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View Full Version : D&D 3.x Class The Amalgam (Base Class)



Zaydos
2015-02-01, 08:49 PM
The Amalgam

An amalgam is an unnatural conglomeration of magical and spiritual forces, a dozen or more souls forcibly shoved into one. While all amalgams follow a similar path of progression, they are hard to define simply as their progression of abilities is so erratic. An amalgam is an artist, and a teacher, but they are destined to become a monster and a god.

Adventures: An amalgam often adventures either because those around them do not accept them for long, or because they seek to discover the deep secrets of the world to discover just what they are.

Characteristics: An amalgam's soul is a composite of a dozen or more conflating forces. God and demon, hero and villain. They are a roiling mass of strange magic and power, uncontrolled, untamed, and undirected. Many amalgams are slightly, or more, deranged due to this nature, but some are quite stoic about their dangerously frayed nature.

Alignment: Amalgams are by their nature something in defiance of nature's laws, as such many are Chaotic themselves. Beyond a tendency towards Chaos and away from Law, amalgams show no particular tendencies towards any alignments.

Religion: Amalgams are rarely religious as gods often find them anathema, and the amalgams themselves can intuitively sense this feeling of anathema. Those that do worship gods often worship gods of chaos and self-sufficiency.

Background: Amalgams are not trained they are born. Their nature often does not show until late in life as their powers become wilder and wilder. As such their backgrounds are quite varied except for a universal talent with art and creation.

Races: Amalgams are most common in humans, as their souls tend to be more thrown together than those of other humanoid races, but can be from any race.

Other Classes: Amalgams fear wizards who often seek to study them, and loath priests who often attempt to get them to repent their sin of being an amalgam.

Role: Amalgams' roles vary with their level. At low levels they are a summoner, with a hint of skill monkey due to their ability to bestow pseudo-ranks to allies. As they level they slowly move towards a sort of blaster-fighter and then to an odd gish. Eventually they have a variety of anti-magic, healing, and illusion spells and then they gain their high level abilities which allow for further specialization and the destruction of small cities.

Game Rule Information
Hp: d8.
All skills are class skills for the Amalgam.
Skill points per Level: 4 + Int modifier

Amalgam


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th

1st +0.5 +0.33 +0.33 +2.5 Animate Eidolon, Stock Animation, Artist’s Focus, Artistry, Alchemical Training---------
2nd +1.25 +0.67 +2.83 +3 Skill Instructor, Teamwork Skill---------
3rd +2.25 +3.17 +3.33 +3.5 Deflect Rays, Uncanny Dodge, Intuitive Defense (+1) ---------
4th +3.0 +3.67 +3.67 +4 Dehydrating Touch (2d6), Intoxicating Aura, Fast Quaff---------
5th +4.0 +4.17 +4.17 +4.33Hybrid Form, Claws, +2 Natural Armor, DR 1/silver---------
6th +4.75 +4.5 +4.5 +4.83Clever Combatant, Scholastic Aptitude---------
7th +5.5 +4.83 +4.83 +5.33 Elemental Blast, Elemental Diplomat, 1 Lesser Invocation---------
8th +6.25 +5.33 +5.17 +5.83Unarmed Strike, Ultra Beam 2/encounter, Telepathy---------
9th +7.0 +5.83 +5.5 +6.33Tutelary Dragon, Draconic Aspect, Breath Weapon, Penetrate Resistance, Dragon Form, 4,250 GP Hoard---------
10th +7.75 +6.33 +5.83 +6.83 Natural Blows (Accuracy +2), 1 martial maneuver known, readied, and 1 martial stance---------
11th +8.5 +6.83 +6.17 +7.33 Bonus Feat, Second Life---------
12th +9.25 +7.17 +6.5 +7.67 Advanced Learning, Spell list access -----13--
13th +10.25 +7.67 +6.83 +8.17 Supernatural Claws, Animal Companion (CL -4) -----13--
14th +10.75 +8.17 +7.17 +8.67 Aura of Healing, Spell list access -----143-
15th +11.75 +8.67 +7.5 +9.17 Argent Eyes, 1 maneuver known, Spell List Access 1--1-143-
16th +12.5 +9 +7.83 +9.67 Inspire Ally, Leader of the Masses, Spell list access 1-11-143-
17th +13 +9.33 +8.17 +10.17 Soul Binding, Deep Bind1-11-1441
18th +13.75 +9.67 +8.67 +10.5 Storied Skill, Skill Focus1-11-1441
19th +14.5 +10.17 +9.17 +11.0 Domain Transcendency, Body of the Divine (+2 Str or Dex), 1 domain (9th level SLA)1-11-1441
20th +15.25 +10.5 +9.5 +11.5 Divination 1/day, Final Sign, 1 Dark Invocation1-11-1441


Weapons and Armor Proficiencies: An Amalgam is proficient in all simple weapons, light and medium armor, and shields. The somatic components for an Amalgam's spells are relatively simple and can be performed in light armor without suffering arcane spell failure and their invocations require no somatic components relying instead upon verbal ones and thus never suffer arcane spell failure.

A Note on BAB & Saves: Due to an amalgam's highly abnormal base save and base attack bonus progressions their saves and BAB are listed with fractions not rounded off to facilitate their use in games using Fractional BAB and Saving throws.

Animate Eidolon (Sp): An amalgam’s most basic, and useful, technique is the creation of characters or “toons”. By spending 1 full round an amalgam may create 1 or more toons. This functions like a Summon Monster spell as cast by a wizard of the amalgam’s class level except its duration is increased by 1 round, and a spell level of one third the amalgam’s class level rounded up. This is considered a spell-like ability of the same spell level as the Summon Monster spell replicated. In addition to creatures from the Summon Monster list an amalgam may use this ability to summon monsters from one of the following spells’ list of creatures, assuming the spell exists and is available in the campaign.

Summon Nature’s Ally
Summon Undead
Conjure Ice Creatures
Summon Desert Ally
Summon Giants
Bat, Rat, or Spider Swarm (this counts as a monster from the Summon Monster III list)
Astral Construct (use augmentation as a psion of your amalgam level)


Any creature created with Animate Eidolon appears to be made from paint and color given form, obviously not a normal creature but something somehow drawn.

This ability functions even in an area which precludes dimensional travel, but is otherwise considered a summoning effect, a creature created with this effect and banished is unmade returning to the nothing from which it formed. An amalgam may create eidolons with any alignment without it being an aligned act, but toons lose access to any spell-like ability they possess that has an alignment descriptor opposed to part of the amalgam that created them’s alignment.

An amalgam may use this ability a number of times per day equal to 3 + ½ their Charisma modifier (if positive).

Stock Animation (Su): An amalgam learns how to create certain toons more easily by reusing the same creation over and over again. At 1st level an amalgam may select 2 creatures they may summon with Animate Eidolon as Stock Animation, and whenever they gain an amalgam level they may select a new creature that they can summon as a Stock Animation. At 3rd level and every odd level thereafter an amalgam may replace 1 Stock Animation they have access to with another creature they can summon. An amalgam may not select an incorporeal creature or swarm as a Stock Animation with this ability. This ability functions like Animate Eidolon (see above) except it is a supernatural ability (it cannot be dispelled, countered, does not provoke AoOs to use, SR does not apply, etc) and as described below.

An amalgam may use Stock Animation at will, but may only have 1 creature created with it at a time, and if a creature created with it is destroyed the amalgam must wait 5 minutes before using it again. Creatures created with Stock Animation last indefinitely and may travel any distance from the amalgam. The amalgam may dismiss a creature created by Stock Animation as a full round action; if they do so they must wait 1 minute before using Stock Animation to create another creature. Finally the spells and spell-like abilities of creatures created with Stock Animation are limited. In addition to their normal limits based upon the creature summoned (i.e X/day), any expenditure of a spell or spell-like ability by a toon created by Stock Animation is carried over to all toons of the same kind (i.e. if one unicorn uses a spell-like ability and you later use Stock Animation to make another unicorn it still has that spell-like ability expended), and your Stock Animations may only use a number of spells or spell-like abilities each day equal to your Charisma modifier.

If you create an astral construct with your stock animation ability its chosen traits are determined when you learn that stock animation.

Artist’s Focus: An amalgam requires tools to perform his arts, a symbolic focus through which to channel the creative energies. To use Animate Eidolon or Stock Animation the amalgam must have such a focus in hand. This focus must be some form of drawing or painting utensil: a pen, a brush, a piece of chalk, etc.

Artistry (Ex): An amalgam learns how to create pieces of visual art. At 1st level an amalgam gains 4 ranks in any single Craft skill related to drawing or painting, and they gain another rank in that skill for every level in amalgam they obtain thereafter. If this would put an amalgam's skill ranks in this skill above their maximum skill ranks based on level they must immediately retrain the excess skill ranks placing them into other skills.

Alchemical Training (Ex): Despite not truly being a spellcaster yet an amalgam may make full use of Craft (Alchemy) beginning at 1st level.

Skill Instructor (Ex): Beginning at 2nd level an amalgam may instruct allies in the proper method of performing activities. To do so is a full round action and requires those allies to be able to hear the Amalgam, although continuing the instructions is a free action (talking). For as long as the Amalgam continues this instruction the affected allies can use the Amalgam's skill ranks in a single skill (the same skill for all affected creatures) if they are higher than the allies. An Amalgam may affect up to 1/2 their class level in allies with this ability at a single time, and all creatures affected must be within 15-ft.

Teamwork Skill (Ex): Beginning at 2nd level the bonus granted and received by a Amalgam through flanking or the Aid Another action is increased by 2 (normally to +4).

Deflect Rays (Ex): At 3rd level an amalgam gains the Deflect Arrows feat and may use it with any one or two handed sword and gain the ability to use it to deflect rays.

Intuitive Defense (Ex): As long as they are unarmored and not wearing a shield and carrying no more than a light load an amalgam may add their Wisdom modifier plus 1 to their AC. This bonus is retained even if they are flat-footed, but is lost if they are completely immobilized.

Uncanny Dodge (Ex): At 3rd level an amalgam gains Uncanny Dodge as the Rogue ability.

Dehydrating Touch (Su): An amalgamation is able to drain liquid from their foes; they aren't quite sure why but when your touch can absorb moisture you don't ask many questions as an adventurer. Beginning at 4th level they may, as an attack action (and thus usable as part of a full-attack) make a melee touch attack which deals 2d6 desiccation damage. This damage only affects living creatures, and creatures with the Fire subtype are immune; plants, as well as creatures with the aquatic, amphibious, or water subtypes take an additional point of damage per die. Dehydrating touch may only be performed with one hand each round, although one may choose to wield a weapon in another hand in which case regular two weapon fighting rules apply.

Intoxicating Aura (Su): An amalgam radiates an aura of intoxicating madness around them. Any non-mindless creature entering this aura must make a Will save (DC 10 +1/2 class level + Charisma modifier) or suffer a Wisdom penalty of 2 +1/4 your amalgam level (this may not reduce their wisdom to below 1) for as long as they are within the aura and until they spend 5 consecutive rounds outside of it. When you make a Charisma check, or Charisma based skill check to interact with a creature suffering from the effects of this aura you gain a bonus equal to ½ your class level. This aura begins with a range of 10-ft, increasing by 10-ft for every 3 amalgam levels beyond 4th you possess. On a successful save a creature is immune to an amalgam’s Intoxicating Aura for 24 hours. An amalgam’s intoxicating aura is not considered an attack (even for the purposes of invisibility), and a successful save is not automatically noticed. An amalgam may suppress or reactivate their intoxicating aura as a free action. This is a mind-affecting effect.

Fast Quaff (Ex): An amalgam learns to drink potions more quickly. Beginning at 4th level an intoxicanter may drink a potion as a move action instead of a standard action (this does not apply for oils which are applied instead of drunk).

Hybrid Form (Ex): An amalgam may assume the form of a humanoid abomination, part human, part unearthly creature of fangs, claws, and horrible rugous and squamous flesh and facial features where they don't really belong (the hybrid form is always unmistakably not human), and it is always the same form. Doing so, or returning to their human form, is a swift action. An amalgam may continue to wear their gear while in hybrid form. Their hybrid form is henceforth considered their natural form, and certain of their abilities only function while in hybrid form. An amalgam may enter hybrid form even while in another form such as that induced by polymorph or similar spell or effect at which point its a hybrid of abomination and that form.

Natural Armor (Ex): An amalgam's flesh hardens as it becomes unearthly. Beginning at 5th level their natural armor increases by +2 when in their hybrid form, and +1 when in another form.

Claws (Ex): Beginning at 5th level an amalgam gains a pair of claws usable as primary natural weapons when in their hybrid form. These claws deal 1d4 + Strength modifier damage per hit.

Damage Reduction (Su): Beginning at 5th level an amalgam's flesh becomes resistant to weapons which do not dampen the strange and chaotic magic which spawned them granting them DR 1/cold iron.

Clever Combatant: Beginning at 6th level you may apply your Intelligence to melee and ranged attack rolls instead of your Strength or Dexterity, and to melee damage in place of your Strength. When using your Intelligence in place of Strength for damage you still suffer any Strength penalty you possess, and do not gain 1.5 times Intelligence with 2 handed weapons but use your full Intelligence modifier even for off-hand weapons.

Scholastic Aptitude: At 6th level an amalgam gains a scholastic aptitude from the list in the post below.

Elemental Blast (Sp): Beginning at 7th level an amalgam can release an elemental blast as an invocation. An elemental blast is a ray with a range of 30 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An elemental blast deals 4d6 points of damage plus 1d6 per 2 levels beyond 7th (5d6 at 9th, 6d6 at 11th, 7d6 at 13th, 8d6 at 15th, etc). This damage, sometimes called Planar damage, is a composite of Acid, Cold, Electric, Fire, Negative and Positive energy and is only resisted by a creature which resists all these types of damage (living creatures and constructs are considered to be immune to positive energy for this purpose) and it uses the weakest resistance/immunity from among them; vulnerabilities do not apply. It is otherwise identical to a warlock’s eldritch blast.

Elemental Diplomat (Su): Something in an amalgam's chaotically mixed nature resonates with a certain element. Beginning at 7th level choose an elemental subtype, you gain a +3 competence bonus on Charisma checks, Charisma based skill checks, and Sense Motive checks made when dealing with creatures with that subtype.

Invocations: An amalgam learns invocations similar to those of a warlock. These are usable as at-will spell-like abilities except that they have a verbal component unlike normal spell-like abilities. They come in 4 grades (Least, Lesser, Greater, and Dark). For more information see Warlock from Complete Arcane.

An amalgam learns one lesser invocation from the list below at 7th level, and one dark invocation at 20th level. Certain of the amalgam's lesser invocations may not be used for 3 minutes after they are used (1/encounter) and others may only be used once per day. These invocations are placed in their own sections.

See post(s) below for Invocations.

Unarmed Strike (Ex): Beginning at 8th level an amalgam gains the unarmed strike ability as a monk of their amalgam level. Their unarmed strikes, and natural weapons, also overcome damage reduction as if they were magic.

Ultra Beams (Su): Beginning at 8th level an amalgam is able to consolidate their strange powers into a deadly beam. Twice per encounter an amalgam may fire a beam of abominable energy at a target. This attack is designed to utterly destroy a weakened enemy, and requires both hands to be free and empty to be activated. When using Ultra Beams the amalgam rolls a ranged touch attack against a target within 10 x their natural reach, though they may choose to use their Wisdom instead of their Dexterity for this attack. If they hit they then roll 2d4 per class level and compare the total with the target’s remaining hp, if it is greater than their hp the target is immediately killed/destroyed (in the case of undead/constructs), if it is less than or equal to the target’s remaining hp they instead take damage equal to ½ the total rolled.

Telepathy (Su): Beginning at 8th level, an amalgam's mind reaches beyond their body allowing them to communicate telepathically with any creature that has a language within a range of 10 times their natural melee reach.

Tutelary Dragon: Beginning at 9th level an amalgam begins to develop certain draconic aspects. You must choose a tutelary dragon from the list below, gaining a breath weapon of the associated type, the ability to assume a draconic form which cosmetically resembles it, and you gain one of the draconic aspects associated with your tutelary dragon. See post below for Tutelary Dragons.

Draconic Aspect: You gain either the 1st or 2nd Draconic Aspect associated with your Tutelary Dragon.

Breath Weapon (Su): You gain a breath weapon based on your tutelary dragon. It is either a 30-ft cone, or 60-ft line as determined by tutelary dragon and deals 5d10+Charisma modifier damage of the appropriate type; this damage increases by 1d10 every odd level. Once you have used any breath weapon granted by this class you must wait 1d4 rounds before using one again. A successful saving throw (DC 10 +1/2 your Amalgam level + your Constitution modifier) halves this damage; this saving throw is Reflex unless otherwise noted and this DC is used for all Breath Weapons even non-damaging ones.

Penetrate Resistance (Su): An Amalgam's breath weapon treats targets as if their energy resistance (if any) were 10 points lower.

Dragon Form (Su): An Amalgam gains the ability to fill themselves with draconic energy assuming the shape of a true dragon. This requires a full round action and lasts 1 round per class level but any round in which the Amalgam does not use a Full Round action or both a Standard and Move action does not count against this duration. This functions as Wild Shape except that instead of taking the form of a specific species of dragon, and instead gains the ability listed below. An Amalgam always appears as a dragon of their Tutelary Dragon’s species of the appropriate size. While in Dragon Form the Amalgam is Large sized and has Str of 21, Dex of 10, and Con of 17, with +7 natural armor, Speed 40-ft, fly 150-ft (poor), and full access to a true dragon’s suite of natural weapons and reach based upon their size; if the Amalgam’s natural Constitution is better than their Dragon Form’s they may use it instead. An Amalgam retains their Draconic Aspect and their Breath Weapon while in Dragon Form, and may still enter Hybrid Form while in Dragon Form creating an abominable dragon-like creature.

