Zaydos
2015-09-04, 12:33 PM
Gnostic
"Beyond good and evil? There is no beyond. There's just a hundred nooks and crannies within."
A gnostic is a student of that which is beyond the divine, the building blocks of the Upper Planes, of the soul itself. Originally developed by an order of ascetic monks who sought to understand and preserve the cosmic balance. It became their belief that the only way to understand the cosmic balance as to understand each facet individually. They studied the nature of Alignment, learning to identify and manipulate the flow of its energy through the multiverse. The gnostics have strayed from their roots as servants of cosmic balance, allowing themselves to become fractured and divided, but they have retained their secret insight into the functioning of the multiverse, and the nature of Good and Evil, Law and Chaos. Now the gnostics are similar in ways to wizards or another sort of mage, scattered groups learning their art as part of a search for power or something more.
Adventures: A gnostic might adventure to seek insights into the nature of good and evil. A paladin has fallen and become a dread blackguard whose armies threaten to overrun the west, and a gnostic might seek him out and hope to speak with him or oppose him and in the act learn more of the powers of Good and Evil that the blackguard has wielded. Others stick to the older role as champions of balance, seeking out imbalances to strike them down and allow the world to continue as it should. Others adventure for the normal, often petty, reasons of adventurers, wealth, power, prestige, and their kin.
Characteristics: A gnostic knows the secret knowledge and wisdom of the moral and ethical powers which shape reality. They are able to manipulate these powers to cause destructive interference in foes, both in poxes and the more powerful spiritual interferences, as well to channel this power outwards in the form of a variety of magical effects. Most importantly, though, is how they can affect a creature's mind and outlook, especially their own. A gnostic can play on the streams of morality which guide a creature's actions, changing the resonance of their soul to temporarily corrupt or redeem. In so doing they can turn foes to friends, or change their own resonance and in so doing change what powers they can invoke.
Alignment: Every. Any master gnostic will learn the method to temporarily alter their own mentality, changing their viewpoint temporarily the better to understand each such facet and power. As for more permanent alignments the early gnostics believed in serving cosmic order for the greater good, tending towards Law and Good although many slipped to Neutrality. The modern gnostics are more often neutral, having no greater purpose and finding themselves mellowed by their many viewpoints. Others slip towards Evil, finding it expedient to wipe away their conscience for a time to do what needs be done and slowly find themselves inured to these acts without their self-applied powers.
Religion: Gnostics rarely favor a specific god, few deities particularly eager to have their followers change viewpoint so wildly. Some gnostics turn from the gods completely, seeing them as nothing but frauds, who hold wellsprings of cosmic power, but no true monopoly, seeing their own powers as ultimately derived from the same source as the gods'. Others see the gods as representatives, or perhaps even the natural wellsprings, of these aligned forces. These religious gnostics are often pantheonic and opportunistic in their worship, praying to whatever god whose portfolio holds sway over the current situation. For those gnostics who do pick a single deity Boccob is the most common, Fharlagann and Ollidammra coming in second and third.
Background: Gnostics come primarily from one of two backgrounds. Monasteries, the descendants of the original champions of balance, still exist which teach these ancient arts dedicated philosophical organizations. Other gnostics learn their arts from a single master, often a nomad who takes a few years from their life to ensure that they have a philosophical descendent, the relation often somewhat similar to a parent and child. On the Outer Planes gnostics are more common, their monasteries being found scattered across the Outlands and within Sigil. Planars live with these cosmic forces on a daily basis and this understanding is all the more important in that situation.
Races: Of the common races humans are the most likely to become gnostics and dwarves the least. Ultimately this is the due to humans being the most likely to change their own nature on a whim, while dwarves find the instability of outlook distressing. Elves with their chaotic nature and emphasis on seeing things from other viewpoints due to their long age take naturally to gnostics as well. Among the savage humanoids gnostics are rare, as mercy is considered a weakness that few can afford.
