 damage to anything in its path. It deals double damage to any creatures with the Fire subtype. Crushing Wave has no effect on the disciple if she is caught in its path.

Calm the Waves (Su): A 9th level disciple can exert her will over the ocean and its environment once per week as a standard action. All magical and natural phenomena that constitute a hazardous condition of some sort (such as dangerous winds or a storm at sea) end within 10 minutes.

Waterborn (Ex): At 10th level, the disciple is almost invincible while underwater. As long as she is completely submerged in pure fresh or salt water, she can grant herself 10 damage reduction against all sources, Fast Healing 5, and the ability to automatically stabilize if she falls below 0 hit points. This ability lasts for 1 hour and can be activated once per day, but it ends prematurely if any part of the disciple's body is removed from water.

Overneath
2014-05-11, 12:54 AM
The Disciple of Ascendancy

"A spark of divinity lies within all of us. But in some fortunate few, that star shines just a little bit brighter."

Humans are well-known to possess incredible diversity and potential, and it is not altogether unsurprising to find that one has mastered their race's innate determination to become the best in their field. For some, this is simply an extension of their short lifespans and virtually random tenacity. Others, however, feel that these abilities have come from a specific source. Disciples of Ascendancy venerate an ancient, primal force, that calling that allows the normal to perform the acts that make them extraordinary. This force, they believe, guides and drives the excellence that rests within all sentient souls, the stuff heroes and legends are made of. When this force is accepted and made manifest, a being so endowed with such power can work towards the goal of noble progress - the idea that creatures blessed with sentience must always strive to improve themselves and those around them.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Intermediate Fortitude, Reflex and Will


Requirements

To qualify to become a disciple of ascendancy, a character must fulfill all the following criteria.


Race: Human, Half-Elf, Half-Orc
Skills: Any one skill 9 ranks, any other skill 6 ranks
Feat: Great Fortitude, Iron Will, or Lightning Reflexes and any Skill Focus feat
Special: Non-humans can take levels in this prestige class if they show a vested interest in surpassing their own limitations, and undertake a quest for whatever organization oversees the Disciples in their world



Level
BAB
Fort
Ref
Will
Special
Class Progression
Tier Points


1st

+0

+1

+1

+1

Heroic Techniques

+1 level of existing class features
1

2nd

+1

+2

+2

+2

Gift of Ascension

+1 level of existing class features
2

3rd

+2

+2

+2

+2

Weapon of the Gods

+1 level of existing class features
3

4th

+3

+3

+3

+3

Gift of Ascension

-
4

5th

+3

+3

+3

+3

Blessing of the Humani

+1 level of existing class features
5

6th

+4

+3

+3

+3

Gift of Ascension

+1 level of existing class features
6

7th

+5

+4

+4

+4

Blessing of the Humani

+1 level of existing class features
7

8th

+6

+4

+4

+4

Gift of Ascension

+1 level of existing class features
8

9th

+6

+5

+5

+5

Blessing of the Humani

-
9

10th

+7

+5

+5

+5

Heroes Never Die, Final Ascension

+1 level of existing class features
11



Class Skills

The disciple of ascendancy's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). In addition, she may choose any six skills not on this list, and those skills are also treated as though they were class skills for her.

Skill Points: 4 + Int modifier


Class Features

The following are class features of the disciple of ascendancy prestige class.

Weapon and Armor Proficiency: The disciple of ascendancy is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Class Progression: At every level except 4th and 9th, the character adds an effective class level to one of their previous classes for the purposes of that class' spellcasting and class features, assuming those features scale with level. This ability does not unlock brand new class features. Therefore, if a character with 1 level of rogue took two levels of Disciple of Ascendancy, their Sneak Attack would improve to +2d6, but they would not gain Evasion.

Heroic Techniques (Ex): When humankind was first created, it is said that their bodies were formed from the essential elements of perfection, the absolute apex of the mortal form. Modern man has lost most of these attributes, but echoes of their strength remain, enough such that the Disciple can call upon them. Each Heroic Technique represents and improves upon a basic aspect of the Disciple's physical or spiritual form.

At 1st level, the disciple gains access to one Tier Point for their Heroic Techniques. They gain an additional point every level thereafter, and two points at 10th level. These points are invested into the tiers of Heroic Techniques at the levels they are gained. Buying the first tier of a Technique requires one Tier Point, buying the second tier costs another for a total of 2, and it costs a total of 3 Tier Points to buy all three tiers of a Heroic Technique. A Disciple of Ascendancy is not required to invest all of their points into the same Technique tree, and may choose to specialize or diversify with their points as they wish. All tier benefits stack up to the third, so knowing the third tier of a Technique means you also still know the abilities from its first and second tiers, and so on.

All Heroic Techniques qualify as Extraordinary abilities (except those from the Mystic Attunement and Exceptional Health trees, which are either Spell-Like or Supernatural), and have either active or passive forms. Passive abilities always confer their benefit, but active abilities are usable only once per encounter.

At 4th, 7th, and 10th level, the Disciple may completely reallocate all of their accrued Tier Points, potentially swapping out entire Techniques for new ones, or simply getting rid of those they disfavor or do not use.

Powerful Body:


[Lesser, Passive] You treat all melee weapons as two-handed for the purposes of bonus Strength damage they deal. If you wield a two-handed weapon in two hands, you deal 2x your Strength modifier, instead of 1.5x. If a rule is in place stating that you already deal 2x damage with two-handed weapons, you deal 3x instead of 2x.
[Improved, Active] You may activate this ability as part of an action that requires a Strength check to break an object, lift something heavy, or resist being moved. You automatically succeed on the check if its DC is less than 40.
[Greater, Passive] When attacking an enemy in melee combat, you ignore an amount of their damage reduction equal to your Strength modifier.

Flawless Grace:


[Lesser, Active] You can immediately add an amount equal to your Dexterity modifier to your Armor Class against a single attack that you are aware of.
[Improved, Passive] You cannot be disarmed, and if you are prone, you may stand as a free action without provoking attacks of opportunity.
[Greater, Passive] Once per turn, if you successfully make a Reflex saving throw against a hostile effect, you can immediately move up to your speed.

Unbreakable Form:


[Lesser, Passive] You are immune to the effects of nonmagical fatigue and exhaustion, and you can survive without food, water or air for twice as long as a character with your same Constitution score.
[Improved, Passive] If you fail a Fortitude saving throw again disease, poison, or death, you may reroll it with a -5 penalty. You may also reroll Hit Dice upon gaining a new level if the die is below its average value.
[Greater, Active] If you take damage, you may immediately ignore some of the damage you took. You may subtract your Constitution score from the damage taken.

Skilled Mind:


[Lesser, Passive] If you are exposed to a language you are unfamiliar with for at least one minute, you gain a halting understanding of it, enough to convey basic concepts with it. If you are exposed to that language for at least an hour, you are generally considered to 'know' that language, though some subtleties may elude you. If you are not exposed to that language for 24 hours after learning it in this way (talking to yourself doesn't count), you lose the ability to converse in that language until you learn it again.
[Improved, Passive] You gain a number of 'floating skill points' equal to your Intelligence modifier. You apply these at the beginning of every day, and each point represents a +1 competence bonus to the skill you apply it to. The bonus is lost at the beginning of the day, and then immediately re-applied in the order you wish.
[Greater, Active] You may succeed on one skill check or Intelligence check you make.

Attentive Senses:


[Lesser, Passive] If you are actively on alert, you may make up to two Spot and/or Listen checks to make out details or oppose rolls - one to represent your passive reaction, one to represent your awareness of your surroundings.
[Improved, Active] If you are under the effect of a mind-affecting spell, you may activate this ability to perform one 'out-of-character' action outside the compulsion or sensory-alteration effect, such as seeing your surroundings, shouting a warning, or waking up for a split-second.
[Greater, Active] You may fine-tune your senses, gaining Blindsense out to 5 feet per point of Wisdom modifier you possess for 1 minute.

Silvered Tongue:


[Lesser, Active] If a creature attempts to use a Compulsion or Fear ability, spell or power against you, you may roll a skill check against their caster or manifester level to negate the effect. The skills used are Diplomacy against Compulsions and Intimidate against Fear.
[Improved, Active] If you shift a creature's disposition to 'friendly' you may activate this ability to make them your loyal companion for 1 minute per point of your Charisma modifier or until their disposition is less than 'friendly'. This is not a charm or compulsion, and the ability does not change the creature's personality.
[Greater, Active] When making a Diplomacy check to affect a creature's disposition or make a request, you may activate this ability to roll the results of the check against the target and a number of other creatures within 60 feet of you up to twice your Charisma modifier.

Arcing Blade:


[Lesser, Passive] When you hit a target, you add +1 to the damage of your next attack against that same target. This bonus stacks and continues to accrue until you miss or stop attacking.
[Improved, Passive] When you attack a creature, you may roll to hit both your original target and any other target within five feet of them.
[Greater, Passive] When you critically miss a target, your next attack roll against that creature is an automatic hit.

Mystic Attunement:


[Lesser, Passive, Extraordinary] You can always correctly identify a spell being cast if you have seen it before.
[Improved, Active, Spell-Like] You can cast a spell of 1st, 2nd, or 3rd level that you have identified before, as a spell-like ability. You use your highest ability score (not only among your mental scores) to determine its DC.
[Greater, Active, Supernatural] If you see and identify a spell being cast, you can force the caster to cast the spell defensively, and add +10 to the Concentration DC.

Unerring Motion:


[Lesser, Passive] All of your speeds increase by 10 feet.
[Improved, Active] You can activate this ability to move at your base land speed up vertical surfaces and over liquids for up to 1 minute.
[Greater, Active] You may activate this ability to totally ignore an effect that would impede your ability to move at your full base speed.

Exceptional Health:


[Lesser, Active, Supernatural] You may heal yourself for 1d12 hit points per class level you possess as a swift action.
[Improved, Active, Supernatural] You may touch another creature to heal them for 1d10 hit points per class level you possess as a swift action. Both this ability and the lesser-tier ability now cure all ability damage if the healed creature was at full hit points, or there is excess healing left over.
[Greater, Passive] You may use your healing ability in response to yourself or another creature taking damage, healing the damage they took immediately after they take it. The range of your improved-tier ability increases to 20 feet.



Gift of Ascension (Ex): At 2nd level, and every even-numbered level after that, the disciple learns to unlock some hidden aspect of her being. These are special skills or talents she may have always had, but not fully understood, brought to the surface by her power and confidence. Every time she gains this class feature, she may choose a benefit from the following list. All benefits stack with themselves if taken repeatedly, although some do not stack after a certain point.

+3 bonus to any skill, and the ability to take 10 with that skill even under stressful circumstances
+1 increase to base attack bonus (this may be taken up to three times)
+1 increase to effective spellcaster level in a previous spellcasting class (this may be taken twice, and qualifies as a boost to the Class Progression ability, but only in relation to spellcasting)
+1 increase to effective manifester level in a previous manifesting class (this may be taken twice, and qualifies as a boost to the Class Progression ability, but only in relation to manifesting)
+2 bonus to any saving throw (this may be taken twice)
+2 hit points per character level, applied retroactively (this may be taken twice)
Proficiency with all exotic weapons
Proficiency with all armor (and the ability to cast arcane spells freely when wearing light armor)


Weapon of the Gods (Su): At 3rd level, the disciple can call upon her own reserves of inner power to call into being the representation of one of three ancient and powerful weapons that have existed since time began. The disciple can only choose one type of weapon, and once this choice is made, it cannot be changed. When it is first acquired, the weapon only has a +1 enhancement bonus, but it is unbreakable and penetrates damage reduction as a magical weapon. At 6th level, the weapon is a +2 weapon with a minor (+1 effective enhancement) special property. At 8th level, a flat 1d8 damage bonus is added to the weapon. The default type is fire, but it can be changed to cold, electrical, sonic, acid or back to fire as a full-round action. At 10th level, the weapon improves to a +3 enhancement bonus, and the disciple can choose to add a moderate (+3 effective enhancement or lower) special property to it.

A Weapon of the Gods always exists, but can only manifest in the Disciple's possession for a total number of minutes per day equal to her class level. She may call the weapon into existence or send it away as a move action, which also allows her to return it to her grasp if she is disarmed or otherwise loses it. Sending the weapon away stops its per-day countdown, and she is not required to use her minutes consecutively.



Weapon
Damage
Alternate Damage
Critical
Range
Type


Tsurugi
1d8
2d6
19-20/x2
10 ft.
Slashing


Magatama
1d6
1d4
18-20/x2
100 ft.
Piercing


Kagami
1d8
-
20/x3
40 ft.
Bludgeoning



Tsurugi, 'The Glaive' - This long blade is double-edged and covered in ancient symbols. Flames dance upon its edge in combat, corresponding to the color of its element. It can act as a one-handed blade (1d8 damage) or a two-handed sword (2d6 damage) and extends the disciple's reach by 5 feet.


5th Level: Critical hits cause wounding with no saving throw.
7th Level: When you make a charge attack, you cannot be stopped mid-route by objects or people - you impact upon your chosen target.
9th Level: If you deal enough damage with one hit to reduce an enemy from positive hit points to less than -10, you immediately regain hit points equal to your HD.

Magatama, 'The Rosary' - A dozen shimmering crystals surround you, preparing to strike a foe you mentally designate with unerring accuracy. They can act as ranged weapons (1d6 damage) or two small handheld knives (1d4 damage each). The Rosary is affected by the Far Shot feat, but its range cannot be improved beyond this (even with the distance property) and once the crystals reach past their maximum range, they return to the disciple without dealing damage.


5th Level: You add half your class level to all damage dealt by the crystals in either form.
7th Level: You can spend a full round action to form a shield with the crystals, granting yourself total concealment and dealing 3d6 damage plus the elemental bonus to any creature that successfully strikes you with a melee attack, ranged attack, or spell.
9th Level: When making a full attack with the Rosary, you may take a -5 attack bonus penalty to gain an additional two attacks during the round.

Kagami, 'The Reflector' - A large, thin disc that hovers just above your arm, the Reflector also acts as a mirror when the disciple wishes. It can be thrown once per round out to the given distance, but not beyond, dealing normal damage, and has the returning property for this purpose.


5th Level: You add the Reflector's enhancement bonus, as well as an additional +2 bonus, as a shield bonus to armor class. This bonus is effective even against touch attacks and incorporeal opponents.
7th Level: You gain 16 + class level Spell Resistance while you bear the Reflector.
9th Level: If any enemy attacks you in melee and misses at least once during their total number of attacks for that action, you immediately gain an attack of opportunity against them that does not count against the total number at your disposal per round.

Blessing of the Humani (Ex): At 5th, 7th, and 9th level, the disciple gains some level of insight into that indescribable force that pushes the extraordinary forward, the drive that allows the supposedly normal to triumph over impossible odds. This energy allows her to go above and beyond whatever cloth she was cut from, to excel on the path she was chosen. She may choose one bonus from the following list:

+2 bonus to any ability score, or a +1 bonus to two ability scores
Any bonus feat she qualifies for
A single spell-like ability usable three times per day. The spell's level cannot exceed a third of her class level. When she uses this spell, she may spontaneously modify it with one metamagic feat she knows for no additional cost.
An additional Tier Point to use for her Heroic Techniques


Heroes Never Die (Su): When all the world stands before you, and the fates raise their hand to cut you away from the mortal coil...ignore them. Such concerns are only passing. The spirit of a true hero resides in your soul, and that flame will last forever. At 10th level, the disciple gains a special ability, usable once per week. When she would normally die due to a supernatural effect or loss of hit points, she is instead targeted with a true resurrection spell for no material or XP cost, does not lose a level, and immediately rises to the top of the initiative order if that was not her place already.

Final Ascension (Su): At 10th level, the disciple is able to face even her darkest fears head-on, secure in the knowledge that powers far older and mightier than anything she might face reside within her. She may choose three types of effects that she is immune or highly resistant to.

First, she chooses a specific spell, ability, special attack, power or special quality that she is immune to the effects of when it is used on her, such as Tremorsense or finger of death. Special qualities must be abilities that are used on or in relation to another creature - Scent is a valid selection, Alternate Form is not.

Second, she chooses a condition, such as Blinded or Stunned, that she is immune to. The Dead, Dying, Grappling, Helpless, Incorporeal, Invisible, Pinned, Prone and Stable conditions are not eligible selections.

Third, she chooses a damage type, such as Piercing or Fire. She gains 50% immunity to any damage she takes of that type.

If the Disciple is killed by a specific ability, as a result of a condition, or by losing hit points to a certain damage type, and she activates Heroes Never Die, she may immediately swap out an immunity for the type that killed her. If a Disciple had 50% immunity to bludgeoning damage but was killed by a dragon's fire breath, she could return with 50% immunity to fire, but would lose her bludgeoning resistance. This new immunity is then permanently in place unless she substitutes it with Heroes Never Die once more.

The disciple is encouraged to choose effects that are of personal interest to her, and her story. A near-death experience with an Ankheg might cause her to choose acid damage and Tremorsense.

Overneath
2014-05-11, 10:25 PM
The Discordant Savant

”I reject your reality and substitute my own!”

Freedom comes in many forms.

For some, freedom is a literal breaking of shackles, casting off a binding influence to pursue one’s own goals in life. But for some, the laws of the universe itself are just as harsh and cumbersome as any chains. For these select few, the ultimate choice is raw and unrelenting chaos. Not the absence of reason and sense, but a primal freedom of decision. From this, these savants gain the power to choose their own actions, their own fates...and their own rules.

Hit Dice: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Intermediate Reflex, Poor Fortitude


Requirements

To qualify to become a discordant savant, a character must fulfill all the following criteria.


Alignment: Any chaotic
Skills: Any four 8 ranks, any other four 6 ranks
Spellcasting: Able to cast 2nd-level spells
Special: The character must possess 3 levels in at least 2 classes, such as 3Fighter/3Wizard




Level
BAB
Fort
Ref
Will
Special
Discordant Progression

1st

+0

+0

+1

+2

Mixed Spellcasting, Apostle of Freedom

+1 level of existing class features

2nd

+1

+0

+2

+3

Reshaping the Visage

+1 level of existing spellcasting class

3rd

+2

+1

+2

+3

Canny Dodge, Rapid Reaction

+1 level of existing class features

4th

+3

+1

+3

+4

Hammerspace, Ranged Legerdemain

+1 level of existing spellcasting class

5th

+3

+1

+3

+4

Decisive Luck, Buffoon’s Demise

+1 level of existing class features

6th

+4

+2

+3

+5

Extrasensory Perception

+1 level of existing spellcasting class

7th

+5

+2

+4

+5

Reshaping the World, Unbalancing Blow

+1 level of existing class features

8th

+6

+2

+4

+6

Opaque Spellcasting, Hijack Action

+1 level of existing spellcasting class

9th

+6

+3

+5

+6

Unseen Step, Abstract Rotation

+1 level of existing class features

10th

+7

+3

+5

+7

Reality Warper, Free from Fate

+1 level of existing spellcasting class



Class Skills

The discordant savant may choose any eight skills upon taking their first level of the prestige class. These skills, as well as the four they used to qualify for the prestige class, then become class skills for the rest of their savant progression.

Skill Points: 6 + Int modifier


Class Features

The following are class features of the discordant savant prestige class.

Weapon and Armor Proficiency: The savant is proficient with all light armor, light shields, and simple weapons, and may choose two weapons of any type to also be proficient with.

Discordant Progression: At every odd-numbered level, the discordant savant chooses a single class feature from another class in which she has at least 2 levels. Also at every odd-numbered level, all class features chosen in this way improve as if the savant had gained another level in the classes that provided them.

Upon taking her first level in savant, Raka chooses to improve Sneak Attack from her rogue class. On that level, and every 2 savant levels thereafter, she gains an effective rogue level for improving the Sneak Attack class feature. At level 3, she chooses Summon Familiar from her sorcerer class, which immediately improves as if she had an additional 2 sorcerer levels, just as her sneak attack had improved as though by 2 rogue levels at that same point.

At every even-numbered level, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a savant, she must decide to which class she adds the new level for purposes of determining spells per day.

And no, you can’t choose ‘the spellcasting I’m advancing with my even-numbered levels’ as your class feature. Nice try.

Mixed Spellcasting: The savant draws her spells from both an arcane and a divine power source. Because of this, whatever spell level the savant is capable of casting counts as both her arcane and divine upper limit for the purposes of qualifying for prerequisites. Thus, if the savant can cast 4th-level arcane spells, she could take Divine Wrath as a feat (which requires 4th-level divine spellcasting) if she met the other prerequisites. Any arcane spell the savant casts is still subject to spell failure from armor, and any divine spell the savant casts requires a holy symbol to be presented in one free hand.

If a spell is modified by an ability that requires arcane or divine spellcaster levels, the spell then must be the appropriate type of magic. There shall be no arcane Divine Metamagic.

The savant chooses upon casting a spell whether it is arcane or divine, not upon memorizing it. I dunno why you’d cast arcane spells when you could just cast stuff in armor, but there’s probably some good reason. (Probably in case someone jacks the holy symbol you need to cast ‘em)

Apostle of Freedom (Ex): Beginning at 1st level, the discordant savant is dedicated to the control of her own form and fate. She gains a +1 bonus to all saving throws against any spell or effect that would force her to take actions, restrict her ability to perform actions, or outright deny her the ability to act. This bonus increases by +1 for every class level after 1st, because scaling class features are awesome.

Reshaping the Visage (Sp): At 2nd level, the discordant savant gains the ability to alter her own form as she sees fit. She may cast disguise self as a spell-like ability at will, so long as she has spell slots remaining from her spellcasting class(es). Cantrips and Orisons don't count.

Beginning at 6th level, the savant may cast alter self once per day as a spell-like ability in addition to the normal benefits of this feature. Her caster level for both spell-like abilities is equal to her highest caster level from among her classes.

Canny Dodge (Ex): Beginning at 3rd level, the discordant savant gains a greater, almost preternatural sense of the world around her, allowing her to dodge fatal blows with ease. Once per encounter when an enemy hits her with an attack (be it ranged, melee, or touch), she may make a Reflex save to take only half damage.

The DC of the saving throw is equal to the attack roll that hit her. If the savant fails the saving throw, she takes half damage from the attack. If she succeeds on the saving throw, she takes half damage and also gains the benefits of Evasion, which allows her to take no damage instead.

Oh, and she also gets Evasion if she didn’t already have it. Because let’s be honest, any self-respecting skill monkey should have Evasion. (Lookin’ at you, BARDS!)

Rapid Reaction (Ex): You thought 3rd level was done making you nimble? Think again. ALSO at 3rd level, the discordant savant gains the ability to react extremely quickly to a downhill situation. Once per encounter, if an enemy provokes an attack of opportunity from her, she may give up the attack of opportunity to instead take an immediate standard or move action (her choice).

Because this class feature wouldn’t be complete without ripping off Chronomancer some more, the savant may utilize her 1/encounter use of this ability if she/her party is surprised, instead. If she does, she gains a full round’s worth of actions during the surprise round, whether or not she could normally participate in it anyway.

Hammerspace (Su): It’s back, baby. Beginning at 4th level, the discordant savant gains access to a special interdimensional space that only she has access to. It functions like a cross between a portable hole and a bag of holding, wherein she can take a standard action at will to access it and its contents. It is capable of holding objects no larger than 7 feet in any direction, and up to 30 cubic feet or 60 pounds in total.

Hammerspace can only hold inanimate objects (i.e. not the savant herself, sorry). The standard action used to access the Hammerspace is also used to store or draw any single item from its confines. The object within that the savant desires is always ‘on top’, like with a handy haversack.

Waaaaait, 60 pounds and 30 feet worth of cubes sounds pretty lame. Every level after 4th, the capacity of the Hammerspace increases by 20 more cubic feet and/or 20 more pounds worth of material. Like a useful bag of holding. (But not so useful that you shouldn’t still invest in a Type IV at some point)

Let’s see, what other prestige class haven’t we stolen features from yet…? Oh, I know!

Ranged Legerdemain (Su): At 4th level, the discordant savant gains the Arcane Trickster’s ranged legerdemain ability. It is usable once per day, but the savant may sacrifice one of her spell slots to use it an additional time. Its range also increases by 5ft per spell level of the spell slot sacrificed.

Decisive Luck (Ex): Beginning at 5th level, the discordant savant begins to manifest a modicum of control over her own essence of probability. More simply, they can ‘choose’ to be lucky. Once per day, she can decide to reroll any d20 immediately after the first roll. She may keep whichever of the two results she prefers.

If the savant rolls a natural 1 on a d20, she may immediately use Decisive Luck without respect to its daily limit. Let’s be honest, otherwise you’d only roll 1’s AFTER you used the darn thing.

Using Decisive Luck enables use of its twin feature, Buffoon’s Demise. (The DM may reserve the right to refuse additional charges of Decisive Luck if the player makes continuous unnecessary d20 rolls to ‘farm’ for 1’s. Because even savants can’t ‘choose’ to ignore the DM.)

Buffoon’s Demise (Su): Beginning at 5th level, the discordant savant can twist the fate of her enemies, playing them into embarrassing or dangerous situations. Whenever a creature the savant can perceive (note the absence of the word ‘see’) rolls a d20, be it on an attack, saving throw or other check, the savant may use this ability to force them to reroll. If the reroll is worse than the original roll, its result is kept.

Buffoon’s Demise has no limit on the number of times it may be used per day, but it can only be used if Decisive Luck has been triggered in the last ten minutes. The savant cannot ‘store’ more than one use of Buffoon’s Demise.

Extrasensory Perception (Ex): Beginning at 6th level, the discordant savant gains a deeper, instinctual understanding of the world around her. Magic, danger, and precarious situations stick out to her like troll thumbs, all the better to run into them headfirst.

This feature grants the savant several passive benefits. First, the savant gains Blindsense out to 40ft. If a creature is invisible or hidden to the savant's other senses and she attacks them, she may ignore their concealment bonuses if she catches them flat-footed. (In case the savant wants to suddenly ambush a stalker for comedic effect)

The savant is also aware of the presence of magic. This is an intentionally nonspecific trait that works similarly to detect magic, except that it is omnidirectional and has no warmup period. The savant can tell when something is ‘magical’ and if the magic is ‘strong’, but any more specific details elude her ESP.

Finally, the savant has a sixth sense so big that it’s also a seventh, eighth, and eleventeenth sense. She is always aware if she is being observed by someone she can’t see, whether by scrying, spying, flying, lying or drying. (...that last one doesn’t even make sense) Her ESP doesn’t tell her who is observing her, but she does know if the person is within 1 mile of her and if they have hostile intent.

Reshaping the World (Su): Beginning at 7th level, the discordant savant may exercise her mastery of choice by changing the makeup of other objects in the world. Once per day as an immediate action, she may choose an inanimate object within 30 feet that she can perceive. The object must take up 5 square feet or less of space. If it takes up more, she can affect a 5 square foot section of it. She then converts the material it’s made of into any other inanimate material she wants.

(...like uranium?)

Okay yeah, good point. Into any other inanimate material she is aware exists. Common materials include paper, steel, glass and juice. Of course, she can also do exotic materials like mithril and adamantine, but the new material cannot be magical in nature, nor have any inherent magical properties.

The object the savant is transmuting most constitute a visible mass with a connected shape. A section of a river, a picket fence, and a longsword all count, but 'the air in front of me' or 'both those separated halves of a longsword' do not. Furthermore, the savant may not transmute any substance that is a part of a creature's space, nor anything they are wearing, or anything inside of them. The specific exception to this rule is that the savant may transmute an object that a creature is holding.

Once the material is transmuted, the savant must concentrate on maintaining the effect. She can’t cast spells or concentrate heavily on other tasks until the effect ends. She can maintain the transmutation for up to a number of rounds equal to her class level plus some random but arbitrarily balanced number like...let’s say 2.

The object transmuted retains its general shape no matter what it’s turned into (even a gas or liquid), but if turned into something fragile it can be broken easily. Magic items return to their old shape immediately after the effect ends, no worse for wear.

The savant may sacrifice a 3rd level or higher spell slot to regain her daily use of Reshaping the World, but every time she does so within the same 24 hour period, the cost increases. The first time, a 3rd level spell slot is required. Then, a 4th level spell slot, and so on.

Reshaping the World cannot be used on a living creature or living materials, with one exception. The savant may turn herself into a different material, losing the ability to move or act but gaining the material’s hardness and potentially disguising herself. She can still perceive the world around her via Extrasensory Perception, and may dismiss concentration over the effect at any time as a free action.

Unbalancing Blow (Ex): At 7th level, the discordant savant can knock the reality out of someone with a powerful punch, blast, or knock from a squeaky hammer. As part of a melee or ranged weapon attack, the savant forces a Fortitude saving throw with a DC equal to 11 + her savant level. If the attack hits and the target fails their saving throw, they are stunned for 1, 2, or 3 rounds, at the discretion of the savant.

The savant can use Unbalancing Blow once per encounter. Try combining it with Buffoon’s Demise! (We have combos now? Great.)

Opaque Spellcasting: Beginning at 8th level, the discordant savant gains better control over their strange form of magic. When she casts a spell and chooses whether it is arcane and divine, she may sacrifice an additional spell slot equal in level to the spell she cast to use this ability. (For example, if she wants to combine this ability with fireball, she'd need to use the spell slot of the fireball plus any other 3rd-level spell slot.) When she does, the spell bypasses all defensive magic used by its oppositional type. A divine fireball would ignore an arcane protection from fire and so forth.

...Get it? Opaque? As in, the opposite of Transparent? Like psionic/magic transparency?

(I think they got it.)

Hijack Action (Ex): Beginning at 8th level, the discordant savant can alter another creature’s actions, turning their choice into the savant’s and opting for a different outcome. Once per encounter, the savant may use this ability in response to another creature taking a standard or move action. The savant then chooses the target and/or depth of the action’s result. The savant could hijack someone’s movement action to move them only ten feet backwards, or hijack a magic missile to only target a nearby tree.

(Are...we seriously not going to write in a defense to this? Nullifying an action every encounter for free sounds really broken.)

Fiiiiine. The target is allowed a Will saving throw, with a DC equal to 11 + the savant’s class level, to negate the effect. However, if their HD is equal to or lower than the savant’s, they lose the entire action regardless.

Unseen Step (Su): Beginning at 9th level, the discordant savant gains the ability to use their Hammerspace to teleport themselves. As a swift action, they may teleport up to 100 feet in any direction, with the caveat that they must emerge behind an object or creature. Doing so negates the savant’s ability to use Hammerspace for 5 rounds.

Aw, just teleport themselves?

Abstract Rotation (Su): Beginning at 9th level, the totally not strider at this pointdiscordant savant can use Hammerspace to teleport other people.

That’s better.

Firstly, accessing Hammerspace for its normal function (storing and retrieving objects) becomes a swift action. As a full round action that requires a successful melee touch attack, the savant may grab a creature within reach and violently stuff them into the Hammerspace. Doing so ejects them from the space immediately, but they emerge up to 100 feet in any direction (but no more than 10 feet straight up) that the savant chooses.

Using Abstract Rotation doesn’t negate the ability to use Hammerspace like Unseen Step does, but this ability may still only be used once per encounter.

Reality Warper (Su): (We’re literally just naming these after tropes now, aren’t we?) Beginning at 10th level, the discordant savant may take direct control over various facets of space, probability, and reality itself. This is a taxing process, and is only available to the savant once per day as a full round action.

Reality Warper has two effects:

Firstly, she may immediately swap the positions of up to 5 but at least 2 creatures (including herself) that she can perceive. This is a teleportation effect, but it isn’t subject to anti-teleportation spells, because Dimensional Lock is a real bummer.

Secondly, she gains total control over the probability of ‘the dice’ for the next minute. Within that time, when a creature she can perceive makes a d20 roll, she can exchange the result for any number between 2 and 19. She may do this three times in total, after which the control ends.

Free from Fate (Ex): Hey, remember that cool but not necessarily overpowered Acolyte of Freedom thing from way back at 1st level? Yeah, it gets way better now. You’re welcome.

Beginning at 10th level, the discordant savant becomes an absolute master of her own destiny. Every choice is hers to make, and no one being has the power to take this primordial freedom from her. She may make saving throws against any effect that falls under the bounds of Acolyte of Freedom’s bonus, even if the effect does not allow a saving throw. The DC for the non-saving-throw follows the same DC calculation that the spell or ability would have used if it had one to begin with.

Furthermore, once per day the savant may touch a creature (or herself) and immediately remove a single ongoing effect that falls under the bounds of her Acolyte of Freedom bonus. This is a swift action.

Overneath
2014-05-12, 12:20 PM
The Avatar of Wrath

"How dare you! I challenge you to a fight to the death!"

Avatars of Wrath are representatives of a particular branch of a church's military arm. They are holy warriors and battle leaders granted a powerful combat avatar that allows them to personally crush the enemies of their deity on the mortal and immortal fields of battle.

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become an avatar of wrath, a character must fulfill all the following criteria.


Alignment: Within one step of deity's
Base Attack Bonus: 6+
Skills: Intimidate 6 ranks, Knowledge (religion) 4 ranks
Feats: Weapon Focus (any)



Level
BAB
Fort
Ref
Will
Special
Aura Progression

1st

+1

+2

+0

+2

Combat Avatar, Watchful Eye

-

2nd

+2

+3

+0

+3

Measured Steps, Challenge 2/day

+1 effective Warlord level

3rd

+3

+3

+1

+3

Awesome Might, Out of Place

-

4th

+4

+4

+1

+4

Divine Hardiness, General of the Gods, Challenge 4/day

+1 effective Warlord level

5th

+5

+4

+1

+4

Unstoppable Force, Vindictive Strike

-



Class Skills

The avatar of wrath’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Profession (Wis), Search (Int), Spot (Wis), and Swim (Wis).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the avatar of wrath prestige class.

Weapon and Armor Proficiency: The avatar of wrath is proficient with all simple and martial weapons, light and medium armor, and all shields.

Aura Progression: The avatar of wrath adds levels 2 and 4 to Warlord levels for the purposes of Aura rounds per day and his Aura bonus.

Combat Avatar (Su): An avatar of wrath can manifest a glowing silhouette of a massive being (the features of which are generally determined by their deity) around themselves at will as a standard action. This avatar grants them incredible strength and valor, but is cumbersome to use. The avatar of wrath may manifest their avatar for a total number of minutes per day equal to twice their class level, though individual rounds adding up to this total need not be consecutive. Dismissing the avatar is a swift action.

At 1st level, the avatar grants +4 Strength, +2 Fortitude saves, Immunity to Fear, and Damage Reduction 5/adamantine. However, the avatar of wrath also loses one attack per round (to a minimum of 1), moves at half speed, and takes a -4 penalty to Dexterity.

Measured Steps: At 2nd level, the avatar is no faster, but it is also harder to slow down further from its normal state. The avatar of wrath gains immunity to effects that reduce his base land speed (including natural impediments such as difficult terrain) so long as he maintains his avatar.

Awesome Might: At 3rd level, the avatar of wrath counts as one size larger than he normally is for all beneficial purposes while manifesting his avatar. This ability otherwise acts like the Powerful Build racial feature, and if he already has a similar ability, it stacks with Awesome Might. The avatar of wrath may also sacrifice his avatar's damage reduction in order to add twice his Charisma modifier to damage rolls for one round as a free action. At the end of the round, his damage reduction returns.

Divine Hardiness: At 4th level, the avatar improves such that it grants Damage Reduction 10/adamantine and +2 to Constitution. All other benefits and penalties remain the same.

Unstoppable Force: At 5th level, any attack the avatar of wrath makes while manifesting his avatar is not subject to force effects. This has two benefits; firstly, spells such as shield and mage armor do not confer their normal bonuses when used against the eye. Secondly, the avatar of wrath may take a full round action to strike a stationary force effect (such as a forcecage or a wall of force) and nullify it for 1d10 rounds. The avatar's bonuses also improve to add a total of +6 Strength and +4 Constitution whenever it is manifested.

Watchful Eye (Ex): An avatar of wrath gains a +1 competence bonus to spot checks for every class level he possesses. In addition, he gains low light vision if he did not already possess it, and 60-foot darkvision if he did.

Challenge (Ex): Twice per day, a 2nd level avatar of wrath may challenge a single opponent that he has line of sight to as a swift action. Until that opponent is defeated or quits the field, the avatar gains a +2 bonus to attack, damage, and saving throws made against that opponent. Unless the opponent is immune to fear, they are shaken.

Two additional uses per day of Challenge are granted at 4th level, and its bonuses improve to +4.

Out of Place (Su): A 3rd level avatar of wrath can detect magical traps and glyphs simply by looking in their direction. This grants him no bonuses or abilities to disarming them, but if possible, he and his party can then bypass them. If magical effort was made to hide the trap or glyph, the avatar must made an HD check against their creator's caster level in order to spot them.

General of the Gods (Ex): A 4th level avatar of wrath can use his Strength modifier instead of his Charisma modifier to determine his Warlord class feature benefits, as well as the bonuses to Intimidate. He also grants all allies within 50 feet a +4 bonus to Will saves and a +2 bonus to damage so long as he is engaged in combat and above 50% of his maximum hit points.

Vindictive Strike (Su): Twice per day at 5th level, the avatar of wrath may empower a full attack action against a single opponent who has dealt hit point damage to him within the past 24 hours. He gains a bonus to his attack rolls equal to his class level and deals extra damage equal to his Strength modifier on each hit.

Overneath
2014-05-13, 11:16 AM
The Contingency Mage

"Don't worry; I planned for this."

Any learned wizard knows that preparation is everything. But a contingency mage recognizes not only the value in forward planning, but outmaneuvering one's enemy before they even think it necessary. A sidestep leads to an assault leads to a charge that triggers a trap, again and again. Anyone who tries to outthink a contingency mage learns the error of their ways, eventually. All according to plan.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a contingency mage, a character must fulfill all the following criteria.


Skills: Spellcraft 10 ranks
Feats: Delay Spell
Spellcasting: Able to cast at least 2 spells from each school of magic (cantrips do not count for this purpose), and able to cast up to 5th level spells.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Always Ready

+1 level of existing arcane spellcasting class

2nd

+1

+0

+0

+3

-

+1 level of existing arcane spellcasting class

3rd

+1

+1

+1

+3

Contingency

+1 level of existing arcane spellcasting class

4th

+2

+1

+1

+4

Contingent Spell Slots

+1 level of existing arcane spellcasting class

5th

+2

+1

+1

+4

Contingent Delay

+1 level of existing arcane spellcasting class

6th

+3

+2

+2

+5

Extra Contingency

+1 level of existing arcane spellcasting class

7th

+3

+2

+2

+5

-

+1 level of existing arcane spellcasting class

8th

+4

+2

+2

+6

Offensive Fallback

+1 level of existing arcane spellcasting class

9th

+4

+3

+3

+6

Never Unprepared

+1 level of existing arcane spellcasting class

10th

+5

+3

+3

+7

Adaptation

+1 level of existing arcane spellcasting class



Class Skills

The contingency mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the contingency mage prestige class.

Weapon and Armor Proficiency: The contingency mage gains no proficiency with any weapon or armor.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a contingency mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Always Ready (Ex): A contingency mage gains a +4 bonus to Initiative checks at 1st level.

Contingency: At 3rd level, the contingency mage adds the spell contingency to his list of spells known for free.

Contingent Spell Slots: Beginning at 4th level, the contingency mage may prepare extra spells slots that he can trade in at any time as backup spells. For each spell level, he gains a number of these extra slots equal to one third of his total spells per day (only base spells per day and bonuses from a high ability score qualify) for that level, to a minimum of one slot per spell level. He can fill a slot with any spell of that level he knows, but cannot add metamagic to the spell for this purpose.

The contingency mage can use these extra spells at any time, but must give up a memorized normal spell slot of the same level to do so.

If the contingency mage is a spontaneous caster, he instead gains free spells known when his natural spells per day progression for that spell level reaches its maximum. A 10 Sorcerer/4 Contingency Mage has 6/6/6/6/6/6/5/3 spells per day, and so learns a new spell known for levels 0, 1, 2, 3, 4, and 5 immediately. On his next level, when his natural progression for 6th level spells reaches 6, he gains a free 6th level spell known, and so on. Spells known gained in this way are only accrued if the natural progression was improved to its maximum on a contingency mage level.

Example: Thayvin has three 6th level spells per day that he can cast. Thus, he gains one Contingent Spell Slot for that spell level when he prepares his spells at the beginning of each day. He chooses to memorize Greater Heroism, Symbol of Fear, and Move Earth as his normal spell slots, and place Greater Dispel Magic in his Contingent Spell Slot. He later meets a lich wielding powerful enchantments. Thayvin discards Move Earth in order to cast Greater Dispel Magic on the spot.

Contingent Delay: Whenever a 5th level contingency mage augments a spell with the Delay Spell feat, instead of determining a set point when the spell will take effect, he can choose a specific circumstance or event that will cause the spell to activate. All previous restrictions inherent to Delay Spell apply, except that the Contingent Delay lasts for up to 1 minute or until expended, not 1 to 5 rounds.

Extra Contingency: At 6th level, the contingency mage may be under the effects of up to two contingency spells at the same time.

Offensive Fallback: At 8th level, the contingency mage may assign up to 7th level spells to a casting of contingency, and the spells imbued may affect creatures other than himself.

Never Unprepared (Ex): A 9th level contingency mage cannot be rendered flat-footed, and always acts during a surprise round.

Adaptation: By taking 1 minute to concentrate on the spell, a 10th level contingency mage may alter the parameters and spells imbued by a contingency spell that he has cast.

Overneath
2014-05-14, 11:26 AM
The Shadowed Deceiver

"If you cannot remain unseen, remain untouched. If you cannot remain untouched, then make yourself invincible. If you can manage all three...consider yourself gifted."

Mythologies from all manner of civilization tell tales of gods, spirits, or even mortals possessed of immense cunning and the will to use it for their whims, whether they be liberation, destruction, or simply on a lark for their own amusement. While their motives and even their methods may vary wildly, they are all talented masterminds and manipulators, masters in the art of showing a victim what they want to see.

Traditionally, psionic characters and spellcasters use different variations on their core abilities as a shadowed deceiver. A psion is more suited to mentally bamboozling his opponents and persuading them to his way of thinking, where a spellcaster is more effective when using 'smoke-and-mirrors', usually illusions, to ensure he is never in the way of harm. The prestige class itself, however, does not discriminate between the two in most cases.

Hit Die: d6

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a shadowed deceiver, a character must fulfill all the following criteria.


Skills: Bluff 10 ranks, Hide 5 ranks
Feats: Greater Spell Focus (Illusion) or Metamorphic Transfer
Spellcasting: Ability to cast spells or manifest psionic powers, including the use of Spell-Like or Psi-Like abilities; must be able to alter or appear to alter their form, such as through alter self, metamorphosis, or major image



Level
BAB
Fort
Ref
Will
Special
Spellcasting/Manifesting Progression

1st

+0

+0

+0

+2

Speak Through the Wind, Armor of Lies

+1 level of existing spellcasting or manifesting class

2nd

+1

+0

+0

+3

Mirror Focus

+1 level of existing spellcasting or manifesting class

3rd

+1

+1

+1

+3

Silver Tongue, Backup Plan

+1 level of existing spellcasting or manifesting class

4th

+2

+1

+1

+4

Tricking the Trickster

+1 level of existing spellcasting or manifesting class

5th

+2

+1

+1

+4

Reflective Evasion

+1 level of existing spellcasting or manifesting class

6th

+3

+2

+2

+5

Hall of Mirrors, Xanatos' Hand

+1 level of existing spellcasting or manifesting class

7th

+3

+2

+2

+5

Feign Death

+1 level of existing spellcasting or manifesting class

8th

+4

+2

+2

+6

With Friends Like These

+1 level of existing spellcasting or manifesting class

9th

+4

+3

+3

+6

-

+1 level of existing spellcasting or manifesting class

10th

+5

+3

+3

+7

True Belief

+1 level of existing spellcasting or manifesting class



Class Skills

The shadowed deceiver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (all skills taken individually) (Int), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the shadowed deceiver prestige class.

Weapon and Armor Proficiency: The deceiver gains no proficiency with any weapon or armor.

Spellcasting/Manifesting: Every level, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. Or, he gains additional power points per day and access to new powers as if he had gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of deceiver to the level of whatever other arcane spellcasting class or manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and/or manifester level accordingly.

If a character had more than one arcane spellcasting class or more than one manifesting class before he became a shadowed deceiver, he must decide to which class he adds each class level for purpose of determining spells per day, caster level, power points per day, powers known, and/or manifester level.

Speak Through The Wind (Su): The deceiver is considered to always be under the effects of the ventriloquism spell, as a caster of his character level. He may exceed the normal allowed range for the spell effect if he uses this ability to speak through an illusion he has created.

Armor of Lies (Su): The deceiver gains strength with each successful deception, making his mortal form harder to kill. He gains a +1 bonus to all saving throws and 2 temporary hit points for every active illusion spell he has control over or every sentient being under the effects of one of his enchantment spells or telepathy powers. The saving throw bonus is capped at half his class level, and the temporary hit point bonus is capped at twice his character level - the latter, if points are lost, may be refreshed with successive castings or manifested powers.

Mirror Focus (Su): At 2nd level, the deceiver adds mirror image to his list of spells known, or his list of powers known as a 3rd-level telepathy power. Any images he creates may be placed at his side, as normal, or up to 40 feet away from him. If placed at a certain distance, the illusory double will not move with the deceiver. Instead, he must command an individual image to move (up to his own base land speed in one round) as a free action.

Silver Tongue (Ex): A 3rd level deceiver can take 10 on all Bluff checks, even if he is distracted or threatened. In addition, he gains a +4 circumstance bonus to Bluff checks if he is speaking through an illusion or to an individual affected by one of his telepathy powers.

Backup Plan (Ex): At 3rd level, the deceiver adapts quickly to plans gone awry, and is careful not to dedicate himself foolishly to a pursuit. If he chooses to ready an action, at any point in between the time the action is readied and the action is triggered, the deceiver may choose to cancel the readied action and immediately recoup (and then use) the standard action he used to ready it.

Among other things, this essentially allows the deceiver to delay a floating standard action for later in the initiative order without changing his place in it.

Tricking the Trickster (Ex): A 4th level deceiver has heard all the lines, probably because he himself has used them. When using his Sense Motive skill to try and gauge whether someone is lying, he may use his Bluff skill on the check instead.

Reflective Evasion (Su): If an opponent targets a 5th level deceiver with an attack, whether melee, ranged, touch, or ranged touch, there is a 10% chance that the attack will target another random creature within range. If the attack missed, the chance increases to 25%, but the failed attack uses its same, failed roll result against the new target.

Reflective Evasion is activated against an attack of the deceiver's choosing, and can only function once per round.

Hall of Mirrors (Su): When casting or manifesting the spell mirror image, a 6th level deceiver may divide the images he produces between himself and any allies within 20 feet. He must reserve at least one image for his own use. He cannot grant an image to an ally and utilize the 'distant images' function of Mirror Focus simultaneously.

In addition, from this level on, all figments produced by the deceiver's mirror image possess his scents and sounds. Thus, merely being unable to see the doubles does not prevent a creature from being fooled by them.

Xanatos' Hand (Su): A 6th level deceiver always wins, and he can rig the cosmic deck to ensure that he does. This ability has two primary functions. The first allows the deceiver to target a single enemy under the effects of a spell or power as a standard action - the deceiver may dismiss a spell or power of higher level on himself to dispel that enemy's enchantment. Alternatively, he may target the effects of a single magic item in that opponent's possession, dismiss a spell or power active on himself whose spell level exceeds the highest level of spell used in the creation of the item, and suppress all powers of that item for a number of rounds equal to his class level.

The second function of this ability is that the deceiver may store up to three 'faulty rolls' for later use. If he fails a skill check or saving throw, he can immediately reroll and store the failed roll - he must use the failed roll's flat number in place of a normal check at some point in the next 24 hours (failure to do so will force the deceiver to use the unused roll result in place of their next 3 checks). He may transfer one or more of these faulty rolls to a willing ally or dominated enemy, but that creature must substitute the roll for the very next check he or she makes. When a faulty roll is stored, the slot that it takes up cannot be filled again for three days.

Raisha wants to turn an enemy fighter into her thrall, but isn't sure her spells will work on him while he's wearing his powerful cloak of resistance. She decides to dismiss a mage armor she cast on herself later in order to suppress the powers of the cloak for 6 rounds. As mage armor is of a higher spell level than resistance, the highest level of spell used in the cloak's creation, she successfully suppresses its power. Without the saving throw bonus from his cloak, the fighter is easy prey for her dominate person.

Later, she and her new thrall engage in battle with another mage, who returns Raisha's favor by casting dominate person on her. Much to her chagrin, she rolls a natural 1, so she chooses to store the result as a faulty roll and reroll the save. Rather than have to worry about it later, she transfers the natural 1 to her fighter thrall, who must use it on the result of his next skill check or saving throw. Unfortunately, the next spell the hostile mage casts is finger of death. It looks as though Raisha will have his cloak to herself...if she survives.

Feign Death (Ex): At 7th level, the deceiver can make it appear as though he has been slain. If he is reduced to 20% hit points or less, he may, as an immediate action, make a Bluff check opposed by the Sense Motive checks, rolled in secret, of anyone who watches him ‘die’. Any who do not know that he is playing a trick are convinced that he is dead. He reads as dead for the purposes of any divination spells and deathwatch, and gives no indication that he is anything but lifeless.

The scion can maintain this state for up to 10 minutes, after which he must wait 24 hours before he can perpetrate the same ruse.

With Friends Like These (Su): An 8th level deceiver can substitute a Bluff check for a Diplomacy check made to improve someone's disposition towards him. In addition, any creature that the deceiver successfully bluffs takes a stacking -1 penalty to their Will saving throws against his spells and powers, to a maximum total penalty of -4.

True Belief: At 10th level, the deceiver’s illusions cannot be disbelieved and his telepathy powers do not allow any saving throws beyond the first, including those granted by slippery mind and forcing a dominated individual into suicidal action.

Overneath
2014-05-14, 11:53 AM
The Snake Hunter of Ma'at

"Lawful does not mean predictable. Orderly does not mean weak. Remember this well, or you will find- what was that?" - Mehnit-Run, high priest of Set, moments before being assassinated by a Snake Hunter of Ma'at

Traditionally associated with Bastet, the defender of Ra and sworn enemy of Apophis, the Snake Hunters are an elite order of infiltrators and assassins whose highest calling is the extermination of chaos and discord in the world, paving the way for unity and civilization to thrive. They combine several avenues of other paths to make their primary skillset more focused, and therefore more deadly.

Hit Die: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Poor Fortitude and Will


Requirements

To qualify to become a snake hunter of Ma'at, a character must fulfill all the following criteria.


Alignment: Any non-chaotic
Skills: Tumble 8 ranks, Move Silently 5 ranks, Spot and Listen 3 ranks
Abilities: Sneak Attack +2d6, Skirmish +2, or Sudden Strike +2d6
Feats: Dodge, Mobility



Level
BAB
Fort
Ref
Will
Special
Meldshaping Progression

1st

+0

+0

+2

+0

Savage Strike, Detect Chaos

+1 level of existing meldshaping class

2nd

+1

+0

+3

+0

Catfall, Axiomatic Flame

+1 level of existing meldshaping class

3rd

+2

+1

+3

+1

Sensory Equilibrium, Bonus Feat

+1 level of existing meldshaping class

4th

+3

+1

+4

+1

Uncanny Reflexes, Eye of Night

-

5th

+3

+1

+4

+1

Savage Leap, Burning Bright

+1 level of existing meldshaping class

6th

+4

+2

+5

+2

Physical Equilibrium, Black Cat's Mark

+1 level of existing meldshaping class

7th

+5

+2

+5

+2

Fearful Symmetry, Bonus Feat

+1 level of existing meldshaping class

8th

+6

+2

+6

+2

Comforting Routine, Boldness in Purpose

-

9th

+6

+3

+6

+3

Boon of Bastet, Nine Lives

+1 level of existing meldshaping class

10th

+7

+3

+7

+3

Savage Rend, In the Forests of the Night

+1 level of existing meldshaping class



Class Skills

The snake hunter of Ma'at's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the snake hunter of Ma'at prestige class.

Weapon and Armor Proficiency: The snake hunter is proficient with all simple and martial weapons and with light armor.

Meldshaping: At each snake hunter level except 4th and 8th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the snake hunter level. You do not, however, gain any other abilities of that class; the exception to this is that you progress your tiers of chakra binds normally. If you had more than one meldshaping class before becoming a snake hunter, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

If you did not possess levels in a meldshaping class before becoming a snake hunter, you still gain a point of essentia at every level except 4th and 8th. You may distribute these points freely among any Incarnum feats you possess as well as abilities such as Axiomatic Flame and Eye of Night that grow stronger with investment.

Beginning at 5th level, you may bind soulmelds to the crown, feet and hands chakras. If you did not already have levels in a meldshaping class, this generally only serves the purpose of allowing you to bind Burning Bright.

Savage Strike (Ex): A snake hunter can progress certain class features as though she were still a member of the class that granted them. She adds her class levels to her effective level in the given class for that specific feature. The features progressed are Sneak Attack, Skirmish, and Sudden Strike. Against chaotic creatures, she improves damage dice by 1 and/or increases a granted benefit of the feature by 1.

Solaris is a Rogue9/Snake Hunter4. From her rogue levels, she gains Sneak Attack +5d6. For the purposes of her Sneak Attack damage dice, she adds her snake hunter levels to her rogue levels, granting her a total of +7d6. Against chaotic creatures, her sneak attack deals +7d8 damage.

Detect Chaos (Sp): A snake hunter can cast detect chaos at will, using her character level as her caster level. She cannot be stunned for detecting a chaotic aura of a certain HD. If she identifies a target as chaotic before engaging with them, she gains a +4 competence bonus to her Hide and Move Silently checks against them.

Catfall (Ex): Beginning at 2nd level, the snake hunter may choose to fall at half normal speed from any height, and no longer takes falling damage. She gains a bonus equal to half her class level when using the Balance, Tumble, Hide, Move Silently, Climb and Jump skills, and may use the better of her Strength or Dexterity modifier for each of them.

Axiomatic Flame (Su): At 2nd level, the snake hunter can infuse her attacks with blazing incarnum energy that is particularly effective against agents of chaos. She gains 1 essentia point for free and may invest this point, and any others she may possess, into this ability. For every point of essentia invested into Axiomatic Flame, her attacks deal an extra +1 damage, or +2 against chaotic creatures. These values are doubled during a Savage Strike. The effect lasts until she chooses to redistribute the essentia in 24 hours, as per the rules for adding essentia to a feat.

Sensory Equilibrium (Ex): A 3rd level snake hunter is in tune with her senses, allowing her to feel the world around her with more clarity than most others. At this level, she gains Low Light Vision if she did not already possess it, and a +2 bonus to Spot checks. At 5th level, she gains 40 feet of Darkvision (which stacks with any existing Darkvision) and a +2 bonus to Search checks. At 8th level, she gains the Scent special quality and a +2 bonus to Listen checks. Finally, at 10th level, she gains Blindsense out to 30 feet and an additional +2 bonus to Spot, Listen, and Search checks.

Bonus Feat: At 3rd and 7th level, the snake hunter may choose a bonus feat from among any Incarnum feats she qualifies for. She gains a bonus essentia point for choosing one even if the feat would not normally grant essentia on selection.

Uncanny Reflexes (Ex): A 4th level snake hunter gains evasion and uncanny dodge as class features. If she already possessed evasion, she gains improved evasion. If she already possessed uncanny dodge, she gains improved uncanny dodge, which functions using her class level + her levels in the class(es) that provided uncanny dodge.

Eye of Night (Su): At 4th level, the snake hunter learns the Eye of Night, an incarnum infusion to her vision that allows her to perceive the world even more clearly when it is being corrupted by eldritch tricksters or fell magic.

In its default state, Eye of Night improves her Detect Chaos ability. On the first round, it alerts her that there are invisible creatures in her field of vision. On the second, it provides a faint shimmering outline around those invisible creatures that only she can see. On the third round, any creature that had been within the cone of her Detect Chaos for all three successive rounds is immediately revealed, as if they had invisibility purge cast near them.

This ability improves if the snake hunter invests essentia into it. For every point of essentia invested, the range of her Detect Chaos ability improves by 10 feet. If at least 4 points of essentia are invested, the snake hunter may cast the spell true seeing on herself for the duration of one full round, once per encounter. The casting time of the spell is reduced to a swift action.

Savage Leap (Ex): At 5th level, the snake hunter gains Pounce as a bonus feat. In addition, she treats any opponent she charges as flat-footed.

Burning Bright (Su): At 5th level, the snake hunter may imbue herself with an aura of Incarnum radiance that protects her mind and body from harm. This ability is always 'on' and provides a +1 bonus to all of the snake hunter's saving throws. However, it acts as a soulmeld and can therefore be bound to various chakra and enhanced with essentia. Regardless of where it is bound, it always grants its saving throw bonus, which is improved by +1 for every point of essentia invested in the soulmeld.


Crown - You gain a +2 bonus on Intelligence checks and on all skill checks, and may use any skill untrained. Further, with skills you have ranks in, you may Take 10 even under stress or dire circumstances without penalty. The bonus to Intelligence, though not the universal bonus to skills, improves by +1 for each point of essentia invested.
Feet - You gain a 10ft bonus to all of your base movement spells. The bonus increases by +5ft for every point of essentia invested.
Hands - You gain a +2 bonus on all Dexterity checks and on melee or ranged attack rolls. The bonus to Dexterity checks improves by +1 for each point of essentia invested.
Arms - You gain a +2 bonus on all Strength checks and add 5 feet to your base reach. The bonus to Strength checks improves by +1 for each point of essentia invested.
Brow - You gain a +4 bonus on all Wisdom checks and may reroll any skill check or saving throw having to deal with hostile illusions or spells from the Illusion school. The bonus to Wisdom checks improves by +1 for each point of essentia invested.
Shoulders - You gain a +2 bonus on all Charisma checks and on Will saving throws. The bonus to Charisma checks improves by +1 for each point of essentia invested. The bonus to Will stacks with the bonus already provided by Burning Bright.
Throat - You gain a +2 bonus on all Constitution checks and on Fortitude saving throws. The bonus to Constitution checks improves by +1 for each point of essentia invested. The bonus to Fortitude stacks with the bonus already provided by Burning Bright.
Waist - You gain a +3 bonus on any opposed roll made for a special attack such as trip or disarm. The bonus increases by +1 for each point of essentia invested if you are the target of such a maneuver.
Heart - You gain 10 temporary hit points that are replenished at the beginning of every combat encounter but override and do not stack with temporary hit points from all other sources. The amount of temporary hit points gained improves by +4 for every point of essentia invested.
Soul - You gain a +2 untyped bonus to your Armor Class. The bonus improves by +1 for each point of essentia invested.


Physical Equilibrium (Ex): A 6th level snake hunter can use one skillset as a stepping stone to another, switching between them with ease or even performing multiple tasks simultaneously. While in the process of making a skill check, the snake hunter gains a +4 bonus to any other skill checks she makes - for example, Balancing while attempting to Hide, or making a Spot check while using Concentration to focus on a spell.

Black Cat's Mark (Su): Once per day beginning at 6th level, the snake hunter may mark a specific target as an enemy of order. For the next 24 hours or until the mark is used again, that target 'reads' as chaotic in alignment for the purposes of all divinations as well as their vulnerability to the snake hunter's class features. Using Black Cat's Mark is a full round action.

Fearful Symmetry (Su): A 7th level snake hunter takes no penalty to Hide or Move Silently checks for moving at her full speed while hiding. If an enemy witnesses her cease hiding and make a successful attack in the same round, or successfully spots her but then loses track of her within 1 minute, that enemy suffers from Ma'at's Unbinding, which acts as a bestow curse spell as cast by the snake hunter with a duration of 1 hour. Ma'at's Unbinding cannot affect more than two creatures simultaneously, and allows no saving throw nor spell resistance.

Comforting Routine (Su): At 8th level, combat in service of her faith is an almost everyday occurrence for the snake hunter, and this certainty allows her to recovery quickly. At the end of an encounter, she gains Fast Healing 1 for 5 rounds. She adds 2 to her Fast Healing value for every enemy she reduced to 0 hit points or less during the encounter.

Boldness in Purpose (Ex): At 8th level, the snake hunter may shrug off blows that would fatally wound other beings as they close inexorably on their target. She gains Damage Reduction x/lawful, where x is equal to her Essentia pool.

Boon of Bastet (Su/Sp): A 9th level snake hunter may cast cat's grace, as the spell, on herself twice per day, using her character level as her caster level. In addition, any Dexterity bonuses she gains from that spell, whether cast by herself or another caster, stack with any other enhancement bonuses to her Dexterity.

She may also expend Essentia to free herself from hostile effects. By expending a point of essentia as an immediate action, she may mimic the effects of a freedom of movement spell for 1 full round. Essentia spent in this way returns to her essentia pool after 8 hours have passed.

Nine Lives (Ex): Once per day beginning at 9th level, the snake hunter may fall into a deep trance instead of dying. When she is reduced to 0 hit points or less, she may activate this ability - she appears to die as normal, but instead awakens with 1 hit point after a minute has passed. Additional damage dealt to her while in this state (short of total bodily annihilation) has no effect on whether she awakens.

Savage Rend (Ex): At 10th level, the snake hunter ignores immunity to sneak attacks and similar kinds of precision damage when she attacks a chaotic creature.

In the Forests of the Night (Su): A 10th level snake hunter always Takes 20 when using Hide or Move Silently under cover of darkness or at night, but the time it takes to hide is not increased. Furthermore, she is exempt from any natural Special Qualities that would allow a creature to detect her while hiding, such as Blindsense and Tremorsense.

Overneath
2014-05-15, 12:46 PM
The Warsworn Tactician

"The difference between bad strategy and good strategy is in the execution, not the outline."

Where a pure warlord relies on his own martial prowess to carry him through the day as much as his allies', the warsworn tactician takes a certain amount of pride in coordinating his team, honing their deadliness until his sword is all but unnecessary. His assessments of the battlefield are just as important as the auras he exudes, but stacking the two properly is the mark of a lethal member of this class.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a warsworn tactician, a character must fulfill all the following criteria.


Skills: Knowledge (warfare) 10 ranks, Concentration 6 ranks, Intimidate or Diplomacy 4 ranks
Abilities: Must have access to a class feature that grants a morale bonus in a radius, such as a Warlord's or Dragon Shaman's Auras or a Bard's music
Special: Must have been involved in a full combat encounter in which no allies lost any hit points.



Level
BAB
Fort
Ref
Will
Special
Aura Progression

1st

+0

+0

+0

+2

Tactical Assessment

+1 effective class level

2nd

+1

+0

+0

+3

Warsworn Defense

+1 effective class level

3rd

+2

+1

+1

+3

Warsworn Education

+1 effective class level

4th

+3

+1

+1

+4

Unified Assault, Strategic Assessments

+1 effective class level

5th

+3

+1

+1

+4

-

+1 effective class level

6th

+4

+2

+2

+5

Knowing is Half the Battle

+1 effective class level

7th

+5

+2

+2

+5

Masterful Assessments

+1 effective class level

8th

+6

+2

+2

+6

Signature Tactic

+1 effective class level

9th

+6

+3

+3

+6

Unified Prescience

+1 effective class level

10th

+7

+3

+3

+7

Warsworn Mastery

+1 effective class level



Class Skills

The tactician's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the warsworn tactician prestige class.

Weapon and Armor Proficiency: The tactician is proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Strategist: The tactician adds all his class levels as bonus levels in the class he had been previously that allowed him to satisfy Warsworn Tactician’s ‘morale aura’ prerequisite. This allows him to strengthen abilities from that class which scale with level, but does not grant him any new ones. A warlord9/WT2 would have an aura bonus of +4 instead of +3, but would not gain the Improved Rally feature granted to 11th level warlords. The bonus levels only apply to the 2nd class for the purposes of advancing features in that class which the character already has access to. If the character had levels in multiple classes which would have allowed him to enter the prestige class, he must choose at every class level which class to improve upon.

Tactical Assessment (Ex): The warsworn tactician’s core group of abilities involve shifting the course of battle via control and superior intelligence. These assessments grant a variety of bonus and abilities to the tactician and his allies that may shift depending on the needs of the moment.
Assessments come in three degrees: Intuitive, Strategic, and Masterful. Intuitive assessments are minor bonuses that come and go according to the needs of the moment. Strategic assessments are more drastic measures that enhance or disable certain abilities. Masterful Assessments might grant immunities or even brand new abilities for allies to use.
A tactician has access to all Intuitive assessments beginning at 1st level. Beginning at 4th level, he gains access to all Strategic assessments. Finally, all Masterful assessments become available to him beginning at 7th level.
When combat begins and initiative is rolled, the tactician gains a special action that takes place outside the initiative order. This acts like the effect of a surprise round or a contingency spell for the purposes of which special abilities can ignore or interrupt it. During this action, the tactician may use an Intuitive assessment. The bonus or penalty of that assessment persists until or unless the tactician uses a swift action to replace the Intuitive assessment bonus with another.
A tactician cannot use a Strategic assessment until combat has been ongoing for five consecutive rounds OR any creature with an initiative score has been reduced to 0 hit points. Once either of these conditions are met, the tactician may activate a Strategic assessment as an immediate action. The tactician may trade out the chosen Strategic assessment bonus for another one with a swift action, just as with Intuitive assessments. The tactician may trade out bonuses for both Intuitive and Strategic assessments with the same swift action.
A tactician cannot use a Masterful assessment until BOTH of the following conditions are met: Combat must have been ongoing for six consecutive rounds and two creatures with an initiative score must have been reduced to 0 hit points. Once these conditions are met, the tactician may activate a Masterful assessment as an immediate action. Unlike Intuitive and Strategic assessments, once a Masterful assessment is in play, it cannot be changed for the remainder of the combat encounter.

Intuitive assessments grant a simple numerical bonus to an aspect of combat. The warsworn tactician is automatically affected by any Intuitive assessment he activates, and all creatures who are both friendly to the tactician and can both see and be seen by him gain the same benefit. Creatures who lack visual perception but are aware of the tactician’s presence by other means (such as blindsight, tremorsense, or some other method) also gain these benefits.

Intuitive assessments are unique among the tactician’s arsenal not only because of their value and versatility, but because they can be enhanced. Once an Intuitive assessment has been activated, the tactician may elect to discard his move or standard action for a given round. Instead, he may roll a Knowledge (Warfare) check. If his result is at least 20, he adds +1 to the bonus granted by his active Intuitive assessment until the start of his next turn for himself and all affected allies. The bonus continues to increase if his result is higher than 20; a 25 grants a +2 bonus, a 30 grants a +3 bonus, and a 40 grants a +4 bonus. A result higher than 40 grants no additional benefit.

The list of Intuitive assessments and their individual benefits is as follows:

Mystical Precision: When you deal damage to an opponent with a spell or spell-like ability, add +4 to the total damage dealt. If the spell in question strikes more than once, such as with magic missile, you add the bonus damage once per target, not once per hit.

Physical Precision: When you deal damage to an opponent with a melee or ranged weapon, add +2 to the damage dealt.

Steady Aim: You gain a +1 bonus to attack rolls with ranged weapons and ranged touch attacks.

Steady Strike: You gain a +1 bonus to attack rolls with melee weapons and melee touch attacks.

Follow-Up: Your penalties for iterative attacks are reduced by 2. A base attack bonus spread of +15/+10/+5 for example would become +15/+12/+7.

Nimble Footing: You gain a +1 bonus to Reflex saves.

Iron Mind: You gain a +1 bonus to Will saves.

Stable Health: You gain a +1 bonus to Fortitude saves.

Bend Like a Reed: You gain a +1 dodge bonus to your Armor Class.

Quick Steps: You gain a +10ft bonus to all of your base speeds. The bonus from a Knowledge (Warfare) check adds to this benefit in increments of +5ft, rather than +1.

Soothing Presence: At the start of every combat round, you are healed 10 for hit points. If this healing exceeds your hit point total, the excess is added as temporary hit points. These temporary hit points stack with temporary hit points from other sources, but not with themselves. Soothing Presence does not heal unconscious or dead creatures.

Strategic assessments are largely penalties to enemy activity, rather than bonuses to allies. They are much stronger than Intuitive assessments, and serve as the harbingers of a turning tide in combat.

Strategic assessments follow the same rules as Intuitive assessments; an affected creature must be able to see or perceive the tactician in order for the assessment to take effect.

Big Red Target: Enemies vulnerable to a certain damage type take triple damage from that type, instead of double.

Ineffective Armor: Enemy damage reduction is reduced by 5, to a minimum of 0.

Blindside: Enemies are considered flat-footed if they are being flanked.

Unable to Connect: Enemies cannot confirm critical hits.

Clumsy Execution: Enemies roll the minimum possible damage on their first damage die roll. An attack for 1d8+3 would always deal 4 damage, but a 4d10 would become 3d10+1.

Weakened Resolve: If an enemy fails a saving while this assessment is active, they take a -4 penalty to the next saving throw they make.

Slow Burn: Enemies cannot take swift actions or use more than one special ability in a single turn.

Lockdown: Enemies must pass a Concentration check with a DC equal to 11 + your tactician level in order to cast spells below 5th level.

Frailty: If an enemy regains hit points from a spell or ability, the number of hit points they regain is halved.

If Strategic assessments are the turning tide of battle, Masterful assessments are the beginning of the end. Once used, a Masterful assessment cannot be changed for the duration of the combat encounter, and its effects linger for that same duration. Allies of the tactician do not have to maintain line of sight in order to retain a bonus granted by a Masterful assessment; once they have it, they have it until combat ends.

They Bite Back: When you take damage from a melee attack or melee touch attack, you may immediately make an attack of opportunity against your attacker. You may do so even if you are using a ranged weapon.

Retribution: If you take damage from any source, you gain a stacking +2 bonus to the next damage roll you make. Once you deal damage, the bonus resets to +0 until you take damage again.

Selective Memory: You regain use of two expended spell slots or spells per day of your choice, up to spells of 5th level. These restored spells are lost again once combat ends. The bonus from Selective Memory is applied once, when the assessment is used, not repeatedly every round.

Rejuvenation: You immediately regain 4d10+10 hit points. Furthermore, if you have access to racial abilities or class features with limited uses per day, you may choose two of them - those two gain an additional use for the duration of the current combat encounter only. The bonus from Rejuvenation is applied once, when the assessment is used, not repeatedly every round.

Hasty Retreat: You gain an immediate free move action if you fail a hostile saving throw or are reduced to below 50% of your maximum hit points.

Assured Strike: You may ignore any concealment and miss chances on obscured or incorporeal enemies.

Denied Assault: When an enemy hits you with a melee or ranged weapon, there is a 15% chance that the attack will miss entirely instead.

Warsworn Defense: Beginning at 2nd level, the tactician may add his Wisdom modifier as a bonus to all saving throws. This bonus may not exceed half his class levels in warsworn tactician.

Warsworn Education (Ex): Beginning at 3rd level, the tactician may add half his total ranks in the Knowledge (Warfare) skill as an untyped bonus to all other Knowledge skills.

Unified Assault (Ex): At 4th level, the tactician and his allies fight as a single creature with many arms, not separate individuals. All allies affected by one of the tactician's Auras or Tactical Assessments gains a bonus equal to half the tactician's class level (maximum +4) to Aid Another actions and damage dealt when flanking an opponent.
The group also gains a unique ability to share attacks of opportunity. Instead of each party member keeping track of their own during an encounter, the whole group gains access to 1 attack of opportunity per member (plus extra attacks of opportunity equal to the Dexterity modifiers of any member with Combat Reflexes), which any member can use any time an attack of opportunity would be granted. The pool of attacks is refreshed at the beginning of each new combat round. A single creature still cannot threaten more than a single attack of opportunity from a given character in the same round.

Example: Syris, Ventus, and Jorrec together form a group. Syris has a Dexterity of 18 and Combat Reflexes. As there are three members, this adds to a total of 7 attacks of opportunity per round between them, instead of the one attack of opportunity per round they normally have access to. Ventus would normally only have one attack of opportunity available to her in a round, but two gnolls run past her threatened area in the same turn. She chooses to subtract 2 attacks of opportunity from the group's bonus pool for the round to use one attack of opportunity on each gnoll - the group has 5 more attacks of opportunity they can use during that round. At the start of the next round, the pool is refreshed to 7.

Knowing is Half the Battle (Ex): At 6th level, the tactician may observe an opponent and deny them key advantages during combat. He makes a Knowledge (warfare) or Knowledge (history) check with a DC equal to 15 + the target creature's HD. If he succeeds, he knows each of the creature's immunities, and can choose to negate one for the duration of the encounter. This ability is usable only once per encounter as a full round action.

Signature Tactic: At 8th level, the tactician may choose an Intuitive, Strategic and Masterful assessment to specialize in. These assessments become his calling cards, overcoming their standard limitations in his hands.
The chosen Intuitive assessment gains the following benefit: When making a Knowledge (Warfare) check to enhance the bonus of this assessment, the tactician gains a +10 bonus to the check.
The chosen Strategic assessment gains the following benefit: The tactician’s enemies do not need to be able to see the tactician in order for the assessment to take effect. If they are within 60 feet of the tactician, or he can see them instead, they take the full penalties of this assessment.
The chosen Masterful assessment gains the following benefit: Once per encounter as a free action, the tactician may cancel the effects of their active Masterful assessment, and use this one instead.


Unified Prescience (Su): At 9th level, the tactician can see the battlefield through the eyes of himself and his companions. He gains the benefits of any additional sensory abilities his companions have, and can see what they see so long as they are within 60 feet of him. Thus, if traveling with a companion who has low light vision and another who has blindsense, the tactician can perceive the world and the creatures within it as though he had both blindsense and low light vision so long as he remains within 60 feet of each respective companion. If he is blinded or under similar sensory-reducing effects, he can still 'see' what either companion does, and with the same benefits.

Warsworn Mastery (Ex): At 10th level, the tactician can use his Charisma and Wisdom scores interchangeably - for a given bonus, the higher score or modifier is used, such as a 20 Charisma over a 12 Wisdom for a Spot check or an 18 Wisdom over a 16 Charisma for the bonus of a Warlord aura.

Tempestfury
2014-05-15, 12:57 PM
So the gravity mage is an old Homebrew? Hmmm, I think I can tell, as I really like the concept of the gravity mage, but I don't think the PrC quite deliverers. My main problem is that how all the abilities are 1/day, and don't really scale all that well. 5d6 falling damage in a 15-ft radius, at a max of 5/day isn't exactly the strongest of abilities.

My suggestions? Instead of having abilities be limited per/day, have them as spontaneous spell casting, burning a spell slot/spells per day to use the abilities, that way their allowed to be used more often than not. Additionally, have the abilities scale to at least some degree. Gravitic Slam for example? How about its does 5d6+1d6 per level? So at level 10, you do 15d6 damage with it, which is an ability I would rather like to be able to use.

Also, I am disappointed that despite it being a gravity mage, theses no squishing of enemies, either by damage or Implosion. I mean come on, your a master of gravity right? You should be able to squish your enemies into paste.

Oh and side-note. Gravity can actually distort time. Not saying you should have temporal abilities, but it would be a cool.

Overneath
2014-05-15, 02:33 PM
So the gravity mage is an old Homebrew? Hmmm, I think I can tell, as I really like the concept of the gravity mage, but I don't think the PrC quite deliverers. My main problem is that how all the abilities are 1/day, and don't really scale all that well. 5d6 falling damage in a 15-ft radius, at a max of 5/day isn't exactly the strongest of abilities.

My suggestions? Instead of having abilities be limited per/day, have them as spontaneous spell casting, burning a spell slot/spells per day to use the abilities, that way their allowed to be used more often than not. Additionally, have the abilities scale to at least some degree. Gravitic Slam for example? How about its does 5d6+1d6 per level? So at level 10, you do 15d6 damage with it, which is an ability I would rather like to be able to use.

Also, I am disappointed that despite it being a gravity mage, theses no squishing of enemies, either by damage or Implosion. I mean come on, your a master of gravity right? You should be able to squish your enemies into paste.

Oh and side-note. Gravity can actually distort time. Not saying you should have temporal abilities, but it would be a cool.

I was sorely tempted to include Implosion, but wasn't sure whether it should be a spell-like ability or simply add it to their spells known list. The former is probably more balanced, but I'll give it some thought. Something else to note is that their capstone doubles all damage their class features do, so Gravitic Slam is 10d6 at that point, not 5d6. However, I will look into making them more effective and tying them to spell slots.

Tempestfury
2014-05-15, 02:41 PM
So Gravitic Slam is 10d6 at that point, not 5d6. However, I will look into making them more effective and tying them to spell slots.

And fireball does 10d6 damage is a 20ft radius and is a level 3 spell, so it can most likely be used numerous times per day...

Overneath
2014-05-15, 02:58 PM
Class Features have been updated. Now, if you expend a 3rd-level spell slot, a 10th level Gravitic Slam deals 16d6 damage in a 30ft radius, among other things. Implosion is also now a free spell known at 10th level, and can be tied to Singularity.

As a response to the temporal alteration suggestion, that is actually its own class, Chronomancer, that I will add later.

Tempestfury
2014-05-15, 03:10 PM
Now that is a class I'll like to play. Immobilization is a pretty neat class feature, assuming it's new and I didn't miss it previously. With the energy conversion and scaling power with higher slots... Gravity Mage has become a lot stronger with such a few, simple changes...

If its alright with you though, can we discuss some of the suggestions you've made for my Epic Feats? (And I've kinda put it a few more feats as well)

Overneath
2014-05-15, 08:02 PM
The Adventurer

"Oh, I can do that."

A dungeon is a dangerous thing, but there is always someone capable enough to conquer it. The adventurer is a canny adversary and a useful ally, a master of skills that always has a trick up his sleeve.

Hit Dice: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Poor Fortitude and Will


Requirements

To qualify to become an adventurer, a character must fulfill all the following criteria.


Skills: Disable Device 8 ranks, Open Lock 8 ranks, 4 more skills with at least 5 ranks each
Feats: Skill Focus (any), Alertness
Class Features: Trapfinding and/or Charm (the Bard ability)
Special: Must have survived traversing and completing the exploration of a dungeon



Level
BAB
Fort
Ref
Will
Special
Class Features

1st

+0

+0

+2

+0

Skilled

+1 level of existing class features

2nd

+1

+0

+3

+0

Common Trickery, Quick Recovery 1/day

-

3rd

+2

+1

+3

+1

Reflexive Action

+1 level of existing class features

4th

+3

+1

+4

+1

Uncommon Trickery, Quick Recovery 2/day

-

5th

+3

+1

+4

+1

Intuitive Action

+1 level of existing class features

6th

+4

+2

+5

+2

Extraordinary Trickery, Quick Recovery 3/day

-

7th

+5

+2

+5

+2

Honed Senses, Constant Pluckocity

+1 level of existing class features

8th

+6

+2

+6

+2

Fantastic Trickery, Quick Recovery 4/day, Extensive Recovery

-

9th

+6

+3

+6

+3

Skill Mastery

+1 level of existing class features

10th

+7

+3

+7

+3

Superhuman Trickery, Quick Recovery 5/day, Call Me Jack

-



Class Skills

The adventurer counts all skills as class skills.

Skill Points: 8 + Int modifier


Class Features

The following are class features of the adventurer.

Weapon and Armor Proficiency: The adventurer is proficient with simple weapons, with light armor, and with light shields. An adventurer does not suffer from arcane spell failure caused by light armor.

Class Features: At each odd-numbered level, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an adventurer, you must decide to which class to add each level for the purpose of determining class features.

Skilled (Ex): At 1st level and every 2 levels thereafter, the adventurer designates 1 class skill that he has ranks in. From that point forward, he gains half his class level as a competence bonus to his checks whenever he uses that skill. Skilled cannot be applied to the same skill more than once.

Common Trickery: At 2nd level, the adventurer gains a single bonus skill trick that he qualifies for.

Quick Recovery (Ex): Once per day for every 2 class levels, the adventurer may reroll a failed skill check as an immediate action with a -4 penalty. If he then succeeds, he suffers no other penalties for having failed the first time.

Reflexive Action (Ex): A 3rd level adventurer may reroll his Initiative once per day as an immediate action.

At 5th level, the adventurer may make attacks of opportunity even if he is flat-footed, and always acts during the surprise round.

Uncommon Trickery: At 4th level, the adventurer gains another bonus skill trick that he qualifies for, and needs two fewer ranks in the relevant skill to qualify for any future skill tricks that he gains.

Extraordinary Trickery (Ex): At 6th level, the adventurer may use all of his skill tricks up to twice per encounter, instead of once.

Honed Senses (Ex): Whenever a 7th level adventurer passes within 15 feet of a secret door or hidden trap, he may roll a search check to find it even if he wasn't looking for it.

Constant Pluckocity (Ex): Whenever a 7th level adventurer succeeds on a saving throw against an effect that allows a save for a reduced effect instead of a negated effect (such as half damage in the case of fireball), he instead takes no effect if he makes his save.

Fantastic Trickery (Ex): An 8th level adventurer can use magic items even in a dead magic area. Whenever he uses an activated magic item inside a dead magic zone or under the effects of antimagic field, he may roll 1d20 + his class level against a DC equal to 25 in the former case or the creator's caster level in the latter. The DCs remain the same if the magic item is used against someone else who is within a dead magic zone or an antimagic field, even if the adventurer is not.

Extensive Recovery (Ex): At 8th level, if the adventurer fails the saving throw of a spell effect and does not die as a result, he may reroll that saving throw on the next round at the same DC. If he succeeds, the effect ends immediately. This acts exactly like the rogue ability Slippery Mind, except that it affects any spell or spell-like ability, not just those of the enchantment school, provided the spell does not kill the adventurer or render him entirely helpless on a failed save.

Skill Mastery (Ex): A 9th level adventurer gains the rogue class feature of the same name.

Superhuman Trickery (Su): Twice per day at 10th level, the adventurer can make a skill check and treat the result as though he had rolled a natural 20. This ability can also be used in the process of any rolls made while performing a skill trick.

They Call Me Jack (Ex): A 10th level adventurer can use his highest ability score in place of any other where an ability score would be used as a bonus to a skill. For example, he may use a higher Dexterity in place of Charisma for a bonus to a Diplomacy check.

Overneath
2014-05-16, 12:53 PM
The Ambusher

"The worst part of the whole thing? We never saw her. Tore through a dozen men with spells and pits and booby traps, and she didn't even have to be there." - Melsin Ordulga, lone survivor of the Red Blades, after an 'encounter' with an Ambusher.

Unseen, unheard, and nigh on insurmountable, the ambusher can begin their career from many different points, and excels in various fields, but all members of the class have the same affinity for traps, making and using them with startling efficiency even in the heat of battle.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Intermediate Will, Poor Fortitude


Requirements

To qualify to become an ambusher, a character must fulfill all the following criteria.