Natural Blows (Ex): An amalgam is a master of striking a foe with natural weapons. They gain a +2 untyped bonus to unarmed strikes and natural weapons.

Maneuvers: At 10th level you learn 1 maneuver from the Diamond Mind, Feral Hunger (http://www.giantitp.com/forums/showthread.php?t=306672), Protean Hunter (http://www.giantitp.com/forums/showthread.php?t=306670), Stone Dragon, or Tiger Claw discipline. You may also ready 1 maneuver (in addition to any granted by Martial Study or Martial Amalgam), and learn 1 stance from one of the aforementioned disciplines. At 12th level, and every even level thereafter, you may exchange one maneuver known for another of a level you have available to you. Your Amalgam levels now apply fully to determine Initiator Level.

You gain the ability to refresh maneuvers granted to you through Amalgam levels, Martial Study, and Martial Amalgam. You may regain one expended maneuver each round in which you reduce a creature with a CR of at least your IL – 8 to 0 or less hp or render it unconscious. To do so is a free action. You may not recover a maneuver you have used since the start of your last turn.

At 15th level an amalgam gains an additional maneuver known from the Diamond Mind, Lunar Spirit (http://www.giantitp.com/forums/showthread.php?p=13783105#post13783105), or Stone Dragon disciplines. In addition you can recover all of your maneuvers by spending a swift action to do so and casting an arcane or divine spell.

Bonus Feat (Ex): At 11th an Amalgam gains a bonus feat that they fulfill the prerequisites for. After 8 hours of rest an Amalgam may meditate for 1 hour to change what this bonus feat is to another feat for which they qualify, but may not do so if they are being used to fulfill the prerequisites of feats or prestige classes.

Second Life: Innumerable lifetimes mix in your soul, its strange amalgamation stirring some into waking. Beginning at 11th level one such life has awakened to such an extent that you take on some of the qualities of its race. Select one race from the list below. You are considered to be a member of that race for meeting prerequisites and using magic items, and gain the abilities listed below.
Dwarf: Stonecunning, +1 racial bonus to attack rolls against orcs and goblinoids, and a +4 dodge bonus to AC against giants.
Elf: a +2 racial bonus to Listen, Search, and Spot checks. In addition if you pass within 5-ft of a secret door you automatically may make a Search check as if you were actively looking for it.
Gnome: +2 racial bonus on saving throws against illusions, +1 racial bonus to attack rolls against kobolds and goblinoids, and a +4 dodge bonus to AC against giants.
Halfling: +2 racial bonus to Climb, Jump, and Move Silently checks, and a +2 morale bonus on saves versus fear.
Will add more, if some are requested.

Spellcasting: At 12th level an Amalgam gains the ability to cast arcane spells. All their spells are cast spontaneously, and are Intelligence based (bonus spells, highest spell level, spell DC etc). They know all spells on their spell list, but their spell list is expanded at each level in which they gain more spells per day. They gain spells as listed on the table above and while they may use a higher level spell slot to cast a lower level spell even if they do not have any slots of that spell's level they do not, however, gain bonus spells of any level for which their spells per day are -.

At 12th level you gain the following spells on your spell list.

0: Detect Magic, Detect Poison, Guidance, Read Magic, Resistance, Virtue.
1st: Alarm, Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Endure Elements, Entropic Shield, Hold Portal, Identify, Mage Armor, Protection from Chaos/Evil/Good/Law, Remove Fear, Shield, Shield of Faith, True Strike
2nd: Arcane Lock, Augury, Detect Thoughts, Discern Shapeshifter SpC, Dissonant Chant SpC, Find Traps, Greater Alarm SpC, Locate Object, Obscure Object, Protection from Arrows, Resist Energy, See Invisibility, Shield Other, Status, Undetectable Alignment, Zone of Truth
3rd: Analyze Portal SpC, Anticipate Teleport SpC, Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Glyph of Warding, Invisibility Purge, Lesser Telepathic BondSpC, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Nondetection, Protection from Energy, Remove Curse, Reverse ArrowsSpC, Sign of Sealing SpC, Speak with Dead, Tongues
4th: Arcane Eye, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Lesser Globe of Invulnerability, Locate Creature, Scrying, Spell Immunity, Stoneskin
5th: Contact Other Plane, Contingent Energy ResistanceSpC, Dispel Chaos/Evil/Good/Law, DuelwardSpC, Greater Dispel Magic, Mage’s Private Sanctum, Mark of Justice, Prying Eyes, Spell Resistance, Telepathic Bond, True Seeing
6th: Analyze Dweomer, Antimagic Field, Banishment, Globe of Invulnerability, Greater Anticipate TeleportSpC, Guards and Wards, Legend Lore, Repulsion

At 14th level the following are added to your list:

0- Create Water, Cure Minor Wounds, Disrupt Undead, Light, Purify Food and Drink, Dancing Lights.

1- Bless Water, Cure Light Wounds, Healthful Aura, Invest Light Protection, Ironguts, Lesser Vigor, Light of Lunia, Nimbus of Light, Resurgence, Sanctuary, Faerie Fire, Lantern’s Light, Luminous Gaze

2- Align Weapon, Body Ward, Calm Emotions, Close Wounds, Consecrate, Continual Flame, Cure Moderate Wounds, Delay Poison, Gentle Repose, Healing Lorecall, Hide from Undead, Lesser Restoration, Lesser Spell Immunity, Light of Faith, Light of Mercuria, Protection from Negative Energy, Remove Paralysis, Resist Energy, Soul Ward, Spawn Screen, Stabilize, Status, Summon Elysium Thrush, Ayallia’s Radiant Burst, Luminous Armor, False Life, Life Bolt, Pyrotechnics, Shadow Radiance, Whelm

3- Channeled Divine Chield, Cloak of Bravery, Create Food and Water, Cure Serious Wounds, Daylight, Energy Aegis, Ghost Touch Weapon, Glowing Orb, Holy Storm, Invest Moderate Protection, Light of Venya, Light of Wisdom, Mantle of Good, Mass Lesser Vigor, Mass Resist Energy, Mass Resurgence, Remove Blindness/Deafness, Remove Disease, Searing Light, Spark of Life, Vigor, Wall of Light, Brilliant Lumination, Phieran’s Resolve, Flashburst, Stars of Arvandor, Whelming Blast

4- Channeled Divine Health, Contingent Energy Resistance, Cure Critical Wounds, Delay Death, Greater Resistance, Healing Spirit, Light of Purity, Magic Circle against Evil, Make Manifest, Mass Align Weapon, Neutralize Poison, Positive Energy Aura, Renewed Vigor, Restoration, Revenance, Sacred Item, Seed of Life, Sheltered Vitality, Spell Immunity, Undead Bane Weapon, Wall of Good, Greater Luminous Armor, Sunmantle, Blistering Radiance, Celestial Fog, Inevitable Defeat, Radiant Fog, Radiant Shield.

5- Atonement, Blessing of the Righteous, Break Enchantment, Darts of Life, Dismissal, Dispel Evil, Disrupting Weapon, Greater Vigor, Hallow, Healing Circle, Incorporeal Nova, Invest Heavy Protection, Life’s Grace, Magic Convalescence, Mass Cure Light Wounds, Mass Sanctuary, Mass Shield of Faith, Radiance, Raise Dead, Revivify, Spell Resistance, Wall of Dispel Magic, Curtain of Light, Sicken Evil, Lucent Lance, Mass Whelm

6- Animate Objects, Energy Immunity, Heal, Heroes’ Feast, Light of Courage, Mass Cure Moderate Wounds, Mass Make Manifest, Revive Outsider, Superior Resistance, Undeath to Death, Vigorous Circle, Storm of Shards, Brilliant Blade, Ray of Light, Starmantle, Sunbeam.

7- Forbiddance, Fortunate Fate, Greater Restoration, Mass Cure Serious Wounds, Mass Restoration, Mass Spell Resistance, Radiant Assault, Regenerate, Rejuvenating Light, Renewal Pact, Resurrection, Righteous Burst, Phoenix Fire, Eladrin Form, Sunburst

At 15th level the following spells are added to your spell list.

0: Ghost Sound, Prestidigitation
1st: Benign TranspositionSpC, Cause Fear, Dead EndSpC, Disguise Self, Dispel WardSpC, Ebon EyesSpC, Ectoplasmic ArmorSpC, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Low-Light VisionSpC, Magic Aura, Magic Weapon, Mount, Net of ShadowsSpC, NightshieldSpC, Reduce Person, Remove ScentSpC, Resist Planar AlignmentSpC, Silent Image, Swift Expeditious RetreatSpC, Unseen Servant, Ventriloquism. From Dragon Magic:
Detect Dragonblood. From Complete Mage: Karmic Aura, True Casting, Vigilant Slumber.

PHBII:
Deflect, Lesser
Dispelling Touch
2nd: Bear's Endurance, Blur, Bull’s Strength, Cat’s Grace, Darkness, Darkvision, Eagle’s Splendor, Fog Cloud, Fox’s Cunning, Glitterdust, Hypnotic Pattern, Invisibility, Minor Image, Mirror Image, Misdirection, Owl’s Wisdom, Spider Climb, Whispering Wind. From SpC: Baleful Transposition, Chain of Eyes, Dark Way, Marked Object, Shadow Radiance, Speak to Allies, Swift Fly, Swift Haste, Swim, Wings of Air. From Complete Mage: Arcane Turmoil. From PHBII: Deflect, Dimension Hop, Insight of Good Fortune, Master’s Touch, Sure Strike, Vertigo.

3rd:Blink, Detect Scrying, Displacement, Fly, Gaseous Form, Greater Magic Weapon, Haste, Invisibility Sphere, Keen Edge, Magic Vestment, Major Image, Phantom Steed, Water Breathing. From SpC: Air Breathing, Avoid Planar Effects, Blacklight, Cone of Dimness, Deeper Darkvision, Dispelling Screen, Dragonskin, Primal Form, Spell Vulnerability, Spiderskin, Unluck, Wall of Light. From Dragon Magic: Ferocity of Sanguine Rage, Least Dragonshape, Vision of the Omniscient Eye, Wingblast. From Complete Mage: Animate Weapon, Deceptive Façade, Karmic Backlash, Mask of the Ideal, Pall of Twilight, Repelling Shield, Shape of the Hellspawn Stalker, Spellcaster’s Bane, Tenacious Dispelling. From PHBII: Alter Fortune, Dimension Step, Energy Aegis, Slashing Dispel, Stifle Spell, Troll Shape, Vertigo Field.

4th: Dimension Door, Dream, Fear, Greater Dispel Magic, Greater Invisibility, Hallucinatory Terrain, Illusory Wall, Prying Eyes. From SpC: Attune Form, Bite of the Wereboar, Displacer Form, Ethereal Mount, Flight of the Dragon, Forceward, Know Vulnerabilities, Ray Deflection, Greater Resistance, Greater Wings of Air, Translocation Trick. From Dragon Magic: Form of the Desert Hunter. From Complete Mage: Aspect of the Icy Hunter, Form of the Threefold Beast, Nightmare Terrain, Otiluke’s Suppressing Sphere, Rebirth of Iron. From PHBII: Baleful Blink, Call of Stone, Field of Resistance, Mana Flux, Mystic Surge.

At 16th you gain a spellbook capable of holding spells of 4th level or lower. You may cast spells in your spellbook spontaneously as long as you study your spellbook at least 1 a week. You add 1 spell of any level 4 or lower you can cast to your spellbook from the Sor/Wiz spell list at 16th level and every level thereafter and may add further spells as a wizard would.

At 17th level you gain a list of spells associated with any vestige you have in a deep bind (see posts below). These spells have certain special rules as follows (see spoilers).

If a vestige grants spells with the alignment descriptor it will either be marked as aligned or unaligned. If the vestige is aligned any amalgam binding it in a deep bind may use those spells regardless of their own alignment (example Geryon). If a vestige is unaligned an amalgam can only use those spells which have alignment descriptors matching their own alignment, and the vestige will normally grant the equivalent spell of the opposite alignment (example Balam).

If a vestige grants spells which have both an arcane material component or focus and a divine focus the amalgam must provide the arcane material component/foci. If a spell, however, has only a divine focus without a material component that arcane casters must substitute the amalgam uses the vestige’s sign as their focus (it must not be hidden) and the sign momentarily glows (enough to provide 5-ft shadowy illumination during the vestige priest’s action) while the spell is cast.

If a non-psionic vestige grants psionic powers they are used as spells, with any augmentation effects happening as if a number of power points were spent on them equal to the minimum power points to manifest a power of the same level as the spell slot used, unless the spent slot is of your highest available level in which case it is considered to have a number of power points spent equal to your caster level. Psionic powers cast as spells in this way have a verbal and somatic component as well as using the vestige’s sign as a component as described under Divine Foci above.

If a vestige grants a shadowcaster mystery as a spell you are able to cast it as if it were a spell with a verbal and somatic component. Regardless of your caster level it is never treated as a spell-like ability or supernatural ability.

An antimagic field spell cast by an amalgam does not suppress the supernatural powers of the vestige that granted it as a spell on their list, even for other characters binding that vestige. If the antimagic field spell was not granted by your vestige (such as by being on your spell list as of 12th level) then your vestige is still suppressed as it is for others who have it bound.

Advanced Learning: At 12th level select one level 6 or lower Cleric or Sorcerer/Wizard spell from the Abjuration or Divination schools and add it to your spell list.

Animal Companion (Ex): At 13th level an amalgamation gains the ability to call an animal companion as a druid 4 levels lower than their amalgam class level.

Supernatural Claws (Su): Beginning at 13th level an amalgam's animal companion's natural weapon are considered to be magical and gain a +1 enhancement bonus to attack and damage.

Aura of Healing (Su): Beginning at 14th level an Amalgam begins to radiate vital energy granting all allied creatures within 30-ft Fast Healing 1 when at half or lower health.

Argent Eyes (Su): Beginning at 15th level an Amalgam's eyes peer beyond the veils of illusion and trickery. They are continuously affected as if by a True Seeing spell. In addition they can detect magical auras by concentrating as if under the effects of a Detect Magic effect.

Inspire Ally (Ex): An Amalgam eventually gains a strange charisma. Beginning at 15th level an amalgam’s words can serve to encourage and advice allies granting them an improved chance of success in and out of battle. As a standard action you may grant an ally within 60-ft of you that can hear you and shares a language a morale bonus to one of the following. This bonus lasts for 1 round. You may not grant yourself a bonus with this ability. An amalgam may use this ability at will.

Attack: You grant the target a +10 morale bonus to attack and damage rolls.

Power: You grant the target a +2 morale bonus to Caster Level, Manifester Level, Effective Binder Level, Meldshaper Level, or Initiator Level. This does not allow the target to learn abilities as if they had this increased level only activate them.

Resistance: You grant the target a +5 morale bonus to saving throws.

Talents: You grant the target a +10 morale bonus to Skill checks.

Leader of the Masses (Ex): An Amalgam’s unnatural charisma draws hudreds to his banner and cause. Beginning at 16th level you gain followers equal to two times the amount granted by the Leadership feat. All followers gained by this ability are generated by the DM (unless they would prefer to make you do the work) from a single class of your choosing from Commoner, Expert, and Warrior.

Soul Binding: Beginning at 17th level an Amalgam can bind a single vestige as a Binder of their Amalgam level.

Deep Bind: An amalgam's strange patchwork soul can make a deeper bond with a vestige than even a binder, opening up to let the vestige enter it. When making a deep bind an amalgam must willingly forgo their binding check automatically accepting a bad pact and may not benefit from a feat or effect which allows them to ignore special requirements to bind the vestige. In exchange an amalgam gains access to a list of spells known bestowed by the vestige (see below, each vestige has an individual list) up to the highest level spells they can cast. A vestige bound in an amalgam’s deep bind is called their primary vestige (if they have the ability to bind other vestiges). If an amalgam goes against their primary vestige’s influence they lose access to all spells known granted by it for 1 minute, and suffer a -1 penalty to caster level for 1 hour.

An amalgam may only make a Deep Bind with a vestige they know. An amalgam gains 1 known vestige at 17th level in this class and one additional known vestige of any level they can bind at each level thereafter. Any class that increases an amalgam’s soulbinding ability also increases their vestiges known (including binder; these can be granted retroactively if you gain this ability after t).

Storied Skill: Select a skill which there is a storied skill for (see posts below) and you gain that storied skill. You also gain 21 ranks in that skill (if this would put you over your max ranks you may arrange excess skill points into other skills as you see fit).

Skill Focus (Ex): You gain Skill Focus in whatever skill you selected as your storied skill.

Domain: At 19th level the deific portion of an amalgam's soul awakens and stirs. They gain a single domain and the ability to use each spell granted by the domain as a spell-like ability 1/day.

Domain Transcendency: Said deific portion also grants the amalgam powers far beyond the norm even for a cleric of that focus. They gain the Domain Transcendency associated with their selected domain.

Body of the Divine: This divine awakening stirs an amalgam's body one step towards perfection granting them a permanent untyped +2 to either Strength or Dexterity.

Divination (Sp): A 20th level Amalgam can hear the whispers of danger from the future. 1/day they may use Divination as a spell-like ability.

Final Sign (Sp): A 20th level Amalgam is a mar and blight upon reality, a thing that should not be. Their very presence wears on reality allowing apocalyptic forces to bleed in. Select an ability based upon the apocalypse most resonant with your horrible monster soul from the list below. These abilities are always the equivalent of a 9th level spell and are listed below.