Other Classes: Gnostics are intrigued by clerics, druids, and paladins, however they rarely get along well with such especially paladins. While druids can accept their desire for understanding of how the natural world differs from the world constructed by sapient minds and their morality which is non-existent among plants and animals, clerics find gnostics as having weak moral convictions, and paladins as exemplars of Good (or Evil) find their quest for understanding to lead them through corruption. Gnostics get along better with wizards, as both function through an understanding of cosmic secrets, and both are dedicated to this quest for knowledge, placing it above moral qualms.
Role: A gnostic most easily fits into the position of social face, their ethical Gnostic skill will always be one of the three significant social skills (bluff, diplomacy, or sense motive) and by placing ranks in Sense Motive (if not defaulting to Lawful) they can easily fulfill the social role with the second. Before 3rd level, a gnostic relies primarily on pox to make up for reduced accuracy and their skills to give them a variety of options. At 3rd level a gnostic gains Reshape Morality changing their Channel Morality ability from a single spell-like ability to one of nine as needed. At 5th level they become more capable of buffing and debuffing, their balancing aura improving allies and weakening foes. As they continue to level their role is shaped more and more by their choice of feats, their pox continuing to improve to allow them to act as a secondary melee combatant, their ample skills allowing for playing the party face, their balancing aura and Spiritual Interference allowing them to debuff foes. In the end they are a jack of all and master of none, able to contribute to most situations.
Adaptation: At its core the greatest problem of a gnostic for adaptation is the idea of alignment as a flexible and manipulable spiritual force. If a DM doesn't like a class which draws power from changing from Lawful Good to Chaotic Neutral they might allow a Specialist Gnostic (see variants below), changing them from an understanding of all alignments to all aspects of a single one. For campaigns with non-standard alignments things get more complicated. In a campaign which adds an Axis new abilities must be determined for the new Axis and a gnostic must choose 2 axes for their class features to draw upon. In a campaign without alignment a gnostic chooses their own alignment as normal, reshape outlook is now self target only and permanent duration, Pox and Spiritual Interference always treat creatures as the alignment opposing the Gnostic's own (and the Constructive Interference feat always treats creatures as the Gnostic's alignment), and a Gnostic gains a bonus feat instead of Forced Conversion. In a campaign with an alternate alignment system other changes must be made. For example if using the M:tG color wheel as alignment, treat White as LG, Red as CN, Blue as LN, Green as TN, and Black as NE (this is the 'easy' conversion, a full conversion would be better; a full conversion would probably grant 2 SLAs with Channel Morality for each alignment, 1 pox/spiritual interference, a pair of sometimes overlapping sense/speed/skill abilities).
GAME RULE INFORMATION
Gnostics have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any (possibly Every).
Hit Die: d10
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: As Barbarian.
Class Skills
The Gnostic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
GNOSTIC
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Gnostic Skills, Pox 1/5 rounds, Sense Alignment
2nd
+1
+3
+0
+3
Unbound by Morality, Channel Morality
3rd
+2
+3
+1
+3
Aligned Resistance, Reshape Outlook
4th
+3
+4
+1
+4
Pox 1/3 rounds, Bonus Feat
5th
+3
+4
+1
+4
Balancing Aura, Resist Opposition
6th
+4
+5
+2
+5
Abjure Alignment, Disconnected Soul
7th
+5
+5
+2
+5
Spiritual Interference
8th
+6
+6
+2
+6
Pox 1/2 rounds, Bonus Feat
9th
+6
+6
+3
+6
Atonement, Bestow Pox
10th
+7
+7
+3
+7
Aligned Blows, Greater Balancing Aura
11th
+8
+7
+3
+7
Greater Pox 1/day, Greater Channel Morality
12th
+9
+8
+4
+8
Pox 1/round, Bonus Feat
13th
+9
+8
+4
+8
Greater Abjure Alignment, Word of Alignment
14th
+10
+9
+4
+9
Aligned Senses, Greater Pox 2/day
15th
+11
+9
+5
+9
Greater Spiritual Interference
16th
+12
+10
+5
+10
Pox at-will, Bonus Feat
17th
+12
+10
+5
+10
Aligned Step, Greater Pox 3/day
18th
+13
+11
+6
+11
True Channel Morality
19th
+14
+11
+6
+11
Forced Conversion, Greater Aligned Resistance
20th
+15
+12
+6
+12
Bonus Feat, Greater Pox 1/encounter, Ninefold Self
Class Features
All of the following are class features of the Gnostic.