Skills: Craft (trapmaking) 8 ranks, Disable Device 6 ranks, Survival 6 ranks
Abilities: Trapfinding
Feats: Skill Focus: Craft (trapmaking) OR Class Feature: Woodland Stride



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+2

+1

Advanced Trapmaking

+1 level of existing spellcasting class

2nd

+1

+0

+3

+2

Assault +1d6/+1, Trap Expertise +2, Tangle Trap

+1 level of existing spellcasting class

3rd

+2

+1

+3

+2

Area Traps

+1 level of existing spellcasting class

4th

+3

+1

+4

+3

Assault +2d6/+2, Wounding Trap, Trap Delay

+1 level of existing spellcasting class

5th

+3

+1

+4

+3

Lengthened Trap

+1 level of existing spellcasting class

6th

+4

+2

+5

+3

Assault +3d6/+3, Trap Expertise +4, Holding Trap

+1 level of existing spellcasting class

7th

+5

+2

+5

+4

Thrown Traps, Springtrap

+1 level of existing spellcasting class

8th

+6

+2

+6

+4

Assault +4d6/+4, Magical Traps, Scattered Traps

+1 level of existing spellcasting class

9th

+6

+3

+6

+5

Fallback Point, Enlarged Traps

+1 level of existing spellcasting class

10th

+7

+3

+7

+5

Assault +5d6/+5, Trap Expertise +6, Hastened Trapmaking

+1 level of existing spellcasting class



Class Skills

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

Skill Points: 6 + Int modifier


Class Features

The following are class features of the ambusher prestige class.

Weapon and Armor Proficiency: An ambusher is proficient with all simple weapons and with light armor.

Spellcasting: Every level, the character gains new spells per day as if she had also gained a level in an arcane or divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an ambusher, she must decide to which class she adds the new level for purposes of determining spells per day.

Advanced Trapmaking (Ex): An ambusher has such an advanced grasp on the manufacture of traps that, for them, the process can be streamlined and simplified. There are three parts to creating a trap using advanced trapmaking:

Acquisition: By succeeding at a DC 20 Survival check or spending 100 gold pieces in a populated area, the ambusher acquires the necessary parts for making one trap. Additional checks or monetary expenditure are necessary to gather parts for more than one trap.

Assembly: The ambusher makes a Craft (trapmaking) check. She cannot fail this check, as it only determines how well-made the trap itself is. At this point, she can also choose to add a single factor to the trap, if it is available, as well as a single effect, if those too are available. Factors are area, lengthened, thrown, springtrap and scattered. Effects are tangle, wounding, holding, magical and enlarged.

Placement: The ambusher sets the finished trap in one 5-foot square, which it occupies as a medium-sized creature. Once placed, a trap has both a Trigger Area and an Effect Area. The Trigger Area is normally the trap's occupied square and all squares within 5 feet of it, like an enhanced threatened area for a medium-sized creature. If a creature passes over any of these squares, the trap activates, dealing its effects to all creatures both in the Trigger Area AND the Effect Area. The Effect Area comprises the Trigger Area plus an additional 5 feet of space by default.





B







y
y
y
Z
y




y
Q
x
x
y




y
x
x
x
y




y
x
x
x
y




F
y
y
y
y













Q stepped into the Trigger Area, which is marked by 'x'. Z and F are inside the Effect Area (marked by 'y'), meaning they didn't actually trigger the trap, but they also take its effects when it goes off. B is outside both areas, and is unaffected.



An ambusher's traps deal 1d8 damage per class level. They may deal piercing, slashing, or bludgeoning damage, as determined upon their creation. Each allows a Reflex save for half damage. This save's DC, as well as the DC to both find and disarm the trap, is equal to half the Craft (trapmaking) result rolled during the assembly phase (the DC to find and disable a trap has a flat DC of 10 in addition to these bonuses). An ambusher can only have a number of finished traps equal to twice her class level either set or on her person. It takes 1 minute to create one trap, but only a full round to set it. An ambusher cannot trigger any of her own traps, and can alert her companions to their existence, making them immune as well. Once activated, a trap is destroyed and cannot be reused or recovered.

Assault (Ex): Every two levels, the ambusher adds 1d6 to her existing Sudden Strike, Sneak Attack, or Skirmish damage. If she has access to more than one, she must choose which gains the bonus at each increase.

Trap Expertise (Ex): A 2nd level ambusher gains a +2 bonus to Craft (trapmaking) checks, Disable Device checks, and all Search checks made to find traps. This bonus improves by +2 every 4 levels after 2nd.

Tangle Trap: At 2nd level, the ambusher can enhance her traps with the ability to entangle an opponent affected by the trap for 1 turn if they fail their reflex save.

Area Traps: At 3rd level, the ambusher can widen the area of a trap's effect. This adds 5 feet to the trap's Effect Area. Its Trigger Area remains the same.

Wounding Trap: At 4th level, the ambusher can enhance her traps with the ability to deal 2 points of Constitution damage to an opponent affected by the trap if they fail their reflex save. This is an ability damage effect and also acts as the Wounding property for abilities that capitalize on a bleeding opponent.

Trap Delay: A 4th level ambusher can choose to delay the triggering of a trap she's made if she has line of sight to it. The delay is potentially indefinite, although she may drop the delay and trigger the trap as an immediate action so long as an opponent is within the trap's trigger area.

Lengthened Trap: At 5th level, the ambusher can enhance her traps' triggers to cause a line of effect emanating from the center of the trap's area out in any single direction. This changes the dimensions of the trap so that it has no Effect Area and its Trigger Area is only the 5-foot space it was placed in. When triggered, its Effect Area becomes a 60-foot long, 5-foot wide line that shoots out from the Trigger Area. Which direction this line emanates out to is determined at the time of its placement.

Holding Trap: At 6th level, the ambusher can enhance her traps with the ability to stun an opponent affected by the trap for 2 rounds if they fail their reflex save.

Thrown Traps: At 7th level, the ambusher does not have to set a trap in order to use it. Instead, she can prime it when she assembles it so that it activates when she throws it at an opponent. This requires a ranged touch attack and has a range of 30 feet, but if the attack hits, the trap activates in the space it landed in as normal. If the attack misses, the trap breaks and has no effect.

Springtrap: At 7th level, the ambusher's traps affect all opponents in the Trigger Area as well as any creatures up to 40 feet above or below it. This also affects what position enemies may be in to trigger the traps in the first place (for example, wandering under a trap set on a 40-foot-high ceiling).

Magical Traps (Su): At 8th level, the ambusher can grant her traps a magical effect. During the assembly phase, she can 'cast' one offensive spell she has prepared (the spell is expended). When the trap is triggered, that spell affects any opponent affected by the trap as if the ambusher had targeted them with the spell. Once the trap is magically enhanced, the spell lasts until the trap is activated. The spell itself must have some kind of area of effect (such as fireball) or be able to target multiple opponents with one casting (such as scorching ray).

Scattered Traps: At 8th level, the ambusher can break her trap into pieces and string them together. Instead of the normal trap dimensions, she makes the single trap into up to 9 individual traps, all with a Trigger Area of only the 5-foot space they occupy. Each of the individual traps may be placed in a different square, though none can be more than 90 feet apart from all the others. If one of the traps is triggered, all of the other pieces go off simultaneously. The Effect Area of each trap remains unchanged, so while the Trigger Area is smaller, the Effect Area of a Scattered Trap is equal to the Trigger Area of a normal trap. Any single Scattered trap has a Reflex, Disable Device and Search DC of 10 less than another normal trap the ambusher would have made during the assembly phase.

Fallback Point (Ex): Beginning at 9th level, the ambusher can teleport herself to any trap she's set within 100 feet as a standard action that provokes an attack of opportunity. This ability may be used once per encounter.

Enlarged Traps: A 9th level, the ambusher can enhance her traps' sensors or wires to be more vast and sensitive. This improves the Trigger Area of the trap by 5 feet, which also pushes its Effect Area outward a commensurate amount in comparison to a normal trap. This effect can be stacked with that of Area Traps.

Hastened Trapmaking (Ex): A 10th level ambusher can, so long as she has the resources available, create a new trap in 1 full round action, rather than 1 minute. Doing so, however, subtracts 10 from the Craft (trapmaking) result during the assembly phase.


Final Thoughts: The functions of Advanced Trapmaking are designed to be used in the middle of a battle or shortly before it - very convoluted or powerful traps can be easily made by an ambusher with the rules in the DMG, but it is best to use those rules for that purpose, instead of these features.

Overneath
2014-05-16, 01:06 PM
The Arcane Warrior (An Everynone Product)

"Pick your poison; death by flame, or death by steel?"

Gish. Arcane Archer. Abjurant Champion. Eldritch Knight. The blending of magic and metal has been a form of art for almost as long as both of those practices have existed. An Arcane Warrior works in complete harmony with these forces, nearly an equal to fighter and wizard alike.

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become an arcane warrior, a character must fulfill all the following criteria.


Base Attack Bonus: +4
Spellcasting: Able to cast 2nd level arcane spells
Feats: Weapon, Armor, or Shield Focus (any) and any metamagic feat



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+1

+2

+0

+2

Battlecasting, Martial Mysticism

-

2nd

+2

+3

+0

+3

Augment Weapon (1d4)

+1 level of existing arcane spellcasting class

3rd

+3

+3

+1

+3

Martial Mysticism, Spell Knowledge: Mage's Conversion

+1 level of existing arcane spellcasting class

4th

+4

+4

+1

+4

Augment Weapon (1d6)

+1 level of existing arcane spellcasting class

5th

+5

+4

+1

+4

Martial Mysticism, Superior Battlecasting

+1 level of existing arcane spellcasting class

6th

+6

+5

+2

+5

Augment Weapon (1d8)

+1 level of existing arcane spellcasting class

7th

+7

+5

+2

+5

Martial Mysticism

+1 level of existing arcane spellcasting class

8th

+8

+6

+2

+6

Augment Weapon (1d10)

+1 level of existing arcane spellcasting class

9th

+9

+6

+3

+6

Martial Mysticism, Perfect Battlecasting

+1 level of existing arcane spellcasting class

10th

+10

+7

+3

+7

Augment Weapon (1d12), Martial Arcanist

-



Class Skills

The arcane warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (warfare) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the arcane warrior.

Weapon and Armor Proficiency: Arcane warriors are proficient with simple and martial weapons, with all light and medium armor, and light and heavy shields.

Spellcasting: At every level except 1st and 10th, an arcane warrior gains new spells per day (or spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as enhanced familiars for a wizard). If she had more than one arcane spellcasting class before becoming a arcane warrior, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Battlecasting (Ex): At 1st level, an arcane warrior can cast arcane spells while wearing light armor or using light shields without incurring the normal arcane spell failure chance. An arcane warrior still incurs the normal arcane spells failure chance while wearing medium or heavy armor, or using heavy or tower shields, and a multiclass arcane warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes that she did not select to extend through her spellcasting progression.

Martial Mysticism At every odd-numbered level, an arcane warrior gains a special ability of her choice from among the following options:

Arcane Boost (Ex): You gain the ability to burn arcane energy to empower your martial skills. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself an insight bonus to attack rolls equal to the spell's level, and a bonus to saving throws equal to half the spell's level for 1 round.

Arcane Shield (Ex): You may expend one of your uncast spells or spell slots as an immediate action to grant yourself an insight bonus to your dodge armor class equal to the spell's level, and resistance to all elemental damage equal to 3 x the spell's level. These benefits last until your next turn.

Arcane Armaments (Ex): Whenever you cast a spell that adds an armor or shield bonus to Armor Class, or an enhancement bonus to a weapon, add a +2 bonus to the spell's effect. if you are using equipment that was already magical, then use the effect already in place or the spell, whichever is higher.

Extended Augmentation (Ex): Any spells that directly enhance a character or character’s weapons or armor in terms of attack bonus, damage done, armor class, or damage reduction, or affects the character’s physical stats, last twice as long.

Quick Augmentation (Ex): Any spells that directly enhance a character or character’s weapons or armor in terms of attack bonus, damage done, armor class, or damage reduction, or affects the character’s physical stats, can be cast as a standard or move action, at her discretion.

Martial Blasting (Ex): Any spells a character casts that deal hit point damage now add the character's combined Strength and Constitution modifier or Base Attack Bonus to damage done, whichever is higher. The damage added is of the same type the spell would normally deal.

Hack & Slash (Ex): Any time a character hits and does damage to an opponent with a weapon each turn, any spells cast by the arcane warrior on that opponent for the rest of the encounter have an effective DC of +1. This effect only applies for any given encounter, and the DC can only be increased once per round on a successful hit.

Overpowering Concentration (Ex): An arcane warrior gains twice the normal bonus from her Constitution modifier to Concentration. Also, whenever the warrior is being counterspelled, she can make a Concentration check against a caster level check on the part of the counterspeller. If she succeeds, the spell is not countered.

Striking Spell (Ex): Whenever you successfully confirm a critical hit on an opponent, you may channel one spell you have prepared (as long as its spell level is equal to or less than half your class level) against the target, in addition to your weapon damage.

Augment Weapon (Su): Beginning at 2nd level, the arcane warrior can enchant a weapon that she wields with a type of elemental damage as a swift action once per encounter. This exact type of damage is of her choosing between acid, cold, electrical and fire. At 2nd level, the augmentation adds 1d4 damage and lasts for 1 round. At 4th level, the augmentation lasts for 1 round per class level and adds 1d6 damage. Starting at 4th level, the arcane warrior can augment two weapons by reducing the dice of damage by 1 die for each. Thus, she could augment both weapons with fire for 1d4 each rather than 1d6 for one. At 6th level, the augmentation adds 1d8 damage or 1d6 on two weapons, and lasts 2 rounds per class level. At 8th level, the augmentation adds 1d10 damage or 1d8 on two weapons, and lasts 1 minute per class level. At 10th level, the augmentation adds 1d12 damage or 1d10 on two weapons, and lasts 2 minutes per class level.

Spell Knowledge: Mage's Conversion (Su): At 3rd level, the arcane warrior adds the spell Mage's Conversion to her spell book or list of spells known. In the case of spontaneous casters, this does not count against their limit of spells known.

Mage's Conversion
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Magical energy flows through your body, enhancing your aim and brute force. You gain a +1 enhancement bonus to your attack and damage rolls per 4 caster levels, to a maximum of +5. This bonus stacks with any enhancement bonuses already present in the weapon you are using.

Superior Battlecasting (Ex): At 5th level, an arcane warrior can now cast arcane spells while wearing light or medium armor or using light or heavy shields without incurring the normal arcane spell failure chance. An arcane warrior still incurs the normal arcane spells failure chance while wearing heavy armor, or using tower shields.

Perfect Battlecasting (Ex): At 9th level, an arcane warrior can now cast arcane spells while wearing light, medium, or heavy armor or using light, heavy, or tower shields without incurring the normal arcane spell failure chance.

Martial Arcanist (Ex): At 10th level, an arcane warrior masters the art of combining her militant and mystical training. From this point on, her effective caster level in a chosen arcane spellcasting class and her effective base attack bonus are equal. Whichever is the higher value is the one that is used (either the caster level or the base attack bonus). She can apply this benefit to only one arcane spellcasting class to which she added spellcasting levels to by her advancement as an arcane warrior.


Final Thoughts: This is an adaptation of and fix to both the Eldritch Knight (which was too weak) and the Abjurant Champion (which was too strong). Now the class has more versatility and more tricks to pull in the middle of combat, where they're meant to be.

Overneath
2014-05-18, 11:38 AM
The Barbarian

From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

Alignment: Any

Hit Die: d12

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Reflex, Poor Will



Level
BAB
Fort
Ref
Will
Special
Rage Benefit

1st

+1

+2

+2

+0

Rage 1/day, Fast Movement +10ft, Unhindered Combat

+2

2nd

+2

+3

+3

+0

Uncanny Dodge, Rage Bonus

+2

3rd

+3

+3

+3

+1

Rage 2/day, Honing

+2

4th

+4

+4

+4

+1

Fast Movement +15ft

+2

5th

+5

+4

+4

+1

Rage Bonus

+4

6th

+6/+1

+5

+5

+2

Unfettered Rage

+4

7th

+7/+2

+5

+5

+2

Rage 3/day, Fast Movement +20ft

+4

8th

+8/+3

+6

+6

+2

Rage Bonus, Expanded Rage

+4

9th

+9/+4

+6

+6

+3

Unwinded, Improved Uncanny Dodge

+4

10th

+10/+5

+7

+7

+3

Fast Movement +25ft, Improved Honing

+6

11th

+11/+6/+1

+7

+7

+3

Rage 4/day, Rage Bonus

+6

12th

+12/+7/+2

+8

+8

+4

Perpetual Rage

+6

13th

+13/+8/+3

+8

+8

+4

Fast Movement +30ft, Feral Hardiness

+6

14th

+14/+9/+4

+9

+9

+4

Rage Bonus

+6

15th

+15/+10/+5

+9

+9

+5

Rage 5/day

+8

16th

+16/+11/+6/+1

+10

+10

+5

Fast Movement +35ft

+8

17th

+17/+12/+7/+2

+10

+10

+5

Rage Bonus, Expanded Rage

+8

18th

+18/+13/+8/+3

+11

+11

+6

Feral Resilience

+8

19th

+19/+14/+9/+4

+11

+11

+6

Rage 6/day, Fast Movement +40ft

+8

20th

+20/+15/+10/+5

+12

+12

+6

Mighty Rage, Rage Bonus

+10


Class Skills

The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

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


Class Features

The following are class features of the barbarian.

Weapon and Armor Proficiency: Barbarians are proficient with simple and martial weapons, with light and medium armor, and light and heavy shields.

Barbarian Rage (Ex): A barbarian can fly into a Rage a certain number of times per day. In a Rage, a barbarian temporarily gains a +2 bonus to Strength, Constitution, and his Will saving throws, and gains an extra +2 bonus to these scores for every 5 barbarian levels he possesses. These bonuses stack with all other modifiers from any source.

While Raging, a barbarian cannot use any Dexterity, Intelligence, or Charisma based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of Rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier.

A barbarian may prematurely end his Rage as a full-round action.

At the end of the Rage, the barbarian loses the Rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 9th level barbarian, at which point this limitation no longer applies). A fatigued or exhausted barbarian cannot enter a Rage.

At 1st level he can use his Rage ability once per day. At 3rd level and every four levels thereafter, he can use it one additional time per day (to a maximum of 7 times per day at 19th level). Entering a Rage takes no time itself, but a barbarian can do it only during his action, not immediately in response to someone else’s action.

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus after modifying the barbarian’s speed because of any load carried or armor worn.

Every 3 levels after 1st, this bonus increases by 5 feet.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Unhindered Combat (Ex): The barbarian adds his Constitution modifier to his Armor Class if he is wearing no armor, light armor, or medium armor. However, his Armor Class does not increase along with his Constitution when he Rages - he uses the value of his modifier from before the Rage took effect.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity and Dodge bonuses to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses these bonuses to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Rage Bonus (Ex): A barbarian's rage is a wily, destructive thing. No two barbarians rage quite alike, as they individually push themselves beyond their limits in surprising ways. At 2nd level and every 3 levels thereafter, he may choose a bonus to bestow upon himself when he rages.

Upon choosing a Rage Bonus, he adds it to his list of Rage Bonuses he knows. Whenever he rages, he may select the benefits of a single known Rage Bonus and apply it to the bonuses he already gains from his Rage. The selected Rage Bonus(es) cannot be changed until the Rage ends.

Honing (Ex): At 3rd level, the barbarian gains a bonus feat, representative of his intense will to survive. He can choose two of any of the following feats: Great Fortitude, Lightning Reflexes, Iron Will, Toughness, Endurance. If the barbarian chooses a feat he already has, he gains its benefits again. Similarly, he may take any of these feats after gaining them from Honing, and gains their benefits a second time.

Unfettered Rage (Ex): A 6th level barbarian is able to quickly change their combat style on the fly, wreaking different kinds of destruction in rapid succession. As a full-round action, he may sacrifice a daily use of his Rage to immediately reselect which Rage Bonuses he is using. He also resets the duration of his Rage. Unfettered Rage may only be used while the barbarian is already in a Rage.

Expanded Rage: At 8th and 17th level, the barbarian gains another Rage Bonus slot. Therefore a 17th level barbarian could select from three known Rage Bonuses and gain all of their benefits when he rages.

Improved Uncanny Dodge (Ex): At 9th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has Improved Uncanny Dodge from a second class, the levels from the classes that grant them stack to determine the minimum level a rogue must be to flank the character.

Unwinded (Ex): A 9th level barbarian is no longer fatigued after his Rage ends.

Improved Honing (Ex): At 10th level, the barbarian improves upon his survival training. He gains two of Improved Great Fortitude, Improved Lightning Reflexes, Improved Iron Will, Improved Toughness (which grants an additional 1 hit point per HD, applied retroactively), or Diehard, depending on which feats he gained from Honing. If the barbarian already possesses any of these feats, he may take any other feat from this list without needing to meet their prerequisites. If he possesses Endurance and Diehard, he adds Die Harder and Diehard With a Vengeance to the list.

Perpetual Rage (Ex): Beginning at 12th level, if the barbarian rolls for initiative at the start of combat and has no daily uses of Rage remaining, he immediately gains a use of Rage. However, this Perpetual Rage only has a duration equal to his Constitution modifier, and he cannot add the effects of Rage Bonuses to it. Regaining his normal daily uses of Rage through resting allows him to use those refreshed Rages normally.

Feral Hardiness (Ex): Beginning at 13th level, the barbarian gains Damage Reduction equal to his Constitution modifier, which stacks with Damage Reduction from all other sources. This damage reduction increases along with his Constitution score when he Rages.

Feral Resilience (Ex): Beginning at 18th level, the barbarian gains Fast Healing equal to half his Constitution modifier whenever he Rages.

Mighty Rage (Ex): A 20th level barbarian is the pinnacle of raw strength and fury, ripping through all obstacles in his path like a scythe through wheat. Mighty Rage offers two benefits to the barbarian:


Once per day on entering a Rage, the barbarian may double his Rage bonus (gaining a +20 bonus to Strength, Constitution and Will instead of +10). If he does so, he becomes fatigued at the end of that rage. This condition ignores the benefits of Unwinded.
The barbarian may choose a special Rage Bonus from the ‘Mighty Bonuses’ list. This Rage Bonus is free and always applies whenever he rages - he does not need to sacrifice a Rage Bonus slot to gain its benefits. However, the Mighty Bonus does not apply to a bonus rage from the Perpetual Rage class feature.



Barbarians add a Rage Bonus to their list of bonuses known at levels 2, 5, 8, 11, 14, 17 and 20. When they rage, they may apply the benefits of one Rage Bonus that they know. This benefit is treated as part of the rage. At level 8 and again at level 17, the barbarian may use another Rage Bonus they know simultaneous to the first while Raging. Rage Bonuses only apply their benefits while chosen, and then only during the course of a Rage.

At 20th level, a barbarian chooses a single bonus from the ‘Mighty Bonuses’ list. This bonus is always active when they Rage. A Mighty Bonus does not apply to a bonus rage from the Perpetual Rage class feature.

Standard Rage Bonuses:

Effortless Swing: You gain a bonus to attack and damage rolls equal to 1 + 1/4 your barbarian level.
Barbaric Resilience: You gain a bonus to Fortitude and Reflex saving throws equal to half that granted to Will saves by your Rage.
Staying Power: You gain temporary hit points equal to your barbarian level + your Constitution modifier, and a bonus to your natural Armor Class equal to half the bonus granted by your Rage.
Crushing Blows: Your critical multiplier with all weapons improves by x1, and you gain a +4 bonus to rolls made to confirm critical hits.
Savage Attacks: Whenever you use the full attack action, you may make an extra attack at your highest base attack bonus.
Stubborn Resolve: The first time you drop to 0 hit points in combat, you regain hit points equal to twice your level + your Constitution modifier.
Unshakable Focus: You are immune to all fear and compulsion effects.
Unparalleled Destruction: You add your Constitution modifier to any Strength check you make. When you make a Strength check to break or sunder an object, your minimum effective d20 roll is 10 - if you roll lower than 10, you gain a bonus on the check equal to the difference between 10 and your d20 roll result.
Terrifying Rage: You gain a special aura of fear around your person. Any hostile creature that can see you Rage is automatically subject to a Demoralize effect as if you had used Intimidate against them, but this does not require an action on your part. The DC is equal to 11 + your Intimidate skill modifier.
Barbaric Pounce: Whenever you take the Charge action, you deal extra damage equal to your Constitution modifier, and gain the benefits of the Pounce feat if you don’t already have it.
Frenzied Counterattack: When an opponent hits you with a melee attack, you may make a free attack of opportunity against them. This does not count against the number of attacks of opportunity you can make in a round. You only gain a free attack from this ability once against an individual opponent per round, regardless of how many attacks they made in that round.
Resolute Hardiness: You gain resistance to fire, cold, electrical and acid damage equal to twice your Constitution modifier, and you are subject to the effects of the Endure Elements spell for as long as your Rage lasts.
Evasive Perseverance: You gain the benefits of Evasion and Mettle while Raging.
Thundering Rage: Whenever you successfully make an attack against an opponent while Raging, that opponent must make a Fortitude saving throw or become stunned until your next turn. The DC of this saving throw is equal to 10 + your Constitution modifier.


Mighty Bonuses:

Indomitable Will: You are immune to all mind-affecting spells, spell-like abilities, and supernatural abilities. (If you choose this rage and also have Unshakable Focus, you may immediately swap out Unshakable Focus for any other Rage Bonus)
Ignore Magic: You have Spell Resistance equal to your barbarian level + your Constitution modifier.
Die Fighting: You cannot die until your Rage ends, no matter what value your hit points are reduced to. If your Rage ends with your hit points below the point where you would die normally, you die after exiting the Rage. You die normally if subject to an effect that utterly destroys your body, such as Implosion or Disintegrate.
Sure Footing: You are under the effects of a Freedom of Movement spell.
Destructive Rage: You add a bonus equal to your barbarian level to all Strength checks made to break objects and sunder checks. This stacks with the bonus from Unparalleled Destruction. Force effects with a duration such as Wall of Force can be broken with a DC 40 Strength check.



Instead of his normal Rage ability, a barbarian may elect at 1st level to take the Whirling Frenzy feature. Instead of a bonus to Strength, Constitution and Will saving throws, a Whirling Frenzy grants the Rage bonus to Dexterity, Constitution and Reflex saving throws. It is otherwise identical to the normal barbarian rage.

A barbarian who chooses Whirling Frenzy instead of Rage cannot then recant their decision.




===

The Bard

It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

Alignment: Any

Hit Die: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Will and Reflex, Poor Fortitude



Level
BAB
Fort
Ref
Will
Special
Spells Per Day/Spells Known*



0
1
2
3
4
5
6

0
1
2
3
4
5
6



1st

+0

+0

+2

+2

Bardic Knowledge, Bardic Music, Inspire Courage
2
-
-
-
-
-
-

4
-
-
-
-
-
-

2nd

+1

+0

+3

+3

Countersong
3
0
-
-
-
-
-

5
2
-
-
-
-
-

3rd

+2

+1

+3

+3

Inspire Competence
3
1
-
-
-
-
-

6
3
-
-
-
-
-

4th

+3

+1

+4

+4

Charm +2
3
2
0
-
-
-
-

6
3
2
-
-
-
-

5th

+3

+1

+4

+4

Song Focus
3
3
1
-
-
-
-

6
4
3
-
-
-
-

6th

+4

+2

+5

+5

Suggestion
3
3
2
-
-
-
-

6
4
3
-
-
-
-

7th

+5

+2

+5

+5

Inspire Heroism
3
3
2
0
-
-
-

6
4
4
2
-
-
-

8th

+6/+1

+2

+6

+6

Bardic Lore 1/day
3
3
3
1
-
-
-

6
4
4
3
-
-
-

9th

+6/+1

+3

+6

+6

Jack of All Trades
3
3
3
2
-
-
-

6
4
4
3
-
-
-

10th

+7/+2

+3

+7

+7

Halting Melody, Charm +4
3
3
3
2
0
-
-

6
4
4
4
2
-
-

11th

+8/+3

+3

+7

+7

Soothing Performance
3
3
3
3
1
-
-

6
4
4
4
3
-
-

12th

+9/+4

+4

+8

+8

Bardic Lore 2/day
3
3
3
3
2
-
-

6
4
4
4
3
-
-

13th

+9/+4

+8

+4

+8

Song of Freedom
3
3
3
3
2
0
-

6
4
4
4
4
2
-

14th

+10/+5

+4

+9

+9

Painful Discord
4
3
3
3
3
1
-

6
4
4
4
4
3
-

15th

+11/+6/+1

+5

+9

+9

Song Focus
4
4
3
3
3
2
-

6
4
4
4
4
3
-

16th

+12/+7/+2

+5

+10

+10

Inspire Perfection, Charm +6, Bardic Lore 3/day
4
4
4
3
3
2
0

6
5
4
4
4
4
2

17th

+12/+7/+2

+5

+10

+10

Domination
4
4
4
4
3
3
1

6
5
5
4
4
4
3

18th

+13/+8/+3

+6

+11

+11

Dirge of Death
4
4
4
4
4
3
2

6
5
5
5
4
4
3

19th

+14/+9/+4

+6

+11

+11

Song of Defensive Clarity
4
4
4
4
4
4
3

6
5
5
5
5
4
4

20th

+15/+10/+5

+6

+12

+12

Song Specialization, Bardic Lore 4/day
4
4
4
4
4
4
4

6
5
5
5
5
5
4

* - Assumes the bard chose Spellcasting as their class feature, instead of Magical Mimicry

Class Skills

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

Skill Points: 6 + Int modifier (× 4 at 1st level)


Class Features

The following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip, and are proficient with light armor and light shields. A bard can cast bard spells while wearing light armor or a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using any shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex): A bard adds half his class level (to a minimum of 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Music: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st a bard can produce a bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic music that he has mastered, as indicated by his level. To gain a benefit from a performance, the bard must make a Perform check at the beginning of said performance, but does not have to reroll until he begins a new one (unless a single performance is much longer than usual). This Perform check indicates how effective the music is.

Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Inspire Courage (Su): At 1st level, the bard can grant a flat +1 bonus to saves against fear and charm effects, as well as the same bonus to attack and damage rolls, to all allies within 30 feet that can hear the bard perform. For every 5 points over 15 the bard rolls on his initial Perform check, the bonuses increase by an additional +1, to a maximum of +5. Inspire Courage is a mind-affecting ability that can use audible or visual components. The bard must choose which component to use when starting his performance.

Countersong (Su): At 2nd level, the bard can deliberately disrupt an opponent's magic while it is in progress. When activating this performance, select a target within 50 feet; the next time that opponent casts a spell with a verbal component, the target must make a Concentration check opposed by the bard's initial Perform check. Failure results in the spell being wasted. Countersong uses audible components and must be maintained until the target actually attempts to cast their spell.

Inspire Competence (Su): At 3rd level, the bard can use his music to help his allies succeed at a task. He selects one ally within 30 feet that can see or hear him; that ally gains a +2 bonus to all skill checks as long as the bard maintains the inspiration. For every 5 points over 20 the bard rolls on his initial Perform check, the bonus increases by an additional +2, to a maximum of +10. Inspire Competence is a mind-affecting ability that can use audible or visual components. The bard must choose which component to use when starting his performance.

Suggestion (Sp): At 6th level, the bard can induce a Suggestion (as per the spell) in a single target within 60 feet. The Will save Difficulty Class is equal to half the bard's initial Perform check. Suggestion is a mind-affecting ability that uses audible components, and each use counts as two rounds taken from the bard's daily total. Only one creature can be affected by this ability at a time, and the Suggestion lasts for 1 turn or 3 suggested courses of action, whichever comes first.

Inspire Heroism (Su): At 7th level, the bard can grant any allies within 30 feet that can see and hear him 2 bonus Hit Dice (d10s) for the purpose of the commensurate number of temporary hit points (which are maximized) and higher effective HD total, and a +2 morale bonus on all saving throws. For every 5 points over 25 the bard rolls on his initial Perform check, the bonus to saving throws increases by +1. For every total +2 bonus to saving throws the inspiration grants above +2, another Hit Dice is also granted (thus, a roll of 35 would grant 3 hit dice and +4 saving throws). The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent and caster level. Inspire Heroism is a mind-affecting ability and it relies on audible and visual components.

Halting Melody (Sp): At 10th level, the bard can target a single creature within 50 feet and stop them dead in their tracks as per the hold monster spell. The Will save Difficulty Class is equal to 10 + half the bard's initial Perform check. Halting Melody is a mind-affecting ability that uses audible components, and each use counts as three rounds taken from the bard's daily total. Only two creatures can be affected by this ability at a time, and the effect lasts for a number of rounds equal to half the bard's class level.

Soothing Performance (Sp): At 11th level, the bard can heal all allies within 20 feet for a number of hit points equal to the bard's initial Perform check. Soothing Performance is a mind-affecting ability that uses audible components, and it can be played in successive rounds as a repeat effect, using 2 more rounds from the bard's daily allotment of performance rounds each time.

Song of Freedom (Sp): At 13th level, the bard can expend 3 rounds of his daily performance rounds to cast break enchantment (as the spell) on a single ally within 10 feet. The bard uses his highest ranks in a Perform skill or his caster level, whichever is higher. Song of Freedom uses audible components, but the ally in question does not need to see or hear the bard for the effect to work.

Painful Discord (Su): At 14th level, the bard can bring pain to all enemies within 30 feet, who must also make a Fortitude save with a Difficulty Class equal to 10 + half the bard's class level + the bard's Charisma modifier or be stunned for a number of rounds equal to half the bard's Charisma modifier. Affected enemies take a -2 penalty to all attack rolls, damage rolls, skill checks and saving throws for 1d4 minutes due to the pain. Painful Discord is a mind-affecting ability that uses audible components, and each use counts as three rounds taken from the bard's daily total.

Inspire Perfection (Su): This inspiration improves upon (eliminates and replaces) Inspire Competence. Both the initial bonus and the successive Perform bonuses are increased to +3, and the bard adds a flat bonus equal to half his Charisma modifier to the total skill bonus granted for as long as the inspiration lasts. Other restrictions inherent in Inspire Competence still apply.

Domination (Sp): This ability improves upon (eliminates and replaces) Suggestion. The effect is changed to Dominate Person (except that this ability can affect any creature that Suggestion could), and lasts for 10 minutes. Other restrictions inherent in the Suggestion ability still apply.

Dirge of Death (Su): A bard of 18th level or higher can use his performance to cause one enemy to die from melancholy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (Difficulty Class 10 + 1/2 the bard’s level + 1/2 the bard's initial Perform check) to negate the effect. If a creature’s saving throw succeeds, the target is sickened for 1d4 rounds, and the bard cannot use Dirge of Death on that creature again for 24 hours. If a creature's saving throw fails, it dies. Dirge of Death is a mind-affecting death effect that relies on audible and visual components, and uses 5 rounds from the bard's total daily allotment.

Song of Defensive Clarity (Su): At 19th level, the bard and any allies within 40 feet gain immunity to all mind-affecting spells and a +3 dodge bonus to Armor Class for 5 rounds. For every 5 points over 30 that the bard rolls on his initial Perform check, another +1 is added to the Armor Class bonus. Song of Defensive Clarity is a mind-affecting ability that relies on audible components, and uses 3 rounds from the bard's total daily allotment.

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

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

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

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

OR (the player gets the option of choosing which class feature they want; either Spellcasting or Magical Mimicry)

Magical Mimicry (Sp): Beginning at 3rd level, the bard may use his unique brand of magic to produce effects similar to arcane spells. He rolls a Perform check with a DC equal to 12 + 2x the level of the spell. If he succeeds, he may cast arcane spells of up to 6th level from the Illusion, Enchantment, or Transmutation schools without need for material components, though every spell recreated in such a manner has a verbal component, even if the spell normally would not. A spell cast in this manner uses up a total number of bardic performance rounds per day equal to the level of the spell. In order to be able to cast a spell using Magical Mimicry, the character must have an effective bard level equal to at least three times the level of the spell.
In addition, the bard can use the following cantrips at any time just as a sorcerer could: Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic.

The bard can use this ability to qualify for prestige classes and feats so long as his base ranks in perform are equal to three times the level of spells he needs to be able to cast. For example, if a feat requires 2nd-level arcane spellcasting, he must have 6 ranks in perform. Metamagic can be added to a mimicked spell as part of the normal casting process (this changes the standard action to a full-round action), but extra rounds are subtracted from the bard's performance daily total equal to the number of spell levels the metamagic would increase the spell by. Empower Spell uses two extra rounds, Maximize uses 3, and so forth. Magical Mimicry can duplicate spells with the 'Sonic' descriptor regardless of whether they are arcane, divine, transmutation, illusion, or enchantment. They still must be 6th level or below.

Example: Devis wishes to recreate Programmed Image, a 6th level illusion spell. He rolls a perform check with a DC of 24 (12 + [2 x 6]). Should he succeed, he uses up 6 rounds of his total bardic performance rounds per day and 'casts' the spell as normal.

Charm (Ex): Bards are experts at getting what they want from negotiation and guile rather than combat. At 4th level, the bard gains a +2 bonus on all checks made to influence another person during a social interaction. This bonus increases to +4 at 10th level and +6 at 16th.

Song Focus (Su): Most bards have a signature tune - a particular bard song that they prefer to use above all others. Naturally, this specialty allows them to weave the sounds and sights inherent in that ability more easily than other bards without the knack. At 5th level, choose one Bardic Music ability that you have access to; you gain a bonus equal to half your bard level to every initial Perform check you make when using that ability.

A bard may choose another song to focus on at 15th level, but it cannot be the same one they chose at 5th. Also at 15th level, the bard can re-choose their first song focus to another ability, now that they have more options. This change is not mandatory, and all song focus benefits granted to the original focused ability are summarily lost.

Bardic Lore (Ex): At 8th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 8th, to a maximum of four times per day at 20th level.

Jack Of All Trades (Ex): At 9th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Song Specialization (Su): At 20th level, the bard has mastered his craft. Not only are his performances the stuff of legend, but he can weave the magics of the songs he knows the best like no one else. He gains a +5 bonus to Perform checks, and can re-choose both of his Song Focus abilities to any Bardic Music ability he has access to (any of them, at this point). This change is not mandatory, but bonuses to the original choices from Song Focus are eliminated. In addition, whenever he uses either of the abilities for which he has Song Focus, he is always treated as having rolled a natural 20 on his initial Perform check.

Overneath
2014-05-18, 06:55 PM
The Forsaker

Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It’s not that he doesn’t believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic’s benefits and destroying any magic items he finds.


Alignment: Any

Hit Die: d12

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Reflex and Will



Level
BAB
Fort
Ref
Will
Special
Spell Resistance

1st

+1

+2

+2

+2

1st Signature Weapon, Forsake Magic, Magic Destruction, Sense Magic

-

2nd

+2

+3

+3

+3

Spell Resistance

8

3rd

+3

+3

+3

+3

Focus, Powerful Strikes

9

4th

+4

+4

+4

+4

Ability Bonus +2, Defense +2, Damage Reduction 5/normal

10

5th

+5

+4

+4

+4

2nd Signature Weapon, Quick Recovery

15

6th

+6/+1

+5

+5

+5

Stick Around

16

7th

+7/+2

+5

+5

+5

Natural Weapons

17

8th

+8/+3

+6

+6

+6

Ability Bonus +2, Defense +3, Implements of Disruption

18

9th

+9/+4

+6

+6

+6

Awesome Strikes, Distrust Magic, Denial

19

10th

+10/+5

+7

+7

+7

Primal Defense, Signature Armor

24

11th

+11/+6/+1

+7

+7

+7

3rd Signature Weapon, Never See Me Coming

25

12th

+12/+7/+2

+8

+8

+8

Impregnable Focus, Ability Bonus +2, Defense +4, Damage Reduction 10/normal, Stay Put

26

13th

+13/+8/+3

+8

+8

+8

Instinctive Detection, Follow You Into Hell

27

14th

+14/+9/+4

+9

+9

+9

Resilience 3/day

28

15th

+15/+10/+5

+9

+9

+9

Damage Reduction 15/normal, No Escape

33

16th

+16/+11/+6/+1

+10

+10

+10

Ability Bonus +2, Defense +5, To Face Death

34

17th

+17/+12/+7/+2

+10

+10

+10

Improved Denial

35

18th

+18/+13/+8/+3

+11

+11

+11

Avoid Magic

36

19th

+19/+14/+9/+4

+11

+11

+11

-

37

20th

+20/+15/+10/+5

+12

+12

+12

Ability Bonus +4, Defense +6, Antithesis

42


Class Skills

The forsaker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

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


Class Features

The following are class features of the forsaker. Note that all features are either Extraordinary abilities or feat-like additions, and are thus unmarked as such.

Weapon and Armor Proficiency: Forsakers are proficient with simple and martial weapons, light and medium armor, and light and heavy shields.

Signature Weapons: A forsaker is often recognized by the weapons he keeps on his person. These simple yet elegant implements of destruction form a bond with the forsaker, and he with them. At 1st level, he can bond with one weapon type (such as longsword) that he is proficient with, gaining all benefits as they come. This does not restrict him that to specific weapon; the benefits apply to any weapon of the same kind, though obviously a magical weapon will cause these to be lost. The forsaker gains a +1 familiarity bonus to attack and damage when using a Signature Weapon.

At 5th level, the forsaker can add a second weapon type to his list of Signature Weapons, and again at 11th.

Forsake Magic: A forsaker cannot willingly use any magic item, weapon, or piece of armor, and must resist any spells cast at him, beneficial or not, if possible. If he does use any kind of magic item willingly, or takes a level in any class or prestige class that grants spellcasting, he immediately loses all class feature benefits. In the former case, if he does not use any magic or magic item for a number of days equal to his forsaker level, he regains use of his abilities. Magically multiclassed forsakers can never return to their old path. Class- or race-based supernatural abilities can be used freely, but not spell-like abilities. Note that the forsaker does not lose access to forsaker abilities if he takes levels in a class that grants spell-like abilities; he simply cannot use those abilities. The same clause applies to racial spell-like abilities.

If psionic/magic transparency is in effect, the forsaker's abilities also apply against powers and manifesters, but he cannot take levels in a manifesting class or use psi-like abilities.

Magic Destruction: A forsaker knows innately how to end the menace of magic, be it a man or an object. By spending two consecutive full round actions (subject to attacks of opportunity), a forsaker can break and render utterly useless any non-artifact magic item permanently. This gives the forsaker a +2 morale bonus to all attack rolls, damage rolls, skill checks, and saving throws for 2 rounds per class level, and also fuels several key abilities. If he does not break enough magical items to equal a total gold value of his level × 1000 every week, he loses his Damage Reduction, Spell Resistance, and Focus abilities until he does so.

Sense Magic: The forsaker constantly has detect magic active on his person using his character level as his caster level. As this is an extraordinary ability, it cannot be dispelled or suppressed.

Spell Resistance: The forsaker, starting at 2nd level, gains Spell Resistance equal to his level + 6. Every fifth level, he gains an additional bonus of 4 to the score on top of this (for a total of 15 at 5th, 24 at 10th, 33 at 15th, and 42 at 20th). Unlike normal spell resistance, this value is also effective against Supernatural Abilities that target the forsaker.

Focus: At 3rd level, the forsaker is not easily swayed from his goals. He gains a +3 bonus to concentration and a +4 bonus to his will saves.

At 12th level, the forsaker becomes fully immune to any spells or spell-like abilities that control or affect the mind. The previous bonus is still in effect.

Powerful Strikes: At 3rd level, the forsaker can, on his action, before making attack rolls for a round, choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed 5. The penalty on attacks and bonus on damage applies until his next turn. If the forsaker already has Power Attack, simply add 5 to the maximum number he can subtract from his attack bonus and add to his damage. This ability only functions if he is wielding a signature weapon.

At 9th level, any damage the forsaker deals with his signature weapons entirely bypasses any and all defensive magics, up to and including such effects as stoneskin and wall of force. Note that nonmagical defenses are still calculated, such as damage reduction from adamantine armor.

Ability Bonus: Every four levels, the forsaker adds +2 to an ability of his choice. This works exactly like the additions to ability scores on every fourth character level. At level 20, he adds +4 to an ability of his choice, instead.

Defense: Starting at 4th level, the forsaker learns to better avoid physical blows as well as magical ones. He gains a +2 dodge bonus to his Armor Class. This bonus increases by +1 every four levels thereafter. If he is the target of a spell, this bonus, and others, can never be lost or altered; against magical effects, his base armor class is the same as his touch or flat-footed armor class.

At 10th level, the forsaker adds his Constitution modifier (if any) to his Armor Class.

Damage Reduction: Starting at 4th level, the forsaker gains Damage Reduction. This Damage Reduction is unlike others in that only entirely mundane weaponry can penetrate it. At first, this is 5/normal, meaning the forsaker resists 5 physical damage per attack unless his opponent is using a weapon without any magical properties. At 12th level, this is 10/normal, and 15/normal at 20th.

Quick Recovery: A forsaker recovers from physical injuries more quickly than other people. Beginning at 5th level, he gains Fast Healing equal to his class level -3.

Stick Around: A 6th level forsaker can, as a standard action, target a single creature within his line of sight. For 1d10 rounds after this ability is used, that caster cannot use any items or cast any spells that improve their base land speeds or grant them another type of speed. If such an effect was already active on their person when this ability was used, that effect is suppressed for the duration.

Natural Weapons: At 7th level, any Signature Weapon a forsaker wields has an effective enhancement bonus equal to 1/4 his class level, and those weapons count as natural weapons (meaning, among other things, they cannot be disarmed or sundered). Therefore, an 8th level forsaker strikes with any signature weapon as though it were a +2 weapon, including bonuses to attack and damage.

Implements of Disruption: An 8th level forsaker applies a stacking 10% spell failure chance every time he successfully hits an opponent. This chance applies to spells cast, spell-like abilities, and activated magic items, and lasts for 1 turn. The duration is reset with each successful strike, and the forsaker does not actually have to deal damage in order for this ability to work; he needs only to make contact.

Distrust Magic: A 9th level forsaker of a certain caliber can strike fear into the hearts of casters, and recognize certain tells they often use. He gains a bonus equal to half his forsaker level to Spellcraft, Intimidate, and Sense Motive when dealing with spellcasters. In addition, his spell resistance takes effect against any magic that specifies him as a target, regardless of whether the spell allows it or not. Thus, a hostile spellcaster would need to make a caster level check to affect the forsaker with Glitterdust, even though the spell description states that spell resistance is not allowed. In the case of a spell that does not specifically target the forsaker, but uses him as a portion of the effect anyway (such as specifying use of one of his abilities in a contingency spell), spell resistance also applies.

Denial: If a forsaker of 9th level or higher succeeds on a Reflex, Will, or Fortitude save against a spell that allows one for half damage or a reduced effect, he is instead unaffected.

Signature Armor: At 10th level, every facet of the forsaker is starting to become recognizable, right down to what he wears in combat. Choose one type of armor (light, medium, heavy, or none); whenever you wear that type of armor, you may apply all of the following effects:


+4, +3, +2, or +5 armor bonus, respectively
-1, -2, or -3 to any armor check penalty, respectively (no armor grants a +2 skill bonus to any skills affected by armor check penalties if that type is chosen)
+3, +2, or +1 to the maximum Dexterity bonus, respectively (no armor grants an effective +2 dodge bonus to Armor Class if that type is chosen)


The bonus chosen applies to any kind of armor belonging to the chosen type (bonuses to banded mail apply the same as to full plate, for example). In addition, shields are also categorized. Bucklers are no armor, light shields are light, heavy shields are medium, and tower shields are heavy. Shields gain only half of the above bonuses.

Never See Me Coming: If an 11th level forsaker knows he is about to battle a spellcaster, he gets a free surprise round just before combat begins that the caster in question cannot be a part of under any circumstance, even if he expects it. In addition, the forsaker becomes entirely immune to any and all Divination spells that would, even tangentially, reveal information about himself, his location, or his abilities.

Stay Put: A 12th level forsaker improves upon his Stick Around ability; it now also blocks any teleportation effects, effects that open gates or portals between planes, and any effects that would render the caster ethereal. It also now cannot be pre-emptively blocked, avoided, or warded against by any magical effects or immediate actions.

Instinctive Detection: A 13th level forsaker can apply his spell resistance against any spell cast within his line of sight that would cause the caster of the spell to become invisible, ethereal, or otherwise unseen. Essentially, his spell resistance is used as a counter to that spell. He does not need to be aware that this specific type of spell is being cast; instead, the spell simply fails to hide the caster from the forsaker's view, or anyone else's.

Follow You Into Hell: At 13th level, the forsaker can hijack and destroy the energies produced by teleportation effects. When a spellcaster casts a spell that teleports them, opens a portal, shifts the planes or otherwise takes a creature or object in one place and puts them in another, that spark of magic remains dormant in place for 48 hours. During that time, if the forsaker finds the dormant magic (which is visible to his detect magic ability), he can step into the magical flow there and instantly transport himself to the end destination specified by the spell.

This allows the forsaker to travel using the effects of such spells as teleport, gate, etherealness, plane shift and dimension door, so long as they have been utilized by a spellcaster no more than 48 hours beforehand. Following a dormant portal destroys it, disbarring any other forsakers from using the same spell. The forsaker has no control over the end destination of the spell he's following.

Resilience: Three times per day at 14th level, the forsaker can, as an immediate action, choose to automatically succeed on a single saving throw. The effect that caused the saving throw must be magical or supernatural in nature.

No Escape: At 15th level, the forsaker may use Stay Put as an immediate action in response to any attempt made to cast the spells that it blocks. This ability takes effect before the spell is finished, and interrupts the casting of that spell.

To Face Death: Beginning at 16th level, the forsaker's Stick Around ability immediately cancels the effects of any spells that disguise the target's identity, alter their form, or had manifested an additional version of themselves. simulacrums are dispelled, and a clone will instantly die (no saving throw is allowed). If a contingent aspect of the spell leaves the original spellcaster intact (for example the base use of simulacrum or the second body in stasis provided by clone), the spellcaster is then immediately teleported to a space within 30 feet of the forsaker by the collapse of time and space caused by their failing spell, and cannot act for 1 full round.

Improved Denial: At 17th level, a forsaker gains this ability, which works like Denial, except that while the forsaker still takes no effect on a successful Reflex, Will, or Fortitude saving throw against the specified attacks, henceforth he takes only half damage on a failed save. A helpless forsaker does not gain the benefit of Improved Denial.

Avoid Magic: In order to affect an 18th level forsaker with a targeted spell, the spellcaster must make a ranged or melee touch attack at a -5 penalty against the forsaker. The forsaker uses his highest AC bonus (base, Touch, or Flat-footed) against the attack.

Antithesis: A 20th level forsaker is the living embodiment of everything nonmagical, a warrior of purely natural means. He exudes a 30-foot aura that dispels any and all magical effects it comes into contact with, even if it does not envelop them. Thus, if the borders of the aura and a prismatic sphere touch, the entire prismatic sphere is instantly dispelled. He can suppress or resume this aura as an immediate action. While the aura permanently strips away magical effects produced by spells, magic items simply lose their special abilities until they have been outside the aura for 4 rounds.

There is no countering or escaping the effects of this field - the dispelling is permanent, absolute, and cannot itself be dispelled or countered (no, not even then). Spells, supernatural abilities, and spell-like abilities cannot under and circumstances be used, completed, or activated inside the field. Because spellcasters by their nature are entirely unfamiliar with the specific mundane energies of the field, this ability cannot be the source of an activated contingency.

The field also grants some more personal benefits to the Forsaker. He is completely immune to all damage and effects from any spells cast on him (and, in fact, if a spell is used against him, he regains hit points equal to 20 + the level of the spell). Such spells still must check for spell resistance, because if they fail to overcome it and the spell cast was a hostile effect (with hostile intent), the caster is affected by the spell. This ability applies against spells, spell-like abilities, supernatural abilities, and psionics.

In addition, the forsaker's weapons are enhanced by the field. If the forsaker strikes an object or creature with a melee or ranged attack, the Antithesis field applies its effects in a 30-foot radius around that target immediately, and then dissipates. Illusions qualify as solid objects for this purpose and are viable targets, regardless of their actual state.

Overneath
2014-05-19, 01:49 PM
The Weave Mage

"Everything is connected."

Sometimes referred to as life-mages or biomancers, Weave Magi specialize in the bonding of one life to another via magic - they see the world as a broken tapestry of parts, some connected and others missing this connection. Theirs is the power to renew these connections, to bind strings of ley power between their allies to bolster them...or between their enemies, to destroy them.

Hit Dice: d6

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a weave mage, a character must fulfill all the following criteria.


Skills: Knowledge (arcana) 8 ranks, Heal 5 ranks, Craft (weaving or basketweaving) 5 ranks
Feats: Spell Focus: Necromancy
Spellcasting: Able to cast 3rd level spells



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Mystic Weave

+1 level of spellcasting class

2nd

+1

+0

+0

+3

Transfer Life

+1 level of spellcasting class

3rd

+1

+1

+1

+3

Bolstered Vitality

+1 level of spellcasting class

4th

+2

+1

+1

+4

Hostile Weave, Single Strand

+1 level of spellcasting class

5th

+2

+1

+1

+4

Strip Life

+1 level of spellcasting class

6th

+3

+2

+2

+5

Quiescent Weaving

+1 level of spellcasting class

7th

+3

+2

+2

+5

Panacea

+1 level of spellcasting class

8th

+4

+2

+2

+6

Fading Life

+1 level of spellcasting class

9th

+4

+3

+3

+6

Swift Attention

+1 level of spellcasting class

10th

+5

+3

+3

+7

Touch of the Weave

+1 level of spellcasting class



Class Skills

The weave mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the weave mage prestige class.

Weapon and Armor Proficiency: The weave mage gains no proficiency with any weapon or armor.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a weave mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Mystic Weave (Su): A weave mage can form connections between the life forces of different beings, using his own energies to bring them together into one system. He can thread together unseen strands of life force to connect willing allies in a magically resonant network known as a mystic weave. Doing so takes 10 minutes and requires a DC 15 Craft (weaving) check. When the mystic weave is constructed, the mage can connect a number of allies equal to his bonus in his arcane spellcasting ability score (Intelligence for wizards, Charisma for sorcerers and bards). Creatures must be within line of sight to have their life force woven into a mystic weave, and they must be living creatures. A mystic weave lasts for 24 hours or until a new one is created. A mage is always connected to his own mystic weave, and he doesn't count against the limit of allies that can be connected.

Once the mage has woven a mystic weave, he can send his spells across the life-force strands to his allies. Although he casts but a single spell, he can have it affect every creature in the mystic weave as if the group were a single creature. The maximum level of spell that can be cast into a mystic weave is equal to the mage's class level. For example, a 5th-level wizard/2nd-level weave mage with an Intelligence of 16 could cast a 2nd-level spell such as bull's strength and have it affect himself and the three allies connected to his mystic weave. Each of the four characters would gain a +4 enhancement bonus to Strength—at the cost of a single spell, not four separate castings.

Only spells with the "harmless" designation in their saving throw entry or ones requiring willing targets can be cast into a mystic weave. In addition, spells with a range of personal cannot be cast through a mystic weave. Spells with a costly material component can be cast through the weave, and the material need only be provided once, regardless of how many creatures are affected. Spells with an XP cost, however, cannot.

A mystic weave doesn't change the range of a spell. To cast bull's strength, for example, the mage must touch all of his allies. He can touch as many willing targets as he can reach as part of the casting, but all targets must be touched in the same round he finishes casting the spell. He can exclude specific creatures connected to a mystic weave from a spell if he desires.

If the spell requires decision-making on the part of the mage, he must make the same decision for everyone the spell is meant to affect. For instance, if he casts protection from energy through the mystic weave, he must choose the same energy type for everyone affected by the spell.

A mystic weave doesn't allow spells to affect illegal targets. Objects, not being living creatures, cannot be affected with spells cast into the weave, even if those objects are held by allies.

A mystic weave does not have a set range, but if a character connected to it moves to a different plane of existence than the weave mage, the connection for that individual is severed. Simultaneous planar excursions, such as by use of a plane shift spell or etherealness (both of which, incidentally, can be cast through the mystic weave) do not sever the connection if no one is left behind.

All creatures connected to the weave mage by the mystic weave are considered to be under the effects of status, as cast by the mage at his caster level, so long as they are bound to the weave.

Transfer Life (Su): At 2nd level, the weave mage can transfer hit points between willing allies (other than himself) connected to his mystic weave as a swift action. This communication and transfer is entirely instinctive, so while characters have no concept of hit points, the player may determine the maximum number of hit points the mage is allowed to transfer from them, and the exact amount is at the mage's discretion. Once chosen, the hit point maximum remains for the duration of the encounter and cannot be lowered, but it can be increased by the donating character.

Thus, if one ally has been severely wounded, another ally could state that they are willing to donate a maximum of 20 hit points to that ally. The weave mage could then damage the donating ally for any number of hit points up to 20, and heal the other by the same amount, all as a swift action, so long as all three of them are connected to the arcane weave. If the donator later decided that they were willing to donate up to 30 hit points, the weave mage could then withdraw more, but the donator could not lower their maximum below 20 during the same encounter.

Bolstered Vitality (Su): The leylines that a weave mage uses to create their webs carry with them the power of life, energizing the body and soul. For every creature connected to the mystic weave, a weave mage of 3rd level or higher gains 3 temporary hit points.

Hostile Weave (Su): Beginning at 4th level, the weave mage can connect a hostile creature to the mystic weave by making a successful melee touch attack against them (this takes a single standard action, rather than the nonhostile ten minutes the weave normally does). The creature is entitled to a Will saving throw with a DC of 10 + the mage's class level + his primary spellcasting attribute's modifier to avoid the effect. Once a creature has made their saving throw, the weave mage cannot attempt to forcefully add that creature to the weave again for 24 hours.

In addition, the definition of a 'harmless' spell changes at this level, for the purposes of what spells can be used to target members of the mystic weave. Any spell that does not deal direct hit point or ability damage now qualifies, freeing up the weave mage to use such classics as hold person or dispel magic on enemies and allies connected to the weave.

Single Strand (Su): At 4th level, the weave mage can choose to designate any number of bound creatures to receive the effects of spells from their mystic weave. A single spell no longer automatically affects them all if the mage does not wish it to.

Strip Life (Su): At 5th level, the weave mage can use his Transfer Life ability on enemies connected to his mystic weave. The maximum number of hit points he can forcefully transfer from an enemy to an ally during an encounter is equal to that enemy's HD or CR, whichever is higher. The enemy is allowed a Will saving throw to avoid the transfer, with a DC equal to that of Hostile Weave, plus the number of creatures friendly to the mage that are also connected to the weave.

Quiescent Weaving (Su): Beginning at 6th level, the weave mage can weave a single spell into his mystic weave for later use. For each level he gains beyond 6th, he can store one additional spell as a Quiescent Weaving in his weave. The maximum level of spell that he can place into his mystic weave with this ability is equal to his class level.

Quiescent Weaving enables the mage to prepare beneficial spells he knows his allies will need in a crisis. He can release the quiescent spells right away at the beginning of a fight, then commence with more offensive spellcasting. To make a quiescent weave, he must designate the mystic weave as the target for the spell as he casts it (regardless of what the spell's normal target is). The spell is then woven into the mystic weave in a dormant state; it doesn't use up its duration or affect targets in any way.

As a move action, the mage can release all the spells in his Quiescent Weaving. They immediately and instantaneously take effect in the order they were cast. The same restrictions apply to a Quiescent Weaving that apply to any other spell woven into a mystic weave (they must be "harmless," cannot have a range of personal, and cannot require an XP component). The quiescent spells affect only legal targets at the time he releases them. For example, if he has bull's strength and protection from energy in his mystic weave as Quiescent Weavings, he still has to touch his allies during the move action to target them with the spells.

Panacea (Su): At 7th level, the revitalizing power of the mystic weave suffuses all those connected to it. Any allies bound to the weave gain a bonus to saving throws against ability damage and drain, level drain, diseases, poisons, stunning and paralysis equal to half the weave mage's class level. In addition, the weave mage and any allies within 10 feet of him connected to the weave gain Fast Healing 5 so long as they remain within the radius. The Fast Healing only restores hit points up to a maximum of half the character's uninjured hit point total.

Fading Life (Su): Beginning at 8th level, any enemies forcefully connected to the mage's mystic weave receive the opposite benefits from Panacea - they take a saving throw penalty instead of a bonus, and if they are within 10 feet of the mage, any Fast Healing and Regeneration abilities they possess are cancelled so long as they remain within the radius.

Swift Attention (Su): Beginning at 9th level, the weave mage can release a single spell stored in his Quiescent Weave ability as an immediate action, centered on an ally. This can only occur once per round, and not on his turn.

Touch of the Weave (Su): At 10th level, the weave mage can stretch his magic across his mystic weave beyond normal distances. Spells he casts through a mystic weave have their range category increased: touch spells become close range, close-range spells become medium range, and medium-range spells become long range. Long-range spells and spells with fixed ranges are unaffected.


Background: Why yes, it is the War Weaver! The original Biomancer was so similar in concept that I elected to make the Web of Life its core feature, leaving the more nitty-gritty afterlife magics to the Avatar of Death.

Overneath
2014-05-19, 09:55 PM
The Bladecaster

"You could no more disarm me of my blade than you could disarm me of my soul."

There are warriors, there are veterans, there are weapon masters...and then, there are bladecasters.

Often aides to royalty or leaders of their own forces, bladecasters bind themselves magically or psionically to their weapon of choice, utilizing it as an extension of their physical and mystical bodies. Because of their familiarity with the forces they control, they are both mages and warriors a cut above their more common brethren, and more importantly, they train extensively to ensure that either force can suffice for the other's purpose.

Hit Dice: d6

Base Attack Bonus: 1/2*

Saving Throws: Good Will, Intermediate Fortitude, Poor Reflex


Requirements

To qualify to become a bladecaster, a character must fulfill all the following criteria.


Base Attack Bonus: +4 or higher
Spellcasting/Manifesting: Must be able to cast or manifest some form of telekinetic effect more powerful than mage hand or far hand, such as levitate or telekinesis
Skills: Concentration 8 ranks, Spellcraft or Psicraft 8 ranks, Craft (weaponsmithing) 6 ranks
Feats: Weapon Focus in any medium or smaller slashing or piercing sword-like weapon
Special: Must form a bond with an element, focus, or set of objects that combine into a larger whole (such as fire, psionic energy, or the pieces of a family blade, respectively) via at least six months of study and training with another bladecaster (these months need not be consecutive). Then, the prospective bladecaster must undergo a ritual that requires four hours, 1,500 gold, and an effigy or representation of their bonded object/force to forge a connection.



Level
BAB*
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+1

+0

+2

Bladecasting, Concentrated Charge

+1 level of existing spellcasting or manifesting class

2nd

+1

+2

+0

+3

Telekinetic Control, Improve Blade

+1 level of existing spellcasting or manifesting class

3rd

+1

+2

+1

+3

Blade Shards, Close Combat

-

4th

+2

+3

+1

+4

Concentrated Focus

+1 level of existing spellcasting or manifesting class

5th

+2

+3

+1

+4

Blade Shield, Extension of the Mind

+1 level of existing spellcasting or manifesting class

6th

+3

+3

+2

+5

Deflecting Strike, Shattered Line

+1 level of existing spellcasting or manifesting class

7th

+3

+4

+2

+5

Battlecloak, Telekinetic Mastery

+1 level of existing spellcasting or manifesting class

8th

+4

+4

+2

+6

Field of Shards

+1 level of existing spellcasting or manifesting class

9th

+4

+5

+3

+6

Explosive Shards, Supreme Movement

-

10th

+5

+5

+3

+7

Ultimate Concentration

+1 level of existing spellcasting or manifesting class



Class Skills

The bladecaster's class skills (and the key ability for each skill) are Autohypnosis (Con), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Str), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (psionics) (Int), Psicraft (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Use Magic Device (Cha), and Use Psionic Device (Cha).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the bladecaster.

Weapon and Armor Proficiency: Bladecasters are proficient with simple and martial weapons, light armor, and light and heavy. Like a bard, a bladecaster can cast arcane spells in light armor with no arcane spell failure chance.

Spellcasting/Manifesting: At every level except 3rd and 9th, the bladecaster gains new spells per day as if she had also attained a level in any one arcane spellcasting class he belonged to before she added the prestige class. Or, she gains additional power points per day and access to new powers as if she had gained a level in any one manifesting class she belonged to previously. She does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of bladecaster to the level of whatever other arcane spellcasting class or manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and/or manifester level accordingly.

If a character had more than one arcane spellcasting class or more than one manifesting class before he became a bladecaster, she must decide to which class she adds each level of bladecaster for purpose of determining spells per day, caster level, power points per day, powers known, and/or manifester level.

*Base Attack: The asterisk in the table for Base Attack Bonus above represents selective training on the part of the bladecaster. When using any other weapon, use the listed values. When using the bladecaster's bonded weapon, use full base attack progression.

Bonding: Before becoming a bladecaster, one of the prerequisites a character must fulfill is the bonding of mind, magic, and soul to a force with which the bladecaster either identifies or already has a connection to. They can choose either a generic force, or use a material such as a family heirloom. The second option's statistics are at the discretion of a DM, but statistics for an Obsidian Razor and a Family Blade are provided below. A prospective bladecaster can theoretically use any material to form their blade, and should feel free to discuss its special properties with their DM.


Fire: Typically formed from molten lava or a small portal to the elemental plane of fire, this Blade deals fire damage when it strikes in any form, and deals an extra 1d6 fire damage per hit.
Water: Typically made up from ice crystals or, in a rarer case, pure water, this Blade deals cold damage when it strikes in any form, and deals an extra 1d6 cold damage per hit.
Air: Typically made from shards of lightning or thundercloud, this Blade deals electricity damage when it strikes in any form, and deals an extra 1d6 electricity damage per hit.
Earth: Typically made out of simple (but hard) clusters of stone, this Blade always deals bludgeoning damage (Improve Blade can provide Impact rather than Keen), and on a critical hit it automatically initiates a Trip attempt against the struck opponent with a +4 bonus.
Magical Energy: This form is composed of pure magical energy, and is thus exceedingly deadly to other spellcasters...or anyone else. This Blade deals irresistible damage on every strike in any form, and the damage of each hit is increased by 1 die (e.g. 1d6 becomes 1d8). However, each strike can also be resisted as per a normal spell. The total number rolled to hit an enemy must exceed that opponent's SR (if any) on every hit. Note: The bladecaster must have a Spellcraft of 13 or greater and be able to cast 4th level arcane spells before taking the first level of bladecaster to use this form.
Psychic Energy: This form is made up of solid energy produced by a psion's naturally incredible force of will, and each strike's damage is increased by 2 dice (e.g. 1d6 becomes 1d10, 1d10 becomes 2d6). In addition, the Vorpal property (if chosen) granted at 10th level is resisted by Will saves, rather than fortitude. However, the Blade relies on disrupting the mind of an enemy. As such, while it is not affected by immunities to mind spells or similar, any creature without a brain takes no damage from it. Note: The bladecaster must have a Psicraft of 10 or higher and be able to manifest at least 3rd level psionic powers before taking the first level of bladecaster to use this form.
Obsidian Razor: The Obsidian Razor is, hence its name, composed of honed obsidian shards, making it a terribly lethal weapon to behold in the right hands. The Blade always deals piercing damage, and always tears through damage reduction equal to the bladecaster's caster level. (This is an example form used by a character whom has 7 ranks in Craft (gemcutting) rather than (weaponsmithing) and has therefore been allowed to use sharpened obsidian shards he created himself as sections of his Blade.)
Family Blade: The Family Blade is made up of broken pieces of the weapon it used to be, so long as that weapon was a one-handed piercing or slashing sword of some kind. It uses the same statistics as it did when it was whole, except that it is weightless. If the Family Blade was magical before it was broken apart, the Blade retains those properties. If it was not magical (Masterwork weapons do not count as such), the bladecaster gains a +2 familiarity bonus with attack and damage rolls when using it. (This is an example form used by a character who used a weapon carried by a revered ancestor and broke it down to its component parts prior to becoming a bladecaster in order to use it as his own Blade.)

Bladecasting (Su): The art for which bladecasters are named is a difficult one to learn, but devastating in the hands of a master. By concentrating on the form or energy they have bonded to, a bladecaster can shape or connect it into a sword that only they may wield. This Blade has several properties.

Firstly, only a bladecaster can use their own Blade. If anyone else tries to do so, or if the bladecaster is rendered unconscious or dead, the Blade disappears or disconnects.

Secondly, the Blade uses all the same properties as the weapon which the bladecaster has Weapon Focus in except that it weighs nothing and strikes as a magic weapon for the purposes of bypassing damage reduction. If the bladecaster had more than one weapon tied to the Weapon Focus feat, she must have chosen one weapon exclusively to use for the physical form of her blade.

Third, the Blade cannot be removed from the grip of the bladecaster unless she wills it, and the pieces cannot be destroyed, due to its magical nature.

In order to summon her Blade, the bladecaster must make a Concentration check with a Difficulty Class of 15 (this is a move action). If she fails, she must take another move action to reform it. If she takes damage that exceeds a certain total (her ranks in Concentration plus the modifier of her highest mental ability score), she must immediately make a DC 20 Concentration check to maintain control of her blade. If she fails, it shatters and she must take another action to reassemble it. Disassembling the Blade is a free action. The blade lasts until it is willingly or accidentally disassembled, but the bladecaster can reform it at any time.

A Blade is summoned with an enhancement bonus equal to half the bladecaster's class level, rounded up.

Concentrated Charge: The bladecaster may use her mind to fuel the powers of her magic and her blade. As a part of the action she uses to cast a spell, make an attack with her blade, or manifest a power, she may make a Concentration check. This check has a DC of 20. If she succeeds, she adds +1 to the DC of the spell or power OR +2 to the damage of her blade attack if it hits. For every multiple of 5 that she exceeds her check by, the benefits improve by +1 DC and +2 damage. The bonuses cannot exceed +5 DC or +10 damage.
The bladecaster may use Concentrated Charge repeatedly if she desires, but for every use after the first within the same 10-minute period, the Concentration DC increases by 5.

Telekinetic Control (Sp): A 2nd level bladecaster may cast the cantrip mage hand or manifest the power far hand at will, and may maintain total telekinetic control over any and all pieces of her Blade as long as they are within 100 feet or her line of sight.

Improve Blade: At 2nd level, the bladecaster's blade gains a single property equal to +1 Enhancement, as long as it is not an Enhancement Bonus, of the bladecaster's choice. This property becomes inherent in the blade, and is added whenever the Blade is formed. At 4th level, the blade gains an additional property, either two more +1 equivalents or a +2 equivalent.

At 6th level, the blade gains a single elemental or aligned property (and its corresponding 'burst', if applicable) from the following list: Flaming (and Flaming Burst), Frost (and Icy Burst), Shock (and Shocking Burst), Anarchic, Axiomatic, Holy, or Unholy.

At 8th level, the bladecaster can rearrange and store two separate sets of properties for her blade, to be accessed whenever it is formed. Each set's total equivalent enhancement bonus cannot exceed +5, and both sets cannot confer their properties to an active blade simultaneously. To swap between sets, she must disassemble and then reassemble her blade. A bladecaster could have a set that confers the Brilliant Energy and Undead Bane properties, and a second set that confers the Holy and Speed properties. These sets' properties can be rearranged again at 9th and 10th level, and the sets stored at 10th level cannot be altered thereafter, but may total to an equivalent +6 bonus at that point.

Blade Shards (Su): A bladecaster's weapon is not, in fact, a single piece, but composed of numerous shards that contain various portions of the blade's power. A blade has a number of shards equal to twice the bladecaster's class level, and 5 are needed at all times to compose the main section of the blade.

Beginning at 3rd level, the bladecaster can fire off excess shards twice per encounter as a ranged touch attack against opponents within 100 feet. This is either a standard action made on its own, or a full-round action that can incorporate a single melee attack by the blade itself as the force of the blow flings the shards into their targets. Either action does not provoke an attack of opportunity. The bladecaster can utilize as many shards for this purpose as she likes and target as many enemies as she has shards, but using too many may deny her other tactical advantages (Blade Shield also uses shards, and if she has fewer than 5 shards remaining, the rest of her blade automatically disassembles itself). Shards thrown at distant targets return to the main portion of the blade at the end of her next turn.

Each shard deals 1d4 damage + the modifier of the bladecaster's highest mental ability score. Shards have a critical threat range of 19-20, a critical multiplier of x2, and force concentration checks for 1 round after they deal damage - spellcasters must make a concentration check as though the shard's attack was an attack of opportunity against them if they attempt to cast a spell during this time.

As the bladecaster increases in level, her shards become more dangerous. Their base damage improves to 1d6 at 5th level, any properties inherent to her blade also affect the shards (if applicable) at 7th level, and she adds half her class level to the damage the shards deal at 9th level.

Close Combat (Ex): A 3rd level bladecaster thrives on the hum of battle, and has adapted her fighting style to its particular brand of chaos. She gains a +5 bonus to all concentration checks made when she is within 10 feet of a hostile creature, and gains Combat Casting as a bonus feat if she did not already possess it.

Concentrated Focus (Ex): Beginning at 4th level, the bladecaster may substitute her concentration skill modifier for her Will saving throw when forced to make a Will save.

Blade Shield (Su): At 5th level, the bladecaster may separate 5 shards from her blade to form a shield of spinning shards around herself as a full round action. It provides protection and damages enemies who attack her in melee combat. Erecting the shield requires a DC 25 concentration check, and the shield lasts for 1 turn or until dismissed as a free action. All further Blade Shields erected within 10 minutes of one another add 5 to the concentration DC, as with Concentrated Charge.

While the shield is active, the bladecaster has half cover against all ranged attacks, any ranged spell that would not normally require a ranged touch attack to affect her now must roll for one, and any enemy who attacks her in melee takes damage as though from one of her Blade Shards, as the 3rd level ability of the same name. It also protects the bladecaster entirely from winds of Severe force or lower.

Extension of the Mind (Su): At 5th level, the bladecaster's blade is treated as a natural weapon while she wields it. Twice per day, she may make a single attack as a standard action and make a concentration check. If the attack hits, she adds the result of the concentration check to the damage she deals, and it bypasses damage reduction.

Deflecting Strike (Su): At 6th level, the bladecaster may make a special attack as a standard action. She swings her blade in front of her and imbues it with telekinetic force, allowing her to make a single melee attack against the armor class totals of all opponents directly in front of her, 5 feet to either side, and 5 feet behind those affected spaces. The attack deals half damage if it hits. She may make a DC 30 concentration check as part of the attack. If she succeeds, she gains +5 AC against all attacks made against her from the rest of the round, and ranged attacks and spells are reflected back at their originators for the same period of time if targeted at her.

Deflecting Strike disassembles the bladecaster's blade after use, and therefore the blade must be reformed.

Shattered Line (Su): If an enemy attempts to sunder or disarm a 6th level bladecaster, she may immediately target the opponent with the 5 shards that compose the core of her blade. This acts otherwise identically to Blade Shards, and the 5 shards recompose the blade as soon as they have affected their target.

Battlecloak (Su): At 7th level, the bladecaster may temporarily fade from sight and existence. This acts as ethereal jaunt, except that she occupies not the Ethereal Plane, but a pocket plane with the same properties, meaning that other ethereal creatures cannot perceive or target her. However, she cannot damage or affect creatures on the Ethereal or Prime Material planes, nor can she pass through objects that would be solid on the Prime Material.

Activating Battlecloak is a standard action that does not provoke attacks of opportunity, and may be ended at any time as a free action. It requires a concentration check that determines its duration - the result equals the number of seconds the effect lasts, rounded down to a multiple of 6 (and therefore a total of rounds). Battlecloak may be used twice per day.

Telekinetic Mastery (Su): Beginning at 7th level, the bladecaster has full control over her telekinetic powers, which form the basis of her control over her blade and her environment. She prepares and knows telekinesis (or telekinetic force and telekinetic thrust) at a spell level or power level lower than normal, and adds it to her spells/powers known if it is not already there.

She may expend a casting of telekinesis or manifest telekinetic force during the process of using Blade Shards in order to remove the need to roll a ranged touch attack. If the spell or power is used when the ability is, the shards will always hit their target.

Field of Shards (Su): While Blade Shield is active, an 8th level bladecaster may dismiss it as a swift action and utilize its 5 shards as per Blade Shards. These shards can travel double their normal distance, but cannot be augmented with a telekinetic spell. Any enemy within 20 feet of the bladecaster also takes Blade Shard damage, but only as if they had been hit by 1 shard.

Explosive Shards (Su): A 9th level bladecaster may enhance Blade Shards by combining and infusing them. She combines 3 shards into one attack and expends a spell or power with an area of effect upon it, then places the new shard in a 5-foot square within 100 feet of her. At any point within 5 minutes after the shard has been placed, she may detonate it as an immediate action, dealing Blade Shard damage and the effects of the spell or power to all creatures within a radius as determined by the spell or power.

Once a shard has been used for this purpose, it may not reconstitute the blade or be used for any powers for 4 hours.

Supreme Movement (Su): A 9th level bladecaster is capable of advanced movement while sheathed in her Battlecloak. Her movement speed is doubled, and she can move in any direction not barred by solid objects. In addition, she can perform a special maneuver while under cloak, but it disables her ability to use the cloak for 4 hours.

At any time as a free or immediate action (for example, in reaction to an enemy passing by her, or in the middle of a Charge attack), she may cause her cloak to violently disperse as she enters the real world. All enemies within 15 feet take damage equal to the concentration check used to enter and maintain the cloak. This damage is a force effect. Additionally, the bladecaster may release all of her Blade Shards at once (without disrupting any melee attacks she may be making at the time), targeted at any valid targets she can see.

Ultimate Concentration (Ex): A 10th level bladecaster cannot fail a concentration check. For all intents and purposes, she cannot roll lower than the minimum DC of such a check, but does not gain any additional bonuses related to exceeding the check by a certain amount (for example, Concentrated Charge's bonuses to spell DCs and damage), but may still make an actual check to determine such - the result merely cannot be below minimum passing value. This also renders her immune to any ability or effect that forces a Will saving throw, as per Concentrated Focus.


Final Thoughts: You'll notice the Blade notes and the Special portion of the requirements are fairly vague. This is intentional; this class is designed to allow a character a multitude of ways to take up the path, and the limits on exactly what Blade you can create is limited only by your character and your own imagination (as well as your DM, of course).

Overneath
2014-05-19, 11:40 PM
The Bladesinger

"I do believe thrashing you so soundly has inspired me to compose a sonnet."

Elves will tell tales of how they invented and perfected the art of combining song with battle, and their champions of this practice, the bladesingers, invariably add weight to this claim whenever they step into a room. The elves, however, while the most notorious for its use, are not the only individuals to have blended the call of the bardic tradition with the mastery of the blade. In truth, bladesong styles have been in use all over the world for almost as long as both bards and fighters have been in the same adventuring parties, swapping tricks and tales until one day the question is asked - "What if I could inspire myself?"

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Reflex and Will, Poor Fortitude


Requirements

To qualify to become a bladesinger, a character must fulfill all the following criteria.


Alignment: Any non-lawful
Base Attack Bonus: 5+
Skills: Perform (sing) 9 ranks, Spellcraft 6 ranks, Perform (dance) 5 ranks, Tumble 3 ranks, Balance 3 ranks
Feats: Combat Finesse, Weapon Focus: Longsword, Shortsword, Rapier, or Bastard Sword
Special: Any of the following: Inspire Competence, an Aura class feature, the ability to cast 2nd-level spells



Level
BAB
Fort
Ref
Will
Special
Inspiration Progression

1st

+1

+0

+2

+2

Bladesong Style, Inspiration

-

2nd

+2

+0

+3

+3

Ensorcelled Ensemble

+1 level of existing class

3rd

+3

+1

+3

+3

Charismatic Crescendo, Bonus Feat

-

4th

+4

+1

+4

+4

Rapturous Resonance

+1 level of existing class

5th

+5

+1

+4

+4

Improved Bladesong Style, Bonus Feat

-

6th

+6

+2

+5

+5

Restorative Rhapsody

+1 level of existing class

7th

+7

+2

+5

+5

Battering Beat, Bonus Feat

-

8th

+8

+2

+6

+6

Pentatonic Precision

+1 level of existing class

9th

+9

+3

+6

+6

Hard Harmony, Bonus Feat

-

10th

+10

+3

+7

+7

Furious Forte, Master Bladesong Style

+1 level of existing class



Class Skills

The bladesinger's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points: 4 + Int modifier


Class Features

All of the following are class features of the bladesinger.

Weapon and Armor Proficiency: Bladesingers are proficient with the dagger, shortsword, longsword, rapier, scimitar, falchion, bastard sword, and light armor, and can wear light armor and a buckler without suffering an arcane spell failure penalty.

Inspiration: Every two levels, the bladesinger may choose to advance a class feature from one of her base classes that allowed her to qualify for the class. Effectively, she counts as one level higher in that class for all benefits relating to that feature, its progression, and its effects. Options include Bard's Bardic Performances, Divine Mind's Auras, Dragon Shaman's Auras, and Warlord's Auras. In addition, she adds an effective spellcaster level to one class she already has levels in for the purposes of spells per day and spells known - this need not be the same class that receives the inspiration progression. A Bard/Wizard/Bladesinger might choose to improve her Bardic Performances, but add her spellcasting progression to her Wizard levels.

Bladesong Style (Su): Bladesingers are defined by their adherence to a specific fighting style. This style improves in power as they do and each style provides different benefits according to how the individual bladesinger conducts herself in combat.

Beginning at 1st level, the bladesinger adds a bonus equal to her class level to her dodge armor class, the value of which cannot exceed her Charisma modifier. She must be wielding a longsword, shortsword, bastard sword or rapier in one hand and nothing in the other to utilize this bonus, and cannot be wearing heavier than light armor.

At 5th level, the bladesinger is not subject to attacks of opportunity in any round that she has made a melee attack that she derives Agile Bladesong benefits from.

At 10th level, the bladesinger can chain movement, attacks, and attacks of opportunity together in a melodic, deadly dance. Whenever she successfully hits an enemy with an attack, she gains an extra attack of opportunity for that round. Whenever she makes an attack of opportunity, she can move up to 10 feet immediately. If there is an enemy within her reach after she moves, she can make a single attack against them at her highest base attack bonus. She does not have access to more attacks in a round than she can use with a full attack action, but those same full-action attacks do not use up her pool. Extra attacks from extraneous properties do not add to this total value.

Example: Alissia has three attacks, from her +15 BAB. She attacks an orc in front of her as a full attack action and hits twice, gaining two extra attacks of opportunity that she can use that round. The orc tries to escape, enabling her to use one attack of opportunity against it and then move 10 feet. She ends up adjacent to another orc, and can thus make a free attack against it at her highest base attack bonus, but she gains no additional attacks of opportunity from it, and can only make two more attacks that round outside her turn in such a manner.

Beginning at 1st level, the bladesinger may add an effective level in her qualifying classes every level, instead of every two levels. However, she must choose whether she is advancing an Inspiration class feature or improving her effective spellcaster level; she can no longer do both. This Bladesong Style supports using a a longsword, shortsword, bastard sword or rapier in one hand and an instrument in the other to gain benefits from bladesinger class features.