Cosmic: 3/week you may release a burst of madness in a 1 mile radius centered on yourself. This is a mind-affecting effect and all creatures in the area suffer an effect based off of their hit dice. 5 or less hit dice: They become permanently insane (as insanity spell) and take 3d6 Wisdom damage and 1d6 Wisdom drain; a successful Will save reduces this to 3d6 Wisdom damage and 20 rounds of confusion beginning upon their next moment of consciousness (immediately if this does not knock them out). 6 to 10 hit dice: They take 2d6 Wisdom damage and 1d4 Wisdom drain and become confused for 20 rounds upon their next moment of consciousness (immediately if this does not knock them out); a successful Will save reduces this to 2d6 Wisdom damage and 1 round of confusion (immediately only). 11-15 hit dice: They take 2d6 Wisdom damage and become confused for 20 rounds; a successful Will save reduces this to 1d6 Wisdom damage and 1 round of confusion. 16+ hit dice: They take 1d8 Wisdom damage and become confused for 1 round; a successful Will save negates this effect. This effect requires line of effect. 1/year you may increase this effect's radius to 20 miles, and allow it to penetrate walls less than 10-ft thick for line of effect.
Destruction: You may use Apocalypse Rains from the Sky (Book of Vile Darkness) 3 times per week but its radius is only 10 miles; 1/year you can increase this radius to 200 miles.
Fimbulwinter: You may use Frostfell as a spell-like ability 1/week except that its area is a 1 mile radius centered on yourself (you are immune to this effect) instead of the normal shapeable area; this effect requires line of effect. 1/year you can increase its area to 10 miles.
Gotterdamerung: You may bestow a grand curse on all creatures within a 30-ft radius within 100-ft. All divine spell effects in the area are immediately dispelled (as if with Disjunction), and any divine spellcaster, an outsider, or a creature with divine ranks in the area (other than potentially yourself) loses all ability to cast spells, as well as spell-like abilities, and divine salient abilities permanently if they fail a Will save. Only an arcane Wish spell with a caster level of at least 20 can be used to reverse this effect. On a successful Will save effects are still dispelled but the target only loses divine spellcasting, spell-like abilities, and divine salient abilities for 1d4+1 rounds minus 1 round per creature affected beyond the first (this counts divine casters, outsiders, and creatures with divine ranks whether they made the save or not but does not include creatures which did not need to make a save) to a minimum of 0 rounds. You may use this ability 1/day.
Necrosis: You may release a pulse of negative energy. All living things within 1 mile immediately suffer 2 negative levels (Fort halves); this effect passes through barriers not needing line of effect to affect a creature. You may use this ability 3 times per week. 1/year you can increase its area to 10 miles.
Plague: You may infect a region 1 mile in radius. Any creature spending more than 10 minutes in the region must make a Fort save or be infected with a disease (chosen by you when you activate this ability). The region remains infected until removed by a Wish or Miracle spell or a CL 21+ Remove Curse cast in its center. A creature only needs to make a saving throw against this effect once every 8 hours. You may use this ability only 1/week. 1/year you increase its area to 10 miles.
Time: You may erase an entity from time. They must make a Will save or be destroyed utterly. Any spells or effects put into place by the target are ended immediately, and the effects of any actions the creature took during the last turn are undone (damage they dealt, instantaneous creation effects, rocks falling due to them destroying their supports). A creature destroyed this way cannot be revived even by a wish or miracle spell, although direct divine intervention, certain major artifacts, or equivalent means can be used to revive them. On a successful save the target takes 10d10 damage and is slowed (as the spell) for 15 rounds minus 1 per point over the DC it rolled (minimum 1 round; +1 per point under if it succeeded due to a natural 20). You may use this ability 1/day.
Waste: You may cause an explosion of energy. All creatures, other than yourself, within 100-ft take 20d6 radiation damage (Fort halves), all creatures more than 100-ft away but within 1000-ft take 10d6 radiation damage (Fort halves), all creatures more than 1000-ft away but within 2000-ft take 5d6 radiation damage (Fort negates), and the area within 1 mile is irradiated. Every 10 minutes spent in the area a creature must make a Fortitude save or contract radiation sickness, or by spending 10 minutes within 100-ft of the epicenter they may contract double strength radiation sickness. This effect requires line of effect. You may use this ability 1/week. 1/year you may multiply its range by 10.

Zaydos
2015-02-01, 08:50 PM
Scholastic Aptitudes

Able Learner: You gain Able Learner as a bonus feat even if you do not fulfill the prerequisites. Its effects apply retroactively.

Acute Observation: You must have at least 5 ranks in 2 of Listen, Search, and Spot to select this scholastic aptitude. You may use Intelligence in place of Wisdom on Listen and Spot checks. In addition you gain a +2 bonus to all Listen, Search, and Spot checks, and gain a free Search check to find any secret door within 10-ft (rolled secretly by the DM). The bonus from this Scholastic Aptitude increases by +1 per 5 Amalgam levels on Search checks when applied to finding traps.

Apothecary: You must have at least 8 ranks in Craft (Alchemy) to select this scholastic aptitude. You gain the Brew Potion feat as a bonus feat and may create potions without the necessary spells, using your Amalgam level as your caster level. These potions cost 25% less GP and XP to create. To create a potion with this ability you must make a DC 15 + 3 times spell level Craft (Alchemy) check, on a failure you fail to progress in creating the potion for that day although may try again the next day.

Appraising Eye: You must have at least 5 ranks in Appraise to select this scholastic aptitude. You gain a bonus equal to half your amalgam level to Appraise. In addition you may appraise magic qualities of an item. To do so requires 1 hour of studying the item and requires a DC 15 + the item's Caster Level Appraise check and reveals its properties as if through an Identify spell; success by 5 or more will even reveal cursed items that can fool identify spells. On a failure you cannot retry the check until you gain at least 1 level. If you have the Master Craftsman aptitude you automatically succeed on the check.

Beast Tongue: You may speak with animals as the Speak with Animals; this is a supernatural ability but becomes an extraordinary one when your amalgam level reaches at least 11.

Countermagic: You must have at least 8 ranks in Knowledge (Arcana) and Spellcraft to select this scholastic aptitude. A number of times per day equal to one-half your Intelligence modifier you may use Dispel Magic and/or Magic Circle against [Alignment] as a spell-like ability with a caster level of your Amalgam level +1/4 amalgam levels, which you may use to counterspell and upgrades to Greater Dispel Magic at Amalgam level 11, or you may expend a use of this ability to create a ward. These wards can either be against divination spells or teleportation and cover up to 3 10-ft squares per Amalgam level and last 1 day, but can be made more permanent by expending costly incenses and powders. A ward against divination protects everything in the area as if with a Non-detection spell. A ward against teleportation functions as a dimension lock, except that a creature can bypass it with a caster level check (DC 13 + your caster level for this effect). By incorporating incenses and powders costing 200 GP per 10-ft square you can increase the duration of this ward to 1 week, by incorporating powders and incenses costing 500 GP per 10-ft square you can increase the duration of this ward to 1 month, by incorporating powders and incenses costing 1000 GP per 10-ft square you can increase the duration to 1 year and 2000 GP per 10-ft square powders can increase the duration to permanent. Creating a ward takes 1 full round per 10-ft square to be affected, increasing to 3 rounds if you increase the duration to 1 week 1 minute if you increase the duration to 1 month, 10 minutes if you increase the duration to 1 year, and 1 hour if you increase the duration to permanent. These wards are considered 4th level spells and can be dispelled as if they were a spell effect on the area with a caster level of your amalgam level +1/3 amalgam levels; a permanent ward is only suppressed for 1 day when dispelled unless the caster level of the dispel effect was at least 3 higher than your caster level for this effect.

Craftsman: You must have at least 5 ranks in a Craft skill to select this scholastic aptitude. You gain a bonus equal to half your amalgam level to Craft checks and make items at three times the normal speed with Craft checks. In addition you make three times the normal money when making Craft checks to make money.

Dabbler in Magic: You gain the ability to use 3 Lv 0 spells (chosen from the Cleric, Druid, and Sor/Wiz lists) as spell-like abilities a number of times per day total between the abilities equal to your Intelligence modifier +1/3 Amalgam levels you possess.

Hobbyist: Select one skill when you select this Aptitude. You can use Intelligence in place of whatever ability is normally associated with that class and either gain a +3 bonus to that skill or gain a bonus equal to half your amalgam level to that skill.

Judge: You must have 5 ranks in Sense Motive to select this aptitude. You may use Intelligence instead of Wisdom for Sense Motive checks, and gain a bonus equal to half your amalgam level to Sense Motive checks. In addition you gain a +3 bonus to Sense Motive checks and creatures attempting to make Bluff checks lose any bonus provided by the Glibness spell on their roll opposed by you, or towards other creatures if you call them out on their bluff in the range of those creatures' hearing.

Knowledge Devotion: You gain Knowledge Devotion as a bonus feat.

Observe Magic: You must have at least 5 ranks in Knowledge (Arcana) and Spellcraft to select this aptitude. You gain the ability to use Detect Magic and Read Magic as spell-like abilities at-will.

Polyglot: You may speak any language that you have ever been exposed to, permanently learning a new spoken or signed language within 1 minute of conversation, and how to read and write a new language by studying one page of its writing.

Martial Amalgam: When you take this aptitude select one martial discipline. Add that discipline's associated skill to your Amalgam class skills if it is not already. For that discipline your Amalgam levels add fully to your initiator level, and you may take Martial Study any number of times as long as you take it to gain maneuvers from the selected discipline. In addition you learn 1 martial maneuver or stance from that discipline; maneuvers learned this way are automatically readied, but have no recovery method. You may take this Aptitude multiple times each time you do so you learn 1 more martial maneuver or stance from the discipline you selected when you took this aptitude for the first time.

Master of Disguise: You must have 5 ranks in Disguise to select this aptitude. You may use your Intelligence modifier in place of Charisma when making Disguise checks and gain a bonus equal to half your amalgam level to Disguise checks. When making a Disguise check without magical aid you double the amount of difference in height or mass that is acceptable between you and your attempted disguise and gain a +5 bonus on such checks. You also never suffer a penalty to Disguise checks for disguising yourself as an older age category.

Mundane Knowledge: Choose 1 Knowledge skill you possess. You may treat yourself as having ranks in Knowledge (Architecture and Engineering), Knowledge (Geography), and Knowledge (History) equal to the number of ranks you possess in that skill.

Penetrate Disguise: You must have at least 5 ranks in Disguise and Spot to select this aptitude. You may use Intelligence in place of Wisdom on Spot checks to see through Disguises. In addition you gain a +5 bonus on checks to see through Disguises, this bonus doubling to a +10 if the disguise is a result of magical transformation.

Poisoner: You must have at least 5 ranks in Craft (Poison Making). You gain the Poison Use ability and any poison you use gains a bonus to its Fort save DC equal to 1/2 your Intelligence modifier.

Professional: You must have at least 5 ranks in a Profession skill to select this aptitude. You may make Profession skills untrained and apply your Knowledgeable bonus to Profession skills. In addition you may use Intelligence instead of Wisdom on Profession checks. Finally you multiply the amount of money you make with a Profession check by 1 plus your Amalgam level divided by 4 (rounded down).

Quick Locksmith: You must have at least 5 ranks in Disable Device and Open Lock checks to select this aptitude. You may use Intelligence in place of Dexterity on Open Lock checks and gain a +2 bonus on Disable Device and Open Lock checks. You may make an Open Lock check as a standard action and may make a Disable Device check as a full-round action regardless of the complexity of the device.

Soul Shaper: You must have at least 5 ranks in Knowledge (the Planes) to select this aptitude. You gain the ability to shape 1 soulmeld (as if from the Shape Soulmeld feat) and gain 1 essentia.

Surgeon: You must have at least 5 ranks in Heal to select this aptitude. You may use Intelligence in place of Wisdom on Heal checks and apply the bonus from your Knowledgeable ability to Heal checks.

Surgical Strikes: You must have at least 5 ranks in Heal to select this aptitude. You gain 1d6 sneak attack (as the rogue ability).

Student of War: You must have 8+ ranks in Martial Lore to select this aptitude. At the beginning of each round of combat you may select a creature at the beginning of your initiative count. For each round of combat in which they are your selected target and they act in it (are not dazed, stunned, paralyzed, or otherwise do not take actions) you gain a +1 competence bonus to attack rolls, weapon damage, and AC against that target until the end of combat and for 1 minute thereafter. You may change your observed target each round and do not lose your bonuses against other targets for doing so; the bonus against each target is tracked separately. This ability grants no bonus for observing a creature outside of combat, or which is unaware or not engaged in the combat.

Tracker: You gain Track as a bonus feat and may use Search in place of Survival to track creatures. You may also apply your Knowledgeable bonus on any check made to track a creature. When your Amalgam level reaches 8 or higher you gain the ability to track at your normal speed with no penalty and at double speed with only a -10 penalty. At amalgam level 16+ you suffer no penalty to track checks when moving at double your normal speed, and may track while running by taking a -10 penalty.


Tutelary Dragons

Chromatics:

Black Dragon:
Breath Weapon: Line of Acid.
1st Aspect: Rebuke Reptiles (Su): This ability functions as Rebuke/Command undead but affects Animals, Humanoid (Reptilian), and Magical Beasts which are reptilian in nature instead of undead creatures.
2nd Aspect: Marsh Camouflage (Ex): Hide in forests, swamps, aquatic environments, and natural caverns without cover or concealment.

Blue Dragon:
Breath Weapon: Line of electricity
1st Aspect: Sustaining Faith (Su): For every 10 creatures you lead in earnest prayer either to yourself, a dragon, or a draconic deity you worship you can create food and water for 1 creature (the quality of this food is determined by a Knowledge (religion) or Spellcraft check to replicate a Profession (Chef) or Craft (Food) check). Your own prayers can sustain you without food or water indefinitely.

Green Dragon:
Breath Weapon: Cone of acidic gas (acid).
1st Aspect: Charming Drake: You may use Charm Person as a spell-like ability 1/day. In addition Enchantment and Telepathy spells, powers, and spell-like abilities you use get a +1 to their Save DCs.
2nd Ability: Tyrant of the Woods (Su): Any weapon you wield, and your natural weapons, are considered to be Fey Bane and gain half those benefits against Plant and Animal creatures (+1 increase to their enhancement bonus and +1d6 damage) this does not stack with the Bane property. In addition your Breath Weapon(s) gain a +2 to their save DCs against Fey, and a +1 to their save DCs against Plants and Animals.

Red Dragon:
Breath Weapon: Cone of fire.
1st Aspect: Treasure Sense (Su): By spending a standard action you can sense the direction and distance of all coins and gems within 100-ft.
2nd Aspect: Draconic Rebuke (Su): This ability functions as Rebuke/Command Undead against Evil dragons and as Turn Undead against Good and Neutral dragons except it cannot destroy them. Unlike Turn or Rebuke Undead this is a mind-affecting fear effect. You may use this ability 3 + Charisma modifier times per day.

White Dragon:
Breath Weapon: Cone of cold.
1st Aspect: Hunter (Ex): You gain Track and Endurance as bonus feats.
2nd Aspect: Ice Walker (Su): You may move at full speed over ice and snow, suffering no penalty to skill checks due to snow or ice, and suffer no penalties to spot or listen due to snow storms. In addition you may climb across icy surfaces as if you were under the effects of a spider-climb spell.

Metallic Dragons:
Brass Dragon:
Breath Weapon: Line of Fire.
1st Aspect: Draconic Polyglot (Su): Continuous Tongues effect.

Bronze Dragon:
Breath Weapon: Line of Electricity.
1st Aspect: Repulsion Gas (Su): You a second breath weapon a cone of repulsion gas. Instead of dealing damage creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the you for 1d4+1 rounds. This is a mind-affecting compulsion enchantment effect.
2nd Aspect: Adept of War (Ex): You gain proficiency in all shields, armor, and weapons including exotic ones.

Copper Dragon:
Breath Weapon: Line of Acid.
1st Aspect: Slow Breath (Su): Instead of using a damaging breath you may release a cone of slowing gas. Any creature within the area must make a Fort save or be slowed (as spell slow) for 1d6+1 rounds.
2nd Aspect: Spider Climb (Su): You gain the effects of a spider-climb spell continuously.

Gold Dragon:
Breath Weapon: Cone of Fire
1st Aspect: Weakening Breath (Su): When using your breath weapon you may release a cone of weakening gas instead of a damaging breath. This gas deals 1d6 Strength damage +1/2 dice your breath weapon would normally do. A successful Fortitude save negates this Strength damage, effects which would normally add to the damage dealt by your breath weapon do not add to the Strength damage dealt by this breath weapon.
2nd Aspect: Draconic Blessing: You, and allies within 60-ft of you, gain a +1 morale bonus on attack rolls and damage against Evil creatures, as well as a +2 morale bonus on saving throws against all effects originating from Evil creatures or Fear effects.

Silver Dragon:
Breath Weapon: Cone of cold.
1st Aspect: Many Guises (Su): You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not her possessions. It is not an illusory effect, but a minor physical alteration of the your appearance, within the limits described for the spell. In addition you may use this ability to hide any or all of the physical transformations granted by this class, retaining your natural armor but losing access to your natural weapons and wings when they are disguised this way; you may cause a feature from this class to reappear again as a free action although fully ending this ability or assuming another form is a standard action.
2nd Aspect: Social Chameleon (Su): You gain a +6 insight bonus to Bluff, Gather Information, and Sense Motive checks.