Weapon and Armor Proficiencies: A gnostic is proficient in simple weapons, light and medium armor, and shields (except tower shields).
Moral Alignments are Good, Neutral, and Evil.
Ethical Alignments are Lawful, Neutral, and Chaotic.
Ethical Neutral or E. Neutral indicates Neutral on the Ethical (Law-Chaos) axis, and Moral Neutral or M. Neutral indicates Neutral on the Moral (Good-Evil) axis.
Gnostics and Spell-like Abilities: All Spell-like Abilities granted by the Gnostic class have their saving throw DCs based upon the gnostic's Wisdom modifier instead of their Charisma modifier.
Gnostic Skills (Ex): A gnostic gains an understanding of the talents of their own alignment, one of the first steps down their path. A gnostic gains ranks in two skills based upon their alignment equal to their class level +3. If at 1st level in Gnostic this would increase their skill ranks in that skill to higher than their max ranks any excess ranks may be reassigned. If a Gnostic's alignment changes they switch ranks between the Gnostic Skill of their old moral alignment and new moral alignment and their old ethical alignment and new ethical alignment. A Gnostic may still put ranks in these skills normally, but may not do so for their default (i.e. permanent, i.e. not under the effect of Reshape Outlook) alignment. If they switch temporarily to an alignment that they have ranks in the Gnostic Skill of they gain that many ranks in the Gnostic Skill of their default alignment while it is active.
The skill associated with each alignment is listed below:
AlignmentSkill
LawfulSense Motive
E. NeutralDiplomacy
ChaoticBluff
GoodHeal
M. NeutralSurvival
EvilIntimidate
Pox (Su): A gnostic gains the ability to unbalance the cosmic energies of morality which exist within all sentient creatures. As part of an attack a gnostic may attempt to bestow a 'pox' on the target of the attack selecting either Ethical or Moral. The attack gains a bonus to hit equal to the gnostic's Wisdom modifier and if it hits in addition to its normal effect they must make a Will save (DC 10 + 1/2 gnostic level + Wisdom modifier). If they fail they suffer a penalty based upon their Ethical or Moral alignment depending upon which you chose. Once you have used your pox ability you cannot use it again for 5 rounds (4 more of your turns); this cool down reduces to 3 rounds at 4th level, 2 rounds at 8th level, becomes usable 1/round at 12th level, and at-will (a.k.a. on every attack you make) at 16th level. A pox has no effect upon a creature with animal or lower Intelligence.
AlignmentPenaltyDuration
LawfulSudden vertigo causes them to fall to the ground.Instantaneous
E. NeutralAttack deals +1 damage/gnostic levelInstantaneous
ChaoticSlowed1 round/6 gnostic levels (min 1)
GoodSickened1 round/2 gnostic levels (min 1).
M. Neutral2 Strength damageInstantaneous
EvilShaken, this does not add with other fear effects1 round/2 gnostic levels (min 1).
Sense Alignment (Su): A gnostic learns to recognize the spiritual signs of a creature's alignment. By concentrating on a creature within 60-ft (as a standard action) a gnostic can view one creature's aura, allowing them to see its strength as an aura of each alignment (as if viewed with all four of Detect Chaos/Evil/Good/Law); you suffer no ill-effect for viewing an overwhelming aura this way.