Beginning at 5th level, the bladesinger may cast a spell or activate an Inspiration ability as part of making a melee attack, so long as she is wielding a longsword, shortsword, bastard sword or rapier in one hand and nothing in the other, and is suffering no arcane spell failure penalty (even if her spellcasting class is divine). She may only cast or inspire once per round using this style's benefits.

Beginning at 10th level, the bladesinger uses her base attack bonus instead of her class level to determine the benefits of spells and Inspirations. All benefits unrelated to effective class or caster level (such as spells per day and spell DCs) are unaffected.

Example: Uregaunt is a 5th level wizard, 5th level bard and a 10th level bladesinger using the Mystic Bladesong Style. He has allocated his level bonuses evenly between his base classes - he has spells per day as a 10th level wizard and uses Bardic Performances as a 10th level bard. Upon reaching 10th level in bladesinger, his caster level becomes equal to his BAB, which is 15, even though he only has a spells per day and spells known of a 10th level wizard. Similarly, he can use Inspire Courage to grant the benefit of a 15th level bard (+3 to hit, damage, and fear/charm saving throws), but still only has 10 uses of bard song per day, as befitting a 10th level effective bard.

Beginning at 1st level, the bladesinger has shunned the traditional duelist's practice of leaving one hand free and taken up a shield for extra defense, using it to focus her magic. She gains proficiency in light and heavy shields, and those shields no longer give her an arcane spell failure penalty. She can use all of her bladesinger class features with her sword-and-shield combo, but her melee weapon must still be a longsword, shortsword, bastard sword or rapier.

Beginning at 5th level, the bladesinger adds her shield's AC bonus to her melee attack rolls for 1 round if an opponent misses her with a weapon attack. This bonus does not stack with itself.

Beginning at 10th level, the bladesinger has imbued her shield with powerful retributive cantomancy, causing a resounding sonic fracture whenever her shield is struck. Her shield can no longer be sundered and if an opponent misses her in melee combat, they take sonic damage equal to the bladesinger's ranks in Perform (sing).

Beginning at 1st level, the bladesinger has adopted a purely aggressive, but no less graceful, form of fighting. She adds her Charisma modifier to all opposed rolls make as part of a Special Attack, whether or not she was the initiator. In order to gain this benefit, she must be wielding a longsword or bastard sword in two hands.

Beginning at 5th level, the bladesinger treats her longsword or bastard sword as though it were one size category larger than it really is for the purposes of opposed rolls and damage, but takes no penalty for its use.

Beginning at 10th level, the bladesinger always deals maximum damage whenever she hits with her longsword or bastard sword, so long as she is engaged in an Inspiration when the attack is made.

Ensorcelled Ensemble (Su): At 2nd level, the bladesinger can cancel the use of one Inspiration ability she is using to gain a bonus to attack and damage equal to her Charisma modifier. The bonus lasts for 5 rounds, but ends immediately if the negated Inspiration ability is activated again during that time. The bladesinger must be using weapons supported by her Bladesong Style to gain this benefit.

Charismatic Crescendo (Ex): At 3rd level, the bladesinger may use her Perform (sing) skill in place of Bluff, Intimidate, and Diplomacy checks.

Bonus Feat: At 3rd level, and every two levels thereafter, the bladesinger gains a bonus feat from the fighter bonus feat list that she qualifies for.

Rapturous Resonance (Su): Beginning at 4th level, the bladesinger, when engaged in an Inspiration, gains a floating d6 that can be added to any roll she makes during that Inspiration. She must use another, different Inspiration before she gains the d6 again, and the bonus can only be used once per Inspiration's duration.

Restorative Rhapsody (Su): Beginning at 6th level, the bladesinger gains temporary hit points equal to her class level + her Charisma modifier if she strikes the killing blow against an enemy creature using weapons supported by her Bladesong Style. These temporary hit points do not stack, but each kill 'tops off' the total if it has been depleted.

Battering Beat (Su): Beginning at 7th level, the bladesinger can enhance an attack with the force of her song. This is a full round action that targets a single creature or object within melee range with an attack at her highest base attack bonus. If the attack hits, it deals extra sonic damage equal to half her ranks in Perform (sing). Constructs, undead, and anything vulnerable to the spell shatter takes double damage from the attack, including base weapon damage.

Pentatonic Precision (Ex): Beginning at 8th level, the bladesinger may use her Charisma modifier, instead of her Strength or Dexterity modifiers, for attack and damage bonuses when using a weapon supported by her Bladesong Style.

Hard Harmony (Ex): A 9th level bladesinger, while using weapons supported by her Bladesong Style, may gain an extra attack at her highest base attack bonus whenever she makes a full attack action, at the cost of a -2 penalty to the attack rolls of all attacks made that round.

Furious Forte (Su): At 10th level, the bladesinger can focus on her artistry in the midst of combat once per encounter, adding a new weight to her attacks. She must be using weapons supported by her Bladesong Style. When executing a full attack or a standard attack, she may choose to activate this ability and add her ranks in Perform (sing) to her attack roll instead of her base attack bonus.

Overneath
2014-05-21, 12:07 PM
The Chronomancer

"People assume that time is a strict progression of cause to effect, but actually — from a non-linear, non-subjective viewpoint — it's more like a big ball of wibbly-wobbly... timey-wimey... stuff."

Of all the aspects of reality controlled, twisted, and even consumed by magic, time seems to be the one point of stability in the universe. But that's only because, if someone has been meddling with it, how would you be able to tell? A time mage, or Chronomancer, has learned the dangerous art of manipulating time, sliding between alternate dimensions, seeing into the future, and even changing events in the past, forcing those around them into an alternate timeline. Due to the self-correcting nature of the multiverse, even a powerful Chronomancer is rarely capable of drastically altering their time-state, but all of them must be wary of the inherent dangers presented by their chosen art. Excessively aneutral or passionate chronomancers often see their careers cut short by terrifying mishaps, such as changing an event in the past and unraveling themselves as the world around them begins to correct its course.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a chronomancer, a character must fulfill all the following criteria.


Spellcasting: Ability to cast the spells slow and/or haste, or spells that replicate their effects
OR
Manifesting: Ability to manifest the power time hop
Alignment: Any neutral
Feats: Improved Initiative, Extend Spell OR Extend Power
Special: Must have, at least once, stepped 'outside the timestream' for any length of time. This is defined as being unaffected by the natural progression of time for a given section of your lifespan, and can be as simple as instantaneous teleportation, or as complex as travelling to a plane where time flows differently.



Level
BAB
Fort
Ref
Will
Special
Spellcasting/Manifesting Progression

1st

+0

+0

+0

+2

Chronomantic Sensitivity, Timesplit

+1 level of existing spellcasting or manifesting class

2nd

+1

+0

+0

+3

Chronomantic Flux

+1 level of existing spellcasting or manifesting class

3rd

+1

+1

+1

+3

Chronological Superposition

+1 level of existing spellcasting or manifesting class

4th

+2

+1

+1

+4

Speed Threshold

+1 level of existing spellcasting or manifesting class

5th

+2

+1

+1

+4

Fast-Forward

+1 level of existing spellcasting or manifesting class

6th

+3

+2

+2

+5

Time Jump

+1 level of existing spellcasting or manifesting class

7th

+3

+2

+2

+5

Timestream Rearrangement

+1 level of existing spellcasting or manifesting class

8th

+4

+2

+2

+6

Timespin

+1 level of existing spellcasting or manifesting class

9th

+4

+3

+3

+6

Stop Time

+1 level of existing spellcasting or manifesting class

10th

+5

+3

+3

+7

Master of Time and Space

+1 level of existing spellcasting or manifesting class



Class Skills

The chronomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the chronomancer prestige class.

Weapon and Armor Proficiency: The chronomancer gains no proficiency with any weapon or armor.

Spells/Powers Per Day: Every level, the character gains new spells per day or powers known and power points as if he had also gained a level in a spellcasting or manifesting class he belonged to before adding the chronomancer prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting or manifesting. If a character had more than one spellcasting or manifesting class before becoming a chronomancer, he must decide to which class he adds the new level for purposes of determining spells per day.

Chronomatic Sensitivity (Ex): A chronomancer is in tune with the ebb and flow of time, especially when it is being altered by magical means. A chronomancer automatically identifies any spell or power in progress or being used that alters time, what time can affect, or someone's perception of time. This functions as an automatic natural 20 when rolling a Spellcraft or Psicraft check in regard to any such spells or effects. In addition, a chronomancer always knows what time it is, what the date is, and how time flows in the Plane he is on.

Timesplit (Su): At their most basic level, chronomancers exist partially within and partially separate from time itself. At times, they are able to perceive a world that doesn’t yet exist, or focus on the dominoes that will topple as a result of their actions. Beginning at 1st level, the chronomancer can immediately reroll any dice roll they just made, be it damage, attack, saving throw, or another form of chance whose result he seeks to alter. The new result must be kept, whether it is better or worse than the previous one.

This ability can be used once per day at 1st level, and an additional time per day at levels 6 and 9. Beginning at level 5, the chronomancers may decide to keep their previous roll if the reroll turns out to be unfavorable.

Chronomantic Flux (Su): Beginning at 2nd level, the chronomancer may briefly take all of his allies and enemies and send them spiraling out of time, replacing them in their original positions but in different instances. Most creatures who are not sensitive to time fluctuations will not notice this event, but they will notice that they have more or less time to act than they did a moment ago.

Chronomantic Flux can be used once per day at 2nd level and twice per day at 7th, but only once per encounter in either case. Using Chronomantic Flux is a full-round action that provokes an attack of opportunity. When this ability is used, all creatures engaged in combat within 100 feet of the chronomancer immediately reroll their initiative. They must keep their new results, whatever those may be. However, the chronomancer has limited influence over the new order - he gains a pool of points equal to his class level. Each point can be used to add or subtract 1 from the initiative result of a single creature. Multiple points can be spent on the same creature for this purpose.

If a creature has some form of special ability that affects the surprise round, grants them a free surprise round, or otherwise allows them to act outside the initiative order when combat begins, Chronomantic Flux triggers this ability as though a new encounter had just begun, albeit with all creatures involved initially aware of one another.

Chronological Superposition (Su): At 3rd level, the chronomancer can prevent a creature from properly conceptualizing the passage of time. For all intents and purposes, they are forced to live entirely in the present, as everything progresses seemingly at random around them. Once per day, the chronomancer may target a single creature within 100 feet as a standard action. That creature must succeed on a Will save with a DC equal to 10 + the chronomancer’s class level + the chronomancer’s Wisdom modifier, if positive. If the creature fails the saving throw, they must perform the same action every round, and roll a new save every round, until the DC is met (a natural 20 automatically breaks the effect, and as such Chronological Superposition ends after 20 rounds regardless of any rolls made).

Performing the same action every round does not give a creature the ability to perform limited actions infinitely. They may charge the same opponent round after round, or attempt to shoot the same person, but if they find themselves unable to perform the repeated action, they must switch to a new one, which is then repeated until it is no longer applicable. While Chronological Superposition is in effect, the target is technically aware of events progressing around them, but not of the passage of time. If their target moves, for example, they simply perceive that the target is suddenly in a new position at the start of the round. Due to this disconnect, a creature under the effects of Chronological Superposition cannot disbelieve an illusory effect. Chonological Superposition is considered a 6th-level mind-affecting spell or psionic power for the purposes of being dispelled or whether certain spells or abilities can counter its effects.

Once Chronological Superposition ends, the chronomancer regains his daily use of the ability. However, if his target made their saving throw, or the effect is successfully dismissed (such as via dispel psionics or mind blank) within 5 rounds of its inception, the daily use is not automatically replenished.

Speed Threshold (Su): Beginning at 4th level, the chronomancer can slow down time around him, except for time in relation to his person, once per day as a standard action. For 1 round per two class levels, he gains the benefits of haste, but he also gains an extra rounds’ worth of actions every round. Two full round actions or two move actions and two standard actions can be taken on his turn, as well as two swift actions. However, because the elements of the universe around him are as slow as everything else, he still can only cast one spell or manifest one power per round, no matter how many actions he now has access to.

Fast-Forward (Su): A 5th level chronomancer can step out of time for a moment and observe its progression without his interference at an advanced rate. For all intents and purposes, he traps himself in a minuscule demiplane adjacent to the one he used to be on with a rate of time of his choosing (as described below). This means that even though the world around him is progressing much faster, he still ages and acts at his normal, personal rate. Fast-Forward only lasts for a certain amount of his personal time, determined by his level. Fast-Forward can only be used once per day, and requires a minute-long ritual to take effect.

Mechanically speaking, the chronomancer chooses how much time he wishes to pass, and at what advanced rate. For example, the player could state that he wants to wait in his demiplane for two minutes, but wants to witness 2 hours pass in the real world during that time. The specifics are up to the player, but a chronomancer can only witness 2 hours per class level in the real world before he must step out of his demiplane and rejoin the standard progression of time. Most often, chronomancers use this ability to pass large amounts of time very quickly, for example when waiting for nightfall or waiting for a guard patrol to change their roster.

The chronomancer cannot be affected normally by anything on the real world while under the effects of Fast-Forward, but it is notable that creatures with access to the Astral or Ethereal planes can sense and interact with him normally, and a true seeing spell will reveal him. If he is revealed, he can be damaged by anything that could damage an ethereal creature, and if he takes damage, the ability ends instantly. Due to the nature of Fast-Forward, the chronomancer cannot act to counter any attempts to damage him while the ability is active, except by ending the effect as an immediate action.

The chronomancer may rest while inside the demiplane, replenishing hit points, spells, abilities and so forth. However, the daily use of this ability cannot be replenished while it is in effect.

Time Jump (Su): At 6th level, the chronomancer can propel himself forward in time. For all intents and purposes, this acts exactly like the psionic power time hop, except that it uses his caster level instead of his manifester level if applicable (or whichever is higher), it can only target the chronomancer, and the chronomancer can specify the round in which the effect ends and he returns. Furthermore, the chronomancer can act immediately when he returns, in the same initiative order where he left off, rather than needing to wait until his next turn.

This ability can only be used once per day. However, the chronomancer can expend a memorized haste spell, a 3rd-level spell slot, or 5 power points to use it again after it has already been used for the day.

Timestream Rearrangement (Su): A 7th level chronomancer can, once per week, reset time for himself and his companions. By taking a full-round action, he selects himself and any allies within 100 feet to accompany him, and they are all transported to the locations they had been up to 10 minutes in the past. Essentially, past events are erased after the chosen past moment. So, if the party finds itself trapped in a pit, the chronomancer could teleport them to where and when they had been up to ten minutes before. To an observer, the past few minutes never existed, and because this is a time-manipulation effect and not a transportative one, spells and wards that block teleportation have no effect on Timestream Rearrangement. The chronomancer and all affected allies retain all memories of what happened in the future, but no one else does.

This is a very powerful ability, essentially allowing the chronomancer's party to completely erase a dangerous mistake, or to 'Groundhog Day' an unknown situation and allow themselves advance warning.

Timespin (Su): An 8th level chronomancer always acts first in the initiative order and is never surprised. Loss of magic, abilities, connection to time or an opponent with a mundane version of a similar ability (such as a forsaker) trumps Timespin.

Stop Time: It’s a classic, it’s powerful, and in a way, it’s the simple corner-stone of a time mage. At 9th level, the chronomancer may cast time stop once per day for free as a spell-like ability, and adds the spell to his list of spells known if he did not already know it. If he is psionic, he gains time stop as a 9th-level power.

Master of the Time and the Space: A 10th level chronomancer knows time like the back of his hand, but his hand doesn’t bend nearly as well. Upon reaching this level, he gains several passive benefits:
The range of all his class features, if any, improves to 200 feet.
He becomes immune to any hostile use of spells that affect time, like slow and time stop.
In a plane where time flows differently, he may choose to act as though under the effects of the Prime Material Plane’s progression of time.
He can affect other creatures normally while under the effects of his own time stop spells.


Furthermore, he gains access to a unique ability that allows him to travel through time at will. As a full-round action, he may replace himself in any specific time he desires, past or future. In the present time, there is no noticeable difference between when he uses this ability and when he returns- no time passes when he eventually returns to his body, no matter how long he has been in another time, although obviously if he goes into the past and stays long enough to return to the present, the effect ends. He lands in the new time in the same place where he started, and must travel under his own power to any areas he wishes to go, although he can use teleportation spells normally to achieve this purpose. While he is time-travelling, he cannot affect anything in the new time, nor can any creature, substance, spell or effect do anything to him. He is an observer only. Master of the Time and the Space qualifies as a Divination spell for the purposes of calculating whether the chronomancer is prevented from observing certain warded places or people, and he cannot enhance his senses with magic.

===

The Twin Fang

"Underestimate my 'tiny little knives' while you can, scumbag. I dare you."

Whether going by their modern name or the more classical epithet of 'whirling dervish', Twin Fangs are masters of speed and balance on the battlefield, dashing from target to targetas they bring both of their lethal weapons to bear.

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Reflex, Poor Will


Requirements

To qualify to become a Twin Fang, a character must fulfill all the following criteria.


Base Attack Bonus: +6
Feats: Combat Finesse and Two-Weapon Fighting OR Power Attack and Brutal Control
Skills: Balance 5 ranks, Concentration 5 ranks



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+2

+0

Peerless Mobility, Two-Weapon Mastery

2nd

+2

+3

+3

+0

Penetrating Cut

3rd

+3

+3

+3

+1

Bonus Feat, Combat Spin

4th

+4

+4

+4

+1

Whirling Attack

5th

+5

+4

+4

+1

Lethal Cut

6th

+6

+5

+5

+2

Bonus Feat, Two-Weapon Mastery

7th

+7

+5

+5

+2

Lightning Reactions

8th

+8

+6

+6

+2

Whirling Charge

9th

+9

+6

+6

+3

Bonus Feat, Absolute Balance

10th

+10

+7

+7

+3

Mastery Perk



Class Skills

The twin fang’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the twin fang.

Weapon and Armor Proficiency: Twin fangs are proficient with simple and martial weapons, and with light armor.

Maneuver Training: At every level except 3rd, the twin fang gains a maneuver known from the Desert Wind, Shadow Hand or Tiger Claw disciplines. She may learn any maneuver from these disciplines that she qualifies for, using the combination of her base initiator levels and her twin fang levels as her total initiator levels. If she has no previous levels in an initiator class, she may still learn maneuvers, but only 1st level ones, and they use the combination of her twin fang level + 1/2 of her total levels in other classes as her total initiator level. A twin fang without a previous initiator class recovers a single maneuver every time she hits an opponent with both of her melee weapons in the same round.

At level 4, she learns a single stance from the Desert Wind, Shadow Hand or Tiger Claw disciplines, which falls under the same restrictions.

Peerless Mobility (Ex): A twin fang is a master of finesse, and with finesse comes both speed and precision. At every level except 4th and 7th, she adds +5ft to all of her base movement speeds. She also does not provoke attacks of opportunity for the rest of a turn in which she has made at least one successful attack. When making a Balance, Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.

Two-Weapon Proficiency: The weapon in a twin fang's off-hand always qualifies as up to a size smaller or larger than it actually is as appropriate for her two-weapon fighting benefits (one size smaller for Two-Weapon Fighting, one size larger for Brutal Control).

Penetrating Cut (Ex): Beginning at 2nd level, whenever the twin fang deals damage to the same opponent with more than one attack, she may reduce the impact of their damage reduction on her attacks. For the purposes of hostile damage reduction, she adds together all of the total damage she deals as one massive strike, instead of many smaller ones.

Llynis is fighting a creature with damage reduction 15/adamantine. He is using a +1 frost dagger and a +2 dagger, and his attacks are +11/+6 and +12/+7. He makes a full attack, and hits three times, dealing 6, 8, and 4 damage. Normally, the damage reduction would reduce the output of each of his attacks to zero. However, in this case he combines all three into one attack dealing 18 damage, which he then subtracts 15 from all at once.

If he or his weapons have any abilities that trigger on every attack, they still trigger three times - his four attacks count as one only for the purpose of combining damage to alleviate damage reduction.

Bonus Feat: At 3rd, 6th, and 9th level, the twin fang may select a bonus combat/fighter feat from her list of available feats that she qualifies for.

Combat Spin (Ex): Beginning at 3rd level, the twin fang can enter a special stance as a swift action twice per day, plus an additional time per day for every iterative attack above her first that she possesses (to a maximum of 5 times per day for four total attacks). The stance lasts for up to 5 rounds, but cannot be used outside of combat. The twin fang must be wielding a weapon in each hand in order to use Combat Spin.

While in the stance, you sacrifice an attack per round in each hand, but you gain the benefits of the total defense action each round without actually having to use it, or forfeit the ability to attack.

Whirling Attack (Ex): Beginning at 4th level, the twin fang can attack twice as a standard action - once with the weapon in each hand - assuming such a rule was not already houseruled into place. She may also make a standard attack at any point during, before, or after her move action each turn. This ability qualifies as Spring Attack for the purposes of qualifying for feats and prestige classes.

Lethal Cut (Ex): At 5th level, the twin fang is able to draw bleeding wounds against a target, or else hit them where it hurts. Whenever she hits an opponent with both of her melee weapons at least once in the same round, that opponent must make a Fortitude saving throw with a DC equal to her twin fang level + her base attack bonus or begin bleeding, taking a penalty of 2 to their Constitution score. Creatures immune to critical hits are immune to the bleeding effect.

Any enemies under this bleeding effect are subject to sneak attack or sudden strike damage, if any, from the twin fang even if they are not flanked or flat-footed. Furthermore, the twin fang deals an extra 1d4 damage per 2 class levels on every successful attack against a bleeding opponent.

Against opponents immune to critical hits, the twin fang instead gains benefits equivalent to the Rend special attack - if she hits with both weapons at least once in the same round, she deals additional damage equal to the base damage of the smaller weapon plus 1.5 times her Strength or Dexterity modifier.

Two-Weapon Mastery (Ex): Beginning at 6th level, the twin fang gains a deeper fundamental understanding of her craft. While wielding a weapon in each hand, she decreases her attack penalties for dual-wielding. Both her main hand and off hand iterative attack penalties are decreased by 2 points each (+11/+6/+1 becomes +11/+8/+3).

Lightning Reactions (Ex): Beginning at 7th level, the twin fang's speed on the battlefield has translated into speed of reflex and thought. She can choose to negate the effects of Peerless Mobility at will, opening herself up to attacks of opportunity. If she provokes an attack of opportunity intentionally and the attack misses, she gains a +2 bonus to attack rolls, armor class a reflex saves for the rest of the round. This ability stacks with itself if multiple attacks are provoked.

Whirling Charge (Ex): At 8th level, the twin fang may take a full-round action to make a special attack. She moves up to twice her base speed in any direction along the ground with any change of direction, as though she were taking a double-move action. However, at any point during this move, she may make attacks against opponents she passes them, as per Whirling Attack. She may make a number of attacks as though she had made a full attack action, and furthermore her attacks may be treated as though she were charging.

Absolute Balance (Ex): At 9th level, the twin fang may make as many attacks with her off-hand weapon as she does with her main hand, not including bonus attacks gained from effects such as haste and Flurry of Blows. She also does not take an attack penalty for dual-wielding, regardless of the size of the weapon in her off-hand, and may use both weapons to strike at an enemy during an attack of opportunity.

Mastery Perk: At 10th level, the twin fang may choose one of six unique abilities to utilize in combat for the rest of her career. Each ability is usable only once per encounter.

Vibrant Strike - Every time you hit an opponent, you gain 1 charge. At any time during the same encounter, you may make a single attack with both of your weapons as a standard action to expend all of your accumulated charge. For every point of charge you expend, your attack deals an extra point of damage and improves its critical threat range by 1. If you crit an opponent with Vibrant Strike, they must make a DC 20 Fortitude saving throw or be stunned for 1 round.

Ripping Talons - As a standard action, you can make an enhanced attack against a single opponent with the weapon in your main hand. It deals damage as your main-hand weapon, plus 1.5 times your Strength or Dexterity modifier (whichever is higher), and applies the magical properties of both your main-hand and off-hand weapons, including stacking their enhancement bonuses together. You also add a +10 bonus to the damage you deal with the attack. If you attack your opponent from behind and they are being flanked, your damage bonuses are instead +20 and 2 times your Strength or Dexterity modifier.

Punishing Volley - As a standard action, you attack once with each of your weapons. If both attacks hit, you instantly make a third attack with your main-hand weapon that ignores damage reduction and automatically crits, even if the creature is immune to critical hits.

Rapid Lash - You can attack once each with both of your weapons as a swift action. Unlike other Mastery Perks, Rapid Lash can be used again during the same encounter if you kill an enemy after it is used.

Consuming Slice - As a standard action, you attack once each with both of your weapons. Combine the total amount of damage dealt into one massive attack. For every 5 points of damage dealt, your target loses 5ft from all of its movement speeds and you add 5ft to all of your own movement speeds for the rest of the encounter. If you reduce their speed to 0, they are paralyzed, but once their speed is reduced to 0, any excess speed gains for your own movement are lost.

Blazing Line - As a full-round action, you run back and forth past a single target in melee range, slashing every time you turn. It takes 10 feet of movement to move into the enemy square, attack, and move back into your original square. If your attack hits, you gain an additional 10 feet of movement. This means that you continue to make attacks either until you run out of total attacks (as per a full attack action) or movement, if you keep missing. Every time you make a full revolution, you gain a stacking +2 damage bonus for as long as you continue the Blazing Line.

If you have movement left over when you run out of attacks, you may utilize it immediately to move away from your target, and you provoke no attacks of opportunity from doing so.

Ulodon has six attacks and a movement speed of 60ft. When he activates Blazing Line, he uses 10ft of movement to make an attack. He hits, so he recoups that 10ft of expended movement and adds +2 damage to his successful attack. His next three attacks are misses, leaving him with two attacks and 30ft of movement. His fourth attack is a hit, giving him back 10ft of movement and adding +4 damage to that hit. His final two attacks are also hits, adding +6 and +8 damage to their totals respectively and leaving him with a final 30ft of movement to do with as he likes when Blazing Line's effect ends.

Overneath
2014-05-21, 12:16 PM
The Confessor

"Command me, Confessor."

It is, some would say, a well-worn cliche that the power of love conquers all. But where normal enchanters attempt to mimic fairy tales and tricksters attempt to undermine them, the Confessor wholeheartedly accepts these stories as analogies of fact, that the power of the heart is the path to true victory. They train their bodies and minds to open and accept all before them, acting as agents of truth and understanding. They are not, however, defenseless in combat. Far from it. By taking up the Confessor's mantle they become able to touch the hearts and souls of even those beings who wish to do them harm, bringing them into their fold for a time and turning the very agents of hate's work against one another.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a confessor, a character must fulfill all the following criteria.


Alignment: Any non-evil
Skills: Diplomacy 10 ranks, Sense Motive 6 ranks
Feats: Greater Spell Focus: Enchantment
Special: The character must have solved a diplomatic situation or ended a feud using only their own wits and Charisma, without relying on magic or trickery.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Confessor's Touch

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

Confessor's Gaze

+1 level of existing spellcasting class

3rd

+2

+1

+1

+3

Confessor's Embrace

+1 level of existing spellcasting class

4th

+3

+1

+1

+4

Wrath of Con Dar

+1 level of existing spellcasting class

5th

+3

+1

+1

+4

The Heart Follows

+1 level of existing spellcasting class

6th

+4

+2

+2

+5

Confessor's Will

+1 level of existing spellcasting class

7th

+5

+2

+2

+5

Never Alone

+1 level of existing spellcasting class

8th

+6

+2

+2

+6

Fury of Con Dar

+1 level of existing spellcasting class

9th

+6

+3

+3

+6

Confessor's Ward

+1 level of existing spellcasting class

10th

+7

+3

+3

+7

Mother Confessor

+1 level of existing spellcasting class



Class Skills

The confessor's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the confessor.

Weapon and Armor Proficiency: Confessors gain no proficiency with any weapons, armor, or shields.

Spellcasting: Every level, the character gains new spells per day as if she had also gained a level in a divine or arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a confessor, she must decide to which class she adds the new level for purposes of determining spells per day.

Confessor's Touch (Su): By making a successful melee touch attack and initiating flesh-to-flesh contact, a confessor can exert control over a sapient individual as a standard action. The creature in question must make a Will saving throw versus a Difficulty Class of 10 + the confessor's Charisma modifier + the confessor's class level. If they fail the save, they immediately begin treating the confessor as though they were absolutely and genuinely in love with her, whatever that may mean for the individual creature. Regardless of who has been Confessed, two traits always remain the same: They cannot deliberately attempt to harm the confessor, and they must obey any orders given to them by her to the best of their ability.

This process takes a toll, however. For 1d6 minutes after using this ability, the confessor becomes fatigued, and in addition cannot use the ability again for 11 hours. For each level of confessor she has, this duration is reduced by 1 hour. Only one creature may be Confessed by an individual confessor at one time, but she may break the bond at any time as a swift action. Creatures without brains and nonsentients are immune to the Confessor's Touch, but being immune to mind-affecting spells is no defense.

Confessor's Touch counts as an enchantment spell of a level equal to the confessor's class level. Among other things, this means immunity to certain levels of spells will allow a target to resist its effects until the confessor is class level 10, and the effect gains a +2 bonus to its DC due to the prerequisite Greater Spell Focus feat.

A character with levels as a mord sith must make a Fortitude save rather than a Will save when affected by Confessor's Touch. For two more rounds, they must make consecutive Fortitude saves. If they succeed on all of them, the effect ends immediately. If they fail the save at any point, the mord sith dies instantly. However, for the first two rounds (assuming the mord sith does not die), Confessor's Touch works as normal.

Con Dar Focus - While in Con Dar, Confessor's Touch does not fatigue the confessor and has no limit to the number of times it may be used successively. The limitation on one thrall at a time remains in effect.

Confessor's Gaze (Sp): A 2nd level confessor can use the spell discern lies as a spell-like ability at will.

Con Dar Focus - While in Con Dar, Confessor's Gaze allows the confessor to shoot 60'-long lines of lightning out of her eyes once per round as a move action. The lightning deals 5d6 electrical damage to anything in its path, with a Reflex save DC for half damage equal to the DC of her Confessor's Touch.

Confessor's Embrace (Su): Beginning at 3rd level, the confessor may use her touch to bolster the vitality of an ally. Once per day per two class levels as a standard action, she may touch a friendly creature and bestow upon them a number of temporary hit points equal to the DC of her Confessor's Touch. Any negative effects already active on the creature - such as poison, disease, negative levels and so forth - are negated until the temporary hit points are lost. Confessor's Embrace does not prevent acquisition of new negative effects. The temporary hit points will last until either removed via damage or until an hour has passed, and do not stack with additional temporary hit points from another source.

Con Dar Focus - While in Con Dar, Confessor's Embrace grants the affected creature a +4 bonus to all checks, rolls, and saving throws for as long as their temporary hit points remain.

Wrath of Con Dar (Su): Beginning at 4th level, the confessor may enter a state of protective rage. In order to activate Con Dar, she must be witness to an act that places someone she cares about in mortal dangers, usually a creature bleeding out or under attack while already badly injured. If this condition is met, activating Con Dar is a free action.

For 1 minute, the confessor empowers her class abilities with 'Con Dar Focus', as noted in each individual ability's description, adding a new, powerful effect to each. Once the minute has elapsed, the confessor falls unconscious for 1d6 rounds. Con Dar may only be activated once per day.

The Heart Follows (Sp): Beginning at 5th level, the confessor may imbue her companions with a portion of her will and prescience, keeping track of their vitality. As a full-round action, she may touch a creature and cast status upon them as a cleric with a caster level equal to her character level. A number of creatures equal to her class level may be under the effects of The Heart Follows at any given time.

Con Dar Focus - While in Con Dar, the confessor may offer the benefits of Confessor's Embrace to any creature under the effects of The Heart Follows, regardless of their distance from her.

Confessor's Will (Ex/Su): Beginning at 6th level, the confessor doubles the base will save bonus from her class levels when making a saving throw against a spell, power, or effect that would alter or control her mind.

Con Dar Focus - While in Con Dar, Confessor's Will allows the confessor to make a retributive strike against an opponent seeking to control her. If Confessor's Will's saving throw bonus is triggered and the confessor can see the creature who triggered its bonus (whether with a spell, power, or ability), she may immediately target that creature with Confessor's Touch, regardless of the distance between them. If the creature fails their saving throw against Confessor's Touch, they are under its effects for 1d4 rounds and their spell, power, or ability fails to work, even if the confessor failed her saving throw. Creatures Confessed by this retributive strike do not count towards the confessor's limit of one Confessed creature at a time.

Never Alone (Su): Beginning at 7th level, the confessor may teleport as a swift action to a position within 15 feet of a creature under the effects of The Heart Follows. The maximum distance she can teleport in this manner is a number of feet equal to 100 x her class level. No traditional abjurative wards against teleportation functionally block the effects of Never Alone. As this ability is essentially an improved function of The Heart Follows, it has no additional benefit under Con Dar.

Fury of Con Dar: At 8th level, the confessor's ability to channel her righteous anger improves, granting her superhuman strength and speed. While under Con Dar, she gains a +4 bonus to Strength, Dexterity, and Constitution, and 5/- damage reduction against all sources. In addition, when Con Dar ends, she may make a Fortitude saving throw against the DC of her Confessor's Touch - if she succeeds, she does not immediately fall unconscious. Instead, she takes 1d6 subdual damage per class level. If this damage puts her at 0 hit points, she will become unconscious anyway.

In addition, Fury of Con Dar grants the confessor an additional daily use of the Con Dar state, but only if she passed the saving throw against unconsciousness. This second activation must be triggered by different circumstances than the first.

Confessor's Ward: At 9th level, the confessor may choose to envelop a companion in a state of sanctuary, shielding them from harm. This ability improves upon Confessor's Embrace. Instead of granting the target temporary hit points, the confessor may place them in stasis, rendering them immune to all spells, powers and effects for 1 minute. The confessor may choose to prematurely end the effect at any time.

Mother Confessor: The highest rank among the confessor order, a Mother Confessor is unfalteringly dedicated to her cause and her companions, a deadly enemy and a steadfast ally. At 10th level the confessor is no longer fatigued after applying Confessor's Touch and may have up to two Confessed creatures under her command at any time. In addition, the Con Dar Focus ability for Confessor's Gaze improves, the bolts of lightning dealing 10d6 damage and bypassing any resistances or immunities, though the Reflex save remains in place.

Overneath
2014-05-22, 06:00 PM
The Paladin

Alignment: Any Good

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex



Level
BAB
Fort
Ref
Will
Special
Spells Per Day[/tr]



1
2
3
4


1st

+1

+2

+0

+2

Aura of Good, Detect Evil, Smite Evil 1/day
-
-
-
-

2nd

+2

+3

+0

+3

Divine Grace, Lay on Hands
-
-
-
-

3rd

+3

+3

+1

+3

Merciful Aura, Divine Mark
-
-
-
-

4th

+4

+4

+1

+4

Aspirant's Benediction, Bonus Feat
0
-
-
-

5th

+5

+4

+1

+4

Holy Spirit of Life, Smite Evil 2/day
0
-
-
-

6th

+6/+1

+5

+2

+5

Holy Bond
1
-
-
-

7th

+7/+2

+5

+2

+5

Weapon of the Gods, Bonus Feat
1
-
-
-

8th

+8/+3

+6

+2

+6

Merciful Aura, Swift Mark
1
0
-
-

9th

+9/+4

+6

+3

+6

Resolute, Smite Evil 3/day
1
0
-
-

10th

+10/+5

+7

+3

+7

Holy Spirit of Retaliation, Bonus Feat
1
1
-
-

11th

+11/+6/+1

+7

+3

+7

Merciful Aura, Sting of Justice
1
1
0
-

12th

+12/+7/+2

+8

+4

+8

Shining Steel, Ceaseless Crusade
1
1
1
-

13th

+13/+8/+3

+8

+4

+8

Salvation, Bonus Feat, Smite Evil 4/day
1
1
1
-

14th

+14/+9/+4

+9

+4

+9

Blessed Petition
2
1
1
0

15th

+15/+10/+5

+9

+5

+9

Holy Spirit of Heroism
2
1
1
1

16th

+16/+11/+6/+1

+10

+5

+10

Consignment, Bonus Feat
2
2
1
1

17th

+17/+12/+7/+2

+10

+5

+10

Merciful Aura, Smite Evil 5/day, Absolute Judgment
2
2
2
1

18th

+18/+13/+8/+3

+11

+6

+11

Call of the Blade
3
2
2
1

19th

+19/+14/+9/+4

+11

+6

+11

Champion of the Faith, Bonus Feat
3
3
3
2

20th

+20/+15/+10/+5

+12

+6

+12

Holy Spirit of Eternity
3
3
3
3


Class Skills

The paladin’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) and Swim (Str).

Skill Points: 4 + Int (× 4 at 1st level)


Class Features

The following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with simple and martial weapons, with light, medium, and heavy armor, and light and heavy shields.

Code of Conduct: A paladin must abide by a certain code in order to retain their holy powers. While this code is difference depending on the paladin's order, in general, they paladin should act with honor and respect, help those in need, and to punish those who threaten or harm the innocent. A paladin who is not of good alignment loses all Supernatural abilities until she atones - not all atonement need be magical in nature, and the specific rules of atoning for a misdeed are traditionally between the paladin and her deity, based on the severity of her trespass. Only very rarely are gods without mercy in their hearts for their holy warriors, and losing a paladin by way of a fall should only be a last resort.

Aura of Good (Ex): The power of a paladin's Aura of Good (see the detect good spell) is equal to her paladin level. Against evil creatures, her aura registers as several levels higher - equal to her class level + her Charisma modifier. If an evil creature looks upon the paladin while detecting evil and her effective aura level is greater than that creature's HD, that creature must make a Will save against a DC equal to 10 + 1/2 class level + Charisma modifier or become blinded for 1d6 rounds as they are struck by her pure, divine radiance.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As part of an attack action or full attack action, the paladin imbues her attacks with righteous energy. If her target is evil, undead, or a non-good Outsider, she adds her class level as a bonus to her damage roll. Furthermore, smite evil cannot miss - if her attack roll fails, she instead hits the creature as though she had +infinity to the attack roll. However, if this occurs, the hit no longer applies her bonus damage.

If the target of the smite is an outsider with the evil subtype, an evil-aligned dragon, or any undead creature, the bonus to damage is doubled.

Smite Evil may be used once per day. At 5th level, and at every four levels thereafter, the paladin may Smite Evil one additional time per day, as indicated on Table: Paladin, to a maximum of five times per day at 17th level.

Smite Evil can be used as an alternate prerequisite for any feat or prestige class that requires Turn Undead, and its daily uses may be expended in place of Turn attempts for the benefits of such abilities.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite its name, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using Lay on Hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Merciful Aura (Su): Beginning at 3rd level, the paladin begins to exude a holy aura around herself that acts as a protective shield against hostile effects and empowers her ability to heal others. As a standard action, she chooses one aura she knows - the aura affects her and any allies within 10 feet. The aura's effects last until the paladin dismisses them at any time as a free action or chooses another aura to replace the one she is using.

When the paladin uses Lay on Hands on an ally while an aura is active, the ally is cured of any effects that the aura would protect them against. An aura makes the paladin completely immune to a given effect, but only gives allies within its radius a morale bonus to their saving throw against such conditions equal to the paladin's Charisma modifier.

The auras are separated by the conditions they grant the paladin immunity to, allow the paladin to cure, and protect allies within the radius against. They are as follows:

Ability Damaged/Ability Drained/Energy Drained [Aura of Vigor]
Blinded/Deafened [Aura of Perception]
Confused/Dazed/Dazzled/Fascinated [Aura of Clarity]
Cowering/Frightened/Panicked/Shaken [Aura of Courage]
Diseased [Aura of Purity]
Entangled/Paralyzed/Stunned [Aura of Freedom]
Exhausted/Fatigued [Aura of Endurance]
Nauseated/Sickened [Aura of Resistance]
Poisoned [Aura of Toughness]


A paladin learns either Aura of Purity or Aura of Courage for free at 3rd level, and then another aura of their choice. They learn an additional aura at levels 8, 11, and 17.

Beginning at 11th level, the paladin may maintain the protective bonuses of two auras she knows simultaneously.

Note: Feats such as 'Improved Aura of Courage' from Heroes of Battle DO affect Merciful Aura, expanding it to 30ft instead of 60ft. Multiple feats that offer the same benefit in this way do not stack with one another.

Divine Mark (Su): At 3rd level, the paladin gains the ability to declare a single opponent an enemy of the gods. As a standard action, she selects a hostile creature (that, unlike with Smite Evil, does not need to be of evil alignment), who is then marked for the rest of the encounter. The paladin gains a bonus to attack rolls equal to her Charisma modifier against that creature. In addition, her critical threat range improves by 2 against marked creatures, and she ignores any natural immunity to critical hits they might have.

Divine Mark may be used once per day, but if the marked creature is reduced to 0 hit points during the encounter in which they were marked, the paladin regains their use of this ability.

Aspirant's Benediction (Su): Beginning at 4th level, the paladin can call upon holy magics to bolster their strength and resolve with ease. Spells they cast while in combat with a casting time of 1 standard action only require 1 swift action, and spells cast with a casting time of 1 full round or a full-round action requires only a standard action to cast.

These benefits only apply to spells from the paladin's class spells per day that grant beneficial effects to the paladin and/or her allies, and that have a duration of at least 1 round.

Bonus Feat: At 4th level, the paladin gains a bonus feat. The bonus feat must be a feat that she meets the prerequisites for, and can be chosen from any feat whose prerequisites include paladin class features, or any feat from the fighter bonus feat list that explicitly requires fighter levels to select.

The paladin gains another bonus feat at 7th level, and every 3 levels thereafter.

Spellcasting: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin Spells Per Day. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin Spells Per Day indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level -3.

Holy Spirit of Life (Su): Beginning at 5th level, the paladin can call on celestial spirits to aid her or her allies in their appointed duties. Petitioning a spirit is a full-round action that can be performed once per day (although every 'Holy Spirit' ability keeps track of this 1/day restriction separately) and grants all non-instantaneous benefits for a number of rounds equal to the paladin's Charisma modifier + 1/2 her class level. Granting a spirit's bonuses to an ally only requires that they be within the radius of the paladin's Merciful Aura (whether or not one is active) at the time.

The Holy Spirit of Life grants Fast Healing equal to 1/2 the paladin's Charisma modifier and grants the target access to two uses of Lay on Hands. The Lay on Hands ability functions according to the power of the paladin who granted it, complete with access to the effects of that paladin's active Merciful Auras, if applicable.

Holy Bond (Su): The paladin may summon a mount from the celestial planes at 6th level, unchanged from the ability in the Player's Handbook.

Weapon of the Gods (Su): Beginning at 7th level, the paladin forms a divine bond with her god. This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit, similar to her Holy Spirit ability, for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. This spirit also grants the weapon a +1 enhancement bonus. For every three levels beyond 7th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +7, or they can be used to add any of the following weapon properties: Brilliant Energy, Defending, Disruption, Flaming, Flaming Burst, Holy, Keen, Merciful, and Speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities).

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added from this ability before any other properties can be. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to both ends of a double weapon. A paladin can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th, to a total of four times per day at 20th level.

A weapon imbued with Weapon of the Gods cannot be broken, shattered or otherwise destroyed until the weapon has been removed from the paladin's grasp or the spirit has vacated it.

Swift Mark: Beginning at 8th level, the paladin may use Divine Mark as a swift action. Furthermore, marked creatures now actively broadcast their alignment to anyone who can see them, unless they have magic which blocks similar divinations. They glow with an unearthly radiance (blue for good, white for neutral, red for evil) that gives them a -10 penalty on Hide checks and a -2 penalty to Armor Class.

Resolute (Su): At 9th level, the paladin stands tall and proud even in the face of great danger, and her god sees fit to protect her as such. She gains the ability to completely negate any effect that allows a saving throw for half or reduced efficacy if she makes her save, equivalent to the Evasion class feature, but universal in scope. This ability only functions against spells and effects used by evil creatures and undead.

Holy Spirit of Retaliation (Su): At 10th level, the paladin may petition the Spirit of Retaliation to bless her allies and punish her enemies. The spirit grants the paladin and all allies within 30 feet a +3 bonus to attack and damage for its duration, the bonus improving by +1 for every 5 additional class levels the paladin possesses. In addition, any enemy who deals damage to the paladin or any ally within 30 feet with a melee weapon deals half the same amount of damage to themselves.

In exchange for possessing a radius, this Holy Spirit can only be targeted on the paladin once petitioned.

Sting of Justice (Su): Beginning at 11th level, whenever the paladin declares her divine mark ability on a creature, her allies gain a bonus on all attack rolls made against that creature equivalent to half her own bonus.

Shining Steel (Su): Beginning at 12th level, any weapon the paladin wields qualifies as being good-aligned for the purposes of overcoming a creature's damage reduction, and if she uses smite evil on a creature, she bypasses all damage reduction entirely.

Ceaseless Crusade: The battle for good and evil never stops, but neither does the paladin. Beginning at 12th level, if the paladin ends an encounter with no uses of smite evil remaining, she immediately regains one.

Salvation (Su): At 13th level, the paladin is able to focus and expend divine energy outward, healing those around her without needing to touch them. As a full-round action, she may expend three daily uses of her Lay on Hands ability to heal all allies within 30 feet as though she had touched them and used the ability individually, including herself. Similarly, all undead within the same range take damage according to the paladin's level.

Blessed Petition (Su): At 14th level, the paladin can ask her deity to directly intervene on her behalf in desperate times, once per two days. If she falls below 25% of her total hit points, she may take an immediate action to heal herself as though with two uses of her own Lay on Hands ability, and she becomes immune to all forms of damage and instant-death effects for 1 round. After the encounter ends or an hour has passed (whichever happens first), the paladin becomes exhausted, and cannot rid herself of this condition using her Merciful Aura ability, nor does that ability make her immune to the cost of calling on her god in this way.

Holy Spirit of Heroism (Su): At 15th level, the paladin can call upon a spirit to inspire herself or another ally, granting them 25 temporary hit points and a +4 bonus to all skill checks and saving throws. An individual hosting the Holy Spirit of Heroism can take 10 on any skill they are trained in, regardless of time constraints or hostile threats. If a creature succeeds on a skill check or slays an enemy while under the effects of this Holy Spirit, their temporary hit points are instantly restored. These hit points are lost, however, when the duration ends.

Consignment (Su): Beginning at 16th level, when a paladin uses her smite evil ability on an evil outsider or evil summoned creature, that creature must then make an immediate Will saving throw against a DC equal to 10 + 1/2 the paladin's class level + the paladin's Charisma modifier or be banished to its home plane immediately.

Absolute Judgment: Beginning at 17th level, the paladin obtains additional benefits when using smite evil on a marked target. Firstly, she treats them as on step higher on the 'evil' scale than normal - regular evil creatures take double her class level in extra damage, while evil outsiders, dragons and undead take triple. Secondly, if her smite evil 'misses', it hits anyway as per the rules of the ability, but the bonus to damage is not then lost.

Marking a target does not make it evil. Non-evil targets that are marked still cannot be smote.

Call of the Blade (Su): An 18th level paladin can call upon the divine energies of the legendary Holy Avenger to empower her weapons when engaging agents of evil. Any weapon she wields deals damage as though it had the Holy property, and if she successfully hits a creature under the effects of her smite evil, she immediately dispels the highest-level protective spell active on that creature. If the creature is unenchanted, they gain infinite spell resistance against beneficial spell effects until the smite evil ends.

Champion of the Faith (Su): At 19th level, the paladin has gained absolute surety in her cause, the unshakable determination that comes from being one with the purpose and loyalty only the oath of a paladin can provide. She gains Damage Reduction 10/evil and immunity to all mind-affecting spells and abilities.

Holy Spirit of Eternity (Su): At 20th level, the paladin can call on the Spirit of Eternity, guardian of life and death. When this spirit is petitioned, it lingers passively within its host for the duration. If the host dies before the duration is up, the spirit triggers and defends them. The dead creature is raised to life at full health, and if the means of their death would have destroyed their body or belongings, both remain absolutely intact. However, activating the spirit prematurely ends the duration.

If the paladin herself dies without having used Holy Spirit of Eternity that day, it automatically activates on her person.

Overneath
2014-05-24, 06:45 PM
The Feralan

"Stay out of my woods."

What happens to those who wander in the wilderness and are never recovered? Or worse, those who are abandoned there? Many succumb to the dangers of the wild, but a fortunate few are taken in by animals, raised as a part of a lion's brood, or a wolf's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with the spirit of the wild. In the process they become feralans, beings who combine the savagery of beasts with the intellect of man, a unity of spirit and purpose that makes them unto avatars of the natural world itself.

Hit Dice: d8

Base Attack Bonus: 3/4th or Full (see Path of the Wild)

Saving Throws: Intermediate Fortitude, Reflex, and Will (see Path of the Wild)


Requirements

To qualify to become a feralan, a character must fulfill all the following criteria.


Skills: Survival 10 ranks, Knowledge (nature) 8 ranks, Handle Animal 8 ranks
Alignment: Any non-lawful
Class Features: Any two of the following: Rage 2/day, Wild Shape, Wild Empathy, 2 Favored Enemies, Woodland Stride, Blessing of the Spirits, Skill Focus: Handle Animal and Skirmish Tier 2
Special: Must have spent at least 1 year in the company of only non-sentient animals. Unwilling visitation by sentients, such as a surprise visit or an attack, do not count against this qualification.



Level
BAB
Fort
Ref
Will
Special

1st

+0|+1

+1

+1

+1

Path of the Wild

2nd

+1|+2

+2

+2

+2

This Place I Call Home

3rd

+2|+3

+2

+2

+2

Practiced Stride

4th

+3|+4

+3

+3

+3

Second Path, Wild Senses

5th

+3|+5

+3

+3

+3

Friend of Nature

6th

+4|+6

+3

+3

+3

Improved Wild Senses

7th

+5|+7

+4

+4

+4

-

8th

+6|+8

+4

+4

+4

Greater Wild Senses

9th

+6|+9

+5

+5

+5

Natural Pathways

10th

+7|+10

+5

+5

+5

One With Nature



Class Skills

The feralan'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 (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the feralan prestige class.

Weapon and Armor Proficiency: A feralan gains no additional weapon or armor proficiencies.

Path of the Wild: A feralan is exemplified by the combination of multiple facets taken from the classical defenders of the natural order. As such, they gain abilities suited to progressing in their previous fields or opening up new horizons of study, so long as each is related to their core dynamic. There are six paths available to the Feralan; the Hunter, the Warden, the Wyldborn, the Savage, the Seeker, and the Attainer. Upon taking his first level in feralan, the character choose one of these paths, and this choice cannot then be altered. This choice determines the primary benefits he receives from taking levels in the class, and each path generally corresponds to an aspect of the character classes that call the wilderness their home.

At 4th level, he gains access to another path of his choice, but his effective feralan level for the purposes of benefits from that path is equal to his real feralan level -3.

Note that alterations to basic class progression from paths are not cumulative with different aspects; the primary path determines these changes. A character with Savage as a primary path would have full base attack bonus and Good Fortitude saves, but adding Wyldborn would not add Good Will saves, only the skill bonuses and path benefits. The exception to this is Warden, which still adds caster levels if chosen as a secondary path, but only at half the normal rate. Thus, a 10th level feralan with a secondary Warden path would add +3 to their total caster level from previous classes (as Warden does not gain a spellcasting bonus at level 4, the bonus is half of 6).

Hunter Path:

The path of the hunter exemplifies the tracking and destroying of certain enemies of nature, whether it be due to a threat response or a pre-emptive measure. This path grants Good progression for the Reflex saving throw when taking feralan class levels, and improves the base attack bonus progression of feralan to Full. It also grants a bonus equal to half the feralan's class level to all Survival and Search checks.

1st level: The feralan immediately gains a Favored Enemy, as per the ranger class feature, which then improves with level as though each level of feralan equaled a level in ranger. Levels in ranger and feralan also stack for the purposes of improving favored enemy bonuses.

4th level: The feralan may gain two Combat Style bonus feats of his choice as bonus feats. Either his total feralan level or his combined feralan and ranger levels must be high enough to qualify for the feats via the class feature itself, but the feralan is not restricted to only one Style like a ranger would be. Thus, the feralan could take Power Attack from two-handed style, and Far Shot from ranged style.

7th level: The feralan halves any penalties (for multiple penalties, each individual one is halved and then added to the total) to Survival checks for the purposes of tracking. This includes penalties to moving at his full speed while tracking, penalties to tracking small creatures, and penalties from spells that reduce skill check bonuses, such as doom.

10th level: The feralan ignores any and all racial immunities and resistances, such as energy resistance or damage reduction, when he makes an attack against a Favored Enemy.


Warden Path:

The path of the warden teaches that communion and mysticism are the best ways to both listen to nature's will and provide the actions it seeks from its mortal children. This path grants Good progression for the Will saving throw when taking feralan class levels, and adds an effective caster level and bonus spells per day to any previous divine spellcasting classes the character possessed at every level except 4th and 8th. It also grants a bonus equal to half the feralan's class level to all Knowledge (nature) and Spellcraft checks.

1st level: The feralan may cast commune once per day with no experience cost, but may only ask one yes-or-no question.

4th level: The feralan gains access to a single domain aside from Plant that his chosen deity grants. He gains the domain spells as spells known at the appropriate levels, but adds no extra domain spell slots.

7th level: If the feralan deals damage to an opponent with a spell, and the opponent survives the encounter, he instinctively knows the distance and direction of that opponent for a number of days equal to his class level, so long as that opponent is on the same plane, and may freely scry on them without granting the target any bonuses on the Will save to the opponent due to lack of a connection or familiarity.

10th level: Any spell the feralan casts that only affects animals or plants now affects vermin, humanoids, and magical beasts as well, though the new additions gain a +2 bonus to the appropriate saving throws. The feralan cannot cast spells with redundant or meaningless effects (such as awaken on a creature whom is already sentient). In addition, an immunity to mind-affecting spells no longer protects targets of the feralan's spells, though a creature who would normally be immune to a spell in this manner gains a +4 bonus to their Will save, which stacks with the +2 bonus above, if appropriate.


Wyldborn Path:

The wyldborn is most at home with his true family, the animals. He communicates with, hunts with, and commands his brethren easily, and they in turn look to him for guidance. This path grants Good progression for the Fortitude saving throw when taking feralan class levels. It also grants a bonus equal to half the feralan's class level to all Handle Animal checks, and the feralan may add that bonus to two of the following skills: Balance, Climb, Jump, Swim, Tumble.

1st level: The feralan may add his Wisdom modifier instead of Charisma to Wild Empathy checks, and his feralan level stacks with levels in any other class that grants the ability. If he did not already have Wild Empathy, he gains it and uses it with a +4 bonus.

4th level: The feralan adds a use per day to his Wild Shape ability, and all feralan and druid levels stack for the purposes of Wild Shape progression. If the feralan did not already have Wild Shape, he gains the ability, and uses it as a druid equal to his class level +1, with the additional use per day above included.

7th level: The feralan may call an animal to his side once per day. This acts as the summon nature's ally spell, except that the HD of the summoned animal may not exceed the feralan's class level. If he so desires, he may call up to three animals whose combined HD does not exceed his class level.

10th level: The feralan adds a +5 bonus to his natural armor and damage dealt with natural weapons while in a Wild Shape, and may use Wild Shape as a swift action instead of a standard action.


Savage Path:

The savage is a creature of loneliness and rage, but far from being a pitiable entity, he wholly embraces these traits, using their power in defense of his home with a ferocity that inspires shock, awe, and - most often - fear. This path grants Good progression for the Fortitude saving throw when taking feralan class levels, and improves the base attack bonus progression of feralan to Full. It also grants a bonus equal to half the feralan's class level to all Intimidate checks.

1st level: The feralan combines his class levels with barbarian levels for Rage benefits (not including Rage Bonuses). If he did not have barbarian levels, his feralan level is counted as his effective barbarian level for Rage's progression, though he still does not gain Rage Bonuses.

4th level: The feralan gains 1 hit point per character level, added retroactively, which stacks with Toughness. He also gains 1/- damage reduction for every 2 feralan levels he possesses. If the feralan has barbarian levels, he adds them to feralan levels for the purposes of how much damage reduction he has; this overrides the barbarian's base damage reduction ability.

7th level: The feralan gains two Minor Rage Bonuses and one Rage Bonus slot to add to his Rage ability, as chosen from the Barbarian Rage Bonus list.

10th level: The feralan may add his class levels to the duration of his rage, and may choose to forego adding any rage bonuses to a rage when he activates it in exchange for the following bonuses:

+2 Strength, +2 Constitution, immunity to stunning, paralyzation, charm, compulsion, cannot be reduced to below 0 hit points while the rage is in effect.


Seeker Path:

The seeker keeps to the shadows, observing a situation carefully and mentally recording every variable before acting. While slow to react to a threat, seekers are also incredibly dangerous opponents, as their caution makes them very difficult to kill, and their talents for deception and mobility are nearly unparalleled. This path grants Good progression for the Reflex saving throw when taking feralan class levels. It also grants a bonus equal to half the feralan's class level to all Hide, Move Silently, and Spot checks.

1st level: The feralan adds his class levels to levels in scout for determining the efficacy and availability of his Skirmish and Intel abilities. If he did not already possess scout levels, he gains these abilities as a scout equal to his class level.

4th level: The feralan adds +10 ft to his movement speed for every 3 class levels he possesses, and gains the scout's Hit and Run I ability for free if he did not already possess it.

7th level: The feralan deals double damage on any attack against an opponent who was unaware of him before the attack was made.

10th level: The feralan gains the Assassin's Death Attack ability, using his combination of feralan and scout levels as his effective assassin level for the purposes of the ability's DC, and does not need to have sneak attack for it to function.


Attainer Path:

The path of the attainer seeks understanding and tranquility among the most ferocious and hostile places in nature's arms. This path improves the base attack bonus progression of feralan to Full. It also grants a bonus equal to half the feralan's class level to all Concentration and Tumble checks.

1st level: The feralan immediately adds his class level to his monk levels when progressing or gaining any extraordinary abilities from that class - if he had no monk levels previously, he gains the benefits of a monk equal to his class level as pertaining to extraordinary abilities. Supernatural abilities are ignored. If he has no monk levels, he treats his effective monk level as equal to his character level for the purposes of unarmed attacks and their damage.

4th level: The feralan gains a +1 natural armor bonus to armor class per 2 class levels so long as he is carrying no more than a light load, is wearing no armor, and is not carrying a shield. He also gains three effective character or class levels for the purposes of unarmed attack damage.

7th level: The feralan gains the scent ability, and blindsense out to 60 feet. Both of these abilities function against creatures 'adjacent' to the same locations on the Material Plane, such as ethereal or incorporeal creatures. All of his natural attacks also function without penalty against incorporeal and ethereal creatures.

10th level: The feralan can enter into a trance once per day. While in a trance, the feralan temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, an additional attack per round (whether using the standard or full attack actions) at his highest base attack bonus, and Blindsight out to 60 feet, which is subject to the same planar adjacency benefits as his scent and blindsense features. While entranced, the feralan cannot speak or use any Charisma- or Intelligence-based skills, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. A period of entrancement lasts for a number of rounds equal to 3 + the character’s Wisdom modifier. The feralan may prematurely end his trance as an immediate action. At the end of the trance, the feralan loses the trance modifiers and restrictions and becomes dazed for one round (unable to act normally, but no penalty to AC) and dazzled for the duration of the current encounter.

While in combat, a feralan who has already used his daily trance may enter into another one once per encounter, but doing so after expending the daily use requires him to forfeit all his actions for one full round.

This Place I Call Home (Ex): Beginning at 2nd level, the feralan gains Favored Terrain, as the class feature. From this point forward, he treats his combination of feralan, scout, and ranger levels as a total ranger level for the purposes of advancing this feature.

Practiced Stride (Ex): At 3rd level, the feralan becomes immune to magical effects that mimic natural impediments, such as grease, web, and entangle, and similar natural impediments that restrict movement.

Wild Senses (Su): Starting at 4th level, the feralan may discern natural formations or landmarks within a certain number of miles equal to his class level. He may know the location, relative size, and any other general details of such formations. Using this ability takes one full-round action for each mile out that the feralan attempts to sense.

Friend of Nature (Ex): At 5th level, any creature of the animal type the feralan encounters (barring extenuating circumstances) is treated as having a Friendly attitude towards him and his allies.

Improved Wild Senses (Su): Starting at 6th level, the feralan can sense all plant life within a number of miles equal to half his class level, rounded down. He may know the location, relative size, and any other general details regarding the plants detected. Using this ability takes two full-round actions for each mile out that the feralan attempts to sense.

Greater Wild Senses (Su): Starting at 8th level, the feralan can sense all animal life within a number of miles equal to one quarter his class level, rounded down. He may know the location, relative size, and any other general details regarding the animals detected. Using this ability takes four full-round actions for each mile out that the feralan attempts to sense.

Natural Pathways (Sp): At 9th level, the feralan may use tree stride as a spell-like ability once per day with a caster level equal to his class level. He also gains the ability to sense whether there are any creatures within 30 feet of his exit tree who would be considered hostile to him. This second function is a line of sight ability, and while creatures using the hide skill are detected (unless they have more ranks in hide than the feralan has in spot), creatures hidden by magical means are not.

One With Nature (Su/Sp): At 10th level, the feralan is fully a creature of the wilds. He gains a +2 permanent bonus to Wisdom, and can automatically detect all animals and plants, as well as identify their specific type, within 90 feet. He may also use speak with animals and speak with plants at will.

Further, he gains the ability to sense all creatures within one mile of him. He may know the location, relative size, and any other general details regarding the creatures. Using this ability takes one minute.

He may also use the greater scrying spell as a spell-like ability a number of times per day equal to his Wisdom modifier, with a caster level equal to his ranger level, scout level, and feralan level combined, but only while using his Wild Senses ability and with a range of a number of miles equal to his class level. He may use this spell-like ability in regards to any landmark, plant, animal, or creature within his range.

Overneath
2014-05-25, 12:01 AM
The Monk

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Special Note - This is a heavily modified Frankenstein's Monster of various fixes to monk we theorized/came across. While technically a PEACH, this is simply the sum total Monk that we personally use in our campaigns, and we heavily recommend looking at some of this class' inspirations, jiriku's monk (http://www.giantitp.com/forums/showsinglepost.php?p=8357951&postcount=1) and T.G. Oskar's monk (http://www.giantitp.com/forums/showthread.php?226857-3-5-The-Retooled-Monk-Strikes-Back-now-with-150-more-complexity!) as well.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Reflex, and Will



Level
Base Attack Bonus
Fort
Ref
Will

Special

1st

+1

+2

+2

+2

Center of Focus

2nd

+2

+3

+3

+3

Bonus Feat, Evasion

3rd

+3

+3

+3

+3

Harmony of Mind and Body, Deadly Weapons

4th

+4

+4

+4

+4

Ki Strike (Magic), Uncanny Dodge

5th

+5

+4

+4

+4

Purity of Body

6th

+6/+1

+5

+5

+5

Mastery of Levitation, Bonus Feat

7th

+7/+2

+5

+5

+5

Wholeness of Body

8th

+8/+3

+6

+6

+6

Unburdened Path

9th

+9/+4

+6

+6

+6

Touching the Ripples, Improved Evasion

10th

+10/+5

+7

+7

+7

Ki Strike (Aligned), Bonus Feat

11th

+11/+6/+1

+7

+7

+7

Improved Uncanny Dodge

12th

+12/+7/+2

+8

+8

+8

Abundant Step

13th

+13/+8/+3

+8

+8

+8

Unbreakable Center

14th

+14/+9/+4

+9

+9

+9

Quivering Palm, Bonus Feat

15th

+15/+10/+5

+9

+9

+9

Diamond Soul

16th

+16/+11/+6/+1

+10

+10

+10

Ki Strike (Adamantine), Diamond Mind

17th

+17/+12/+7/+2

+10

+10

+10

Empty Body

18th

+18/+13/+8/+3

+11

+11

+11

Tongue of the Sun and Moon, Bonus Feat

19th

+19/+14/+9/+4

+11

+11

+11

Timeless Body

20th

+20/+15/+10/+5

+12

+12

+12

Perfect Self


Level
Unarmed Damage
AC Bonus
Speed Bonus
Flurry of Blows

1st

1d6

+0

+0ft

-1/-1

2nd

1d6

+0

+0ft

+0/+0

3rd

1d6

+0

+10ft

+1/+1

4th

1d8

+0

+10ft

+2/+2

5th

1d8

+1

+10ft

+3/+3

6th

1d8

+1

+20ft

+4/+4/-1

7th

2d6

+1

+20ft

+5/+5/+0

8th

2d6

+2

+20ft

+6/+6/+1

9th

2d6

+2

+30ft

+9/+9/+4

10th

3d6

+2

+30ft

+10/+10/+5

11th

3d6

+3

+30ft

+11/+11/+11/+6/+1

12th

3d6

+3

+40ft

+12/+12/+12/+7/+2

13th

4d6

+3

+40ft

+13/+13/+13/+8/+3

14th

4d6

+4

+40ft

+14/+14/+14/+9/+4

15th

4d6

+4

+50ft

+15/+15/+15/+10/+5

16th

5d6

+4

+50ft

+16/+16/+16/+11/+6/+1

17th

5d6

+5

+50ft

+17/+17/+17/+12/+7/+2

18th

5d6

+5

+60ft

+18/+18/+18/+13/+8/+3

19th

6d6

+5

+60ft

+19/+19/+19/+14/+9/+4

20th

6d6

+6

+60ft

+20/+20/+20/+15/+10/+5



Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 6 + Int modifier (× 4 at 1st level)


Class Features

The following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and unarmed strike. Monks are not proficient with any armor or shields; when wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her Armor Class bonus, as well as her fast movement and flurry of blows abilities.

Center of Focus (Ex): The monk is a creature of steadily improving perfection made manifest, and at the center of it all is their mortal form. A monk moves faster, strikes harder, and dodges more nimbly than other creatures of its kind, and these traits only improve with experience. All abilities granted by Center of Focus apply only if the monk is not wearing armor, not using a shield, and is not carrying more than a light load.

A monk gains the following abilities pertaining to their unarmed strike:

All the benefits of the Improved Unarmed Strike feat.
A monk’s attacks may be made interchangeably with elbows, knees, or feet, as well fists.
A monk may choose to deal lethal or subdual damage at any time, even while grappling.
Any unarmed attack rolls and damage can be governed by Strength or Wisdom, in any combination at any time.
A monk’s unarmed strikes can deal any type of melee damage (piercing, slashing, or bludgeoning) at any time, depending on how the monk shapes and uses their limbs in the strike.
A monk's unarmed strikes do more damage as the monk levels up, as shown on the table above.
A monk gains the Stunning Fist feat for free, and may use it an additional number of times per day equal to her class level.
A monk may use a special attack called Flurry of Blows which allows her to take a penalty to her attack rolls in exchange for extra attacks in a round. On a standard attack, the monk may add an additional attack to the one she can normally make, in exchange for a -2 penalty to her attack rolls with both attacks. On a full attack, she may also add an additional attack to all of the ones she can normally make as dictated by her base attack bonus, also for a -2 penalty. At 9th level, the penalty to hit disappears for both types of attack. At 11th level, she may add two attacks to a full attack action instead of just one, but still may only add one attack to a standard attack action. At 16th level, she may add two attacks to any standard attack action she makes, and may make two attacks at her highest base attack bonus whenever she makes an attack of opportunity. The flurry of blows table shows the progression for a monk using the full attack action in concert with flurry of blows - to calculate the benefits of using flurry of blows with a standard attack action, simply add another attack at the monk's highest base attack bonus to the single attack allowed by that action, and take a -2 penalty to hit with both attacks until 9th level. At 16th level, add two attacks instead of one.


Center of Focus also grants the monk bonuses to her speed and defense. She may add her Wisdom modifier to her Armor Class and gains an additional +1 bonus to Armor Class at 5th level and every 3 levels after 5th. These bonuses to Armor Class apply even against touch attacks or when the monk is  flat-footed.

Beginning at 3rd level and every 3 levels thereafter, she gains a stacking +10ft bonus to her base land speed. Furthermore, also at 3rd level, she gains a competence bonus on Balance, Climb, Jump and Tumble checks equal to half the total speed bonus provided, beginning at +5 and ending at +30. Her jumping distance (vertical or horizontal) is not limited according to her height.

Bonus Feat: At a monk’s 2nd and 6th levels, she may choose from the following list of bonus feats: Deflect Arrows, Improved Grapple, Combat Expertise, Improved Feint, Improved Trip, Improved Disarm, Power Attack, Improved Bull-Rush, Improved Overrun, Improved Sunder, Cleave, Dodge, Rapid Shot, Precise Shot. The monk does not have to meet any of the prerequisites in order to gain these feats as bonus feats.

Due to changes in the way feats may be used under Omnibus house rules, the list can be expanded to include any of the following: Improved Maneuver (instead of Improved X), Skill Focus, Spring Attack, Blind Fight, and Combat Reflexes.

At a monk's 10th, 14th, and 18th levels, they gain further bonus feats, drawn this time from a more advanced feat list: Improved Ki Defense, Improved Ki Strike, Manyshot, Freezing the Lifeblood, Crushing Strike, Driving Assault, Slashing Flurry, Aim For The Heart, Deathblow. The monk does not have to meet any of the prerequisites of these feats in order to gain them as bonus feats EXCEPT their base attack bonus requirements, if any.

Evasion (Ex): Starting at 2nd level, if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is unarmored. A helpless monk does not gain the benefit of Evasion.

Harmony of Mind and Body (Ex): Starting at 3rd level, a monk gains an enhancement bonus to saving throws made against the schools of enchantment, illusion and transmutation equal to her Wisdom modifier.

Deadly Weapons (Ex): At 3rd level, a monk can use certain weapons with such grace, that she can deliver far deadlier blows than normal. When using a club, dart, kama, nunchaku, quarterstaff, sai, siangham, sling or shuriken, the monk deals damage with the weapon as if she was using an unarmed strike, but as a monk of her level -3 (to a minimum of 1). She may use her Strength or her Wisdom modifier for her attack rolls and damage rolls with the weapon. As well, she gains a special ability when using any of these weapons:

Kama: upon a successful trip attempt, the monk may deal damage with the kama as if she had succeeded on a melee attack, but she only deals half the damage she would have usually dealt. This applies even if she has the Improved Trip feat.
Club: a monk may use a club to deliver daily uses of her stunning fist ability.
Nunchaku or Sai: when using a disarm attempt, the monk may decide to “lock” the weapon instead of merely disarming. She may make this special disarm attempt even when her enemy uses natural weapons, but it applies only to one such natural weapon (thus, if the enemy has two claws, she may apply this effect only to one of the claws). Until the creature attempts to move away from the monk, the creature may not use this weapon, nor the monk may use her nunchaku or sai (but she may still use her unarmed strikes if she so desires); if the creature wields a manufactured weapon and attempts to move away, the monk may force another disarm attempt to remove the weapon from the creature’s hands. If using a sai, she may choose to deal piercing damage instead of bludgeoning damage.
Quarterstaff: the monk may use a quarterstaff as a reach weapon if she so desires. If she has the Two-Weapon Fighting feat, she may not fight with the quarterstaff as a double weapon and apply the reach; only one or the other. However, her damage with both ends of the weapon increases as indicated above.
Siangham: the monk may use a feint attempt with a siangham. She may use her base attack bonus plus her Wisdom modifier or her Bluff score for the feint, whichever is higher. She may use this special feint with the siangham as a swift action, and the loss of the creature’s Dexterity modifier to Armor Class applies to all attacks she makes until the end of her turn (thus, she may apply this to a single attack, or to a full attack action).
Dart/Sling/Shuriken: The monk may expend a daily use of Stunning Fist to ignore range increment penalties for a single standard or full attack action while using these weapons. Futhermore, she may channel Stunning Fist through them as though they were unarmed attacks.


Ki Strike (Su): Starting at 4th level, a monk’s unarmed strikes are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with Damage Reduction. Ki Strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as aligned weapons for the purpose of dealing damage to creatures with Damage Reduction. The monk chooses the alignment applied at the time of leveling up, but it may not be the opposite of an alignment the monk possesses, and it may not be changed thereafter At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. The adamantine effect should be treated as an Extraordinary ability, and not Supernatural.

Uncanny Dodge (Ex): At 4th level, a monk retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to Armor Class if immobilized. If a monk already has Uncanny Dodge from a different class, she automatically gains Improved Uncanny Dodge instead.

Purity of Body (Ex): Starting at 5th level, a monk is immune to all diseases and poisons, including magical and supernatural ones.

Mastery of Levitation (Sp/Ex): Starting at 6th level, a monk may use levitation as a spell-like ability a number of minutes per day equal to her monk level. She also permanently gains the effects of the feather fall spell as long as she is conscious and unarmored. The latter effect is an Extraordinary ability.

The monk may also make a standing jump while in the process of using her Mastery of Levitation ability. If the monk jumps from one vertical solid surface to another, she may immediately make another jump check to gain height or distance, and this effect may be repeated until there are no more vertical surfaces available or she fails her jump check.

At 12th level, the monk’s available number of minutes she may levitate is equal to her monk level + her Wisdom modifier. This ability may only be used on herself. The monk’s effective caster level is equal to her monk level.

Wholeness of Body (Su): Starting at 7th level, a monk can heal her own wounds. She can heal a number of hit points of damage equal to her current monk level × her Wisdom modifier each day, and she can spread this healing out among several uses per day.

Unburdened Path (Sp): Beginning at 8th level, the monk can grant herself freedom of movement for a total number of rounds equal to 10 + her monk level each day. At 8th level, she adds a number of rounds equal to her Wisdom modifier to this total. These rounds do not have to be consecutive or used all at the same time, but they can be used as an immediate action and even when the monk is rendered helpless, though not if she is unconscious. Her effective caster level is equal to her monk level.

Touching the Ripples (Su): At 9th level, a monk gains a supernatural awareness that allows her to feel the motions of her opponents, sensing their presence even in the absence of her normal senses. The monk gains blindsense to a distance of 30 feet, which can be activated or deactivated as a free action. If the monk already has blindsense (by means of a racial ability, for example), the range of her blindsense increases by an extra 30 feet. Both her blindsense and blindsight are not impaired by entering a zone of silence, or by being deafened, unless the monk already has a form of blindsense (and even then, it only applies to the extended blindsense).

At 15th level, a monk gains permanent blindsight to a distance of 30 feet, and her blindsense extends to a distance of 60 feet. If she already has blindsight (by means of a racial ability, for example), her blindsight instead increases by an extra 30 feet. If she had blindsense by any means other than this class ability (such as a racial ability), her range doubles instead.

Improved Evasion (Ex): Starting at 9th level, a monk’s Evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of Improved evasion.

Improved Uncanny Dodge (Ex): Starting at 11th level, a monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the monk by flanking her, unless the attacker has at least four more rogue levels than the target has monk levels. If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum level a rogue must be to flank the character.

Unbreakable Center (Ex): Starting at 13th level, a monk is capable of strengthening her mind to partially ignore the effect of the outside world on her body. She gains damage reduction 10/adamantine and resistance 20 to a single element of her choice. She may change what element she is resistant to by concentrating as a full-round action.

Abundant Step (Sp): Starting at 12th level, a monk can slip magically between spaces, as if using the spell dimension door a number times per day equal to her Wis modifier. Her effective caster level is equal to her monk level.

Diamond Soul (Ex): Starting at 13th level, a monk gains spell resistance equal to 10 + her monk level. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. She may lower this spell resistance at any time for any individual spells she desires.

Quivering Palm (Su): Starting at 14th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this Quivering Palm attack a number of times per day equal to half her Wisdom modifier, rounded down, to a minimum of once per day. She must announce her intent before making her attack roll. If the monk strikes successfully, the Quivering Palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular Quivering Palm attack, but it may still be affected by another one at a later time. If a monk makes a successful Quivering Palm attack but does not slay the victim, she can choose to dismiss that attack at any time (a free action).

Diamond Mind (Su): Upon reaching 17th level, a monk becomes immune to all mind-affecting spells and effects. She may gain the benefit of mind-affecting abilities such as Inspire Courage, or positive morale effects, if she so chooses.

Tongue of the Sun and Moon (Ex): Starting at 18th level, a monk can speak with any living creature that speaks a language, and can understand and reply in kind to any spoken language that. She may only speak that language with the person who speaks it, and only during that conversation, as if she was under a permanent tongues spell. This effect cannot be dispelled, as it should be considered non-magical.

Timeless Body (Ex): Upon attaining 19th level, a monk always exists within her own personal moment in time, absolutely in control of its flow and her perception of it. She is entirely immune to any spells, powers, or effects that alter time or affect her place in time, such as time stop or time hop. She no longer takes penalties to her ability scores for aging (though she still gains age bonuses) and she cannot be magically aged. Her maximum age is multiplied by 10, and she still dies of old age when her time is up.

Perfect Self (Ex): Starting at 20th level, a monk attains true enlightenment, and becomes a magical creature, the form of her perfect self. She is forevermore treated as a native outsider rather than as a humanoid (or whatever the monk’s creature type was) but retains her previous appearance. She gains 60ft darkvision and no longer needs to sleep or eat, but may do so if she wishes. Additionally, the monk doubles her damage resistances from Unbreakable Center. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Finally, three times per day when the monk fails a skill check, saving throw, or attack roll, she may choose to succeed instead.

Overneath
2014-05-26, 04:20 PM
The Fighter

Please note the fighter's Base Attack Bonus table is unique and not a series of typos.

Alignment: Any

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Poor Reflex and Will



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+0

+0

Bonus Feat, Weapon Training +1

2nd

+2

+3

+0

+0

Bonus Feat, Bravery +1

3rd

+3

+3

+3

+1

Armor Training -2

4th

+4

+4

+1

+1

Bonus Feat, Maneuver Training +2

5th

+5

+4

+1

+1

Master of Feats, Varied Proficiency, Weapon Training +2

6th

+6/+1

+5

+2

+2

Bonus Feat, Boldness +2

7th

+7/+2

+5

+2

+2

Armored Mobility, Armor Training -3

8th

+8/+3

+6

+2

+2

Bonus Feat, Dungeon Crasher, Maneuver Training +3

9th

+9/+4

+6

+3

+3

Advanced Follow-Through, Weapon Training +3

10th

+10/+5

+7

+3

+3

Master of Feats, Surety, Boldness +3

11th

+11/+11/+6

+7

+3

+3

Follow-Up, Armor Training -4

12th

+12/+12/+7

+8

+4

+4

Bonus Feat, True Steel +1, Maneuver Training +4

13th

+13/+13/+8

+8

+4

+4

Improved Dungeon Crasher, Weapon Training +4

14th

+14/+14/+9

+9

+4

+4

Bonus Feat, Absolute Grit, Boldness +4

15th

+15/+15/+10

+9

+5

+5

Master of Feats, Armor Mastery, Armor Training -5

16th

+16/+16/+16/+11

+10

+5

+5

Bonus Feat, Improved Follow-Up, Maneuver Training +5, True Steel +2

17th

+17/+17/+17/+12

+10

+5

+5

True Hold, Weapon Training +5

18th

+18/+18/+18/+13

+11

+6

+6

Bonus Feat, Greater Dungeon Crasher, Boldness +5

19th

+19/+19/+19/+14

+11

+6

+6

Experiential Ease, Armor Training -6

20th

+20/+20/+20/+15

+12

+6

+6

Combat Mastery, Maneuver Training +6, True Steel +3


Class Skills

The fighter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Iajutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (warfare), Martial Lore (Int), Profession (Wis), Ride (Dex), and Swim (Str), plus any three skills of the fighter's choice with the ability modifier of Str, Dex, or Con.

Skill Points: 4 + Int (× 4 at 1st level)


Class Features

The following are class features of the fighter.
Weapon and Armor Proficiency: Fighters are proficient with all simple, martial, and exotic weapons, with all light, medium, and heavy armor, and all light, heavy, and tower shields.

Bonus Feats: At 1st level, and at every even level thereafter (except for 10th and 20th), a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, Fighter Feats, or be noted as fighter bonus feats in their description.

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Any feat a fighter chooses as a bonus feat that has an attribute prerequisite has that prerequisite decreased by 2. For example, Combat Expertise, if chosen as a Fighter bonus feat, only requires 11 Intelligence.

Weapon Training: At 1st level, the fighter selects one group of weapons (as defined under the d20SRD/Unearthed Arcana as 'Weapon Group Feats', though DMs may use other weapon groups, or add to the existing ones, as they see fit); they gain the benefits of all Weapon Training bonuses whenever the fighter wields them. He can choose another group every 4 levels after 1st to gain these benefits. All weapons within a specialized group that the fighter wields confer a +1 competence bonus to attack and damage rolls - this bonus improves by +1 with every successive weapon group the fighter gains the benefits of Weapon Training with.

Treynor chooses Axes as his first Weapon Group with this feature. When using a handaxe, battleaxe, greataxe, and dwarven waraxe, he gains a +1 bonus to attack and damage rolls. At 5th level, he chooses crossbows as his second Weapon Group. He now adds +2 to attack and damage rolls with all weapons from his original weapon group and his second group.

Bravery (Ex): Starting at 2nd level, the fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training: Beginning at 3rd level, the fighter reduces the armor check penalty of any armor or shield he uses by 2, to a minimum of 0. The penalties decrease by 1 for every 4 levels beyond 3rd.

Maneuver Training: Whenever a fighter of 4th level or higher initiates or counters a special attack like a disarm or a trip, he gains a +2 competence bonus to his opposed roll. This bonus improves by +1 for every 4 levels beyond 4th.

Master of Feats: The fighter is nothing if not a variable and skilled creature, and the most basic expression of their methodology is feats. Every 5 levels, starting at 5th, the fighter may select a single feat to take. They need not meet any prerequisites for this feat, with the following exceptions:
- The feat cannot be an epic feat.
- The fighter must possess all prerequisite feats, e.g. Combat Expertise for Improved Trip, but does not need to meet the ability score, racial, class level or base attack bonus requirements.

Varied Proficiency: Beginning at 5th level, the fighter has learned to apply his specialized experience to multiple weapons that may seem different, but operate similarly. From this level onward, any feat the fighter takes that applies a bonus to one specific weapon now applies that bonus to all weapons within the same weapon group (as described in Weapon Training).

Boldness (Ex): Beginning at 6th level, the fighter's bonus from Bravery applies against all mind-affecting spells and abilities, but nonmagical effects only use the bonus if they cause fear.

Armored Mobility: Beginning at 7th level, the fighter adds 2 to the maximum Dexterity bonus allowed by any armor he wears. In addition, his movement speed is no longer decreased by wearing medium or heavy armor.

Dungeon Crasher (Ex): The fighter excels at overwhelming traps, smashing through doors, and pushing aside his enemies. At 8th level, he gains a +1 competence bonus on saves and to his Armor Class when attacked by traps. He also gains a +2 bonus on Strength checks to break a door, wall, or similar obstacle.