Zaydos
2015-02-01, 08:54 PM
Invocations

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

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

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

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

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

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

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

Dark Invocations


Become Death (Necrosis): Polymorph into a Dread Wraith, retaining the use of malisons.
Besiege the Gates (Gotterdamerung): Create a portal to another plane, and be treated as a native of the plane.
Betrayal of the Flesh (Cosmic, Malison): Warps nearby creatures, damaging them and causing their own bodies to rebel against them.
Break the Earth (Destruction): Earthquake
Cast Down the Righteous (Gotterdamerung, Malison): Deals damage to nearby enemies, increased against outsiders and divine casters.
Dark Foresight (Complete Arcane; Apocalyptic Whispers): Foresight send warnings to allies.
Destroyer of Worlds (Waste): Transform into a radioactively powered giant monster.
Devouring Vortex (Destruction): Vortex consumes magic in the area.
Epidemic Command (Plague, Malison): Deal Constitution damage and sicken creatures in an area.
Extinguishing Word (Necrosis): Word kills target.
Force the Final Revelation (Cosmic): Insanity
Form of Pestilence (Plague): Become a swarm of disgusting, disease carrying vermin.
Freeze the World (Fimbulwinter, Modal): Inflict ice age conditions on an area within a mile. Conjure or dismiss weather within the area.
Greater Command of Invisible Death (Waste, Malison): Deals damage overtime to target, and possibly inflicts Con damage.
Greater Temporal Bleed (Time): Reduce durations of effects within an area by a day.
Howl of Winter (Fimbulwinter, Malison): Cone deals 1d6 cold damage/level and enrages creatures forcing them to attack the nearest creature friend or foe.
Ether Warp (Time): Teleport nearby creatures to other nearby locations.
Leave only Shadows (Waste, Malison): Radioactive burst deals 1d8 damage/caster level and reduces targets killed by this invocation to nothing more than black marks.
Life-Stealing Gaze (Necrosis): Gain a gaze attack which inflicts negative levels.
None Shall Know Your Coming (Gotterdamerung): Mind Blank and wards you against deific senses.
Path of a Thousand Futures (Apocalyptic Whispers): 1/round roll twice for a roll.
Path of the Apocalyptic Edge (Apocalyptic Whispers, Destruction): Gain access to a single Apocalyptic Edge maneuver.
Pinpoint on the Map of the World (Apocalyptic Whispers): Discern Location.
Read the Book of the Past (Apocalyptic Whispers, Time): Hindsight.
Reduce to Salt (Waste, Malison): Turn target into a pile of salt.
Rewind the Clock (Time): Inflict Constitution burn on yourself to undo the last round.
Shape of Rolling Snow (Fimbulwinter): Take on the form of a rolling snow storm, gaining the cold subtype, flight, and an aura of cold.
Shield of Moments Lost (Time): Gain massive bonus to AC or saves against one attack, suffer an incremental Will save penalty in so doing.
Shut the Gates of Heaven (Gotterdamerung, Malison, Modal): Deal damage and banish creatures or seal a planar portal.
Sound the Trumpet (Destruction, Malison): Deal 1d6 sonic damage/level in a 300-ft cone or 1000-ft line.
Subvert the Servant (Gotterdamerung): Call and bind an outsider to your will.
Temporal Maelstrom (Time, Malison): Deal 1d6 damage/level to enemies in a large area centered on self, and renders them flat-footed.
Unspeakable Word (Cosmic, Malison): Deal 1d6 damage/level and 1d10 Wisdom damage to nearby creatures.
Virulence (Plague): Mass Contagion ecept that the infected can spread their diseases more easily.
Virulent Phylactery (Plague): Store a piece of your soul within a disease to fuel your resurrection upon your death.
Visage of the Kings of Madness (Cosmic): Take on the form of a creature of madness.
Word of Avalanche (Fimbulwinter, Malison): Create an avalanche burying foes and dealing 1d6 damage/caster level.
Word of Devastation (Destruction, Malison): Deal 1d6 damage/level to a 20-ft radius, and deny them their move action for the next round.
Word of Ending (Necrosis, Malison): Power Word Kill.



Special Terms:
Servants of the Gods: This term indicates any outsider, any creature capable of casting divine spells (or using spell-like abilities specifically flagged as divine) other than Ur-Priests, any creature capable of initiating Devoted Spirit maneuvers (including any creature with levels in a class which grants them even if they have no Devoted Spirit maneuvers known, but not if the class can grant a set of choices for disciplines and they chose not to have Devoted Spirit), any creature with an Aura of Alignment like that of a cleric or paladin (such as a non-casting paladin or an incarnate), Incarnations (http://www.giantitp.com/forums/showthread.php?306621-So-you-want-to-play-a-god-%283-5-Base-Class-PEACH%29), or any creature with divine ranks.

New Damage type
Radiation Damage: Radiation damage represents a destructive blast of near pure energy, a mix of heat, kinetic force, and molecular bond breaking destructive energy. It is difficult for living creatures to heal radiation damage (unliving creature heal it normally). It does not heal naturally, including through fast healing, without the assistance of a trained healer (requiring a DC 20 heal check) and even then heals at half the normal rate and each point of radiation damage healed by a magic spell or effect counts as 2 hit points for the amount that the healing spell or effect can heal, and radiation damage is always healed after regular damage. So, for example, if you have 36 radiation damage and 100 normal damage and a 15th level cleric casts Heal on you you'd be healed all your regular damage and 25 points of radiation damage; alternatively if you have 14 radiation damage and no normal damage and a cleric casts Close Wounds on you healing 7 hit points you'd be healed 3 radiation damage and have 11 damage currently.

New Condition
Radiation Sickness: Radiation Sickness deals 1d6 Constitution damage when acquired and each day the target must make a Fortitude save (same DC) or suffer 1d6 Constitution damage; three successful saves in a row remove this effect, and a heal check may be used to treat this as if it were a disease, however a remove disease will not although a heal spell will.

Special Rules Notes:
Damage over Time and Bonus Damage: Effects which add damage to a spell or spell-like ability only add damage to the first round of damage from a malison which deals damage over time, unless they add damage per die (Mortal Bane applies for the first round of such effects, a feat which adds +1 damage/die with fire effects would add each round). Effects which multiply a spell or spell-like ability's damage are applied each round.

Zaydos
2015-02-01, 09:00 PM
Lesser Invocations:
Anchoring Blast: 4th Level
Any creature struck by your Elemental Blast is affected as if by a Dimensional Anchor spell for 1 round, a successful Will save at -4 negates this effect.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Zaydos
2015-02-01, 09:01 PM
Dark Invocations
Become Death
Effective Level: 8th.
School: Necromancy/Transmutation (Polymorph).
Path: Necrosis.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
You fill yourself with death's essence allowing it to transform you body and soul, making you into its vessel.
You become a dread wraith (http://www.d20srd.org/srd/monsters/wraith.htm) for the duration of the effect. You lose all your own abilities and stats except for hit points, any worn equipment merging uselessly into your form, taking on all those of a dread wraith with a few exceptions (note spell effects active on you remain active). You do not gain daylight powerlessness, and you retain your Malison class feature and the benefits of any feat or class feature which improves your Malisons for the purposes of your Malisons granted by the Malison class feature. You use your new Charisma to calculate any save DCs relevant to these malisons.

If you would be destroyed while in this form you immediately revert to your natural form and are dazed for 1 round. You retain any damage received while in your dread wraith form but it is halved (so if you took 80 damage as a dread wraith you would now have only taken 40).

Truename Effect: If you include a truename of an incorporeal undead into this invocation you can instead gain their abilities and stats with the exception of any daylight powerlessness, equipment, or class features they possess.

Besiege the Gates
Effective Level: 9th.
School: Abjuration/Conjuration (Creation).
Path: Gotterdamerung.
Casting Time: Standard action.
Range: Medium.
Effect: 1 portal to another plane
Duration: Concentration.
Saving Throw: No.
Spell Resistance: No.
Truename: Yes.
With a word you cry havoc and call for battle against the gods, ripping the worlds to create a beachhead to their domains from which to invade, to strike out, and conquer.
You create a portal to another plane as per the planar travel function of gate (http://www.d20srd.org/srd/spells/gate.htm) (you may not use this effect to call creatures). Any creature passing through the gate is immune to plane wide natural hazards of the plane (such as fire on the elemental plane of fire, or inability to breathe on the plane of earth) as if under the effects of an avoid planar effects spell (Spell Compendium), and is considered a native of the plane for all spells and effects for as long as they remain on the plane having entered through your portal. You may only maintain one such portal at a time, but may do so for as long as you are able to concentrate and maintain it.
Truename Effect: If you speak the personal truename of a deity's highest ranking priest or any priest of theirs with at least 20 character levels, or of the deity themselves, that god is unable to prevent you from opening a portal into their personal demesne or presence.

Betrayal of the Flesh
Effective Level: 8th.
School: Transmutation.
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: 30-ft.
Targets: Any number of living creatures within range.
Duration: 3 rounds.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
You speak the word of mutation, granting those nearby the blessing of the dread lords. You cause life to flourish within them, growth surging uncontrollably across their bodies. Vessels unworthy of such a blessing they cannot withstand its surging prowess, and the new growths turn against them. As it was written.
Each target takes 1d6 damage/caster level as their bodies grow uncontrollably sprouting tentacles, tumescent growths, strange mouths, vestigial limbs and the like and is sickened for 1 round due to the experience. These growths persist for 3 rounds in which time the target is entangled, and takes 1d6 damage per 5 caster levels as the growths batter and beat at their bodies, tangling their movements. A successful Fortitude save reduces the damage by half and negates both the entangling effect and damage per round, but does not prevent the 1 round of sickening.

If taint rules are used any creature which fails its fortitude save also takes 1 point of corruption per 6 caster levels you possess.

Break the Earth
Effective Level: 8th.
School: Evocation [Earth].
Path: Destruction.
Casting Time: Standard action.
Range: Long.
Area: 60-ft radius spread
Duration: 1 round.
Saving Throw: See text.
Spell Resistance: No.
Truename: No.
Your word invokes the power of the final destruction, the shaking of the world as it crumbles into dust. The earth breaks as you command it, shattering stone, and the foundations of man's greatest buildings.
This invocation functions as the spell Earthquake (http://www.d20srd.org/srd/spells/earthquake.htm) except as noted here. Any area affected by this invocation cannot be affected by this invocation (your own or another's) for 1 round after its effect ends. Any creature buried by a cave in or avalanche or collapsing structure caused by this invocation take an additional 4d6 damage (total 12d6) as the rubble is charged with destructive energy, any building in its area takes 150 damage instead of 100.

Cast Down the Righteous:
Effective Level: 8th.
School: Evocation.
Path: Gotterdamerung (Malison).
Casting Time: Standard action.
Range: 20-ft.
Targets: Any number of creatures within range.
Duration: Instantaneous.
Saving Throw: Will halves.
Spell Resistance: Yes.
Truename: Yes.
With a word you ravage the followers of the gods, rending their very spirits with your rage and blasphemous hatred.
Each target takes 1d6 damage per 2 caster levels, increasing to 1d8 per caster level against servants of the gods, and to 1d10 against outsiders who qualify as servants of the gods for another reason such as divine spellcasting (solar), ability to perform Devoted Spirit maneuvers (a reth dekala), many abominations (any with outsider type and Divine Rank 0), or a god with outsider hit dice (most of them).
Truename: If the target is not a Servant of the Gods they are treated as such. If they are they lose the ability to cast divine spells, use martial maneuvers, use spell-like abilities, and all benefits from soulmelds for one round on a failed Will save.

Dark Foresight:
Path: Apocalyptic Whispers.
See Complete Arcane.

Destroyer of Worlds:
Effective Level: 9th.
School: Evocation/Transmutation
Path: Waste.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/4 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the name of the monster, the destroyer that roams the land finishing off what man has not already decimated. You assume its form, the shape of rage, and hatred undying, of mindless, reckless destruction and devastation.
When you use this invocation your body transforms. Your size increases by 2 size categories, your reach increasing as normal for this size increase and you gain a profane bonus to Strength and Constitution equal to your Charisma modifier. You gain a thick carapace which is exceptionally tough and highly reflective deflecting rays, cones, lines, and even magic missiles 70% of the time, and reflecting them back on the caster 30% of the time that they are deflected (otherwise they are merely negated), this deflective carapace also grants you a natural armor bonus equal to half your Charisma modifier (this is not an enhancement bonus and if you have natural armor which is also not an enhancement bonus use only the better). You grow two powerful claws, a pair of horns, terrible teeth, and a powerful tail; the teeth are a primary natural weapon dealing 2d8 + strength damage with an 19-20/x3 crit, the horns are secondary natural weapons and deal 1d6 +1/2 strength damage each, the claws are also secondary natural weapons dealing 1d8 +1/2 strength and the tail is a secondary natural weapon dealing 2d6 + ½ strength damage; all damage is listed for huge size and if you have a superior natural weapon you use its damage instead. You also gain Improved Grab with your bite attack (applying to large or smaller opponents) and the Multiattack, Improved Multiattack, and Power Attack feats as bonus feats. Radiation fills your form causing you to radiate bright green light out to 120-ft and shadowy light out to twice that range, and adding radiation damage equal to 1/2 your caster level to all natural weapon attacks you make. This form is the shape of destruction in the end of days and as such is resistant to a variety of harm: you gain Damage Reduction equal to half your Caster Level penetrated by Epic weapons (and your natural weapons count as epic for the purposes of overcoming DR), Spell Resistance equal to 6 + your Caster Level, immunity to fire, radiation, poison, disease, energy drain, and ability damage not inflicted by yourself. In addition it maintains your life force while in this form, allowing you to remain conscious and continue fighting while at negative hit points up to negative 1/2 your maximum hit points, or while suffering nonlethal damage up to ½ your maximum hit points more than your current hit points; you still die at negative ½ your maximum hit points or if at -10 or less hit points when this effect ends. When this effect ends you immediately suffer 2 points of Constitution and Charisma burn as the powerful magic leaves your body ravaged afterwards; you must have a Constitution score to activate this invocation and you may not activate it while it is already active. While this invocation is active you must make a concentration check to perform any action which could not be done during a barbarian rage with a DC of 25 + any spell level it possesses.

Devouring Vortex
Effective Level: 9th.
School: Abjuration.
Path: Destruction.
Casting Time: Standard action.
Range: Medium.
Area: 10-ft radius burst within range.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
In the final days even magic will fail, as the last of the forces which once sustained it fade into nothingness. With a word you invoke this final doom, creating a swirling vortex which consumes magic nearby.
When you use this invocation a swirling vortex of energy appears at the center of its area. This vortex sucks in nearby magic, acting as a targeted greater dispel magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) each round of its duration except it has no cap to its maximum caster level bonus on dispel checks. In addition the area acts as an antimagic field (http://www.d20srd.org/srd/spells/antimagicField.htm), although it may still dispel suppressed effects.

Epidemic Command
Effective Level: 8th.
School: Necromancy.
Path: Plague (Malison).
Casting Time: Standard action.
Range: Medium.
Targets: Up to 1 creature/caster level all of which must be within 30-ft of each other.
Duration: 1 round/5 caster levels.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Truename: No.
Your word is plague, causing a sudden, if momentary, outbreak of sickness within those who defy it.
Each target receives 3d4+1 Constitution damage and is sickened for the duration. On a successful save they take only 3 points of Constitution damage and are sickened for 1 round.


Ether Warp
Effective Level: 8th
School: Conjuration (Teleportation).
Path: Time (Modal).
Casting Time: Special or Move action.
Range: Close or Long.
Target or Area: 1 creature or 30-ft radius centered on self.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: No.
Your word warps spacetime, either wrapping around a single creature to shunt it within range, or warping the whole region to move everything within.
This invocation has two modes.

In the first it can be cast as any of a swift, move, or standard action. When you use this invocation select one creature within close range and you may move it to any unoccupied square within close range (Will save negates) which can support its weight.

In the second you transport all creatures within the area (30-ft radius centered on yourself) to another area within long range. This place must be able to support all creatures transported this way and must not have any solid objects which would prevent a creature from appearing. Each target, including yourself, is allowed a Will save against this effect; you do not automatically pass this save.

Extinguishing Word
Effective Level: 7th.
School: Necromancy [Death].
Path: Necrosis (Malison).
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort partial.
Spell Resistance: Yes.
Truename: Yes.
With a word you extinguish a creature's life force, killing it.
Target creature dies if it fails its Fortitude save. If it succeeds it takes 2d6 damage + your caster level.
Truename Effect: If the target fails their save they cannot be resurrected or otherwise brought back to life unless a Wish or Miracle is used to stir their soul from the after life first.

Force the Final Revelation
Effective Level: 7th.
School: Enchantment (Compulsion) [Mind-affecting].
Path: Cosmic (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
Truename: Yes.
Your word contains all the information constantly whispering into your mind, pouring it all into the target’s mind at once without the filters or controlled rate which serves to protect your own sanity. This flood of images and whispers of doom, and the final hours of madness which come with it, pushes the target into lasting madness.
The target is affected as if by the insanity (http://www.d20srd.org/srd/spells/insanity.htm) spell except that if a result of 1-10 is rolled the die is rerolled. In addition the target takes 1 point of Wisdom drain immediately and another every day as well as whenever they make an attack against you.
Truename Effect: Heal and Limited Wish no longer work to fix this effect, only Wish and Miracle will work.

Form of Pestilence
Effective Level: 8th.
School: Transmutation.
Path: Plague.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word diffuses your body, into millions of crawling worms and insects. The magic binds your mind and soul across the swarm, letting it move forth into a discorporate mass of vermin and reform into an almost humanoid shape.
Your body becomes a writhing mass of worms and insects held loosely into a human shape, and may, as a standard action, spread your form out into a 10-ft square (or 4 contiguous 5-ft squares) as a mass of writhing vermin. As a consolidated entity you gain a 25% immunity to critical hits and precision damage, and appear to be a human shape loosely held together by millions of crawling vermin (this may have effects to some social situations). When you spread yourself out as a swarm your gear merges into you (becoming inactive) and you become treated as a fine swarm, with a swarm attack dealing 4d6 damage (you do not gain a Distraction ability; although attempts to cast spells or perform other abilities that require concentration within your area must make a DC 18 + your Charisma modifier + the spell level check or be lost), a Strength score of 1, +6 to Dexterity, and a profane bonus to AC equal to your Charisma modifier, but you lose your natural armor and armor and cannot access any magic items you may possess. Any creature damaged by your swarm attack must make a Fortitude save (DC determined by this invocation’s save DC) or contract Demon Fever or Mummy Rot (chosen when this invocation is used) with their normal incubation period. You may still talk while in this swarm form your voice coming from hundreds of insects and worms, allowing you to use your Doomsayer invocations; you may not however perform any other actions which require a humanoid form (such as perform somatic components). You may reconsolidate your form again as a standard action.