Channel Morality (Sp): A gnostic learns to tune their mind and spirit into one of the cosmic sources of morality, channeling the power of Good, Evil, Law, Chaos, or the Balance Between these Forces to their own end. 1/day +1/day per 3 gnostic levels above 2nd a gnostic may use Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.
AlignmentSpell
Lawful GoodAid
Neutral GoodCure Moderate Wounds
Chaotic GoodExtended Shield of Faith
Lawful NeutralHold Person
True NeutralBarkskin
Chaotic NeutralHideous Laughter
Lawful EvilBlindness/Deafness
Neutral EvilGhoul Touch
Chaotic EvilScorching Ray
Unbound by Morality: A gnostic's soul is able to attune to cosmic energies of Good and Evil (and Law and Chaos) even if they oppose their own natural energies. Beginning at 2nd level a gnostic may ignore the alignment prerequisites on feats and may retain Vile and Exalted feats even if they do not match their requisite alignments or maintain an Exalted behavior (they must still abide by any special restrictions of the feats such as a Vow). A Exalted or Vile feat does not cause a gnostic to radiate an aura of that alignment. You no longer need to abide by the alignment restriction of classes, unless their power is obtained from an outside source (such as cleric and some PrCs), although you must still abide by their code of conduct.
Aligned Resistance (Su): A gnostic's connection to cosmic forces serves to protect them from energies and certain types of harm. Beginning at 3rd level a gnostic gains a +4 bonus on saving throws against effects based on their current alignment. A Lawful Gnostic gains a +4 bonus on saves versus Illusions, an Ethically Neutral Gnostic gains a +4 on saves versus Transmutation effects and those that would change their form (including petrification), a Chaotic Gnostic gains a +4 on saves versus Compulsion. A Good Gnostic gains a +4 bonus on saves versus Fear, a Morally Neutral Gnostic gains a +4 bonus on saves versus Death effects, an Evil Gnostic gains a +4 bonus on saves versus Poison. So a Neutral Good Gnostic would gain a +4 bonus on saves versus Transmutation and Fear.
Reshape Outlook (Su): A gnostic is a master of the moral forces, one who has looked deep into each and every one of them and their nature and how creatures reflect them. Beginning at 3rd level a gnostic gains the ability to artificially change a creature's outlook. As a standard action you may select a target within 30-ft and set its alignment to the alignment of your choice. The subject retains whatever outlook, allegiances, and relationships it had before as long as they do not conflict with its new alignment. Otherwise it acts in keeping with its new alignment.
For example even if turned Evil a character is unlikely to betray their companions in the middle of an ongoing battle, but they may do so later for substantial gain. If turned Good a character may balk at and rebel from obeying Evil orders.
This ability is a Mind-Affecting Compulsion effect which lasts for 1 minute/gnostic level, increasing to 10 minutes/gnostic level at 10th level, and radiates an aura of magic (Enchantment school), and may be dispelled as if it were a spell with a caster level of your gnostic level. An unwilling target is allowed a Will save (DC 10 +1/2 gnostic level + Cha mod) to resist this effect. You may use this ability a number of times each day equal to your gnostic level. A creature with animal or lower Intelligence is immune to this ability.
If used on yourself this ability does not radiate magic, cannot be dispelled and lasts for up to 10 minutes/gnostic level (increasing to 1 hour/level at 10th) with a preset maximum duration which you can determine when you originally activate this ability (to prevent your recently unleashed evil side from keeping this ability active to try and Mr. Hyde you). While this ability is affecting you if you, you may use it on yourself again, but if it would change you to the same Ethical or Moral alignment as you currently are it does not extend the duration (to stop Mr. Hyde from jumping you between Lawful, Neutral, and Chaotic Evil). You may use this ability on yourself an additional number of times each day equal to your gnostic level, and on yourself at-will beginning at 10th level.
Using this ability to turn yourself Evil so that you will commit an evil act is itself an evil act (same theoretically holds true for other alignments).