In addition, he gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, they stop as normal. However, his momentum crushes them against it, dealing an amount of bludgeoning damage equal to 2d6 points + twice the fighter's Strength modifier (if any).

Advanced Follow-Through: Beginning at 9th level, when attacking an opponent with damage reduction, the fighter may ignore a number of points of damage reduction equal to his class level.

Surety (Ex): At 10th level, whenever the fighter succeeds on a Fortitude saving throw against a spell or ability that allows a saving throw for a halved or reduced effect, the fighter instead completely negates that effect. This ability operates like Mettle, but it does not function against Will saving throws.

Follow-Up: Beginning at 11th level, if the fighter makes an attack using his standard action and hits, he may make another attack with the same weapon at his full base attack bonus against any opponent within reach/range. This benefit is granted only once per round.

True Steel: Beginning at 12th level, the fighter has learned to more effectively place his armor and shield between himself and a blow. He improves the armor class bonus granted by any shield or armor he wears by 1. This bonus improves by +1 at 16th level and again at level 20.

Improved Dungeon Crasher (Ex): At 13th level, the bonuses when dealing with traps from the fighter's Dungeon Crasher ability increase to +2, and the bonus on Strength checks to break objects increases to +4. The damage he deals when bull rushing an opponent into a wall increases to 4d6 points + three times his Strength modifier.

Absolute Grit (Ex): At 14th level, the fighter may substitute his base Fortitude save for his base Reflex and Will saves if failing the saving throw would result in his death, incapacitation, or render him harmless.

Armor Mastery: At 15th level, the fighter gains damage reduction 5/- whenever he wears armor or a shield. If he uses both, the total damage reduction stacks to 10/-. Bucklers do not count as shields for this purpose.

Improved Follow-Up: At 16th level, the fighter may make an additional attack at his highest base attack bonus against any enemy within reach/range whenever he hits an opponent with a standard attack action.

True Hold: A 17th level fighter cannot be disarmed, nor can any weapon he wields be sundered while he holds it.

Greater Dungeon Crasher (Ex): At 18th level, the bonuses when dealing with traps from the fighter's Dungeon Crasher ability increase to +3, and the bonus on Strength checks to break objects increases to +6. The damage he deals when bull rushing an opponent into a wall increases to 6d6 points + four times his Strength modifier.

Experiential Ease: At 19th level, the fighter gains a bonus feat, and may immediately re-allocate any or all of his accumulated feats, with the exception of feats gained using Master of Feats (unless those feats had a prerequisite of a feat he then chooses to trade out, in which case he must choose a new one). Any new or exchanged feats he gains have their prerequisites altered in the following ways:
- Any ability score requirement is reduced by 5 to a minimum of 10.
- The fighter automatically meets any and all Base Attack Bonus requirements.

These modifiers to feat prerequisites also apply to all feats the fighter gains in the future.

Combat Mastery: At 20th level, the fighter has become a warrior in every sense of the word, a nigh-unbeatable presence on the battlefield that only the foolish ignore and only the most powerful can withstand. When opposing or initiating a combat maneuver, the fighter denies their opponent any bonuses from their size (but not any size penalties), and negates any of his own relevant size penalties for such. In addition, he masters the art of weaponry, altering how he uses and specializes weapons in the following ways:
- The fighter now applies the bonuses of Weapon Training and Varied Proficiency to every type of weapon. However, for weapons he already applied those abilities to, he applies them a second time.
Mallory chose Druid Weapons as her first weapon group under Weapon Training, and has Weapon Focus: Sickle and Weapon Specialization: Sickle. As such, when using any druid weapon, she gains a +6 bonus to attack and a +7 bonus to damage. When she reaches 20th level, she now adds +6 to attack and +7 to damage with ALL weapons, and instead adds +12 to attack and +14 to damage with any druid weapon, as well as other assorted benefits for her other chose weapon groups.)
- Any weapon the fighter uses automatically confirms critical hits, can score critical hits against creatures normally immune to them, and increases its critical multiplier by x1.

Overneath
2014-05-26, 04:33 PM
The Mind Reaper

"I've been host to thoughts that would drive the stars mad. Want to see?"

The power of psionics lies within the mind. A disciplined and focused mental arsenal allows manifesters access to the raw power that fuels their abilities. But if they cannot provide that necessity for themselves, it is possible to steal it. Mind Reapers are insane or formerly-sane psychics who have the inborn ability to steal fragments of sentient thought from other creatures and use them as a keystone to replace their lack of internal cohesion. Some Mind Reapers only wish to regain the totality of thought they once possessed, whereas others wish to share their pain with the world, but they all share the common thread of a broken mind...one that hungers for the manifest energies held within the psyches of their opponents, and sometimes even their allies.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a mind reaper, a character must fulfill all the following criteria.


Feats: Iron Will, Overchannel
Psionics: Able to manifest 3rd level powers
Special: Must have undergone a traumatic experience or been born with a mental condition that left the character mentally damaged with a permanent deficiency in coping with/recognizing the real world.



Level
BAB
Fort
Ref
Will
Special
Manifesting Progression

1st

+0

+0

+0

+2

Subjective Sanity, Affliction

+1 level of existing manifesting class

2nd

+1

+0

+0

+3

Psychoburglary

+1 level of existing manifesting class

3rd

+1

+1

+1

+3

Polyempathic Retribution

+1 level of existing manifesting class

4th

+2

+1

+1

+4

Antipathic Rebuke, Mindreaping

+1 level of existing manifesting class

5th

+2

+1

+1

+4

Cataclysmic Discharge

+1 level of existing manifesting class

6th

+3

+2

+2

+5

Physiopathic Denial

+1 level of existing manifesting class

7th

+3

+2

+2

+5

Psychopathic Spite, The Mind-Killer

+1 level of existing manifesting class

8th

+4

+2

+2

+6

Break Mind

+1 level of existing manifesting class

9th

+4

+3

+3

+6

Mental Bastion

+1 level of existing manifesting class

10th

+5

+3

+3

+7

Psychic Scream, Identity Absorption

+1 level of existing manifesting class



Class Skills

The mind reaper's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the mind reaper prestige class.

Weapon and Armor Proficiency: Mind reapers gain no proficiency with weapons, armor, or shields.

Manifesting: At every level, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of mind reaper to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became an mind reaper, he must decide to which class he adds the new level of mind reaper for the purpose of determining power points per day, powers known, and manifester level.

Subjective Sanity: The mind reaper must suffer from some kind of mental affliction in order to enter the prestige class, as this slight break in their psyche is what allows them to manifest their powers the way they do. Their hunger for healthy minds allows them to strip portions of another creature's mental defenses and apply them to their own, strengthening the mind reaper and allowing him to better use his powers. A mind reaper has a pool of Sanity points equal to his class level +2 that he gains from affecting creatures with certain powers. The more points he has, the more sane he is, but expending those points allows him to manifest some very powerful abilities. A mind reaper cannot help what he is after entering the prestige class - stripping creatures of their psychic strength is simply a fundamental aspect of his powers, although coping with this fact makes for an interesting roleplaying opportunity.

Whenever the mind reaper manifests a hostile power against a creature with an Intelligence of 3 or greater that allows a Will saving throw and the creature fails that saving throw, the reaper gains a Sanity point. If the creature is of a certain level of mental strength (anywhere from 2 HD below the mind reaper's own level or any amount of HD above), its mind is 'worth' more, and provides 2 Sanity points.

Affliction (Su): As a standard action, the mind reaper can expend Sanity points to target a creature within 60 feet that has an Intelligence score of 3 or greater and strip its mental defenses. That creature loses Intelligence, Wisdom, or Charisma (at the discretion of the mind reaper) equal to twice the number of points expended for 24 hours. This ability cannot lower a creature's ability scores below 3.

Psychoburglary (Su): As he spends most of his time breaking his way into someone's mind as a matter of course, the mind reaper has no problems doing so on a more passive level. Beginning at 2nd level, he may manifest the read thoughts power at will, for no cost, so long as he has Sanity points remaining. He also gains Telepathy out to 10 feet per class level, which he can use to communicate with any creature in range that has a language. Creatures with certain magical or psionic defenses that block intrusion via read thoughts also block his Telepathy.

Polyempathic Redistribution (Su): At 3rd level, the mind reaper gains access to the key thoughts and motor functions of those around him to a limited extent, and may link them together in order to siphon physical as well as mental power between individuals. He may target two creatures within 60 feet, including himself - one is the victim, one is the recipient. The victim gains a penalty to AC, attack rolls, skill checks, or saving throws, and the recipient gains an equal bonus to that same type of roll or statistic. The amount drained and given is equal to the number of Sanity points the mind reaper expends on this ability.

Antipathic Rebuke (Su): As much as the mind reaper loves intruding on the minds of others, do it to him and you'll have a maelstrom on your hands. At 4th level, whenever the mind reaper fails a Will save against a spell, ability, or psionic power, he may immediately reroll his saving throw. If he succeeds on his second attempt, the creature who targeted him with the effect immediately takes damage equal to twice the number of Sanity points the mind reaper has stored. He may only reroll his saving throw once per unique instance of an effect, much like the Slippery Mind ability.

Mindreaping (Su): As a full-round action requiring a melee touch attack, the mind reaper can attempt to interface with a creature's mind, stealing fragments of its psyche and manifesting them as his own. Doing so requires the mind reaper to focus on a particular memory ('nexus'), piece of information ('trivia'), or personality trait ('ego') the creature has. If the mind reaper has no clear intent in what piece he wants to steal, he may simply receive random information or nothing at all. To successfully pull something from a creature, that creature must have Intelligence, Wisdom, and Charisma scores above 3, and it and the mind reaper engage in a contest of wills. Both parties roll a Will saving throw, and if the mind reaper wins, he can extract information. If he fails, he takes 1d4 temporary Wisdom damage and cannot try again on the same creature for 24 hours.

If at any time the mind reaper reduces a creature's mental ability score to 3 or below, that creature can no longer be the subject of further mindreaping. Mental facets stolen by the mind reaper grow back as those ability scores do, and penalties caused by mindreaping fall under the heading of ability damage. The mind reaper's own psyche eventually rejects foreign information, and he can't maintain a nexus, trivia, or ego longer than 1 day per class level.

Nexus: Targeting a creature's nexus information means taking memories it's intrinsically tied to, or instincts it feels particularly strongly. The mind reaper can search for memories related a single event, and one piece of nexus information can account for a total of 10 minutes' worth of raw memory, a sort of mental documented footage. For creatures with a low Wisdom, however, these memories might be confusing, blurry, or even incomplete. The mind reaper steals 1 point of Wisdom from the target in addition to the memory or memories selected, which also accounts for 1 point of Wisdom damage in the target. The bonus and penalty last for 1 day per class level the mind reaper possesses.

Trivia: Trivia information essentially sums up bits and pieces the target creature just knows about. What concrete is made out of, whether dawn lotus is good to eat, and what the queen's maiden name is are all pieces of trivia information. In general, the way to distinguish trivia from nexus is in asking whether the information is more important, or how the creature learned it. The identity of the man who killed your father might qualify as trivia information in the absence of a strong memory, but if it was learned as your brother was being killed by the same man, the mental imprint of the memory is much more likely to qualify as nexus. Trivia information can be taken in two ways. In the first, the mind reaper simply steals 1 point of Intelligence and the creature takes 1 point of Intelligence damage for 1 day per class level, like with the other two information types. In the second, however, the mind reaper may directly access a creature's ranks in a Knowledge skill and drain 2 ranks from it. A creature must actually have ranks in the relevant skill, and the mind reaper cannot take more ranks from a creature than the creature actually possesses, but those stolen ranks manifest as a circumstance bonus to that particular Knowledge check if the reaper rolls for it before the benefits expire. If the mind reaper already rolled for a specific application of a Knowledge skill check and then gains a bonus to that Knowledge skill from Mindreaping, he may immediately roll again.

Ego: By targeting the creature's ego information, the mind reaper takes away a small piece of what makes them a unique individual, a whole person. These might be quirks, traits, likes and dislikes, or even something as simple as self-confidence. This can be useful in brainwashing or, since the mind reaper also gains access to these traits, the art of disguise. The mind reaper steals 1 point of Charisma from the target in addition to the traits or personality fragments selected, which also accounts for 1 point of Charisma damage in the target. The bonus and penalty last for 1 day per class level the mind reaper possesses.

Cataclysmic Discharge (Su): Beginning at 5th level, the mind reaper's prodigious psionic proficiency extends as much to the 'brawn' side of powers as it does the 'brain'. Whenever the mind reaper manifests a power that deals hit point damage to a single creature, he may expend 2 Sanity points to chain the effect to another creature within 30 feet. This ability stacks with any metapsionic feats he may choose to add to the power.

Physiopathic Denial (Su): At 6th level, the mind reaper can force his body to obey the commands of his mind, so long as his mind is in fit shape to be giving orders. When force to make a Fortitude or Reflex saving throw against an effect, the mind reaper may use his total bonus to Will saves instead if he has at least 6 Sanity points stored.

Psychopathic Spite (Su): At 7th level, the mind reaper improves on his ability to damage enemies foolish enough to get inside his head. In addition to the damage dealt, whenever an opponent triggers his Antipathic Rebuke ability, he may immediately target that opponent with Affliction, regardless of distance.

The Mind-Killer (Su): At 7th level, the mind reaper learns to take advantage of cracks in his opponents' mental armor and twist their psyche where it really hurts. Creatures under the effects of fear automatically fail their Will saving throws against any power the mind reaper uses.

Break Mind (Su): Beginning at 8th level, the mind reaper gains the ability to force some of his condition onto others, with traumatic results. As a standard action, the mind reaper targets an opponent within 60 feet and forces them to make a Will saving throw with a DC equal to 10 + his class level + the number of Sanity points he chooses to expend. If the save is failed, the target is subject to a random effect, as determined on the table below.


%
Effect

1-20
Target is dazed for 1 round and takes a -4 penalty to all rolls and checks for 1 minute.

21-40
Target is stunned for 3 rounds.

41-60
Target takes 50% more damage from all sources for 1 minute.

61-75
Target is afflicted as though by the confusion spell.

76-90
Target takes 1d6 points of damage per Sanity point expended - the mind reaper is healed for an equal amount.

91-100
Target is under the mind reaper's complete mental control for the rest of the encounter.


Mental Bastion (Ex): A powerful mind does not give up ground easily. At 9th level, the mind reaper can spend Sanity points to remove hostile conditions from himself, at a rate of 2 Sanity points per condition removed. The mind reaper can only remove one such condition each round. In a round where he successfully removes a condition, all allies within 60 feet gain a +2 bonus to their Will saving throws.

Psychic Scream (Su): They want you to hurt? Fine. But let them know what it feels like. At 10th level, the mind reaper can spontaneously spend all of his Sanity points (he must have at least 5 stored) to produce a massive blast of psychic agony. All enemies within 60 feet take 2d6 damage per Sanity point expended, and take a -1 penalty to Will saves for each point expended for the next 5 rounds. All affected enemies must also make a (DC 10 + points expended) Will saving throw. If they fail, they are under the effects of the confusion spell for 5 rounds. Creatures so afflicted have been known to spout gibberish, suddenly become aware of the reaper's secrets, or simply be overcome with hopelessness and beg to die.

Identity Absorption (Su): At 10th level, instead of siphoning aspects from a creature one at a time, the mind reaper can elect to take someone's mind all at once, and make it their own. The mind reaper must initiate a melee touch attack as a full round action against a creature to start the process, and both he and the target roll Will saving throws. If the mind reaper wins, he can begin the process of Identity Absorption. If the mind reaper fails, he is stunned for 1 round and must begin the process anew.

Once Identity Absorption has begun, the mind reaper and his target continue rolling opposed Will saving throws. If the mind reaper fails any of them, the process immediately stops and must be re-initiated and, again, the mind reaper is stunned for 1 round. However, every time the target fails, they take 1d4 damage to all of their mental ability scores, to a minimum of 0.

Once one of the target's mental ability scores reaches 0, the other two also immediately fall to 0 as the creature's mind, thoughts, memories, personality, and knowledge are devoured by the mind reaper, leaving an empty shell behind. The mind reaper then immediately perceives a new, swirling cacophony of psychic fragments, almost impossible to bring to cohesion right away. Every day, he may roll a DC 24 Will save to bring some of the absorbed pieces under his control. Once he has succeeded on this check 10 times (they do not have to be consecutive successes), he gains full access to all of the target's memories, knowledge, and traits...essentially, he automatically siphons away all instances of nexus, trivia, and ego information. The check is made in the absence of any items or enchantments - only the mind reaper's base Will save, feats, and Wisdom modifier will be of assistance to him here.

Once the mind reaper has successfully used this ability, he cannot do so again for 1 month or until he has made all 10 of his Will saves, whichever is the longer period of time. Most reapers are able to tell their original memories from those they have absorbed, maintain some degree of surety in their own identity. But if they take in too many, it is all too reasonable that they might slip...

Overneath
2014-05-26, 04:49 PM
The Mord Sith

"You think you know pain? You have not even begun to imagine..."

Assassins. Guides. Infiltrators. Tormentors. Specters. All of these epithets and more apply to the dark and secretive ranks of the Mord Sith, a cadre of elite killers and professionals who harness the powers of hate, pain, and deceit to accomplish their ghoulish tasks. Through mysterious rituals harnessing the very edge of mortal capacity for pain, these deadly women seek to gain absolute control over themselves and others around them, twisting the fundamental nature of life's games to support whatever goal they may seek.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex and Will, Poor Fortitude


Requirements

To qualify to become a mord sith, a character must fulfill all the following criteria.


Gender: Female
Alignment: Any non-good
Feats: Toughness, Iron Will
Skills: Concentration 5 ranks, Intimidate 8 ranks
Special: Must have undergone the initial rituals of the mord sith to enter into their ranks, including a process of breaking and rebuilding one's own psyche. These rituals require the subject to pass a DC 17 Reflex, Fortitude, and Will saving throw in sequence, and if they fail one save they must start the process anew. Each time the rituals are attempted, the prospective mord sith permanently loses 5 hit points.



Level
BAB
Fort
Ref
Will
Special

1st

+0

+0

+2

+2

Art of the Agiel, Mask of Pain

2nd

+1

+0

+3

+3

Bite of the Agiel

3rd

+2

+1

+3

+3

Mask of Weakness

4th

+3

+1

+4

+4

Snake's-Grip Mastery

5th

+3

+1

+4

+4

Shadow of Hate

6th

+4

+2

+5

+5

Mask of Strength

7th

+5

+2

+5

+5

Viper's-Rebuttal Mastery

8th

+6

+2

+6

+6

Breath of Life

9th

+6

+3

+6

+6

Edge of the Arcane

10th

+7

+3

+7

+7

Mask of Hate



Class Skills

The mord sith's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the mord sith.

Weapon and Armor Proficiency: The mord sith is proficient with light armor, and with the Agiel, described below.

Agiel: Light, Exotic Melee Weapon, 1d6 bludgeoning damage, 20x2 critical threat, 2 pounds.

The Agiel is a thick, club-like weapon the size of a common dagger, colored black as pitch. The handle is marked by a protruding ring near the middle of the weapon, and evil radiates from its very core, as though the screams of the creatures it has tormented resonate from it. The bearer of an Agiel can make a grapple check to hold their target. Once held, they can forfeit normal attacks to make a melee touch attack. If it is successful, the Agiel is firmly planted against the flesh of the grappled creature, forcing them to make a Fortitude save at a DC of 14 or be stunned for 1 round, disallowing them from making a grapple check to free themselves. The bearer can choose to continue pressing, forcing the victim to continue making saves until they succeed.

Additionally, for every round the Agiel touches a creature (including the wielder), they take 1d10 subdual damage. If this ever reduces them to 0 hit points or less, they die from the incredible trauma. This also translates to an additional 1d4 subdual damage dealt with every normal hit. Note that both of these effects are pain based - any creature immune to pain is similarly immune to the subdual damage.

Due to their inherently magic-absorbing nature (the full extent of which can only be tapped by a mord sith), Agiel can be enhanced more easily than other weapons. For every effective enhancement bonus placed upon an Agiel by means of such effects as Frost, Ghost Touch, or simply the regular +1 through +5 bonuses, subtract 1,000 gold from the total cost for each successive effective enhancement bonus. As an example, this means that imbuing an Agiel with +1 Enhancement would cost only 1,000 gold, not 2,000, while Brilliant Energy costs 27,000 gold as opposed to 32,000. Similarly, an Agiel can be disenchanted with no cost, and then re-enchanted as many times as the owner desires.

Art of the Agiel: Only the mord sith are known to possess true mastery of the dastardly weapon known as the agiel, and they begin tapping its properties early in their training. Beginning at 1st level, the mord sith adds her class level to the DC of the agiel's special stun effect, and gains Weapon Focus: Agiel as a bonus feat.

Mask of Pain (Ex): The mord sith learn their advanced arts of deception and hardiness in the form of 'masks', methods they utilize to cover their true face when it is advantageous to do so. The first mask a mord sith learns is the mask of pain, to maintain an air of stoicism and control even in the face of agony. A 1st level mord sith is entirely immune to all pain effects and subdual damage, including the damage dealt by an agiel.

Bite of the Agiel: At 2nd level, the mord sith learns to channel her rage and hate into the energies flowing through her agiel - they are better served as components for agony than obstacles that might overcome her and prevent her from accomplishing her tasks. She improves the subdual damage dealt by any agiel she wields to 1d8 for standard attacks and 2d8 for the prolonged melee touch attack effect.

While pressing the agiel against a grappled enemy, the mord sith may elect to channel their darker, base instincts through its magical connection. If they do, the agiel forces an additional Will saving throw (against the same DC as the stun effect) every round the creature is both grappled and stunned. If the creature fails, then for 1 round after they are released, they enter a berserk state, equivalent to the rage of a 1st-level barbarian. While in this state, the victim loses the ability to tell friend from foe and will attack the nearest creature with abandon. The duration of this state increases by 1 round for every successive round that the creature was stunned and grappled by the mord sith.

At 7th level, the agiel's subdual damage improves again, to 2d6 for the basic attack and 2d10 for the prolonged effect.

Mask of Weakness (Ex): All mord sith must understand what true weakness, true helplessness, true agony feels like before they encounter these forces on the field. Their training strengthens them, but they wear the mask of weakness to remind themselves of what true misery is. Anything else is only fleeting. Beginning at 3rd level, the mord sith becomes immune to ability damage and only takes half damage from ability drain. In addition, she may act normally while at or below 0 hit points, as though she possessed the Diehard feat but without the restriction on actions.

Snake's-Grip Mastery (Ex): Anyone who has been on the receiving end of punishment by a mord sith knows that her primary strength in combat is taking a firm grip and then maintaining it. Unfortunately for everyone else, they are among the best at it. Beginning at 4th level, the mord sith gains a +4 bonus to all grapple checks, and any effects such as freedom of movement that allow a creature to escape a grapple without making a grapple check fail to work against her.

Shadow of Hate (Su): Rage can be valuable, but it can also be detrimental if allowed to consume. It can allow foolishness, open up weaknesses, make someone almost...blind. At 5th level, any creature under a confusion or insanity, or whom is in the middle of any kind of rage or frenzy, cannot perceive the mord sith for the duration of that effect. She may still deal damage to them and act as she will, but she is invisible to all of their senses and is not subject to their attacks.

Mask of Strength (Ex): Ferociousness and trickery tend to belie the spirit of an inferior opponent. A mord sith has seen even the mightiest dragons fall, and no matter how loud their roar or how hard their scales...they are all only flesh underneath. Beginning at 6th level, the mord sith is immune to fear effects and cannot be subject to a feint attempt. She also gains Improved Uncanny Dodge if she did not already possess it.

Viper's-Rebuttal Mastery (Su): At 7th level, the mord sith has a much greater understanding of her agiel's potential, and learns the tricks of the trade that make her kind feared even among the mightiest of mages and more powerful warriors. Once per round, if the mord sith is targeted by a spell not of a higher level than her class level, she may deflect it as an immediate action. To do so, she must make an attack roll with her agiel against the caster's caster level check. If she wins the contest, the spell is deflected harmlessly. Some of the extraneous energy from the spell may infuse itself into the agiel, granting the mord sith a bonus equal to the deflected spell's level on her next attack's damage.

Breath of Life (Sp:) At 8th level, the mord sith gains the ability to retain the spark of life that lies within a fallen body even after 'death', bringing them back to suffer just a little bit longer. She may use raise dead as a spell-like ability once per day with no material component cost. If the creature she targets was killed by some sort of pain effect, for example the effects of her agiel, the casting time is only one round. Her caster level is equal to her class level.

Edge of the Arcane (Su): The agiel is a truly remarkable tool, capable of absorbing magic, utilizing magic, and even reflecting it right back at its source. A 9th level mord sith who wields one can ready an action to target a spell in progress, just as a caster readying an action to counterspell. She makes an attack roll vs. a caster level check, just as with Viper's-Rebuttal Mastery, but instead of dispelling or dissipating the spell she chooses to counter, she may either absorb or reflect it. She instinctively knows whether the spell is beneficial or harmful - if the spell is beneficial and she counters it, it affects her. If the spell is harmful, it targets its own caster.

Mask of Hate (Ex): A 10th level mord sith is an instrument of hate and suffering, but she knows well enough how fragile the balance of power can be in the right hands. Her strength is just as fleeting as that of any other being, so why not do them the favor of stripping her own masks away? And their own, of course. The mask of hate's first effect is that it allows the mord sith to manifest an effect equivalent to dispel magic every round she grapples an opponent, using her class level as her caster level.

At this level, she can also deliberately strip away her masks and protections in order to inflict the harsh lessons they carry on her enemies. Stripping the mask of pain makes her vulnerable to pain effects and subdual damage (though not damage from her agiel), but also creates an aura of pain around her. Enemies within 30 feet must make a DC 18 Will save or take a -4 penalty to all rolls and checks as the pure hatred and agony rolls off of her body in waves. Enemies that fail this saving throw also take double damage from her agiel.

Stripping the mask of weakness makes the mord sith vulnerable to ability damage and ability drain. She maintains the Diehard feature. All enemies struck or pinned by her agiel take 1 point of ability drain of the mord sith's choice in addition to subdual damage.

Stripping the mask of strength makes the mord sith vulnerable to fear effects and feints. All enemies the mord sith makes eye contact with (as per a gaze attack, but as a swift action) must make a DC 18 Will save. If they succeed, they become shaken for 1 minute. If they fail, they still become shaken for 1 minute, but they are also confused for one minute, and considered flat-footed for as long as they continue to suffer from any fear effect.

The mord sith can only strip an individual mask once per day, and the benefits and penalties of doing so persist for 1 minute.

Overneath
2014-05-27, 11:08 PM
The Practitioner of the Crimson Claw

"If you can’t rip someone’s face off, what’s the point?"

Few beings can withstand the onslaught of a crimson claw. Those that can are not as capable for long. Where some martial artists prefer the arts of agility and introspection, the practitioner of the style known as the crimson claw is concerned with only the advancement of his martial pursuits. These fearsome warriors hone their most primal hunting skills and raw strength until they are capable of cutting their way through anything they encounter.

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Reflex, Poor Will


Requirements

To qualify to become a practitioner of the crimson claw, a character must fulfill all the following criteria.


Base Attack Bonus: +5 or higher
Feats: Improved Unarmed Strike, Power Attack
Special: Must possess a natural attack capable of dealing slashing damage, or belong to a race such as Dragon, Dragonblooded, or Reptilian Humanoid that typically comes with claws as a function of their physiology.



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+2

+0

Martial Brutality

2nd

+2

+3

+3

+0

Carmine Caress

3rd

+3

+3

+3

+1

Rending Claws

4th

+4

+4

+4

+1

Hunter's Leap

5th

+5

+4

+4

+1

Carmine Embrace

6th

+6

+5

+5

+2

Scarlet Shred, Brutal Focus

7th

+7

+5

+5

+2

Rending Talons

8th

+8

+6

+6

+2

Vermilion Vivisection

9th

+9

+6

+6

+3

Carmine Condemnation

10th

+10

+7

+7

+3

Hunter's Rush, Wrath of the Crimson Claw



Class Skills

The practitioner of the crimson claw's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the practitioner of the crimson claw.

Weapon and Armor Proficiency: Crimson claws gain no proficiency with any weapon, armor, or shields.

Monastic Dedication: A practitioner of the crimson claw combines his class levels with monk levels, swordsage levels, and warblade levels for the purposes of those classes' class features, and the progression thereof. Thus, an 8th-level monk/4th-level practitioner of the crimson claw would have the unarmed damage, speed increase, flurry of blows progression and AC bonus of a 12th-level monk. However, spell-like abilities and supernatural abilities, are only progressed at half-level. The same monk would have access to the special features of only a 10th-level monk, so while Slow Fall (an extraordinary ability) would progress to 60ft., he would not gain access to diamond body. A swordsage's or warblade’s mastery of the Sublime Way is considered a supernatural ability for this purpose - a 10th-level swordsage/6th-level crimson claw uses and knows stances, counters, boosts and strikes as a 13th-level swordsage, but continues to improved discipline focus and quick to act as a 16th level swordsage

If the practitioner of the crimson claw did not have levels in any of these classes, he is simply considered to have the class features of a monk equal to his class level, or half his class level in regard to spell-like and supernatural abilities.

If he did not previously possess the ability to do so, the crimson claw may change the type of damage he deals when he makes an attack with his natural weapons. For each attack, he may choose whether he deals bludgeoning, piercing, or slashing damage.

Martial Brutality: Beginning at 1st level, the crimson claw gains a deeper understanding of how best to use his natural advantages in combat, as he is constantly finding new and effective ways to utilize the violent edicts of the Crimson Claw Style.

In addition to all other unarmed benefits, he adds 1d6 slashing damage to his natural/unarmed attacks in melee combat. He also treats his natural weapons as having the keen property at all times - the bonus to his critical threat range is maintained even if he deals piercing or bludgeoning damage.

Carmine Caress (Ex): At 2nd level, the crimson claw’s attacks take a greater-than-normal toll on their targets. Whenever the claw scores a hit on a creature with his natural weapons and deals slashing damage, that creature gains 1 negative point of Armor Class, to a minimum value of 0. Any lost Armor Class is regained after 24 hours have passed. This penalty stacks with itself within a single encounter. Once the encounter is over, the final total remains in place for 24 hours, but cannot be further increased by confrontations with the same crimson claw during that time.

Rending Claws (Ex): Beginning at 3rd level, the crimson claw’s attacks begin to add up to a very painful total. If the crimson claw makes a full attack action against an opponent using his natural weapons and hits with all of his attacks, all of his damage dealt for that entire round is maximized. Extra attacks gained from haste, the speed property, or Flurry of Blows do not count towards the total hits needed for this ability to function - in essence, they grant the crimson claw extra chances to trigger the effect of Rending Claws.

Hunter’s Leap (Ex): Beginning at 4th level, when the crimson claw takes a full attack action, he may move up to half his base land speed between every attack. Rending Claws, if triggered, applies its maximized damage to every opponent struck that round, assuming he chooses different targets.

Carmine Embrace (Ex): At 5th level, whenever the crimson claw scores a hit on a creature with his natural weapons and deals slashing damage, that creature gains a -1 penalty to all attack rolls. This penalty stacks with itself (and Carmine Caress) within a single encounter. Once the encounter is over, the final total remains in place for 24 hours, but cannot be further increased by confrontations with the same crimson claw during that time.

Scarlet Shred (Ex): Beginning at 6th level, the crimson claw ignores damage reduction equal to his class level when attacking opponents in melee with his unarmed strike or other natural weapons. All damage reduction is ignored if the opponent is wounded.

Brutal Focus (Ex): A 6th level crimson claw may use the better of his Strength or Wisdom scores to determine his bonuses to attack and damage with unarmed strikes, and the benefits derived from monk class features or the Monastic Dedication ability.

Rending Talons (Ex): At 7th level, if the crimson claw triggers his Rending Claws ability and an opponent takes damage from all maximized attacks during that round, they take Constitution damage equal to the number of attacks made, as per the wounding property applied to their claws for that full attack action.

Vermilion Vivisection (Ex): Beginning at 8th level, the crimson claw can score critical hits, stunning fist attempts, and sneak attacks on creatures that are normally immune by virtue of racial benefits. The fortification property, class features, and Improved Uncanny Dodge still retain their defensive properties.

Carmine Condemnation (Ex): At 9th level, whenever the crimson claw scores a hit on a creature with his natural weapons and deals slashing damage, that creature gains a -2 penalty to all weapon damage dealt. This penalty stacks with itself, Carmine Caress, and Carmine Embrace within a single encounter. Once the encounter is over, the final total remains in place for 24 hours, but cannot be further increased by confrontations with the same crimson claw during that time.

Hunter's Rush (Ex): At 10th level, whenever the crimson claw reduces an opponent with at least 3 HD to 0 hit points, he regains 10 hit points and his next successful unarmed attack gains the wounding property.

Wrath of the Crimson Claw (Ex): A 10th level crimson claw adds 3 levels to his total effective monk levels when determining his base unarmed damage, and his access to the Ki Strike ability progresses at full level advancement with his crimson claw levels (as per Monastic Dedication), despite its status as a Supernatural ability.

Overneath
2014-05-28, 12:42 PM
The Practitioner of the Tranquil Mind

"Every movement you make echoes throughout a thousand years and a thousand steps. It is for me to pass along these ripples and do nothing so much as allow them to drown you in your own careless discordance."

Everything is connected. To believe otherwise is to have no place among those who embrace the equality of the all and the nothing. The spellcasters who are willing to dedicate themselves to the pursuit of a higher monastic calling (or vice versa) refer to their path as the Tradition of the Tranquil Mind, the acceptance of their place in the natural order of things. To them, every action someone takes is merely an extension of another action, and to recognize such things is to weave them together in a subtle and, if necessary, dangerous art that transcends the boundary between cause and effect. After all, if something has already happened, how could someone possibly alter the result?

Hit Dice: d4

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex and Will, Poor Fortitude


Requirements

To qualify to become a Practitioner of the Tranquil Mind, a character must fulfill all the following criteria.


Skills: Concentration 10 ranks, Spellcraft 8 ranks, Knowledge (arcana, nature, psionics or religion) 6 ranks
Feats: Still Spell, Silent Spell, Improved Unarmed Strike
Spellcasting: Ability to cast spells of 2nd level or higher
Special: Must receive training from a higher level practitioner in order to enter the prestige class. What this process entails is different for every teacher.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+2

+2

Tranquil Tradition, Without Sound

+1 level of existing spellcasting class

2nd

+1

+0

+3

+3

Within the Universe

+1 level of existing spellcasting class

3rd

+2

+1

+3

+3

Release the Claw

+1 level of existing spellcasting class

4th

+3

+1

+4

+4

Preordained Reaction

+1 level of existing spellcasting class

5th

+3

+1

+4

+4

Without Action

+1 level of existing spellcasting class

6th

+4

+2

+5

+5

Sweep the Leg

+1 level of existing spellcasting class

7th

+5

+2

+5

+5

Absolute Certainty

+1 level of existing spellcasting class

8th

+6

+2

+6

+6

Dull the Mind

+1 level of existing spellcasting class

9th

+6

+3

+6

+6

Motionless Harmony

+1 level of existing spellcasting class

10th

+7

+3

+7

+7

Without Thought, Instantaneous Arcana

-



Class Skills

The Practitioner of the Tranquil Mind's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the Practitioner of the Tranquil Mind.

Weapon and Armor Proficiency: Practitioners gain no proficiency with any weapons, armor, or shields.

Tranquil Tradition: As the practitioner delves into her understanding of the universe, she also continues her exploration of the self. At every level of this prestige class (except 10th), she also adds an effective level both to her former martial artist class and her former spellcasting class for the purposes of class features and spells per day/spells known, respectively. Her martial artist class may be monk, ninja, or any martial adept class, and every level of Tranquil Mind progresses her class features in that class as though she had also taken a level in that class. If she did not have levels in any such class prior to becoming a practitioner, she does not gain the benefit of this feature.

For her spellcasting, at every level except 10th, she gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a practitioner, she must decide to which class she adds the new level for purposes of determining spells per day.

Regardless of her class composition, a practitioner gains the Stunning Fist feat for free at 1st level if she did not already possess it, and uses it as a monk of a level equal to her character level.

Without Sound (Su): Beginning at 1st level, the practitioner has learned to disperse the sounds of her incantations, spreading them out into the fabric of the universe to serve a greater purpose. She casts 1st, 2nd, and 3rd-level spells as though they had no verbal components, as per the Silent Spell feat. At 5th level, she may cast 4th, 5th, and 6th-level spells without verbal components as well. At 10th level, the practitioner casts all of her spells without verbal components. She may freely choose not to use this ability with regard to a particular spell as she casts it at any time.

Within the Universe (Ex): Beginning at 2nd level, the practitioner has begun to understand the greater purpose of everything more clearly, and has undergone a revelation in the process. The revelation is specific to the practitioner, but it allows her to automatically 'succeed' on a single Knowledge check once per day, even if she is untrained. The absolute results are at the discretion of the DM, but generally she should get some idea of the answer she was looking for. This ability cannot be used twice with regard to the same specific topic, but a true Knowledge check may still be performed normally.

Release the Claw (Su): At 3rd level, the practitioner may link the will of her spells to the essence of her body, and the bodies of others. Twice per day, she may attach a Disarm attempt (which is rolled normally, but without a retributive penalty for failure) to a spell she casts, using it as her melee attack instead of her hands or weapon. The spell determines the range and target (though in the case of area spells she may still only disarm one person at a time), and if the spell has no effect, neither does the Disarm attempt. She gains a +2 bonus to the disarm attempt for every spell level above 1st of the 'carrier' spell she uses - searing light, a 3rd-level spell, grants a +4 bonus.

Beginning at level 6, she may attempt to Disarm all enemies the spell affects, instead of only one. She still makes her opposed roll only once, and checks every affected enemy individually to see if they lose their weapons.

Preordained Reaction (Ex): At 4th level, the practitioner's fighting style has become necessarily more elegant then simple kicks and punches. Every single move has been calculated beforehand, making it trivial to unleash them at a moment's notice. Whenever she makes an attack of opportunity, she may add a use of Stunning Fist, a Trip attempt, or a Disarm attempt to the attack as if she had made a normal standard attack.

Without Action (Su): Beginning at 5th level, the practitioner has allowed her very magical essence to inhabit the self that the universe is, pulling at its strings instead of relying on her body to hold an enchantment. She casts 1st, 2nd, and 3rd-level spells as though they had no somatic components, as per the Still Spell feat. At 10th level, she may cast 4th, 5th, and 6th-level spells without somatic components as well. She may freely choose not to use this ability with regard to a particular spell as she casts it at any time.

Sweep the Leg (Su): At 6th level, the practitioner has broadened her arcane horizons to allow spells to mimic another type of close combat. This ability acts like Release the Claw, except the practitioner may allow a spell to 'carry' a Trip attempt instead of a Disarm attempt. It uses the same pool of uses that Release the Claw does, but adds two more of its own (using either ability would take one daily use from what is now a 4/day pool).

Beginning at level 8, the practitioner may attempt to Trip all enemies the spell affects, instead of only one. She still makes her opposed roll only once, and checks every affected enemy individually to see if they fall prone.

Absolute Certainty (Ex): Beginning at 7th level, the practitioner understands more fully how to match force with force, and more specifically how to turn energy borrowed from the self-that-is back inward. Once per encounter, when she is targeted with a spell or attack, she may make an attack roll at her highest base attack bonus. If her roll exceeds a caster level check in the former case or the hostile attack roll in the latter case, the attack is harmlessly deflected.

Dull the Mind (Su): Completing her cycle of martial perfection, an 8th level practitioner may add a Stunning Fist attempt to a spell instead of a Trip or Disarm attempt. This function works differently from Release the Claw and Sweep the Leg, in that the DC of the attack is added after the DC of the spell. If the spell hits the target enemy and forces a saving throw, that enemy must also make a saving throw against the Stunning Fist attempt, failure resulting in being stunned for 1 round as normal. A target might resist the spell itself but fail their save against the stun. Using this ability draws from the same pool as its sister abilities, and adds a fifth and final use - using Release the Claw, Sweep the Leg or Dull the Mind draws a daily use from the same 5/day pool.

Motionless Harmony (Su): A 9th level practitioner can draw pure physical energy from the self-that-is and use it to form new bonds across the universe, then connect these bonds to herself. Once per day as an immediate action, she may teleport up to 100 feet in any direction. Successfully affecting an enemy with Release the Claw, Sweep the Leg or Dull the Mind reinforces her understanding of this concept and adds the energy necessary to do so, restoring the daily use.

Without Thought (Su): At 10th level, the practitioner has achieved the ultimate goal of fusing her magic into the part of her being that occupies the self-that-is, turning incantation into instinct. Every 1st, 2nd, and 3rd-level spell she casts, if its casting time is a standard action, becomes a swift action, as per the Quicken Spell feat. She may freely choose not to use this ability with regard to a particular spell as she casts it at any time.

Instantaneous Arcana (Su): With knowledge comes understanding and the ability to manipulate, and a 10th level practitioner literally operates on a different frequency from other spellcasters. She cannot be counterspelled, and her spells cannot be utilized as an impetus for additional action such as readied actions or contingency magic.

Overneath
2014-05-28, 03:38 PM
The Practitioner of the Unlimited Will

"The word 'impossible' is used only by the unenlightened."

The mortal mind is more powerful than most who possess one can imagine. Long ago, masters of the ancient monastic traditions that gave way to the monk's profession discovered the true capacity of the mind, body and soul to perform feats well beyond what seemed to be possible - indeed, it is said that the concept of the impossible is only an extension of the barrier between normal monks and these old masters of the art they called the 'Unlimited Will'. By tapping into their own willpower, these individuals could shatter the very laws of the universe, ignore such concepts as 'space', 'pain', and even time itself. Practitioners of this style give up some of their martial prowess to become more in tune with their own being, and ascending to a level that, supposedly, only wizards could grasp at.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude and Reflex, Will Save Bonus is Good +2


Requirements

To qualify to become a Practitioner of the Unlimited Will, a character must fulfill all the following criteria.


Alignment: Any lawful
Skills: Concentration 9 ranks
Class Feature: Still Mind OR Feat: Improved Iron Will
Saving Throw Bonus: Will +4 or higher, not including feat bonuses



Level
BAB
Fort
Ref
Will
Special
Powers Known

1st

+0

+2

+2

+4

Secret of the Monastic Tradition

-

2nd

+1

+3

+3

+5

Secret of the Mind's Power

+1 level of existing manifesting class

3rd

+2

+3

+3

+5

Secret of the Unstrung Fate

+1 level of existing manifesting class

4th

+3

+4

+4

+6

Secret of the Exceptional Success

+1 level of existing manifesting class

5th

+3

+4

+4

+6

Secret of the Unbreakable Center

+1 level of existing manifesting class

6th

+4

+5

+5

+7

Secret of the Immortal Flesh

+1 level of existing manifesting class

7th

+5

+5

+5

+7

Secret of the Unenlightened Dissonance

+1 level of existing manifesting class

8th

+6

+6

+6

+8

Secret of the Unfettered Movement

+1 level of existing manifesting class

9th

+6

+6

+6

+8

Secret of the Intangible Shell

+1 level of existing manifesting class

10th

+7

+7

+7

+9

Secret of the Unlimited Will

+1 level of existing manifesting class



Class Skills

The Practitioner of the Unlimited Will's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the Practitioner of the Unlimited Will.

Weapon and Armor Proficiency: Practitioners are proficient with all monk weapons if they were not already.

Secret of the Monastic Tradition: A practitioner of the unlimited will combines his practitioner levels with monk levels, ninja levels, samurai levels and swordsage levels for the purposes of those classes' class features, and the progression thereof. Thus, an 8th-level monk/4th-level practitioner of the unlimited will would have the unarmed damage, speed increase, flurry of blows progression and other abilities of a 12th-level monk.

If the practitioner of the unlimited will did not have levels in any of these classes, he is simply considered to have the class features of a monk equal to his class level.

Secret of the Mind's Power: Beginning at 2nd level, the practitioner of the unlimited will gains Wild Talent as a bonus feat if he was not already psionic, and gains a Power Point Reserve of 2 points. He may learn 2 1st-level psychic warrior powers of his choice. Every level thereafter, he gains an additional 2 Power Points and learns an additional 1st-level psychic warrior power. Beginning at 5th level, he may learn 2nd-level powers, and 3rd-level powers beginning at 8th level. His manifester level is equal to his class level, and his manifesting ability score for the purposes of power DCs and extra Power Points is Wisdom.

If the practitioner previously had levels in a manifesting class, however, he progresses that class' powers known and power points per day as normal for a manifesting prestige class. The character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of practitioner to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a practitioner of the unlimited will, he must decide to which class he adds the new level of practitioner for the purpose of determining power points per day, powers known, and manifester level.

If the practitioner gains a level in a manifesting class after taking levels in practitioner of the unlimited will, they can choose whether to progress their power lists for the new class and the prestige class separately, or retroactively add their effective gains in manifester level to the new class. If they choose the latter option, they lose all previously-gained Power Points and powers known from practitioner of the unlimited will, but gain new ones from the freshly-enhanced manifesting class.

Secret of the Unstrung Fate (Ex): The practitioner of the unlimited will makes his own fate - through the power of his mind, he is no longer bound by the whims of the universe. Beginning at 3rd level, he can add his Wisdom modifier to a single d20 roll as an immediate action. The bonus must be declared before the result of the roll is known, but can be withheld until the original dice is cast. For example, a character could roll a 9 on a Reflex saving throw vs. a fireball, and elect to add this bonus to his saving throw, but must do so before the DM declares whether he failed or succeeded on his save with the original value.

Secret of the Unstrung Fate may be used a number of times per day equal to half the practitioner's class level.

Secret of the Exceptional Success (Ex): Beginning at 4th level, the practitioner of the unlimited will is able to not simply perform feats that seem beyond the mortal ken, but do so in awe-inspiring ways. If the practitioner rolls a skill check that takes up a standard, move, or full-round action and beats the DC by 5 or more, he can complete the task as a swift action instead. Actions made as a part of that check are also retained, so a practitioner could make a Climb check as part of a move action and, if he beats the Climb DC by 5 or more, he would convert that move action into a swift action, allowing him to make a full attack action or move once again.

Secret of the Exceptional Success may also apply to normal attack actions. If the practitioner makes an attack against a creature and beats their AC by at least 5, a standard attack becomes a swift action and a full attack becomes a standard action.

Twice per day, the practitioner may simply declare the benefits of this ability, turning any full-round action into a standard action, or any standard/move action into a swift action.

Secret of the Unbreakable Center (Ex): Beginning at 5th level, the practitioner has linked his mind, body and spirit together, strengthening them all to an incredible degree. He gains a +4 bonus to his saving throws against spells, spell-like abilities, psionics and psi-like abilities, and immunity to hostile mind-affecting abilities (not just spells). He also gains the benefits of the monk's Diamond Soul ability as a monk equal to his character level. If he was already a monk, he adds his levels in practitioner again to the bonus of Diamond Soul, effectively adding his class level to his spell resistance.

Twice per day, the practitioner may voluntarily remove his immunity to mind effects against a single mind-affecting spell or ability. If he does so, and beats the saving throw anyway, he may immediately take a standard or move action in the middle of the round. His initiative does not change.

Secret of the Immortal Flesh (Ex): Beginning at 6th level, the practitioner's earlier unity of mind, body and spirit have made their mark on his physical form, making him more difficult to damage. He gains permanent damage resistance/reduction of 5/- against all damage types, which stacks with all other forms of damage reduction. If he is Psionically Focused, these values double.

Twice per day, if the practitioner is hit by a weapon or touch attack, he may immediately force the enemy to reroll their attack roll at a penalty equal to his Wisdom modifier.

Secret of the Unenlightened Dissonance (Ex): Beginning at 7th level, the practitioner's keen grasp of his enlightened self allows him to better perceive the painfully savage manner in which most other beings comport themselves. He may make an attack of opportunity against any opponent that misses him in melee combat, limited only by the number of attacks of opportunity he himself can actually make. He may also trigger a 'sudden step' under certain circumstances. A sudden step acts in all ways like a 5-foot step, except that the speed increment is equal to 1/4th of the practitioner's base land speed (minimum 10 feet, rounded down to the nearest multiple of 5), and it can be used at any point during the round. Every time the practitioner succeeds on a skill check or saving throw, or whenever he succeeds on an opposed roll not started by himself (for example if someone attempts to disarm him), he may make a sudden step immediately.

Secret of the Unfettered Movement (Ex): Beginning at 8th level, the practitioner can achieve a limited control over his own personal perception of time and space, making him incredibly fast and agile. When he activates Secret of the Unstrung Fate, he may immediately make a sudden step. In addition, all sudden steps he makes can propel him straight up into the air as well as all usual directions on the ground.

Secret of the Intangible Shell (Ex): Beginning at 9th level, the practitioner can simply will his body to survive and adapt to even the most dangerous circumstances. He no longer needs to sleep, and needs only to eat and drink once per month to keep himself healthy. He always knows which way is 'up' and which way is 'north', and is not affected by altered gravity or null gravity states as a natural part of other planes unless he wishes to be. Spells and supernatural abilities, however, can still alter his gravitational state.

Secret of the Unlimited Will (Ex): A 10th level practitioner of the unlimited will has mastered his art. He is still mortal, but he understands the exact limits of what that state implies - specifically, that there are no limits anymore. Firstly, he doubles his maximum age, or increases it to 150 years, whichever results in a higher value. He no longer takes physical ability score penalties from aging, though he gains the benefits to mental ability scores. When he does die of old age, he has a 25% chance of continuing to exist as a ghost, retaining all features of this prestige class (practitioners with levels in forsaker cannot become ghosts).

In addition, he gains a special ability, usable once per day as a free action. He enters a state for 1 full round in which he makes no mistakes and ignores all boundaries of possibility or rationality. The mechanical benefits of this are that he treats all dice rolls as if he had naturally rolled the maximum value and automatically exceeds all skill check DCs by 5, regardless of their original DC. In practice, however, the roleplaying aspects of this ability can be much more amazing than the dice rolls might imply. The only limit, after all, is desire - and the DM's goodwill, of course.

After activating this ability, the practitioner gains a +2 bonus to all rolls and checks for the rest of the encounter. After the encounter ends, however, he becomes fatigued and cannot use any spells or powers unless he is freed from that condition.

Finally, the practitioner may take uses per day from the pool provided by Secret of the Unstrung Fate (which at this point allows him to add his Wisdom bonus to any d20 roll five times per day) and trade them in for additional uses from any other practitioner class feature that has such a limitation. For example, if he has four uses per day remaining on Unstrung Fate and zero on Exceptional Success, he may take a use from Unstrung Fate (bringing its uses for that day down to zero) and use Exceptional Success' limited-use ability even though he had zero uses remaining for the day.

Furthermore, every time the practitioner enters a state of perfection by using Secret of the Unlimited Will, he immediately regains all expended uses of Secret of the Unstrung Fate.


Final Thoughts: You may have noticed that all of these features are psionic or Extraordinary. That is intentional - if optional rules for psionics are in effect, a Forsaker/Unlimited Will combination is not only valid, but can be very, very dangerous, especially to the unwary spellcaster. The Forsaker gives up some of their high-end magekiller features in exchange for the ability to break reality almost as hard as their quarry.

Overneath
2014-05-28, 03:55 PM
The Practitioner of the Warded Stance

"You claim defense from my wrath because you can hear my voice? What you hear is the clamor of your own doom. You have lit the fuse for your own demise, and now, my warrior spirit burns.

Shadowless Kick!"

Many martial artists are capable of channeling their internal energies, such as ki, to enhance their bodies and make themselves a greater danger on the battlefield. Older practices, however, postulate that certain methods of honing and releasing this energy can be attained by use of certain, carefully-cultivated stances. These Warded Stances (whether they are named after their originators or the reverse is a subject of debate) are to combat positioning what magic is to the written word - ancient, perfected, and with the potential to release truly catastrophic effects. Practitioners of this style of combat must be judicious in their application of it, as the right stance at the right time can turn the tide of battle, but the complexity of their effects compared to simply shouting 'stunning fist' at someone is intimidating to some. Masters, however, are capable of seamlessly adjusting their tactics, strengths, and weaknesses to fit the situation at hand, be it merging into the shadows, calling down gouts of flame, or moving with blinding speed.

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude, Reflex, and Will


Requirements

To qualify to become a Practitioner of the Warded Stance, a character must fulfill all the following criteria.

Base Attack Bonus: 6+
Skills: Perform (dance or oratory) 4 ranks
Feats: Dodge, Mobility
Special: Must be able to enter a Martial Stance, as a martial adept, though having levels in an initiator class is not necessarily required. [/INDENT]



Level
BAB
Fort
Ref
Will
Special

1st

+1

+2

+2

+2

First Warded Stance (Passive)

2nd

+2

+3

+3

+3

Second Warded Stance (Passive)

3rd

+3

+3

+3

+3

Third Warded Stance (Passive), First Warded Stance (Attack)

4th

+4

+4

+4

+4

Second Warded Stance (Attack), Bonus Stance

5th

+5

+4

+4

+4

First Warded Stance (Detonation), Third Warded Stance (Attack)

6th

+6

+5

+5

+5

Second Warded Stance (Detonation)

7th

+7

+5

+5

+5

First Warded Stance (Defense), Third Warded Stance (Detonation)

8th

+8

+6

+6

+6

Second Warded Stance (Defense), Bonus Stance

9th

+9

+6

+6

+6

First Warded Stance (Ultimate), Third Warded Stance (Defense)

10th

+10

+7

+7

+7

Second Warded Stance (Ultimate), Stance Mastery



Class Skills

The practitioner of the warded stance's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Dex), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the Practitioner of the Warded Stance prestige class.

Weapon and Armor Proficiency: The practitioner gains no proficiency with any additional weapons or armor.

Art of the Nine Blades: A practitioner of the warded stance adds her class level both to any monk levels she might previously have possessed and to her effective initiator level for the purposes of what martial maneuvers she may learn. If she had levels in an initiator class, she progresses its maneuvers readied and known with each additional level as normal. If she did not, she may still gain new maneuvers from feats such as Martial Study or her Bonus Stance feature.

The bonus to monk levels allows her to progress all Extraordinary features as part of that class, but not any Supernatural abilities. If the practitioner had no monk levels, she gains unarmed damage, unarmored AC bonus, and movement speed equivalent to a monk of her class level.

Llewyn is a 3rd level warblade, 3rd level monk when she takes her first level in this prestige class. She is a 4th level warblade for the purposes of maneuvers and stances, but no other class features. She is a 4th level monk for the purposes of her unarmed damage and flurry of blows, and she gains the Uncanny Dodge class feature, but she does not gain access to Ki Strike.

Ki Channeling: The secrets of a Warded Stance are such that more than simple repetition and fluid footwork are required to properly use their techniques. In order to activate a stance and use its abilities, the practitioner must clearly vocalize the name of the stance or ability in question. This is the infamous practice of 'calling your attacks' in action, and the magic does not work properly if the practitioner whispers or is silenced in some way. The Passive bonus from a stance will remain in place if a practitioner is struck dumb while that stance is already active, and Passive bonuses never need to be activated.

This requirement is quite literal: If a practitioner wanted to activate Solar Stance, she would need to clearly (and sometimes loudly) state 'Solar Stance' to focus her Ki into the task. It does not matter what language she speaks in - words spoken to channel Ki in this way are clearly understood by any creature in hearing distance that has a native language, in that same native language. Stances and their abilities, however, cannot be activated by accident simply by uttering the phrase under normal circumstances - intent must be present.

Once activated, as a standard action, a stance lasts until dismissed as a free action.

All stances have several important abilities, as well as types that they are divided into based on their speed and area of focus.

The SPEED of a stance determines how quickly someone can use its Attack, Detonation, and Defense abilities. A SLOW stance requires a full-round action, a MEDIUM stance requires a standard action, and a FAST stance only requires a swift action. All stances require a standard action to switch into the stance itself. Usually, the speed of a stance says much about its tactical place in combat. Strong, slow stances tend to stand on their own as beneficial or destructive powers, but a faster stance's abilities can be used to complement the rest of your actions in a round.

The TYPE of stance in question is a quick look at its intended purpose. OFFENSE stances are intended to damage or destroy. DEFENSE stances buff or heal yourself or allies. MAGIC stances tend to be more esoteric, but generally alter the battlefield, debuff, or affect spells in some way. What type a stance is also determines how it Detonates, as described below.

Together, Speed and Type can tell you a lot about how to use a stance with a quick look - 'stance at a glance', if you will. For Example, the Whirling Saber stance is Fast Offense, meaning it's supposed to offer quick ways to hurt enemies. And, in fact, its pastiche as a stance is to put down as many attacks as possible.

Every stance has five different abilities: Passive, Attack, Detonation, Defense, and Ultimate. These are simply the extra options available to you for being in a stance, and they expand as you gain levels.

A Passive ability is always with you - it comes as part of activating a stance. Generally, these are small but helpful benefits that represent the later potential of the stance in question. For example, Solar Stance is all about fire, and as such gives you a fire damage bonus to your attacks while using it.

An Attack ability is your mainstay in a stance. You activate it using an action in accordance with the Speed of the stance, choose a target, and profit. You may use Attacks as many times per encounter you like, but you can’t use the same Attack in consecutive rounds. Using an Attack charges your Detonation.

A Detonation ability is when complementary effects start coming into play. Traditionally, a Detonation ability works in tandem with the same stance's Attack ability (and sometimes its Defense) ability. A Detonation is a targeted effect that manipulates some kind of trigger to produce a status in accordance with the stance's Type. If this sounds complicated, don't worry, every Detonation ability will tell you exactly what it can and can't be used on and what its effects are in the stance description. You can’t use your Detonation ability unless you’ve used your Attack first. Once you use your Detonation, you need to use your Attack again to charge it. Using your Detonation charges your Defense ability.

A Defense ability is like a special, more advanced passive. Activating it will confer additional benefits on you, and sometimes allies, for a short period of time. Some Defense abilities are instantaneous, but otherwise their effects last for 1 round per 2 class levels and can't be re-applied until the duration runs its course. You can’t use your Defense ability until you’ve charged it with your Detonation. Once you use it, you can’t use it again until your Detonation has recharged it.

The Ultimate ability is the mightiest tool your stance can give you, a powerful effect that can change the course of a battle. It can only be used once per encounter, and must be charged up first. You have to stay in a stance for at least 5 successive combat rounds to unlock your Ultimate, and these rounds only count if they are accrued during the combat encounter itself.

It should be noted that stance names are static and Passives don't have them. Similarly, most Attack, Detonation, Defense and Ultimate abilities aren't named at all. Bearing in mind that your character has to speak the name of an ability aloud whenever it's used, you're encouraged to come up with names that fit not only the theme of the stance, but also your character, something they can be proud to shout while crushing goblin/orc/ogre/giant/tarrasque skulls. Will you play the cunning saboteur and choose common words that will allow you to drop into invisibility without undue ruckus? Or dispense with that nonsense, pop Raging Tempest Stance, and scream 'HADOKEN!' with unbridled glee? The choice is yours.

These rules allow for a variety of options, and if you and/or your DM wish to devise a new stance to suit your character, feel free to use these and the core stances as a baseline for what you’ll need to create your own stance, or fine-tune an existing one.

Progression of Stances: If you have access to more than one stance, you can switch between them once per round. Normally activating a stance takes a standard action, but if you are already in one, switching to another is a free action.

You unlock your first stance at 1st level, and with it, you unlock its Passive. At 3rd level, you unlock that stance’s Attack. At 5th level, you unlock its Detonation. At 7th level, you unlock its Defense. Finally, at 9th level you unlock your first stance’s Ultimate ability.

You unlock your second stance and its Passive at 2nd level. Its Attack comes at level 4, its Detonation at level 6, its Defense at level 8, and its Ultimate at level 10.

At level 3, you learn your third and final stance and its Passive. Its Attack is unlocked at level 5, Detonation at level 7, Defense at level 9, though you can never learn a third Ultimate.

On any new level, you can ‘swap out’ your second or third stance and replace it with another stance you do not know. The new stance unlocks whatever abilities the replaced stance had already unlocked. For example, Jerome gains 7th level and decides to swap out his second stance, Solar, for Astral. He loses Solar Stance but gains Astral Stance as well as its Passive, Attack, and Detonation.

Bonus Stance: At levels 4 and 8, the practitioner learns a new stance from any martial discipline among the Nine Swords. They must meet the prerequisites of the stance in order to be able to learn it.

Stance Mastery: At 10th level, the practitioner has mastered Warded Stances so thoroughly that more traditional forms of combat seem like child’s play. They may gain the benefit of two martial stances (from Tome of Battle) simultaneously. If the character somehow manages to become a 10th-level Practitioner/20th-level Warblade, this feature stacks with the warblade capstone, for a total of three stances, plus a warded stance.

Offense Stances:

SOLAR, MEDIUM OFFENSE STANCE

Reverently known as the most basic of stances, but not one to be underestimated, Solar Stance masters the element of fire, creating and expanding it in combat to bring the sun’s wrath down on opponents.

Passive: All attacks made while in this stance deal extra fire damage based on the level of the practitioner. +1 fire damage per level against most enemies, and +1d6 fire damage per two levels against enemies with Fire Vulnerability. If more than one attack per round from the same practitioner strikes a flammable target, it must make a DC 18 Reflex save or catch fire.

Attack: Releases a cone of flame as a standard action that sticks to creatures and objects. The cone originates from the practitioner and is 30’ long - any flammable creature or object must make a Reflex save with a DC equal to 10 + the practitioner’s class level + the practitioner’s Wisdom modifier or catch fire. Even if they make their saving throw, they take 2d6 fire damage immediately.

Detonation: Target an enemy or object on fire as a standard action. That enemy is no longer on fire, but only because the flames explode violently, dealing 1d6 damage per practitioner level with a Reflex save for half. The save DC is the same as that of Solar Stance’s Attack ability. The explosion deals damage to anything within 20 feet, but only for half damage, and the DC of the saving throw is reduced by 5.

Defense: Cover yourself in flames for 1 round per 2 class levels as a standard action. The flames make you immune to fire damage and inflict 1d10 fire damage on any enemy that attacks you in melee combat. This damage is dealt per attack, regardless of whether the attack hits.

Ultimate: Produce a massive explosion as a full round action centered on yourself. It deals 2d8 fire damage per class level to anyone except you within 40 feet. Enemies may make a Reflex save for half damage, but everything within the radius catches fire whether the save is made or not. The save DC is equal to that of Solar Stance’s Attack ability, but the DC increases by 5 if the target was already on fire.
MOUNTAIN WATCHTOWER, MEDIUM OFFENSE

Perhaps one of the most mundane stances, the Mountain Watchtower perfects the art of ‘traditional’ combat maneuvers like tripping and disarming enemies, and defending against same.

Passive: While you are in this stance, once per round you may make a free trip, bull rush, disarm or sunder attempt on an enemy you hit with a successful attack. You are not subject to an attempt yourself if you fail, nor an attack of opportunity, even if you lack the appropriate feat.

Attack: As part of this ability, you make a single disarm, bull rush, sunder or trip attempt on an opponent. If you succeed, you may immediately make a full attack against them.

Detonation: You may use this ability as an immediate action in response to a creature other than yourself attempting a trip, disarm, sunder or bull rush. You may grant the maneuver a bonus or penalty equal to half your class level. If you confer a penalty and the maneuver fails, the target creature immediately incites an attack of opportunity from all adjacent opponents.

Defense: You activate this ability as a standard action. For 1 round per 2 class levels, any time an opponent tries to sunder, trip, bull rush or disarm you, you are entirely immune to the results of the attempt, and that enemy suffers the maneuver as though they targeted themselves.

Ultimate: As a full round action, you may disarm, sunder, bull rush or trip every enemy opponent within 30 feet of you. You only roll your attempt once, and then compare the result to all enemy opposed rolls separately. You take no penalties if you fail an opposed roll.
HIDDEN HAND, SLOW OFFENSE

The Bane of Shields and the nightmare of shieldbearers everywhere, the Hidden Hand is a stance against which there is no defense except to accept your fate and pray the blow is not lethal. It was developed by assassins who, foiled again and again by increasingly heavy armor in pitched battles, devised a way to target vital points irrespective of whatever lies in the way.

Passive: While in this stance, you ignore 10% of Fortification and concealment per class level when attacking an opponent.

Attack [Shadowless Kick]: As a full round action, you make a single attack with the weapon you’re wielding. It hits, regardless of Armor Class or concealment, so long as you are able to percieve your target. The target must also make a Fortitude saving throw with a DC equal to 10 + your class level + your Wisdom modifier or be thrown back 20 feet and stunned for 1 round.

Detonation: You may use this ability as an immediate action in response to another creature using the Total Defense action or Fighting Defensively. You may add or subtract a value from their Armor Class for the rest of the round. This value can be a number of up to your class level.

Defense: As a full round action, you can sap enemy defenses on the fly for 1 round per 2 class levels. Whenever an enemy attacks you with a weapon, they must first overcome any damage reduction they possess as though you had the exact same type and amount.

Ultimate: As part of using this ability, you make a full attack action against an opponent. All of your attacks hit and (if possible) crit.
IMMORTAL STONE, SLOW OFFENSE

A spiritual cousin to the more common Stone Dragon discipline, the Immortal Stone connects its user to the earth itself, granting them strength and devouring their enemies as they try to escape.

Passive: While in this stance, you gain the dwarven Stability racial feature, and if you are already a dwarf you gain it again. In addition, all squares you threaten are treated as difficult terrain if the enemy passing through them must walk on solid ground.

Attack: As a full round action, you burrow through the ground, 20 feet per class level from your position to any location in range connected to you by solid ground. While moving in this manner, you do not provoke attacks of opportunity. If you exit a square adjacent to an enemy, you may make an attack against them, and they are treated as flat-footed.

Detonation: As a full round action, you use this ability on all opponents you have line of sight to. If they are on difficult terrain, they take 1d4 damage per class level and treat all terrain as difficult for the next 2 rounds.

Defense: As a full round action, you may encase yourself in solid stone to deflect hostile blades. You gain damage reduction 20/adamantine for 1 round per 2 class levels.

Ultimate: As a full round action, you can use this ability to turn all squares connected to solid ground within 100 feet into difficult terrain, but only for hostile creatures. Flying creatures within 30 feet of the ground must make a Reflex save with a DC of 10 + your class level + your Wisdom modifier or be pulled directly to the ground and take double falling damage. You and your allies move at double speed on the affected terrain. The effect lasts for 1 minute.
WHIRLING SABER, FAST OFFENSE

As the enterprising creator of this stance described her work, the only thing better than stabbing is more stabbing. The Whirling Saber revolves around making as many attacks and possible, thriving on momentum and ensuring no man nor beast can keep up.

Passive: While in this stance, you reduce the penalties of your iterative attacks by 1 per class level, to a maximum of your full base attack bonus. A 7th level practitioner with +15 base attack bonus, instead of +15/+10/+5, would make a full attack with +15/+15/+12.

Attack: You use this ability as a swift action to attack an enemy in range at your highest base attack bonus. If you hit that enemy with your attack, you gain another attack at your full base attack bonus -5. If this bonus attack hits, you can make another one with an additional -5 penalty to hit. You may continue to make attacks until you miss.

Detonation: You may use this ability as an immediate reaction in response to an enemy in your line of sight making a full attack action. For that full attack, their iterative attack penalties are doubled from -5 to -10 (+15/+10/+5 becomes +15/+5/-5).

Defense: You may use this ability as part of a full attack action. Every time you hit your target that same round, you regain 1d6 lost hit points.

Ultimate: You may use this ability as a full round action. When you do, you make a full attack against every enemy within range, with no iterative attack penalty.
IRON CHAKRAM, FAST OFFENSE

Difficult to master but powerful in the right hands, the mysterious Iron Chakram bends time around its wielder, causing them to think with such blinding speed that it seems they can outthink an enemy before a course of action is even considered. These practitioners never strike until the moment is perfect, but when they do, there is little that can be done to stop them.

Passive: While in this stance, you can ready your standard, move, and swift actions separately or all at once. If you ready an action and the perameters you set did not occur, you gain a duplicate of that action type on your next turn.

Attack: As a swift action, make a single attack at your full base attack bonus against an enemy in range. If you hit, you can reduce their current initiative by up to your class level.

Detonation: When you use this ability, you choose whether it interrupts move or standard actions, then choose a target. The next time the chosen target takes an action of that type, you can immediately take an action of the same type that takes effect before theirs.

Defense: You can use this ability as a swift action to immediately move up one step in the initiative order.

Ultimate: You may use this ability as a swift action. All enemies currently involved in combat are forced to delay all their actions for one full combat round.

Defense Stances:

LUNAR, MEDIUM DEFENSE

Originally devised as a rite of passage by an order of moon priests, the Lunar Stance offers protection from the same chill it generates, while revealing threats to the wielder. In several ways the opposite of Solar Stance, it does little in the way of raw damage, but is useful for rooting out threats and preventing them from evolving.

Passive: You gain Darkvision out to the same potential distance as your normal vision, and it also penetrates magical darkness. You also gain a bonus to Spot checks equal to your class level.

Attack: As a standard action, you project a line 30 feet long in any direction. Enemies within the line are made alight as per glitterdust and slowed unless they make a Reflex save with a DC of 10 + your class level + your Wisdom modifier.

Detonation: You may activate this ability as a standard action, and it connects you to any slowed creatures within 60 feet, granting you touchsight out to that distance against those creatures only. In addition, creatures you can ‘feel’ with this ability can be literally affected by spells or abilities you possess with a range of Touch.

Defense: As a standard action, you erect a subtle field around yourself that makes you immune to cold damage and slow effects. The field lasts for 1 round per 2 class levels.

Ultimate: As a full round action, this ability emerges in a 60 foot radius centered on you. Enemies that are slowed are paralyzed for 2 rounds with no saving throw. Enemies that are not slowed are slowed but not paralyzed, also with no saving throw.
SHADOW, MEDIUM DEFENSE

Quiet. Terse. Self-explanatory. Don’t get caught.

Passive: While in this stance, you gain a bonus to Hide and Move Silently equal to your class level.

Attack: You can use this ability as part of an attack action. For the purposes of the attack, your enemy treats you as though they had no knowledge of your existence. They are flat-footed and you gain the benefit of being an invisible creature.

Detonation: As a standard action, you may use this ability to make a Hide check even if you’re being observed under a floodlight at high noon.

Defense: As a standard action, you can render yourself immune to all Divination spells, tremorsense, touchsight, blindsense, blindsight and any other sense that would normally make a Hide attempt irrelevant for 1 round per 2 class levels.

Ultimate: You can use this ability as a full round action. All allies within 60 feet, including yourself, are made invisible as per greater invisibility] using a caster level equal to your character level. Enemies within 120 feet under the effects of any Divination spell mysteriously lose control over it, and it is dispelled immediately.
VOID, SLOW DEFENSE

The stance of hunger and vengeance, the Void draws in enemies and their attacks, only to envelop them and devour their weapons of choice.

Passive: If an enemy attacks you in melee with a weapon and hits, their weapon takes damage as though you had made a successfuly sunder attempt against it, though your sunder deals only half normal damage.

Attack: As a full round action, you may make an attack into the air in front of you, creating a singularity that draws in foes. Enemies within 5 feet are drawn into your adjacent squares, enemies within 10 feet are drawn in to 5 feet away, and enemies 15 or 20 feet away are drawn in to 10 feet from you. All enemies drawn in this way take 2d6 damage, and enemies made adjacent (or those who were already adjacent) are knocked prone.

Detonation: You may use this ability as an immediate action in response to a hostile attack triggering your Passive. If you successfully deal damage to the enemy weapon, the attack deals no damage to you.

Defense: You may activate this ability as a full round action. For 1 round per 2 class levels, all enemies nearby take substantial penalties on their attack rolls. Adjacent enemies take a -15 penalty, enemies not adjacent but still in your reach take -10, and enemies up to 10 feet beyond your reach take -5.

Ultimate: You may activate this ability as a full round action. You make a disarm attempt against all enemies within 30 feet of you, and do not provoke an attack of opportunity if you fail. Any disarmed weapons are placed in your inventory. Enemies without weapons are sucked toward you, falling prone at your feet, and take damage equal to the maximum base damage of every weapon you disarmed (5 disarmed normal longswords deal 40 damage to any enemy sucked in).
BLAZING EYE, SLOW DEFENSE

The monastic traditions dedicated to countering magic are as ancient as they are effective. Even common monks are equipped with numerous ways to resist or neutralize the arcane arts. The Blazing Eye, so named for the manifestation of its aura, is no different.

Passive: While in this stance, you gain a bonus to saving throws against all spells, supernatural abilities, and spell-like abilities equal to half your class level, and do not automatically fail saving throws against such effects on the roll of a natural 1.

Attack [Dragon Fist]: As a full-round action, make a single attack against an enemy in range. Your attack ignores all spell effects that would otherwise block or weaken it and the action does not trigger any sequencer or contingency magic.

Detonation: You may use this ability as an immediate action in response to succeeding on your saving throw against any spell, spell-like ability, or supernatural ability. You may target one ongoing hostile magic effect that you can see and instantly dispel it.

Defense: You may activate this ability as a full round action. While it is active, you gain Spell Resistance equal to your character level + 12. If an opponent attempts to overcome it and fails, it becomes equal to your character level + 32 for the rest of that round. This ability lasts a number of rounds equal to half your class level.

Ultimate: You may activate this ability as a full round action. All hostile, ongoing magical effects within 40 feet of you are immediately dispelled if their caster level does not exceed your HD + 5.
ASTRAL, FAST DEFENSE

Originally developed as a way to safely travel between planes, the modern incarnation of the Astral Stance draws upon remnants of its former study to allow its wielder feats of incredible transdimensional speed in relative safety.

Passive: While in this stance, you gain a 20ft bonus to all of your base speeds.

Attack [Faster Than The Eye]: As a swift action, you use this ability to teleport twice in rapid succession, up to 30 feet each time, in any direction. If an opponent is adjacent to you at the end of either teleportation, you may make an attack against them using your highest base attack bonus. They are considered flat-footed and cannot react to the attack.

Detonation: If an object or enemy impedes your path during a move action, you can use this ability as part of that move action to pass freely through any obstacle without provoking attacks of opportunity.

Defense: As a swift action, you can use this ability to partially blend with the ethereal plane. For 1 round per 2 class levels, all of your equipment gains the Ghost Touch property and you always retain your natural, deflection, and armor bonuses to Armor Class, even against touch attacks or incorporeal creatures.

Ultimate: As a standard action, you can use this ability to radically alter your physical form, existing partially in several different planes at once. You gain all the benefits of incorporeality but none of the disadvantages, and you can see and interact freely with denizens of the ethereal or astral planes while still existing on the prime. This ability’s effects last for one minute.
RED MANTIS, FAST DEFENSE

Sometimes with flair referred to as the ‘stance of true invulnerability’, Red Mantis relies on intuition and precision to recognize and counter incoming attacks, leaving its aggressors beaten and tangled among themselves.

Passive: While in this stance, you add your Wisdom modifier to the number of attacks of opportunity you can make in a round.

Attack: As a swift action, you can use this ability to make a single attack against an enemy in range at your highest base attack bonus, but dealing half damage. If you hit, the target provokes attacks of opportunity every time it takes an action for the next full round.

Detonation: When an enemy in your threatened area provokes an attack of opportunity, you can immediately activate this ability to make a second attack at your highest base attack bonus and take a move action, which does not itself provoke any attacks of opportunity.

Defense: As a swift action, you can activate this ability, which lasts for 1 round per 2 class levels. Whenever you would normally provoke an attack of opportunity while under its effects, the opponent who makes the attack of opportunity rolls the attack against themselves, not you.

Ultimate: As a move action, you can activate this ability to triple your reach and threatened area for 1 turn. If an opponent provokes an attack of opportunity from you and you hit, you deal maximum damage.

Magic Stances:

HEAVEN’S TOUCH, MEDIUM MAGIC

Perhaps the most beloved stance by those who don’t have to actually use it, Heaven’s Touch allows the wielder to recover from wounds at a truly astounding rate, and encourage that same healing in others.

Passive: While in this stance, you place 10 of your available hit points per class level in a pool that regenerates over time. You have Fast Healing 5 for the hit points allocated to this pool only - once they have all been regenerated, the rest of your hit point total is unaffected by your healing factor.

Attack: As a standard action, you make a single attack against an enemy in range at your highest base attack bonus. If you hit, you regain hit points equal to the damage you dealt plus the HD of the creature. If you desire, you can instead allocate the healing to a different, friendly creature within 20 feet.

Detonation: As a standard action, target a hostile spell effect present on a friendly creature. The effect is dispelled, and the friendly creature is healed a number of hit points equal to the caster level of the target spell.

Defense: As a standard action, you may heal all allies except yourself in a 30 foot radius for a number of hit points equal to your class level x your Wisdom modifier, and also cure them of all diseases and poisons. Alternatively, you may target only yourself with this ability, in which case you restore all of your lost hit points and are affected as though by a [i]greater restoration spell.

Ultimate [Helden Sterben Nicht]: As a full round action, you may target any number of dead creatures within 60 feet of you who had died within the last ten minutes. They are restored to life at full hit points and with no level loss.
MYSTIC THUNDER, MEDIUM MAGIC

The stance of the armykiller is not traditionally used in duels for obvious reasons, but those wielding the Mystic Thunder leave a trail of bodies in their wake nonetheless - one foolish cluster at a time.

Passive: Every enemy within your reach grants you a cumulative +1 bonus to all attack rolls and a +2 bonus to damage, including the damage you deal with spells.

Attack: As a standard action, you may make a single attack at your highest base attack bonus against every creature within your reach. Every time you hit, you may take a 5-foot step in any direction, and if new creatures come into your reach after you move, you may attack them as well. However, you may not attack the same creature twice with this ability. If you possess Cleave or Great Cleave, they apply normally.

Detonation: You may activate this ability as a standard action to ‘reactivate’ a spell with a duration of instantaneous that deals damage and was cast within the last five rounds. The spell takes effect with the same perameters as it did when it was first cast. The most common use of this detonation is to target spells with a large radius and decent damage, such as wings of flurry or meteor swarm.

Defense: As a standard action, you may activate this ability to reverse flanking benefits in relation to opponents near you for 1 round per 2 class levels. Enemies flanking you who would normally gain +2 to hit instead take a -2 penalty, and for every enemy more than two involved in a flank, the penalty increases by an additional -2.

Ultimate: As a full round action, you may release a blast of destructive energy that gains power from consuming the life forces of others. It begins with a radius of 20 feet and deals 5d6 damage. However, every time it hits an enemy hostile to you and actively involved in the pursuit of your injury or death, its radius increases by 5 feet and its damage increases by 1d6. Calculate the maximum radius and how many targets it hits before totalling and rolling for its damage. This ability deals no damage to you, allies, or neutral parties.
RAGING TEMPEST, SLOW MAGIC

The study of raw ki energy has been a point of focus in many monastic traditions for centuries, but few stances exemplify its power so completely as the Raging Tempest, which transforms its wielder into a living battery for their own power.

Passive: While in this stance, you gain access to a pool of charges that fuel your offensive abilities. You can hold up to one charge per class level, and every held charge grants you a +1 bonus to your damage rolls and your Armor Class. You gain one point of charge by dealing damage to a hostile opponent.

Attack: As a full round action, you can empower a strike with energy. You make a single attack at your highest base attack bonus, and you may allocate points of charge to deal extra damage, 1d4 points per expended point of extra charge. So, if your charge pool has 7 points and you expend 4, your attack would deal 4d4 extra points of damage.

Detonation: As an immediate reaction in response to being the target of a hostile spell, you may attempt to absorb it to charge your energy. You make an opposed roll of 1d20 + your HD vs. a caster level check on the part of the spellcaster. If you win, the spell does not affect you but you gain points of charge equal to the level of the spell.

Defense: As a full round action, you may activate this ability, which lasts for 1 round per 2 class levels. Every time you are struck by an opponent and take damage during its duration, you gain a point of charge.

Ultimate: As a full round action, you release all of your expended charge to release a line of superheated ki energy in a line 60 feet long. You may designate a single target inside the line as your primary foe, and the ability deals double damage to them. The damage dealt is equal to 1d10 + 2 points of damage per point of energy that was in your pool when you used this ability.
CRESTING WAVE, SLOW MAGIC

Self-improvement is second nature to many who undertake monastic traditions, but the Cresting Wave offers a quicker, more decisive path, building up spirit, flesh and bone even during the rigors of combat.

Passive: While in this stance, enhancement, morale, circumstance and competences bonuses offer you more of a benefit. You add +1 to the base modifier provided by these effects, and your bonus improves by another +1 at 6th and 10th level.

Attack: As a full round action, you can activate this ability to make a single attack against an opponent in range that is being provided some kind of enhancement, morale, circumstance or competence bonus from an outside ability or effect. If you hit, they no longer gain that benefit, but you do, using its normal duration and effects and applying the boost from your Passive to it. You can only steal one effect at a time in this manner.

Detonation: As a move action, you can target one ongoing hostile magical effect with a duration other than instantaneous or permanent that is present on your person and confers an enhancement, morale, circumstance or competence penalty. The penalty is removed, and you immediately gain the reverse corresponding bonus using the same duration as the original effect (for example, targeting crushing despair to gain a +2 bonus to various checks instead of the -2 penalty).

Defense: As a full round action, you may activate this ability to gain a +4 untyped bonus to a single type of roll, check, save, or ability score for 1 round per 2 class levels.

Ultimate: As a full round action, you may activate this ability and become invulnerable - totally immune to all damage, penalties and effects. You tally all of the outside effects or spells on your person that provide an enhancement, morale, circumstance or competence bonus. For every individual effect that provides such a bonus, your invulnerable state lasts for 1 round. If multiple bonuses are active but do not stack, you count them as a single effect.
DEMON TIGER, FAST MAGIC

Feared and reviled the world over by bards and assistant arcanists just trying to make a living, the Demon Tiger devours magical bonuses and helpful tricks, leaving only weakness and vulnerability.

Passive: While in this stance, all of your attacks confer a stacking -1 penalty to saving throws on the target for 1 round.

Attack: As a swift action, you activate this ability and target an opponent, becoming their worst nightmare. They become shaken and must make a saving throw with a DC equal to 10 + 1/2 your class level + your Wisdom modifier or also become frightened. This ability targets the opponent’s lowest saving throw, and if they fail the save by 5 or more, they gain 1d4 negative levels. This Attack ignores immunity to fear and level drain.

Detonation: As a swift action, target an opponent and tally how many outside spells, abilities or modifiers they have that confer some kind of positive bonus or benevolent defensive benefit. All such individual effects literally and spontaneously detonate, dealing 1d6 damage per effect with no saving throw.

Defense: As a swift action, you may activate this ability and become a malevolent void for 1 round per 2 class levels. Every time an opponent attacks you with a ranged or melee weapon but misses, they take a stacking -2 penalty to attack rolls for 1 turn. Every time an enemy targets you with a spell or supernatural ability and you make your saving throw, they take a stacking -1 penalty to saving throws and spell DCs for 1 turn.