Freeze the World
Effective Level: 8th.
School: Transmutation.
Path: Fimbulwinter (Modal).
Casting Time: 1 minute or standard.
Range: 1 mile or special.
Area: 1 mile radius centered on you or special.
Duration: 1 day/caster level or special.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
You speak the word of winter calling it onto the area. The area chills, as you invoke the icy weather upon it, a cold that blasts away even the heat of summer, leaving a fell chill to kill the unprotected.
This invocation has two modes.

In the first mode you bring frigid cold to the area. The area is cloaked in winter conditions, the weather becoming the norm for the area in such conditions. This invocation drops the temperature to a harsh winter for the region or your choice between 0 and -30 degrees, whichever is colder. If you use the 1st mode of this invocation in an area already covered by an iteration of this effect created by you it resets the duration of any iterations of this effect which overlaps your current location. You may create overlapping copies of this effect by using it from 1 square outside of the other effect. Control Weather and other similar effects cannot restore normal weather in the area but can manipulate the weather as if it were winter. This effect may only be dispelled at its center.

In the second mode you alter the weather of an area created by the first mode of this effect. This lets you call down or quell any winter weather possible within the area, such as calling forth or quelling a blizzard, gale or hurricane force winds, or rolling cloud of thick fog. You select a single weather condition when you use this invocation and it lasts 1 hour or however long it normally would (whichever is longer) beginning one round after you use the invocation. If other magical effects to control the weather (such as Control Weather or Control Winds) would oppose or change this effect during the first hour the casters of the two effects must make opposed caster level checks, whichever one winning gaining control of the weather in the area and a failure indicates that use of that weather altering spell or effect is wasted.

Greater Command of Inevitable Death
Effective Level: 8th
School: Evocation.
Path: Waste (Malison).
Casting Time: Standard action.
Range: Medium.
Target: 1 creature.
Duration: Up to 1 round/caster level.
Saving Throw: Fortitude ends.
Spell Resistance: Yes.
Truename: Yes.
You instill a powerful wasting force into the target which seems to emanate from it causing death in all those nearby it.
The target takes 1d8 radiation damage per two caster levels each round at the start of their turn. After taking the damage for a round they are allowed to make a Fortitude save to end this effect, if they fail they take 1d6 Constitution damage as well and are sickened for 1 round.

Any creature that begins its turn adjacent to a creature affected by this effect or enters a squares adjacent to it, must make a Fortitude save or take 1d6 radiation damage per 2 caster levels (spell resistance applies) and are sickened for 1 round. No creature may suffer or damage or be forced to make multiple saves against it in a single round no matter how many times they enter the area affected.

Truename Effect: It requires 2 successful Fortitude saves (non-consecutive) to end the effect (although a successful save prevents the Constitution damage and sickening effects).

Greater Temporal Bleed
Effective Level: 9th.
School: Transmutation.
Path: Time.
Casting Time: Standard action.
Range: Medium.
Area: 15-ft radius burst
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
Truename: No.
Your word rends time itself, causing it to leak from the area, causing spells to fade away, ending powers both magic and mundane prematurely.
Everything within the area, both creatures and objects, ages 1 day. The duration of all effects within the area are reduced by 1 day. If this is an effect with a limited number of rounds per day it immediately expends 14400 rounds (or all of them whichever is less), otherwise they are simply reduced. This includes spells and other magical effects, as well as mundane effects such as rage or the amount of time a torch can burn. No other effects from the spells and effects are triggered (if a creature is suffering from a spell dealing damage each round they do not take damage during the interval).

Howl of Winter
Effective Level: 8th
School: Evocation [cold].
Path: Fimbulwinter (Malison).
Casting Time: Standard action.
Range: 40-ft.
Area: Cone.
Duration: Instantaneous.
Saving Throw: Fort halves and Will partial (see below).
Spell Resistance: Yes.
Truename: No.
You let forth a howl filled with power, the final winds which sweep across the world as it freezes. Your voice carries the ice that freezes the world, and the madness of the eternal night infecting them with rage and fury.
Each creature within the area takes 1d6 cold damage per caster level (Fort halves). Any creature damaged by this effect must make a Will save or be filled with madness (this is a mind-affecting effect), any creature which fails this saving throw must attack the nearest creature to them with no compunction over friend or foe or health of the target in the most lethal way they can for 1 round, and suffer a -4 penalty to AC during this round.

Leave only Shadows
Effective Level: 8th.
School: Evocation.
Casting Time: Standard action.
Range: Long.
Area: 15-ft, 20-ft, or 30-ft radius burst within range.
Duration: Instantaneous.
Saving Throw: Reflex halves.
Spell Resistance: Yes.

Your word evokes a truly apocalyptic force able to sear even the souls of targets, leaving nothing but black shadows upon the walls.
When you use this invocation choose an area either 15-ft, 20-ft, or 30-ft in radius. All creatures within the area take 1d8 radiation damage/caster level (reflex halves). Any creature reduced to 0 or lower hit points by this effect is destroyed utterly, their body and soul both reduced to nothing but a black smear upon the wall or ground. Any creature destroyed by this effect cannot be resurrected without a Wish or Miracle spell to reconstitute its soul and then the normal means to resurrect a creature whose body is completely destroyed.

Life-Stealing Gaze
Effective Level: 8th.
School: Necomancy.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No and Fortitude negates (see text).
Spell Resistance: No.
You become a conduit of death, your eyes pulling life from those that meet them, sucking it out from the target and into dissolution.
You gain a gaze attack with a range of 60-ft. Any creature which meets your gaze within this range gains 2 negative levels (Fortitude negates; use DC as for the spell). Any creature slain by this effect that can rise as a wight does so in 1d4 x 10 minutes.

None Shall Know Your Coming
Effective Level: 8th.
School: Abjuration.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
With a word you obscure your mind and spirit, hiding them from almost all detection as well as protecting it from attempts to influence it.
You gain the benefits of a mind blank (http://www.d20srd.org/srd/spells/mindBlank.htm) spell but it is extra potent against the gods themselves. Any special senses of gods, including spells, spell-like abilities, and divine salient abilities of gods as well as any supernatural or magical sense they possess (even if not divine in origin) or blindsight or blindsense fails to detect you.

Path of a Thousand Futures
Effective Level: 8th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours.
Saving Throw: No.
Spell Resistance: No.
The world constantly moves, possible futures flickering past your mind, danger glowing out within them. This power allows you to choose between those futures pushing towards one path over the other.
Once per round when you would make a d20 roll you may, as a free action usable whenever you could use an immediate action, choose to roll that roll twice taking the better result and adding a +2 insight bonus to it.


Path of the Apocalyptic Blade:
Effective Level: 8th.
School: Divination.
Casting Time: Standard action.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Saving Throw: No.
Spell Resistance: No.
You let the whispers of destruction fill your mind and guide your body, instructing you in the way of the Edge of Apocalypse.
When you activate this invocation select one 8th level or lower maneuver or stance from the Edge of Apocalypse discipline, ignoring its prerequisites. You may use it with an initiator level for it, and it alone, equal to your caster level as if you had gained this maneuver through the use of the Martial Study feat. You may only have one instance of this invocation active at once.

Pinpoint on the Map of the World
Effective Level: 9th.
School: Divination.
Casting Time: 1 minute.
Range: Unlimited.
Target: 1 creature or object.
Duration: 1 round/caster level.
Saving Throw: No.
Spell Resistance: No.
Speaking the name of the one you seek you focus your prophetic whispers, letting them guide you to its location even across worlds.
This invocation functions like the spell Discern Location (http://www.d20srd.org/srd/spells/discernLocation.htm) except that the caster gains a knowledge of the exact distance and direction towards the target which persists for 1 round per caster level. You must speak the target’s name as part of using this invocation if you are targeted a creature.

Read the Book of the Past
Effective Level: 9th.
School: Divination.
Casting Time: 1 minute.
Range: 60-ft.
Area: 60-ft radius emanation centered on you.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
You turn your oracular whispers backwards through time, scanning the past to inform you of all you need know about the area.
This invocation functions as the spell Hindsight (Spell Compendium), except as noted here. You may not use this invocation on the same area, or an overlapping area, more than once per day.

Reduce to Salt
Effective Level: 7th.
School: Transmutation.
Casting Time: Standard action.
Range: Close.
Target: 1 living creature.
Duration: Instantaneous.
Saving Throw: Fort negates.
Spell Resistance: Yes.
With a word you release a horrible power on the target reducing them to nothing more than a mound of salt
A living target which fails their fortitude save is transformed instantaneously into salt. This has no effect on any gear they are carrying.

Rewind the Clock
Effective Level: 9th.
School: Transmutation.
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: No.
You turn back time, planting your memories of the last six seconds into yourself from six seconds before.
You undo the last round returning to the start of your last turn. You suffer 2 points of Constitution burn which cannot be reduced or prevented in any way and lose your Swift action for the previous round (if you had already lost it due to an immediate action this is simply redundant and has no additional effect); this Constitution burn is not undone by its own time rewinding even if you use it another time afterwards. You must have a Constitution score to use this invocation.

Shape of Rolling Snow
Effective Level: 8th.
School: Transmutation [Cold].
Casting Time: Standard action.
Range: Personal.
Target: You
Duration: 24 hours (D).
Saving Throw: No.
Spell Resistance: No.
You become the the long winter at the end of time, a living embodiment of its nature. Your form loosening as you become a creature of ice and windblown snow. Chill surrounds you, the icy cold of eternal winter, as you fly upon the wind like mist.
Your body and any objects you carry becomes a semi-translucent and disperse form composed of windswept snow and ice held in your shape (this makes most mundane disguise impossible). While in this form you gain the Cold subtype, a fly speed equal to twice your land speed with perfect maneuverability, you add half your Charisma modifier as a Deflection bonus to AC, are immune to critical hits and poison, and you radiate an aura of cold dealing 3d6+Charisma modifier cold damage to any creature which comes within 20-ft of you or ends their turn within the area (this damage is only dealt to a single creature once per turn no matter how often a creature passes in or out of this aura).

Shield of Moments Lost
Effective Level: 8th.
School: Transmutation.
Casting Time: Immediate action.
Range: Personal.
Target: You
Duration: 1 attack.
Saving Throw: No.
Spell Resistance: No.

Gathering moments that could once have been but have since been rendered impossible you create a warding shield shunting an attack into this maelstrom of lost timelines.
You may only use this invocation when you are being attacked in some way (including a spell or other effect; anything which would break invisibility). You gain Mettle and Improved Evasion against the effect, gaining a +20 bonus to AC and a +10 bonus to all saves against the effect. This invocation is strenuous, as the lost moments wear heavily on the mind and if you use it two rounds in a row you suffer 2 points of Wisdom burn; you cannot use this invocation in 3 consecutive rounds.

Shut the Gates of Heaven:
Effective Level: 7th.
School: Abjuration.
Casting Time: Standard action.
Range: Close.
Targets: Up to 1 creature/caster level all of which must be within 45-ft of each other or 1 portal.
Duration: Instantaneous or see below.
Saving Throw: Will partial.
Spell Resistance: Yes.

Your word banishes the power of other worlds from your presence, shunting their natives to their natural worlds, and closing the gates between planes.
This invocation has 2 modes.

In the first it deals 1d6 damage/2 caster levels to each target, increasing to 1d6 damage/caster level if the target is a Servant of the Gods, and any extraplanar creature targeted is instantly returned to a random location on its native plane. A successful Will save halves this damage and negates the planar transportation.

In the second mode it is not considered a Malison and it instantly destroys one portal between planes. This automatically destroys any portal created by a spell such as Gate or similar ability, destroying it completely. A permanent portal created by the means of the Create Portal feat or equivalent is allowed a Will save to resist destruction and if it succeeds is only closed for 1 week; you may not target such a portal with this ability more than 1/day. A portal which is the equivalent of an artifact is never destroyed by this power instead merely being closed for 1 hour to 1 day on a failed save (DM's discretion) and being unaffected on a successful save. Natural portals and vortices can be affected by this ability; temporary ones are treated as magic items, while more stable ones are treated as artifacts; it is up to the DM's discretion to set their Will save modifiers.

Sound the Trumpet
Effective Level: 9th.
School: Evocation [Sonic].
Casting Time: Standard action.
Range: 300-ft or 1000-ft.
Area: Cone or Line
Duration: Instantaneous.
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
You cry out the call of the final trumpet that heralds the end of days, calling the archons for the final stand of Law and Good against all that is evil. This trumpets blast tear the world asunder before you, rending it with its might.
When you use this invocation choose cone or line. If you choose cone it takes the form of a 300-ft cone. If you choose line it takes the form of a 1000-ft line. Regardless of what you choose any creature or object within the area takes 1d8 sonic damage per caster level, and are shaken for 1 round or 1d4+1 rounds if evil (this portion of the effect is a fear effect). A successful Fortitude save halves the damage and negates the fear effect, but if they fail by 8 or more they are frightened instead.

Subvert the Servant
Effective Level: 8th.
School: Conjuration (Calling)/Enchantment (Compulsion) [Mind-Affecting].
Casting Time: 1 hour.
Range: Close (see text).
Target: 1 outsider with an alignment which opposes yours
Duration: Instantaneous and Permanent (D) (see below).
Saving Throw: Will negates.
Spell Resistance: Yes.
Focusing your will you wear away at the spirit of one of the gods' servants, binding its soul to yours as you call it from its deific abode and into your service.
When you use this invocation you call forth a single outsider with a CR of up to 2/3rd your caster level or your character level (whichever is lower) and an alignment opposed to yours in at least one axis and bind it to your will. If you include the target's name you may specify which outsider, otherwise you call an outsider of the chosen kind from the service of a god, archfiend, or entity of similar standing. The target's Spell Resistance can prevent this effect, but does nothing to stop you from trying to call it forth again immediately, a successful Will save (rolled before the Spell Resistance in this case) prevents the effect and prevents you from calling that creature for 1 year. The called creature is compelled to serve you (as if dominated), and it is allowed saving throws against orders that go against its nature as normal for dominate monster (http://www.d20srd.org/srd/spells/dominateMonster.htm) but even if it succeeds on a save to resist a command it is not freed from domination but it can never be forced to perform that command.

The calling portion of this effect is instantaneous and once a creature is summoned by this effect it remains indefinitely. The enchantment portion, however, is permanent until either broken by your own dismissal of the effect, the death of the outsider, or dispel magic or a similar effect. You may only have one outsider summoned by this effect at a time and once the summoned outsider is slain, or the enchantment is broken, you must wait 24 hours to summon another, although if you dismiss it you may summon another again immediately (well it takes an hour).

Balance Note: This invocation is intended to be high powered; allowing you to get a VAST range of effects with properly chosen creatures (*cough* nightmares *cough*). As such it is advised that this invocation be only allowed with special DM discretion.

Temporal Maelstrom
Effective Level: 8th.
School: Transmutation.
Casting Time: Standard action.
Range: 60-ft.
Targets: Any number of creatures within range
Duration: Instantaneous.
Saving Throw: Will partial.
Spell Resistance: Yes.
Your word calls the winds of time howling, the tumultuous uproar as they blow out of their proper directions tearing through the lives of creatures as they do so. These creatures are left momentarily disoriented, unable to react at full speed for a few seconds.
Each target within the area takes 1d6 damage per caster level, and is rendered flat-footed, unable to ready actions or take readied action, take immediate actions, gain extra actions from a Belt of Battle, Celerity (or related) spell, gain apparent time from Time Stop, Temporal Acceleration, or related effect, or gain the benefits of a Haste spell or speed weapon or similar effect for 1 round. A successful Will save halves the damage and negates the secondary effect which prevents certain actions.

Unspeakable Word
Effective Level: 8th.
School: Evocation [Force].
Casting Time: Standard action.
Range: 30-ft.
Area: 30-ft radius emanation centered on yourself
Duration: Instantaneous.
Saving Throw: Will half.
Spell Resistance: Yes.
You utter the unutterable, a fractured form of the name of one of the dread lords from outside space and time. This word rends the world itself, tearing it into turmoil and driving madness into those that hear it.
All creatures (and objects) within the area other than yourself take 1d6 force damage per caster level. In addition any creatures with a mind which hear the word spoken take 1d8 Wisdom damage (this is a mind-affecting effect). A successful Will save halves the damage and the Wisdom damage.

Virulence:
Effective Level: 9th.
School: Necromancy.
Casting Time: Standard action.
Range: Long.
Targets: Any number of living creatures within range and within 45-ft of each other.
Duration: Instantaneous and 1 hour.
Saving Throw: Fort negates.
Spell Resistance: Yes.
Your word is like a plague spreading throughout those who have drawn your ire.
This invocation functions like contagion (http://www.d20srd.org/srd/spells/contagion.htm) on each of your targets. Unlike contagion you may infect targets with any disease, including ghoul fever, mummy rot, and other magical diseases. In addition any target which fails its save against this effect radiates an aura of infection for 1 hour, any creature coming within 10-ft of an affected creature is affected by this effect except without the aura of infection (same DC and spell resistance). This aura of infection can be dispelled while it is active, and no creature needs save from the aura of infection from a single instance of this invocation more than once.

Virulent Phylactery
Effective Level: 9th.
School: Necromancy.
Casting Time: 10 minutes.
Range: Touch.
Targets: Touched willing or helpless creature.
Duration: Permanent (see below)
Saving Throw: No.
Spell Resistance: Yes.
You place a disease into the heart of the target, letting it spread throughout their body, and within it a piece of your soul.
You infect the target with a disease (as the spell contagion (http://www.d20srd.org/srd/spells/contagion.htm)), but the disease has its normal incubation period. However you place a part of your soul into the disease; this counts as having a part of the target's body for the purposes of scrying or other similar effects. As long as the target is infected with the disease if you would die your soul moves fully into the disease and you reform from it 24 hours later. While your soul is fully within the disease it can only be cured by a Wish or Miracle spell (which would kill you for real); killing the recipient can prevent this resurrection if they are dead when you would be resurrected, but if they are killed and revived while your soul is fully in the disease they are still infected with the disease upon revival until your soul would reform. While part of your soul is in the disease you suffer a -2 penalty to Constitution and Wisdom which cannot be removed by any means.