Bonus Feat: At 4th level and every 4th level thereafter a gnostic gains a bonus feat. This feat must have an alignment requirement, be an Exalted or Vile feat, or a [Gnostic] feat (see post below).
Balancing Aura (Su): The cosmic moral force which a gnostic channels overflows from them and leaks from their body, spreading across the world around them. Beginning at 5th level a gnostic radiates an aura out to 15-ft. A gnostic may deactivate this aura as a swift action, or reactivate it as a standard action. When a gnostic activates this aura they must choose one of 6 auras to produce but may change which aura is produced as a swift action. Each aura grants a beneficial effect to all allies within range of an alignment(s) based upon the aura, and each aura inflicts a penalty on all creatures (allies and enemies both) within range of a different alignment(s) based upon the aura. Creatures with animal or lower Intelligence are unaffected by a gnostic's balancing aura.
AuraBuffed AlignmentBuffPenalized AlignmentPenalty
LawLawful (any).+1 morale bonus to attack when adjacent to an ally, +1 dodge bonus to AC against creatures you flank.Chaotic (any)Entering or leaving any square within the aura costs an extra square of movement (if both only +1 square).
GoodGood (any)+1 sacred bonus to AC, heal 1 hp per round if below 0 hp.Evil (any)Any ability of theirs which allows a save has its save DC reduced by 2.
ChaosChaotic (any)+2 morale bonus to saving throws.Lawful (any)-2 on opposed rolls.
EvilEvil (any)+2 weapon damage.Good (any)-2 AC
BalancingTrue Neutral+1 competence bonus to ability checks, +2 competence bonus to skill checks.LG, LE, CG, CE-1 to attack rolls and damage.
ExtremeLG, LE, CG, CE+1 competence bonus to attack rolls.True Neutral-2 to saving throws
Resist Foe (Su): A gnostic is capable of turning the powers of alignments to their own defense, resisting the forces that oppose their alignment. Beginning at 5th level a gnostic gains a +2 bonus on saves against effects generated by a creature of an alignment based on their own (current) alignment. A True Neutral gnostic resists any extreme alignment (LG, LE, CG, CE), a partially Neutral gnostic resists any alignment which opposes their own (i.e. NG resists all Evil, NE resists all Good), and a gnostic of a wholly non-Neutral alignment resists any alignment which they do not share on at least one axis (LG resists TN, NE, CE, and CN).
Abjure Alignment (Sp): A gnostic learns the ins and outs of how cosmic forces of Good, Law, Chaos, and Evil impact the world. This knowledge allows a gnostic to cut through magic fueled by these primal forces and destroy it. Beginning at 6th level a Gnostic may use Dispel Magic as a spell-like ability at-will, but when they use it they must select an alignment (on one axis). This Dispel Magic effect only affects spells with the selected alignment descriptor or cast by creatures with that alignment subtype. Beginning at 13th level this functions instead as Greater Dispel Magic and may affect any spell cast by a creature with an Aura of the appropriate alignment ability (such as a cleric with the relevant alignment domain or a god of the relevant alignment).
Disconnected Soul (Ex): A gnostic is detached somewhat from any of the alignments, their attempts to understand them all leaving them slightly less connected to any than normal. Beginning at 6th level a gnostic themselves never radiates an aura of any alignment, though their Balancing Aura still does, and they may use magic items which require a specific alignment regardless of their alignment.
Spiritual Interference (Sp): A gnostic is capable of turning a creature's own aligned energies against itself, stirring opposed energies within it creating a pattern of destructive spiritual interference which manifests within the target as a baleful magical effect. Beginning at 7th level a gnostic gains the ability to use Spiritual Interference as a spell-like ability with a range of Close (25-ft +5-ft/2 caster levels) on a single target within range. This functions, except for the range, as a spell determined by the creature's alignment as shown on the table below; if the spell normally would have an area or multiple targets it is instead single target, if it would normally be a ray no ranged touch attack is required. A gnostic may use this ability 1/day + 1/day per 3 gnostic levels above 4th. Spiritual Interference has no effect upon a creature with animal or lower Intelligence.