Ultimate: As a full round action, you may target any single opponent within 30 feet and make them weak. They take a -6 penalty to all ability scores, saving throws, skill checks, attack and damage rolls and Armor Class for 1 minute.
STEEL VIPER, FAST MAGIC

Ostensibly produced by more assassins who thought Hidden Hand was too cute, Steel Viper is tailor-made to infect and drain all who oppose its wielder, making even the smallest bleeding wounds a mildest poisons a grave threat.

Passive: While you are in this stance, damage you deal can repeat. The first time you deal damage to a given opponent in a round, calculate half of the damage dealt and re-apply that number to them on the next round. This Passive does not apply in consecutive rounds. (You might punch for 18 damage, and then next round hit for 16. 9 damage, half of the 18 the round previous, would apply itself on the second round, but the target would not take 8 more on the third round, at which point the Passive would reset.)

Attack: As a swift action, you may make a single attack at your highest base attack bonus against any opponent in range. If it hits, you do not deal any damage, but the target must make a Fortitude save against a DC equal to 10 + your class level + your Wisdom modifier or suffer the effects of poison. The poison deals 1d4 points of damage in the initial round and then 1d6 points a minute later. You choose which ability score takes damage when you use this ability. The same creature cannot suffer from this poison more than once at the same time.

Detonation: As a swift action, target one creature you can see that is suffering from a damage-over-time effect, or the initial stages of a poison or disease. They immediately suffer the secondary effect of the poison or disease, or the damage-over-time effect applies all of its potential damage all at once. If this effect has no set duration but has a predetermined condition that halts the progression of the damage, such as being on fire, the effect simply ends and the creature takes damage equal to their HD plus your Wisdom modifier.

Defense: As a swift action, you can activate this ability while suffering from a poison or disease. You are immediately cured of its effects and gain its penalty as a bonus for 1 minute (for example, the spell poison would give you 2d10 points of temporary Constitution, no doubt to the chagrin of the caster).

Ultimate: As a full round action, you can activate this ability and force all healthy enemies in 30 feet to make a Fortitude save with a DC equal to 10 + your class level + your Wisdom modifier or fall unconscious for 1 turn. Even if they succeed, they take 1d6 points of temporary Constitution damage for the same amount of time. If the targets are poisoned or diseased, however, they automatically fail their next saving throw against the secondary effects of the poison or disease and cannot be cured of it until it takes effect.

Overneath
2014-05-29, 03:59 PM
The Shattered Rune Supplement


This is a quartet of prestige classes originally designed by Kelvin360 that represents the offensive arm of an organization known as the Order of the Shattered Rune. Easily integrated into virtually any medium or high magic setting, the Order's goal is to keep an eye on the good and neutral mages of the world and eliminate evil spellcasters, those that pose a significant threat to the free world.

The primary advantage that the Order has over, for example, a Forsaker is strength in numbers and the ability to use their opponent's strengths against them; specifically, every prestige class can use magic items and has some magical ability, even if it only comes from their class features.

The Sentinel is a defensive gish, a spellcaster with significant proficiency in the abjurative and physical fields. It is one of two prestige classes that are 'knights', the mainstays of the Order who can be promoted and who oversee the activities of the crusaders.

The Shadestalker is an investigator and assassin, whose speciality lies in infiltrating magical lairs and killing spellcasters or their minions before anyone knows they are there.

The Spellbinder is a full caster who operates under the assumption that the best way to fight a mage is to use a mage. They epitomize counterspelling specialization, and can lock down entire sections of an enemy's spellbook.

The Templar is what most picture when they think of the Order. Anything from a holy warrior to a frontline fighter, they are the most common members, capable of dispelling and countering tricks on a spellcaster's arsenal. It is one of two prestige classes that are 'knights', the mainstays of the Order who can be promoted and who oversee the activities of the crusaders.

For posterity, if the text says 'spellcaster' or 'mage', that means the ability affects anyone who can cast spells, manifest psionic powers, or use invocations.

===

The Sentinel of the Shattered Rune

"However powerful you think you are, I guarantee it isn't enough to take me down."

Hit Dice: d12

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a sentinel of the shattered rune, a character must fulfill all the following criteria.


Feats: Shield Focus (any), Spell Focus (abjuration)
Skills: Spellcraft 6 ranks, Concentration 8 ranks
Alignment: Any non-evil
Spellcasting: Ability to cast at least 2nd level spells, at least two of which must be from the Abjuration school
Special: Must have acted in defense of another sentient being against a hostile magic-user and saved that individual's life at the risk of their own.



Level
BAB
Fort
Ref
Will
Special
Arcane Spellcasting Progression

1st

+0

+2

+0

+2

Blessed Are They Who Stand, The Light Shall Lead

+1 level of existing arcane spellcasting class

2nd

+1

+3

+0

+3

Defensive Harmony 1/day, War Casting

-

3rd

+2

+3

+1

+3

Never To Rule Over Him

+1 level of existing arcane spellcasting class

4th

+3

+4

+1

+4

Blessed Are the Peacekeepers

-

5th

+3

+4

+1

+3

And I Shall Embrace You, Defensive Harmony 2/day

+1 level of existing arcane spellcasting class

6th

+4

+5

+2

+5

Junior Knight, Unshaken By the Darkness

-

7th

+5

+5

+2

+5

Let Chaos Be Undone, Defensive Harmony 3/day

+1 level of existing arcane spellcasting class

8th

+6

+6

+2

+6

Blessed Are the Righteous

-

9th

+6

+6

+3

+6

And the World Given New Life

+1 level of existing arcane spellcasting class

10th

+7

+7

+3

+7

I Shall Endure, Senior Knight, Defensive Harmony 4/day

-



Class Skills

The sentinel's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Spellcraft (Int).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the sentinel of the shattered rune prestige class.

Weapon and Armor Proficiency: The sentinel is proficient with all simple and martial weapons, with all types of armor, and with shields (including tower shields).

Spellcasting: Every odd numbered level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a sentinel, he must decide to which class he adds the new level for purposes of determining spells per day.

A sentinel of the shattered rune progresses their spellcasting in a unique manner. While they only add every odd-numbered level to their progressed spells known and spells per day, their effective caster level is increased with every class level. Thus, a Duskblade 7/Sentinel 6 would be able to cast the spells per day of a 10th level Duskblade, but those spells would contain the effects of a 13th level caster.

Knight's Oath: Upon entering the ranks of the Shattered Rune, an aspiring character must swear an oath to the cause. A character who breaks any of the clauses therein is dishonorably discharged effective immediately, and cannot take further levels in the prestige class unless they undertake a quest (chosen by their superior) and retake the oath, as well as the initial qualification. The clauses are thus:


A knight must obey all orders from his superiors. However, if the order is suspect or goes against the code, a knight may report it to another superior. This superior may also veto said order.
A knight must not willingly commit an evil act with malevolent intent. There are two concessions to this; First, a knight under the effects of mind-altering magic is not liable for his actions. Second, while most (if not all) knights are expected to have significant presence of mind, an act that results in evil but is performed for benevolent reasons will be judged on a case by case basis (for example, giving money to a beggar whom you do not know is a doppleganger).
A knight must do his utmost to stop and apprehend or kill a mage of malevolent intent when he learns of them. However, if he is obviously outmatched, he is required to contact the knight headquarters or find suitable reinforcements.


Blessed Are They Who Stand (Su): The first blessing a sentinel receives is the gift of resistance, an ability to shrug off the effects of magic. The sentinel maintains spell resistance equal to his Armor Class, but the value cannot exceed 10 + 2 x his class level. Therefore, a 7th-level sentinel with an Armor Class of 24 would also have a spell resistance of 24, but a 3rd-level sentinel could only reach a spell resistance of 16. In either case, the Armor Class itself is not similarly limited by class level.

The Light Shall Lead (Su): By their nature, sentinels are very hard to deceive. They gain a bonus to their Spot and Listen checks equal to one half of their class level, rounded up, and gain the same benefit to attempts made to disbelieve an illusion.

Defensive Harmony (Su): Beginning at 2nd level, the sentinel may bestow the benefits of his blessings to his allies. Activating this ability is a standard action that may be performed once per day. Additional daily uses are gains at levels 5, 7, and 10. Any ally within 60 feet of the sentinel gains the benefits of his Blessing features (Blessed Are They Who Stand, Blessed Are the Peacekeepers, and Blessed Are the Righteous) for a number of rounds equal to his class level + his Wisdom modifier. Benefits are gained exactly as the sentinel himself receives them - in the case of Blessed Are They Who Stand, for example, spell resistance for allies is determined by the sentinel's class levels and Armor Class, not their own.

War Caster: Beginning at 2nd level, the sentinel reduces all arcane spell failure penalties conferred by armor, to a minimum of 0%, by 20%. This reduction increases by 10% every level thereafter, and a 10th level sentinel does not take spell failure penalties from wearing armor at all. Spell failure from shields is added to the total spell failure of the sentinel's armor and reduced last.

Never To Rule Over Him (Ex): At 3rd level, the sentinel gains a +4 bonus to all of his saving throws against the effects of spells, powers, spell-like abilities, and supernatural abilities.

Blessed Are the Peacekeepers (Su): A 4th level sentinel gains a +2 sacred bonus to his Armor Class at all times. He may also use the better of his Charisma or Intelligence scores as a modifier for his Diplomacy and Intimidate skills. If he successfully uses either of these skills on a creature with a disposition of indifferent or worse, the bonus to his Armor Class improves by +2 for 1 turn. This bonus only stacks with the original benefit once. For the purposes of Defensive Harmony, all affected allies gain the additional +2 bonus when the sentinel gains it, even if they are outside the initial range of that ability.

And I Shall Embrace You (Su): At 5th level, the sentinel may voluntarily lose prepared spell slots in order to manifest one of two benefits for an ally. This ability is a standard action, and the affected ally must be within 30 feet.


The ally gains a bonus equal to the sentinel's Intelligence or Charisma modifier (whichever is higher) to a single roll they make, of their choice, within the next 2 rounds. The duration improves by 1 round per level of the spell slot expended. This ability otherwise functions like the spell guidance.

OR

The ally is healed for a number of hit points equal to the level of the spell slot expended, times the sentinel's Intelligence or Charisma modifier, whichever is higher.


Junior Knight: At 6th level, the character has proven himself a viable asset to the order, and becomes a Junior Knight. Junior Knights have access to all minor-to-moderate resources of the order, including room and board, access to the main library (though not the forbidden tomes), and the ability to recommend people for induction into the order.

Junior Knights are not paid, but by the same token, all of the above is free, and Junior Knights have a much easier time requesting additional resources than rank-and-file Knights.

Unshaken By the Darkness (Ex): A 6th level sentinel is immune to fear and death effects. In addition, at this level, he may choose to substitute benefits granted by his Defensive Harmony ability. Instead of granting allies the benefits of Blessed Are They Who Stand, he may grant them a +4 bonus to all saving throws. And instead of granting allies the benefits of Blessed Are the Peacekeepers, he may grant them the immunities of this feature.

Let Chaos Be Undone (Sp): Once per day at 7th level, the sentinel may manifest an effect as per greater dispelling, targeting a single creature of his choice. He uses his total caster level to determine the bonus on the dispelling check, as normal, but all of his class levels are considered additions to his spellcasting progression for this purpose. Any magical effects that are actually dispelled remain so; however, even spells that the sentinel fails to dispel are suppressed for 1 round.

Blessed Are the Righteous (Su): An 8th level sentinel is empowered by magic and faith, and is very difficult to kill or even injure. He gains Damage Reduction equal to 5/adamantine and Fast Healing equal to half his Intelligence or Charisma modifier, whichever is higher. This Fast Healing works like the vigor spell in that it only takes effect when the sentinel is at or below half his total hit points.

And the World Given New Life (Su): At 9th level, the sentinel can dispel magics that have already taken effect, even if that effect was lethal. He may target an ally with any dispelling effect or ability (including Let Chaos Be Undone) and reverse the effects of one spell with an Instantaneous duration that targeted them within the last 5 rounds. In this way, for example, the sentinel could target a dead comrade and reverse the effects of a slay living or finger of death spell, or even a simple damage-dealing effect such as scorching ray.

It is important to note, however, that the sentinel must still overcome the dispelled effect's caster level in order to reverse it. If he fails to do so, this ability has no effect and cannot be used again on the same spell.

I Shall Endure (Su): At 10th level, benign spells the sentinel casts with a duration cannot be dispelled by conventional means unless the dispeller has a higher caster level than their character level. They must be subject to outright antimagic or targeted by a disjunction spell in order for their effects to end.

Senior Knight: At 10th level, the character is a true and full member of the order, gaining the appropriate access to resources, supplies, magic, allies, and information. At this point, the templar’s title becomes ‘Knight-Captain’, and they only answer to the Knight-Commander in terms of authority. However, they are still subject to their oath, as per normal. When purchasing magical items at a templar stronghold, a Senior Knight subtracts 10% from the total gold cost of the item. Whenever making any sort of Knowledge check while at such a stronghold, he can use the restricted library to gain a +10 competence bonus to the check, and gains the resulting information as if he were trained in the subsection of knowledge appropriate, even if he is not. In addition, at this point, he is permitted to make reasonable requests of any templar with a lower class level, and they are honor-bound to assist as much as they are able.

===

The Shadestalker of the Shattered Rune

"No magical protections can make you completely immune to a knife in the back."

Hit Dice: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Reflex, Intermediate Will, Poor Fortitude


Requirements

To qualify to become a Shadestalker of the Shattered Rune, a character must fulfill all the following criteria.


Alignment: Any non-evil
Skills: Hide 8 ranks, Move Silently 8 ranks, Disable Device 6 ranks, Spellcraft 4 ranks
Special: Must have dealt damage to an arcane caster without the caster having known about their presence beforehand.



Level
BAB
Fort
Ref
Will
Special
Powers Known

1st

+0

+0

+2

+1

Antimagic Attack +1d6, Trapfinding

-

2nd

+1

+0

+3

+2

Nondetection, Magical Expertise

+1 level of existing manifesting class

3rd

+2

+1

+3

+2

Antimagic Attack +2d6, Nullify Attunement

-

4th

+3

+1

+4

+3

Poise, Know Your Enemy

+1 level of existing manifesting class

5th

+3

+1

+4

+3

Antimagic Attack +3d6, Wardstrike

-

6th

+4

+2

+5

+3

Soft Cover, Negation

+1 level of existing manifesting class

7th

+5

+2

+5

+4

Antimagic Attack +4d6, Illusory Sensitivity

-

8th

+6

+2

+6

+4

Set-Up, Ward Purge

+1 level of existing manifesting class

9th

+6

+3

+6

+5

Antimagic Attack +5d6, Nullification

-

10th

+7

+3

+7

+5

Shadow Sanctuary, Retriever

+1 level of existing manifesting class



Class Skills

The Shadestalker of the Shattered Rune's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the Shadestalker of the Shattered Rune prestige class.

Weapon and Armor Proficiency: The shadestalker is proficient with all simple and martial weapons, with light armor, and with light shields.

Manifesting: Every two levels, the shadestalker gains additional power points per day and access to new powers as if he had gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of the class would have gained (bonus metapsionic feats or psicrystal special abilities, and so on). This essentially means that he adds the level of shadestalker to the level of whatever other manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a shadestalker, she must decide to which class she adds each level for purpose of determining power points per day, powers known, and manifester level.

Antimagic Attack (Ex): The shadestalker knows where to hit a mage so as to make the most distracting possible wound. Whenever he successfully strikes a mage who is unaware of him, flat-footed, flanked, or helpless, he deals an extra 1d6 damage. If the shadestalker deals damage to a spellcaster as part of an attack of opportunity, all damage he deals (including from Antimagic Attack and Sneak Attacks) is doubled.

Creatures immune to sneak attacks and critical hits are still vulnerable to Antimagic Attack, but the target must be able to cast spells or manifest psionic powers - creatures without these abilities are immune to this feature. A shadestalker may use this ability in concert with a ranged weapon, but only within 30 feet. Antimagic Attack stacks with Sneak Attack for the purposes of qualifying for class features and feats. The damage from Antimagic Attack improves by 1d6 every 2 level after 1st.

Trapfinding: This ability functions as per the Rogue feature of the same name, though a shadestalker's version grants an additional +5 bonus to skill checks made while finding and disarming magical traps.

Nondetection (Su): At 2nd level, the shadestalker gains the effects of a permanent nondetection spell centered on himself. The caster level of the effect is equal to the shadestalker's HD.

Magical Expertise (Ex): A 2nd level shadestalker automatically succeeds on any Use Magic Device check if the DC of the check is equal to or less than 11 + his ranks in the skill.

Nullify Attunement (Su): Beginning at 3rd level, the shadestalker can disarm magic items as though they were traps. The DC to disarm the item is equal to 10 + the caster level of its creator. If the check is successful, the magic item's abilities cease to function for 1d10 hours. By taking a -5 penalty to his Disable Device check, the shadestalker may attempt to disarm a magic item that a creature is wearing, and with another -10 penalty, he may do so as a standard action.

Poise (Ex): At 4th level, the shadestalker may reroll failed saving throws on the round after he failed them by taking a -2 penalty to the second roll. A saving throw can only be rerolled once in this manner.

Know Your Enemy (Ex): If a 4th level shadestalker studies a spellcaster for at least one minute uninterrupted, he gains an insight into their tactics and magical arsenal. Every round thereafter, he may make an Intelligence check (DC = 5 + the target's caster level). If he succeeds, he knows what, if any, spells or magic items the spellcaster will use on their next action.

Wardstrike (Ex): A 5th level shadestalker ignores all defensive spells if his target is subject to his Antimagic Attack. Examples include damage reduction from stoneskin and Armor Class bonuses from mage armor. His target must be flanked or flat-footed in order for this ability to function.

In addition, the shadestalker may make attacks of opportunity against creatures that use spell-like abilities, just as if they were casting spells normally. The spell-like ability is treated as though it has a somatic component (and for that matter can be interrupted with damage), but only for the purpose of the shadestalker's attacks.

Soft Cover (Ex): At 6th level, the shadestalker cannot be the target of a spell or power if he is hidden or behind at least one-half cover.

Negation (Su): A 6th level shadestalker can enhance his Antimagic Attack with an effect identical to dispel magic as cast by a 10th-level caster (or dispel psionics by a 10th-level manifester). This effect may apply to every Antimagic Attack he makes, at his discretion.

Illusory Sensitivity (Ex): A 7th level shadestalker is used to using and encountering illusory magic. Any active spell of the Illusion school that the shadestalker can see radiates magical energies that he can sense. He knows immediately if there is an illusion active in the general area he is looking at, but not the exact type or effect. He does not need to roll to disbelieve an illusion - he does so automatically.

Set-Up (Ex): At 8th level, a shadestalker can see a flanking opportunity almost anywhere. An ally does not have to be adjacent to his target in order for him to gain flanking benefits against them; the ally only needs to be on the opposite side.

Ward Purge (Ex): Beginning at 8th level, the shadestalker may choose to negate the bonus damage he deals to a spellcaster from his Antimagic Attack ability. If he does, any effects dispelled by his Negation ability also explode, dealing untyped damage to his target equal to the caster levels of the spells' creator or creators.

Nullification (Su): At 9th level, if the shadestalker successfully deals damage with his Antimagic Attack ability, his target gains a 50% spell failure chance until the shadestalker's next turn.

Shadow Sanctuary (Su): At 10th level, the shadestalker becomes immune to any and all Divination spells used against him, whether directly or by tangential means, unless the spell was cast by a caster with a caster level higher than his character level +4. Additionally, if a hostile creature is under the effects of a Divination spell, they cannot perceive the shadestalker at all until the Divination is dismissed.

Retriever (Su): A 10th level shadestalker may select one magic item or creature per week that they then track with unerring accuracy. He then knows exactly where that item or creature is in relation to him at any given time, so long as they are both on the same plane (and if they are not, he knows what plane they are on), and gains a +2 competence bonus to all ability checks and skill checks made in the process of tracking them.

Overneath
2014-05-29, 04:26 PM
The Songshaper

"That sound you hear is the anthem of all existence, a melody that spreads across time and space, uniting us all in a single, glorious performance. ...Oh, that? That's me, using its raw power to squash you like a bug."

Melody. Music. Sound. The forces of sonic energy are rarely given due credit, despite their status as a core force of the universe. No one who has seen a bard do battle can deny that it can have tangible effects on the battlefield, but that is only one of its facets. True miracles are performed if only someone could produce its purest form, harness it, utilize its gentle crests and powerful, battering waves to shape the world to their whim. Songshapers are those lucky few who have the opportunity. By absorbing latent sonic energy in the world around them, they can store the magic of music itself and release it, eponymously shape it into various forms or even simply release it as a powerful blast of deafening energy. While Elemental Subjugators use their foci simply to destroy, a songshaper can use their powers to produce almost any shape or form they can imagine...assuming they can make it loud enough.

Hit Dice: d6

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a songshaper, a character must fulfill all the following criteria.


Skills: Perform (sing) 5 ranks, Listen 10 ranks
Feat: Transvocal Spell
Spellcasting: Able to cast at least 2 spells that cause deafness and/or have the 'sonic' descriptor, one of which must be at least 2nd level.



Level
BAB
Fort
Ref
Will
Special
Inspiration Progression
Sound Pool

1st

+0

+0

+0

+2

Songshaping, Shape Sound (Blast)

+1 existing bard or caster level
7

2nd

+1

+0

+0

+3

Improve Shapes

+1 existing bard or caster level
9

3rd

+2

+1

+1

+3

Shape Sound (Shield), Basic Telekinesis

+1 existing bard or caster level
11

4th

+3

+1

+1

+4

Improve Shapes

+1 existing bard or caster level
13

5th

+3

+1

+1

+4

Shape Sound (Weapon), Amplification

+1 existing bard or caster level
15

6th

+4

+2

+2

+5

Improved Telekinesis

+1 existing bard or caster level
17

7th

+5

+2

+2

+5

Shape Sound (Construct), Resonance

+1 existing bard or caster level
19

8th

+6

+2

+2

+6

Improve Shapes

+1 existing bard or caster level
21

9th

+6

+3

+3

+6

Superior Telekinesis

+1 existing bard or caster level
23

10th

+7

+3

+3

+7

Improve Shapes, Indomitable Chord

+1 existing bard or caster level
25



Class Skills

The songshaper's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points: 6 + Int modifier


Class Features

The following are class features of the songshaper.

Weapon and Armor Proficiency: Songshapers are proficient with simple weapons, and with light armor.

Spellcasting/Music: Every level, the character gains new spells per day and spells known as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a songshaper, he must decide to which class he adds the new level for purposes of determining spells per day.

Alternatively, the character can add songshaper levels to any bard levels he already possesses to determine bardic music abilities he has access to and how many rounds per day he can make performances. A songshaper must choose between these options - he cannot increase both spells per day and bardic music when he takes a level.

Songshaping (Su): The art for which songshapers are renowned, songshaping is a form of magic in which an individual absorbs ambient sound and music and uses its power as a force to produce various effects. This is the source of all of their class abilities. Said class abilities determine effect by 'Shaper Focus', hereby referred to as 'SF'. A songshaper's SF is equivalent to their songshaper level + half their Cha modifier. Whenever the songshaper uses a shaping ability, he can make a Perform (sing) check as a free action to grant himself an additional SF bonus.

A check of 25 grants a +1 bonus, and every 5 points over that baseline grants another +1 to SF for that particular shaping ability. Unless otherwise noted, a songshaper cannot use any shaping ability while silenced, and has a 20% chance to fail entirely if deafened.

Sound Pool: Every shaping ability uses stored sonic energy as gathered and released by the songshaper to take effect. Thus, a songshaper can simply compile music or noises for later use. He has a total 'pool' of Song Points that he can use at any time to fuel shaping abilities. He does not have to use all of them right away, but he can only store up to 5 + twice his songshaper level at any given time.

The songshaper begins each day after resting with all of his Song Points available, but they can be further accrued by focusing on and absorbing sounds. To do this, the songshaper must focus on the source of a continuous sound for 1 full round to gain 1 Song Point. The songshaper cannot gain Song Points from the same source of a noise more than once per minute. Particularly loud sounds (in the same range or louder than the roar of a large dragon or a small-to-medium scale avalanche) grant 2 Song Points. Sounds loud enough to deal sonic damage or cause deafness, provided they are continuous, provide 3 Song Points and can be absorbed once per round for as long as they last.

Alternatively, the songshaper automatically gains 1 Song Point every time he successfully deals sonic damage to an opponent. This option is nullified if the sonic damage was dealt by a shaping ability.

Shape Sound (Su): Songshapers can use their mastery of sound to create numerous different effects. Each shaping ability has a specific effect and costs a certain amount of stored Song Points. If the songshaper does not have enough stored Song Points, he cannot manifest a shape. Shapes can take many different forms for each type, generally limited only by the ingenuity of the songshaper in question, but they all produce similar effects. A Blast shape will deal the same amount of damage projected as a massive fist or a falling boulder, for example.

Blast: One of the first tricks a songshaper learns is the ability to release store sounds as blasts of sonic energy. As a standard action, he may make a ranged touch attack to deal 1d8 damage/SF to a single target. This damage is sonic damage, but can only be reduced by physical damage reduction (with which it can be blocked, unlike other sonic effects, albeit at only half effectiveness), and deals half damage to objects. This ability counts as an evocation spell with caster level equal to SF, and has a range of short. One blast costs 1 Song Point.

Shield: Starting at 3rd level, a songshaper can surround himself with a glowing force field, granting himself a deflection bonus to AC equal to half his SF, and damage reduction versus nonmagical physical damage equal to half his SF, rounded to the nearest 5 (thus, an SF of 16 grants DR 10/magic). He may raise or lower this field as an free action. While in place, the field hums with sonic energy, giving a -10 + SF penalty to all move silently checks. Expenditure of 2 Song Points allows the shield to remain in place for a total number of rounds equal to the songshaper's level.

Weapon: At 5th level, a songshaper can create and wield weapons made solid from sonic energy. He can maintain a single weapon that he is proficient with, and it has all the same statistics of a weapon of its kind, except that it is weightless and deals an extra 1d6 sonic damage on hit (manifested ranged weapons also have infinite ammunition that disappears after it strikes a target). If the songshaper takes damage in one hit or spell in excess of his SF, he must make a Concentration check with a DC of 15 + the weapon's enhancement bonus or the weapon disappears. Only the songshaper can wield a weapon created in this manner. All weapons he constructs are of at least Masterwork quality, have hardness equal to his Cha modifier, and hit points equal to twice his SF. This ability takes a move action and counts as a conjuration (creation) spell with caster level equal to SF. Producing one weapon costs 3 Song Points.

The songshaper may add enhancement bonuses to any weapon constructs he creates, but the total enhancement bonus on all his weapon constructs may not exceed half his SF-1 (maximum of +7 total enhancement bonus on one weapon). He may change the distribution of enhancement bonuses amongst his weapons as a move action. He may substitute special weapon enhancements from the following lists:



Melee Weapon Ability
Effective Bonus
Ranged Weapon Ability
Effective Bonus


Defending
+1 Bonus
Distance
+1 Bonus


Keen
+1 Bonus
Merciful
+1 Bonus


Merciful
+1 Bonus
Seeking
+1 Bonus


Mighty Cleaving
+1 Bonus
Speed
+3 Bonus


Throwing
+1 Bonus
Brilliant Energy
+4 Bonus


Vicious
+1 Bonus




Wounding
+2 Bonus




Speed
+3 Bonus




Brilliant Energy
+4 Bonus




Vorpal
+5 Bonus





At 8th level, the songshaper can create a second weapon with the same bonuses and restrictions as the first, but the Concentration DC upon taking damage in excess of his SF increases by 5.

Construct: At 7th level, a songshaper can create solid, immobile constructs— walls, domes, stairs, and so on, as long as they have a roughly geometric shape. They can be hollow or solid, with dimensions of up to 10 cubic feet/SF and hardness equal to his Charisma modifier. They cannot be moved once placed, and last for as long as the songshaper concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save. The songshaper must have line of sight to create a construct, and it must be within medium range. This ability counts as a conjuration (creation) spell with a caster level equal to SF. To break a construct, a creature must attack it. The songshaper makes a Concentration check (DC = damage), and if he fails, the construct breaks. Creating one construct costs 4 Song Points.

Improve Shapes: Every 2 levels (except for 6th), the songshaper can choose an advanced application of his shaping abilities. Once chosen, the improvement cannot be reversed, and is permanent.

Multiple Shapes: This ability improves Telekinesis and the Blast and Construct shapes to allow for more than one use of each in one action. As a free action, the songshaper may temporarily lower his SF by two points to 'concentrate' on one extra construct, telekinetic effect, or blast until he chooses to stop. This reduction in SF doesn’t change the size of pre-existing constructs, but all other SF-dependent abilities, and any future constructs, blasts, and so on, use the reduced number. He may cease to use this method of concentration as a free action, even on another character’s turn, immediately raising his SF, but causing the effect to immediately end. In addition, for every construct being maintained in this manner, he takes a -2 penalty to Concentration checks and a -1 penalty on Will saves.

Shape Blast: This ability improves the Blast shape so that a songshaper can project his power blast over a wide area. Doing so lowers the damage to 1d6/SF, and creatures caught in the area can make a Reflex save for half damage. The area can be either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. In addition, his Blast's range increases to medium.

Improved Shaping: This ability can only be taken if the songshaper already has Shape Blast, and improves the Blast shape so that a songshaper may shape his power blast into a cylinder (20-foot radius, 60 feet high), an 80-foot cone, six 10-foot cubes, a ball (40-foot-radius spread), or a 240-foot line. He may still use the smaller sizes if he so chooses. In addition, the range of his Blast increases to long.

Overcharge: This ability improves upon all songshaper abilities by allowing the songshaper to take a swift action that deals ×d4 points of temporary Wisdom damage to himself in order to boost his SF by × for 1 round, where × is a number of his choice, up to his Charisma modifier. The Wisdom damage cannot be prevented or shared by any means.

Improved Overcharge: This ability can only be taken if the songshaper already has Overchage, and improves upon all songshaper abilities by allowing the songshaper to, when using his Overcharge ability, boost his SF by 2 for every d4 temporary Wisdom damage he deals himself, instead of 1.

Spell Shield: This ability can only be taken at songshaper levels 4 and higher, and improves the Shield shape to be able to block the effects of harmful magic. When his Shield ability is active, he gains spell resistance equal to 15+SF. Unlike other types of spell resistance, he can allow any spell he chooses to bypass his resistance.

Telekinesis (Su): A fairly basic ability for more experienced songshapers to manifest, Telekinesis allows various ranged manipulations of people and objects using songshaper manipulation of sound to encase the target in a semi-malleable bubble that can be moved according to the mental commands of the songshaper.

Basic: Starting at 3rd level, a songshaper can simulate rudimentary telekinesis. Unless otherwise specified, all telekinetic effects are limited to short range. These abilities count as transmutation spells at a caster level equal to SF, and each type of use has its own Song Point cost.


He can perform any task that only requires one hand, including fighting with a one-handed weapon, though this invokes a -4 penalty to relevant rolls. It costs 1 Song Point to use basic telekinesis in this manner for a number of rounds equal to half the songshaper's level.
He can move a single creature or object weighing up to 50lb/SF a number of feet equal to 5 times his Charisma modifier as a standard action. Creatures may make a Reflex save to resist the effect. Attended objects, such as weapons, use their owner’s Reflex save. It costs 2 Song Points to use basic telekinesis in this manner.
A songshaper can also use his telekinesis to pick up and throw an unattended object, as long as it weighs no more than 50lb/SF, dealing 1d6/SF damage (type appropriate to the object, usually bludgeoning) with a ranged touch attack at close range. The damage is independent of weight— smaller objects are thrown faster than larger ones. Once thrown, the object’s flight and damage are mundane effects, so he may use this ability to bypass spell resistance and antimagic fields. It costs 1 Song Point to use basic telekinesis in this manner.

Improved: At 6th level, a songshaper’s telekinetic prowess improves. All telekinetic abilities are now usable at medium range.


He may now perform two-handed manipulations, including fighting with a two-handed weapon or two-weapon fighting, though this invokes a -4 penalty to relevant rolls. One-handed manipulation now only carries a -2 penalty, however. It costs 2 Song Points to use improved telekinesis for the purpose of two-handed manipulation for a number of rounds equal to half the songshaper's level.
He may throw objects over medium range. It still only costs 1 Song Point to use improved telekinesis in this manner.
He may make Trip, Grapple, and Disarm attempts. When making opposed attack rolls or grapple checks with this ability, he may use his BAB + SF + Charisma modifier. He cannot use his Multiple Shapes ability on Grapple attempts-- he must spend the actions each round to make opposed grapple checks, or the attempt ends. Each type of combat maneuver costs 2 Song Points to initiate, and the Grappling costs an extra 1 Song Point per round the grapple is maintained.
He may attempt to immobilize a single creature. The target must make a Reflex save or be paralyzed for as long as the songshaper concentrates on the effect. Each round, the target may make a Strength or Escape Artist check (DC 10 + SF + Charisma modifier). It costs 4 Song Points to use improved telekinesis in this manner.
One he has immobilized a creature, the songshaper can move them (as described in the Basic Telekinesis entry) as a move action, and the immobilized creature doesn't get to make any saves to resist the action.

Superior: At 9th level, a songshaper’s telekinetic prowess has reached its apex.


He may throw objects over long ranges. As before, this manner of usage costs 1 Song Point.
He can telekinetically lift multiple creatures or objects. He may affect any number of creatures or objects within 5ft/Charisma modifier each other, as long as their combined weight is no more than 50lb/SF, for the cost of 5 Song Points. Creatures and attended objects may make a Reflex save to avoid the effect. Once he has lifted a creature, he may proceed in the following ways:



He may individually target and throw each object or creature, dealing 1d8/half SF damage to the thrown object/creature and the target. This action costs 3 Song Points per thrown object or creature.

He may crush creatures, dealing 1d6/SF bludgeoning damage each round he concentrates on the ability. They may make a Strength check, opposed by the songshaper’s Concentration check, to escape. This action costs 3 Song Points per concentrated round.

If he grabs a large number of small objects, he can deal damage over an area (see Shape Blast). Each creature in the area must make a Reflex save (DC 10 + SF) or take 1d6/SF.


Amplification (Su): Whenever a 5th level or higher songshaper casts a spell that successfully deafens a creature, he adds 1 Song Point to his Sound Pool. If the spell also dealt sonic damage, he adds 2 Song Points. If the spell in question was a shaper ability, he gains no Song Points.

Resonance (Su): Whenever a 7th level or higher songshaper deals sonic damage (this includes sonic damage dealt with shaper abilities), he can spend 3 Song Points to multiply the damage dealt by 1.5x. This stacks with Empower spell for a total of 2x damage if both are used.

Indomitable Chord (Ex): The voices of the universe are not easily silenced. Everything must be heard. At 10th level, a songshaper can embody this universal demand, and is forevermore completely immune to being silenced by magical or natural means.


Final Thoughts: The core mechanics of this class are all 100% thanks to Grod_The_Giant and his Ringslinger (http://www.giantitp.com/forums/showthread.php?222500-The-Ringslinger-(AKA-the-Green-Red-Orange-Yellow-Blue-Indigo-Violet-Lantern)-PEACH&highlight=Ringslinger) class that I highly recommend you look at.

Overneath
2014-05-29, 08:27 PM
The Spellweaver

"Just a fireball? How...unoriginal."

Every spell began as an idea, a formless manipulation or creation of energy, a thought powered only by the mystical engine of the universe and the hazy daydreams of a wayward arcanist. Any magic, from the lowest ray of frost to the mightiest meteor swarm, comes from the same original source. And that source is malleable.

Spellweavers are learned arcanists (not necessarily wizards) who dedicate their time, energy and resources to restructuring the very essence of magic, contemplating its most basic nature and using that as a template to suit their own needs. Every spellweaver has the capability to formulate a spell no one has ever seen before and perhaps will never see again, by tapping into fundamental magical concepts that shape the mystic energies everyone is already familiar with. This is a complicated and difficult process, but those with the ability to see it to completion find their horizons expanded exponentially.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a spellweaver, a character must fulfill all the following criteria.


Skills: Knowledge (arcana) 5 ranks, Spellcraft 10 ranks
Feats: Any two metamagic feats
Spellcasting: Able to cast 4th level spells



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Spellweaving

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

-

+1 level of existing spellcasting class

3rd

+1

+1

+1

+3

-

+1 level of existing spellcasting class

4th

+2

+1

+1

+4

New Weaved Spell

+1 level of existing spellcasting class

5th

+2

+1

+1

+4

-

+1 level of existing spellcasting class

6th

+3

+2

+2

+5

-

+1 level of existing spellcasting class

7th

+3

+2

+2

+5

-

+1 level of existing spellcasting class

8th

+4

+2

+2

+6

New Weaved Spell

+1 level of existing spellcasting class

9th

+4

+3

+3

+6

-

+1 level of existing spellcasting class

10th

+5

+3

+3

+7

Unlimited Seed

+1 level of existing spellcasting class



Class Skills

The spellweaver's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the spellweaver prestige class.

Weapon and Armor Proficiency: The spellweaver gains no proficiency with any weapons or armor.

Spellcasting: Every level, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellweaver, she must decide to which class she adds the new level for purposes of determining spells per day.

Spellweaving: The spellweaver's signature ability is an affinity for tying together strands of magic that, alone, resemble nothing more than a jumble of meaningless sounds and sights, and combining them into a formidable effect. This is called spellweaving, and it works as outlined below.

At 1st level, the spellweaver creates a single crafted spell template, which can then be altered as she sees fit. This first template is essentially a free known spell, but can be altered according to the spellweaving rules via a full day's work (that is to say, a period of 24 hours wherein crafting the spell is the only strenuous activity taken). After the day is over, the spellweaver resets the template and can choose a new seed and set of variables. If at any time the work is interrupted, the spellweaver must start over. While the spell can be of different spell levels each time it is changed, it cannot be of a higher spell level than the weaver's class level.

At the end of the process of weaving a new spell, the spellweaver must make a Spellcraft check, with a DC determined by a base plus the variables altered, as outlined below. She cannot take 10 or 20 on this check under any circumstances, and if she fails, the spell reverts back to a template. In such a case, she must try again by taking a full day to form a new spell or even the same spell. Woven spells, once produced in full, act like any other spell for the purposes of class abilities and metamagic. However, they cannot be replicated by anyone other than their creator by a class feature, feat, other spell, or similar means. Furthermore, a freshly woven spell forces a -10 penalty to all Spellcraft checks by other casters made to identify it or counter it.

All crafted spells begin with the following statistics and a Spellcraft DC of 10 –

Template
Universal
Level: 1
Components: V, S
Casting Time: 1 round
Range: Touch
Type: Touch attack
Area/Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A spellweaver can alter the base aspects of a spell, called ‘variables’. A spell can alter a number of variables equal to its spell level. 'Number of variables', in this case, refers to both type and magnitude. Reducing the casting time of a spell and removing the verbal component is the same number of variables as allowing no saving throw (2). Some variables, such as ranged, can be improved multiple times for a greater effect. Improving a variable once costs the same as using its original permutation - a range of Long costs 3 variables, 1 for Close range, 1 for Medium, and a final 1 for Long.

Variables:


Increasing the level of the spell increases the spell’s Spellcraft DC by 2 per spell level over 1. This does not count as a variable for the purposes of how many altered variables a spell of a certain level can possess. A spellweaver cannot increase a spell's level beyond his class level.
Removing a verbal or somatic component increases the spell’s Spellcraft DC by 5. Only one or the other can be removed from the same spell.
Reducing the casting time of the spell to 1 standard action increases the spell’s Spellcraft DC by 3.
You can improve the range or area of a spell. By default, a spell has a range of Touch and requires a Ranged Touch Attack. Improving the range of the spell to Close (25ft + 5ft/2 levels, +2 to Spellcraft DC), Medium (100ft + 10ft/level, +4 to Spellcraft DC), or Long (400ft + 40ft/level, +6 Spellcraft DC) range automatically makes it a Ray that requires a Ranged Touch Attack.

However, a spell with a range of at least Close can also be enhanced with an area of effect, in which case the spell does not require an attack roll to affect its targets. The spellcaster chooses in the spell description whether the spell's effect targets only allies, only enemies, or all creatures within this area. The areas can have a starting point anywhere within the spell's range (except for a cone, which emanates from you). The areas can be a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a line the length of the spell’s range. Any of these areas increase the spell’s Spellcraft DC by 3. The cylinder (20-foot radius, 60 feet high), cone (80 feet), cubes (six, 10 feet each), and ball (40 foot radius) can be enlarged to the noted values for an additional increase of 4 to the spell’s Spellcraft DC.
Duration can be improved to 1 round/level, 1 turn/level, and 1 hour/level for an increase to the spell’s Spellcraft DC of 3, 5, and 7, respectively. Some seeds do not allow certain durations.
Saving throw can be changed to a reflex or will base for no cost. Changing the save to ‘x half’ increases the spell’s Spellcraft DC by 3, but the seed must allow for a variable effect, such as 1d6 or +2. Changing the save to ‘none’ increases the spell’s Spellcraft DC by 10.
Removing the possibility for a target to apply spell resistance to an effect increases the spell’s Spellcraft DC by 7, and counts as 2 variables.


At levels 4 and 8, the spellweaver can dedicate herself to more than one custom pursuit at a time; she can have another crafted spell or spell template in her spellbook or spells known, to a maximum of three known crafted spells at 8th level.

Spell Seed: Before a woven spell can do anything other than take up space in the spellweaver's mind, it must have some sort of effect, a baseline that determines exactly what the spell does or can do. To produce an effect, a woven spell must first have what is called a seed. A seed does not itself increase a spell’s DC, but to improve the effect, the spell must be of a higher level. Each seed notes its effect as a 1st to 3rd level spell, a 4th to 6th level spell, and a 7th to 9th level spell. Seed effects are cumulative unless overridden or otherwise stated, meaning that a 7th to 9th level seed effect produces the previous levels of effect in addition to the new effect, unless the old effects were the same effect, but inferior, or are redundant. Some seeds have a minimum spell level, meaning that they can only be applied to a spell of a certain level.

Most seeds have a set of specific schools they can belong to. The spellweaver chooses one spell school when she crafts the spell with that seed. This initial school can then not be changed, but does not change the spell’s Spellcraft DC. If a seed does not list any schools, the spellweaver can choose any spell school she has access to. A spell can only use the effect of one seed. At 1st level, the spellweaver only knows one seed that she can apply to a crafted spell, chosen from the list below (so long as she can create crafted spells of up to the seed's minimum spell level). Every level after 1st, she can choose another seed in the same manner.

Specialist mages cannot develop or use a weaved spell that belongs to their barred schools. However, when creating a spell that belongs to their specialist school, they may add an additional variable to its template, and reduce the end-cost of the Spellcraft DC by 5.

Unlimited Seed: A 10th level spellweaver may, when crafting their custom spells, use two seeds instead of one for the creation of the spell. This increases the Spellcraft DC of the potential dual-seed spell by 10. The second seed must match the spell school of the original seed and follows all of the first seed's variables. The second seed's effects can target the caster instead of the original seed's target, but this is the only change to variables the second seed provides.

Seed: Afflict (Enchantment, Illusion, Necromancy, Transmutation): (1st-3rd) Affected creatures take -2 penalty to saving throws, attack rolls, and skill checks per two spell levels, to a maximum of -8 and a minimum of -2. (4th-6th) One of six senses (smell, sight, touch, hearing, taste, blind), chosen when the spell is created, is suppressed. (7th-9th) Affected creatures take a penalty to two ability scores chosen when the spell is created. The penalty is equal to -1 per two spell levels, rounded down. Another sense is also suppressed.

Seed: Animate (Necromancy, Transmutation): (1st-3rd) May target an inanimate object (Transmutation) or intact dead body (Necromancy) and create an undead or animated object with an HD equal to twice the spell's level, to a maximum of the spellweaver’s caster level. The size limit on the new creature is small, and it is under the caster’s complete telepathic control. (4th-6th) The size limit on the new creature increases to medium, and it gains +1 to Str and Con scores per spell level. (7th-9th) The size limit on the new creature increases to large, and the spellweaver may grant it 3 class levels in fighter, monk, or barbarian, which stack with the creature's HD but does not contribute to the limit of the caster's level.

Seed: Armor (Abjuration, Conjuration, Evocation, Transmutation): (1st-3rd) Applies 2 + spell level to Armor Class as an armor bonus. (4th-6th) May be an armor bonus, natural armor bonus, or deflection bonus, as chosen upon creation. (7th-9th) May be any kind of bonus to Armor Class, as chosen upon creation.

Seed: Banish (Abjuration, Conjuration): (4th-6th) Forces targeted outsider(s) back to its home plane with a 45% chance, -5% per spell level, that it is sent to a random plane instead. Outsider cannot have more HD than the caster has caster levels. (7th-9th) Targeted outsider(s) may have up to two times as much HD as the caster has caster levels.

Seed: Compel (Enchantment [Mind-Affecting]): (1st-3rd) Allows compulsion of target(s) to follow one command of the caster's per spell level, assuming they share a language. Creatures affected must be of the same creature type as the caster. (4th-6th) Target(s) are under complete control of the caster for the spell's duration, but they must still share a language. Creatures affected must be of the same general creature type (humanoids, outsiders, aberrations, etc) as the caster. (7th-9th) Target(s) are under the complete telepathic control of the caster for the spell's duration, and need not share a language or a creature type.

Seed: Conceal (Abjuration, Enchantment, Illusion, Transmutation): (1st-3rd) Grants 10% concealment per spell level or invisibility, chosen upon creation. Concealment only takes effect for a number of attacks equal to twice the spell's level, and invisibility is disrupted via attacking. (4th-6th) Concealment lasts for the duration, and invisibility is not disrupted as it would normally be. (7th-9th) Both improved invisibility and concealment are produced. Concealment instead completely blocks a number of attacks normally subject to concealment equal to the spell's level.

Seed: Conjure (Conjuration, Evocation, Illusion): (1st-3rd) Produces solid or hollow inanimate constructs. Constructs can be 5 cubic feet per spell level and cannot be moved with the spell once placed. Constructs have hit points equal to the spell's Spellcraft DC, and hardness 5. The material used in their construction is standard iron. (4th-6th) Constructs can be composed of moving parts and semi-complex, have hardness equal to twice the spell level, and are all of masterwork quality. (7th-9th) Can create magical weapons or armor of any type (though not made of special materials, no specific weapons or armor, and no artifacts) with a total effective enhancement bonus, including powers, of up to half the spell's level, rounded up.

Seed: Contact (Conjuration, Divination, Enchantment): (1st-3rd) Sends 5 words per spell level to a number of creatures equal to caster level within 5 miles. (4th-6th) Range extends to either 10 miles per spell level or an adjacent plane. (7th-9th) Message reaches the creature no matter where they are, and there is no longer a word limit. Null magic zones, abjurations, illusions or other protective types of magic cannot block the message. This immunity does not apply to a second seed or additional effect attached to the spell.

Seed: Damage (Conjuration, Evocation, Illusion, Necromancy, Transmutation): (1st-3rd) Deals 1d6/2 caster levels (maximum 3d6 per spell level) damage, chosen from slashing, bludgeoning, piercing, sonic, cold, fire, electrical, or acid on spell creation. (4th-6th) Damage improves to 1d6/caster level with no maximum, and can be of the magical, negative energy, and positive energy types. (7th-9th) Damage improves to 1d8/caster level with no maximum.

Seed: Delude (Enchantment, Illusion): (1st-3rd) Produces single image of up to medium size with no scent or sound, or alters skin, hair and eye color of subject(s). (4th-6th) Produces up to three images or half a square mile of landscape with scent and sound or alters facial structure and up to six inches and sixty pounds of subject(s). (7th-9th) Produces a number of images equal to spell's level of up to large size or three square miles of landscape with all but the most minute details or alters apparent race and gender of subject(s).

Seed: Destroy (Evocation, Necromancy [Undead Only], Transmutation [Constructs Only]): (4th-6th) Undead, constructs and inanimate objects take 2d6 damage per caster level. Death causes the target to disintegrate. (7th-9th) Damage improves to 3d6 per caster level, and targets with less than half the caster's HD are destroyed instantly regardless of damage dealt.

Seed: Disable (Conjuration, Enchantment, Evocation, Illusion, Transmutation): (1st-3rd) Target(s) are entangled for the spell's duration. (4th-6th) Caster may choose between target being paralyzed or entangled upon the spell's creation. (7th-9th) Caster may choose between target being paralyzed, entangled, or stunned upon the spell's creation.

Seed: Dispel (Abjuration): (1st-3rd) Dispels magic limited to a certain maximum caster level. Maximum caster level that can be added to the dispel check is equal to three times the spell's level, rounded to the nearest multiple of five. (4th-6th) Target(s) are unable to use any magic items on their person at the time of dispelling for the duration of the spell. (7th-9th) Renders the target unable to use magic, supernatural abilities or spell-like abilities for the duration of the spell.

Seed: Foresee (Divination): (1st-3rd) Caster may ask whether a particular course of action is wise with a 20% chance of success plus 10% per spell level. Failure simply results in an answer of 'unknown'. Alternatively, the spell can add +1 per spell level to initiative checks for the duration, and half this bonus to reflex saving throws, chosen upon the spell's creation. (4th-6th) Instead of asking about a course of action, the caster may ask one yes or no question per two spell levels with the same chance of success. Failure simply results in 'unknown', as does the answer to a very difficult/obscure question or one whose answer is guarded by magic. (7th-9th) The first option for the spell cannot be blocked except by spells with a higher spell level and caster level than that of the spellweaver's spell, and the second prevents the caster from being surprised or flat-footed for the spell's duration.

Seed: Fortify (Enchantment, Necromancy, Transmutation): (1st-3rd) Grants a bonus of 1 + 1 per spell level to one ability score, chosen on creation of the spell, to the target(s). (4th-6th) Adds the option to grant a bonus of +1 per two spell levels, rounded up, to attack rolls, skill checks, and saving throws, chosen on creation of the spell. This bonus and the previous bonus cannot be used at the same time, only one or the other. (7th-9th) Grants both the 1st-3rd and 4th-6th effects simultaneously.

Seed: Heal (Conjuration, Necromancy): (1st-3rd) Heals 1d8 damage per spell level plus caster level. The spell can either be negative energy or positive energy, chosen on creation of the spell. (4th-6th) Restores 1d6 points of ability damage. (7th-9th) Heals the target(s) a number of hit points equal to 10 times the caster's level and restores all damage or drain done to ability scores.

Seed: Life (Conjuration, Necromancy): (7th-9th) Restores the target creature(s) to life, if they were dead, with a number of hit points equal to 2 times the spell's level. This body must be fully intact, and the raised creature loses a level from the process.

Seed: Move (Transmutation): This seed allows up to three telekinetic uses, as per the 5th-level spell. Once 'unlocked' by a certain spell level, the caster must choose which effect the spell will manifest at the time of creation. (1st-3rd) Allows telekinetic manipulation in order to move an object weighing no more than 25 pounds per spell level up to 10 feet per round, as per 'sustained force'.(4th-6th) Allows effects as per 'combat maneuver', allowing for Intelligence, Wisdom, or Charisma modifiers to be used in place of Strength or Dexterity. (7th-9th) Allows a push of objects at a target within 15 feet per spell level of all objects, with a weight as determined by 50 pounds per spell level, as per 'violent thrust'.

Seed: Reflect (Abjuration, Enchantment, Transmutation): (1st-3rd) Roll 1d20 + spell level upon casting of the spell. If an opponent makes an attack roll against you and rolls lower than the total on their dice roll, they fail to deal damage to you and instead deal half the damage they would have dealt to themselves. Otherwise, the attack is determined normally. (4th-6th) Half the spell's Spellcraft DC for creation becomes your 'secondary' Armor Class. If an opponent makes an attack roll against you and rolls 5 or more below your secondary Armor Class, all damage they would have done is reflected back against them. If they do not roll 5 or more below that number, their attack is determined as normal. (7th-9th) The spell can reflect either attacks or spells, as chosen on creation. The spell reflects a number of spell levels equal to twice its own spell level in the latter case, but can only reflect spells that are affected by spell resistance.

Seed: Reveal (Abjuration, Divination, Illusion [Detect Illusion Only]): (1st-3rd) Detects presence of illusions of a lower spell level. (4th-6th) May locate an object or creature the caster is very familiar with, either as a general or specific location, so long as it is on the same plane. Whether this effect or illusory detection are used is determined upon creation. (7th-9th) Detect illusions now instantly dispels detected illusions, if possible.

Seed: Slay (Enchantment, Evocation, Necromancy, Transmutation): (4th-6th) Living creatures must make a saving throw or take 2d6 damage per caster level. (7th-9th) Damage on a failed save improves to 3d6 per caster level, and targets with less than half the caster's HD are killed instantly regardless of damage dealt.

Seed: Summon (Conjuration): (1st-3rd) May summon one or more creatures whose total HD adds up to a maximum of twice the spell's level. These creatures may apply the Fiendish or Celestial templates, depending on the caster's alignment, for an effective 1 HD increase. Creatures must have the Animal or Vermin type. (4th-6th) Creatures can be of the Elemental or Magical Beast type, but cannot then have the Fiendish or Celestial template. (7th-9th) Creatures can be of the Aberration or Outsider type, but cannot then have the Fiendish or Celestial template.

Seed: Telepathy (Abjuration, Divination, Transmutation): (1st-3rd) Acts as Detect Thoughts, but one round is unnecessary per spell level above 1st, to a minimum of one round for all three effects. (4th-6th) You gain telepathy out to a number of feet equal to 20 per spell level. You may activate all three effects of Detect Thoughts simultaneously against anyone you have established telepathic communication with, and can communicate with any creature that has a language using that language. (7th-9th) You may use the previous effects or establish a telepathic link with a duration, as chosen upon creation. The link allows for communication and all effects of Detect Thoughts, but without a range limit so long as the creature is on the same plane. This link can only be established with one creature per spell level over 6th at a time.

Seed: Transform (Transmutation): (1st-3rd) Acts as Alter Self, but to a maximum HD of triple the spell's level. (4th-6th) Now acts as Polymorph, retaining the new rules of maximum HD. (7th-9th) Acts as Shapechange, retaining the new rules of maximum HD. Also, the new form is determined upon the spell being cast, and the caster must revert to their original form to choose a new one - they cannot take a new form every round as a free action.

Seed: Transport (Conjuration): (4th-6th) Transports you to a location you can see within 25 feet per spell level. You may take with you anything on your person and additional weight equal to 15 pounds per caster level. (7th-9th) Transports you to another location as per Greater Teleport, but without weight restrictions - you may take with you anything so long as it is in direct contact with you.

Seed: Ward (Abjuration, Conjuration, Divination, Evocation, Transmutation): (1st-3rd) Grants resistance to one element, chosen upon casting, equal to 5 per spell level, to a maximum amount of damage taken before the spell expires equal to 10 per caster level. (4th-6th) May grant resistance to all physical damage or the previous effect, as chosen on creation. Physical damage reduction reduces damage equal to half the spell level's elemental resistance, rounded down to the nearest multiple of 5. (7th-9th) May grant immunity to one of these damage types, plus one per spell level over 7th - Fire, Electrical, Cold, Acid, Sonic, Magical, Slashing, Piercing, Bludgeoning.

Overneath
2014-05-30, 01:05 AM
The Thunderguard

"I need not crude weaponry, feeble magics, nor trappings of the mind to excel. For I am the endless sky, the rolling clouds, the deafening thunderclap which heralds your demise. Despair, landwalker, for you face a foe mightier than any you have yet seen. Despair and repent, for you face a god of thunder."

The Thunderguard are an organization (or, in some worlds, a loose collection of individuals) empowered and tasked with the preservation of the free sky. Their duty is to safeguard those who travel on the wing, to ensure the balance of the weather, and to combat threats to their domain with extreme prejudice.

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Reflex, Poor Will


Requirements

To qualify to become a thunderguard, a character must fulfill all the following criteria.


Base Attack Bonus: +5 or higher
Feats: Scion of Storms, Resistance to Energy (Electrical)
Special: Must be able to fly under their own power, whether as a result of a spell they know how to cast or due to a fly speed granted by race or a class feature.



Level
BAB
Fort
Ref
Will
Special
Spellcasting

1st

+1

+2

+2

+0

Cloudwalking, Stormstrike Weapon, Thundercharge
+1 level of existing class

2nd

+2

+3

+3

+0

On the Wing, Stormheart
+1 level of existing class

3rd

+3

+3

+3

+1

Thunderbolt from the Blue
+1 level of existing class

4th

+4

+4

+4

+1

Polarizing Strike
+1 level of existing class

5th

+5

+4

+4

+1

Soul of the Sky, Lord of Lightning
+1 level of existing class

6th

+6

+5

+5

+2

Flash of Lightning
+1 level of existing class

7th

+7

+5

+5

+2

Thundershield, Greased Lightning
+1 level of existing class

8th

+8

+6

+6

+2

Strikes Thrice
+1 level of existing class

9th

+9

+6

+6

+3

Call to the Sky
+1 level of existing class

10th

+10

+7

+7

+3

Ride the Wind
+1 level of existing class



Class Skills

The thunderguard's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the thunderguard.

Weapon and Armor Proficiency: Thunderguard are proficient with all simple and martial weapons, with light armor, and with light and heavy shields.

Spellcasting: Every level, the character gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a thunderguard, she must decide to which class she adds the new level for purposes of determining spells per day.

When casting any spell with the [Electricity] subtype, the thunderguard adds +2 to their effective caster level, and +6 for any rolls to penetrate hostile spell resistance. Furthermore, the thunderguard automatically adds call lightning to their list of spells known as a 3rd-level spell.

Cloudwalking (Ex): Beginning at 1st level, the thunderguard has the ability to walk on cloud formations as though they were solid ground, including mists and thick fog. The formation must be natural (but can be the result of a conjuration), and the character may sink through it normally at will, though they always treat it as solid when unconscious. Cloud formations do not deal falling damage to a thunderguard if they are impacted at a high velocity.

Stormstrike Weapon: Upon taking their first level in this prestige class, a character crafts a personalized weapon out of an unstable stormcloud, one that is then bound to them on a primal level. The item takes the form of any weapon the thunderguard is proficient with, and its exact type can be changed on every class level, though its magical benefits remain the same.

A stormstrike weapon has all the same properties as a weapon of its kind except that it weighs nothing, and only a thunderguard can use it - any other creature who tries takes 1d4 electrical damage and their fingers slip through the makeup of the clouds. A stormstrike weapon hardens on impact at the will of the wielder but otherwise has very little mass, meaning it cannot be disarmed or sundered, nor telekinetically manipulated. It can be enchanted via spell (not via crafting), but only if the wielder wills it so. If the wielder desires, half of its damage may be physical and the other half electrical, and against constructs or opponents wearing metal armor, the damage dealt may be entirely converted to electrical. If the weapon is ranged, it produces its own ammunition, but cannot be equipped with standard ammunition from other sources.

The weapon improves as the thunderguard gains levels. When created, it is a +1 weapon that deals an additional 1d4 sonic damage when it strikes a target. Every 2 levels after 1st, its enhancement bonus improves by +1, and the sonic damage die improves by one step (from 1d4 to 1d6, 1d8, 1d10 and 1d12). At 3rd level, the weapon becomes keen (ignoring the usual rules on whether piercing or bludgeoning weapons may be keen). At 5th level, the weapon gains the shocking burst property when it confirms a critical hit, though it adds no additional bonus to electrical damage dealt on normal hits.

A stormstrike weapon can be summoned or dismissed as an immediate action once per round. It always appears in the thunderguard's hand, ready to be used.

On the Wing (Ex): At 2nd level, the thunderguard improves their flying speed by 20 feet, and adds one step to their maneuverability, to a maximum of (perfect). This ability is granted again at 6th and 10th level, stacking with itself each time.

Thundercharge (Su): As the thunderguard engages in combat, electric charge gathers around them, enhancing their attacks and empowering their abilities. Every time the thunderguard reduces an opponent to 0 hit points or inflicts electrical damage with a spell or one of their abilities (not including Thundercharge itself or damage from their Stormstrike weapon), they gain 1 charge. A thunderguard may maintain a number of charges equal to their class level at one time.

Beginning at 1st level, the thunderguard adds electrical damage to all of their melee and ranged attacks, which stacks with damage from their Stormstrike weapon. The extra damage is equal to twice the amount of charge they have stored.

Beginning at 4th level, the thunderguard may expend two points of stored charge to use any of their abilities which are limited in uses per day or encounter. That ability can then be activated even if it is out of uses, and expending charge does not cost daily uses of an ability. However, if the thunderguard expends charge to use an ability in this way that deals electrical damage, they do not then gain more charge from the ability itself.

Beginning at 6th level, the thunderguard adds 5 feet to their move speed and 10 feet to their fly speed for every point of charge they have stored.

Beginning at 9th level, the thunderguard may spend all of their stored charge to unleash a massive lightning bolt. The bolt’s dimensions are under the thunderguard’s complete control - it may be a sphere, cylinder, cube, series of squares, and so forth. However, it cannot be larger in total than 50 feet wide and 100 feet tall, and it cannot affect an area the thunderguard cannot see. It affects any enemies the thunderguard wishes and may also ignore allies.

The lightning deals 10d10 electrical damage, plus 1d10 bonus electrical damage for every point of charge the thunderguard had stored. If the thunderguard desires, the lightning bolt may target only a single creature, who then takes twice the normal damage.

Stormheart (Su): Beginning at 2nd level, the thunderguard has become more attuned to the power of storms and lightning, lacking fear of their power and drawing these forces of nature to themselves. This ability grants the thunderguard damage resistance of 10/- against electrical damage, which stacks with that granted by the Resistance to Energy and Scion of Storms feats. At 5th level, this bonus improves to 20/- resistance, and at 9th level the thunderguard becomes entirely immune to electrical damage. They also gain a passive control over storms. When outside during a thunderstorm, the thunderguard cannot be targeted by natural lightning, and may extend this immunity to up to ten allies within 100 feet of them.

The thunderguard may also deny an enemy some of their natural resistances. They ignore any opponent's resistance to electrical damage as long as it does not exceed their own. At 9th level, when the thunderguard becomes immune to electrical damage, any opponent he deals that type of damage to takes half, instead of none.

Thunderbolt from the Blue (Sp): Once per encounter at 3rd level, the thunderguard may use their stormstrike weapon (which must be drawn) as a focus to call down lightning to strike their foes. This ability summons a bolt of electricity as per the call lightning spell to target one creature within range, using the thunderguard's character level as their caster level. Only one bolt may be summoned per use of Thunderbolt from the Blue, but the damage it deals is 3d10 under any outdoor conditions (not just during a storm).

Polarizing Strike (Su): Beginning at 4th level, the thunderguard may force the charge of their stormstrike weapon to leap to a creature on impact, lacing their body with disruptive electrical energy. As part of an attack action, the thunderguard may activate this ability, and if the attack hits the target, that target suffers the effects of polarization. They take double damage from all electrical sources, lose any resistance to electrical damage (but not immunity) and if they try to cast a spell or manifest a power while polarized, they must make a Concentration check with a DC equal to 15 + the thunderguard's class level + the level of the spell/power or lose it. Polarization lasts a number of rounds equal to the thunderguard's class level, and Polarizing Strike may be used a number of times per day equal to their Wisdom modifier.

Soul of the Sky (Ex): At 5th level, the thunderguard has achieved a harmony with the realm of the sky even in moments of great turmoil. They treat all types of wind as one type less dangerous than normal (severe wind becomes strong, tornadoes are treated like hurricane-force, etc.) and penalties accrued from any other type of natural weather are halved. At 10th level, the thunderguard becomes entirely immune to the penalties inflicted by any kind of natural weather formations, unless they were caused by a spellcaster with a caster level higher than the thunderguard's Hit Dice.

Lord of Lightning (Su): A 5th level thunderguard can release a specially-charged blast of electrical energy once per day as a standard action. It alters the flow of natural and magical energies in their body, giving them a burst of the energy they need to finish the fight. This ability acts as Thunderbolt from the Blue and targets the thunderguard. However, rather than removing hit points, this ability restores them. Furthermore, if at least half of the dice rolled for the 'damage' of the effect (rounded down) are the maximum number for that die type or one below, the thunderguard acts for the next 10 rounds as if under the effects of haste.

Magnus can produce a lightning bolt which deals 9d10 damage. Using Lord of Lightning, he targets himself. He heals for 9d10 damage. He rolls 7, 2, 9, 10, 10, 2, 9, 6, and 9. Because at least half of his rolls were 9's and 10's, he also gains the haste benefit.

Flash of Lightning (Su): Beginning at 6th level, the thunderguard can temporarily alter the structure of their body to blend perfectly with a traveling electrical current. To activate this ability, the thunderguard must use a spell or effect that targets a creature or position some distance away from them and deals electrical damage. As an immediate action, they may use the effect to teleport to within 5 feet of its destination, adding their thunderguard level to the damage it deals in the process, if any.

Thundershield (Su): A 7th level thunderguard may surround themselves with a crackling field of energy that hardens their body and damages enemies with retributive flashes of static electricity. Using this ability is a full-round action available three times per day, and lasts a number of rounds equal to the thunderguard's class level.

The thunderguard gains a +2 bonus to all saving throws, and if an opponent attacks them in melee combat (whether they hit or miss), retributive bursts of electricity rush through their body. The attacker takes electrical damage equal to the thunderguard's class level + their Wisdom modifier.

If a polarized opponent tries to attack through a Thundershield, even with a ranged weapon or ranged touch attack, they instead take 10d10 electrical damage and are blown back 20 feet, landing prone, and the Shield's saving throw bonus improves to +5 for the rest of its duration.

Using Thundershield grants 2 charge instead of 1, assuming no charge was expended to use it.

Greased Lightning (Su): Beginning at 7th level, the thunderguard may manifest any spell that deals electrical damage or any class ability as a swift action, instead of a standard or full round action.

Strikes Thrice (Su): At 8th level, the thunderguard may enhance a use of their Thunderbolt from the Blue ability twice per day, granting it one of three additional effects:


The lightning may target a single creature within 200 feet, and functions anywhere, even indoors or underwater, using the damage total for a casting outside during a storm.
The lightning explodes outward from the thunderguard, affecting all creatures within 40 feet. It always deals 1d8 points of damage per caster level, regardless of where it is cast.
The lightning turns into an unstable arc, striking its designated target and then arcing outward. After the lightning hits, it loses two damage dice and then may strike another target of the thunderguard's choice within 20 feet. That arc may then also strike a third target, but loses a further two damage dice. This arcing effect may repeat until the damage dice are reduced to two or there are no targets remaining. The arcs may not strike the same target more than once.


Call to the Sky (Sp): Beginning at 9th level, the thunderguard may manifest an effect identical to the spell Control Weather once per day, but the casting time is only a standard action. It takes ten minutes for the effects of new weather to come into being, but if this ability is used to disperse weather that is already present, it fades within one minute.

Ride the Wind (Su): Once per day at 10th level, the thunderguard may summon and accelerate wind currents around themselves to an intense degree, gaining a +100ft bonus to their fly speed for 1 minute. This ability also summons a tornado in the thunderguard's area, the direction of which is under their total control. Due to the benefits of Soul of the Sky, the thunderguard is immune to any negative effects caused by occupying the same space as the tornado. The tornado fades when the speed bonus does.

ben-zayb
2014-06-01, 08:13 PM
HD: Druid, Ranger, and Scout are all d8, compared to a Barbarian's d12. It would make sense to have its HD to d8 instead.
BAB: Not too unbalancing for the 3 classes, but this is a straight up goodness for a druid (who don't need to be more powerful)
Skill Points: same as in BAB, but not that much (2 more skill points)

Spells Per Day: IMO the Druid is getting too much from this class (d10 HD, full BAB, 2 more Skill Points), at only the expense of animal companion. With a "Feralan" name, I was expecting a unique Wild Shape + Animal Companion progressing PrC instead of Spellcasting, but that might be an unpopular opinion. I can see possible balancing as either: make it 8/10 progression and nix Wild Shape, make it 5/10 and retain wild Shape, or nix it while retaining Wild Shape and adding full Animal Companion progression.

Feral Rage (Ex): I'm not sure if this is the intent, but activating as standard action means he can't normally attack during that round. If you want more synergy/upgrade for the Barbarian, I suggest either of the following: stack it with the Rage/day progression and either is usable for the other, make the duration 3+Con+class level or 3+class level at least, make it qualifable/usable with Rage Feats, or stack it with Rage Progression for purposes of Str/Con bonus.

Practiced Stride (Ex): Why not include non-magical difficult terrain?

One with Nature (Ex): It's already good as a Capstone, but it would definitely benefit the non-casters if you also include Speak with Plants and Speak with Animals.

Overall, I like the guardian of nature theme of the class. However, aside from Druid, it really lacks synergy with its base class. My suggestion is to make them choose which two progressions to take from the following: spellcasting (nerfed) and wild shape for druid, rage and DR for barbarian, favored enemy and combat style for rangers, and skirmish and fast movement for scout. Then have Feral Rage stack as mentioned above if Rage was one of the chosen progressions.

Overneath
2014-06-01, 11:40 PM
Those suggestions worked miracles with my creative process. I rebuilt Feralan from the ground up, so if you're willing, take a look at the new version and let me know if I missed/forgot/overlooked anything.

Overneath
2014-06-02, 12:13 AM
The Golden Valkyrie

"On, my friends! On, my steed! It's time we began to even the odds."

Wherever there is conflict, wherever there is suffering, wherever there is death...there, too, are the Golden Valkyries. Sometimes grim reapers sent to purge the unworthy, sometimes glorious angels sent to ease the fears of the dying, they are all powerfully attuned warrior-psychics whose connection to the afterlife is strong enough that they never need fear arriving on death's door: they'll have plenty of friends waiting for them there. Many golden valkyries prefer various telekinetic enhancements because they mesh well with their abilities, but a steady aim with a ranged weapon is considered much more important, particularly if it can be wielded properly on horseback.

Hit Dice: d8

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a golden valkyrie, a character must fulfill the following prerequisites.


Base Attack Bonus: 5+
Skills: Ride 8 ranks, Heal 4 ranks
Feats: Psionic Shot, Psionic Endowment
Manifesting: Able to manifest at least 2nd-level powers, at least two of which must be from the psychokinesis discipline
Special: Must have attended the funeral or wake of an individual of significant importance to the prospective valkyrie



Level
BAB
Fort
Ref
Will
Special
Powers Known

1st

+1

+2

+0

+2

Companion of the High Hall, Blessing of the Saddle

+1 level of existing manifesting class

2nd

+2

+3

+0

+3

Touch of the Silent Hand

+1 level of existing manifesting class

3rd

+3

+3

+1

+3

Endowment of the Mind's Fire

+1 level of existing manifesting class

4th

+4

+4

+1

+4

Eyes of the Watchful Gate

+1 level of existing manifesting class

5th

+5

+4

+1

+4

Embrace of the Mortal Coil

+1 level of existing manifesting class

6th

+6

+5

+2

+5

Wrath of the Waking Titan

+1 level of existing manifesting class

7th

+7

+5

+2

+5

Reach of the Blessed Wave

+1 level of existing manifesting class

8th

+8

+6

+2

+6

Strike of the Seeking Storm, Ride of the Seven Winds

+1 level of existing manifesting class

9th

+9

+6

+3

+6

Flight of the Golden Reaper

+1 level of existing manifesting class

10th

+10

+7

+3

+7

Arrow of True Vengeance

+1 level of existing manifesting class



Class Skills

The golden valkyrie’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Knowledge (warfare) (Int), Psicraft (Int), Ride (Dex), Sense Motive (Wis), and Spot (Wis).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the golden valkyrie.

Weapon and Armor Proficiency: The valkyrie is proficient with all simple and martial weapons, with light and medium armor, and with shields (but not tower shields). As a manifester, the valkyrie does not take any penalties for using psionic powers in armor.

Manifesting: At every level, a valkyrie gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of valkyrie to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before she became a valkyrie, she must decide to which class she adds the new level for the purpose of determining power points per day, powers known, and manifester level.

Companion of the High Hall (Su): Upon taking her first level in this prestige class, the valkyrie may designate a mount, companion, familiar or close friend of the magical beast, animal, or dragon creature types to serve as her bonded battle compatriot. She endows the creature with a powerful psychic aura that resonates between the two of them, strengthening the valkyrie and granting supernatural powers to her companion. If the valkyrie chooses a sentient being, they must understand the terms and costs of what they are agreeing to, and a valkyrie cannot bond to an unwilling creature, not even one dominated into service. If the valkyrie previously possessed a special mount, familiar, or animal companion, she may apply the benefits of Companion of the High Hall to them freely. Otherwise, she must choose a creature with no more HD than her character level -3.

Once the companion is bonded to the valkyrie, it can no longer truly die. Instead, its physical form can be recreated by the raw willpower present in the valkyrie's psionics. If the companion dies, it can be resummoned as a standard action the next day. Once it becomes a Companion of the High Hall, while the creature retains any sentience it may have possessed, it becomes immortal and does not age or permanently die so long as the valkyrie remains alive.

A Companion of the High Hall differs from other creatures of its kind in several ways, improving with the valkyrie's level, as noted below.



Class Level
Bonus HD
Natural Armor Adj.
Str/Int Adj.
Wis/Con Adj.
Power Points
Special


1st-2nd
+1
+1
+2
+1
2
Link, Power Storage


3rd-4th
+2
+2
+3
+1
5
Evasion


5th-6th
+4
+5
+6
+2
8
Shared Senses


7th-8th
+5
+6
+7
+2
12
Flight


9th-10th
+7
+9
+8
+4
16
Act as One



Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s valkyrie level.

Bonus HD: Extra Hit Dice as appropriate to the companion’s creature type, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the companion’s base attack and base save bonuses. An companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the companion’s existing natural armor bonus.

Str/Int Adj.: Add this value to the companion's Strength and Intelligence score. Note that a companion with 3 or more Intelligence is sentient, regardless of its type.

Wis/Con Adj.: Add this value to the companion’s Wisdom and Constitution and score.

Power Points: The base power point reserve of the companion. The companion adds bonus power points to this total equal to its Wisdom modifier. The companion can never use these extra power points on its own, even if it is a psionic creature.

Link (Ex): A valkyrie can handle her companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The valkyrie gains a +4 circumstance bonus on all Handle Animal checks made regarding a companion.

In addition, the valkyrie and her companion can share basic emotions and feelings across a distance of up to 100 feet per class level the valkyrie has. Both valkyrie and companion also gain telepathy with each other to the same distance, but only if the companion can speak a language they have in common.

Power Storage: The valkyrie may tap into her companion’s power point reserve instead of her own as a free action during the process of manifesting a power so long as she is in physical contact with them. The companion regains power points at the same rate the valkyrie does.

Evasion (Ex): If a companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Shared Senses (Su): When calculating what the valkyrie and her companion can see, use the better sensory values and skill bonuses. For example, if the companion has darkvision, the valkyrie also gains darkvision if she did not already possess it. And if the valkyrie has a +10 bonus to spot checks but the companion only has +8, the mount rolls spot checks with the valkyrie’s +10 bonus. As well, both valkyrie and companion may share sensory information such as sights and smells with each other freely. This ability only functions out to half the distance of their Link.

Flight (Su): The companion gains the ability to fly at twice its base land speed with average maneuverability. If it could already fly, it increases its maneuverability by one tier, to a maximum of perfect.

Act as One (Ex): The companion and valkyrie both roll initiative at the start of combat, and they use the higher of the two totals to determine their collective place in the initiative order. They act simultaneously on this turn, and automatically grant one another a +4 competence bonus to related checks if they both attempt the same action (such as bashing down a door or attacking the same opponent).

Blessing of the Saddle (Ex): So long as she maintains her psionic focus, the valkyrie can never be unseated from a mount unless she wishes to be, and she never takes penalties for firing a ranged weapon while mounted. If she previously possessed the Mounted Archery feat, she may choose to immediately discard it and take a bonus feat she qualifies for, instead.

Touch of the Silent Hand (Su): Beginning at 2nd level, the valkyrie gains a deeper understanding of her telekinetic powers, allowing her fine control over objects from a distance. She can telekinetically manipulate any single object in her line of sight, so long as it weighs less than 5 pounds per class level she possesses, and she may manipulate such objects as if she were using her hands normally. If she passes a DC 20 Concentration check, she can manipulate two objects at once, but every successive round she attempts to do so, she must roll the Concentration check again, and both objects still cannot exceed her weight limit.

Endowment of the Mind's Fire (Su): At 3rd level, the valkyrie can expend some of her psychic energy to charge an object or weapon with a violently unstable telekinetic field. If that object or weapon is then used to make an attack, it explodes on impact, dealing damage in a 10-foot radius, centered on the target. The valkyrie can expend up to 1 power point per class level on this ability, and each power point spent enhances the object with 1d6 extra force damage. Enemies caught in the blast radius can make a Reflex save with a DC equal to 10 + the valkyrie's class level + her Wisdom modifier, but if a creature is hit directly by an object charged by Endowment of the Mind's Fire, they receive no saving throw. Charging an object is a free action made in the process of using it to attack a creature, and the valkyrie can charge ammunition as she lets it fly. If she charges a melee attack and misses, she retains the power points she spent charging it.

Beginning at 7th level, the valkyrie can attach any power she knows with a range of touch to a projectile as she lets it fly. She manifests the power as part of making a standard attack action, expending power points normally. If the projectile hits, the creature takes damage from the ranged attack and is also affected by the power.

Eyes of the Watchful Gate (Su): At 4th level, the valkyrie steps closer to the gaze of death that she will eventually command with all her psychic strength. She permanently manifests an effect that allows her to tell with unerring accuracy how many hit points any creature within her line of sight has remaining, and whether a creature is truly dead or only faking, or unconscious. She can also sense when a creature has just been reduced to negative hit points and where they are if they are within 300 feet, whether or not the valkyrie can see them. The valkyrie also gains the ability to tell, in a general sense, what a creature is dying from/what caused them to die. She might be able to identify that poison was the cause, but not what kind of poison it was.

Embrace of the Mortal Coil (Su): Healing creatures is normally within the purview of the divine, but to someone like a golden valkyrie, bringing someone out of the grave is as trivial as putting them back in. Beginning at 5th level, the valkyrie can lay her hands on a creature as a standard action and heal them by expending power points. She heals 1d6 hit points per 2 power points expended, to a maximum number of expended power points equal to her class level. She also adds her Wisdom modifier to the total hit points healed. Healing a creature in this manner is not a manifestation of positive or negative energy, so it heals hit point damage regardless of creature type.

Wrath of the Waking Titan (Su): At 6th level, the valkyrie can point to a 30-foot-radius area within 100 feet as a standard action and will it to explode. The blast deals 1d8 points of force damage per class level and forces creatures caught in the blast 5 feet from the epicenter, knocking them prone. Creatures so affected may make a Reflex saving throw with a DC of 10 + the valkyrie's class level, and if they succeed, they take half damage and stay on their feet. The valkyrie can use this ability once per day, and gains additional uses per day equal to her Wisdom modifier.

Reach of the Blessed Wave (Su): At 7th level, the valkyrie can use her telekinesis to retrieve items she has thrown or shot with preternatural ease. Every weapon the valkyrie uses gains the Returning property, and melee weapons also gain the Throwing property.

Strike of the Seeking Storm (Su): Beginning at 8th level, the valkyrie can enchant one of her ranged attacks with the ability to penetrate any material and strike true. She may use this ability once per day as part of an attack action with a ranged weapon (though the benefits only apply to one shot), and it grants her a +10 circumstance bonus to hit and penetrates any materials between the valkyrie and her target, ignoring Hardness, Damage Reduction, Cover, Natural Armor, Armor bonuses to AC, Shield bonuses to AC, and any kind of force effects.

Ride of the Seven Winds (Ex): At 8th level, the valkyrie can infuse her mount with a powerful psychic aura at its top fighting speed. When her mount is charging, it moves freely through obstacles and creatures in its path, and if the valkyrie makes an attack in the same round, she gains all the same benefits to attack and damage the mount gained, plus double damage with any ranged weapons she uses for the task. The mount cannot end its charge action inside an object.

Flight of the Golden Reaper (Su): At 9th level, the valkyrie can teleport as a swift action to any dying creature within her line of sight a number of times per day equal to her Wisdom modifier. If her companion is within 5 feet, she may bring them along. She must have used Eyes of the Watchful Gate to identify the creature's status, and once per day she may manifest a psychic variant of the mass heal spell on her arrival that affects all creatures she designates within 30 feet of the destination point.

Arrow of True Vengeance (Su): Every so often, a creature comes along that is so substantially bloodthirsty or simply unlucky that they draw the absolute scorn of a golden valkyrie. These poor fools are inevitably met with the Arrow of True Vengeance, and it will be the last thing they ever see. Beginning at 10th level, the golden valkyrie can make a single ranged attack against an opponent within range as a full-round action. The shot always hits, always ignores any damage resistance or damage reduction, and deals maximum damage. The shot also gains bonus damage equal to 10 x the valkyrie's Wisdom modifier, and if the valkyrie has personally witnessed the creature reduce another creature to 0 hit points, the shot deals double damage. Endowment of the Mind's Fire may be freely combined with Arrow of True Vengeance. Arrow of True Vengeance may be used once per day.

Overneath
2014-06-02, 12:26 AM
The Elemental Subjugator

"The snowflake, the cleansing flame, the ancient stone, the endless wind? Why limit yourself to just one?"

The elements, as any evoker knows, are a powerful force, whether in their natural state or in the hands of an arcanist. Though naturally tempered by the fluidity of magic and the will of a caster, these ancient powers have the capacity to be incredibly destructive, but they can also be controlled. An elemental subjugator is a spellcaster who has devoted themselves to the art of pure destruction, forcefully drawing upon the elements of fire, earth, air and water directly from the source to enhance their magic. In the process, their spells become unrivaled in their potential to cause a great deal of damage, but their careless methods also make them the enemy of any creature from which they so wantonly steal their power.

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become an elemental subjugator, a character must fulfill all the following criteria.


Feat: Any two elemental enhancement feats (Aegis of Rime, etc.)
Skills: Knowledge (arcana) 8 ranks, Spellcraft 7 ranks, Knowledge (the planes) 6 ranks
Spellcasting: Must be able to cast at least one spell that deals elemental damage from each element, and be able to cast spells of at least 3rd level.
Special: Must have personally killed at least four creatures (one from each element) that was either an elemental or had the appropriate subtype.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Elemental Fluidity, Natural Nemesis

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

Destructive Mastery

+1 level of existing spellcasting class

3rd

+1

+1

+1

+3

Spellrend

+1 level of existing spellcasting class

4th

+2

+1

+1

+4

Elemental Flexibility, Spellreave

+1 level of existing spellcasting class

5th

+2

+1

+1

+4

Elemental Resilience

+1 level of existing spellcasting class

6th

+3

+2

+2

+5

Elemental Flexibility, Hinder Avoidance

+1 level of existing spellcasting class

7th

+3

+2

+2

+5

Elemental Compensation

+1 level of existing spellcasting class

8th

+4

+2

+2

+6

Elemental Flexibility, Elemental Control

+1 level of existing spellcasting class

9th

+4

+3

+3

+6

Mastery of Nullification

+1 level of existing spellcasting class

10th

+5

+3

+3

+7

Elemental Flexibility, Mastery of Subjugation

+1 level of existing spellcasting class



Class Skills

The elemental subjugator’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the elemental subjugator.