Visage of the Final Kings:
Effective Level: 8th.
School: Transmutation
Casting Time: Swift action.
Range: Personal.
Target: You.
Duration: 1 round/3 caster levels (D).
Saving Throw: No.
Spell Resistance: No.
You speak the name of a dread lord, inviting its power into your body. Your body twist as it becomes tainted by these energies, taking on an inhuman shape as it courses through your body reshaping it into something that does not fully fit into traditional geometry. Your form loses its humanoid shape being amorphous, made of exotic matter from beyond the planes writhing in a grotesque mockery of your previous shape.
Your form becomes amorphous as you become a writhing mass of flesh, organs, and tentacles held vaguely into a human shape. You become immune to flanking and critical hits and any creature viewing you suffers a -2 morale penalty on attack rolls against you and to the save DCs of any spell or ability which specifically targets you. While in this form you gain Blindsense out to 60-ft, immunity to poison, resistance 10 to acid and electricity, DR equal to half your caster level overcome by magic weapons, spell resistance equal to your caster level, a +5 enhancement bonus to natural armor, you also gain a +4 profane bonus to Strength, a +2 profane bonus to Dexterity, a +4 profane bonus to Constitution, and a +4 profane bonus to Wisdom. You also gain 2 tentacle attacks which can be used as a primary or secondary natural weapon dealing 1d6+1/4 caster levels + Str (if primary) or ½ Str (if secondary) damage if you are medium and deal 1 point of Wisdom damage per strike (this Wisdom damage is unaffected by your size) and 5-ft longer reach than is normal for your natural weapons. You may attack with both of these tentacles as a swift action in any round in which you use a malison.

Word of Avalanche
Effective Level: 8th.
School: Conjuration (Creation) .
Casting Time: Standard action.
Range: 30-ft.
Area: Cone
Duration: 1 round/caster level
Saving Throw: Reflex partial.
Spell Resistance: No.
[I]With a word you call the glaciers of the last winter rolling forth, spilling out from you across your foes.
Each creature within the area takes 1d6 damage per caster level; half of this damage is cold, the other is pure crushing (bludgeoning) force of the mass of snow. A successful Reflex save halves this damage. Any creature which fails their reflex save is buried under the ice and snow, taking 1d6 cold damage per round until freed which requires a Strength check (same DC as this invocation), a burrow speed, or being dug out from the outside. Attempts to cast spells or spell-like abilities while trapped are treated as if the caster were grappled. This snow remains for the duration and renders the area covered in deep snow (movement costs 4 squares per square).

Word of Devastation
Effective Level: 8th.
School: Evocation [see below].
Casting Time: Standard action.
Range: Long.
Area: 20-ft radius burst within area.
Duration: Instantaneous
Saving Throw: Fortitude partial.
Spell Resistance: Yes.
Your word brings destruction, shattering the air with its force as it rends through the creatures within.
When you use this invocation select one energy type (acid, cold, electricity, fire, or sonic), all creatures and objects within the area take 1d6 damage per caster level and loses their move action for the next round. A successful Fortitude save halves this damage and negates the loss of their move action for the next round.

Word of Ending
Effective Level: 7th.
School: Necromancy [Death].
Casting Time: Standard action.
Range: Close.
Target: 1 or more living creatures all of which must be within 15 feet of each other.
Duration: Instantaneous.
Saving Throw: No.
Spell Resistance: Yes.
With a word you inexorably extinguish a weakened creature's life force, killing it.
If you target a single creature it dies if it has less than 6 hit points per caster level. If you target multiple creatures each one with less than 3 hit points per caster level to a maximum of 8 hit points per caster level in total hit points between all targets dies (lowest hit point creatures are counted from this maximum first).

Zaydos
2015-02-01, 09:09 PM
Storied Skills

Autohypnosis: Found in the Expanded Psionics Handbook

When you use an immediate action to grant yourself spell resistance against an effect it grants spell resistance of 16 plus your ranks in Autohypnosis.

Balance:

You are immune to any effect which would force you to move or knock you prone. In addition you gain Evasion if you do not have it, and Improved Evasion if you do.

Bluff:

Reality really is gullible, ain't it? You may now copy any 6th level or lower spell that is either mind-affecting, an illusion that is not of the shadow subschool, or targets only yourself three times per day as a spell-like ability. This requires a DC 25 Bluff check. If a spell or effect would read your thoughts you can attempt to bluff it as well; this is an opposed Bluff-Sense Motive check as normal (you do not need to make a DC 100 as is normal for this use of the Bluff skill nor does your opponent).

Climb:

You gain a +5 bonus to grapple checks and deal an additional 4d6 when using a grapple check to damage creatures. In addition, as a supernatural ability, you may climb the air itself; this is a DC 40 climb check, or 50 if you climb horizontally (treating it as a vertical surface).

Concentration:

Once per encounter you may focus so hard that everything seems to be slowed around you. This is a supernatural ability which duplicates the effects of the Temporal Acceleration power manifested by a psion 1 level lower than your Amalgam level. In addition once per encounter you may gain a resistance bonus to a saving throw equal to your ranks in Concentration for one save as an immediate action.

Decipher Script/Forgery:

You gain 21 ranks in each skill and may reassign any excess skill ranks beyond that required to gain max ranks in each skill.

You gain telepathy 100-ft and the ability to Speak with Plants as the spell; the telepathy is considered supernatural in nature. You may use Stone Tell as a spell-like ability 1/day + Charisma modifier times per day. You may forge a document in 1 round, or 1d4 rounds per page of a longer or complex document, and the bonus to the reader's check if you do not have a text sample is reduced to +10 (before being halved).

Diplomacy/Gather Information:

You gain 21 ranks in each skill and may reassign any excess skill ranks beyond that required to gain max ranks in each skill.

Any creature that spends at least one round talking with you (even if only you speak) and has a type or the augmented subtype for a type you have or have the augmented subtype of (for example if you were a Outsider (Augmented Humanoid) you could affect Humanoids, Outsiders, and any creature that was an Augmented Outsider or Augmented Humanoid) that creature must make a Will save (DC 10 +1/2 Amalgam level + your Charisma modifier) or be charmed as the Charm Monster spell for as long as they continue to interact with you and for 1 minute thereafter. A creature which makes its save is immune to this effect for 24 hours. This is an extraordinary, mind-affecting effect. A creature must be able to hear you for this ability to affect it.

Disable Device/Open Locks:

You gain 21 ranks in each skill and may reassign any excess skill ranks beyond that required to gain max ranks in each skill.

You may structurally damage objects and creatures with a touch as a standard action. This deals damage equal to triple your Disable Device check against objects and constructs and double to other creatures, ignoring Hardness and DR, and inflicts a cumulative -4 Strength penalty to Constructs or 2 Strength damage to other creatures. This Strength penalty lasts until the construct is repaired (any effect which heals it, including in certain cases rest, removes 2 points of Strength penalty per 5 hp healed) and may reduce the target’s Strength to 0.

Disguise:

When disguised as a specific creature, creatures which would qualify as Close Friends or less gain no bonus to see through your disguise and even those which qualify as Intimate only gain a +4 bonus to see through your disguise. Once per day, as a supernatural ability, you may fashion a disguise so thorough it grants even supernatural abilities. This functions as the spell Shapechange but once you have chosen your form you cannot change it, the form may have a hit dice up to your Amalgam level and lasts for 1 minute per 2 Amalgam levels.

Escape Artist:

You may make an Escape Artist check to pass through solid walls. To do so is a 30 check + 5 per 5 additional feet you must pass through. If the wall is magical in nature (the product of an instantaneous conjuration effect does not count as magical for this purpose) the DC is increased by the caster level of the wall or enchantment upon it. You may use this to pass through Extremely Tight Spaces and Walls of Force instead of the regular epic DC. This is a standard action which allows you to move your speed, or a full-round action which allows you to move twice your speed.

Handle Animal:

Whenever you or your animal companion would take damage you may choose to have that damage split between you and your animal companion however you choose (one could take 100% of the damage or it could be split evenly, or one takes 1 point of damage and the other the rest); this split is after any effects which reduce damage or render it nonlethal and once split the damage cannot be reduced. In addition you may now teach an animal a trick in the space of 1 minute.

Heal:

You may perform an act of brilliant surgery equivalent to a Heal spell once per day per target as a standard action which does not require tools. In addition as long as you have rudimentary medical tools or things which can reasonably be improvised as such (such as could be found in a healer's kit or a sewing kit, knife and clothe, etc) you may make a Heal check to restore 1/2 that many hit points to a creature as an action taking 5 rounds. Finally once per day you may revive any previously living creature that has been dead for less than 1 minute as if through the Revivify spell except that it may affect creatures killed by Death effects; this is a supernatural ability.

Hide:

Hidden from Death: You no longer have a maximum lifespan. Nor can you die from suffocation (although it can still knock you unconscious), starvation or thirst (the total nonlethal damage from these two effects caps at 1 less than your maximum hp). The first time each encounter that you would die that effect is negated for you (if it is a spell that would kill you it does nothing to you, if it is an attack that would reduce you to negative 10 hp it deals no damage instead).

Intimidate:

You may demoralize creatures normally immune to fear although they gain a +5 bonus to resist. You gain a +2 bonus to hit and damage against creatures suffering from a fear effect of any sort. You can scare even fundamental concepts of reality. Entering into a form of pure terror weapons, gravity, magic, and even death fear to approach you. Entering this mode is a swift action which can be performed once per day, and is a supernatural ability. This mode lasts for 1 + Charisma modifier rounds and while it is active you gain a host of abilities. Attacks made against you suffer a penalty 4 greater than your Charisma modifier. You gain a fly speed equal to your land speed with perfect maneuverability. You gain Spell Resistance equal to 12 plus your ranks in Intimidate. While this form is active you cannot die or rendered unconscious, any effect which would kill you is delayed until this effect ends and you may continue to act normally despite any amount of damage.

Jump:

When jumping as a full round action you may measure your jump in miles instead of feet going 1 mile per 10-ft you would have leaped. In addition you may land on the air when jumping as long as you jump at least 10-ft each round (if you do not you fall), this is a supernatural ability.

Knowledge (Architecture and Engineering):

You may destroy a 10-ft segment of floor with an attack as a standard action, any creature huge or smaller standing on the destroyed floor (or a large creature standing half-way on it) falls through (Reflex DC 10 + ½ Amalgam level + Charisma modifier allows them to move to an adjacent square). You may also destroy 10-ft cube of ceiling or wall at a time (this deals the same damage as a 5-ft square but in a 10-ft area), and when destroying a wall or the ceiling you may do so as an attack action as opposed to a standard action. You gain a +6 bonus to Search checks and gain an automatic check whenever you pass within 10-ft of an architectural feature that requires a search check to notice (such as a secret door, a trap built into the building, or another hard to notice architectural feature), in addition you gain a +5 bonus to balance checks due to floors of uneven or difficult construction, saving throws versus traps or collapsing architecture, and a +6 to climb artificial walls. In addition if you are in charge of the construction of a building it takes 1/5th the normal time.

Knowledge (Arcana)

Your favored enemy bonus against Constructs and Dragons increases by +2, or you gain it if you did not already. You gain Evasion and Mettle against dragons’ breath weapons and a +6 Dodge bonus to AC against Dragons and Constructs. Your knowledge of magic allows for limited imitation of its effects; by spending 10 minutes in a ritual you may cast a single spell Lv 5 or lower from the sorcerer/wizard list of the abjuration, conjuration, or transmutation school (but not of the calling subschool). You may cast a total of 6 spell levels this way each day, each spell costing 10 GP per spell level, and 0-level spells counting as 0 level and taking only a full round action. In addition your knowledge of magic is sufficient to stymy many of its uses. By spending 1 minute inscribing runes (requiring some means of writing them, either carving them into a surface or paint are the normal means) per 10-ft of perimeter you may ward an area against teleportation and planar travel (this warding extends 10-ft up and down per 2 Amalgam levels). Such warding lasts for 1 day. You may also inscribe runes to protect against all magic creating an antimagic zone within the warded area which lasts for 1 minute per 2Amalgam levels, this warding only extends 10-ft up and down per 5 amalgam levels.

Knowledge (Dungeoneering)

Your Favored Enemy bonuses against Aberrations and Oozes increases by +2, or you gain them if you do not already have them. You gain immunity to Acid, and you gain a +4 to Balance, Climb, Hide, Listen, Move Silently, Search, and Spot checks made while underground.

Knowledge (Nature)

Your Favored Enemy bonuses against Animals and either Giants or Vermin increases by +2, or you gain them at +2 if you lacked them entirely. Your knowledge of fey customs now allows you to summon a fey from the list below as a standard action 3 times per day. This is a supernatural ability and the fey remains for 1 round per amalgam level you possess. Finally you gain a +2 bonus to AC in natural terrain.
Summonable Fey: Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF, Nymph, Glaistig MindbenderMMIII (without water symbiosis), Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency).

Listen:

You gain blindsense 60-ft, and blindsight 30-ft. In addition you can "hear" purely visual information such as color within your blindsight range. Your penalty to Listen checks for distance is further reduced to -1 per 100-ft. You may also attempt a Listen check to hear something as a full-round action to gain a +10 to the check.


Martial Lore: Found in Tome of Battle

You gain another two maneuvers known (from any discipline gained from this class), another maneuver readied, and another stance known. In addition you may perform a martial strike with a standard action activation as an attack of opportunity instead of a regular attack.

Perform (General note):

When making a Perform check to gain money you gain 5 times the normal amount.

Perform (Act):

2/day when you observe a creature use an extraordinary ability, a supernatural ability, a spell-like ability, or cast a spell/manifest a power you may analyze that ability as a free action usable when it is not your turn. This allows you to use those abilities as if you were its original user 3 times that day between the two abilities; if it is a spell-like ability which copies a spell with an XP cost or expensive material component you must still provide the component and pay the XP cost; any duration of an ability copied this way is reduced to 1 hour. 1/encounter you may declare a target as a free action (1/minute outside of combat). For the next 5 rounds you may use their Base Attack Bonus, one of their base saves, one of their ability score modifiers, or their ranks in a single skill instead of yours (choose one when you use this ability). Finally 2/day, you may use Perform (Act) in place of any other skill check even trained only skills you lack ranks in or replace an attack, damage, or saving throw with a Perform (Act) check.

Perform (Dance)

1/encounter you may move up to 30-ft with any movement mode you possess as an immediate action (if burrowing you may only move through material which you could normally burrow through with a normal move action). In addition you may take a 5-ft step before each attack during a full-attack action and after your last attack made as one.

Perform (Keyboard Instruments, Percussion Instruments, String Instruments, or Wind Instruments): Choose one.

Choose one perform skill when you select this ability; you gain ranks in that perform skill and may only perform these songs with those instruments. You gain the ability to perform one the special songs from each of the four lists below. Playing a song takes a standard action (unless otherwise noted) each round it is played and you may only play one special song at a time. All songs played as part of this ability are Supernatural abilities (even those which duplicate spell effects) unless specified otherwise.


Song of the Horse: By playing this song for 1 round you duplicate the effects of a Mount spell with a caster level of your Amalgam level. You may only have one mount created by this spell at a time.
Rabbit’s Song: Playing this song transforms you into a tiny or smaller animal with no more than 1 HD (as if through the Polymorph spell but you do not regain health). This song’s effects last for 1 minute/Amalgam or until dismissed as a standard action. The animal forms assumed through this spell are all outlandish in some way, rabbits may be bright pink, cats striped like tigers, or a snake that is yellow with purple dots.
Lorecaller’s Song: Creatures within 30-ft of you as you play this song gain a +3 bonus to Knowledge checks. This bonus increases to +4 if you have at least 4 levels in Amalgam, and by +1 at 8th and every 4th level thereafter.
Song of Warping: Playing this song causes you to teleport to another location within 30-ft to which you have line of sight and line of effect.
Song of Destiny: Playing this song grants one creature within 60-ft the benefits of one of your Exaggerated Skills (including temporary skill ranks to increase the skill to max ranks) for as long as you spend a standard action each round to play it; the target does not gain any abilities with limited uses. While you are playing this song you lose access to all benefits (except skill ranks) of the selected Exaggerated Skill.
Song of the Forest: By spending 1 minute playing this song you may make a Perform (Wind Instruments) check in place of a Diplomacy check to influence a creature’s or group of creatures’ attitude; you may use this ability even if you do not speak the language(s) of the target and even on animals and vermin (but not other mindless creatures).
Song of Chastisement: Your song damages outsiders whose alignment opposes you. When you play this song all outsiders with an alignment subtype that opposes at least one axis of your alignment take 1d6 plus your charisma modifier damage + 1d6 damage/4 Amalgam levels and suffer a -2 penalty to attack rolls for 1 round. A successful Will save halves this damage and negates this penalty.
Song of Fire Control: This song animates a fire as the spell Animate Fire, but lasts for as long as you play it (there is no maximum duration, but it requires concentration to play) and may move any distance from its source fire, although the fire must stay within hearing distance of your song and takes no actions which you do not direct and you do not gain special access to its senses. You still require a fire as per the Animate Fire spell, although playing this song puts out the fire by turning it into an elemental. If your Amalgam level is at least 6th you may animate a larger fire as a Medium fire elemental, at 10th level this increases to Large, at 14th to huge, and at 18th to greater; each increase needs a comparatively larger fire.
Countersong: As the Bardic Music ability of the same name. You must wait 1 round after using a Countersong for each round it was maintained before using it again.
Song of Blasting: You release a devastating cone of cacophonous force in front of you. This ability deals 1d6 damage + 1d6 damage per 4 Amalgam levels in a 40-ft cone in front of you. A successful Fortitude save (DC 10 + ½ Amalgam level + Charisma modifier) halves this damage. Crystalline objects and creatures take 1d6 damage + 1d6 damage per 2 Amalgam levels instead.
Artificer Song: Any creature which listens to you play this song for at least 30 minutes gains a +3 bonus on Craft checks for 24 hours. This bonus increases by +1 for every 4 Amalgam levels you possess. If you possess this Exaggerated Skill at the Lesser level the targets also have their production doubled, this increases to tripled at the Greater level and to times four at the Storied level.
Song of Mending: By playing this song for 1 round you may duplicate the effects of a Mending spell. By playing it for 10 minutes you may repair damage to a construct equal to your ranks in the relevant Perform skill.
Song of Endurance: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches). In addition any rage, frenzy, and similar abilities only count rounds listening to this song as half a round each for the purposes of their durations. For each level above Least that you have this Exaggerated Skill its maximum range increases by 60-ft (to a maximum of 240-ft at Storied). If you have this Exaggerated Skill at the Greater level rounds in which you play this song are considered to be spent sleeping for the purpose of recovering spells and abilities for all those who can hear it.
Raven’s Song: Playing this song summons a raven. You may only have one summoned raven at a time and you may command the raven by playing this song again as a standard action. You may automatically handle the crow, or push it (still as a standard action) with a Perform check. It is considered to know the Come, Down, Fetch, Heel, Seek, and Stay tricks. In addition while you play this song you may see and hear through the raven’s senses as if they were your own. The raven must hear your song to be commanded by it.
Song of Curing: By playing this song you can heal 1 more hp to a target creature within 30-ft. You may heal up to your Amalgam level times your Charisma modifier in hp this way each day. If used on a creature which is not healed by positive energy any hp of healing that would have been expended is wasted.
Song of Fog: By playing this song you duplicate the effects of an Obscuring Mist spell (centered on yourself) for as long as you play and 1 round per Amalgam level thereafter. Once you have this Exaggerated Skill at the Lesser level this increases to a Fog Cloud spell, once you have this skill at the Greater level you may center it anywhere within 60-ft instead of on yourself, and once you have this skill at the Storied level you may duplicate the effects of a Solid Fog spell.
Master’s Song: You add your Amalgam level as a luck bonus to Perform checks when playing this song as part of a performance. In addition you gain triple money from any such Performance.



Song of Bombos: Your song causes a devastating fiery explosion. All creatures within 20-ft of you (except for yourself, and any familiar/animal companion/special mount you possess) take 1d6 fire damage/Amalgam level. A successful Reflex save (DC 10 + ½ Amalgam level + Charisma modifier)halves this damage. You may only use the Song of Bombos 1/minute.
Song of the Sun: Your song creates a blinding flash of light. Non-allied creatures within 20-ft must make a Fortitude save (DC 10 + ½ Amalgam level + Charisma modifier) or be blinded for 1d3 rounds and dazzled for 1d4 rounds once the blindness has worn off. A successful save reduces this effect to being Dazzled for 1d4 rounds. Undead creatures must instead succeed on a Fortitude save or be turned (as if through Turn Undead) for 1d4 rounds; undead with hit dice equal to your Amalgam level or less (including any Turn Resistance) do not receive saves against this effect. Once you have played the Song of the Sun you may not do so again for 1 minute.
Princess’s Lullaby: Your song rallies hope in people. This copies the effects of a bard’s Inspire Courage as used by a bard 2 levels lower than your Amalgam level. You may use this ability at-will.
Song of Graves: This song copies the effects of an Animate Dead spell (caster level = Amalgam level) but its duration is only until you stop playing and 5 rounds thereafter to a maximum of 5 minutes. Undead animated through this effect can be controlled through playing the song.
Song of Construction: By playing this song for 30 minutes you may cause a structure to be magically constructed as if 100 people worked for 3 days. You may play this song for up to 30 minutes each day per 2 Amalgam levels.
Song of Silence: By playing this song you create an area of magical silence (as the Silence spell) in a 15-ft radius centered on yourself. You may only play this song for up to 1 round per 2 ranks in the relevant Perform skill that you possess. Once you cease playing this song you must wait 1 round per round you played it before playing it again. Unlike other songs granted by this exaggerated skill this song functions in a zone of magical silence.
Song of Speed: This song duplicates the effects of a Haste spell on all allied creatures which can hear it within 60-ft. You may play this song 1/day per 4 Amalgam levels.
Song of Winds: This song creates windstorm force winds within 50-ft of you for as long as it is played. You may only play this song for a number of rounds equal to ½ your ranks in the relevant Perform skill and once you have finished must wait 1 round per round you played it before playing it again. You (but not your ranged attacks) and any familiar/animal companion/special mount you may possess are unaffected by the wind although you suffer the normal penalty on Listen checks.
Song of the Sea: As long as you play this song you and any allied creature within 30-ft can breathe water as if it were air, and gain a swim speed equal to one-half their base land speed.
Song of Stars: When you play this song you create a number of dangerous meteors equal to your Amalgam level each of these meteors shoots off at a target within 60-ft. Resolve these meteors as ranged touch attacks using your Charisma in place of your Dexterity. Each meteor deals 1d6 untyped magic damage. Once you have played this song you must wait 1 minute before playing it again.
Fanfare of Victory: When played after a battle all creatures within 60-ft regain hp equal to four times your Amalgam level, only hp lost during that battle can be restored this way. This song may heal undead and constructs as well as living creatures. A creature can only be healed by this fanfare once per battle.
Song of Sound: When you play this song you dispel any magical silence effect with a caster level of less than twice your Amalgam level . Unlike other songs granted by this Exaggerated Skill this song functions even in a zone of magical silence.


Song of Storms: Control Weather as spell, this song requires ten minutes of playing to activate.
Song of Transport: This song duplicates the effects of a Teleport spell (CL = Amalgam level) except it may only take you to places you have been to personally and have at least studied closely (failing entirely if the intended location does not satisfy these conditions). You may only use this song once each day per 7 Amalgam levels. Some Amalgam’s using this song manifest it as a mystical duck swooping in to take them where they want to go.
Song of Aether: You release a devastating blast of lightning and wind in all directions dealing 1d6 damage/Amalgam level electricity damage to all creatures (other than yourself, and any familiar/animal companion/special mount you possess) within 30-ft of you. This effect also creates terrible winds which blow all creatures within the area back as if they were struck by Tornado force winds (Large or smaller creatures are blown back 1d4x10 feet being knocked prone and taking 1d4 nonlethal damage per 10-ft of movement, huge creatures are knocked down, larger creatures are unaffected by the instantaneous effect of the wind; huge or smaller flying creatures are knocked back 2d6x10-ft and take 2d6 nonlethal damage, gargantuan flying creatures are blown back 1d6x10-ft, and colossal ones are blown back 1d6x5 feet). A successful Reflex save (DC 10 + ½ Amalgam level + Charisma modifier) halves the damage and negates the effect of the winds. Regardless of whether they succeed or fail at the save all invisible creatures and objects within the area are highlighted with electricity for 1 minute causing them to produce light as if a torch and negating their concealment. You may only perform the Song of Aether 1/minute.
Song of Healing: This song duplicates the effects of a Heal spell on one living creature within 30-ft. It has no effect on creatures damaged by positive energy. You may only use the Song of Healing 1/day per 9 Amalgam levels you possess.
Song of Chastisement, Greater: When you play this song all outsiders which oppose your alignment suffer devastating effects. Any outsider with an alignment subtype that opposes your alignment on at least one axis suffers 1d6 damage per Amalgam level plus twice your Charisma modifier and suffer a -4 penalty to attack rolls, saving throws, and AC and lose access to any abilities to teleport, travel between planes (including Astral Projection and Gate), summon or call creatures, or perform wishes or miracles (including Limited Wish) for 1d4+1 rounds. A successful Will save (DC 10 + ½ Amalgam level + Charisma modifier) halves this damage, negates the penalty, and reduces the duration of spell-like ability suppression to 1 round.
Song of Dismissal: This duplicates the effects of a Dismissal with a save DC of 13 + one and a half your Amalgam level + your Charisma modifier – the creature’s HD). You may use this ability at will, but a target which successfully saved against this ability gains a +3 on all saves against this ability for 1 minute, this bonus is cumulative.
Song of Freedom: This ability functions as the Bardic Music ability of the same name except is Supernatural and uses your Amalgam level for your Caster Level for the Break Enchantment effect. You may only use this song 1/day per 4 Amalgam levels.
Song of Blasting, Greater: This song deals 1d6 Sonic damage per Amalgam level in a 40-ft cone in front of you. Creatures within this cone are also deafened for a number of rounds equal to your Charisma modifier. A successful Fort save (DC 10 + ½ Amalgam level + Charisma modifier) halves this damage and negates the deafening.
Barrier Song: When you play this song you may create a Wall of Force (as spell, CL = Amalgam level) within 100-ft (you must have line of effect and sight to this area when you create the wall). This wall lasts for as long as you play the song and remain within 100-ft of the wall and for 5 rounds thereafter.
Song of Slumber: When you play this song a single creature within60-ft that can hear you must make a Will save (DC 10 +1/2 Amalgam level + Charisma modifier) or fall asleep for 1 minute per Amalgam level. A creature that successfully saves is immune to this ability for 1 hour.


[* ]Song of Time: Undo the last round (including your previous action) within 1000-ft. Creatures’ memories are not affected. You may only use this song once per minute.
Song of Endowment: Target creature (you must have line of sight to it when you begin playing) gains all the benefits of one Exaggerated Skill you possess (including temporary skill ranks to bring the skill up to their max ranks) using your Amalgam level or their Hit Dice (whichever is lower) for their Amalgam level for all benefits of the Exaggerated Skill. This song lasts for as long you play and an additional 1 minute afterwards. Only one creature may benefit from this song at a time. All creatures you grant a Storied Skill to share uses of any Exaggerated Skill for usage limits (X/day, X/encounter, must wait 1 hour between uses, etc).
Song of the Soul: Target creature which died within 100-ft or which has a piece of their body within 100-ft and which died within the last minute is revived as if by the spell Greater Resurrection. This song may only be played once per day.
Song of Quakes: Duplicate the effects of an Earthquake spell. This ability may be used once per minute.
Song of Transportation, Greater: This ability functions as the Song of Transportation but you do not need to have visited the location previously, and may have a familiarity of less than Studied Closely. In addition you may transport 5 Medium sized creatures per Amalgam level, instead of 1 per 3 Amalgam levels. You may use this ability 1 per day per 6 Amalgam levels you possess.
Song of Slumber, Greater: This ability functions as Song of Slumber but affects all non-allied creatures (or allied creatures you are unaware of) within the range.

Search:

You may ignore concealment and total concealment of any creature within an area you searched for 1 round as long as you can see their square, this allows you to use abilities which normally do not work on creatures with concealment and allows you to treat them as if you had line of sight. Your Search when performed as a full-round action also reveals events and magic up to 1 day back per consecutive full round action spent (up to a maximum of 1000 years with 730,000 consecutive full round actions taking 25 days, 8 hours, and 20 minutes).

Sleight of Hand:

You may steal a single use of a use activated special ability, feat, or class feature, or the effects of a continuously active special ability, feat, or class feature with a Sleight of Hand check (DC 25 + target's CR). If it is a continuous ability you gain it until the beginning of your next turn, if it is a use activated ability you must use it within 1 round or the target regains the ability and any duration is reduced to 2 minutes per Amalgam level or the ability's normal duration (whichever is less). For the round you have this ability the target does not, even if they would normally have more uses, and the ability you stole is considered expended for them. You may only use this ability once per round. You must be within your natural melee reach of the target to perform this act. You also suffer no penalty to feint attempts against creatures of animal intelligence and only a -4 against mindless creatures.

Spellcraft:

Your Favored Enemy bonus against Arcanists increases by +2, or you gain Favored Enemy (Arcanist) +2 (as the Ranger variant from Complete Mage). Swift and immediate action spells always provoke attacks of opportunity from you, and teleportation spells and spell-like abilities that would move a creature to or from within 60-ft of you must make an opposed Spellcraft check against you, and on a failure their spell fails. You gain Spell Resistance 4 + your ranks in Spellcraft. Finally any creature that you hit with a melee or ranged weapon attack cannot cast spells or use spell-like abilities for 1 round.

Spot:

You ignore all sight based concealment less than total, and cover less than full, and may see invisible creatures as if they were not invisible (though they are transparent enough to allow you to see through them). You may see in darkness as easily as full daylight, and only suffer -1 to Spot per 100-ft of distance. You suffer half normal range penalties on ranged attacks and gain +10 damage if the target is at least 100-ft away. You may spend a full-round action to attempt to spot something to gain a +10 bonus on the check.

Survival:

You gain immunity to Fire and Cold and may use Find the Path as a Spell-like ability (CL = Amalgam level) twice per day.

Swim:

Storied: You can swim through the air, gaining a fly speed equal to one-half your land speed + 20-ft with perfect maneuverability.

Tumble:

Two times per day you may run so fast that you seem to teleport. This movement is effectively instantaneous but can only take you to a location that you could reach by your own locomotion without pausing to open a door, or other such stop (such as breaking down a wall), and can only be up to 100 miles per class level. This is a full-round action. Your base land speed increases by 30-ft, and you no longer suffer damage from falling regardless of the distance.

Use Magic Device:

Any container you carry takes on aspects of a bag of holding and may store up to 30 lbs per class level non-dimensionally. Only you may access this non-dimensional space without destroying the container. In an anti-magic field you may not store anything within this non-dimensional space or retrieve it, but if the container is destroyed the objects will still spill out. Secondly you gain the ability to wear an extra magic item in a single body slot at a time (for example you could wear 2 cloaks, or three rings). Finally 3 times per day you may use a charged item without expending charges.

Zaydos
2015-02-01, 09:15 PM
Air: You gain the Air subtype. You gain a fly speed of 60-ft. You are immune to negative effects caused by wind and can create gusts of wind (as the spell but lasting only 1 round) as a standard action at will. In addition you can control wind speed within 1 mile of you, changing it by one grade as a free action each round. Inducing Hurricane force winds requires a full round action, and inducing a tornado requires another standard action beyond that and requires concentration each round to maintain otherwise it will subside to merely hurricane force winds. Finally you may command twice the regular number of hit dice of air elemental creatures.

Animal: Gain an animal companion, wild empathy (as a druid), and the ability to speak with animals continuously. Once per day you may call upon a host of animals from across reality. Doing so is a full round action and they arrive over the course of 1 minute. Most of this host is comprised of CR ¼ or less animals (100 per Amalgam level), with 20 CR 1/3 to CR 2 animal per Amalgam level forming the backbone of your army, in addition it summons 1 CR 3 to 6 animal per Amalgam level, 1 CR 7-9 animal per two Amalgam levels, and 1 CR 10-12 animal per 4 Amalgam levels. The lesser (CR 2 or lower) animals serve you for 1 hour before the power summoning them releases them back to the world they came from, the CR 3-9 creatures disappear after 2 minutes per Amalgam level, with the most powerful animals only remaining for 1 minute per 2 Amalgam levels. 10% (minimum 1) of each group arrives per round, a group which has less than 10 members will arrive before the full 1 minute has passed.

Archery: Homebrew domain found here (http://www.giantitp.com/forums/showthread.php?p=9042745#post9042745). You may used ranged weapons out to their maximum range increment with no penalty to attack rolls. In addition you may aim and fire bows more quickly gaining an extra attack at your highest attack bonus each round when making a full attack or attack action with a bow (including when using Manyshot or Greater Manyshot); this stacks with extra attacks granted by Haste and similar effects.

Celerity: : Your movement speeds double. In addition you may move up to your land, climb, or swim speed as a swift action each round; you may not use this ability to fly or burrow.

Chaos: 1/day, as a move action, you may radiate an aura of instability. Any attack made, supernatural or extraordinary ability activated, spell cast, spell-like ability used, or similar abilities activated by enemies within 200-ft of you has a 15% + your Charisma modifier (if positive) chance of failing (Charisma of 30 would give them a 25% chance of failure). This ability lasts 1 round per 4 Amalgam levels.

Competition: The bonus from the domain power increases to equal your Charisma modifier. In addition twice per day you may declare an opposed check involving you unbalanced as a free action before rolling. If you do so you are treated as having rolled a 20 while the opponent is treated as having rolled a 1.

Corruption: You may now use this domain's granted power at-will. In addition the first time you damage an opponent each round they take 2 points of damage to the ability score of your choice, or 1 point if you choose Constitution.

Courage: Your aura of courage bonus extends to any ally which can see you or hear your voice. You and allies within 30-ft of you are immune to fear effects and gain a +2 sacred (if you are good or neutral) or profane (if you are evil) bonus to attack and weapon damage rolls.

Craft: When crafting objects you progress at 50 times the normal rate. In addition each day you can create objects (including magic items) worth up to 1000 GP per Amalgam level, single use items are considered 5 times their normal value for this purpose. Doing so requires 10 minutes, but you do not need to create all your daily items at once. These objects last for 1 hour per Amalgam level, but a successful Appraise check (DC 25) or Spot or Spellcraft check (DC 30) reveals their temporary nature.

Creation: You can use your Create Food and Water spell-like ability as a standard action (instead of 10 minutes) and the food you create is luxurious as opposed to bland (if quality must be determined you gain a +30 to any check, probably Profession, to determine this quality), and you may use your true creation ability to create magic items and the XP cost to use that spell-like ability is now 1/5th the GP cost of the created object instead of its normal cost. Finally you gain 2 bonus item creation feats.

Darkness: You gain the ability to see in darkness, even magical darkness, as easily as if it were full daylight. In addition when in less than total daylight you may hide without cover or concealment and/or while being observed.