Weapon and Armor Proficiency: Subjugators gain no proficiency with any weapons, armor, or shields.

Spellcasting: Every level, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a subjugator, she must decide to which class she adds the new level for purposes of determining spells per day.

Elemental Fluidity: While some spellcasters who wish to master the elements focus on only one at a time, the subjugator, as befits their name, forcefully draws in and utilizes raw energies from multiple sources simultaneously. The results are never gentle, often dangerous, but also much easier for the caster to manipulate.

Beginning at 1st level, the subjugator can change the elemental focus of spells they cast. When she casts a spell that deals elemental damage (not including sonic) to a target, she may freely change the type of damage it deals as she casts it. For example, she may cast a normal fireball, but alter it to deal cold damage. Because of this, any feats, items or metamagic effects that normally add bonuses to spells with a specific element now add their bonuses to the subugator’s spells by default, so long as they are compatible when the spell takes effect. A wizard/subjugator could memorize fireball with the Piercing Cold metamagic feat, but if she casts the spell and it deals damage other than cold, the metamagic bonuses have no effect.

Natural Nemesis (Ex): Due to the nature of their abilities, elemental creatures are not fond of subjugators, to say the least. While they will suffer most casters if they must, a subjugator represents a unique, dangerous, oppressive being that cares little enough for them as though they were simply fuel for an engine of arcane destruction. For this very reason, the normally disparate elements are united in their loathing, and sometimes outright hatred, of these characters.

Unintelligent creatures of an elemental subtype will, under most circumstances, begin an encounter as immediately hostile to a subjugator, and will always make them the primary target of their attacks. Intelligent elemental beings may not attack outright, but they will almost always be disgusted by the character, and will usually refuse to deal with them. As such, most subjugators use intermediaries (such as the rest of their party) when taking on such tasks, but all Charisma-based checks during such an interaction take a -4 penalty if the elemental creature knows that the being they deal with is affiliated with a subjugator.

When in combat with a subjugator, elemental creatures gain a +2 bonus to attack, damage, and saving throws, but take a -2 penalty to their armor class, much like a barbarian’s rage. Unlike a true rage, they retain all access to spells, actions, and skills.

Destructive Mastery: Subjugator’s don’t walk the path they do to learn about the true secrets of the elements or all that humdrum. They take, absorb, and cast to learn how better to destroy those in their path. To that end, all who take up their mantle are experts in the art of obliterating opposition with elemental attacks.

A 2nd level subjugator adds a bonus equal to her class level + her highest spellcasting ability score modifier to all elemental damage she deals with spells that she casts. This damage is added after resistance is calculated - for example, if her bonus is +6 and she casts a ray of frost on an aasimar, the aasimar’s resistance to cold damage applies to the initial 1d3 cold damage, but the aasimar would still take 6 afterwards.

Destructive Mastery does not bypass immunity to an element until 9th level.

Beginning at level 5, the subjugator adds her Destructive Mastery bonus to all ranged and melee touch attack rolls made with elemental spells.

Spellrend (Ex): So great is the power of a subjugator’s spells that they not only damage, but weaken and reduce their targets. Beginning at 3rd level, whenever the subjugator uses a spell to deal elemental damage to a target, the target takes one of the following penalties - as chosen by the subjugator - for 1 minute, all of which stack with one another:

-1 penalty to attack and damage rolls
-1 penalty to Armor Class
-1 penalty to a single saving throw
-1 penalty to skill checks


Elemental Flexibility: Beginning at 4th level, and every 2 levels thereafter, the subjugator may heighten her proficiency with the forces of nature, making them a deeper part of her being. At each of these levels, she may choose to gain a single Elemental Enhancement or metamagic feat. The only prerequisite of Elemental Enhancement feats taken with this ability is that the previous feat in the tree must have already been taken. A subjugator with Aegis of Rime but without 11 ranks in Spellcraft could take Coldhearted, but could not take Icy Soul without having already taken Coldhearted.

Alternatively, at each of these levels, the subjugator may choose a single spell that she knows, of a spell level that cannot exceed her class level. The spell then becomes a Spell-Like Ability, usable once per day. It differs from traditional Spell-Like Abilities, however, in that it is raw, stored energy, and thus can be used when other spells cannot, for example in a dead magic zone or an antimagic field.

Spellreave: At 4th level, the subjugator is able to more easily overcome hostile spell resistance. She gains a +2 bonus to all caster level checks made to overcome it, which increases to +4 at 7th level.

Elemental Resilience (Su): Beginning at 5th level, the subjugator maintains a hold on elemental energies she uses, forming a shield around herself to deflect similar effects. When she casts a spell that deals elemental damage, she gains damage resistance equal to the spell’s level x 2 against the same elemental damage type the spell dealt until another such spell is cast.

At 8th level, if Elemental Resilience resists a portion of the damage she takes, she can add that damage into her next spell. For example, if she casts cone of cold and gains 10 cold resistance, and then takes 20 cold damage, 10 points of that damage are absorbed by Elemental Resilience, and her next spell will deal its normal effects but add 10 cold damage atop them. Elemental Fluidity cannot be used to alter the type of damage that this function adds to a spell.

Hinder Avoidance: Beginning at 6th level, any elemental damage spells the subjugator casts ignore the effects of features such as evasion or mettle, that allow saving throws for half to be used to avoid all effects of a spell. Improved evasion functions as normal evasion does.

Elemental Compensation: At 7th level, the subjugator can ignore some of a creature’s damage resistance when she targets them with her spells. The total damage resistance ignored is equal to twice her class level, but the penetration only applies to elemental damage resistance, such as that a tiefling has.

Elemental Control: Beginning at 8th level, the subjugator has begun to assert her mastery over the elemental world in more subtle ways. Subtle in the relative sense for an individual who spends most of her time throwing around fireballs, anyway. She gains the ability to telekinetically control (as per the spell) the passive elements of air, earth, water and fire, so long as they are not a part of or already controlled by another creature. She can control and manipulate up to 50 pounds of material (or five cubic feet of weightless material) per caster level as a standard action, and maintain control over it as a free action. The manipulated material can move up to her speed, but no faster. If she makes a violent thrust or combat maneuver with the effects of the spell, it must be done using the controlled material, often with additional effects, such as normal fire damage if controlling fire to trip someone. Because she controls an area of the elements, such effects as engulfing a creature in flame, removing the air from a creature’s immediate area to cause them to suffocate, and parting a section of water are all possible.

Furthermore, she gains unique forms of motion when she taps into the power of the elements. Whenever she casts an elemental spell, she gains a new form of speed for 1 round per level of the cast spell or until a different type of elemental spell is cast. All speeds gained provide the same number of feet per round as her base land speed. Acid and earth spells provide a burrow speed and tremorsense out to 30 feet. Cold and water spells provide a swim speed and the ability to breathe both water and air. Air and electrical spells provide flight with good maneuverability. And fire spells provide the ability to walk up solid surfaces and atop liquid surfaces - if the liquid in question would normally be harmful, such as acid or lava, the subjugator takes no damage from it while she maintains her new form of motion.

When casting a spell, the subjugator can designate a patch of empty air or solid earth (or both) to divert the effects of her spells. In practice, this works exactly as per the Archmage’s Mastery of Shaping ability. If she reshapes her spells’ areas in this way, the subjugator cannot telekinetically manipulate the air or earth that her spells affected for 1 hour.

Mastery of Nullification: A 9th level subjugator is at ease when overcoming the defenses of a given creature. When casting an elemental damage spell, she ignores all Spell Resistance the creature has. She also partly ignores immunity to elemental damage - creatures with full immunity to the type of damage her spells deal instead take only half.

Mastery of Subjugation (Su): At 10th level, when casting a spell that deals elemental damage, the subjugator may add an additional dice of damage per level of the spell. Thus, a 15th-level cone of cold would deal 20d6 damage (plus the damage bonus from Destructive Mastery), not 15d6. Cantrips add no additional damage dice. In addition, the subjugator becomes entirely immune to whatever element she has a resistance to by virtue of Elemental Resilience, and transfers all damage absorbed to the next elemental damage spell she casts. She is also permanently under the effects of endure elements.

At this level, all benefits and penalties conferred to hostile elementals, as per Natural Nemesis, are tripled.

ben-zayb
2014-06-02, 09:53 PM
Whoa! The changes to the Feralan were far cooler and well-written than the original. Props to that.

Just one thing confuses me: are the Minor Rage bonus the ones written below, like the immunity to stun, etc?

Overneath
2014-06-03, 12:25 AM
The Shattered Rune Supplement, Part 2



The Spellbinder of the Shattered Rune

"And just like that, all of your magical 'power' means absolutely nothing."

Hit Dice: d4

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a Spellbinder of the Shattered Rune, a character must fulfill all the following criteria.


Alignment: Any non-evil
Skills: Concentration 5 ranks, Knowledge (arcana) 8 ranks, Spellcraft 10 ranks
Feats: Improved Counterspell
Spellcasting: Ability to cast 4th level arcane spells, 5 or more of which must be from the Abjuration school. In addition, must be a wizard with specialization in the Abjuration school or possess the feat Greater Spell Focus (abjuration).
Special: Must gain a recommendation from at least two individuals with levels in Templar or Sentinel of the Shattered Rune and be accepted into the order.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Advanced Counterspelling

+1 level of existing arcane spellcasting class

2nd

+1

+0

+0

+3

Dispel Specialization, Eye of the Binder

+1 level of existing arcane spellcasting class

3rd

+1

+1

+1

+3

Abjurative Conversion

+1 level of existing arcane spellcasting class

4th

+2

+1

+1

+4

Spell Knowledge: Spellbinder’s Mantle

+1 level of existing arcane spellcasting class

5th

+2

+1

+1

+4

Let Chaos Be Unmade, Spellbind

+1 level of existing arcane spellcasting class

6th

+3

+2

+2

+5

Spell Knowledge: Greater Exorcism

+1 level of existing arcane spellcasting class

7th

+3

+2

+2

+5

Blindfolded Chess

+1 level of existing arcane spellcasting class

8th

+4

+2

+2

+6

Spell Knowledge: Breach Enchantment, Dispel Mastery

+1 level of existing arcane spellcasting class

9th

+4

+3

+3

+6

Universal Conversion, Multiplicative Focus

+1 level of existing arcane spellcasting class

10th

+5

+3

+3

+7

Spell Knowledge: Symbiotic Spelldrain, Weavebind

+1 level of existing arcane spellcasting class




Class Skills

The Spellbinder of the Shattered Rune's class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the Spellbinder of the Shattered Rune.

Weapon and Armor Proficiency: Spellbinders gain no proficiency with any weapons, armor, or shields.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellbinder, he must decide to which class he adds the new level for purposes of determining spells per day.

Advanced Counterspelling: All spellbinders are aware of certain principles that are elementary to their field of expertise, but that other spellcasters may view as, ironically, the contemporary mystical equivalent of witchcraft. Namely, starting when the first level of this prestige class is gained, the spellbinder becomes aware of several techniques that allow him to counter hostile spells more effectively.

When the spellbinder readies himself to counter an enemy’s spell, he may substitute the spell that the opponent is casting for any spell he has prepared with a dispelling component, from lesser dispel to disjunction during the process of expending that spell for the purposes of his counterspell attempt.

Furthermore, if the expended dispel is of a higher spell level than the spell being countered, the spellbinder does not need to make a dispel check to successfully counter it - the attempt always succeeds.

Dispel Specialization: At 2nd level, the spellbinder adds his class level to the caster level cap on his dispelling magic. Dispel magic, for example, normally allows a maximum caster level bonus to the dispel check of +10. A 5th level spellbinder could add a caster level bonus of up to +15, and so on for varying class levels and different types of dispelling magic.

Eye of the Binder (Ex): At 2nd level, the spellbinder has already mastered the fundamental principles of identifying magical effects, and can utilize this knowledge even under pressure. He gains a +5 untyped bonus to all Spellcraft checks he makes, and may make a unique Spellcraft check once per day per individual creature.

The Spellcraft check allows the spellbinder to become aware of any and all magical effects active on the person of the individual being targeted by Eye of the Binder. Further, the spellbinder is also aware of how much longer each effect will last, and the caster level of those effects. The DC of this check is equal to 15 + the highest caster level in place on the target’s person + the highest level of spell among the surveyed enchantments. Eye of the Binder cannot be rerolled against the same creature until a 24-hour period of time has passed.

If the spellbinder identifies some form of ritual, curse, or binding on the target creature, he also becomes aware of its parameters and consequences, such as the command of a geas or the trigger for a mark of justice.

Abjurative Conversion: At 3rd level, the spellbinder may convert any Abjuration spell of 4th level or higher into a casting of dispel magic, under similar circumstances as a cleric’s Spontaneous Conversion ability. Beginning at 7th level, he may convert Abjuration spells of 7th level or higher into either dispel magic or greater dispelling. These converted spells cannot be expended for the purposes of a counterspell attempt.

Spell Knowledge: At varying points in his career, the spellbinder gains access to relatively unique spells, the results of years’ intense research both by his hand and the study of the spellbinders who came before him. These spells are instantly added to his spells known or spellbook at the appropriate class level. He learns Spellbinder’s Mantle at 4th level, Greater Exorcism at 6th, Breach Enchantment at 8th, and Symbiotic Spelldrain at 10th.

Spellbinder’s Mantle
Abjuration
Level: Brd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until expended
Saving Throw: None
Spell Resistance: No
This spell creates a shimmering magical barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 2d4+6 levels of spells before collapsing. Unlike Spell Turning, it still absorbs spells with an area of effect not centered on the caster, as long as the caster is in the area of effect.

Material Component: The metal centerpiece of a shield.

Greater Exorcism
Abjuration
Level: Brd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One target creature possessed or dominated by an undead, fey, or outsider
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
This spell can be used on an afflicted creature to rid them of hostile control. When cast and the afflicted creature touched, its possessor or dominator must make a Will save (no matter how far away it actually is from its victim) or immediately lose control, the magical connection severed. If the victim was physically possessed, the possessor is immediately banished and cannot return to the plane it was banished from for 1 week.

The victim also gains total immunity to possession and domination effects for 24 hours.

Material Component: A small leather bag containing a tablespoon each of silver dust, table salt, and cold iron shavings.

Breach Enchantment
Abjuration
Level: Brd 6, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object
Duration: 1 round/level; see below
Saving Throw: None
Spell Resistance: No
Upon completion of this spell, a magical arrow takes form in front of you and pierces through the magical defenses of the designated target. This spell has two effects; First, it instantly removes up to four benign (that is to say, the spell was cast by someone with no malevolent intent in the casting, and the spell only provides benefits, not direct disadvantages) magical defenses currently in effect upon the target. The list of acceptable spells includes, but is not limited to, Stoneskin, Shield, Mage Armor, Globe of Invulnerability, Spell Turning, Spell Immunity, Improved Invisibility, Foresight, and Mind Blank. Second, it decreases the target's Spell Resistance (if any) by 10. This second effect stacks with itself, and is the only part of the spell to which the listed duration applies.

However, note that this spell cannot dispel defensive magics of a spell level that the caster does not have access to. A 14th-level wizard could Breach and remove the protection of a Spell Turning effect (since he can cast 7th-level spells), but not Mind Blank (as he cannot cast 8th-level spells).

As breach enchantment strips spells instead of strictly dispelling them, it cannot be used during a counterspell attempt.

Material Component: An arrowhead dipped in quicksilver.


Symbiotic Spelldrain
Abjuration
Level: Brd 7*, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One target creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This powerful spell allows the caster to latch on to active magics and make them his own. Upon casting it, they target a single creature within range - all benign magical effects active on that target’s person then instantly spring to life with identical effects and caster levels around the caster. Spells with durations longer than 6 hours are not copied, but spells with a duration of 1 hour/level are.

The spells that the caster steals are intrinsically bonded to the ‘parent’ effects that the target uses. If the original spell or spells are removed, dispelled, or their duration expires, so to do the magics around the caster fade.

The caster of symbiotic spelldrain may choose which spells he wishes to copy and which he does not from a target on an individual basis if he has identified them with Eye of the Binder.

* - Knowing this spell does not give bards access to 7th level spell slots per se, but the spell can be accessed normally if a bard would have enough Charisma to gain bonus 7th level spell slots, or would somehow gain extra slots of that level from another source.

Material Component: A platinum wheel worth at least 500 gold pieces painted with shades from at least three primary colors.

Let Chaos Be Unmade (Sp): Once per encounter at 5th level, the spellbinder may manifest an effect as per greater dispelling, targeting a single creature of his choice. He uses his total caster level to determine the bonus on the dispelling check, as normal, but gains no benefits from any of his class features in regard to additional caster level bonuses or a higher CL limit. Any magical effects that are actually dispelled by this ability remain so; however, even spells that the spellbinder fails to dispel are suppressed for 1d6 rounds. Let Chaos Be Unmade cannot be used to counter a spell.

Spellbind (Su): The eponymous and borderline-insidious enchantment that makes spellbinders feared by their foes and welcomed by their allies is learned at 5th level. Whenever the spellbinder successfully counters an enemy spell, he can choose to bind it, rendering the caster entirely unable to cast that spell (even if altered by metamagic) and that individual spell slot (essentially reducing a spontaneous caster’s spells per day of that spell level by 1) for 24 hours. However, the spellbinder himself must lock down the use of his own spell slot that he used to counter the spell for those same 24 hours.

Beginning at 10th level, the spellbinder may choose to discard another one of his spell slots or prepared spells when he uses Spellbind. If he does so, the spellcaster he counterspelled may not cast any spells from the same spell level of the spell that was countered for 1 minute.

Blindfolded Chess: Sometimes, the enemy doesn’t let you prepare. But after so much intense training, powerful spellbinders don’t need to. At 7th level, the spellbinder may counterspell any enemy he can see as an immediate action without having readied an action to do so. However, the spellbinder may still only counterspell once per round.

Dispel Mastery: An 8th level spellbinder adds his class level to any check made to dispel an effect. For example, a 10th level spellbinder/10th level wizard can use Greater Dispel Magic (which, thanks to Dispel Specialization, now has a total caster level cap of 30) and add 20 (their caster level) +10 (their spellbinder level) to their dispelling check.

Universal Conversion: At some point, all Abjuration magic begins to have a very similar feel, and at 9th level, the spellbinder capitalizes on this familiarity. When counterspelling, he may counter a spell by expending any Abjuration spell he has prepared or has access to that is of a higher spell level than the spell he is attempting to counter, in lieu of using that same spell or a dispelling spell.

If the spellbinder uses the new feat Defensive Spell to turn a non-Abjuration spell into an Abjuration spell, he may utilize the metamagicked spell or spell slot for the purposes of Universal Conversion.

Multiplicative Focus: At 9th level, the spellbinder may counterspell twice in one round.

Weavebind: At 10th level, a spellbinder is a true master in the field of removing magical effects, and when he does, he can absorb some of the raw magical energy left behind by its loss. Whenever the spellbinder successfully dispels a spell effect from a target, he may make a Spellcraft check with a DC of 40. His bonus from Eye of the Binder applies. If he succeeds, he regains a single spell slot of his choosing (so long as it has not been locked down by Spellbind) whose spell level cannot exceed the highest level of spell that was removed from his target.

The spellbinder cannot use this ability to regain the same dispelling spell he just used, or in fact any spell that has the same effect. He has a chance at regaining these spell slots with each casting, not each spell he actually dispels. Thus, if he dispels a creature with three active enchantments and a creature with only one, he might regain only a single spell slot from either of them.

===

The Templar of the Shattered Rune

"May the gods grant you mercy; I certainly will not."

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a templar, a character must fulfill all the following criteria.


Alignment: Any non-evil and non-chaotic
Base Attack Bonus: +6
Skills: Spellcraft 5 ranks, Knowledge (arcana) 5 ranks
Feats: Iron Will
Special: Must be inducted into the Order of the Shattered Rune by at least a Junior Knight, and kill a non-good spellcaster in single combat.



Level
BAB
Fort
Ref
Will
Special
Divine Spellcasting Progression

1st

+1

+2

+0

+2

Anti-Magic Training, Knight's Oath

-

2nd

+2

+3

+0

+3

Let the Blade Pass Through the Flesh

+1 level of existing divine spellcasting class

3rd

+3

+3

+1

+3

With Neither Blade Nor Shield

-

4th

+4

+4

+1

+4

Heav'n Filled With Silence, In Blackest Envy

+1 level of existing divine spellcasting class

5th

+5

+4

+1

+3

Know the Wrath of Heaven, Like Sleepers Waking at the Dawn

-

6th

+6

+5

+2

+5

Junior Knight, They Could Not Feel

+1 level of existing divine spellcasting class

7th

+7

+5

+2

+5

They Shall Find No Rest In This World

-

8th

+8

+6

+2

+6

Marvel At Perfection

+1 level of existing divine spellcasting class

9th

+9

+6

+3

+6

There Is No Darkness

-

10th

+10

+7

+3

+7

Senior Knight, A Sword to Pierce the Sun

+1 level of existing divine spellcasting class



Class Skills

The Templar of the Shattered Rune’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the Templar of the Shattered Rune.

Weapon and Armor Proficiency: Templars are proficient with simple and martial weapons, with all light, medium, and heavy armor, and with light and heavy shields.

Spellcasting: Every other templar level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of divine spellcasting. If a character had more than one divine spellcasting class before becoming a templar, he must decide to which class he adds the new level for purposes of determining spells per day.

Knight's Oath: Upon entering the ranks of the Shattered Rune, an aspiring character must swear an oath to the cause. A character who breaks any of the clauses therein is dishonorably discharged effective immediately, and cannot take further levels in the prestige class unless they undertake a quest (chosen by their superior) and retake the oath, as well as the initial qualification. The clauses are thus:


A knight must obey all orders from his superiors. However, if the order is suspect or goes against the code, a knight may report it to another superior. This superior may also veto said order.
A knight must not willingly commit an evil act with malevolent intent. There are two concessions to this; First, a knight under the effects of mind-altering magic is not liable for his actions. Second, while most (if not all) knights are expected to have significant presence of mind, an act that results in evil but is performed for benevolent reasons will be judged on a case by case basis (for example, giving money to a beggar whom you do not know is a doppleganger).
A knight must do his utmost to stop and apprehend or kill a mage of malevolent intent when he learns of them. However, if he is obviously outmatched, he is required to contact the knight headquarters or find suitable reinforcements.


Anti-Magic Training (Ex): Templars are specially trained to combat mages, and thus have learned certain techniques for fighting this dangerous foe. At 1st level, templar adds a +1 bonus to attack rolls, damage, and skill rolls directed at finding or interacting with a spellcaster. This bonus stacks with any bonuses gained from Ranger levels or any other classes that give similar abilities to Favored Enemy, provided the mage also falls under such parameters. This bonus increases by +1 for every 2 templar levels above 1st a character has, to a maximum of +5 at 9th level.

For example, a ranger/templar with Favored Enemy: Elf would combine his training bonus with his favored enemy bonus when dealing damage to an elven sorcerer, but would only use the former against a human wizard. As well, whenever a templar strikes a spellcaster in a situation that would require an immediate concentration check on the part of the mage, the concentration DC is increased by double the templar’s training bonus.

In addition, every melee or ranged attack that the templar makes against a spellcaster applies a stacking 10% spell failure penalty for 3 rounds if it hits and deals damage. Every successful strike resets the duration. If a spellcaster reaches 100% spell failure from this ability, they gain Purge.

Purge: Certain templar abilities can disrupt the very connections between an opponent and the magical realm, turning the infinite energy source against its user. This is called Purge (gaining Purge, being under Purge, etc.). A spellcaster under Purge always makes saving throws using their weakest saving throw bonus, and may take additional effects from templar abilities. Purge lasts for 1 minute or until reapplied.

Purge can be dispelled with any normal dispelling magic freely, but this process removes the affliction explosively, dealing 1d6 damage to the Purged creature per HD they possess.

Let the Blade Pass Through the Flesh (Ex): Once per encounter, a 2nd level templar may designate a single spellcaster that they can perceive as a swift action. The next successful attack on the part of the templar against that target deals maximum damage. If the attack misses, this ability is not expended, merely on hold until a hit is made.

If the templar possesses Smite Evil, he may apply the effects of Smite Evil and Let the Blade Pass Through the Flesh to the same target as part of the same swift action. The Extra Smiting feat adds an additional use per encounter to this ability for the templar.

If this ability is used on a target under Purge, its granted attack is an automatic critical hit, in addition to dealing maximum damage.

With Neither Blade Nor Shield (Ex): Mages are rarely alone - they can summon all sorts of terrible creatures to fight on their behalf. Thus, templars are specially trained to fight both at once. At 3rd level, a templar who is threatened by a summoned creature of any kind or alignment (as well as nonsummoned outsiders and elementals) adds half his templar level as a sacred bonus to his armor class. As well, if a mage who has an obscured view of the battling templar casts a targeted spell on the templar, the summoned creature counts as half cover if it is medium-size or larger. If the spell misses, it hits the creature instead.

Spellcasters under Purge always hit their summoned creature instead of the templar if they target a threatened templar with a hostile spell.

Heav'n Filled With Silence (Sp): At 4th level, the templar can annul the mystic voice a spellcaster uses to summon their magics in an area around him. This acts as silence as cast at a caster level equal to the templar's character level, but its DC is equal to 10 + the templar's Charisma modifier + the templar's class level, is not subject to spell resistance, and only affects creatures the templar desires.

A spellcaster that fails their saving throw against the silence effect is immediately under Purge.

In Blackest Envy: Beginning at 4th level, the templar has expanded his knowledge of combat to include those greatest threats to mortal sanctity - demons and their ilk. Every bonus granted by his class against spellcasters now also applies to any Outsider (excluding Native Outsiders) he fights.

Know the Wrath of Heaven (Su): A 5th level templar can call down a terrible fury from the gods themselves, dealing horrendous damage to and stunning any mages nearby. Know the Wrath of Heaven requires a standard action to activate and affects any hostile creatures within 30 feet of the templar. Most creatures take 5d6 untyped damage and must make a Will saving throw against a DC equal to 10 + the templar's Charisma modifier + the templar's class level or be stunned for 1 round. Spellcasters, however, are stunned for 5 rounds if they fail the saving throw, and cannot resist the stunning effect even if they would normally be immune to it.

Spellcasters under Purge are detonated by Know the Wrath of Heaven, as it deals its untyped damage to them, forces the saving throw against stun, and then immediately dispels the active Purge for full damage.

Like Sleepers Waking At the Dawn (Su): A 5th level templar can instill his companions with renewed vigor in the face of insurmountable odds or crippling afflictions, even restoring their vitality entirely. This ability removes one negative status effect of the templar's choice from each ally within 60 feet and automatically removes the fatigued or exhausted conditions.

If the templar desires, he can place himself under Purge to grant all of those same allies the effective benefits of 8 hours' rest, including renewed (but not altered or replaced) spell slots, refreshed hit points, and recovery from ability score penalties.

Junior Knight: At 6th level, the character has proven himself a viable asset to the order, and becomes a Junior Knight. Junior Knights have access to all minor-to-moderate resources of the order, including room and board, access to the main library (though not the forbidden tomes), and the ability to recommend people for induction into the order.

Junior Knights are not paid, but by the same token, all of the above is free, and Junior Knights have a much easier time requesting additional resources than rank-and-file Knights.

They Could Not Feel (Ex): If a 6th level templar scores a critical hit against a creature, that creature is placed under Purge. If that creature is a spellcaster, they are stunned for 1 round, and the templar can now score critical hits against spellcasters normally immune to them.

They Shall Find No Rest In This World (Su): Beginning at 7th level, any Purge the templar applies now lasts for 1 hour or until dispelled, and any opponents affected by Purge have their locations broadcast directly to the templar - he always knows where they are in relation to him, even across planes, so long as Purge is active.

Marvel At Perfection (Su): An 8th level templar can call on the powers of the gods to turn him into an imposing engine of destruction once per day as a swift action. He shines with a bright light, twice the intensity of a torch, and gains a +2 bonus to saving throws. He gains 30 Spell Resistance, can teleport 15 feet in any direction once per round as an immediate action, and gains the effects of true seeing, which automatically overcomes the magical defenses of any creature under Purge.

In addition, any enemies within 30 feet of him that can see him must make a Will saving throw with a DC equal to 10 + the templar's Charisma modifier + the templar's class level or become blinded until the ability's effects end. If the templar strikes a creature blinded in this manner, he automatically applies Purge to them.

Marvel At Perfection lasts for 1 minute.

There Is No Darkness (Ex): A 9th level templar is immune to the effects of spells, spell-like abilities, and supernatural abilities that force a Will saving throw.

Senior Knight: At 10th level, the character is a true and full member of the order, gaining the appropriate access to resources, supplies, magic, allies, and information. At this point, the templar’s title becomes ‘Knight-Captain’, and they only answer to the Knight-Commander in terms of authority. However, they are still subject to their oath, as per normal. When purchasing magical items at a templar stronghold, a Senior Knight subtracts 10% from the total gold cost of the item. Whenever making any sort of Knowledge check while at such a stronghold, he can use the restricted library to gain a +10 competence bonus to the check, and gains the resulting information as if he were trained in the subsection of knowledge appropriate, even if he is not. In addition, at this point, he is permitted to make reasonable requests of any templar with a lower class level, and they are honor-bound to assist as much as they are able.

A Sword to Pierce the Sun (Ex): At 10th level, the templar can overcome any spellcaster's defenses, no matter how powerful. All of the templar's attacks ignore any magical effects, and the templar himself is not impeded by magically-created obstacles.

In addition, if the templar strikes any creature under Purge, that creature must make a saving throw with a DC of 18 or die instantly.

Disruptive Assault [General, Combat]
You have learned the ancient secrets of mage-slayers before you, and are an expert at disrupting spells.
Prerequisites: Spellcraft 5 ranks, Base Attack Bonus 7+, at least 5 levels in Forsaker or a Shattered Rune class
Benefit: You may make attacks of opportunity against an opponent even if they are casting defensively. In addition, when you deal damage to a spellcaster and it forces them to make a concentration check, the DC of the check they must make is doubled.

Ultimate Sacrifice [General, Exalted]
When you fall in combat, your faith gives others the strength to fight on.
Prerequisites: Charisma 17+, non-evil alignment
Benefit: When your hit points drop to 0 during combat, any ally who can see you gains temporary hit points equal to your character level + your Charisma modifier, and they gain a morale bonus on all skill checks, attack rolls, damage rolls and saving throws equal to your Charisma modifier. This effect lasts for 1 turn, but its duration is cut by 5 rounds if your hit points rise above 0 again.
In addition, you may cast a spell as an immediate action when this ability is activated - the spell affects all allies affected by Ultimate Sacrifice as though you had cast it on them individually, if possible.

Wrath of the Shattered Rune [General, Spellcasting]
When you dispel enemy magic, the pure energy left behind strengthens you and weakens your target.
Prerequisites: Spell Focus (Abjuration), Spellcraft 5 ranks, at least 4 levels in a Shattered Rune class
Benefit: If you successfully dispel a magical effect active on an enemy, you gain temporary hit points equal to the spell's level + the HD of the caster who supplied the effect. The enemy you dispelled takes the same amount as damage. If you dispel multiple spells on a single target, use the highest level of spell to determine the effects of this feat.

Overneath
2014-06-22, 04:59 PM
The Avatar of Death

"I have come from beyond the grave to put you back in it."

Any adventurer who knows clerics of a certain caliber can tell you that death isn't really something to be concerned over. You fall, you come back, and all you take is some diamonds and a slap on the wrist. But in some cases, dying can be used as a means to an end. Those who have died and returned to life can have power over the eternal cycle, and those who inhabit it.

Contrary to what most would think, gods who claim life and death as part of their portfolios do not always abhor such a process. In fact, most of those who undertake this journey are the result of a death god infusing a recently-deceased individual with some semblance of their power. The whys depend on the deity, but the granted abilities of their chosen remain the same - a deeper, more intrinsic connection to the circle of life and death.

These individuals, these Avatars of Death, are not undead, deathless, lifeless, or entirely alive. They act as the balancing point between both extremes, champions of the natural cycle.

Hit Dice: d8

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become an avatar of death, a character must fulfill all the following criteria.

Deity: Must worship a deity that can grant either the Death or Repose domain
Feats: Greater Spell Focus (Necromancy)
Spellcasting: Able to cast at least one spell that uses positive energy and one spell that uses negative energy, of at least 3rd level each
Special: Must have died and been returned to life



Level
BAB
Fort
Ref
Will
Normal Special Abilities
Avatar Special Abilities
Spellcasting Progression

1st

+0

+0

+0

+2

Avatar State, Art of Life and Death

-

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

From Dust

To Dust

+1 level of existing spellcasting class

3rd

+1

+1

+1

+3

Vital Release

Touch of the Grim

+1 level of existing spellcasting class

4th

+2

+1

+1

+4

Vital Aura

Undying Vitality

+1 level of existing spellcasting class

5th

+2

+1

+1

+4

Cleansing Touch

Grim Drain

+1 level of existing spellcasting class

6th

+3

+2

+2

+5

Web of Life

Death Siphon

+1 level of existing spellcasting class

7th

+3

+2

+2

+5

Burst of Life

Spirit Mimicry

+1 level of existing spellcasting class

8th

+4

+2

+2

+6

Retribution

Kiss of Eternity

+1 level of existing spellcasting class

9th

+4

+3

+3

+6

Annihilate Mockery

Curse of the Grim

+1 level of existing spellcasting class

10th

+5

+3

+3

+7

Curse of Mortality

Blessing of the Immortals

+1 level of existing spellcasting class


Class Skills

The Avatar of Death's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Skills Points at Each Level: 4 + Int modifier

Class Features

Weapon and Armor Proficiency: The avatar is proficient with all simple weapons, with light and medium armor, and with shields.

Spells Per Day: Every level, the character gains new spells per day as if he had also gained a level in a divine or arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an avatar of death, he must decide to which class he adds the new level for purposes of determining spells per day.

Avatar State (Su): An avatar of death can call upon the power of darker forces, enhancing himself with the power that lies beyond the veil without stepping across it. Shifting to the Avatar State requires a full-round action, as does shifting back to the normal form the character has, but otherwise an avatar can shift between states freely. Doing so alters the class features he has access to, but all other abilities, spells and bonuses (with specific exceptions noted below) remain the same between states.

Avatar State class features are noted both on Table: The Avatar of Death and in this class feature section. Avatar State abilities are marked in red text. An avatar cannot use features restricted to his normal state while in Avatar State, and vice versa.

Aside from this, shifting into the Avatar State represents a fundamental change in the avatar's biology, straining the line between living and undead. When in the Avatar State, the avatar loses his Constitution score, and his hit dice automatically and retroactively increases to d12. The player must re-roll all of their accumulated hit points for each hit dice they have, substituting any Constitution bonuses or penalties for +0, and using d12 to determine hit points at each level. Once this total is calculated, it is used whenever the avatar shifts into the Avatar State. The old total remains in place for his normal state. Shifting states does not restore hit points - any hit points the avatar has lost are removed from the total of each state when he shifts until that damage has been healed. Likewise, if the avatar is affected by a condition in one state that he would be immune to in another, he retains whatever penalties the condition confers if he shifts until the condition is removed normally.

The exact appearance an avatar takes when shifting varies from person to person, and usually looks like some form of traditional incarnation of one's god. All Avatar States have some kind of ghoulish or deathly cast to their appearance, like faded colors on their clothing or an extremely thin body. The most common form to take is the traditional Grim Reaper - a tall, thin man with black robes and a black hood, bearing skin the color of ice. Once chosen, however, the specifics of an avatar's form cannot be changed.

Furthermore, while in the Avatar State, the avatar reacts to energy differently. He takes 10 less damage from cold and 5 more damage from fire effects, and he is healed by negative energy much as an undead would be. However, also like an undead creature, positive energy deals damage to him.

Art of Life and Death: Once a character takes their first level of avatar of death, they gain access to spells they may not have known previously, but are now of greater importance to them. If they did not previously know them, the avatar gains access to the spells Negative Energy Ray, Negative Energy Burst, Positive Energy Ray, and Positive Energy Burst. These are added immediately to the character's spells known, or else simply the spells they have access to, at the appropriate spell levels.

From Dust (Su): At 2nd level, the avatar adds his class level to any other class levels that provide his Turn or Rebuke Undead ability, and gains another use of that ability at every level. As well, the avatar adds his class level to the initial turning check. Regardless of alignment or root ability, the avatar can Turn OR Rebuke undead, at his discretion. If the avatar previously lacked access to Turn or Rebuke Undead, he gains it now, with his effective cleric level being equal to half his levels in non-avatar classes, plus his avatar class level. He retains the turning check bonus from this feature.

To Dust (Su): When in the Avatar State, a 2nd level avatar can latch on to the strands of life that leave a body when someone begins to fade. Whenever a living creature within a certain distance (20 feet per class level) is reduced to 0 hit points or less, the next time the avatar deals damage, the dice for that damage roll are automatically maximized. In addition, he may cast death knell for free, as an immediate action, on the dying creature. Neither the benefits from the death knell nor the maximized damage roll stack with themselves if more creatures are mortally wounded before they are expended.

Vital Release (Su): Beginning at 3rd level, the avatar can manifest bursts of pure positive energy by channeling power from the beyond and through his god. To use this ability, he expends a spell slot or spell per day as a standard action. He may then target a single creature with a melee touch attack that is within his reach - that creature, if struck, then takes 1d8 + 5 positive energy 'damage' per level of the expended spell, which heals living creatures and damages undead. If a spell with a level higher than 4th is expended, this ability may be used as a ranged touch attack with a maximum distance equal to 10 feet per spell level.

Touch of the Grim When in the Avatar State, the avatar can manifest bursts of negative energy by channeling power from the beyond and through his god. To use this ability, he expends a spell slot or spell per day as a standard action. He may then target a single creature with a melee touch attack that is within his reach - that creature, if struck, then takes 1d8 + 5 negative energy damage per level of the expended spell, which harms living creatures and heals undead. If a spell with a level higher than 4th is expended, this ability may be used as a ranged touch attack with a maximum distance equal to 10 feet per spell level.

Vital Aura (Su): At 4th level, the avatar can exude an aura of good health and resistance as a standard action. The aura remains in place until dismissed or until the avatar shifts states, and has a radius of 30 feet. Any creatures within the aura gain a Fortitude saving throw bonus equal to half the avatar's class level.

Undying Vitality (Ex): At 4th level, the avatar's Avatar State becomes more hardy, more difficult to destroy. While in that state, the avatar gains damage reduction 5/- and 10/good (meaning he always takes 5 less damage from all physical sources, but takes another 5 less unless the creature dealing the damage used a good-aligned weapon). He also gains a natural armor bonus equal to half his class level, which stacks with any other natural armor bonuses he might possess.

He also begins to nullify some of his extraneous weaknesses. While in the Avatar State, he no longer takes additional damage from fire, and while positive energy still damages him, the damage is halved.

Cleansing Touch (Su): A 5th level avatar is more than a mere healer - his very touch can restore balance to both body and soul. Whenever he heals a creature with a positive energy effect that originates from him - meaning items are not a viable source for this ability - he may choose to cure that creature of 2 ability points lost from an ability damage or ability drain effect, or restore one negative level to the target.

Grim Drain (Su): When in the Avatar State, a 5th level avatar rends the spirit of creatures he damages. If he deals negative energy damage to a living creature, that creature takes 2 points of ability drain to its Strength score. If the avatar is under the effects of To Dust, the effect is 2 negative levels instead.

Web of Life (Su): Beginning at 6th level, the avatar can use his Vital Release ability to project an aura of healing energies around himself. To activate this ability, he must use Vital Release as normal, but he must expend a spell slot of at least 6th level. All creatures he designates within 60 feet are healed for 1d6 +3 damage per level of the expended spell, and any targets the avatar desires are under the effects of the raise dead spell, so long as they are intact enough for the spell to function. This ability only functions once per day, and the bonuses from Cleansing Touch apply.

Death Siphon (Su): When a 6th level avatar is in the Avatar State, his spirit is replenished by the passing of others into the void. This ability works as To Dust, except that in addition to maximizing his next damage roll, the avatar is healed whenever a living creature within range is reduced to 0 hit points or less. This healing is equal to the avatar's class level + the hit dice of the dead creature. Creatures of a size smaller than Small do not grant a healing effect when they die.

Burst of Life (Su): Once per encounter at 7th level, the avatar can imbue a single target creature within her reach with supernatural powers by touching them as a standard action. The powers last for 1 minute per class level of the avatar, and are chosen from the list below. The avatar chooses two items from the list (three at 10th level) to grant the target creature.

+4 enhancement bonus to Strength and Constitution
Immunity to poison and disease
An extra move action every round
+3 bonus to all saving throws
Fast Healing 5
+2 morale bonus to all attack, damage, and skill checks
+4 dodge armor class
5/- Damage Reduction


Spirit Mimicry (Su): When an avatar of at least 7th level is reduced to 0 hit points or less while in the Avatar State, he may allow a friendly spirit to take control of his body and fight on. For 1 round (2 rounds at 10th level), he does not die or begin bleeding out, but continues to act with no penalties. However, he cannot lose hit points and he cannot be healed until Spirit Mimicry ends.

Retribution (Su): At 8th level, the avatar may choose, when targeted with a Necromancy spell cast by a living creature or any spell, spell-like ability or supernatural ability used by an undead creature, to intentionally fail her saving throw. If she does, the effect of the spell also targets its original caster. If the spell does not allow a saving throw, Retribution has no effect.

Kiss of Eternity (Su): When an 8th level avatar kills a living creature while in the Avatar state, he may choose to immediately shunt that creature's soul to the afterlife. This costs no action, and prevents the creature from being brought back to life unless true resurrection is used, and the creature's body cannot be turned into an undead at all. An avatar of death is immune to the effects of his own Kiss of Eternity, meaning even if he shunts a soul, he can resurrection, reanimate, and raise a dead body as normal.

Annihilate Mockery: A 9th level avatar of death deals double damage on all attacks made against an undead creature.

Curse of the Grim (Su): At 9th level, while the avatar is in the Avatar State, he may take a standard action to latch a hostile spirit onto the soul of a creature within 60 feet. The creature must be at or above 50% of its total hit points, and the possession of the hostile spirit lasts 1d6 rounds. During that time, the target takes 3d10 damage every round.

If the target dies while the hostile spirit is in place, the spirit immediately takes control. This effect acts as the avatar's Spirit Mimicry ability, but for the target's body, and the new puppet is entirely under the avatar's control. Curse of the Grim can be used once per day.

Curse of Mortality: At 10th level, the avatar ignores all immunities and instances of damage reduction present on an undead creature. His Burst of Life ability confers this benefit to its target, and any undead creatures the avatar successfully turns or rebukes lose their damage reduction and immunities against anyone.

Blessing of the Immortals (Ex): A 10th level avatar in the Avatar State has overcome his weaknesses of the mortal coil, maintaining what makes him living while grasping at the power that lies beyond death. He no longer takes damage from healing effects, but positive energy healing spells are only half as effective when used on him. In addition, he gains all undead immunities while in the Avatar State.


Negative Energy Burst
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will half (see text)
Spell Resistance: Yes
You release a silent burst of negative energy from a point you indicate. The burst deals 2d8 points of damage to living creatures in the area +1 point per caster level (maximum 2d8+10) and deals 1 point of temporary strength damage per 3 caster levels. A successful Will save reduces damage by half and negates the strength damage. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them, and they are immune to the strength drain.

Negative Energy Ray
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
A ray of negative energy projects from your pointing finger. You must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of damage to a living creature. For every two extra levels of experience past 1st, you deal an extra 1d6 points of damage. You deal 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and a maximum of 5d6 points of damage at 9th level or higher. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Positive Energy Burst
Conjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will half (see text)
Spell Resistance: Yes
You release a silent burst of positive energy from a point you indicate. The burst heals 2d8 points of damage living creatures in the area have sustained +1 point per caster level (maximum 2d8+10) and heals 1 point of temporary ability damage (determined by which ability has suffered the most damage, if there are multiple abilities drained) per 3 caster levels. Since undead are powered by negative energy, this spell deals a like amount of damage, rather than healing them, and their strength is drained an equal amount to ability damage healed. A successful Will save reduces damage by half and negates the strength damage.

Positive Energy Ray
Conjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
A ray of positive energy projects from your pointing finger. You must succeed at a ranged touch attack with the ray to affect a target. The ray heals 1d6 points of damage a living creature has sustained. For every two extra levels of experience past 1st, you heal an extra 1d6 points of damage. You heal 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and a maximum of 5d6 points of damage at 9th level or higher. Since undead are powered by negative energy, this spell deals a like amount of damage to them, rather than healing them.

Overneath
2014-06-28, 04:03 PM
The Argent Adept

"Unstoppable force? Immovable object? I'm made of both - and you're not either anymore."

Force magic has long been considered an aspect of the Evocation school, another tool in a mage's arsenal. But for as long as wizards and sorcerers have been erecting walls of force and letting loose magic missiles, this form of the arcane has been the subject of experimentation and investigation. Those rare few who manage to mastery its effects, so-called Argent Adepts, argue that it is a force unto itself, as befitting its name, and that they are as capable of controlling it as a druid would be in controlling any other aspect of the natural world.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Intermediate Fortitude, Poor Reflex


Requirements

To qualify to become an argent adept, a character must fulfill all the following criteria.


Skills: Spellcraft 10 ranks, Knowledge (arcana) 5 ranks
Feats: Spell Focus: Evocation, Empower Spell
Spellcasting: Able to cast 3rd-level arcane spells, at least three of which must contain the 'Force' descriptor



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+1

+0

+2

Argent Aspect

+1 level of existing arcane spellcasting class

2nd

+1

+2

+0

+3

Argent Aspect

+1 level of existing arcane spellcasting class

3rd

+2

+2

+1

+3

Argent Aspect

+1 level of existing arcane spellcasting class

4th

+3

+3

+1

+4

Argent Aspect

+1 level of existing arcane spellcasting class

5th

+3

+3

+1

+4

Argent Aspect

+1 level of existing arcane spellcasting class

6th

+4

+3

+2

+5

Argent Aspect

+1 level of existing arcane spellcasting class

7th

+5

+4

+2

+5

Argent Aspect

+1 level of existing arcane spellcasting class

8th

+6

+4

+2

+6

Argent Aspect

+1 level of existing arcane spellcasting class

9th

+6

+5

+3

+6

Argent Aspect

+1 level of existing arcane spellcasting class

10th

+7

+5

+3

+7

Argent Aspect, Force Mastery

+1 level of existing arcane spellcasting class



Class Skills

The argent adept's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (warfare) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the argent adept prestige class.

Weapon and Armor Proficiency: The argent adept is proficient with all simple weapons, with light armor, and with shields (though not tower shields). He does not suffer an arcane spell failure penalty when using shields or up to light armor. Heavier armors will induce a spell failure chance as normal.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an argent adept, he must decide to which class he adds the new level for purposes of determining spells per day.

Argent Aspect: At every level, the argent adept gains access to a special ability chosen from the list below. A single ability cannot be chosen more than once, and an ability that is indented directly below another requires the ability above as a prerequisite. A character could choose Missile Strike or Forceful Slash at any given level, but in order to take Force Shield, they would need to have Forcefield first. All aspects are supernatural abilities or spells with the Force descriptor.


Missile Strike: You increase your caster level by 2 when casting the spell magic missile, and if all missiles successfully damage the same target, they cause an explosion, dealing an additional 1d4+2 damage per missile and forcing a Reflex saving throw vs. the DC of the spell itself. If the save is failed, the target is knocked prone.


Missile Storm: When you cast the spell magic missile, the number of missiles you create is no longer capped at 5.
-
Forceful Edge: As an immediate action while making a melee attack, you may expend a spell slot to deal extra force damage to your target. The slot is expended after your attack roll is made but before you roll for damage, and the extra damage dealt is equal to twice the level of the expended spell.


Forceful Slash: When expending a spell slot for Forceful Edge, you may apply the extra force damage not just against the opponent you hit, but any enemies behind them in a 30' cone.


Forceful Shockwave: This aspect grants you a new spell of the same name, with statistics listed below.
-
Forceful Toss: Whenever you successfully affect an enemy with a force spell, you move them back 5 feet per spell level if they fail their saving throw.


Three Dimensions: You can use Forceful Toss to move a target in any direction, not just straight back. If you move them straight down while they are standing on solid ground, they take falling damage equal to the distance determined by the spell's level, plus 15 feet.
-
Forcefield: You can sheathe yourself in a 'second skin' of force energy as a standard action. You gain Hardness of 5 and temporary hit points equal to twice your caster level (including class-specific caster level bonuses to force spells, from Missile Strike and Force Focus). You also deal extra damage equal to your class level on all unarmed attacks as the hard forcefield augments the strength of your strikes. The Hardness and unarmed benefits dissipate when the temporary hit points are lost. This ability is usable only once per day, but you can use it again by expending a force spell of at least 2nd level.


Force Barrier: Instead of covering yourself with your forcefield, you can expand it to create a bubble of force energy around you as a standard action, blocking objects moving at certain speeds. Force Barrier is a stationary sphere with a 20-foot radius, Hardness 10, and 100 hit points. It blocks all incoming spells, ranged attacks, and ranged abilities until its hit points are depleted. Spells that do not deal hit point damage dissipate harmlessly against the barrier, but it can be destroyed through various methods as if it were the 5th-level spell wall of force. Creatures can enter and exit the bubble normally. This ability is used independent of Forcefield, and is usable once per day, but its use can be recharged by expending a force spell of at least 5th level. You may dismiss a Force Barrier at any time as an immediate action.



Force Shield: You can target a creature within 100 feet and grant them the benefits of Forcefield or Force Barrier, using up a charge as normal. When using Force Barrier, you may also choose to disbar movement in or out of the sphere until its effect ends, though it being a force effect, if you have Force Mastery, you may pass in and out of it freely.
-
Argent Knight: When you are under the effects of a force spell or ability, you are more capable in combat. The bonus is +1 to attack and damage on all attacks when so empowered, which increases by +1 at levels 4 and 9.


Unstoppable Force: If you are empowered by a force spell or ability, your movement cannot be impeded by natural or magical effects. Whenever you are in the process of moving or charging, you push through any obstacles in your way, often destroying stationary pieces of the environment or sending foes flying. This acts as freedom of movement, to an extent, but does not function if you are stationary.
-
Energy Burst: You may sacrifice some of your Armor Class to produce a massive explosion of force around you. As a full round action, you choose a flat value that you will subtract from your Armor Class for 1 minute. The value expended cannot reduce your Armor Class below 10 and cannot be greater than 10. The Energy Burst created has a radius of 5 feet for every point of Armor Class subtracted, centered on you. It deals 2d6 damage per point subtracted, and forces a Fortitude saving throw with a DC equal to 10 + class level + the number of points subtracted. Failing the saving throw means a creature is thrown violently away from you, out to the furthest edge of the Energy Burst's radius. A successful saving throw means the creature is not thrown away and takes half damage from the effect. All AC bonuses from force spells are lost first, and if you subtract enough points of Armor Class that the spell no longer has an effect, it disappears immediately. Thus, if you were enhanced with mage armor and subtracted 4 points of AC, the AC bonus from that mage armor spell would be lost first, and because the spell now grants +0 AC, the spell disappears.


Energy Nova: When using Energy Burst, you may voluntarily lose hit points to add to its effect. For every hit point you lose, you add 1 point to the damage of the effect. For every 5 hit points you lose, the DC of Energy Burst increases by 1.
-
Immovable Object: When you are under the effects of a beneficial force spell or ability, you cannot be moved by hostile effects or maneuvers, such as telekinesis, or a Bull Rush.


Immersive Shielding: AC bonuses you gain from force effects stack with any non-force pieces of equipment of the same type, such as mage armor and normal armor. However, those bonuses still do not stack with themselves if the same spell is used repeatedly.


Enhanced Shielding: When you cast a spell that grants a force bonus to Armor Class, you gain damage reduction equal to the AC bonus provided for as long as the spell lasts. This damage reduction does not stack with itself (as with AC bonuses from multiple spells - the highest value takes precedence), though it does stack with damage reduction from other sources. This damage reduction can be penetrated by Adamantine.
-
Armor Diffusion: When you affect a creature with a force spell, you reduce their damage reduction by a value equal to the level of the force spell used. If they have no damage reduction, or that damage reduction has already been nullified, they lose AC instead.


Spell Diffusion: If you successfully dispel a spell with the Force descriptor, aside from one you yourself created, you may choose to violently detonate it. The spell explodes in a 10-foot radius around all of the space it takes up, dealing force damage to all creatures within the area of effect equal to the spell's caster level.
-
Force Focus: You add +1 to spell DCs and +2 to your caster level when casting spells with the Force descriptor.


Force Specialization: You gain +2 to attack rolls with force spells, and if the spell deals damage, it deals +1 damage per damage die (3d6 becomes 3d6+3, etc.).


Force Alteration: When you cast a force spell that grants an AC bonus, that bonus increases by 2. You also double the duration of any force spells you cast.
-
Enduring Force: Your force spells are more difficult to dispel. You add your class level to the caster level of all spells with the Force descriptor for the purposes of their dispel difficulty.


Overpowering Force: You gain a +2 caster level bonus when attempting to bypass spell resistance with a force spell. If you penetrate a creature's spell resistance with a force spell, you may immediately dispel one magical effect on their person, which cannot be of a higher spell level than the spell you cast on them.
-
Power Storage: When you cast a spell with the Force descriptor, you may choose to form its energy into a hyperconcentrated orb that then circles you much like an ioun stone. If you choose to do this, the spell does not take effect immediately, but after it has been stored you may transform it back into its spell state, casting it from its orb state as a swift action. However, doing so reduces its effective caster level by 5. You may store up to three force spells at a time in this way.


Defensive Storage: Any spells in their orb state may be expended as an immediate action to counter the effects of a spell that targets you. The spell being countered must be countered by an expended orb-state spell of at least 1 spell level higher - you cannot store wall of force and use it to counter finger of death (because its spell level is too high), or ice storm (because it targets an area), but it could counter enervation.




Forceful Shockwave
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Area: 5-ft.-wide path to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell creates a line of force that extends from the caster out in a straight line. Any creature inside that line takes 1d6 force damage per caster level and is battered to the side, which acts as a Bull Rush attempt by the caster using their caster level instead of their base attack bonus. The caster chooses in what direction the Bull Rush attempts to push a target. The Bull Rush attempt is rolled once and the direction is chosen once - all creatures caught in the area are subject to the same roll to move them in the same direction.


Force Mastery (Su): At 10th level, the argent adept gains a total understanding of his chosen 'element', and is able to maintain a stable field of force around himself at all times. This field makes him entirely immune to all hostile force damage or force effects, and gives him the ability to simply ignore force constructs he encounters, moving or casting through them at will. He may also choose one metamagic feat he knows - when he applies that metamagic feat to a spell with the Force descriptor, he does so with a reduced cost. He reduces the spell level increase of that metamagic feat by 1, to a minimum of 0, when so applied.

Overneath
2014-08-14, 05:09 PM
The Justifier

~VIGILO. CONFIDO.~


"Life is not so important when forced to choose between life and integrity." - Hagakura: The Book of the Samurai

"Your word is your bond. Your oath is your essence. You are sworn and called to service beyond all others. Only the honor of a Justifier is unbreakable." - The Creed of the Justifier

Samurai. Knights. Paladins. Exalted. Legends and tales of old are often littered with heroes who bound themselves to a code of conduct that, far from limiting them, made them stronger than they could have imagined. But above even them is a truly ancient practice, the melding of man and the very concept of the code.

Justifiers take a heavy burden upon themselves because it gives them a sense of purpose that defies mortal recognition. They swear an oath, or sometimes multiple oaths, that bind them to various principles recognized throughout the universe as enlightened or integral to the cause of order (though not always necessarily the cause of good). Their core belief is that, by tempering mortal wants with strict adherence, they can become something more, something that gives them the power and capacity to act on behalf of their oath and usher its precepts into the world around them. Sometimes beacons, sometimes teachers, sometimes crusaders, all Justifiers share an unearthly determination and an ironclad dedication to the principles that make them who they are.

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a justifier, a character must fulfill all the following criteria.


Alignment: Any Lawful
Skills: Concentration 8 ranks
Feats: Weapon Focus (any)
Special: The character must have been beholden to some kind of Code of Conduct before entering into the Prestige Class. This Code might be one mandated by class features or a piece of roleplaying specific to the character, but it must be unbroken (or atoned) by the time the first level of Justifier is taken, and it must be upheld in addition to any other oaths the character takes.




Level
BAB
Fort
Ref
Will

Special

1st

+1

+2

+0

+2

Oathsworn

2nd

+2

+3

+0

+3

Bonus Feat

3rd

+3

+3

+1

+3

Oath of Safety

4th

+4

+4

+1

+4

My Mind is an Island

5th

+5

+4

+1

+4

Favored Opponent, Bonus Feat

6th

+6

+5

+2

+5

Oath of Retribution, 2nd Oath Bonus

7th

+7

+5

+2

+5

The Warrior's Way

8th

+8

+6

+2

+6

Favored Opponent, United Nemeses

9th

+9

+6

+3

+6

Oath of Steadfastness, Bonus Feat

10th

+10

+7

+3

+7

Focused Strike, Justified, 3rd Oath Bonus



Class Skills

The justifier’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int) Survival (Wis), and Swim (Str).

Skill Points: 4 + Int modifier


Class Features

The following are class features of the justifier prestige class.

Weapon and Armor Proficiency: Justifiers are proficient with simple and martial weapons, with light, medium, and heavy armor, and light and heavy shields. They reduce their total armor check penalty by 1 point per class level they possess if they are wearing armor.

Expert Warrior: The justifier adds her class level to all other class levels for the purposes of progressing Favored Enemy or any Smite feature.

Oathsworn (Ex): Justifiers are defined by their oaths, and these powerful edicts are determined at 1st level. A justifier may choose up to three oaths, and once chosen, they can never be changed. Oaths grant separate benefits that all stack with each other, so a justifier with more oaths has more power, but if she breaks even one of them, she loses access to all of her class features aside from bonus feats, much like a fallen paladin. She may atone by taking a full week off from adventuring and spending at least 24 hours in fasting and meditation - she also must reaffirm some aspect of her oath in a meaningful way, such as giving alms to the poor if she has an Oath of Generosity. If she needs to atone for multiple broken oaths at once, she must take another week-long period for each oath. The oath she took before becoming a justifier operates under its own rules, but she also loses her class features if THAT oath is broken.


The Oath of Benevolence
"You are the hand of aid, the shroud that covers the frightened in the cold night."

The Oath of Benevolence represents a willingness to help those in need. While justifiers are warriors through and through, most of the population has little need for conflict or suffering, and a Benevolent Justifier traditionally strives to minimize the damage dealt to civilians or the innocent while they go about their duties.


At 1st level, the justifier may choose to deal subdual damage with no penalty. This alteration applies to any attack, even magical attacks.
At 6th level, the justifier can rush to the rescue with incredible ease. She adds 10 to her base movement speed, or 20 if someone nearby is in mortal danger, and she may take standard actions or a single function of the move action other than moving while she is in the process of movement. For example, she might draw her weapon and make an attack on an enemy, all while rushing to the site of a dangerous explosion.
At 10th level, the justifier grapples, pins and moves opponents as a creature two sizes larger than herself. Magical effects such as freedom of movement have no effect when used to escape her grapple, and if she deals subdual damage to a grappled opponent, they must make a Fortitude saving throw with a DC equal to 10 + her class level + the subdual damage dealt that round or fall unconscious for 1 minute.



The Oath of Courage
"You are the flame that never wavers, the mountain that stands against monsters and bullies who would use their ferocity to trample those beneath them."

The Oath of Courage represents not just the capacity, but the willingness to stand against any opponent if it is the right thing to do, regardless of their relative power. This is not the Oath of Stupidity or Suicide, however - traditionally, Courageous Justifiers work to act in opposition to foes that would give any other pause, but there are many types of opposition. Standing and dying accomplishes nothing. Instead, the justifier is encouraged to consider their path more or less logically absent of fear, to be bold against tyranny, and to never let impossible odds dissuade them from their goal.


At 1st level, the justifier is entirely immune to fear. Any allies that see the justifier resist a fear effect gain a bonus equal to her class level against any saving throws against that same fear effect's source.
Never tell a 6th level justifier the odds. Against 'impossible odds' (outnumbered by opponents, a difficult skill challenge, a race against time, etc.), she gains a bonus equal to half her class level on relevant checks, such as attack rolls against those outnumbering opponents, or the skill check in question. This bonus dissipates as soon as the threat has passed, or appears to be more manageable.
There is nothing in the universe a 10th level justifier hates more than a creature that uses fear as a tool to subjugate others. Against any creature with an extraordinary, supernatural, or spell-like ability that causes a fear effect (or against an opponent that the justifier has witnessed using fear spells), the justifier deals double damage on all attacks.



The Oath of Creation
"You are the enemy of entropy, the great architect of life and fate. The body will fade, but what we build will stand the test of time."

The Oath of Creation is simple on paper but demanding and rewarding in equal measure in practice. It demands that the justifier constantly be building, crafting, and expanding. Traditionally, Creative Justifiers are required to make something with their bare hands once per day (or week, if they prefer more complex projects), and contribute to impressive projects of the same kind whenever they are able.


At 1st level, the justifier takes half the time anyone else does to complete a project as a result of magical item creation or a Craft check. She may also use her highest Craft bonus as a bonus to any Craft roll, and may make any Craft check untrained.
At 6th level, the justifier possesses an almost superhuman aptitude for repair. She may repair and restore broken items, even wondrous items (though not artifacts) by succeeding on a Craft check equal to the DC made to craft the item in the first place. It takes a quarter of the time for her to repair a broken item as it would anyone else to make a new one, a timeline which is not affected by her 1st level ability. Magic items add their caster level to the DC, and a magic item that uses charges cannot be repaired. In addition, she repairs fortifications in half the time if she is part of the construction team, and she may make a Craft check once per day per creature to restore lost hit points to a Construct - the hit points healed are equal to the result of the check.
At 10th level, the justifier's creations are simply better in quality than most, a product of extensive dedication and experience. Masterwork items she creates triple whatever bonus they normally provide, and commensurately triple their cost and value. Any construction she has a major hand in making (including weapons and armor) has double hardness and hit points. In addition, once per day she may make extensive modifications to a single weapon or suit of armor. This process takes 1 minute and adds what is effectively a +3 enhancement bonus to the item, but does not qualify as a magical effect, meaning it is not nullified by antimagic and stacks with any magical properties it might already have.



The Oath of Faith
"You are a reminder that we are not forgotten. Everything happens for a reason, and you are the answer to that cause."

The Oath of Faith is an affirmation of the bond between mortals and the gods. Faithful Justifiers choose not just their oaths, but the cause of their deity, to devote their lives to upholding. Their concern is not necessarily the Oath itself, but the word of their god. As such, traditionally this Oath is simply a stand-in for the dogma of their deity in question, which serves as the actual set of goals and laws for the justifier to follow.


At 1st level, the justifier is recognized by fellow members of her church as one of their highest devotees. She gains a bonus equal to her class level on Knowledge (religion) checks and any Charisma-based skill checks directed at members of her god's clergy. She gains half this bonus towards clergymen of her god's close allies, and takes a corresponding penalty to the same checks made against followers of their sworn enemies.
At 6th level, the justifier gains the spellcasting of a ranger equal to her class level, but draws spells known from the ranger, paladin, and blackguard spell lists. If she already had divine spellcasting, this instead oath grants her spellcasting progression equal to half her level towards any divine spellcasting class she had levels in previously.
At 10th level, the justifier does not need luck or chance to intervene on her behalf. The eye of her god over her shoulder is enough to keep her safe. Once per day she may re-roll any failed save or check with a +4 bonus. If she performs a challenging task that improves her god's standing in the mortal realm, such as slaying an enemy of the church or converting followers, she immediately regains the use per day of this ability. Even if she has not performed such a task, if she is in dire need she may petition the heavens for another use, with a chance of success determined by the DM and the circumstances involved.



The Oath of Friendship
"You are the open hand among closed fists. Everything may find a place in your heart, for what every heart needs is someone to fill it."

Those who take up the Oath of Friendship believe there are many kinds of peace. Peace can be an absence of hatred or a fullness of love. But they kind they prefer is a transformation between those two extremes via understanding. Traditionally, Peaceful Justifiers seek out the hostile or misunderstood and attempt to sway them to a meaningful relationship. Such a search does not make them soft, however - against remorseless or truly evil foes, they fight with just as much fury as their brethren.


At 1st level, the justifier may make Diplomacy checks on animals or magical beasts much as if she possessed the Wild Empathy feature. If she already had Wild Empathy, she uses the higher of her Wild Empathy or Diplomacy skill bonuses when altering any creature's attitude. Additionally, the justifier does not need to know a creature's language in order to attempt to change its attitude. She takes a -4 penalty to her check, but may otherwise roll normally. This does not allow her to necessarily understand the creature, nor it her, but the language is peace is universal.
At 6th level, the justifier gains a special aura of peace that is constantly active on her person. It extends out to 15 feet, and no creature within it can take hostile actions against another creature unless it passes a Will saving throw with a DC equal to 10 + the justifier's class level. Even if a creature does pass the saving throw, they take a -2 penalty on all attack rolls, damage rolls, and spell DCs. If the justifier herself takes a hostile action, the aura fades and cannot be re-activated for another minute. Re-activating the aura requires a swift action.
At 10th level, any creature the justifier meets for the first time treats her (and her allies, by proxy) as if their attitudes were automatically shifted one step higher in her regard. Specific orders given beforehand, such as a golem programmed to kill any creature that approaches, may supersede this benefit, and nothing prevents attitudes from being lowered or raised after the creature meets the justifier.



The Oath of Generosity
"Give freely of yourself and what you own, for many have very little, while you have your Oath, and that is enough."

Not quite the same as a Vow of Poverty, the Oath of Generosity does not encourage loss on the part of the justifier, but specifically the giving of something she has to others who do not have it, but need it. Traditionally, Generous Justifiers do not trust charities except as a last resort, preferring to personally tend to the specific needs of those they encounter, but they are only rarely frugal with what they give away. Most specifically, justifiers are not required to simply give away their life-saving equipment. If they don't have what they need to do their job, that helps the world even less than not giving at all.


At 1st level, the justifier gains a special morale bonus when they donate sizable amounts of coin to the needy. Generally, the specifics of giving can be done 'offscreen', but the necessary gold requirement increases with level. Giving away gold or items totaling twice the justifier's level x 1,000 is enough to grant the bonus, which is +1 to all checks, rolls, and saving throws for 24 hours. The bonus stacks with itself for each successive donation that reaches the same necessary amount. The justifier may also do more intimate charity work, which doesn't cost her anything but requires 24 straight hours of downtime, and confers a +1 morale bonus for the 24 hours after that.
One of the simplest, yet most effective, things the justifier can give is her time and effort. At 6th level, she grants special bonuses to allies when she uses the Aid Another action. When using Aid Another in combat, she automatically succeeds if she is within melee range, and grants her ally +4 to hit and +4 to damage. The enemy is also considered flat-footed for a round. She can also use Aid Another to grant an ally within melee range +4 to AC or allow them to reroll a saving throw that they failed the round previous. If she uses Aid Another to help an ally with a skill check, she always aids as a swift action, even if the skill check normally takes longer, and grants the character a +5 bonus instead of +2.
One of the most base needs in dangerous times is the need for healing, and although not all justifiers are divine casters, at 10th level the Generous Justifier can dispense almost magical succor when the occasion calls for it. If a creature suffers from a condition that they are in danger of dying from (at or below 0 hit points, affected by poison or disease that could be lethal with its secondary effect), she can sacrifice some of her own hit points to cure their affliction. In the case of hit points, she can heal a creature by giving up 2 hit points of her own for every hit point healed. For poisons, diseases, and other such afflictions, she must sacrifice a number of hit points equal to the initial DC of the effect in order to stop all future effects, although this does not remove damage already taken to ability scores.



The Oath of Honesty
"You are the mirror into the pit of snakes that surrounds us, the pillar we can all look to and recognize the truth within ourselves."

The Oath of Honesty (sometimes the Oath of Integrity) is not merely a representation of pure truth, but also the piercing gaze of the truth-seeker, the one who seeks out and uncovers the lies that evil forces use to increase their standing and power. Traditionally, Honest Justifiers are judges who take it upon themselves to root out the truth of things and present it absent of bias. Folk the world over know that an Honest Justifiers words have been weighed, measured, and investigated a thousandfold before being presented. That said, these justifiers are also encouraged to be judicious - cruel, cutting honesty for no purpose other than pointing it out is to be avoided and scorned, and as much effort as they must put into finding the truth, a justifier must spend much more deciding whether or not that truth should be spoken, and whether it is her place to speak it.


At 1st level, the justifier always knows when someone is lying to her unless they are under the effects of magic that specifically blocks this kind of divination, and even then only if its caster level exceeds her character level.
At 6th level, the justifier can dispel illusions simply by looking at them. If an illusion is within her line of sight, she may immediately make a Concentration skill check against a caster level check by the originator of the illusion, without needing to realize that it is an illusion first. If the justifier wins the opposed roll, the illusion is dispelled. Shadow figments, and other such illusions that are partially real, cannot be disrupted by this method.
At 10th level, the justifier gains strength and purpose from the truth. She gains a floating +1 morale bonus that she can apply to any roll or check. Whenever she makes a statement of powerful, undeniable truth or uncovers a malicious lie, she adds +1 to that bonus the next time she uses it, to a maximum total of +5. Once it is used, it reverts to its old +1, and cannot be used again for 1 minute. The lies uncovered or truths stated must be of import and have significant impact, enough to draw strength from. A justifier cannot stack bonuses by revealing that the mayor wears lingerie in private, or by shouting random facts about herself. In the case of lies, if she reveals a lie or omission that was held in good faith or without malicious intent, such as the family secret of an ally or the stablehand's sexual orientation, this actually qualifies as a breach of her Oath, which could be grounds for her being stripped of her abilities. She can, however, willfully encourage the secret-holder to reveal this information for themselves, but she still does not gain the bonus.



The Oath of Honor
"You are the banner of righteousness in a world of throat-cutters and back-stabbers. Stand tall, and proud, and your power will be evident."

The Oath of Honor is a slippery one to grasp properly. Every culture has its own ideas of honor, and thus it is encouraged that an Honorable Justifier take into first consideration their personal precepts of what the word means, and follow through with it in their Oath. If they have no clear idea on what their Honor would look like, this might not be the Oath for them. Traditionally, honor is viewed as forthrightness and fair play, and an Honorable Justifier one who allows as much of it as possible in their interactions, even on the battlefield. That said, like the Oath of Courage, this is not a way of life that encourages needless suicide or meaningless sacrifice. There is no dishonor in using sound tactics, withdrawing from a hopeless engagement or defeating evil at any cost, and even if there is, you are the one with the Oath. The rest of your party is not obliged to 'play by your rules' and, in fact, you should encourage them to do the things you cannot for the greater good.


At 1st level, the justifier is able to stand firm even in threatening circumstances. If she is not flanking an enemy, she denies any opponent she can see flanking benefits against herself and any of her allies. Furthermore, no enemy that is a part of an encounter involving an Honorable Justifier may use a combat maneuver that the justifier has not herself used yet unless they succeed on an opposed Combatant Check (each party rolls 1d20 + their BAB).
At 6th level, the justifier may make a single attack at his highest base attack bonus against any enemy within his reach that attempts to move past him or away from him. This does not qualify as an attack of opportunity, and thus any features or qualities the enemy has that affect attacks of opportunity are ineffective, and the Withdraw action still triggers an attack. However, the justifier may only use one such attack per round.
At 10th level, the justifier may choose a single opponent she can see once per day and challenge them to a duel. The challenge lasts for 1 minute, and if the opponent attempts to cast a spell or make an attack against any other target than the justifier during that time, the attack or spell has a 50% chance of simply failing, though any spell slots, ammunition or limited-use abilities are still expended. If the target attempts to move away from the justifier, the justifier may move up to her base land speed as an immediate action.



The Oath of Instruction
"You are the open tome in an empty library, a font of vital knowledge and hard experience to banish ignorance and thoughtlessness."

The Oath of Instruction represents the judicious pursuit and dispensing of knowledge, both as a ward against dangerous ignorance and as a direct improvement to the advancement of society. A Scholarly Justifier traditionally serves as a teacher, leader, and guide to her friends and allies, whom she considers to be anyone willing to learn. The most dangerous thing in a Scholarly Justifier's eyes is misinformation, particularly deliberate attempts to spread thoughtless emotion or garner adherence to a cause without allowing followers to question their circumstances. Cults, dictatorships, and societies founded on witlessly following dogma all draw her ire, and no one has truly known what wrath is until they're tried to burn a book in front of a Scholarly Justifier. All this in mind, however, a justifier still recognizes the value in limiting one's exposure to particular kinds of information, and they tend to view those who recklessly circulate all knowledge with equal disdain. There are, after all, certain things most souls need not concern themselves with unless it is of dire importance.


At 1st level, the justifier treats all Knowledge skills as though she were trained in their use, and adds half her class level as a bonus to Knowledge skill checks. If given at least a week's worth of time to research a particular topic, she may make a special d20 roll that adds her Intelligence modifier and twice her class level to garner specific information about that topic.
At 6th level, the justifier gains the Knowledge Devotion feat for free. If she already has the feat, or takes it later normally, she may use it to gain bonuses to AC and saving throws against selected creature types instead of bonuses to attack and damage.
At 10th level, the justifier may give a lecture on a topic she is well-versed in that grants her allies a similar, if temporary, knowledge base. She chooses a Knowledge skill and, for every minute she gives her lecture (to a maximum of 10 minutes), her allies all gain a +1 bonus to that skill for the next hour. Every successive minute spent lecturing not only increases the bonus, but resets the duration - the hour limit only begins once she stops lecturing. An ally can gain a maximum total bonus (including their actual skill ranks and Intelligence modifier) equal to the justifier's total bonus, and no further. Allies who already had a higher bonus cannot benefit from a lecture. Anyone with a lecture bonus treats that Knowledge skill as trained.

She may also share her Knowledge Devotion bonuses with her allies. When she rolls her Knowledge check against a creature type, whatever bonus she receives to attack and damage (or AC and saving throws) is shared with all allies she can see for the duration of the encounter. If one of those allies also has Knowledge Devotion and gains a higher bonus, they use their own version - the bonuses do not stack with one another.


Kalendrah is a 16th-level Paladin/Justifier leading her allies Krem, Adol and Vars into battle against a hive of beholders. Kalendrah has a +18 total bonus, including her skill ranks and Intelligence modifier, to Knowledge (dungeoneering), which determines Knowledge Devotion's benefits against abberations. Krem has a +16 total bonus, Adol has a +7, and Vars has +0. Adol has the Knowledge Devotion feat, and Kalendrah does as well.

As the beholders haven't been attacked yet, Kalendrah decides she has ample time to lecture her companions on their weak spots. She lectures the party for her maximum of ten minutes, which provides a +10 bonus to everyone's Knowledge (dungeoneering) checks and trains them in the skill. However, the lecture bonus tops out at Kalendrah's total bonus with that skill, meaning Krem ceases to learn anything useful after two minutes. This lecture period resets the party's Knowledge (dungeoneering) bonuses, to +18 for Kalendrah, +18 for Krem, +17 for Adol, and +10 for Vars. These bonuses will last for one hour.

When they have their combat encounter with the beholders, Kalendrah elects to use her Knowledge Devotion feat, but she knows Adol has the same feat. Rather than stepping on his toes, she decides to take the bonus for AC and saves instead of attack and damage.
Kalendrah rolls poorly, only managing a total roll of 20. This translates to a +1 bonus to AC and saves against aberrations for the whole party.

Adol also rolls for his Knowledge Devotion, using his new bonus from Kalendrah's lecture instead of his original bonus. However, his bonus to attack and damage is only applied to himself.


The Oath of Justice
"You are the balanced scales, the right that deflects and corrects the wrongs in the world. All are equal before you, and righteousness chooses no favorites."

The Oath of Justice (sometimes the Oath of Vengeance) upholds punishment and equality above all. Judiciary Justifiers traditionally must balance the laws of the land with the laws of the road, meting out appropriate punishments for the guilty and ensuring that victims receive proper recompense. Outside of civilized areas, they might be compared to vigilantes, but few of them could be accused of zealotry. They take their duty very seriously, and one of the worst trespasses a Judiciary Justifier can commit is to dole out a punishment that does not fit the crime. To this end, in some ways, they are even more cautious in their judgments than Honest Justifiers are, but usually uncertainty does not mean the accused gets off scot-free; at the very least, the wronged must receive their due, even if the accused cannot be properly brought to justice.


At 1st level, the justifier adds half her class level to all Intimidate checks, and may use Intimidate instead of Sense Motive to extract the truth from someone accused of a crime. When she is interrogating someone for information pertaining to a matter of legality or justice, she treats all creatures suffering from a fear effect as though they were subject to a zone of truth, including creatures shaken by her Demoralize ability.
At 6th level, the justifier can track the guilty with unerring certainty, never giving up the chase until justice has been served. When in pursuit of a wanted criminal, the justifier always knows what plane that creature is on, how far away from her they are, and what direction they are in. All Survival checks made to track such a creature if they are within five miles of the justifier are automatically successful, and the justifier is immune to fatigue and exhaustion so long as she is actively seeking out her quarry. The justifier can only track one criminal at a time, and she must make the declaration as a full-round action. However, if she re-declares this ability before the criminal she was already tracking was caught, she temporarily loses all benefits of this Oath for 1 day.
At 10th level, the justifier may look into a creature's eyes and force it to relive all of the pain it has inflicted on its victims. This is a gaze attack with a range of 30 feet that only functions against sentient creatures. The saving throw DC is manifested and resolved as an Intimidate check on the part of the justifier, and if the target fails their save, they take 1d4 Wisdom damage. If they have committed a crime within the past week, they take additional Wisdom damage equal to the severity of the crime. In general, minor crimes or property crimes confer 1d4 Wisdom damage, theft and assault confer 1d6, and murder or forceful theft of an individual's freedom confer 1d8. The values may be adjusted depending on the creature's mindset, usually +2 or -2 to the roll's total if the creature is penitent or unrepentant. Unlike normal ability damage, the Wisdom damage persists until the creature willingly makes amends with their victim or is lawfully prosecuted and sentenced for their crime.



The Oath of Life
"The true essence of life is precious, expansive, and vulnerable. You are its guardian, the water in the garden, the grain that feeds, the soothing hand of the nursemaid."

The Oath of Life (occasionally referred to by the name of its originating order, the Oath of the Ancients) preaches sustenance, care, and constant vigor in the face of adversity. Vital Justifiers are not against death - one cannot embrace life without accepting death's place in the natural cycle - but they do abhor pain, murder, and senseless destruction. Traditionally, they are as likely to stand firm against an apocalyptic force as they are to tend the ills of the sick or wounded, but they will not kill unless they absolutely must, nor will they refuse care to the needy, even if it seems pointless. In their view, everyone must die eventually but no one deserves to suffer as they do. The creed of Life is to kindle, to preserve, and eventually, to see their wards into the next step of their eternal journey.


At 1st level, the justifier automatically succeeds on any application of the Heal skill she uses. All of her treatment options, with the exception of long-term care, now only take at most a standard action to complete, meaning she can cure poison, caltrops, disease, or stabilize a dying creature with that single action, and she always succeeds at the attempt. As a special action, she may take a full-round action to directly heal hit point damage twice per encounter. The damage healed is equal to the result of a Heal check she makes, -10. This use of Heal is representative of fast-acting field medicine, and cannot be used outside of combat.
At 6th level, the justifier can restore life to a creature with but a touch. She adds her justifier level to her class levels of any other class for the purposes of determining her caster level for healing spells or class level for abilities that restore hit point damage, such as lay on hands. If she did not already have it, she gains the lay on hands ability as a paladin equal to her justifier level.
At 10th level, the justifier exudes an aura out to 30 feet that dampens pain and suffering. Creatures within the aura can still feel pain and discomfort, but it never becomes agonizing or debilitating. She can designate at will whether it confers an immunity to subdual damage, but even if it does not, the aura makes those within it immune to the nauseated, sickened, and staggered conditions, and are entirely immune to penalties derived from pain effects. Finally, all allies of the justifier inside her aura act as though under the effects of the Diehard feat.



The Oath of Loyalty
"You are the bedrock upon which valor and hope may rest, the watchful eye and helping hand. All who look upon you know that you are a force on which they may rely utterly."

The Oath of Loyalty embodies constance, unwavering support of a group or cause. All justifiers are bound by their word, but a Loyal Justifier is bound by their dedication. Traditionally, they serve as companions to specific individuals or servants of a specific organization. A Loyal Justifier may not always be on the side of right, but they are always on the side of the allies or superiors who need them. Occasionally, shrewd rulers may use them as spies, recognizing that their own secrets will be safe even if the justifier is captured - interrogating or corrupting a Loyal Justifier is rightfully considered a task tantamount to pulling teeth from a demilich.


At 1st level, the justifier's presence can be felt by her companions within a certain distance, a reassuring and primal force that turns an ordinary group into a cohesive unit. If she is within 5 feet of an ally, that ally cannot be flanked or flat-footed, and the justifier automatically uses Aid Another on all allies within range every round.
At 6th level, the justifier's will is interminable, forming a mental bastion to keep herself secure in the face of danger. Any mind-affecting spells, powers, abilities or affects that would force or coerce the justifier to turn against her allies or act in a fashion that is deliberately detrimental to them fails automatically, and she can break similar effects in progress on one of those same allies by touching them as a standard action. In all other circumstances, she gains a +4 bonus to Will saves made against mind-affecting spells and compulsion effects.
At 10th level, the justifier is always ready at a moment's notice to leap into the fray to help her friends. At the beginning of any encounter, all of the justifier's allies gain a single-use ability that allows them to immediately grant the justifier a move or standard action. The justifier cannot grant these actions to herself, but the allies in question are free to determine when they are in dire need of her.



The Oath of Respect
"You are open arms and a warm smile, equally at home among all folk who take succor in pleasant company."

The Oath of Respect represents equal due to all beings, open-mindedness and friendliness even in the face of hostility or adversity. Traditionally. Respectful Justifiers are consummate diplomats, capable of defusing situations with ease and getting those they've helped to, in turn, help them. They believe no creature is truly inferior or superior to any other, and with that warm self-confidence comes an inherently trustworthy manner. It is, after all, far easier to invoke respect from others if one has first shown respect to them.