Death: You are healed by negative energy if you were not already. 1/day you may invoke your divine dominance killing up to 10 HD of creatures per Amalgam class level that are all within 1000-ft of you (you must have line of sight and effect). This is a Death effect and any creature that would be affected is allowed a Fortitude save to negate this effect, though on a success they suffer 2 negative levels which fade after 1 minute. Deathward and similar magical protections (such as magic items) do not prevent this effect unless their caster level is at least equal to your Amalgam level.

Deathbound: You gain the ability to use Animated Dead at-will, and can control 8 times your Amalgam class level in undead with this ability (instead of 3 times as per the Deathbound granted power). Any undead you animate with this ability gain a +4 bonus to Strength and Dexterity and +2 hit points per hit die.

Demonic: You gain the Outsider type and the Tanar'ri subtype, gaining the Augmented whatever your previous type was subtype as well as all traits and features of the obtained type and subtypes.

Destruction: Double deadly touch pool, 1/day may destroy target creature or object (up to one 30-ft cube), Fort save negates. A creature destroyed this way is destroyed utterly and cannot be revived short of direct divine interference.

Diabolic: You gain the Outsider type and Baatezu subtype, gaining the Augmented whatever your previous type was subtype as well as all traits and features of the obtained type and subtypes.

Domination: Creatures following a compulsion effect you have placed upon them gain a +4 sacred (if you are good or neutral) or profane (if you are evil) bonus to Strength, Dexterity, and Constitution. They also gain a +2 sacred (if you are good or neutral) or profane (if you are evil) bonus to saving throws against effects not generated by you. Your compulsion and charm effects gain more potency, they are able to affect creatures under a Protection from Evil or similar effect and if another creature attempts to override your charm or compulsion with one of their own generated by a spell or spell-like ability they must succeed at a caster level check (DC = twice your Amalgam level) or their spell fails and is wasted.

Dream: You are automatically aware of any non-mindless creature sleeping within 1000-ft of you, their type, numbers, alignment, and current mental ability scores. In addition you may spend 1 minute to send a mental message to any sleeping creature on the same plane of existence as you are. Once per day when sending such a message you may weave hypnotic effects within it; the target must make a Will save or be affected as if through the Suggestion spell when it awakes (using your Amalgam level as your caster level). A mindblank spell protects a creature both from detection and these messages.

Dwarf: You gain Stonecunning or your existing Stonecunning increases by 10-ft and the bonus increases by +2. In addition your Spell Resistance now applies against SR: No spells (except instantaneous Creation effects) and supernatural abilities.

Earth: You gain the Earth subtype. You gain Tremorsense out to 300-ft and the earth glide ability of an earth elemental.

Family: As a standard action you may Scry on any creature which worships you, observing it for as long as you concentrate. While observing a creature this way you also know its status as per a Status spell. Finally you may cast single target spell-like abilities on the observed creature, even those with a range of personal, from any distance, when casting a standard action SLA this way you may concentrate on this ability as a move action (you may not cast SLAs with a casting time greater than a standard action this way).

Fate: At a glance you can determine the time until the end of a creature’s natural lifespan. In addition 3 times per day you may declare a creature doomed to failure as an immediate action forcing it to roll twice taking the worst result on its next roll; you must use this ability before any rolls are made. If used against an effect which would normally be set to a certain number (such as damage on a maximized spell, or a roll affected by the Luck Domain Ascension) they instead roll once and use it or the preset number whichever is lower.

Fear: (http://www.dandwiki.com/wiki/Fear_%283.5e_Cleric_Domain%29) Your fear effects are no longer considered mind-affecting effects. In addition you radiate a 10-ft radius fear aura which causes enemies that begin their turn within 10-ft of you must make a Will save or be shaken for as long as they are in your aura and 5 rounds thereafter; a creature which successfully makes its saving throw is immune to your fear aura for 24 hours.

Fire: You gain the Fire subtype, but do not suffer cold vulnerability. You may command twice the regular hit dice worth of fire elemental creatures with your rebuke fire elementals and 1/day you may create a fiery burst that affects any number of squares within 1 mile, dealing 1d6 damage per Amalgam level. Half of this damage is fire, but the other half is pure divine energy not affected by energy resistance. Any creature in this area may make a Reflex save for half.

Gnome: You can speak with burrowing mammals at all times as if through the Speak with Animals spell, and may create alchemical items (with craft) alchemy at 10 times the normal rate (with Craft domain this results in a total of 59 times the normal rate). In addition once per day you may expend one of your Gnome domain spell-like abilities to create a shadow version of an arcane evocation or conjuration spell of any level lower than the expended spell-like ability. This is an Illusion (Shadow) effect that functions like Shadow Conjuration or Shadow Evocation except all save DCs are based off of the spell level of the SLA, it functions on any Divinely Morphic plane even if they are unconnected to the Plane of Shadow and is 25% real +5% per spell-level of the expended SLA.

Greed: You gain DR 5 penetrated only by damage from natural weapons or manufactured weapons worth less than 100 GP (including material and enchantments). In addition 3 times per day you may teleport an object weighing no more than your light load that you can see (even if only through a remote viewing effect) and that is on the same plane as you into your hand. An attended object, a magic object part of a larger object, or an intelligent magic object may make a Will save to negate this effect.

Healing: Gain an aura of healing which grants allies within 30-ft your fast healing quality. 1/day as a free action may double the strength of your fast healing and increase the aura to 10-ft/class level for 1 minute.

Hunger: You gain the ability to rebuke and command ghouls and their variants (ghasts, gravetouched ghouls, lacedons, half-ghouls, etc) as an evil cleric of your Amalgam level rebukes and commands undead; if you can already rebuke/command undead you instead gain a +4 to Turning Damage and are automatically considered to have rolled a 20 on your Turning Check when rebuking/commanding ghouls and may command twice the normal number of such undead. In addition your bite attack (granted by the domain) can now paralyze targets for 1 round if they fail a Fortitude save (this DC is Constitution based instead of being based off of Charisma). Any creature with a Divine Rank of 0 or higher, Amalgams and paladins of at least 9th level, or elven Amalgams or paladins of at least 4th level, are immune to your bite’s paralysis effect.

Incarnum: You gain the Shape Soulmeld feat as a bonus feat, and the ability to bind any one soulmeld you possess to your Heart, Throat, Waist, Crown, Brow, Arms, Feet, Shoulders, or Hands chakra, and bonus essentia which may only be invested in the soulmeld occupying this special bind equal to the soulmeld’s essentia capacity. Your meldshaper level for Soulmelds you have obtained through Shape Soulmeld increases to be your Amalgam level or half your character level whichever is higher. This ability does not unlike these chakras except for one soulmeld at a time.

Knowledge: You are automatically treated as having rolled a 20 whenever you make a Knowledge check.

Law: You gain the Lawful subtype and any weapon you wield is considered Lawful for the purpose of overcoming DR. In addition any ally (including yourself) within 300-ft gains a +1 competence bonus on attack rolls, saving throws, skill checks, AC, and weapon damage for every consecutive round in which they perform the same set of actions (for these purposes it does not matter which specific spell they cast, maneuver they use, etc); this means that they must spend their swift action on the same thing, their move action on the same thing, and their standard action on the same action (if they cast a quickened spell, move 20-ft, and use a spell-like ability to gain this bonus they must cast a quickened spell, move with their move action, and use a spell-like ability). The bonus from this ability on a creature can never exceed your charisma modifier. For this ability invocations are separate from spell-like abilities and eldritch blast, supernatural abilities granted by vestiges are separate from other Su abilities, as are breath weapons and the activated abilities of meldshapes, and changing essentia is considered an action.

Luck: 3/day you can declare a roll made by you or one of your allies to be a natural 20. You must use this ability before any roll is made. This does not activate Vorpal Weapons.

Lust: Any creature within 60-ft which shares your creature type (or a creature type for which you have the augmented subtype) which looks upon you must make a Will save or be Charmed as the Charm Monster spell, a creature which successfully saves is immune for 1 hour. Despite this ability’s deific (and supernatural) nature it can be dispelled (or disjoined), but uses your 10 + your Amalgam level for its effective caster level for resisting dispel effects. Suppressing this ability requires a move action each round. In addition you gain a sacred (if good or neutral) or profane (if evil) bonus on Charisma checks and Charisma based skill checks other than Use Magic Device equal to one half your class level.

Madness: You always see with the clarity of true madness, even if others do not realize it. You may no longer use this domain’s 1/day activated ability but add half your Amalgam level to all Wisdom-based skill checks and Will saves. In addition you can grant up to your Charisma modifier in creatures that carry your holy symbol immunity to Feeblemind and Confusion and spells/abilities which copy their effects. You may change which creatures gain these immunities as a standard action, but this does not end such effects if they are already in place.

Magic: You gain a continuous Arcane Sight. In addition 1/day as a standard action you may restore any spell effect which was dispelled, ended due to its duration, or otherwise ended within 10-ft/Amalgam level in the last 1 round/Amalgam level to existence. These spell effects have a duration equal to half their initial duration.

Plant: Any plants within 10 miles of you grow at 10 times their normal rate, and as a standard action you may kill any non-magical non-creature plant within this range (you must be aware of this plant in some fashion but do not need line of sight or effect). Finally once per day you may summon a powerful plant creature. Treat this creature as an elder earth elemental except it is of the plant type instead of elemental, lacks the earth subtype, and does not possess Earth Mastery. In addition this powerful tree spirit gains a +8 bonus to Strength and Constitution.

Protection: You have an aura that grants all allies within 30-ft of you (including yourself) DR X/- equal to your Charisma modifier. This does not stack with other forms of DR.

Renewal: Your Renewal Domain power can now be used against attacks that would reduce you to -10 or fewer hp, retroactively increasing your hp to avoid death. In addition this power now heals six times the normal amount, all ability damage, and negative levels and allies within 300-ft gain these benefits as well and a +2 morale bonus to attack and damage for 1 minute as divine energy flows into them.

Shadow: You may see normally in total darkness, even magical darkness, as if it were full daylight. In addition you may focus on a location within 50 miles per Amalgam level, as a standard action, if it has shadowy or dark illumination you may see and hear in a 10-ft radius centered at that location as if you were there. Additionally you automatically hear any time you are discussed within an area with shadowy or dark illumination within this range and know the distance and direction relative to yourself.

Storm: Gain a continual Control Weather effect which affects an area of your Charisma modifier (min +1) miles.

Strength: Gain +4 to Strength, and you gain +30 to your Strength for the purposes of determining your Carrying Capacity.

Slime: You are affected by a continuous Freedom of Movement effect, in addition your form becomes ooze-like and shifting granting you immunity to critical hits and flanking as if you had the ooze type and acid resistance equal to twice your Amalgam class level. You are able to reshape your features, as the spell Disguise Self save that this is a physical (though merely cosmetic) not an illusion effect and cannot affect your clothes or equipment, and are able to squeeze through any space at least 2 inches thick.

Summoning: You may use each of your Planar Ally SLAs without paying the normal XP cost or without providing a gift (as long as the task would not normally require an extra expensive gift) 1/day, and 1/day when you use Gate to summon a creature you pay only half the normal XP cost. Whenever you summon a creature with a Summon Monster SLA you may summon one additional creature of that type, and you may use a Summon Monsterspell of the appropriate level in place of any Summoning domain SLA.

Sun: You radiate intense light. This light counts as a 10th level spell for the purposes of interaction with magical darkness, and is treated as full natural sunlight by all sources. It provides bright illumination out to 360-ft, and shadowy out to 720-ft. Suppressing this ability requires a move action each round. 1/day as a standard action you may permanently blind any number of targets within the bright illumination of your light (successful Fort save reduces to 1 round of blindness).

Travel: All your movement speeds double and any supernatural movement mode you possess becomes deific (unaffected by mortal anti-magic). You may walk or hustle continuously without suffering penalties for forced march or hustling for more than 1 hour in a day, and in fact may treat doing so as sleep.

Trickery:: You gain a continual Glibness effect but the bonus is reduced to +10, and whenever you use your Invisibility SLA neither See Invisibility nor True Seeing allows a creature to penetrate it. 1/day you may become invisible to all senses besides touch and even True Seeing does not allow a creature to see through this invisibility, you do not become visible upon attacking a creature, and this ability lasts 1 round per 2 Amalgam levels.

Undead:
You gain the Undead type and all its features but retain your regular hit dice and Constitution score although gaining immunities as if you had a non-ability for Constitution. In addition you radiate an aura of desecration (as the spell Desecrate treating yourself as an altar of your god) out to 360-ft.

War: Gain proficiency in all weapons, and suffer no penalty for wielding improvised weapons. Also your BAB improves to full.

Water: You gain the Water subtype. You gain a swim speed equal to twice your land speed. You are immune to the negative effects of water pressure, and gain a continuous Freedom of Movement effect. Finally you may use your ability to rebuke water subtype creatures to rebuke/command any creature with the Aquatic subtype a well as the Water subtype and may command twice the regular number of hit dice of aquatic/water elemental creatures.

Wealth: You unerringly know the value of any non-magical object you can see. In addition each day you can create objects (including magic items) worth up to 1000 GP per Amalgam level, single use items are considered 5 times their normal value for this purpose. Doing so requires 10 minutes, but you do not need to create all your daily items at once. These objects last for 1 hour per Amalgam level, but a successful Appraise check (DC 25) or Spot or Spellcraft check (DC 30) reveals their temporary nature.

qazzquimby
2015-02-02, 07:41 PM
Sorry this might not be incredibly constructive feedback.
Could you explain the fluff? Why does the theme change erratically over the course of 20 levels? I'm not against it, I just don't know what the character is supposed to look like.

Amechra
2015-02-02, 10:14 PM
I call shenanigans! You can't invoke the Silly tag unless the class is, well, silly.

Not insanely incoherent and requiring several dense posts with no real flavor-text.

ben-zayb
2015-02-03, 05:58 AM
Sorry this might not be incredibly constructive feedback.
Could you explain the fluff? Why does the theme change erratically over the course of 20 levels? I'm not against it, I just don't know what the character is supposed to look like.

Because this is Zaydos Homebrew: the class.
Edit: more like Zaydos BCC: the class:smallbiggrin:

Why not just call the class... the Zaydos? Could be foreign term for "amalgam" or something.

Zaydos
2015-02-03, 02:09 PM
Sorry this might not be incredibly constructive feedback.
Could you explain the fluff? Why does the theme change erratically over the course of 20 levels? I'm not against it, I just don't know what the character is supposed to look like.


I call shenanigans! You can't invoke the Silly tag unless the class is, well, silly.

Not insanely incoherent and requiring several dense posts with no real flavor-text.

The fluff is sparse partially because I apparently left off the part that was supposed to explain why I posted it. It started off as an experiment in looking over my homebrew and thinking about multiclassing and seeing what it would look like to multiclass between them with you taking the level that would be your next character level instead of the 1st level... well except Scholar which ended up with the 5th level by mistake. I found some interesting things (Lv 5 tends to get cooler abilities than Lv 6; I tend towards high Will low Ref; going into casting at high levels is naturally more beneficial but looks weird on the table; next time I should try it with official classes). Figuring out how to do the spellcasting without actually referencing back to the sources directly was difficult and ended up in more powerful casting which was somewhat mitigated by them getting so much less of it. I now kind of want to make a class with really low spells per day but really good spell list.


Because this is Zaydos Homebrew: the class.
Edit: more like Zaydos BCC: the class:smallbiggrin:

Why not just call the class... the Zaydos? Could be foreign term for "amalgam" or something.

And ben-zayb apparently figured it out despite that.

qazzquimby
2015-02-03, 05:32 PM
If you're interested in making this something others could use (unless they're a huge fan of your homebrew), you could try making level slots, with input from various classes, built like a trissociate.

Jormengand
2015-02-03, 08:04 PM
I... this...

*Goes off to make the Jormen-mancer.* :smalltongue:

dragonjek
2015-02-03, 09:05 PM
I...
I have no idea what I just read. Having looked through the class, I can honestly say that I understand it less than I did before I started reading it.

Almarck
2015-02-03, 09:26 PM
This isn't a class. It's an abomination! What has science done?

... I jest.

I like the idea of a class that changes as you level up, but man this is loony. I don't think I can fit all of those rules on a digital character sheet. I feel even more certain a physical one could never handle it without getting multiple pages.

on the plus side I can image that you can do some silly multiclassing.



oh and if you need an idea for a class involving lots of spells but can only use them a few times per day, how about a "ritualist"? The key advantages? Gets spells faster than a wizard and may prepare the equivalent of say.... 11th level spells near the end. The downside? You have to spend time casting them and you can only do it a few times per day.

Zaydos
2015-02-06, 04:59 PM
As a general thing, thanks for the comments you gave me stuff to think about and somehow this inspired a more serious class.


If you're interested in making this something others could use (unless they're a huge fan of your homebrew), you could try making level slots, with input from various classes, built like a trissociate.

I might look into doing that at some point, though I'm likely to repeat this experiment with official classes first, seeing what happens and figuring out how I'd do casting then.


I... this...

*Goes off to make the Jormen-mancer.* :smalltongue:

I might have wanted this response.


This isn't a class. It's an abomination! What has science done?

... I jest.

I like the idea of a class that changes as you level up, but man this is loony. I don't think I can fit all of those rules on a digital character sheet. I feel even more certain a physical one could never handle it without getting multiple pages.

on the plus side I can image that you can do some silly multiclassing.



oh and if you need an idea for a class involving lots of spells but can only use them a few times per day, how about a "ritualist"? The key advantages? Gets spells faster than a wizard and may prepare the equivalent of say.... 11th level spells near the end. The downside? You have to spend time casting them and you can only do it a few times per day.

Not just science. MAD SCIENCE!!!!! Five exclamation marks prove I'm crazy, you see.

I was actually thinking something like a Dread Necromancer except with the full sorcerer list (and I made this, and have now posted it, it's name is bad), but I could do a ritual mage. I'd say Reserve Feats, higher level slots but slower casting (1 hour for highest level spells for example), Int based casting... and I think someone already did this. Eh, I can still give it a chance...

I may have made the spell table already (thought it actually gets Wizard total spells per day).