At 1st level, the justifier adds half her class level to all Diplomacy checks she makes. Additionally, it is impossible for her to lower a creature's attitude towards her if she fails such a check. Aside from the raw mechanics of this ability, NPCs will usually be more open and trusting towards a Respectful Justifier who has demonstrated the tenets of her Oath in practice to them, and high-level justifiers simply have a feeling that marks them as an individual worthy of aid and parley. No matter a Respectful Justifier's status, peasants and nobles alike will tend to treat her as one of their own.
At 6th level, the justifier is equal before all folk as they are equal before her. If a creature attempts to use an ability or attack on the justifier that targets a specific trait or benefit she possesses (such as a Bane weapon or a Smite attempt), the attack treats her as though she does not qualify as a member of the hated or disfavored group in question. Bane weapons do not gain an attack or damage bonus, Smites have no effect, and even Favored Enemy bonuses are null and void in the justifier's regard.
At 10th level, the justifier can inspire her allies to find their own inner strength and rise to the occasion, even when presented with a supposedly superior challenge. If the justifier engages in a combat encounter with a creature that has more Hit Dice than she does, she grants an untyped bonus to her own checks and rolls, and those of her allies, equal to the difference in HD between herself and the highest-HD opponent on the field.


Bonus Feat: At levels 2, 5, and 9, the justifier gains a bonus feat, which may be chosen from any Combat feats or fighter bonus feats she qualifies for.

Oath of Safety (Ex): Beginning at level 3, the justifier learns her first Declared Oath, the Oath of Safety. When she declares the Oath of Safety, she targets one creature that is not hostile towards her. That creature then gains Damage Reduction 5/- and an AC bonus equal to half the justifier's class level as she swears to keep them from harm. The benefits last until the end of the encounter, and this Oath may be declared once per encounter as a standard action. However, if the target creature is reduced to negative hit points during the encounter, the benefits from the Oath immediately end, and it cannot be declared again for 24 hours. The justifier may not declare this Oath on herself.

My Mind is an Island (Ex): At 4th level, the justifier is starting to take solace on her Oaths, allowing the pure fervor of her dedication to pave the way forward. Whenever she is forced to make a Will saving throw, she may make a Concentration skill check against the appropriate DC instead. If she fails the saving throw anyway, however, she may not use this ability again for 24 hours, and she takes a -4 penalty to normal Will saves during that time.

Favored Opponent: Beginning at 5th level, the justifier chooses a single specific alignment or organization that has made itself her enemy in the past, or that she historically struggles against. Against any member of the chosen alignment or organization, she gains the benefits of a 1st-level Ranger's Favored Enemy feature. She also adds +1 to the bonus against any Favored Enemies she already has.

She gains this ability again at 8th level, where she must select a new alignment or organization. But, once again, she adds +1 to the bonuses she conferred against all previous Favored Enemies, including her first Favored Opponent.

Oath of Retribution (Ex): At 6th level, the justifier learns her second Declared Oath, the Oath of Retribution. As a standard action once per encounter, she may swear vengeance on an enemy who has dealt damage to her or one of her allies. Until the encounter ends, she gains a bonus equal to her Wisdom modifier to attack and damage rolls against that enemy. If she fails to incapacitate that enemy before the encounter ends, the justifier loses all bonuses from Oath of Retribution and cannot declare it again for 24 hours.

The Warrior's Way (Ex): Beginning at 7th level, the justifier can hone her focus and use it to enhance the bite of her attacks. Once per encounter, when making an attack roll against an opponent, she may make a Concentration check with a DC equal to that target's Armor Class. If the check succeeds, she ignores all shield, armor, and natural armor bonuses to Armor Class that opponent possesses, and she threatens a critical hit if she hit them.

United Nemeses (Ex): At 8th level, the justifier shares the bonuses she receives from Favored Enemy and Favored Opponent with all allies within 30 feet of her.

Oath of Steadfastness (Ex): Beginning at 9th level, the justifier learns her third and final Declared Oath, the Oath of Steadfastness. To use it, she must take a full round action and declare that she will not allow her enemies victory, and she will not allow herself to be ignored. Unlike her other Declared Oaths, she cannot actually fail to fulfill the Oath of Steadfastness unless she herself is reduced to below 0 hit points, but even then, she is not prevented from using it for 24 hours. However, it can only be used once per day, instead of once per encounter.

The Oath of Steadfastness roots the justifier to one spot - she can only move in 5-foot steps - but it triples the range of her threatened area, and she is not limited in the number of attacks of opportunity she can make in a round. Any enemies struck by one of her attacks of opportunity immediately loses all forms of movement speed for the rest of the round. In addition, when she takes damage, she may make a Concentration check; she may reduce the damage she takes from a given attack by the result of the check -15.

The Oath of Steadfastness can be maintained for an entire encounter, or dismissed at any time as a swift action.

Focused Strike (Su): At 10th level, the justifier gains the ability to make a special attack once per day that combines absolute wrath with total dedication to her Oaths and her cause. As part of a full attack action, she may add the total bonus from the combined modifiers of her Strength, Dexterity, and Wisdom scores to her attack and damage rolls for all attacks made during that action, instead of whatever primary ability score she would normally use. Focused Strike may be combined with The Warrior's Way.

Justified: A 10th level justifier has become more than simply the sum of her Oaths. She is representative of the very ideals she swore to embody, and that level of dedication makes it easy to forgive mistakes. Once per month, when she would normally lose all of her class features as a result of violating the tenets of an Oath, she instead retains them, although she must still atone for the transgression within a week, or else lose her features for real.

Overneath
2015-10-06, 01:36 PM
The Guardian

~SEMPER SUM BELLATOR~


"Protect what matters with everything you have, or you'll have nothing, and deserve it." - Aveline Vallen, Guard-Captain of Kirkwall

"Stand tall and bold against the withering storm and the flashing of steel. When the wrath of the gods descends upon the world, we will be there to protect it. When the walls of our cities come crumbling down, we will take their arrows instead. When the menace of death bears down on us with its bloody fangs and screams to the void for those we serve to die, we will. Stand. FIRM." - The Creed of the Guardian

For every mere bodyguard, man-at-arms, or shieldbearer in a realm, there are dreams of becoming a Guardian. They are the rare few whose metal and might elevates them beyond the norm, perhaps even beyond the expectations of mortals themselves. Every one of their number is a barricade, an armory, a garrison, and a watchful eye, ready to jump into action at a moment's notice. A battle does not end until every enemy is defeated, and ending a battle against a Guardian is nothing short of torment.

Like justifiers, guardians traditionally take up their role in service of a particular cause. They work for a city, an organization, or even a single person, though as an individual themselves they operate more efficiently when they only need to concern themselves with small groups, such as an adventuring party.

Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex


Requirements

To qualify to become a guardian, a character must fulfill all the following criteria.


Base Attack Bonus: 7+
Skills: Spot or Listen 8 ranks, Sense Motive 6 ranks
Feats: Toughness, Alertness
Special: The character must have risked their own life to save a sentient being from lethal harm.




Level
BAB
Fort
Ref
Will

Special

1st

+1

+2

+0

+2

Protector's Stance, Guardian's Eye

2nd

+2

+3

+0

+3

Bodyguard

3rd

+3

+3

+1

+3

Shield Wall

4th

+4

+4

+1

+4

Efficient Block

5th

+5

+4

+1

+4

Emergency Vitality, To the Rescue

6th

+6

+5

+2

+5

To the End

7th

+7

+5

+2

+5

To the Death, Line in the Sand

8th

+8

+6

+2

+6

Counterstrike

9th

+9

+6

+3

+6

Ultimate Sacrifice

10th

+10

+7

+3

+7

Walking Fortress



Class Skills

The guardian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (warfare), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), and Swim (Str).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the guardian prestige class.

Weapon and Armor Proficiency: Guardians are proficient with simple and martial weapons, with light, medium, and heavy armor, and all shields.

Protector's Stance (Ex): Once per encounter, the guardian chooses a single ally he can see to be his Ward. The Ward gains a +2 bonus to AC and all saving throws, and the guardian gains a bonus equal to half his class level on attack and damage rolls against opponents who have made a hostile action against his Ward within the last round. If the guardian is within 15 feet of his Ward, the Ward takes half damage from all attacks - the other half is then halved again, and the remainder goes to the guardian.

Protector's Stance can go through several phases, depending on the status of the Ward. Under Watch Phase, all bonuses are normal as described above. Danger Phase occurs when the Ward has taken damage, and doubles their bonus to AC and saves. Critical Phase occurs when the Ward is below 50% of their maximum hit point total, and grants the guardian an additional standard or move action every round until the Ward is healed. If the Ward falls to 0 hit points or less, the guardian enters the Vengeance Phase, gaining a +4 bonus to Strength and Constitution, +20ft movement speed, and an additional attack at his highest base attack bonus whenever he makes a standard attack, full attack, or attack of opportunity.

These phases grant powerful benefits, but are also dangerous to tempt - if the guardian enters Vengeance Phase, he loses all benefits of his class features for 1 week. Therefore, putting a Ward in a precarious position is not encouraged. If a guardian consistently puts his Ward in danger just to gain bonuses, a DM is encouraged to strip him of his class features permanently or until he atones in some remarkable fashion.

A Ward can be declared outside of combat for all appropriate bonuses, but that decision cannot be changed for 24 hours.

Guardian's Eye (Su): A guardian is always on the lookout for danger. Beginning at 1st level, he is immune to surprise and cannot be rendered flat-footed. He also acts as though he had cast the spell status on his Ward with a caster level equal to his character level. The guardian and his Ward share all senses with one another while within 15 feet, be they natural or supernatural - if one of them has an ability such as Darkvision, they both benefit from it.

Bodyguard (Ex): At 2nd level, the guardian can extend his protection to the entire party, although these benefits are not as complete as those his Ward receives. As a standard action, the guardian can extend a 30-foot aura; all allies within the aura (including the Ward) take reduced damage from all attacks equal to the guardian's class level.

Furthermore, the guardian can stop an enemy dead in their tracks if they are off guard. If the guardian hits an opponent with an attack of opportunity, that opponent cannot move from the square they were in when they incurred it for the rest of the round.

Shield Wall (Ex): The guardian knows the benefit of putting his best foot forward, especially when that foot is about to go up the backside of a would-be assassin. At 3rd level, he counts as full cover to any allies in the correct position to take advantage of such a feature.

Efficient Block (Ex): At 4th level, the guardian has seen enough tricks to counter them all and add a bit of his own force. If an enemy attempts to use a combat maneuver such as Trip against the guardian and fails, the guardian may immediately use that same maneuver against them, using all of his own bonuses to do so.

Emergency Vitality (Ex): Beginning at 5th level, the guardian can sacrifice some of his own resolve to heal his Ward. If he and his Ward are within 15 feet of each other, he may lose a certain number of hit points as a swift action - his Ward is healed for the same amount. Additionally, any ally within the radius of his Bodyguard ability stabilizes automatically if they drop below 0 hit points.

To the Rescue (Ex): At 5th level, the guardian knows the value of acting quickly when he's needed. Once per encounter, he may give immediately grant himself an extra move action, during which time his base land speed is doubled.

To the End (Ex): A 6th level guardian is by your side until the both of you die, and that certainty carries with it the kind of confident teamwork a drill instructor can only dream of. All allies within the radius of the guardian's Bodyguard ability use the highest saving throw bonus from among all of them when making a save, and any allies adjacent to one another combine their reach when determining their threatened squares.

To the Death (Ex): A 7th level guardian can declare his Ward exempt from harm for a short time twice per day. As a standard action, he declares To the Death, which lasts for 3 rounds. During that time, all damage and hostile effects that would affect the Ward instead do nothing to them, and target the guardian. In the case of hit point damage, any damage the guardian absorbs is halved during the process of this ability, just like the effects of Protector's Stance.

Line in the Sand (Ex): Fighting a 7th level guardian is like fighting three men at once. The guardian can declare that he is drawing a Line in the Sand once per encounter. He must remain completely still for the effect - if he moves, Line in the Sand ends. For the duration of the ability, the squares to either side of the guardian are considered occupied by him, increasing his reach by 10 feet and conferring the cover bonus from Shield Wall to two additional spaces. Creatures trying to move through these occupied squares are under the same restrictions as if they were trying to move through the guardian's own square.

Counterstrike (Ex): Once per day at 8th level, the guardian may declare that he is ready to counter any move his opponents make. For the duration of the encounter, he gains infinite attacks of opportunity per round (though still may make only one per provoked action) and may make an attack of opportunity any time an opponent within his reach makes an attack. He may also make attacks of opportunity against opponents casting spells, even if they are casting defensively.

Ultimate Sacrifice (Ex): At 9th level, the guardian can save an ally as an immediate action. The ally must be within 15 feet and have been the target of a spell, attack or ability that places them in mortal danger. The guardian may take all of the penalties of that attack onto himself, leaving his ally unharmed.

Walking Fortress (Ex): Give up. You're not going to kill this man. A 10th level guardian can make himself entirely immune to all hostile spells, attacks, effects and abilities for 3 rounds once per day as a swift action.

Overneath
2016-01-03, 02:32 AM
The Equalizer

~MUTARE AD CUSTODIAM~


"Power. Power equals power. Crazy, huh? But the type of power? Doesn't matter as much as you'd think. It turns out, everything is oddly balanced. Weird, but true." - Xykon

"Power belongs to all men. Raw, base might only corrupts. True power must be fluid, adaptive. And when a man becomes too mighty...that is when he is most weak. That is when we may strike." - The Creed of the Equalizer

Giants tower above humans and can crush mountains with their bare hands. Dragons possess impenetrable scales, and breathe scorching fire from their maws. Illithid control the very mind itself as easily as a thought passes through their alien brains. In the face of such inconceivable strength, what can mere mortals possibly do?

The Equalizers believe that all power is equal in the universe. If one individual has strength another does not, it is not simply theirs - they have it because that other lacks it. And when all is equal, that power can be reapplied. Equalizers face down the mightiest opponents in existence as part of their mission to bring balance to the multiverse - whatever their personal motivations might be - and fight them on their own terms. They are only as powerful as their enemies, so while an Equalizer dueling a lich is a sight to behold, they are not nearly so terrifying to the common man, should these 'lessers' be clever enough to recognize their shortcomings.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Intermediate Fortitude, Reflex and Will


Requirements

To qualify to become an equalizer, a character must fulfill all the following criteria.


Alignment: Any Neutral
Base Saving Throws: All +5 or higher (including feat bonuses)
Special: Must have defeated an opponent with a higher Challenge Rating than their Character Level



Level
BAB
Fort
Ref
Will
Special
Adoptive Slots

1st

+0

+1

+1

+1

Disable, Adaptive Resilience

-

2nd

+1

+2

+2

+2

Adopt Trait

1

3rd

+2

+2

+2

+2

Warrior of Neutrality

1

4th

+3

+3

+3

+3

Adaptive Defense

2

5th

+3

+3

+3

+3

Neutralize

2

6th

+4

+3

+3

+3

Adopt Talent

3

7th

+5

+4

+4

+4

Adaptive Immunity

3

8th

+6

+4

+4

+4

Adopt Magic

4

9th

+6

+5

+5

+5

Knight of Balance

4

10th

+7

+5

+5

+5

Equalize

5



Class Skills

The equalizer does not have any class skills. Instead, he retains all of his class skills from his other classes before he took levels in the prestige class. Further benefits may be gained from 6th level onward by use of the 'Adopt Talent' ability.

Skill Points: 4 + Int modifier


Class Features

The following are class features of the equalizer prestige class.

Weapon and Armor Proficiency: The equalizer does not gain proficiency with any weapons or armor.

Path of the Forsaken: A forsaker may take levels in Equalizer and gain access to its class features, utilizing them without losing access to their antimagic abilities - this is an exception to the usual rule that they may not use Supernatural Abilities. However, they must swear an oath to never Adopt the spells, supernatural abilities, or spell-like abilities from any creature. They may use Disable, Degenerate, and Equalize freely on such beings. If this oath is ever broken, the character loses access to their forsaker features as normal, and also cannot use any Equalizer powers until they 'atone' as per the normal rules for a forsaker who accidentally uses or embraces magic.

Disable (Su): An Equalizer has an innate connection to the universal 'pool' of strength that all creatures draw from to some degree. Whenever he strikes an opponent, he temporarily severs that connection, weakening his foe...assuming they were already strong.

In order to trigger Disable, the Equalizer must target an opponent that he can see or otherwise perceive within 60 feet of himself as a standard action. The creature may make a saving throw with a DC equal to 10 + the Equalizer's class level, but the creature uses their weakest saving throw bonus from among Fortitude, Reflex and Will to resist the effect.

When Disable triggers, the target is unable to use any of their Supernatural or Spell-Like Abilities, and takes a -2 penalty to all ability scores and saving throws. If the target casts spells, they lose access to spells whose spell slots are of a lower level than the Equalizer's class level. A mage struck by a 5th-level Equalizer could not cast cone of cold, but could still use a 7th-level spell slot to cast its empowered variant.

Disable only affects targets with more HD, or the exact same HD, as the Equalizer. Disable only affects one creature at a time, and lasts for 1 minute. The Equalizer can use Disable once per day per class level.

Adaptive Resilience (Su): Many creatures have uncanny or outright supernatural ways to resist danger, or even ignore it entirely. When fighting such beings, it behooves the Equalizer to strengthen himself with that same connection to the multiverse's power. In any hostile situation where the Equalizer is conscious and able to act, he may choose one creature that he can see or otherwise perceive. For the duration of the encounter (or until he chooses another creature as a move action), the Equalizer gains all of the following benefits:


If the creature has Damage Reduction or Damage Resistance (but not immunity), the Equalizer gains those same values, including the same vulnerabilities - a Succubus' 10 Damage Reduction is also ignored by good or cold iron when adapted.
If the creature targets the Equalizer with any attack, ability or spell that forces a saving throw, the Equalizer may use his own saving throw bonus versus that effect, or the adapted creature's, whichever is higher.


Note that the Equalizer cannot use Adaptive Resilience on a Disabled creature.

Adopt Trait (Su): While most of the Equalizer's methods are directly antagonistic, he is also able to passively strengthen himself if given a clear example of another being's abilities, without making that creature weaker. Beginning at 2nd level, by making a melee touch attack that provokes an attack of opportunity (unless the target is willing), he may adopt a single extraordinary ability from that target. For all intents and purposes, he may use the ability exactly as the creature does, but the ability derives its exact strength from the Equalizer's ability scores and HD, not the original creature's.

An Adopted Trait must be natural to the target creature, not learned or acquired. A dwarven fighter's Stonecunning is a valid target, but not his Cleave feat. Adopted Traits (and other features stolen by the Equalizer's 'Adopted' line of abilities) take up Adoptive Slots to retain. The Equalizer can remove an Adopted ability from an Adoptive Slot as a full-round action, thus losing the ability to use that feature, but freeing up the slot for a different power. If the Equalizer tries to Adopt an ability while all of his Adoptive Slots are filled, the ability simply fails to work. The number of Adoptive Slots the Equalizer has access to by level is equal to half his class level, noted on the table above.

Unless the Equalizer empties the slot, an Adopted Trait remains viable for one hour. The Equalizer cannot Adopt a Trait from a creature with more HD than himself, and he must be aware that a creature possesses the Trait to Adopt it. In-depth research is not always strictly necessary - if a creature uses a valid ability in the Equalizer's line of sight, it becomes a valid target for Adopted Trait.

Warrior of Neutrality (Su): At 3rd level, the Equalizer has begun to come into his status as a force of balance in the world. Regardless of his personal principles, he exists to challenge the most extreme forces of the world first and foremost, and that extends to bearers of extreme alignments. Against creatures of the Lawful Good, Chaotic Good, Lawful Evil and Chaotic Evil alignments, the Equalizer adds a +2 bonus to all hostile rolls and checks (including spell/ability DCs), and gains this same bonus to his AC and saving throws against those creatures' attacks and abilities.

This feature has no effect if the creature's alignment is concealed in some way. The Equalizer must see through such an effect by conventional means, or receive explicit evidence that the creature has an extreme alignment.

Adaptive Defense (Su): At 4th level, the Equalizer adds the following benefits to his Adaptive Resilience class feature:


If the creature has Natural Armor, the Equalizer gains their Natural Armor bonus if it exceeds his own.
If the creature has Spell Resistance, the Equalizer gains Spell Resistance of the same value.


The Equalizer cannot choose different creatures to receive the benefits of Adaptive Resilience and Adaptive Defense from.

Neutralize (Su): Beginning at 5th level, the Equalizer's touch is becoming less of a bane to powerful beings and more of an eldritch terror. Neutralize improves Disable and follows all of its original rules except for the addition of these effects:

Neutralize sets the ability scores and base saving throw bonuses of the Disabled creature to equal the Equalizer's, but only if they were initially higher. The Equalizer could target a balor and set the beast's 35 Strength to match his 20, but could not smack a bear upside the head and make it sentient.

Ability score modifications have a gulf limit equal to twice the Equalizer's class level + his Wisdom modifier. In the example above, the Equalizer would need to be 5th level with a Wisdom of 20 or higher to drain the balor's Strength by 15 full points. If the Equalizer only had 16 Wisdom, the balor's Strength would be reduced to 22 instead.

Adopt Talent (Su): At 6th level, the Equalizer may Adopt skills and feats in addition to Extraordinary Abilities. A single skill or single feat takes up its own Adoptive Slot. In the case of skills, the Equalizer does not add the target creature's skill ranks to his own - he simply uses the higher total of invested skill ranks between the two of them. He may use a rogue's invested 10 ranks in move silently, but if he has 6 ranks in jump and tries to Adopt a fighter's 6 ranks in jump, nothing happens.

Adaptive Immunity (Su): At 7th level, the Equalizer adds the following benefits to his Adaptive Resilience class feature:


If the creature has racial or applied immunities, such as to conditions or spells, the Equalizer gains all of those same immunities.


The Equalizer still cannot choose different creatures to receive the benefits of Adaptive Resilience, Adaptive Defense, and Adaptive Immunity from.

Adopt Magic (Su): At 8th level, the Equalizer may Adopt Supernatural Abilities, Spell-Like Abilities, and individual unexpended spell slots (and the spells that fill them). A single ability or spell slot takes up its own Adoptive Slot. In the case of spontaneous casters, the Equalizer simply Adopts a single casting of the spell in question from its relevant spell level - he cannot also adopt a metamagically-enhanced version of the spell. If a Spell-Like Ability or spell slot is used, the Adoptive Slot it occupies is automatically freed up for further use.

Knight of Balance (Su): Strengthened by the power of his enemies, a 9th level Equalizer is only as easy to fight as his strongest opponent...and those same opponents may find the experience to be uncomfortably like attacking their double. Creatures treat the Equalizer as themselves for the purposes of attacks, abilities, spells and contingencies in the following ways:


The Equalizer is immune to attacks of opportunity.
The Equalizer is treated as an ally for the purposes of spell effects, delayed actions, and contingencies.
The Equalizer is unaffected by Frightful Presence and any other aura that causes hostile effects but does not affect the creature from which the aura emanates.


Equalize (Su): The final improvement to Disable is gained when the Equalizer reaches 10th level. When he Disables a creature, he may choose to empower himself instead of weakening his enemy. If he does so, the target's ability scores and base saving throws remain the same as they were before they were Equalized. However, the Equalizer's ability scores, base saving throws, effective size (as per 'Powerful Build', and this effect does not work on creatures smaller than the Equalizer), base attack bonus, and base speeds increase where applicable to match those of the creature.

In addition, the Equalizer may use Disable on creatures with fewer HD than himself, but his Strength, Dexterity, Constitution, and base saving throws can be lowered to match a weaker creature, so he must be careful whom he uses the ability against.

Overneath
2016-09-24, 10:27 PM
The Survivor

~SALUTEM ULTRA INFINITUM~


"DETERMINATION." - Frisk

"Weak are the mighty, and mighty are they who rise above their weakness. Power in this world is supposedly defined by its ability to ensure its own dominance, to remove all obstacles in its way. If someone who thinks they know power tries to remove you, and you refuse to be moved...you have won." - The Creed of the Survivor

In a world of careful steps, numerous skills, powerful magic and epic swordsmanship, the true measure of these methods is not often examined or explained. And yet, those who know what to look for see a common thread behind every swing and incantation, every foiled trap and battered shield. The simple, primal appeal to existence. The will to survive.

Survivors take this revelation to another plateau entirely, dedicating themselves to the pursuit of absolute defiance in the face of harm's way. Adventurers from all walks of life have taken up the mantle of the Survivor, although obviously their success is obvious in the words that will be written in their legends...and on their graves.

Hit Dice: d12

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude, Reflex and Will


Requirements

To qualify to become a survivor, a character must fulfill all the following criteria.


Feat: Toughness
Base Saving Throws: Highest base save must be lower than character level
Special: Must have survived being brought down below 0 hit points without dying and being brought back to life.



Level
BAB
Fort
Ref
Will
Special
Class Features

1st

+0

+2

+2

+2

Evade Harm, Extraordinary Resistance

-

2nd

+1

+3

+3

+3

Uncanny Reflexes

+1 level of existing class features

3rd

+2

+3

+3

+3

Adaptational Resilience, Superior Endurance

+1 level of existing class features

4th

+3

+4

+4

+4

Extraordinary Reaction

+1 level of existing class features

5th

+3

+4

+4

+4

Impetuous Endurance, Live in the Moment

+1 level of existing class features

6th

+4

+5

+5

+5

Adrenaline Rush

+1 level of existing class features

7th

+5

+5

+5

+5

Fast Healing, Exceptional Survival

+1 level of existing class features

8th

+6

+6

+6

+6

Stalwart

+1 level of existing class features

9th

+6

+6

+6

+6

Monumental Defense

-

10th

+7

+7

+7

+7

Rolling With the Blade

+1 level of existing class features



Class Skills

The survivor’s class skill list is composed of all the class skills of the classes he had levels in before becoming a survivor.

Skill Points: 4 + Int modifier


Class Features

The following are class features of the survivor.

Weapon and Armor Proficiency: The survivor gains no additional weapon or armor proficiencies.

Class Features: At each level except 1st and 9th, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a survivor, you must decide to which class to add each level for the purpose of determining class features.

Evade Harm (Ex): Beginning at 1st level, whenever the survivor is forced to make a saving throw for a halved or otherwise reduced effect, and successfully makes the save, he instead is completely unaffected. This otherwise functions as a combination of Evasion and Mettle.

Extraordinary Resistance (Ex): Beginning at 1st level, the survivor gains damage reduction/- and spell resistance equal to his class level. These values stack with damage reduction and spell resistance from any other source.

Uncanny Reflexes (Ex): At 2nd level, the survivor gains the rogue’s Uncanny Dodge ability, or Improved Uncanny Dodge if he already possesses it (if he later gains Uncanny Dodge from another source, this ability upgrades to Improved Uncanny Dodge), using his survivor level + his Constitution modifier (minimum 9) as his effective rogue level.

Adaptational Resilience (Ex): A 3rd level survivor gains damage resistance equal to his class level against the last type of damage he was exposed to. In the case of physical damage, this stacks with the benefit of Extraordinary Resistance.

Superior Endurance (Ex): At 3rd level, the survivor gains one extra hit point every time he gains a level, applied retroactively, which stacks with the benefit from Toughness. He also no longer rolls hit points when he gains a level in the survivor class - he automatically gains the maximum possible hit points (12) from the roll. He also gains new hit points as though he rolled the maximum result for hit points during his 1st and 2nd survivor levels, if he did not do so already.

Extraordinary Reaction (Ex): Beginning at 4th level, the survivor can take an immediate 5-foot step, assuming he is not immobile or helpless, every time he takes damage or is subject to an attack. Depending on the method used to attack him and his new line of sight, this may break the opponent’s ability to continue the assault. For example, an enemy using a full attack action would only be able to make the first attack roll in their iterative chain before you moved, forfeiting the rest of their possible attacks unless they have reach.

Impetuous Endurance (Ex): Beginning at 5th level, the survivor no longer automatically fails a saving throw on a roll of a natural 1. If he succeeds on a saving throw, he gains a bonus to that type of save equal to half his class level for 1 round (an 8th-level survivor making his save against a finger of death gets a +4 bonus to Fortitude saves).

Live in the Moment (Ex): The only person who acts on a 5th level survivor’s turn is himself. Readied actions, contingency magic, reactions, attacks of opportunity and other abilities that allow creatures to act outside their turn cease to function while the survivor is taking actions during his place in the initiative order.

Adrenaline Rush (Ex): If a 6th level survivor is subject to an attack or effect that would reduce him below 0 hit points, he may make a Fortitude saving throw (DC = half the damage dealt) to take half the damage instead. If he succeeds, the brush with death fuels his energy, granting him non-stacking temporary hit points equal to his class level x his Constitution modifier for 1 minute or until they are lost.

Fast Healing (Ex): A 7th level survivor gains Fast Healing 2, regenerating 2 hit points every round he remains alive. If he is below 50% of his hit point toal, this becomes Fast Healing equal to his class level + his Constitution modifier until he is healed back above that point.

Exceptional Survival (Ex): Beginning at 7th level, the survivor has mastered even the more mundane arts of beating death’s hand. He becomes immune to subdual damage and gains a bonus equal to his class level on Fortitude saving throws made to resist exhaustion and fatigue. He needs half as much water and a quarter as much food as a normal creature of his size and type to survive, and he adds ten minutes to the amount of time he can hold his breath. He adds his Constitution score in years to the upper-limit of all his racial age categories (a human with 20 Constitution reaches Middle Age at 55, Old at 73, etc). Finally, he gains a Competence bonus equal to his class level to all Survival checks made to forage for enough food and water to sustain himself, and is considered Trained in Survival for this purpose.

Stalwart (Ex): Three times per day at 8th level, the survivor may simply decide to succeed on a saving throw. He must make this decision instead of (i.e. before) rolling dice to determine the result. Alternatively, he may use this ability to negate one spell that targets only himself that does not allow a saving throw.

Monumental Defense (Ex): At 9th level, the survivor gains Natural Armor equal to his Constitution modifier. He may also take an immediate move action that does not incur an attack of opportunity if an opponent misses him with a weapon or he succeeds on a saving throw.

Rolling With the Blade (Ex): At 10th level, the survivor becomes entirely immune to any effect that would kill him outright, such as death magic, or would leave him helpless for an indefinite period of time, such as the spell imprisonment. He also cannot take more than 50% of his total hit points in damage from a single attack or effect - any excess damage is wasted.


Final Thoughts: This isn't really intended to be its own 'package', per se. Survivor serves as more of an augmentation, thus the Class Feature progression. You add it to what you already are and, in exchange for the power of some of your base features, you become harder to kill.

Overneath
2016-10-06, 04:21 PM
This is a list of the feats from core 3.5 that have been altered/improved, separated by type and listed in alphabetical order. Completely custom feats will be added in the following post.

Feats with the ‘Fighter’ or ‘Combat’ tags are Fighter Bonus Feats. At your groups’ discretion, you may elect to give some of these feats for free to all characters, such as Power Attack and Precise Shot, to reduce feat taxes or unfavorable combat rules. Also, Track’s benefits are now simply a part of the Survival skill. If you need Track to meet a prerequisite, use Skill Focus: Survival instead.

Blind-Fight [Combat]
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Combat Reflexes [Combat]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Initiative [Combat]
Benefit: You get a +4 bonus on initiative checks.

Improved Unarmed Strike [Combat]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.


Stunning Fist [Combat]
Prerequisites: Dex 13, Wis 13, base attack bonus +8, improved unarmed strike.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. You may add a stunning fist attempt freely to any one attack you make normally during your turn, and do not need to sacrifice your attacks per round to use this ability. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Quick Draw [Combat]
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Spring Attack [Combat]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee or ranged weapon, you can move (as with the move action) both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are carrying more than a light load.

----

Combat Expertise [Modal, Fighter]
Prerequisites: Int 13.
Benefit: When you use the attack action or the full attack action, you can take a penalty to your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed
your base attack bonus. The changes to attack rolls and Armor Class last until your next action.


Whirlwind Attack [Combat]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +6.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make attack rolls against all creatures within your reach. The number of attacks you make against each creature is equal to your total number of iterative attacks, minus 1. Thus, if you would normally be able to make three attacks in a round as a full attack action, you can make two attacks on every eligible creature. All attacks made in this manner take a -4 penalty to the attack roll.
Farah has a base attack bonus of +11/+6/+1. When she makes a whirlwind attack, she makes attacks against all creatures within reach as though her attack bonus were +7/+2.

Power Attack [Modal, Fighter]
Prerequisites: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all of those attack rolls and add the same number to all damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.


Cleave [Combat]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal enough damage to a creature to reduce it to 0 hit points or less in melee combat, you get an immediate, extra melee attack against another creature within reach. You can take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.



Great Cleave [Combat]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round. You may take a 5-foot step in between each successful use of the ability.

----

Mounted Combat [Combat, Mounted]
Prerequisites: Ride 1 rank.
Benefit: Once per round, you may make a Ride check and substitute the result of that check for your mount's AC against one attack. You may use whichever value ends up being higher.


Mounted Archery [Combat, Mounted]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is entirely negated.


Ride-By Attack [Combat, Mounted]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may attack at any point during your charge - against any enemy in front of you or to either side - instead of at the very end. You and your mount do not provoke attacks of opportunity from the opponent you attack.



Spirited Charge [Combat, Mounted]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance.


Trample [Combat, Mounted]
Prerequisites: Ride 1 rank, Improved Overrun, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your mount may make two attacks with any of its natural weapons against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

----

Far Shot [Combat, Ranged]
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.

Precise Shot [Combat, Ranged]
Benefit: You ignore the penalty to attack rolls derived from firing on an enemy engaged in melee combat with your ranged weapon.


Improved Precise Shot [Combat, Ranged]
Prerequisites: Dex 19, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Rapid Reload [Combat, Ranged]
Benefit: The time required for you to reload a crossbow is reduced to a free action, still subject to an attack of opportunity. Thus, you may fire a crossbow as many times per round as your iterative attacks will allow.

Rapid Shot [Combat, Ranged]
Prerequisites: Dex 13.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You may use this feat only as part of a full attack action.


Manyshot [Combat, Ranged]
Prerequisites: Dex 17, Rapid Shot, base attack bonus +6.
Benefit: You may fire your ranged weapon as though with a full attack action using a standard action. However, your maximum range is lowered to 30 feet, and all of your attacks that round take a -4 penalty to hit.

----

Two-Weapon Fighting [Combat, Dual]
Benefit: Your penalties for fighting with two weapons are reduced to -4/-4, or -2/-2 if your off-hand weapon is light.
Special: Your number of attacks during a full attack action with your off-hand weapon matches those of your main hand, as determined by your base attack bonus. Thus, at +6 base attack bonus, you gain an additional off-hand attack during a full attack action, and the same with a base attack bonus of +11 and +16.


Two-Weapon Defense [Combat, Dual]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: The shield bonus to AC increases by +1 for every +5 base attack bonus you possess.

Improved Bull Rush [Maneuver, Bull Rush, Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. Instead, if your attempt succeeds, you get a free attack at your highest base attack bonus against your target. You also gain a +4 bonus on the opposed Strength check you make to push back the defender, which increases by +1 for every 4 points of base attack bonus that you possess.

Improved Disarm [Maneuver, Disarm, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor
does the opponent have a chance to disarm you. Instead, if your attempt succeeds, you get a free attack at your highest base attack bonus against your target. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent, which increases by +1 for every 4 points of base attack bonus that you possess.

Improved Grapple [Maneuver, Grapple, Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. Instead, if your attempt succeeds, you get a free attack at your highest base attack bonus against your target. You also gain a +4 bonus on all grapple checks, whether you started the grapple or not, which increases by +1 for every 4 points of base attack bonus that you possess.

Improved Overrun [Maneuver, Overrun, Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent, which increases by +1 for every 4 points of base attack bonus that you possess.

Improved Sunder [Maneuver, Sunder, Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when you attempt to strike at an object held or carried by an opponent. Instead, if your attempt succeeds, you get a free attack at your highest base attack bonus against your target. You also gain a +4 bonus on the attack roll you make to attack the object, which increases by +1 for every 4 points of base attack bonus that you possess.

Improved Trip [Maneuver, Trip, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent. Instead, if your attempt succeeds, you get a free attack at your highest base attack bonus against your target. You also gain a +4 bonus on your Strength check to trip your opponent, which increases by +1 for every 4 points of base attack bonus that you possess.

Pounce [Maneuver, Charge, Fighter]
Prerequisites: Base attack bonus +8.
Benefit: Whenever you charge an opponent, you may use a full attack instead of only attacking once.

OPTIONAL FEAT: IMPROVED MANEUVER
Improved Maneuver [Maneuver, Fighter]
Prerequisites: Str or Dex 13, Improved Unarmed Strike.
Benefit: Choose two maneuvers from this list: Sunder, Grapple, Overrun, Trip, Feint, Disarm, Bull Rush. You do not provoke an attack of opportunity when attempting to use those maneuvers on an opponent. If your attempt succeeds, you gain a free attack of opportunity against your opponent. You also gain a +2 bonus on your opposed roll for the maneuvers, which increases by +1 for every 4 points of base attack bonus that you possess.
Special: This feat may replace all Improved X maneuver feats (Improved Sunder, Grapple, Overrun, Trip, Feint, Disarm and Bull Rush). It may be taken instead of any of them as a prerequisite. You may take this feat more than once; each time, its benefits apply to two more maneuvers you have not already chosen.


Dash [Defense, Mobility]
Benefit: You increase your base land speed by 10ft, and when running you add x1 to the multiplier of your normal speed (x4 to x5, etc.). If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Deflect Arrows [Defense, Protection, Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit by a ranged weapon from a creature with a lower base attack bonus than yourself, you may expend an attack of opportunity to deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons or attacks generated by
spell effects can’t be deflected.


Snatch Arrows [Defense, Protection, Fighter]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

Dodge [Defense, Protection, Fighter]
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to armor class. This bonus increases by +1 at intervals equal to 1/4th your base attack bonus (+1 at +4, +2 at +8, +3 at +12, etc.)


Mobility [Defense, Mobility, Fighter]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to armor class against attacks of opportunity, and you gain a +2 bonus to your armor class during any round in which you’ve moved at least 20 feet.

Endurance [Defense, Toughness, Fighter]
Benefit: You gain a +4 bonus to all Constitution checks (though not Fortitude saves or skill checks) and double the amount of time you can hold your breath. You take no penalties for sleeping in light or medium armor. You do not suffer from exhaustion, though might still be affected by fatigue. You gain 5/- damage reduction from all nonlethal sources, such as subdual damage.


Diehard [Defense, Toughness, Fighter]
Prerequisites: Endurance.
Benefit: When reduced to negative hit points, you may choose whether to fall unconscious or act as if you were disabled, instead of suffering from the dying condition. Either way, you automatically stabilize.

Great Fortitude [Defense, Toughness]
Benefit: You gain a +2 bonus to your Fortitude saving throws.

Iron Will [Defense, Toughness]
Benefit: You gain a +2 bonus to your Will saving throws.

Lightning Reflexes [Defense, Toughness]
Benefit: You gain a +2 bonus to your Reflex saving throws.

Leadership [Defense]
Prerequisites: Cha 15, Character level 6th.
Benefit: Your experience in the battlefield and raw charisma allow you to inspire those around you to new heights of bravery and power. Once per encounter, you may use a swift action to grant any ally in your line of sight an additional standard or move action, used immediately after you activate this ability. In addition, you gain a +2 bonus on all Charisma checks and Charisma-based skill checks.

Allies within 60 feet of you gain a +4 bonus to their saves vs. fear, and if they see you land the killing blow on an enemy combatant, they gain a +2 bonus to attack and damage rolls for 1 round.

Toughness [Defense, Toughness]
Benefit: You gain an additional hit point for every character level you possess, and continue to gain an additional hit point every level. If your base Constitution score is above 18, this bonus is doubled.


Armor Proficiency (Heavy) [Proficiency, Fighter]
Benefit: When you wear heavy armor or tower shields, you are considered proficient with them, and do not take its armor check penalty to attack rolls or all skill checks, merely skill checks covered under standard armor check penalties.

Armor Proficiency (Light) [Proficiency, Fighter]
Benefit: When you wear light armor, light shields, and bucklers, you are considered proficient with them, and do not take its armor check penalty to attack rolls or all skill checks, merely skill checks covered under standard armor check penalties.


Armored Arcana [Proficiency]
Prerequisites: Armor Proficiency (Light), ability to cast arcane spells.
Benefit: You do not incur an arcane spell failure chance from light armor, bucklers or light shields you have equipped.

Armor Proficiency (Medium) [Proficiency, Fighter]
Benefit: When you wear medium armor or heavy shields, you are considered proficient with them, and do not take its armor check penalty to attack rolls or all skill checks, merely skill checks covered under standard armor check penalties.

Improved Critical [Equipment, Fighter]
Prerequisites: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled. By spending 24 hours training, you can change the weapon you selected for the purposes of this feat and its bonuses to any other weapon you are proficient with.

Weapon Finesse [Equipment, Fighter]
Benefit: Choose one melee weapon you are proficient with. For your use, you may use your Dexterity bonus instead of your Strength bonus for calculating attack and damage with it, even if it is not normally a finessable weapon. For two-handed weapons, you add double your modifier to your attack instead of your damage, as the extra hand gives you greater control.

Weapon Focus [Equipment, Fighter]
Benefit: Choose any weapon you are proficient with, one of your natural weapons, grapple, or ranged touch attack. You gain a +1 bonus to attack rolls when using that weapon or type or attack.
Special: At certain intervals, this ability improves automatically. When the character obtains a base attack bonus of +6, they deal an extra +2 damage with their chosen weapon. At +11 base attack bonus, their attack roll bonus improves to +2. And at +16 base attack bonus, their damage bonus improves to +4.

By spending 24 hours training, you can change the weapon you selected for the purposes of this feat and its bonuses to any other weapon you are proficient with.

Instead of choosing a weapon type, you may choose a specific weapon that you own - for example, 'the longsword my uncle left me' instead of 'all longswords'. Your bonuses from Weapon Focus are doubled, but they only apply to that specific weapon.

Weapon Proficiency (Exotic) [Proficiency, Fighter]
Benefit: Choose three exotic weapons with which you are not already proficient. You become proficient with these weapons.
Special: Characters with a base attack bonus of at least +8 automatically gain proficiency with all exotic weapons.

Weapon Proficiency (Martial) [Proficiency, Fighter]
Benefit: Choose three martial weapons with which you are not already proficient. You become proficient with these weapons.
Special: Characters with a base attack bonus of at least +5 automatically gain proficiency with all martial weapons.

Weapon Proficiency (Simple) [Proficiency, Fighter]
Benefit: Choose three simple weapons with which you are not already proficient. You become proficient with these weapons.
Special: Characters with a base attack bonus of at least +2 automatically gain proficiency with all simple weapons.

Zen Intuition [Equipment]
Prerequisites: Wis 13, base attack bonus +1.
Benefit: You may use Wisdom, instead of Dexterity or Strength, to determine your bonuses to attack and damage with weapons.


Brew Potion [Item Creation]
Prerequisites: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures, but not a spell with a range of 'personal'. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. When brewing a potion yourself, you pay only half this price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when creating the potion.

Craft Magic Arms and Armor [Item Creation]
Prerequisites: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Craft Rod [Item Creation]
Prerequisites: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing one-half of its base price. Some rods incur extra costs in material components, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

Craft Staff [Item Creation]
Prerequisites: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing one-half of its base price. Some staves incur extra costs in material components, as noted in their descriptions. These costs are in addition to those derived from the staff’s base price.

Craft Wand [Item Creation]
Prerequisites: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component.

If you possess a wand of a spell you know with expended charges, you may recharge it. This process costs gp equal to 1/50th of the wand’s base price per charge restored, and you may choose exactly how many charges you restore. However, restoring charges to a wand already crafted takes much less time than making a new one - one day per 2,000 gp, to a minimum of one day, rather than one day per 1,000 gp.

Craft Wondrous Item [Item Creation]
Prerequisites: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must use up raw materials costing half of this price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Forge Ring [Item Creation]
Prerequisites: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

Some rings incur extra costs in material components, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

Scribe Scroll [Item Creation]
Prerequisites: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. When scribing a scroll yourself, you pay only half this price.

Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when scribing the scroll.


Augment Summoning [Magic]
Prerequisites: Spell Focus (conjuration).
Benefit: Each creature you conjure with any Conjuration (Summoning) spell gains a +2 bonus to all checks and rolls it makes for the duration of the spell that summoned it.

Combat Casting [Magic]
Benefit: You gain a +4 bonus to Concentration checks made while casting a spell, whether Defensively or while taking damage. This feat does not allow you to cast while grappling or pinned.

Empowered Turning [Divine]
Prerequisites: The ability to turn or rebuke creatures.
Benefit: You add your Charisma modifier 1.5 times, instead of once, when calculating your turning benefits. This includes your turning check, turning damage, and number of times per day you can turn creatures.

Improved Counterspell [Magic]
Prerequisites: Spellcraft 6 ranks.
Benefit: When counterspelling, you may use a spell of the same school or descriptor that is one or more spell levels higher than the target spell.

Improved Familiar [Magic, Familiar]
Prerequisites: Ability to obtain a familiar, caster level 7th.
Benefit: You may apply a given template to your familiar, or exchange it for a different creature entirely.

If you are of good alignment, you may apply the Celestial template to your familiar.
If you are of evil alignment, you may apply the Fiendish template to your familiar.
You may apply the Air subtype to your familiar, granting it (or setting it to) a Fly speed of 60ft, with Perfect maneuverability, and the ability to breathe air.
You may apply the Earth subtype to your familiar, granting it a burrow speed of 30ft.
You may apply the Fire subtype to your familiar.
You may apply the Water subtype to your familiar, granting it (or setting it to) a Swim speed of 30ft and the ability to breathe water.
You may exchange your current familiar for a Psuedodragon if your alignment is Neutral Good, Chaotic Good, or Chaotic Neutral. For the purposes of benefits to the familiar, you qualify as a caster six levels lower than the casting class that grants you access to the familiar.
You may exchange your current familiar for a Lantern Archon if your alignment is Lawful Good, Neutral Good, or Lawful Neutral. The archon does not have access to its Magic Circle Against Evil or Teleport abilities. For the purposes of benefits to the familiar, you qualify as a caster six levels lower than the casting class that grants you access to the familiar.
You may exchange your current familiar for an Imp if your alignment is Lawful Neutral, Lawful Evil, or Neutral Evil. For the purposes of benefits to the familiar, you qualify as a caster six levels lower than the casting class that grants you access to the familiar.
You may exchange your current familiar for a Quasit if your alignment is Chaotic Neutral, Neutral Evil, or Chaotic Evil. For the purposes of benefits to the familiar, you qualify as a caster six levels lower than the casting class that grants you access to the familiar.
You may exchange your current familiar for a Shocker Lizard, if your alignment is Neutral Good, Lawful Neutral, Neutral, Chaotic Neutral, or Neutral Evil. For the purposes of benefits to the familiar, you qualify as a caster four levels lower than the casting class that grants you access to the familiar.

Special: Classes that gain access to special mounts or animal companions may take this feat to apply one of the listed templates to one companion/mount of their choice. In this case, the prerequisite changes to 7 class levels in that specific class, but all other prerequisites remain the same.

Spell Focus [Magic]
Choose a school of magic or a spell descriptor.
Prerequisites: Caster level 4th with the school or descriptor.
Benefit: You get a +1 bonus to your spell DCs when casting spells and using spell-like abilities from the school of magic or with the spell descriptor you select. This bonus stacks with itself if you choose a school and a descriptor, and cast a spell that uses both.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Your DM may decide to forego the normal affect and apply the bonus of this feat to caster level instead of spell DCs, for balance reasons.


Greater Spell Focus [Magic]
Choose a school of magic or a spell descriptor to which you already have applied the Spell Focus feat.
Prerequisites: Spell Focus, Caster level 10th with the school or descriptor.
Benefit: You get a +1 bonus to your spell DCs when casting spells and using spell-like abilities from the school of magic or with the spell descriptor you select. This stacks with the bonus from Spell Focus, and with itself if you choose a school and a descriptor, and cast a spell that uses both.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new school of magic or spell descriptor to which you already have applied the Spell Focus feat. Your DM may decide to forego the normal affect and apply the bonus of this feat to caster level instead of spell DCs, for balance reasons.

Spell Mastery [Magic]
Prerequisites: Wizard level 5th.
Benefit: Choose three spells that you already know. From this point on, you can prepare these spells without referring to a spellbook. You may only choose 1st or 2nd level spells to receive Spell Mastery's benefits.
Special: Because you do not need to refer to your spellbook when casting these spells, you may apply the Still Spell feat to them, or otherwise cast them without somatic components. You may take this feat multiple times. Each time you do so, you may choose another three spells, which may be of two spell levels higher than the last time you took the feat (up to 3rd and 4th the second time, etc.) to a maximum of 8th level spells.

----

Empower Spell [Metamagic]
Prerequisite: Caster level 3rd.
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

Enlarge Spell [Metamagic]
Benefit: You can alter a spell’s range or area and increase it by 50%, in minimum multiples of 5. You choose whether you are increasing range or area at the time of casting the spell, not when you memorize it, if you are a memorized caster. Ranges or areas that only affect one creature, or with a range of touch, are unaffected. An enlarged spell uses up a spell slot two levels higher than the spell’s actual level.

Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of instantaneous or permanent is not affected by this feat. However, a spell with a duration of concentration that is extended can be used in concert with another spell that has a duration of concentration. You may not concentrate on more than two spells at once. An extended spell uses up a spell slot one level higher than the spell’s actual level, or two levels higher if used on a concentration spell.

Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throws, DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Maximize Spell [Metamagic]
Prerequisites: Caster level 5th.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot two levels higher than the spell’s actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

Quicken Spell [Metamagic]
Prerequisites: Caster level 6th.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. However, casting a quickened spell is mentally exhausting. In the turn after you cast it, you lose your standard action. You may cast only one quickened spell per round. A spell whose casting time is more than 1 standard action cannot be quickened. A quickened spell uses up a spell slot two levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Special: All spellcasters cast a quickened spell as a swift action, even if they would normally increase the casting time of spells with metamagic applied. This is an exception to the general rule that applying metamagic increases the casting time of a spell.

Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.

Still Spell [Metamagic]
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses up a spell slot one level higher than the spell’s actual level.
Special: Wizard spells cannot be enhanced by this metamagic feat.



Imperious Command [Skill]
Prerequisites: Cha 15, Intimidate 9 ranks.
Benefit: If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Improved Feint [Skill, Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a swift action.

Skill Affinity [Skill]
Benefit: Choose two skills. You get a +2 bonus on all checks made using those skills. This bonus increases by +1 for every 5 character levels you possess. For skills with multiple subskills (such as Knowledge and Craft), the bonus applies to all subskills you have ranks in. If you have ranks in Knowledge (arcana) and Knowledge (history), you would gain Skill Affinity’s bonus to checks using those subskills, but not to checks made with Knowledge (the planes) until you applied ranks to it.
Special: This feat replaces all other feats that would normally apply the benefit of ‘+2 bonus to two skills’, such as Alertness and Animal Affinity. If such a feat was a prerequisite for another feat or prestige class, you may substitute Skill Affinity for that prerequisite, but at least one Skill Affinity bonus must match the bonus of the ex-feat. If you need Alertness, for example, you could take Skill Affinity, but Spot or Listen would have to be one of your two chosen skills.

Skill Focus [Skill]
Benefit: Choose one skill that you are trained in. When making a check with that skill, you may roll twice and take the better result.

Overneath
2016-10-06, 04:40 PM
These are our custom feats, supplementary to the basic core arsenal and complementary to the changes made to our classes in this very thread.

Aim for the Heart [Combat]
Prerequisites: Dex 15, base attack bonus +6, cannot have any levels in a class that grants Sneak Attack.
Benefit: Whenever you successfully strike an opponent within 15 feet that is flat-footed, flanked, or unaware of you, you deal an extra 1d6 damage to them per three character levels you possess, to a maximum of +6d6 damage. This feat qualifies as Sneak Attack for the purposes of other feats or prestige classes, but is overridden by the actual class feature, even if that value is the lesser. Creatures immune to critical hits or sneak attacks are similarly immune to the effects of this feat.

Brutal Control [Combat]
Your muscle strength allows you greater control of large weapons in either hand, allowing you to use them more effectively.
Prerequisites: Str 15.
Benefit: When using two weapons of larger size than a small one-handed melee weapon, you gain the benefits of the Two-Weapon Fighting feat. If either weapon is smaller than a medium-sized one-handed melee weapon, this benefit is lost. A double weapon counts as two medium-sized weapons for this purpose. You also automatically gain the benefits of the Oversized Two-Weapon Fighting feat (Complete Adventurer).


Brutal Power [Combat]
Your momentum gathered when swinging two weapons allows you to put more pain behind them than normal.
Prerequisites: Str 15, Brutal Control.
Benefit: Whenever you gain the benefits of Brutal Control, the weapon in your off-hand uses your full strength bonus for damage, not half.

Combat Finesse [Combat]
Prerequisite: Dex 13.
Benefit: When you use the attack action or the full attack action, you can choose to add a bonus with a maximum value equal to your BAB to your attack roll. If you hit, the same value is subtracted from the damage of all relevant attacks. The attack bonus and damage penalty lasts until the start of your next turn.


Opportunistic Flurry [Combat]

Prerequisite: Dex 13, Combat Finesse.

Benefit: If you successfully make an attack of opportunity against an opponent, you may make a free attack against any other opponent within range. You can use this ability once per round.

Deathblow [Combat]
Prerequisites: Str 19, Cleave, Improved Critical, Power Attack, base attack bonus +11 OR Dex 19, Aim For The Heart, Combat Finesse, Opportunistic Flurry, base attack bonus +11
Benefit: Whenever you confirm a critical hit on an opponent, increase the critical multiplier of the weapon you're using by x1.

Einhander [Combat]
Benefit: When wielding a one-handed weapon in your main hand and nothing in your off-hand, you gain additional precision and room to maneuver. You gain a bonus to your armor class when you take the total defense action or fight defensively. You also gain the same bonus to Climb, Jump, and Tumble checks, and can fight with one hand and climb with the other freely. The bonus is equal to 1 + 1/5th of your base attack bonus.


Einhander Expertise [Combat]
Prerequisites: Int 13, Einhander.
Benefit: When wielding a one-handed weapon in your main hand and nothing in your off-hand, you can use your free hand to more quickly manipulate objects nearby or on your person. You can simultaneously manipulate an object at a constant rate (for example, turning a wheel) while engaging in combat. Your attacks do not take a penalty, but any relevant skill checks are made at -5.

In addition, you can draw or sheathe an object as a free action once per round with your off-hand, or use an item as a swift action if it only requires one hand to use.

Gift of Peace [Combat]
Prerequisites: Wis 13, character must have a personal bias against dealing lethal damage.
Benefit: When dealing damage from any source, you may choose whether it is lethal or nonlethal without penalty. Special abilities, weapon attacks, spells and magic item properties all fall under the bounds of this feat.

If you use this feat to alter your damage, that damage no longer has special properties according to its type. A fireball, for instance, would deal nonlethal damage instead of fire damage, and thus would have no additional effects on a creature with the Cold subtype.

Offensive Shielding [Combat]
You can use shields equally well as a weapon or a defensive tool.
Prerequisites: Str 13, Weapon Focus (any shield).
Benefit: Assuming a shield is equipped to your dominant hand, you can use it as if it were an actual weapon. You increase the damage it deals (light shields deal 1d8, heavy shields deal 1d10, and tower shields deal 2d6) and can use your full number of attacks per round with it. You can also use the shield as an off-hand weapon, though the rules for fighting with two weapons still apply.
Note that you cannot dual-wield two shields, but you can use a shield in one hand and a weapon in the other, using both as weaponry.
If you have Offensive Shielding, any shield you use and are also proficient with grants enhancement bonuses to its armor class, attack rolls, and damage rolls. However, while using the shield as a weapon, you only gain half the normal base bonus it would grant to AC, rounded up. This does not affect magical AC bonuses.
Any attacks made with a shield as a weapon qualify as a shield bash attack, and thus all bonuses related to shield bashing also apply to these attack rolls. However, if you make a normal shield bash, you retain all bonuses to AC from your shield.
If you use a shield type with which you are not proficient, the bonuses of Offensive Shielding do not apply.

Taunt [Combat]
Prerequisites: Intimidate 4 ranks, base attack bonus +1.
Benefit: As a full round action, you may goad enemies into drawing attention away from your allies. Choose a value that cannot exceed your base attack bonus. Any enemy that can see you gains that number as a penalty on attack rolls against any creature other than yourself. However, they gain the same value as a bonus to attack rolls against you.


Taunting Strike [Combat, Modal]
Prerequisites: Intimidate 6 ranks, Taunt, base attack bonus +3.
Benefit: As part of a standard attack action, you may subtract a number not exceeding your base attack bonus from your attack roll. If you hit, your target takes a penalty equal to the value subtracted on all attack rolls on creatures aside from you. Unlike Taunt, they gain no special bonuses toward attacking you specifically.



Hunker Down [Combat, Defense]
Prerequisites: Intimidate 10 ranks, Taunt, Taunting Strike, base attack bonus +9.
Benefit: When you use Taunt, you may also take the Total Defense action for free during the same round. If using an alternate form of Total Defense that provides more than a +4 bonus, the AC bonus from this ability cannot exceed +10.


Die Harder [Defense, Toughness, Fighter]
Prerequisites: Con 15, Endurance, Diehard.
Benefit: If you are reduced to negative hit points and choose to act as disabled instead of dying, you no longer take penalties related to the actions you may attempt on your turn - you may act normally on your turn until you die.


Diehard With a Vengeance [Defense, Toughness, Fighter]
Prerequisites: Con 17, Endurance, Die Harder.
Benefit: When acting under the benefits of Die Harder, you gain a +4 bonus to all checks and rolls made against the creature whose actions resulted in your negative hit point total. If such a creature does exist, and you reduce them to negative hit points, you immediately regain hit points equal to twice your HD. If no one creature's attack was the trigger for Diehard, or if you dealt damage to yourself to reduce your hit points to less than 0, this feat does nothing.

Gift of Faith [Defense, Toughness]
Prerequisites: Wis 13 or Cha 13.
Benefit: Once per day when subject to a hostile effect that allows a saving throw, you may, as an immediate action, gain a bonus on your saving throw equal to your Charisma or Wisdom bonus, whichever is higher. You gain an additional use per day of this feat for every additional bonus above +1 the higher of your Wisdom or Charisma confers.


Gift of Grace [Defense, Protection]
Prerequisites: Wis 15 or Cha 15, Gift of Faith.
Benefit: By expending two daily uses of your Gift of Faith ability, you may weaken the resolve of your enemies or boost the morale of your allies. As an immediate action, you may confer a penalty or bonus equal to the bonus granted by Gift of Faith on any creature within 60 feet after they have been forced to make a saving throw against a hostile effect, but before they actually roll the save.

Improved Great Fortitude [Defense, Toughness]
Prerequisites: Great Fortitude, Character level 6+.
Benefit: You gain a +2 bonus to fortitude saving throws and may roll 2d20 on any fortitude saving throw, taking the better result. The bonus from this feat stacks with the bonus from Great Fortitude.

Improved Iron Will [Defense, Toughness]
Prerequisites: Iron Will, Character level 6+.
Benefit: You gain a +2 bonus to will saving throws and may roll 2d20 on any will saving throw, taking the better result. The bonus from this feat stacks with the bonus from Iron Will.

Improved Lightning Reflexes [Defense, Toughness]
Prerequisites: Lightning Reflexes, Character level 6+.
Benefit: You gain a +2 bonus to reflex saving throws and may roll 2d20 on any reflex saving throw, taking the better result. The bonus from this feat stacks with the bonus from Lightning Reflexes.

Indomitable Body [Defense, Toughness]
Prerequisites: Endurance, Great Fortitude.
Benefit: Whenever you make a Fortitude save against a death effect, poison, disease, ability damage or ability drain, you can roll 2d20 and use the higher of the two die rolls. This bonus stacks with the one from Improved Great Fortitude, allowing you to roll 3d20.

Indomitable Soul [Defense, Toughness]
Prerequisites: Endurance, Iron Will.
Benefit: Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2d20 and use the higher of the two die rolls. This bonus stacks with the one from Improved Iron Will, allowing you to roll 3d20.

Resistance to Energy [Defense, Toughness]
You channel the power of nature to resist a particular energy type (fire, cold, electricity, acid, or sonic).
Prerequisite: Base Fort save bonus +4.
Benefit: Choose an energy form. You gain resistance 10 against that type of energy. For example, if you choose fire, you ignore the first 10 points of fire damage you take each round, regardless of whether that damage stems from a mundane or a magical source.
Special: You can take this feat multiple times. If you choose the same energy form two or more times, the effects stack. This resistance stacks with that provided by any spell or magic item.

Skin of Steel [Defense, Toughness]
Prerequisites: Endurance, Con 15, Character level 7+.
Benefit: You take less damage from weapon attacks. You gain damage reduction equal to your Constitution modifier, which stacks with all other forms of damage reduction but only applies against nonmagical melee and ranged weapons.
Special: You may take this feat a second time. If you do, the damage reduction is effective against enchanted melee and ranged weapons.


Battle Skald [General, Music]
Your rage adds to your focus, allowing you to inspire others even when you are overtaken by a frenzy.
Prerequisites: Bardic Performance and either Rage or Frenzy.
Benefit: You may use your Bardic Performances even while under the effects of your rage or frenzy.

Curse Song [General, Music]
You are able to fine-tune the chords that empower your allies in order to harm your enemies.
Prerequisites: Bardic Music, Perform 10 ranks.
Benefit: Choose one beneficial bard song ability - with the same restrictions on range, you can apply the same beneficial effect as a penalty or the opposite number to any opponents within that range. You expend two rounds of your bard song uses per day per round you play the Curse Song. Thus, 'Inspire Competence' would, if cursed, grant the appropriate penalty to any skill checks made by a single targeted enemy as long as they can see and hear the bard perform.

Holy Inspiration [General, Music]
Your training with your god's church allows you to bend your natural magical abilities into healing spells.
Prerequisites: Wis 13, Perform (any) 6 ranks, Magical Mimicry.
Benefit: You can use Magical Mimicry to cast cure spells as a cleric of the same level, using the same spell levels.

Hymnsinger [General, Music]
Your devotion and creativity work in tandem to produce creations of startling beauty and power.
Prerequisites: Bardic Performance, ability to cast 2nd-level or higher divine spells.
Benefit: You may spend a turn undead attempt to gain two extra daily rounds of bardic music. In addition, you may spontaneously convert your bard spells into domain spells of one spell level higher than the level expended, thus turning heroism (a 2nd level bard spell) into resist energy (the 3rd level spell for the Fire Domain).

Sharpened Focus [Psionic]
Prerequisite: Wis 13, Concentration 10 ranks, Psionic Meditation.
Benefit: You may increase the Concentration DC to gain a psionic focus by 5 in order to make the attempt a swift action rather than a move action. You may still only gain your psionic focus once per round.


Exceptional Familiar [Magic, Familiar]
Prerequisites: Improved Familiar, ability to obtain a familiar, spellcaster level 12th.
Benefit: Your familiar’s hit dice equal your spellcaster level. If the familiar had fewer hit dice, they gain the appropriate amount. Familiars bound to a master with this feat use hit points appropriate to their HD, not half their master’s total.

Martyred Companion [Defense, Familiar]
Prerequisites: Familiar, animal companion, or special mount.
Benefit: As long as you and your familiar, companion, or mount are within 30 feet of each other, the two of you can share the damage from a single deadly attack. Once per day, if an attack would drop one of you to 0 or fewer hit points, the other can instead elect to take all or half of the damage from the attack.

Superior Spell Mastery [Magic]
Prerequisites: Spell Mastery, Wizard level 15th.
Benefit: Choose one spell for which you gain the benefits of Spell Mastery. In addition to being able to scribe it without needing a spellbook, that spell becomes a spell-like ability for the rest of your career, usable twice per day.

----

Defensive Spell [Metamagic]
By mimicking spells with defensive components, you can alter the makeup of even malicious magic to suit your needs.
Prerequisites: Spellcraft 10 ranks, Greater Spell Focus: Abjuration, ability to cast 4th-level or higher arcane or divine spells.
Benefit: When a Defensive Spell is cast, it counts as an Abjuration spell in all respects, regardless of what its original school was, for the purposes of DC, caster level bonuses, or any other benefits. However, any spell that either does deal or can deal hit point damage (as listed in the spell description) cannot be made a Defensive Spell. A Defensive Spell takes up a spell slot 1 level higher than the spell's actual level.

Divine Spell [Metamagic]
Prerequisites: Any good or evil alignment.
Benefit: A spell you modify with this feat gains the good or evil descriptor, as appropriate to your alignment. Furthermore, if the spell deals damage, half that damage (rounded down) results from divine power and can't be reduced by resistance or immunity to energy-based attacks. A divine spell uses up a spell slot one level higher than the spell's actual level.

Force Spell [Metamagic]
Prerequisites: Spellcraft 6 ranks, one other metamagic feat, must be able to cast at least three spells with the 'Force' descriptor.
Benefit: When you prepare an Evocation spell as a Force Spell, it gains the 'Force' descriptor and all the benefits that entails. A Force Spell takes up a spell slot 2 levels higher than the spell's original level.

Forseen Spell [Metamagic]
You can peer into the murky depths of the future in order to see what a spell you cast will accomplish, and adjust it accordingly.
Prerequisites: Spellcraft 12 ranks, Spell Focus: Divination, ability to cast 5th-level or higher arcane or divine spells.
Benefit: When you prepare a spell as a Forseen Spell, it does not immediately take effect when cast. Instead, its effects are delayed for one round, but when it does take effect, it counts as a Divination spell and it manifests with a +2 caster level bonus. A Forseen Spell takes up a spell slot of the spell's original level.

Spellward [Metamagic]
Prerequisites: Spellcraft 8 ranks, caster level 7th.
Benefit: A spell imbued with Spellward is placed on a 10-foot area adjacent to you upon its casting. You choose all relevant variables and effects when you cast the spell. The next creature to enter the warded square triggers the spell. If the spell affects an area, that square is the center of the area or the point at which the area begins. For a cone, line, or similar area, you must designate the direction in which the cone or line expends. A Spellward that does not affect an area targets the creature that triggered it. You cannot apply the Spellward metamagic feat to a spell with a range of personal.

A Spellward remains in place for 1 hour or until it is triggered. A Search check (DC 25 + the spell’s level) reveals its presence, as does detect magic and similar abilities. A character with trapfinding can make a Disable Device check with the same DC as the Search check to remove a Spellward. A dispel magic effect can also remove a Spellward, thus preventing it from functioning.

A Spellward uses up a spell slot two levels higher than the spell’s actual level.

Transvocal Spell [Metamagic]
You can use the formation of a verbal component to augment a spell with a sonic burst.
Prerequisites: Perform (sing or oratory) 5 or more ranks, able to cast 2nd-level or higher spells, one other spell with the 'sonic' descriptor.
Benefit: When you cast a transvocal spell, it emits a blast of sound when it takes effect. The 'sonic' descriptor is added to the spell's type, and if it deals damage, the damage is all converted to sonic damage. In addition, if the spell forces a saving throw versus a negative effect and the target fails the save, the target is deafened for 1d4 rounds in addition to the normal effect. The spell must have a verbal component, and a transvocal spell has no effect on deaf creatures, unless they were deafened by another transvocal spell. A transvocal spell takes up a spell slot 1 level higher than the spell's actual level.

----

Divine Shield [General, Divine]
Prerequisites: Wis 13, Cha 13, Turn Undead or Lay on Hands.
Benefit: A number of times per day equal to your number of Turn Undead or Lay on Hands uses, you may expend one use of that ability as a swift action to grant yourself a sacred or profane bonus to armor class equal to your Charisma modifier, for a number of rounds equal to your divine spellcaster level.


Divine Ward [General, Divine]
Your faith gives you a bastion of protection against your foes.
Prerequisites: Wis 13, Cha 17, Divine Shield, Knowledge (Religion) 11 ranks, Ability to cast 5th level or higher divine spells.
Benefit: Three times per day, you may activate this ability as a standard action to grant yourself damage reduction equal to your divine spellcaster level against all physical and elemental damage, and a bonus equal to your Charisma modifier to your saving throws for three rounds.

Divine Might [General, Divine]
Prerequisites: Str 13, Wis 13, Turn Undead or Smite.
Benefit: A number of times per day equal to your number of Turn Undead or Smite uses, you may expend one use of that ability as a swift action to grant yourself a sacred or profane bonus to damage equal to your Charisma modifier, for a number of rounds equal to your divine spellcaster level.


Divine Wrath [General, Divine]
Your faith allows you to take on incredible strength to smite the enemies of your deity.
Prerequisites: Str 15, Cha 15, Divine Might, Concentration 11 ranks, Ability to cast 3rd level or higher divine spells.
Benefit: Three times per day, you may activate this ability as a standard action to grant yourself a sacred or profane bonus to your Strength equal to half your divine spellcaster level for three rounds.

----

Aegis of Rime [Magic, Elemental Enhancement]
You have gained an affinity to frost and cold.
Prerequisites: Spellcraft 8 ranks.
Benefit: You gain a permanent 10/- resistance to cold damage, and add 2 damage per spell level to any cold damage you deal with your magic.


Hoary Host [Magic, Elemental Enhancement]
Your control over the element of ice has improved.
Prerequisites: Aegis of Rime, Ability to cast 5th level or higher spells, Spellcraft 11 ranks.
Benefit: Any spell you cast that deals elemental Hit Point damage (such as fireball) may, at your discretion, deal cold damage instead. In addition, any spell you cast that deals cold damage slows an opponent for one round, as per the spell, if they fail their saving throw. If the spell has no saving throw, this feat has no effect.

Aqua Mortis [Magic, Elemental Enhancement]
You have gained an affinity to acid and withering magic.
Prerequisites: Spellcraft 8 ranks.
Benefit: You gain a permanent 10/- resistance to acid damage, and add 2 damage per spell level to any acid damage you deal with your magic.


Aqua Necrosis [Magic, Elemental Enhancement]
Your control over the element of acid has improved.
Prerequisites: Aqua Mortis, Ability to cast 5th level or higher spells, Spellcraft 11 ranks.
Benefit: Any spell you cast that deals elemental Hit Point damage (such as fireball) may, at your discretion, deal acid damage instead. In addition, any spell you cast that deals acid damage nauseates an opponent for one round if they fail their saving throw. If the spell has no saving throw, this feat has no effect.

Scion of Storms [Magic, Elemental Enhancement]
You have gained an affinity to lightning and storm magic.
Prerequisites: Spellcraft 8 ranks.
Benefit: You gain a permanent 10/- resistance to electrical damage, and add 2 damage per spell level to any electrical damage you deal with your magic.


Thane of Thunder [Magic, Elemental Enhancement]
Your control over the element of electricity has improved.
Prerequisites: Scion of Storms, Ability to cast 5th level or higher spells, Spellcraft 11 ranks.
Benefit: Any spell you cast that deals elemental Hit Point damage (such as fireball) may, at your discretion, deal electrical damage instead. In addition, any spell you cast that deals electrical damage stuns an opponent for one round if they fail their saving throw. If the spell has no saving throw, this feat has no effect.

Spirit of the Flame [Magic, Elemental Enhancement]
You have gained an affinity to fire magic.
Prerequisites: Spellcraft 8 ranks.
Benefit: You gain a permanent 10/- resistance to fire damage, and add 2 damage per spell level to any fire damage you deal with your magic.


Wrath of the Inferno [Magic, Elemental Enhancement]
Your control over the element of fire has improved.
Prerequisites: Spirit of the Flame, Ability to cast 5th level or higher spells, Spellcraft 11 ranks.
Benefit: Any spell you cast that deals elemental Hit Point damage (such as ice storm) may, at your discretion, deal fire damage instead. In addition, any spell you cast that deals fire damage causes an opponent to act under the cowering condition for one round if they fail their saving throw. If the spell has no saving throw, this feat has no effect.


Eclectic Training [Skill]
Benefit: Pick one skill. From now on, that skill is always treated as class skill for you. In addition, you receive a number of bonus skill points equal to your current level +3, and one additional skill point at each subsequent level. At least 3 of these bonus skill points must be allocated into the chosen skill.
Special: If you take this feat at 1st level, you may choose an additional skill for every point above 11 your Intelligence score is - these skills also remain class skills for the rest of your career.

Trapfinding [General]
After a career of hard knocks, you've learned the fine art of detecting and disarming even the most devious of traps.
Prerequisites: Disable Device 4 ranks, Search 7 ranks.
Benefit: You gain Trapfinding as a class feature, to a more limited extent than normal. You can find and disarm a trap (even a magical trap) if the DC for the task does not exceed 20 + your ranks in Search.

Trapmaster [General]
After so much time spent working with traps, you've developed a sixth sense about them, and can detect them without consciously devoting effort to the task.
Prerequisites: Craft (trapmaking) 7 ranks, Disable Device 8 ranks, Search 10 ranks, Trapfinding.
Benefit: When passing within 10 feet of a trap, you are entitled to a Search check to find it even if you are not actively looking for it. The distance stacks with any granted form of the Keen Senses racial ability.

Overneath
2016-12-19, 10:55 PM
The Draconic Exarch

~MAGUS QUAM MORTALUM~


Dovahkiin, Dovahkiin (Dragonborn, Dragonborn)
Naal ok zin los vahriin (By his honor is sworn)
Wah dein vokul mahfaeraak ahst vaal! (To keep evil forever at bay!)
Ahrk fin norok paal graan (And the fiercest foes rout)
Fod nust hon zindro zaan, (When they hear triumph’s shout,)
Dovahkiin, fah hin kogaan mu draal! (Dragonborn, for your blessing we pray!)

- The Song of Skyrim

"For true power, look no further than the most ancient, the most magical of all the bloodlines: The mighty Dragons! Heed their wisdom. Embrace their gifts. And when you truly awaken, no force shall stand before you." - The Creed of the Draconic Exarch

No birds soar higher, no giant stands taller, no monarch holds more wealth, no flame burns brighter. The dragon has existed since before the first meager villages, and they will continue to light the sky long after all lesser creatures have faded away. They are the ultimate expression of raw animal might, but their wisdom and magical prowess is also unparalleled. And, to some, these gifts lie in wait to be bestowed upon the truly worthy.

These worthy are the Draconic Exarchs, uniquely attuned individuals who have bonded draconic magic into their very being. Often embracing very different styles of the same calling, each takes on one of the circles which make up part of the ultimate draconic whole, in the hopes that it will fill a hole in their spirit.

Hit Dice: Varies

Base Attack Bonus: Varies

Saving Throws: Varies


Requirements

To qualify to become a draconic exarch, a character must fulfill all the following criteria.


Skill: Knowledge (arcana) 8 ranks
Spellcasting/Manifesting: Must be able to cast spells or manifest powers of at least 2nd level
Special: Must have natural, awakened dragon blood from one’s race or class, OR a base Will save of +5 or higher, including bonuses from feats. Either way, a true dragon cannot take levels in Draconic Exarch.



Level
Special
Natural Armor
Spellcasting/Manifesting Progression

1st

Draconic Path, Dragon’s Blood, Bonus Feat

+1

+1 level of existing spellcasting or manifesting class

2nd

Elemental Resistance

+1

+1 level of existing spellcasting or manifesting class

3rd

-

+2

+1 level of existing spellcasting or manifesting class

4th

Bonus Feat

+2

+1 level of existing spellcasting or manifesting class

5th

-

+3

-

6th

Elemental Affinity

+3

+1 level of existing spellcasting or manifesting class

7th

Bonus Feat

+4

+1 level of existing spellcasting or manifesting class

8th

Elemental Immunity

+4

+1 level of existing spellcasting or manifesting class

9th

Flight

+5

-

10th

Bonus Feat

+5

+1 level of existing spellcasting or manifesting class



Class Skills

The draconic exarch’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Con), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Jump (Str), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), and Use Psionic Device (Cha).


Skill Points: 6 + Int modifier


Class Features

The following are class features of the draconic exarch.

Weapon and Armor Proficiency: The draconic exarch gains no additional weapon or armor proficiencies, but may cast arcane spells in light armor without spell failure chance if they could not already.

Spellcasting/Manifesting: At every level except 5th and 9th, the draconic exarch gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. Or, he gains additional power points per day and access to new powers as if he had gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of exarch to the level of whatever other arcane spellcasting class or manifesting class he has, then determines spells per day, caster level, power points per day, powers known, and/or manifester level accordingly.

Specific draconic paths add an additional caster or manifester level bonus at 5th and 9th level, based on the focus of the path in question.

Draconic Path: The benefits noted in the draconic exarch table are granted to all characters with levels in the prestige class, but upon attaining their first level a character must choose which specific path they wish to embark on. Each path offers its own unique benefits as a portion of the draconic archetype, but they are all exclusive from one another.

The Primal Flame path offers raw power and draconic physicality, granting access to natural weapons, a breath weapon, and transformative abilities.

The Unbreakable Sight path offers enhanced senses, both magical and mundane, and extraordinary defensive capabilities.

The Chilled Mind path shapes latent psionic potential, offering a boost to willpower and abilities that allow the exarch to manifest empathic links or force their will on others.

The Fallen Stars path taps into pure, ancient magic, allowing the exarch to cast or disrupt spells more freely and conjure unique effects by invoking in the original draconic language.

Dragon’s Blood: A draconic exarch gains the Dragonblooded subtype at 1st level if they did not already possess it, and qualifies for Draconic Heritage feats as a sorcerer of twice their class level.

Unlike many other draconic feats, abilities and classes, the exarch does not need to specify what exact dragon type their power comes from. If they choose to emulate one, it is a roleplaying decision, and they are free from the alignment and alliance restrictions placed on metallic or chromatic dragons.

Bonus Feat: At 1st, 4th, 7th and 10th level, the exarch may select a free Draconic Heritage feat that they qualify for.

Natural Armor: At every odd-numbered level, the exarch grows hardened scales on their body, providing a +1 natural armor bonus that stacks with itself and any other natural bonus to armor class. The type and color of these scales are entirely up to the exarch, and though the appearance may match a certain dragon type, the exarch does not ‘feel’ like that dragon type unless they so desire. An exarch may choose to have blue scales, but would not necessarily ‘smell blue’ to a copper dragon, natural enemy of blue dragons, unless that character explicitly desired to espouse that connection.

Elemental Resistance: At 2nd level, the exarch is able to withstand harsher extremes of their bound element. They gain damage resistance of 3 x their class level against the type of elemental damage specified by their draconic path.

Elemental Affinity: At 6th level, the exarch gains a +4 bonus to saving throws made against a spell with a descriptor specified by their draconic path. The bonus also applies against descriptors of a similar elemental kind, or creatures with a similar subtype, as noted below.


Path Element -


Fire: Fire descriptor, Fire subtype
Acid: Acid/Earth descriptors, Earth subtype
Cold: Cold/Water descriptors, Cold/Water subtypes
Electrical: Electricity/Air descriptors, Air subtype



The bonus to saving throws also applies against any extraordinary or supernatural abilities used by a creature of the appropriate subtype.

Elemental Immunity: At 8th level, the exarch becomes totally immune to damage of the type that matches their draconic path’s element. If an attacking creature has some ability that ignores damage immunity, their damage resistance from earlier levels still applies.

Flight: At 9th level, the exarch grows a set of draconic wings, granting them a 60ft fly speed with good maneuverability.


Hit Dice: d10

Base Attack Bonus: Full

Saving Throws: Good Fortitude and Will, Poor Reflex

Element: Fire

School of Magic/Psionic Discipline: Transmutation/Psychometabolism



Level
BAB
Fort
Ref
Will
Special
Ability Scores
Natural Weapons

1st

+1

+2

+0

+2

Dragon’s Might, Natural Weapons

+2 Strength

Bite 1d6

2nd

+2

+3

+0

+3

Draconic Build, Basic Transformation

+2 Constitution

Bite 1d6

3rd

+3

+3

+1

+3

Breath Weapon

+2 Charisma

Bite 1d8, Claws 1d4

4th

+4

+4

+1

+4

Multiattack

+2 Strength

Bite 1d8, Claws 1d4

5th

+5

+4

+1

+4

Fluid Transformation, Arcane Flame

+2 Constitution

Bite 1d8, Claws 1d6

6th

+6

+5

+2

+5

Improved Breath Weapon

+2 Strength

Bite 2d6, Claws 1d8, Tail 1d6

7th

+7

+5

+2

+5

Improved Multiattack

+2 Intelligence

Bite 2d6, Claws 1d8, Tail 1d6

8th

+8

+6

+2

+6

Natural Flame

+2 Constitution

Bite 2d6, Claws 1d8, Tail 1d6

9th

+9

+6

+3

+6

Pinnacle Breath Weapon, Absolute Transformation

+2 Charisma

Bite 2d8, Claws 1d10, Tail 1d8

10th

+10

+7

+3

+7

Unquenchable Flame

+2 Strength

Bite 2d8, Claws 1d10, Tail 1d8



Dragon’s Might: The exarch of the primal flame gains a bonus to his attributes at each class level. These bonuses stack with themselves and are entirely nonmagical, acting as per the bonuses granted at every 4th character level. The exarch gains +2 Strength at 1st, 4th, 6th, and 10th level. He gains +2 Constitution at 2nd, 5th, and 8th level. He gains +2 Charisma at 3rd and 9th level. And he gains +2 Intelligence at 7th level.

Natural Weapons (Ex): The exarch grows various natural weapons for use in combat. Beginning at 1st level, he gains a bite attack, two claw attacks at 3rd level, and a tail slap (regardless of his size) at 6th. These act as any natural weapons would, and the damage they deal steadily improve as he grows in level, as noted on the table above. The exarch’s bite attack is always his primary natural weapon, and it may be combined with normal weapons he wields as part of a full attack action. Adding the bite attack to a normal full attack does not impede his other attacks, but the bite itself is made with a -5 penalty to hit.

Draconic Build (Ex): At 2nd level, the exarch counts as one size category larger than he actually is when doing so would be beneficial to him, and he may take 10 on Strength checks made to burst bonds or break objects.

Basic Transformation (Su): At 2nd level, the exarch gains the ability to make limited alterations to his body when such would suit his purposes. As a full-round action, he may make subtle variations in his overall appearance, such as adding or subtracting a few inches from his height, adding or removing scars, changing hair or eye color, and altering skin tone. The exarch may not change his creature type, but may go so far as to change their apparent gender characteristics, if they had any. This ability also grants the exarch a +5 bonus to Disguise checks.

Breath Weapon (Su): As a standard action, the exarch may release a powerful gout of flame or other kind of energy against their enemies. This ability actually grants the exarch two breath weapons - one is a 30-foot cone or 60-foot line that only deals fire damage, the other is a 15-foot cone or 30-foot line that deals any damage type the exarch desires upon gaining this ability, but the damage of the second breath weapon cannot then be changed. Both breath weapons have the same Reflex DC for half damage (10 + class level + Constitution modifier) and are affected by the same cooldown of 1d4 rounds after one is used.

The type of range on the exarch’s breath weapon is determined on its use. When this ability is activated, he may breathe a line OR a cone each time.

The fire breath weapon deals 1d8 damage per class level, and the other type deals 1d4 per class level.

Multiattack (Ex): At 4th level, the exarch gains the Multiattack feat for free. In addition, if he makes a full attack with all of his natural weapons, he may make a free trip attempt against one of his targets without incurring an attack of opportunity.

Fluid Transformation (Sp): At 5th level, the exarch’s control over his own form has grown. He may utilize the effects of Basic Transformation as a standard action, and as a full-round action may mimic the effects of a disguise self spell. His passive bonus to Disguise checks improves to +10.

Arcane Flame (Su): At 5th level and again at 9th, the exarch adds +1 to his effective manifester level or caster level when casting Transmutation spells or manifesting powers from the Psychometabolism discipline.

Improved Breath Weapon (Su): At 6th level, the exarch’s breath weapon improves in potency. The basic fire breath weapon’s range improves out to 80 feet as a line or 40 feet as a cone, and it now deals 1d10 damage per class level. The secondary breath weapon’s range improves out to 60 feet as a line or 30 feet as a cone, and it now deals 1d6 damage per class level.

Improved Multiattack (Ex): At 7th level, the exarch gains the Improved Multiattack epic feat for free. In addition, if he makes a full attack against a single creature, using only his natural weapon, and all of those attacks hit, he deals maximum damage with all of them.

Natural Flame (Ex): Beginning at 8th level, the exarch adds fire damage to all of his natural attacks. The additional damage mimics the amount of damage they already deal, so if the exarch’s bite attack deals 2d6 piercing damage, it now deals 2d6 piercing damage and 2d6 fire damage.

In addition, half of all fire damage the exarch deals with any source ignores fire immunity and the fire subtype.

Pinnacle Breath Weapon (Su): At 9th level, the exarch has mastered the true potential of his breath weapon. The fire breath weapon deals 2d6 damage per class level and has the range of a 120-foot line or a 60-foot cone. The secondary breath weapon deals 1d8 damage per class level as a 60-foot line or a 30-foot cone. The exarch also gains a third breath weapon, which again may deal any type of damage he desires, but once chosen this type cannot be changed. Its range is 15 feet as a cone or 30 feet as a line. Finally, when using his breath weapon, he may add 2 rounds to the cooldown in order to use his primary and secondary breath weapons simultaneously. The range used is that of the primary breath weapon.

Absolute Transformation (Sp): At 9th level, the exarch has more or less perfect control over how his body looks and feels. He may change minor details of his form as a swift action, mimic disguise self as a standard action, and even alter his creature type, as per alter self, as a full-round action. His +10 passive bonus to Disguise checks remains in place.

Unquenchable Flame (Su): At 10th level, the exarch learns ultimate ability of the Primal Flame - manifesting the true form of the dragon itself. Once per day for up to one hour, the exarch may shift into a draconic form as a standard action. He gains the appearance, attacks, and abilities of any 20 HD true dragon he chooses, and maintains the ability to cast spells or manifest powers. This is otherwise a polymorph effect.

While shapeshifted in this manner, he gains extraordinary resilience, manifesting as a +5 bonus to all saving throws. He also cannot take more than 25 damage from a single attack while in his draconic form.


Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude, Reflex and Will

Element: Acid

School of Magic/Psionic Discipline: Divination/Clairsentience


Level
BAB
Fort
Ref
Will
Special

1st

+0

+2

+2

+2

Draconic Sight, Armor of Ages

2nd

+1

+3

+3

+3

Draconic Defense, Old Lore

3rd

+2

+3

+3

+3

Arcane Sight

4th

+3

+4

+4

+4

Draconic Senses

5th

+3

+4

+4

+4

Obscuring Arcana, Arcane Bite

6th

+4

+5

+5

+5

Hardened Scales, Eternal Knowledge

7th

+5

+5

+5

+5

Ancient Sight

8th

+6

+6

+6

+6

Total Recall

9th

+6

+6

+6

+6

Mortem Obscura, All-Seeing Eye

10th

+7

+7

+7

+7

Absolute Perception



Draconic Sight (Ex): The exarch of the Unbreakable Sight finds over the course of their career that their mundane senses surpass the boundaries of the mortal and evolve to become nothing short of extraordinary. Immediately upon entering this path, the character gains Darkvision out to 120 feet, or adds 120 feet to their existing Darkvision, and gains a +2 bonus to all Spot checks. This bonus on Spot checks improves by +1 for every class level taken thereafter.

Armor of Ages: An exarch of the Unbreakable Sight gains a +1 natural armor bonus from their basic Draconic Exarch levels at every class level, rather than every odd-numbered class level.

Draconic Defense (Su): Once per encounter beginning at 2nd level, the exarch may form a barrier around them that protects them from hostile intrusions. When conjured as a standard action, it offers 10/- damage resistance against fire, cold, and electricity and a +2 bonus to saving throws against spells for one minute.

Beginning at 7th level, the barrier also absorbs up to two unwanted conditions, such as dazed or paralyzed, that would otherwise affect the exarch as the result of a hostile ability or failed saving throw. The absorption is immediate and if the barrier does absorb both conditions, it fades immediately.

The legal conditions Draconic Defense can absorb are: Ability damaged, ability drained, blinded, confused, cowering, dazed, dazzled, deafened, disabled (hit points are still lost, but the exarch may act normally), energy drained, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, stunned, and unconscious.

Beginning at 9th level, the barrier also grants the exarch Spell Resistance of 25 for its duration. The exarch may deliberately choose to forego the normal damage resistance against elements (which improves to 20/- at this level as well) to increase the Spell Resistance value to 32.

Old Lore (Ex): At 2nd level, the exarch may use any Knowledge skill untrained and can roll a special Lore check (otherwise identical to the Loremaster's Lore ability) with regards to a specific topic.

Arcane Sight (Su): Beginning at 3rd level, the exarch may forego his worldly senses to instead enhance his third eye. As a full-round action, he focuses on this ability, and for as long as he maintains it he gains the benefits of both detect magic and analyze dweomer. He also immediately spots magical traps and illusions (though does not automatically disbelieve or disarm them) and may focus on a magic item in his possession for another full round to duplicate the effects of an identify spell.

The exarch may maintain this state for up to 2 rounds per class level, and while using Arcane Sight he is considered blind and deaf to all nonmagical stimuli, as well as flat-footed, and he cannot move.

Draconic Senses (Ex): At 4th level, the exarch's mundane senses have improved further. His Spot bonus from Draconic Sight now also applies to Listen, Sense Motive, and Search checks, and he gains Blindsense out to 30 feet.

Obscuring Arcana (Su): At 5th level, the exarch may sacrifice a 2nd-level or higher spell slot or at least 3 power points as a standard action to manifest a 30-foot wide field of malevolent fog within 100 feet of himself. The fog acts as obscuring mist, except that the exarch sees through it perfectly, and any of its secondary properties do not affect him.

For every spell level above 2nd of the spell slot sacrificed or every 2 power points above 3 expended, the exarch may add another property to the fog that affects any creatures within its radius except the exarch himself, unless they succeed at a Fortitude saving throw with a DC equal to 10 + the exarch's class level + the exarch's Wisdom modifier.

The fog may hold up to three secondary properties (meaning the loss of a 5th level spell slot or 9 power points) from this list: Blinded, Dazed, Deafened, Entangled, Fatigued, Frightened, and Sickened. A creature is entitled to a saving throw against each individual property.

Arcane Bite (Su): At 5th level and again at 9th, the exarch adds +1 to his effective manifester level or caster level when casting Divination spells or manifesting powers from the Clairsentience discipline.

Hardened Scales (Ex): At 6th level, the exarch gains damage reduction/adamantine equal to one-half his total natural armor bonus to armor class, rounded down.

Eternal Knowledge (Ex): At 6th level, the exarch treats all of his Knowledge skills as though they had invested ranks equal to half the ranks invested in his most-invested Knowledge skill, unless their value was already higher. If he has 12 ranks in Knowledge (arcana), all of his Knowledge skills are treated as though he had 6 ranks in them, unless they had 6 or more ranks already.

Ancient Sight (Ex): At 7th level, the exarch's blindsense extends to 60 feet and he gains blindsight out to 30 feet. Blindness or deafness do not negate either form of vision - he must be both blind and deaf to lose their benefits, and even then, he retains blindsense out to 10 feet.

Total Recall (Ex): At 8th level, the exarch cannot technically fail a Knowledge check. He always treats the result as though he rolled at least a 10, or a 15 if the skill is one in which he has invested at least 10 ranks.

Mortem Obscura (Su): At 9th level, the exarch upgrades his Obscuring Arcana ability. It now acts as solid fog, and enemies who fail their saving throws against secondary effects now take acid damage equal to the difference between their roll and the DC. The exarch remains immune to its effects.

If the exarch desires, he may downgrade Obscuring Arcana, choosing not to use solid fog instead of obscuring mist and removing the acid damage penalty. If he does, any of his allies treat the fog as though they themselves were the exarch (that is, they see through it normally and the secondary effects do not affect them).

All-Seeing Eye (Sp): At 9th level, once per day the exarch may scry, as the spell, without needing to use any material components, and the casting only takes 1 full round.

Absolute Perception (Su): At 10th level, the exarch learns the pinnacle of the Unbreakable Sight, a state of Absolute Perception that is activated as a standard action and lasts for up to a minute. While it is active, the exarch gains touchsight, blindsight, blindsense, and tremorsense out to 120 feet, is under the effects of the true seeing spell. This ability cannot be countered or dispelled. Absolute Perception may be used once per day.

Overneath
2016-12-23, 03:34 PM
The Draconic Exarch, Part Two


Hit Dice: d6

Base Attack Bonus: 1/2

Saving Throws: Good Reflex and Will, Poor Fortitude

Element: Cold

School of Magic/Psionic Discipline: Enchantment/Telepathy


Level
BAB
Fort
Ref
Will
Special

1st

+0

+0

+2

+2

Draconic Will, Rimewrath

2nd

+1

+0

+3

+3

Empathic Aura

3rd

+1

+1

+3

+3

Empathic Bond

4th

+2

+1

+4

+4

Empathic Transference

5th

+2

+1

+4

+4

Frightful Attacks, Arcane Chill

6th

+3

+2

+5

+5

Subduing Terror

7th

+3

+2

+5

+5

Overpowering Will

8th

+4

+2

+6

+6

Retributive Empathy, Rimereave

9th

+4

+3

+6

+6

Frightful Dominion

10th

+5

+3

+7

+7

Winter's Calm



Draconic Will (Ex): Moreso than a strong body, what sets exarchs of the Chilled Mind apart from their brethren is an impenetrable sanctity of the mind. He uses the higher of his Wisdom or Charisma modifiers as a bonus to his Will saves, and gains a stacking +1 bonus to Will saves against a creature every time he succeeds on a saving throw against their spells or abilities.

Rimewrath (Su): If an opponent fails a saving throw against one of the exarch's spells or powers, the exarch may choose to apply additional cold damage to that opponent. The damage dealt is equal to his exarch level, plus his Charisma modifier.

Empathic Aura (Su): At 2nd level, the exarch may constantly project an aura that melds and then enhances the emotions of those within it. The exarch gains no passive benefit from the aura, as they are the focal point for the manifestation, and their strength of will is what allows the other effects to take place. Activating or deactivating the aura is a swift action, and it lasts until dismissed. The aura itself extends out to 30 feet, centered on the exarch.

Allies within the aura find that their emotions are more readily within their control, and that their resolve is strengthened. For as long as they remain in the aura, they gain a +4 morale bonus on Will saving throws against fear. They may also select a personalized morale bonus, which can be reselected for an individual character every time the aura is reactivated. The benefit is a +2 bonus to any single mental ability score (Intelligence, Wisdom, Charisma), any single saving throw, to armor class, or to all skill checks.

To enemies, the aura operates like a Frightful Presence ability - enemies within who fail a Will save are shaken for 5d6 rounds. The saving throw DC is equal to 10 + the exarch's class level + the exarch's Charisma modifier.

The exarch can rapidly expand the aura as a swift action, detonating it with psionic energy. Doing so advances the fear conditions on any enemies within 90 feet (shaken becomes frightened, frightened becomes panicked) who were already suffering the effects of fear. Doing so, however, renders the aura unavailable for one minute.

Empathic Bond (Su): At 3rd level, the exarch may form a powerful psychic link with a creature, connecting their minds on a primal level. Bonded creatures share senses out to a distance of one mile and share emotions as long as they are on the same plane. In addition, either bonded creature may inflict a point of Wisdom damage on themselves to grant the other temporary hit points equal to their HD + their Charisma modifier.

Additionally, beneficial spells or powers cast on the exarch, by the exarch can also affect any creature he is bonded to (at his discretion), with the same duration and effect. The mystic power is channeled through the psychic link, and thus the two creatures need not be in direct contact, but being more than 100 feet away from the exarch nullifies the benefits. Bonded allies (and only allies) gain double the normal morale bonus from the Empathic Aura's personalized benefit.

Forming a bond can be dangerous, however. If one member of the bond is reduced to 0 hit points, the other is immediately rendered unconscious from the psychic feedback. The other member can detect when this is about to happen, and donate temporary hit points at the cost of Wisdom as a swift action to save their partner from this fate.

Creatures bound to an exarch with the Empathic Bond take a -5 penalty to Will saving throws against the exarch's powers and spells.

Forming a bond is a full-round action that requires physical contact and provokes an attack of opportunity. If either creature takes damage during the formation of the bond, the attempt fails. The bond can be severed by the exarch as a full-round action at any time. An exarch can also form a bond with a hostile creature to take advantage of their vulnerability to his enchantments, but he should be wary of any attempt to kill themselves simply to render him unconscious.

An exarch may form multiple bonds, but every bond after the first confers a stacking -2 penalty to the exarch's Will saves.

Empathic Transference (Su): At 4th level, the exarch may use an Empathic Bond to house his consciousness in another creature. He may do so for a number of rounds equal to the Charisma modifier of the bonded creature, and while so sheltered, that creature gains the benefits of the exarch's Draconic Will ability. Furthermore, the exarch's body cannot be killed (though it can be destroyed) while this process is in effect. The body counts as an object whose hit points may go below -10 (indeed, theoretically the body's hit points may fall to an infinitely low number) and may be healed, but if the transference ends while the body has -10 hit points or less, the exarch dies normally upon his return.

Occupying the body of a bonded creature is a move action, or an immediate action made in response to being reduced to -10 hit points. This ability may be used once per day.

Frightful Attacks (Su): When a 5th level exarch deals damage to an enemy, with a weapon, spell or power, there is a momentary and violent connection between their psyches. They must make a Will save against a DC equal to 10 + the exarch's class level + 1/2 the exarch's Charisma modifier or become shaken for the rest of the encounter. If the saving throw is successful, that creature is immune to the effects of this ability for 24 hours.

Arcane Chill (Su): At 5th level and again at 9th, the exarch adds +1 to his effective manifester level or caster level when casting Enchantment spells or manifesting powers from the Telepathy discipline.

Subduing Terror (Su): At 6th level, when the exarch affects a creature with the frightened or panicked conditions, he may elect to hold them in place. If he does, the affected creature immediately cowers in place (dropping held items if panicked) instead of running away.

Overpowering Will (Su): At 7th level, any fear effects the exarch manifests or improves ignore immunity to fear and mind-affecting spells or powers. His enchantment spells and telepathy powers similarly ignore immunity to mind effects. However, a creature that does possess such an immunity still gains a +4 bonus to Will saves against those same effects.

In addition, the exarch not longer automatically fails to form an Empathic Bond when he takes damage. Instead, he may make a Concentration check to continue its formation, using the same rules for taking damage while casting a spell. He must make a Concentration check if he takes damage or if his target takes damage - if both parties take damage, he makes two checks.

Retributive Empathy (Su): Beginning at 8th level, the exarch may channel retributive feedback through an empathic link. In an enemy that is part of an Empathic Bond or inside the exarch's Empathic Aura deals damage to the exarch, the exarch may make a Concentration check with a DC equal to the damage dealt. If the check succeeds, the exarch only takes half damage from the attack, and the other half is dealt to the attacker.

Rimereave (Su): Beginning at 8th level, the exarch may choose to project their physicality instead of their willpower into their Empathic Aura. Doing so requires a full-round action and changes the benefits and offensive properties of the aura.

The personalized morale bonus options become a +2 morale bonus (or +4 for a bonded ally) to any one physical ability score (Strength, Dexterity, Constitution), initiative checks, all attack rolls, or all damage rolls. The +4 morale bonus on Will saves against fear remains in place.

Instead of being shaken, enemies within the aura's radius take cold damage every round equal to half the exarch's Charisma score. They must also make a Fortitude saving throw or become slowed for as long as they remain within the aura. The saving throw DC is equal to 10 + the exarch's class level + the exarch's Charisma modifier.

When the exarch detonates a Rimereave Aura as a swift action, any enemies within 90 feet must make a Fortitude saving throw with a DC equal to that of the aura or become paralyzed for 1 round. Enemies who were already slowed become paralyzed for 3 rounds with no save and take cold damage equal to twice the exarch's Charisma score. Detonating the aura still renders it unavailable for one minute.

Frightful Dominion (Su): At 9th level, if a hostile creature is under a fear effect and empathically bonded to the exarch simultaneously, the exarch may take a full-round action to dominate the creature for up to one minute. Only one creature may be dominated in this manner by the exarch at a time. The target may make a Will saving throw to resist the effect, with a DC of 20 + half the exarch's Charisma modifier. The -5 penalty to Will saves from being bound to the exarch still applies.

Winter's Calm (Su): The final ability of the Chilled Mind expands the exarch's mind and aura outward from a stationary position, and is available to the exarch at 10th level. The exarch may activate this ability once per day as a standard action and maintain it for up to one minute.

While Winter's Calm is active, the exarch is stationary and cannot move outside his square (nor can he be moved) but he gains immunity to all mind-affecting abilities, spells and powers. His Empathic Aura or Rimereave expand out to 120 feet, and he may still cast spells or manifest powers.

Any enemies that deal damage to the exarch while Winter's Calm is active deal half that damage to themselves as well. They must also make a Will saving throw with a DC equal to 20 + half the exarch's Charisma modifier. If they fail the saving throw, that enemy takes the full damage of their attack, and the exarch only takes half. In addition, the opponent is paralyzed for 1 round as the psychic shock and arcane blizzard freezes their mind and body in place.


Hit Dice: d6

Base Attack Bonus: 1/2

Saving Throws: Good Will, Poor Fortitude and Reflex

Element: Electrical

School of Magic/Psionic Discipline: Abjuration/Psychokinesis


Level
BAB
Fort
Ref
Will
Special
Arcana Known

1st

+0

+0

+0

+2

Dragon Magic, Arcanum

1

2nd

+1

+0

+0

+3

Mystic Hunger

1

3rd

+1

+1

+1

+3

Voice in Silence

2

4th

+2

+1

+1

+4

Mystic Versatility

2

5th

+2

+1

+1

+4

Mystic Feast

3

6th

+3

+2

+2

+5

Ancient Understanding

3

7th

+3

+2

+2

+5

Brutal Counter

4

8th

+4

+2

+2

+6

Complete Mana

4

9th

+4

+3

+3

+6

Draconic Lexicon

5

10th

+5

+3

+3

+7

Magnificent Starfall, Ancient Understanding

5



Dragon Magic (Ex): The path of the Fallen Stars delves deeply into the very first words of power that were spoken in the world, magic so ancient that it can only be called upon by the will of gods, outsiders...and dragons. An exarch following this path adds one level to the levels of both their previous manifesting and spellcasting classes at every level, instead of excluding 5th and 9th from the progression. This means a psion4/wizard4 who takes a level in this path gains the spellcasting and manifesting of a psion5/wizard5.

Furthermore, the exarch may always Take 10 on Spellcraft and Psicraft checks, even under situations of extreme stress.

Arcanum (Su): The Path of the Fallen Stars teaches that magic is a malleable force. The ancient dragons were among the first to master its potential, and their legacy carries with it a deeper understanding of the mystic arts than mortals can comprehend. Every odd-numbered level, the exarch learns a new Arcanum, a particular surge of energy that can alter the fundamental functions of spells and powers. Some Arcana cannot be learned until a certain exarch level is attained, as noted in their description.

An exarch has a number of Arcanum Slots equal to half his class level. The more complex the Arcana, the more Slots it takes to use. Arcana available at 1st, 3rd, and 5th level require 1 Slot to utilize. Arcana available at 7th level require 2 Slots. Arcana available only at 9th level can only be accessed by expending 3 Arcanum Slots.

The number of Slots required to use an Arcanum is equal to the exarch level needed to learn it. How many times Arcana can be used is dependent on how many slots the exarch has left. Arcanum Slots are fully recovered for the day as spell slots and power points are.

Arken, an 8th-level exarch, has 4 Arcanum Slots. If he uses Vers, the Word of Power, he expends one Slot because Vers is available at 1st level. However, if he uses Veschik, the Word of Replenishment, he expends 2 Slots because it is available at only 7th level and above. This would leave him with 2 more Arcanum Slots for the day.

An Arcanum may be unlearned by the exarch every time he gains a level in the class. It may then be exchanged for any Arcana available to him at that same level, allowing him to be somewhat fluid in his selection and exchange certain lower-level Arcana for more powerful ones as his career progresses.

Mystic Hunger (Su): At 2nd level, the exarch can sense the presence of any active magical effects within 60 feet of him. This acts as the detect magic spell, except that the exarch does not need to look at something in order to scan it. Once he has detected an effect and scanned it for the three successive rounds, he may devour it, which acts as dispel magic without a caster level cap. Devouring the effect is a swift action that may be used only three times per day, even though the detection effect is always on.

As a full-round action, the exarch may swap effects, from detect magic to detect psionics and dispel magic to dispel psionics. Both types of dispel run off of the same three-daily-use pool.

Voice in Silence (Su): A 3rd level exarch cannot be magically silenced, and may use Mystic Hunger to devour a silence effect without expending a daily use of the dispel ability.

Mystic Versatility: At 4th level, though understanding of his Arcanum, the exarch gains the ability to more effectively augment his spells and powers. Whenever he augments a spell with at least 2 metamagic feats, he reduces the total spell level increase by the number of metamagic feats involved, to a minimum increase of that same total.

The exarch enhances the fireball spell with Extend Spell, Empower Spell, and Maximize spell. Normally, this would make the fireball a 9th-level spell. However, due to Mystic Versatility, the spell level increase is reduced by the number of feats involved (3), making the fireball a 6th level spell instead.

If he were to use only Extend Spell and Empower spell, the total would be reduced by 2 to a minimum of 2. Because this combination only increases the spell’s level by 3, the fireball would use a 5th level spell slot, not 4th.

For metapsionic feats, increasing the power point cost of a power using metapsionics no longer counts towards the manifester-level limit of how many points a power may cost. A 13th-level manifester might augment an energy ray to 13 power points, and then also apply Twin Power, which would make the total cost 19 power points. This would normally exceed the ML limit on how many points can be expended on one power, but due to Mystic Versatility, the calculation ignores the 6 points from Twin Power for this purpose (although the points themselves are still expended).

Mystic Feast (Su): Whenever a 5th level exarch successfully dispels a spell or psionic power using his Mystic Hunger ability, he regains a number of expended spell levels or power points equal to those present in the dispelled effect.

An exarch who devours a wall of force regains 5 spell levels, which can be used to immediately regain 5 levels worth of expended spell slots, such as a 4th-level spell and a 1st-level spell.

An exarch who devours an aura sight power regains 7 power points. If it was augmented with 4 additional power points, the exarch gains 11.

At this level, the exarch may also devour magic items, excluding artifacts. The exarch must have a higher manifester level or caster level than the creator of the item to do so, and the ritual takes ten successive minutes to complete. Once the item has been consumed, all of its properties are rendered permanently inert. The exarch gains the caster or manifester level of the item as a floating CL/ML bonus that they may use once for a spell they cast or power they manifest within the next 24 hours.

Vedra consumes a wand of fireball. The CL of the wand is 5, and therefore at any point in the next day she may add +5 to the caster level of a spell she casts. Once she does so, the bonus is gone.

Ancient Understanding: At 6th level, and again at 10th level, the exarch may add 3 spells or 3 powers to his list of spells/powers known. These spells or powers must come from his own class’ spell/power list. A wizard, for example, could not learn druid spells.

If the exarch so desires, they may choose to learn two Power Word spells of any kind from the sorcerer’s spell list instead of gaining three spells from their own list. They learn them as spells with a level one lower than normal (Power Word: Blind is a 6th level spell for them). Psionic exarchs may also learn such spells, and gain them as free powers known, with the effects and power point costs applied normally as per the rules the Erudite class uses to translate magic into powers. Furthermore, any Power Word the exarch learns in this way increases all of its hit point thresholds by a number of hit points equal to the exarch’s caster or manifester level.

Brutal Counter (Su): Whenever a 7th level exarch successfully counterspells an opponent, that opponent takes electrical damage equal to the level of the spell countered. This damage is added to the DC of the next Concentration check they make within the next 24 hours.

For psionic powers, the exarch gains the unique ability to 'counter' powers by draining them of psychic energy as they are formed. The exarch must ready an action and identify a power being manifested with Psicraft, as normal. If he succeeds, he may drain the power of allocated power points by expending his own power points on a 1-for-1 basis.

Normally, the exarch can only counter the extra points of an augmented power, but he can expend enough points to diminish an entire manifestation if he has a manifester level of at least 4 higher than his target.

The exarch identifies energy ray being manifested. Its manifester allocates 10 power points to augment it, making its total expended cost 11. The exarch may spend up to 10 power points to 'un-augment' the power. For every point spent, the ray loses 1d6 damage, the effect of its augmentation. If the manifester has a manifester level of 12 and the exarch has a manifester level of at least 16, the exarch may spend all 11 power points to counter the power entirely.

Complete Mana (Sp/Ps): At 8th level, the exarch has grown so attuned to his own supernatural energies that he can direct them at a moment's notice. He chooses one spell from each spell level up to and including 5th or one power from each power level up to and including 5th. Those spells or powers then permanently become spell-like or psi-like abilities for him, usable once per day each. Cantrips and orisons are ineligible, as are spells or powers that require expenditure of costly (over 500 gp) material components or that cause XP loss.

Draconic Lexicon (Su): A 9th level exarch has attained an understanding of his Arcanum such that he may string them together like speaking a sentence. When casting a spell or manifesting a power, the exarch may ‘key’ two Arcana together, using both to augment the effect. To do this, the exarch first chooses two Arcana that he knows. They cannot be the same ‘level’ (which is to say, the level the exarch needs to be in order to unlock them), and one must be a lower ‘level’ than the other.

Both Arcana take effect normally during the casting of the spell or manifesting of the power. This only counts as the use of a single Arcanum for the purpose of the exarch’s total Arcana per day. However, Draconic Lexicon may be used only a single time per encounter. Furthermore, neither Arcanum may be used on its own - they must affect a spell or power the exarch casts/manifests.

Arcana learned at 9th level already qualify as two-word phrases, and thus are ineligible for Draconic Lexicon.

Magnificent Starfall (Su): At 10th level, the exarch reaches the apex of the Fallen Stars, and learns the words that will allow him to force the stars down to earth.

Once per day, he may take a full round action to call down the Starfall, which manifests as a field of shimmering, explosive comets that strike an area 150 feet wide and 100 feet tall, centered on the exarch. The comets only deal damage to the exarch's enemies, half of which is untyped and half of which is electrical.

The exact base damage of the effect is 50 points. The exarch may expend up to a 9th-level spell slot to add more damage, 1d6 extra points per level of the spell expended. Alternatively, he may expend up to 18 power points to empower the effect, which adds 2 more points of damage per power point expended.

In addition to the damage dealt, any hostile spell or power in the area of effect is targeted with an infinite-CL/ML dispel, which essentially means that if the effect CAN be dispelled, it is. Effects with a duration longer than 30 days are not affected by Magnificent Starfall, and magic items cannot be dispelled in this way.


For all intents and purposes, dragons are magic. They are suffused by it, thrive in it, and call it as easily as taking a breath. Their knowledge, going back millennia, has contributed more to the study and use of the arcane arts than a thousand civilizations - not that many dragons are willing to share such knowledge freely. As an heir to draconic magic, the Exarch of the Fallen Stars is privy to some of this power, expenditures of energy that warp the fabric of the arcane in various ways. Such an incantation is known as an Arcanum.

An Arcanum can be used either on its own as a miniature, unique magical effect, or as a split-second alteration to a spell or power already in progress. Each Arcanum notes which type it is in its description, as well as how long it takes to produce one. Adding an Arcanum to a spell/power the exarch casts/manifests never changes the casting/manifesting time of the spell or power itself. An ‘Augment’ is simply an Arcanum that attaches itself to a spell or power, meaning it has no action time other than that of the effect it is attached to.


Arcanum: Bekir, the Word of Energy
Minimum Level: 1st
Type of Action: Immediate or Augment
Effect: You may use this Arcanum to alter either a spell or power you use or one you see another creature using. If the spell or power deals damage from an element, you may change it to a different element of your choice (such as fire to electrical). You may also choose to remove any or all descriptors from the spell/power.

Arcanum: Vers, the Word of Power
Minimum Level: 1st
Type of Action: Augment
Effect: As part of casting a spell or manifesting a power, you may increase its saving throw DC and grant it a bonus to caster/manifester level for the purpose of penetrating spell/power resistance. Both the DC and caster/manifester level bonuses are +2.

Arcanum: Slemon, the Word of Shape
Minimum Level: 1st
Type of Action: Swift
Effect: You target an area of a spell or power in progress that affects more than one creature. Until the spell or power ends, you may change the area of the spell or power into a spread, cone, cylinder, or line using the same maximum distance calculation of the original effect. Thus, a stinking cloud of 20ft burst might become a 20ft cone starting from its target point instead. The same number is used for height as radius and length. You may create 5ft pockets within the effect which do not contain the effect and are free to walk through, equal to 1 pocket per 2 class levels you possess. If a spell has a duration longer than an hour, the changes revert after an hour has passed.

Arcanum: Kampiun, the Word of Understanding
Minimum Level: 1st
Type of Action: Standard
Effect: For 1 minute per class level after using this Arcanum, all creatures within 60 feet that you choose (including yourself) automatically understand all languages spoken to them, assuming they are intelligent enough to converse in some way. Furthermore, you automatically identify all spells and powers that you can see being cast, assuming they have some visible or otherwise determinable component.

Arcanum: Nurilt, the Word of Dampening
Minimum Level: 3rd
Type of Action: Immediate
Effect: You may use this Arcanum in response to creature you can see beginning to cast a spell or manifest a power augmented with a metamagic or metapsionic feat. All meta- effects applied to the spell or power are lost. Increased power point costs are still paid and the higher spell slot is still expended.

Arcanum: Ihadoal, the Word of Accuracy
Minimum Level: 3rd
Type of Action: Immediate or Augment
Effect: You may use this Arcanum on one of your own spells or powers, or on those of an ally as they cast. If the spell/power requires any kind of attack roll, it automatically hits and ignores concealment.

Arcanum: Brane, the Word of Disruption
Minimum Level: 3rd
Type of Action: Immediate
Effect: You may use this Arcanum in response to a spell being cast or power being manifested by a creature you can see. That creature is vulnerable to attacks of opportunity while doing so even if using some countermeasure like casting defensively. Furthermore, they take a penalty to Concentration checks equal to your class level for 1 minute.

Arcanum: Thirku, the Word of Change
Minimum Level: 3rd
Type of Action: Augment
Effect: As part of using this Arcanum, you cast a spell or manifest a power. You may change the spell school or discipline of the spell/power (i.e. Abjuration to Conjuration). In addition, if you target a creature that would normally be immune to the specific spell/power you cast/manifested, such as by spell immunity, you bypass that immunity so long as the school or discipline remains altered.

Arcanum: Jikmada, the Word of Shattering
Minimum Level: 5th
Type of Action: Augment
Effect: If the spell or power you apply this Arcanum to overcomes a target’s spell or power resistance, that target’s spell AND power resistance are both decreased by an amount equal to twice your exarch level. This effect stacks with itself and with any other effect that lowers spell resistance.

NOTE: Jikmada has no effect on spell or power resistance from entirely mundane sources. Specifically, it does nothing to a Forsaker.

Arcanum: Duulo, the Word of Freedom
Minimum Level: 5th
Type of Action: Augment
Effect: As part of using this Arcanum, you cast a spell or manifest a power while grappled, pinned, or otherwise unable to move properly. You provoke no attacks of opportunity and complete the spell/power normally despite your lack of mobility.

Arcanum: Aungwey, the Word of Confusion
Minimum Level: 5th
Type of Action: Immediate
Effect: You may use this Arcanum in response to creature you can see beginning to cast a spell or manifest a power. Make an opposed caster or manifester level check, as appropriate to whether a spell or power is being used. If you win the contest, the spell or power is redirected, targeting a random area or creature other than the one selected by the caster.

Arcanum: Ocuir, the Word of Sight
Minimum Level: 7th
Type of Action: Standard
Effect: Once you use this Arcanum, both you and any allies within 30 feet gain the following benefits for 10 minutes:
All if your Search and Spot checks have a minimum die roll result of 10.
You gain Touchsight, Blindsight, Blindsense, Tremorsense, detect magic, Darkvision and true seeing out to 60 feet.
The ally within the radius who has the highest bonus to Spot and Search provides their bonus to all Search and Spot checks made by any member of the party.

Arcanum: Duulo, the Word of Freedom
Minimum Level: 7th
Type of Action: Augment
Effect: As part of using this Arcanum, you cast a spell or manifest a power while grappled, pinned, or otherwise unable to move properly. You provoke no attacks of opportunity and complete the spell/power normally despite your lack of mobility. Duulo is a rare word that 'speaks itself', allowing you to use it even if you cannot speak.

Arcanum: Veschik, the Word of Replenishment
Minimum Level: 7th
Type of Action: Full Round
Effect: Upon using this Arcanum, one creature you can see of your choice (including yourself) gains the benefits of 8 full hours of rest. However, daily-use abilities, spell slots and power points are not regained in such a fashion. Instead, spellcasters regain a total number of spell levels of their choice equal to half their caster level, and manifesters regain power points equal to their manifester level. Veschik cannot restore Arcanum Slots.

Kiera, a 10th-level wizard, regains 5 spell levels. This means she regains expended spells in any combination that does not exceed 5. So she could regain 2 2nd-level spells and a 1st-level spell, or a single 5th-level spell.

Arcanum: Qeelak, the Word of Swiftness
Minimum Level: 7th
Type of Action: Swift
Effect: Choose a single target that you can see. For the next 2 full rounds, that creature may cast spells or manifest powers (or use spell-like and psi-like abilities) with a reduced action cost. Full-round actions become standard, and standard actions become swift. A Quickened spell or power augmented with Qeelak becomes a free action.

Arcanum: Ulnaus-Waoli, the Words of Transparency
Minimum Level: 9th
Type of Action: Augment
Effect: When casting a spell or manifesting a power, you may use this Arcanum. If you do, you have total control over whether the effect produced is psionics/magic transparent.

Arcanum: Hatibahu-Arcaniss, the Words of Magic
Minimum Level: 9th
Type of Action: Full Round
Effect: Once you use this Arcanum, for the rest of the encounter you gain the following benefits:
You count as a caster/manifester of 10 levels higher for the purposes of maximum investiture of power points and caster level caps (such as with fireball).
Spells that have a limit on how effective your caster level can be lose such a limit. For example, magic missile would no longer be capped at 5 missiles.
Your spells cannot be dispelled or countered.

Arcanum: Warīhum-Quwitak, the Words of Strength
Minimum Level: 9th
Type of Action: Full Round
Effect: Target a single creature you can see as part of using this Arcanum. For the next 5 rounds, they gain a bonus to all rolls and checks equal to their highest ability score modifier. They also gain base attack bonus equivalent to a fighter of their character level and a 30ft enhancement to their base speeds.

Overneath
2017-12-04, 03:29 PM
The Sanctified Prophet

"I am the instrument of their will."

Rare is the world that does not play host to some sort of pantheon. The gods hold sway in matters both divine and mortal, and they often have need for powerful servants who may intervene in important matters on their behalf. A Sanctified Prophet is the highest among these, a chosen mortal who holds the power and favor of their deity.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Will, Poor Fortitude and Reflex


Requirements

To qualify to become a sanctified prophet, a character must fulfill all the following criteria.


Alignment: Must match deity or concept (see below)
Skills: Knowledge (religion) 10 ranks
Feats: Gift of Faith (see Omnibus Feats section)
Spellcasting: Ability to cast 4th-level divine spells
Special: The character may worship a specific concept (the most common being good, evil, law or chaos) instead of a specific deity.



Level
BAB
Fort
Ref
Will
Special
Spellcasting Progression

1st

+0

+0

+0

+2

Chosen Few, Channel Divinity, Bonus Feat

+1 level of existing spellcasting class

2nd

+1

+0

+0

+3

Extra Domain, Walk Without Fear

+1 level of existing spellcasting class

3rd

+2

+1

+1

+3

Superior Invocation, Bonus Feat

+1 level of existing spellcasting class

4th

+3

+1

+1

+4

Domain Specialization, Aura of Faith’s Shield

+1 level of existing spellcasting class

5th

+3

+1

+1

+4

Wrath of God, Bonus Feat

+1 level of existing spellcasting class

6th

+4

+2

+2

+5

Divine Beneficence/Malevolence

+1 level of existing spellcasting class

7th

+5

+2

+2

+5

Divine Metamagic, Bonus Feat

+1 level of existing spellcasting class

8th

+6

+2

+2

+6

Sanctity of Mind and Body, Extra Domain

+1 level of existing spellcasting class

9th

+6

+3

+3

+6

Domain Pinnacle, Bonus Feat

+1 level of existing spellcasting class

10th

+7

+3

+3

+7

Divine Transcendence

+1 level of existing spellcasting class



Class Skills

The sanctified prophet’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int) and Spot (Wis).

Skill Points: 2 + Int modifier


Class Features

The following are class features of the sanctified prophet.

Weapon and Armor Proficiency: Sanctified prophets are proficient with simple weapons, light and medium armor, and shields. They are also automatically proficient with their deity’s favored weapon.

Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a sanctified prophet, he must decide to which class he adds the new level for purposes of determining spells per day.

Chosen Few (Ex): The bond between man and god is stronger in the prophet than most. A Sanctified prophet always knows whether a course of action will upset their god, but so long as they remain true to the faith, the majority of transgressions will be forgiven. A character who falls, losing the trust of their god, may never again take levels in sanctified prophet while they worship that same deity.

Channel Divinity (Su): A sanctified prophet adds his class levels to his total levels in any class that grants Lay on Hands and Chastise Spirits. His character level is treated as equal to his cleric level for the purposes of using Turn/Rebuke Undead. If he did not already possess the Turn/Rebuke Undead ability, he gains it at 1st level. Furthermore, he may use his Wisdom instead of Charisma (if it is higher) to determine its effectiveness.

Bonus Feat: At every odd-numbered level, the prophet may select a bonus feat. Eligible bonus feats include any metamagic feat and any divine feat.

Extra Domain: At 2nd level, the prophet chooses an additional domain from among their deity’s available domains. If they did not previously have a domain from their class, they still acquire one. At 8th level, the prophet gains another domain not restricted by the domains their god provides, so long as the choice is not total nonsense. Prophets of Bahamut are advised to avoid choosing the Evil domain.

Walk Without Fear (Su): Beginning at 2nd level, the prophet is always considered to be under the effects of the protection from evil spell, except that it applies to all alignments. The exception is that summoned creatures may attack the prophet normally.

As a standard action once per hour, the prophet may project an aura that confers the benefit of this ability to all allies within 30 feet. The aura lasts for 10 minutes or until the prophet dismisses it as a free action.

Superior Invocation (Su): Beginning at 3rd level, the prophet gains a deeper understanding of their ability to channel divine energies. He adds his class level and his Wisdom modifier to his total allotment of turn/rebuke undead uses per day. He may also turn Outsiders exactly as he turns undead, if he could not already.

The prophet gains the ability to turn (but not command or destroy) creatures of any type as though his cleric level were 10 less than his character level.

Domain Specialization: Beginning at 4th level, the prophet gains two extra domain spell slots per spell level, instead of one. These slots still may only be filled with domain spells, but the same domain spell could fill both slots.

Aura of Faith’s Shield (Su): At 4th level, the prophet gains access to the Aura of Faith’s Shield, a powerful enchantment fueled by his connection to the divine. The Aura provides various defensive benefits to the prophet and all allies within 30 feet, and its power grows the more uses of turn/rebuke undead the prophet has remaining. The prophet does not need to spend uses of turn undead in order to improve the Aura, but the Aura weakens if he has few remaining for the day.

At its most basic, the Aura grants a +1 bonus to all saving throws for every 4 uses of turn undead, and Damage Reduction 1/evil, good, lawful or chaotic for every 2 uses of turn undead.

Further benefits are gained the more uses of Turn Undead the prophet has stored:

4 uses: The Damage Reduction bonus also applies to all elemental damage.
8 uses: Creatures affected by the aura regain twice as many hit points and ability points when healed or restored.
12 uses: Immunity to poison, disease, level drain, ability drain and ability damage.
16 uses: Creatures affected by the aura gain a +2 untyped bonus to Armor Class for every 5 uses of Turn Undead remaining.
20 uses: Damaging spells that target creatures affected by the aura roll their minimum values on all die rolls.
24 uses: Effects and abilities used by undead and outsiders have no effect on anyone affected by the Aura.

Wrath of God (Su): Beginning at 5th level, the prophet may endow his attacks with the fury of his god. He adds his class level to any levels he possesses in a class that grants a smite ability. If he does not have any such levels, he uses Smite Evil as a paladin equal to his class level, except that it affects any creature alignment.

Furthermore, the prophet may cast any spell he knows and deliver it as a standard action though his weapon with a melee or ranged attack as part of a smite attempt. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the attack is successful, it deals damage normally; then the effect of the spell is resolved.

Divine Beneficence/Malevolence (Su): At 6th level, the prophet gains access to a special pool of energy, similar to what he draws from when spontaneously converting cleric spells. The size of the pool is a number of hit points equal to his class level x the combination of his Wisdom and Charisma modifiers. The pool is restored every time he meditates to regain spells.

As a full round action, he may draw from the pool to heal allies or damage enemies. Doing so is a ranged or melee touch attack with a range of touch or 60 feet which does not provoke an attack of opportunity. To heal allies, the prophet may draw any amount of hit points remaining, from 1 to the full total. When damaging enemies, however, the maximum damage he may deal with a single burst is equal to half the hit points remaining in the pool.

Divine Metamagic: At 7th level, the prophet gains the Divine Metamagic feat as a bonus feat.

If Divine Metamagic is barred from play by a house rule and only the prophet has access to it as a class feature, it works in the following manner:
Metamagic feats which increase a spell’s level by more than 3 cannot be affected.
The prophet’s total number of turn undead attempts is not affected by any outside bonus or modifier. The total is 3 + BASE Cha mod + class level + BASE Wis mod + any bonus from the Extra Turning or Exceptional Turning feats.

Sanctity of Mind and Body (Su): At 8th level, the prophet enjoys the direct protection of their god against their enemies. If the prophet is subject to a domination, charm or confusion effect, their mind and spirit are tucked safely away. They cannot move or act, the effect’s duration is halved, and they gain a +10 bonus to AC, saving throws and all forms of damage reduction while so incapacitated.

Once per encounter, the prophet may reroll any failed saving throw.

Furthermore, the prophet’s body can always be brought back to life, as their spirit is immune to effects such as soul bind. Casting raise dead or resurrection on them does not incur any XP cost.

Domain Pinnacle: At 9th level, the prophet gains the ability to spontaneously cast their domain spells just like a cleric spontaneously converts spells to healing or damage.

Divine Transcendence (Su): At 10th level, the prophet has crossed the threshold between mortal and divine, becoming something greater than either of the two halves. Firstly, his type becomes Outsider, but he is unaffected by any hostile abilities and effects that would have additional effects against that creature type (such as banishment or the Bane property). Secondly, he adds +1 to his spells per day for every spell level he has access to.

Finally, he is granted by his deity the ability to temporarily ascend to godhood once per day. For 1 full minute, he gains a Divine Rank of 0, which provides the following benefits:
He gains temporary hit points equal to the difference between his total hit points and how many hit points he would have if all of his hit die were at their maximum.
His base land speed improves to 60ft if it was previously lower.
He gains immunity to all of the following: Form alteration, polymorphing, petrification, energy drain, ability drain, ability damage, and mind-affecting spells or abilities.
Damage Reduction 10/epic
Spell Resistance of 32

All of these bonuses stack with those from Aura of Faith’s Shield. Aura of Faith’s Shield itself functions as if the prophet had 25 uses of Turn Undead stored for the duration of Divine Transcendence.

Finally, Divine Transcendence produces a 30-foot aura which grants Fast Healing 10 + the prophet’s Wisdom modifier to all allies within its borders. Enemies of the prophet cannot regain hit points while inside the aura.

Overneath
2017-12-06, 01:52 AM
The Illuminator

~LUMINIS INVICTIA SUM~


”And God said, ‘let there be light,’ and there was light." -Genesis 1:3

“Everywhere, everyone deserves the opportunity to live in light. Be you in the midst of a desert or beneath the darkest pit, there is nowhere that its balm cannot find you. And if by some miracle the light cannot touch you...then I shall.” - The Creed of the Illuminator

Without light, there would be nothing. No heat, no energy, no crops, no animals, and no life. The force itself is not something one truly safeguards, but it is something that can be created, shaped, and gifted onto others.

Not necessarily benevolent but always faithful to their mission, Illuminators are healers, creators, explorers and scholars who believe in the absolute necessity of light. For them, this natural force is the first stepping stone all life must take to prosper, and it is their duty to foster it anywhere and everywhere to ensure the rest of creation may thrive.

Hit Dice: d8

Base Attack Bonus: Special

Saving Throws: Special


Requirements

To qualify to become an illuminator, a character must fulfill all the following criteria.


Skills: Heal 6 ranks, Knowledge (religion, planes or nature) 5 ranks
Feats: Indomitable Body or Indomitable Soul
Meldshaping: Must possess an Essentia pool
Special: The character must undergo a ritual similar to a religious experience in which they remain in direct sunlight from dawn until dusk, meditating on their life and their future.


Class Skills

The illuminator’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).


Skill Points: 4 + Int modifier


Class Features

The following are class features of the illuminator.

Weapon and Armor Proficiency: The illuminator gains no additional weapon or armor proficiencies.

Path of Illumination: The Illuminator class doesn’t work in the same way many other classes do. All 20 levels of the class may be taken in any order, independently from one another. They are grouped together by type, but for example a character could take Level 4 in Warmth and then Level 1 in Energy. Each individual level provides its own advancement for saving throws, base attack, and class features.

If a character takes all five levels of a given path, they automatically gain access to an Illumination, which is a ‘sixth’ level that provides a much stronger ability. This sixth level counts as a full class level for the purposes of all abilities relating to that path, but not abilities that scale with total Illuminator levels.

A character cannot take more than 9 levels in the Illuminator class.

Class Features: Every level taken in Illuminator continues to progress certain class features the character may have previously possessed. All Illuminator paths provide an equivalent level to any previous class per level taken for the purposes of spellcasting, like any prestige class which continues to do so. Any level taken may instead count as an effective level of a meldshaping class the character previously had for the purposes of progressing maximum chakra binds, maximum number of soulmelds, essentia pool and chakras known.

However, each path has its own unique bonus atop this progression, as noted in its description.

Solar Powered: The illuminator’s abilities are fueled by direct sunlight. All illuminator abilities, unless stated otherwise, can be used once per day. However, meditating for at least ten minutes in direct, natural sunlight restores the daily use of a single illuminator ability. The illuminator in question may continue meditating to regain more. Illuminations cannot be restored in this way.



The Path of Warmth


Level
BAB
Fort
Ref
Will
Special

1st

+1

+0

+0

+1

Guiding Light

2nd

+0

+1

+0

+0

Sheltering Warmth

3rd

+1

+0

+0

+1

Revitalizing Succor

4th

+0

+0

+1

+0

Sunlit Sanctuary

5th

+1

+0

+0

+1

Rising Sun


Devotion: Every level taken in the Path of Warmth improves the effect of healing spells the illuminator casts. The bonus is +1 to his caster level with all divine spells, and triple this value to healing spells, which also improves the cap on such healing by the same value. A character with 3 levels in Warmth could cure up to 1d8+14 hit points instead of 1d8+5 when casting cure light wounds.

Guiding Light (Su): As a standard action, the illuminator may create a nimbus of light with the appearance of a translucent white pillar. It ‘takes up’ 5 feet of space but can be passed through like any non-solid object. It sheds bright light out to 120 feet, which counts as natural sunlight to creatures with a sensitivity, though it will not deal outright damage to creatures like vampires.

Creatures within 20 feet of the nimbus gain bonuses or penalties depending on whether the illuminator considers them friend or foe. Allies fighting from within the radius gain a bonus on attack rolls equal to 2 + the number of levels invested in the Path of Warmth. They also ignore concealment against creatures they attack.

Enemies of the illuminator take the same value as a penalty to their attack rolls when fighting from inside the nimbus. Furthermore, the intense light can disorient them. Such creatures must make a Fortitude save each round they remain within the radius of the nimbus, with a DC equal to 10 + the illuminator’s total class levels + the illuminator’s levels in Path of Warmth. Failure means the creature suffers the penalties of the Blinded condition, even if they cannot normally become blind (or already are).

The nimbus produced by Guiding Light may be moved by the illuminator as a free action on his turn. It can move up to his base land speed in a single round.

Sheltering Warmth (Su): As a move action, the illuminator cloaks himself in warm sunlight, restoring his strength and granting him protection. For a number of rounds equal to his class level, he gains Fast Healing 1 and a +1 bonus to all saving throws. These values improve by 1 for every level above 1 he has in the Path of Warmth.

If the illuminator casts a healing spell or otherwise uses an ability to restore hit points to a target, that target also gains the benefits of Sheltering Warmth exactly as the illuminator does. If that target also heals someone, the chain continues until a target is incapable of healing. One creature cannot benefit from more than one Sheltering Warmth effect at a time.

Every time Sheltering Warmth is applied to a new creature, its duration increases by 1 round for the illuminator only.

Revitalizing Succor (Su): As a standard action, the illuminator can infuse a creature other than himself with restorative energy. Revitalizing Succor has a total amount of dice equal to the illuminator’s class level + his Path of Warmth levels, measured in d10s. When he heals a creature (by touching them), he restores that amount of d10s in hit points. Additionally, the target is affected as if by the restoration spell, and is immune to ability damage and ability drain for the next hour.

The target also gains a supernatural ability for 1 hour. They may touch a creature and heal them for an amount of d8s equal to half the illuminator’s value, plus Revitalizing Succor’s other effects. That creature then gains this ability, halved again and measured in d6s. The final creature’s healing pool is halved once more and measured in d4s, and then Revitalizing Succor’s effect ends.

Alek is a 6th-level illuminator with 4 levels in Path of Warmth. Therefore, his healing pool is 10d10. He heals Shawna, who is then restored and gains immunities to ability drain and damage. She also, however, gains a healing pool of 5d8. The creature SHE heals, Disz, gains those same immunities, and restored, and their healing pool is 2d6. Disz heals the final creature, who is restored, gains immunities, and may heal for 1d4. After this fourth creature uses their healing, the effect ends in its entirety. If one link in the chain is unable to use their healing within the hour, it dissipates.

Sunlit Sanctuary (Sp): As a standard action, the illuminator is able to bend light around himself, either in a blast so intense creatures cannot bear to look at him, or in a chameleonic fashion that renders him invisible. This acts as the spell sanctuary except that it does not allow a Will save, and lasts for up to a minute.

Additionally, any healing spells cast while under the effects of Sunlit Sanctuary are automatically maximized.

Rising Sun (Su): As a full round action, the illuminator targets a creature within 20 feet who is at or below 0 hit points.

If the target is dying but not dead, they are instantly healed for a number of hit points equal to their HD x the illuminator's Path of Warmth level.

If the target is dead, they are raised as if by the spell raise dead, but the penalties they take from the spell are delayed by 1 minute. There is no material component requirement for using the spell in this way.

Illumination: Supernova (Su)
Upon taking all five levels of the Path of Warmth, the illuminator gains the ability to produce a Supernova as a standard action. This is an aura with a radius of 120 feet, centered around himself, that persists for one minute or until dismissed.

Any allies within the aura (including the illuminator himself) are endowed with an inviolable purpose that gives them the strength to fight on beyond any odds. Any attack rolls they make automatically hit their targets (though damage and critical hits are determined as normal). They may still take hit point damage, but their hit point minimum is 1 and they cannot die as long as they remain within the aura.

Supernova may be used once per day.


The Path of Speed


Level
BAB
Fort
Ref
Will
Special

1st

+1

+1

+0

+0

Speed of Light

2nd

+0

+0

+1

+1

Momentum Flare

3rd

+1

+0

+1

+0

Faster Than Thought

4th

+1

+0

+0

+0

Radiating Separation

5th

+0

+0

+1

+0

Shifting Phase


Aggression: At every Path of Speed level, the illuminator chooses an Exceptional or untyped class feature he had access to through a previous class, such as Sneak Attack or Rage. Every feature so chosen improves as if Path of Speed levels were added to the levels in the class they belonged to. If all five Path levels are taken, this allows the illuminator to add 5 effective class levels to a previous class for the purpose of improving up to 5 separate class features. The illuminator may choose the same ability twice, and that class feature then treats all illuminator levels as levels in that class for said ability.

Speed of Light (Su): The illuminator adds 20 feet to his base land speed. This bonus is increased by 15 feet for every Path of Speed level that is taken. If the illuminator is in direct sunlight (even ‘false’ sunlight such as from spells), the speed bonus is doubled and he can fly (with Perfect maneuverability) at the modified land speed.

The illuminator also gains an extra attack when they take a full attack action, as with haste. While in direct sunlight, they suffer no iterative attack bonus penalties and may attack at any point during their move action if they did not already possess such an ability.

Momentum Flare (Su): The illuminator cannot be stopped by an opponent during a double move or charge, and is not subject to attacks of opportunity while doing so. Additionally, at the apex of his double moves and charges (after any attacks have taken effect), he may immediately teleport in any direction. The distance he may teleport is equal to his base land speed.

The illuminator may make a free attack against any enemy in between himself and his destination when charging or making a double move. Creatures subject to this attack must make a Reflex saving throw (DC 10 + illuminator class level + Path of Speed levels) or be knocked prone. The forced saving throw and prone effect also applies to any creatures in between the illuminator and the destination of his teleport as the shockwave knocks them over.

Faster Than Thought (Su): The illuminator gains the ability to move so quickly that he can upstage opponents attempting to harm him. Whenever the illuminator makes an attack of opportunity, he may move half his base land speed as a free action. If he provokes an attack of opportunity from an enemy, he may move half his base land speed as a free action and subtracts his Path of Speed levels from that opponent's attack roll if he moves out of range.

If an opponent uses a readied action or triggers contingency magic, the illuminator may take a standard or move action in the instant before those actions take effect.

Radiating Separation (Su): The illuminator gains the ability to move so fast that he isn’t there when someone attacks him. He may turn himself effectively ethereal, but when he attacks he ‘returns’ to the material plane for the duration of that attack. He may maintain ethereality for ten total rounds, which need not be consecutive.

Shifting Phase (Su): While taking a double move, a charge, or running, the illuminator may phase through solid objects. If he does not have enough speed to move through the object to open space on the other side, he simply bounces off the surface normally instead of becoming stuck inside.

Illumination: Absolute Relativity (Su)
Upon taking all five levels of the Path of Speed, the illuminator may enter a state in which they move so quickly that time appears to stand still. This takes the effect of a time stop spell with a duration of three rounds. Unlike a normal time stop, you can affect the world normally, though some changes may take effect after the effect ends.

Furthermore, if you attack a creature while time is still, the force from breaking the sound barrier knocks them prone.

Absolute Relativity may be used once per day.


The Path of Energy


Level
BAB
Fort
Ref
Will
Special

1st

+1

+1

+0

+0

Prismatic Potential

2nd

+1

+0

+1

+0

Energetic Surge

3rd

+1

+0

+0

+1

Energetic Reinforcement

4th

+1

+1

+0

+0

Energetic Absorption

5th

+1

+0

+0

+1

Mana Battery


Lifeshaper: Each Path of Energy level increases the illuminator’s Essentia pool by 1. Taking all 5 levels grants an additional 2 Essentia.

Prismatic Potential (Su): The illuminator gains the ability to store and release natural sunlight by refracting it through his own incarnum aura. Stronger auras often produce a flickering rainbow effect as the various energies clash and interact with one another on his person.

For every full hour he is exposed to natural sunlight (including sunlight simulated by magic), he gains a Prismatic Energy point. The point is stored and fuels the abilities of this feature. If there is no sunlight to be found, the prismatic energy feeds on itself, and the illuminator loses a point every hour spent outside direct sunlight. In order to regain points by magical sunlight, he must be exposed for a minute, or a full round if the sunlight comes from an illuminator class feature.

The illuminator may store a total number of Prismatic Energy points equal to 2 + his Path of Energy levels. Their benefits all stack with each other.

1 Point; Red - Grants a +3 bonus to all damage rolls, or +6 if the illuminator is injured.
2 Points; Orange - Grants the ability to ignore less than total concealment with ranged and melee attacks.
3 Points; Yellow - Grants the ability to attack incorporeal and ethereal creatures normally.
4 Points; Green - Grants 30 temporary hit points.
5 Points; Blue - Grants 4 temporary Essentia points which may be swapped freely every round, even from feats.
6 Points; Indigo - Grants a +4 natural armor bonus, which stacks with natural armor from any other source.
7 Points; Violet - Grants 30 Spell Resistance.

The illuminator may expend stored energy to manifest a telekinetic effect, reaching out with their aura and controlling the target with their force of will. An illuminator with at least 1 point stored can manifest a basic telekinetic effect, at least 3 points stored allows an improved effect, and superior effects may be manifested if the illuminator has at least 6 points stored. Using any telekinetic effect expends 1 Prismatic Energy point.

BASIC
Basic telekinetic effects may be used at a range of up to 30 feet.


The illuminator can perform any task that only requires one hand, including fighting with a one-handed weapon, though this invokes a -4 penalty to relevant rolls. The telekinetic effect can be maintained for up to 5 rounds.
The illuminator can move a single creature or object weighing up to 50lb a number of feet equal to 5 times his stored Prismatic Energy points as a standard action. Creatures may make a Reflex save (DC = 10 + illuminator levels + Path of Energy levels) to resist the effect. Attended objects, such as weapons, use their owner’s Reflex save.
The illuminator can also use his telekinesis to pick up and throw an unattended object, as long as it weighs no more than 50lb, dealing 1d6 damage per Prismatic Energy point stored (type appropriate to the object, usually bludgeoning) with a ranged touch attack. The damage is independent of weight— smaller objects are thrown faster than larger ones. Once thrown, the object’s flight and damage are mundane effects, so he may use this ability to bypass spell resistance and antimagic fields.


IMPROVED
Improved telekinetic effects may be used at a range of up to 60 feet.


The illuminator may now perform two-handed manipulations, including fighting with a two-handed weapon or two-weapon fighting, though this invokes a -4 penalty to relevant rolls. One-handed manipulation now only carries a -2 penalty, however. The telekinetic effect can be maintained for up to 5 rounds.
The illuminator may throw objects up to 60 feet.
The illuminator may make Trip, Grapple, and Disarm attempts. When making opposed attack rolls or grapple checks with this ability, he may use his BAB + Path of Energy levels. When grappling, he must spend the actions each round to make opposed grapple checks, or the attempt ends.
The illuminator may attempt to immobilize a single creature. The target must make a Reflex save or be paralyzed for as long as he concentrates on the effect. Each round, the target may make a Strength or Escape Artist check (DC = 10 + illuminator levels + Path of Energy levels).
One he has immobilized a creature, the illuminator can move them (as described in the Basic Telekinesis entry) as a move action, and the immobilized creature doesn't get to make any saves to resist the action.


SUPERIOR
Superior telekinetic effects may be used at a range of up to 100 feet.

The illuminator may throw objects over a distance of 100 feet.
The illuminator can telekinetically lift multiple creatures or objects. He may affect any number of creatures or objects within 50 feet of each other, as long as their combined weight is no more than 100lb/stored Prismatic Energy points. Creatures and attended objects may make a Reflex save to avoid the effect. Once he has lifted a creature, he may proceed in the following ways:



He may individually target and throw each object or creature, dealing 1d8/stored Prismatic Energy points in damage to the thrown object/creature and the target.

He may crush creatures, dealing 1d6/stored Prismatic Energy points in bludgeoning damage each round he concentrates on the ability. They may make a Strength check, opposed by the illuminator’s d20 roll (to which he adds his combined illuminator levels plus his stored Prismatic Energy points), to escape.

If he grabs a large number of small objects, he can deal damage over a 30 foot spread within 100 feet. Each creature in the area must make a Reflex save (DC = 10 + illuminator levels + Path of Energy levels) or take 1d6/stored Prismatic Energy points in damage.


Energetic Surge (Su): The illuminator may imbue a held weapon with energy, allowing it to cut easily through foes and obstacles alike. He may only imbue a single weapon (or one of his natural attacks) at a time, allocating the energy as a move action. Once a weapon is so enhanced, it retains its properties for up to an hour. The duration does not reset if the enhancement is moved to another weapon.

The enhancement’s bonus is based on the illuminator’s Path of Energy levels. For each level, the weapon gains a +1 bonus to attack and a +2 bonus to damage. Both bonuses double when damaging inanimate objects or constructs. At 3 Path of Energy levels, the weapon counts as being made of adamantine if it wasn’t already. At 5 Path of Energy levels, the weapon gains the Brilliant Energy property.

The enhancement, despite its name, is not an enhancement bonus and is therefore cumulative with an already-enchanted weapon. However, the total bonuses to attack and damage a weapon may have is equal to the character’s illuminator level and his illuminator level + his Path of Energy levels, respectively.

Darian, who has 5 illuminator levels and 2 Path of Energy levels, is using a +4 bastard sword. If he enhances it, he would add +2 to hit and +4 to damage. However, the total bonus to attack may not exceed 5, and the total bonus to damage may not exceed 7, as determined by his levels in class and path.

Energetic Reinforcement (Su): The illuminator may infuse an object, set of armor, or shield with energy, increasing its durability and protective capacity. He may only imbue a single item at a time, allocating the energy as a move action. Once an object is so enhanced, it retains its properties for up to an hour. The duration does not reset if the enhancement is moved to another item.

The enhancement’s bonus is based on the illuminator’s Path of Energy levels. For each level, a suit of armor or shield gains a +1 bonus to the Armor Class it provides. The bonus is doubled against ethereal or incorporeal opponents. At 3 Path of Energy levels, the hardness of any imbued object improves by 15. At 5 Path of Energy levels, the AC bonus provided by enhanced armor or shields also applies to the illuminator’s touch AC.

The enhancement, despite its name, is not an enhancement bonus and is therefore cumulative with an already-enchanted object. However, the total bonus to AC a shield or set of armor may have is equal to the character’s illuminator level.

Energetic Absorption (Su): The illuminator gains the ability to absorb incoming damage as well as sunlight, and redistribute it to his enemies. Every time he takes damage, he adds half of it to an Energy pool. The Energy pool has a capacity of hit points equal to the illuminator’s class level + 2x his Path of Energy levels. Whenever the illuminator makes an attack, uses an ability or casts a spell that deals hit point damage, he may add additional damage from the pool.

Such an immense amount of redirected energy is not without cost, however. When the illuminator draws damage from his pool, he takes damage again equal to the hit points he took out of it.

Darian’s Energy pool has a capacity of 9 hit points. He takes a mighty blow from an ogre that deals 21 damage. He adds half of it to his pool, which is more than enough to fill it entirely. On his next attack, he could add any number of hit points from his pool up to 9 as a bonus to the damage of that attack. In doing so, however, he takes 9 hit points of damage once again.

Mana Battery (Su): The illuminator gains the ability to harness hostile magical energy, transmuting some of it into raw arcana and incarnum essence. To use this ability, the illuminator must take a full round action to concentrate on the effect. Until his next turn, if he is affected by any ability with a spell level (such as spell-like abilities, spells, and some supernatural abilities), he absorbs some of its power.

The illuminator may either use or retain the absorbed energy, and either way it only stays in place for a full minute. The illuminator can only stored the energy from one spell at a time, though if he stores energy from a low spell level and later absorbs a higher-level one, the bigger bonus replaces the smaller.

Retaining the energy grants the illuminator temporary Essentia equal to 1/3rd the spell’s level, rounded down to a minimum of 1. The Essentia can be invested and re-invested like normal until the effect expires.

To use the energy, the illuminator casts a spell of his own. When he does, he may add a bonus equal to 1/3rd the absorbed spell’s level (rounded down to a minimum of 1) to the DC and caster level of his own spell.

Illumination: Indestructible Guard (Su)
Upon taking all five levels of the Path of Energy, the illuminator may take a moment to focus on the energies flowing through himself and his aura, hardening and enhancing them. He may activate this ability as a swift action, and for the next minute, any item, object or creature (including himself) enhanced by one of his Path of Energy features becomes indestructible. Items imbued in this way cannot be sundered or damaged until the effect ends.

The main function of this ability is that so long as the illuminator is empowered by Path of Energy, or has Essentia in his pool, he cannot take hit point damage until the effect ends.

Indestructible Guard may be used once per day.



The Path of Light


Level
BAB
Fort
Ref
Will
Special

1st

+0

+0

+1

+0

Sunlit Shield

2nd

+1

+0

+0

+1

Solar Flare

3rd

+0

+1

+0

+1

Kaleidoscopic Vision

4th

+1

+0

+0

+1

Solar Strike

5th

+0

+0

+0

+0

Architect’s Eye


Understanding: Each Path of Light level may be added to any previous Warlock levels for the purposes of progressing invocations and Eldritch Blast damage. The 1st, 3rd, and 5th (total) levels also add +1 to the caster level of any arcane spells the illuminator casts.

Sunlit Shield (Su): As a swift action, the illuminator may produce a hard-light shield in front of themselves. It moves as they do, providing them with total concealment and taking half the damage they would normally take. The shield has 100 hit points plus 20 more for every Path of Light level the illuminator has, and Hardness of 10. The shield dissipates when its hit points reach 0.

As a full round action, the illuminator may hunker down behind the shield. For the rest of that round, the shield takes all damage for the illuminator, instead of half.

Solar Flare (Su): As a standard action, the illuminator releases a blast of light in an area 40 feet around him. All enemies caught in its radius take 5d8 damage and must make a Fortitude saving throw (DC 10 + illuminator level + Path of Light levels) or be stunned for 2 rounds. The damage increases by 1d8 for every Path of Light level the illuminator possesses. Enemies vulnerable to light take d10 damage instead, and vampires must also make a Reflex save or be destroyed instantly.

Kaleidoscopic Vision (Su): The illuminator gains a bonus equal to his Path of Light levels to spot and search checks, and immunity to blindness. Whenever he observes an area illuminated by sunlight or one of his abilities, he is considered to be under the effects of true seeing.

Solar Strike (Su): The illuminator may project a blast of light as a cone or line with a range of 60ft. All enemies in the area of effect take 5d6 damage and are blinded for 1 minute. he damage increases by 1d6 for every Path of Light level the illuminator possesses. Enemies vulnerable to light take d8 damage instead. Unlike other illuminator abilities, Solar Strike may be used twice before recharging.

Architect’s Eye (Su): The illuminator may shape hard light energy into solid, immobile constructs -- walls, domes, stairs, and so on, as long as they have a roughly geometric shape. They can be hollow or solid, with dimensions of up to 10 cubic feet per Path of Light level and 20 hardness. They can be moved once placed at a rate of 20 feet per round, and last for as long as the illuminator concentrates on them. If he wishes to enclose a creature in a construct, such as a bubble or a set of chains, the target can avoid the effects with a successful Reflex Save (DC = 10 + illuminator class level + Path of Light level). The illuminator must have line of sight to create a construct, and it must be within 100 feet. This ability counts as a conjuration (creation) spell with a caster level equal to the illuminator’s highest caster level. To break a construct, a creature must attack it or dispel it. The illuminator makes a Concentration check (DC = damage - hardness), and if he fails, the construct breaks.

The illuminator may produce constructs per day equal to 2 + his Path of Light levels. Each whole creation counts as a construct, though moving them takes no additional effort.

Illumination: Starbreach (Su)
Upon taking all five levels of the Path of Light, the illuminator may take a full round action to create a miniature dying star. He chooses a 20-foot area that he can see and manifests the star in that radius.

Enemies within 60 feet of the star take 2d6 damage every round. They must make a Fortitude saving throw with a DC equal to 14 + illuminator class level or lose all movement for that round and be pulled 10 feet closer to the star. For every 5 feet closer to the star an enemy is within that 60 feet, they take an additional 1d6 damage (for example, a creature 40 feet away takes 6d6). If a creature shares the same space as the star, they must make another Fortitude save every round or be disintegrated.

The dying star produces natural sunlight in a 1,000 foot radius and lasts for 5 rounds before imploding.

Starbreach may be used once per day.

Overneath
2017-12-24, 02:19 PM
The Strider

~MOTUS PER TERMINOS~


"I've been everywhere, man
I've been everywhere, man
Crossed the deserts bare, man
I've breathed the mountain air, man
Travel, I've had my share, man
I've been everywhere" - Johnny Cash

"Everywhere is familiar. I wish to breathe new air, see new color, feel new stones beneath my worn boots. But when I do, these places I will make my own, and seek those that do not yet compose my home. Distance is only a boundary, and it is these I have mastered." - The Creed of the Strider

The need to explore is everywhere. It is an instinct that drives men to build, to know, to conquer. Though familiarity is tempting, a mind that experiences only sameness rots like any other muscle. To those who know this, travel to even the furthest reaches of the planes is as commonplace and necessary as drinking to quench one’s thirst.

Striders are intrepid explorers and adventurers who have learned how to recognize and manipulate the boundaries between places. They understand that the distance between two points is not a constant, but an obstacle. An obstacle that can be overcome.

Hit Dice: d8

Base Attack Bonus: 3/4ths

Saving Throws: Good Fortitude and Reflex, Poor Will


Requirements

To qualify to become a strider, a character must fulfill all the following criteria.


Skills: Knowledge (geography) 8 ranks, Survival 10 ranks.
Feats: Endurance, Skill Focus (Survival).
Spellcasting: Must be able to ‘cast a spell’ (which includes alternate forms of spellcasting such as incarnum, psionics, infusions, alchemy, and any similar class features) which affects movement or allows teleportation in some way.
Special: Must have traveled to a plane other than your home plane and survived for more than 24 hours.



Level
BAB
Fort
Ref
Will
Special
Spellcasting

1st

+0

+2

+2

+0

Open Portal, Master of Paths

-

2nd

+1

+3

+3

+0

Experienced Gait

+1 level of existing class

3rd

+2

+3

+3

+1

Planar Gateway

+1 level of existing class

4th

+3

+4

+4

+1

Tear the Veil, Master of Roads

+1 level of existing class

5th

+3

+4

+4

+1

Keymaster’s Aura, Maintain Portal

+1 level of existing class

6th

+4

+5

+5

+2

Halting Boundary

+1 level of existing class

7th

+5

+5

+5

+2

Thinking With Portals

+1 level of existing class

8th

+6

+6

+6

+2

Haven Mark, Master of Highways

+1 level of existing class

9th

+6

+6

+6

+3

Defy Boundaries

-

10th

+7

+7

+7

+3

Instant Portal, Master of Boundaries

+1 level of existing class



Class Skills

The Strider’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str) and Tumble (Dex).


Skill Points: 6 + Int modifier


Class Features

The following are class features of the strider.

Weapon and Armor Proficiency: The strider gains no additional weapon or armor proficiencies.

Class Features: At each level except 1st and 9th, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a strider, you must decide to which class to add each level for the purpose of determining class features.

This ability also progresses spellcasting and manifesting in the same way, adding an effective level to a previous spellcasting or manifesting class of your choice. You may, however, progress spellcasting/manifesting and class features from different sources.

Orion is a 5th-level ranger, 5th-level rogue, 1st-level strider. When he takes his 2nd strider level, he may choose to add an effective level of ranger to improve his spellcasting, and also add an effective level to his rogue class for the purposes of rogue class features. However, he would not then also gain the class feature benefits of a 6th-level ranger, nor improve spellcasting in any other classes he might have.

In addition to the above, a strider gains the Favored Terrain ability as a ranger equal to his class level.

Open Portal (Su): Beginning at 1st level, the strider gains the ability to temporarily alter the fabric of space by folding it, temporarily nullifying its properties, or simply exercising control over the inherent boundary between two locations. He selects a solid surface within ten feet of himself and uses this ability as a standard action.

On the selected surface, an oval-shaped, 5’x5’ portal appears, connecting two points in space instantly with one another. The portal on the selected surface (the ‘Entry’ portal) is bound to any other solid surface the strider can see within a certain distance (the ‘Exit’ portal). The Entry and Exit portals must be within 100 feet of each other, plus 10 feet for every point of Wisdom modifier the strider possesses.

Entering a portal is a teleportation effect that is instantaneous and halts all downward momentum. The strider may step or leap through his Entry portal and continue moving on the other side, as though both sides of the portal were simply open space. If he falls through the portal (such as by attaching the Entry to the floor), he takes no falling damage on the other side, but loses all forms of movement for the rest of the round.

Only the strider may move freely through an open portal (and may do so regardless of his size), and once he moves through the Entry point, both portals close. Otherwise, the portals remain open for up to one minute. Open Portal may be used once per day for every class level the strider has + his Wisdom modifier. If the strider opens a second portal while the first still exists, the first portal closes automatically.

As this is a teleportation effect, Open Portal is blocked by any measures that would normally deter teleportation spells, such as dimensional anchor. If a straight line between Entry and Exit is impeded by any kind of anti-teleport spell or effect, the ability fails.

Master of Paths (Ex): The strider is a master at surviving in unforgiving places, even other planes that may not be a perfect fit for his physiology. Beginning at 1st level, he gains a number of passive benefits, which are always active on his person.

The strider always knows what direction he is facing, whether that means true North or which way is ‘up’.
The strider is always considered to be under the effects of endure elements.
The strider treats the negative effects of any plane he is visiting as if he were both a creature native to that plane and under the effects of a avoid planar effects spell.
The strider gains a bonus to all Survival and Knowledge (geography) checks equal to his class level.


Experienced Gait (Ex): It is remarkably difficult to slow a strider’s progress, as they have walked through every trail a thousand times, and will walk them a thousand more. Beginning at 2nd level, the strider is unaffected by difficult terrain and gains a +10ft bonus to all of his base movement speeds. Furthermore, if he casts a spell that increases movement speed, he adds a flat +10ft bonus to the speed increase of that spell.

Planar Gateway: At 3rd level, the strider learns to mold his portals with a greater degree of complexity. The distance at which he may connect his Entry and Exit portals increases to 10 miles + 1 mile per point of his Wisdom modifier. He cannot place an Exit portal in a location he has never seen.

Furthermore, he no longer needs to attach his portals to a surface - they may float in empty space if he wishes. However, he still must anchor the Entry portal to a solid surface if he wishes to disable his momentum when he passes through it. If he falls through a midair portal, he will continue to accrue falling damage on the other side.

Instead of connecting the portals to locations on the same plane, the strider may anchor his Exit portal to any specific spot in a different plane that he knows exists. If teleporting into that spot would put the strider inside a solid object, the effect simply fails. Doing so costs two daily uses of his Open Portal ability.

If he so desires, the strider may widen the portal he creates, expanding it up to 30’x30’. This is only an aesthetic change if the portal is unanchored, but if placed on a surface the portal cannot be larger than the surface it is attached to. The strider is still the only person who can go through a portal he opens in this way.

Instead of the previous restriction stating that anti-teleportation magic would block this ability if a straight line between Entry and Exit passed through such an effect, Open Portal is now nullified if a spot within 100 feet of the Exit portal is modified by that type of magic.

Tear the Veil (Su): Beginning at 4th level, the strider may expand his control over boundaries to produce even more unstable manifestations or close other portals.

The first benefit this ability provides is control over foreign portals. If another creature opens any kind of portal to another area or plane, the strider can attempt to close it as a swift action. He automatically succeeds unless the effect has a higher caster level than his HD, in which case he may make an opposed check using his HD against the caster level of the portal’s creator. Success means the portal is closed. If he fails to close a portal in this way, he may not attempt to close the same portal again for 24 hours.

The second benefit of Tear the Veil allows the strider to violently transport certain aspects of other planes through an open portal. If he opens a portal to another plane (as per Planar Gateway), the strider may choose to unleash the other plane’s native effects on the area. All space within 100 feet of the open portal is treated as though it were a part of the plane on the Exit side of the portal. This includes ambient damage, gravity, strange passage of time and alignment penalties, among other things. As per Master of Paths, the strider himself is immune to all adverse effects from the foreign planar matter.

Using Open Portal to travel between planes expends two daily uses of the Open Portal ability.

At any time, the strider may close his own portal by walking through it or using Tear the Veil as a swift action. Once the portal is closed, the surrounding area is ‘reclaimed’ by its native planar energies over the next minute.

Finally, at this level the strider may allow other creatures to walk through his portals as he does. No one may use a strider’s portal without his mental permission, and the portals will temporarily expand to accommodate a creature of any size.

Master of Roads (Ex): Beginning at 4th level, the strider has been to so many wildly varied locations that he has trained himself not to close his mind to their intricacies. He is never subject to any kind of unfamiliarity penalty to skill checks for being in a new place or social encounter.

The strider also gains the ability to sense lingering teleportation magic. If a teleportation or extradimensional transportation spell is used by a creature, it leaves behind an aura for a full hour that the strider can perceive as if it were a physical object. He is able to discern the exact nature of the effect and its intended destination.

Keymaster’s Aura (Su): At 5th level, the strider may confer some of his acquired resistances to his allies. As a free action, he may designate any creatures within 100 feet of himself that he can see. They all gain the benefits of his Master of Paths ability (except for the bonus to skill checks) until they leave the area of effect or the strider consciously removes it.

In addition, the strider gains total immunity to any teleportation effects used against his person. This acts as the spell dimensional anchor. The strider may choose to lower this effect as an immediate action for any specific spell or effect he desires, including his own Open Portal ability.

Maintain Portal (Su): Beginning at 5th level, the strider’s connection to his portals has only strengthened with time and experience. When he (or another creature) steps through one of his portals, it does not immediately close. Instead, he may choose to keep it open for as long as he desires within the standard one minute duration. This also means that any portal he creates effectively becomes two-way, as he may step back through the Exit to the Entry.

When the full minute has passed, the strider may make a Wisdom check (DC = 10 + the number of minutes the portal has been open). If the check succeeds, he may hold the portal open for another minute.

Additionally, he gains another ability at this level. When he detects a teleportation aura (as per Master of Roads), he may re-open the original spell that produced it. To do so, he must spend a full round in concentration. At the end of that round, he may replicate the effects of the spell or ability in question. The spell treats him as if he were the original caster, and he may either re-cast the spell with his own specifications or force it to repeat its original purpose.

Telzak the Evermighty casts a teleport spell, transporting himself 100 miles to the Northwest. A half-hour later, Orion, now a 5th-level strider, happens upon the lingering aura left by the spell. From his Master of Roads ability, he knows what the spell is and its intended destination. He decides to use Maintain Portal to re-open the spell. He may then choose to also teleport himself 100 miles Northwest (or wherever Telzak actually ended up, in the case of a mishap), or simply cast teleport on himself using Telzak’s caster level.

Halting Boundary (Sp): Beginning at 6th level, the strider has learned how to coalesce the very essence of boundaries. Instead of shaping and bypassing them, he may produce an entirely new boundary in space. He may cast wall of force once per day as a spell-like ability. His caster level equals his HD. Furthermore, the wall blocks any and all teleportation - except by the strider himself - if the entry and exit points of the spell form a straight line through the boundary.

Thinking With Portals: Beginning at 7th level, the strider is finally able to expand the capabilities of his portals to encompass other creatures with more finesse.

Firstly, Open Portal becomes a either swift or standard action for the strider, potentially allowing him to open two portals in one round. Opening a new portal still closes the first.

Secondly, the portal now explicitly conserves all momentum of passing objects and creatures unless the portal is both anchored to a solid surface and the strider wills otherwise. This means ranged weapons and spells can be used through open portals to enhance the range of their wielders. Firing through portals follows the same rules as walking through them - both portals only qualify as 5 feet of empty space even though the ammunition is teleported further.

Thirdly, the range on creating an Entry portal increases to 30 feet.

Finally, the strider gains the ability to open a portal atop a creature, sucking them through. To do so, the strider selects a space occupied by a creature and creates a floating Entry there. The creature may willingly and immediately enter the portal, or it must make a Reflex saving throw (DC = 10 + 1/2 strider class level + strider Wisdom modifier). If the Reflex save succeeds, the creature is instead shunted to any adjacent space away from the open portal.

Haven Mark (Su): At 8th level, the strider may strengthen his connection to specific areas in the multiverse.

By spending 24 hours in meditation, he may change what type of terrain he gains his Favored Terrain benefits in. He also gains a permanent +2 bonus to all Knowledge checks relating to features or lore about countries or terrains for which he does not already apply his Favored Terrain bonus.

As an additional benefit, the strider can bind himself to a specific location once per week. At any time after this binding, he may unerringly teleport himself back to that location, as per greater teleport. There is no risk of mishap. He may also set his Exit portal to that location even if it would normally be outside the range of his Open Portal ability. The strider may only bind himself to one location at a time.

Master of Highways (Ex): At 8th level, everywhere is familiar to the strider. When Opening a Portal between two points on the same plane, he does not need to have seen the point at which the Exit is bound, though he must still know it exists.

When making a Knowledge check regarding the features and lore of a country, area or terrain, the strider’s minimum result is equal to 10 + his modifier for the check.

Defy Boundaries (Su): A 9th level strider goes where he pleases, and even physical matter is as simple an inconvenience as the space between planes. A number of times per day equal to his Wisdom modifier, the strider may pass through solid matter as a swift action. The effect lasts until he re-emerges in open space, though his movement is blocked by any effect that stops teleportation.

Instant Portal: At 10th level, the strider has honed his abilities into a natural reflex. He may use Open Portal as an immediate action if he had not already used it during his turn. If an opponent would normally trigger an attack of opportunity, contingency spell, or readied action from the strider, he may use Open Portal instead.

Master of Boundaries (Ex): At 10th level, the strider may keep all beneficial traits provided by Master of Paths after he leaves a hostile plane. For example, he might return to the Prime from the Plane of Fire and retain his immunity to natural fire damage. Accrued planar benefits remain in place for 24 hours.

The strider also expands his Keymaster’s Aura. In addition to his teleportation immunity, the strider gains immunity to any magical or conventional effect that would move him through space against his will.

When the strider rolls initiative and has no uses of Open Portal remaining, he regains a daily use.

Finally, the strider may overcome even the harshest boundaries by sheer willpower. For a number of rounds per day equal to his Wisdom modifier (which need not be consecutive), he may completely ignore the restrictions of a dimensional anchor, dimensional lock, or similar effect on his person.