AlignmentSpell
Lawful GoodGreater Rebuke
Neutral GoodContagion
Chaotic GoodCharm Monster
Lawful NeutralPhantasmal Killer
True NeutralEnervation
Chaotic NeutralHold Monster
Lawful EvilConfusion
Neutral EvilVampiric Touch
Chaotic EvilMoon Bolt
Atonement: A gnostic learns more and more of the nature of good and evil and how they affect each other. Beginning at 9th level a gnostic may use Atonement as a spell-like ability 1/week.
Bestow Pox: A gnostic learns to disrupt foes in an area instead of merely one at a time. Beginning at 9th level a gnostic may, as a standard action, apply a pox on all creatures within a 15-ft radius as if they had struck them with an attack augmented by this ability. Each creature is affected based upon its alignment (moral or ethical as chosen when you use this ability) and this counts as a single use of Pox.
Aligned Blows (Su): When a gnostic's soul and perspective is in harmony with a cosmic force it flows freely through them, empowering any weapon they wield. Beginning at 10th level any attack a gnostic makes is considered their current alignment for the purposes of overcoming DR and they add their Wisdom modifier to damage against any creature which they gain a save bonus against through Resist Opposition.
Greater Balancing Aura (Su): As a gnostic's store of cosmic energy increases so too does the flow and force with which it can bleed out into reality around them. Beginning at 10th level a gnostic's balancing aura improves. Its range increases to 30-ft, and its effects improve against foes. When a creature would be negatively affected by a gnostic's balancing aura it must make a Will save (DC 10 + 1/2 gnostic level + cha mod) or suffer an additional debuff for as long as it is within the aura and 1 minute thereafter. A successful Will save renders the creature immune to the additional negative effects of that gnostic's balancing aura (even if they change it to another type of balancing aura) for 24 hours.
AuraAdditional Penalty
Law-2 to AC, saves, and attack rolls in any round in which they do not repeat their actions of the last round (cast the same spell, use the same maneuver, make the same number of attacks, move the same distance, etc; they do not need to choose the same targets or same directions though).
GoodWhenever they deal damage to another creature they take 1/5th that damage rounded up themselves (if it was nonlethal they take it as nonlethal).
Chaos20% miss chance to all attacks.
EvilCannot regain hit points, and -2 to all saves.
BalancingPenalty to ability and skill checks equal to your Wisdom modifier.
ExtremeMust attempt another save each round or be staggered for that round.
Greater Pox (Su): Beginning at 11th level a gnostic may impose a greater pox on a creature when they use their Pox ability; this ability does not function with the Bestow Pox ability. When a gnostic uses a greater pox their bonus to hit from using Pox doubles (to twice their Wisdom modifier) and the creature suffers a more debilitating penalty on a failure. A gnostic may only use this ability 1/day at 11th level, gaining an additional use at 14th and 17th level. Beginning at 20th level the first time a gnostic uses this ability each minute does not count against their daily uses. When used against a Lawful target attacks made against them during that turn do not register for the purposes of Confusion and you are never considered the closest creature to them.
AlignmentPenaltyDuration
LawfulConfusion.1 round/2 levels
E. NeutralParalyzed1 round
ChaoticDazed1 round/2 levels
GoodNauseated1 round/2 levels
M. Neutral3d4 Strength drainInstantaneous
EvilBlinded1 round/2 gnostic levels.
Greater Channel Morality (Sp): A gnostic's deepening understanding of the cosmic forces grants them access to more and greater powers. 1/day +1/day per 3 gnostic levels above 11th a gnostic may use Greater Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.
AlignmentSpell
Lawful GoodHeroes' Feast
Neutral GoodHeal
Chaotic GoodGreater Heroism
Lawful NeutralTrue Seeing
True NeutralAntimagic Field
Chaotic NeutralTeleport
Lawful EvilMass Suggestion
Neutral EvilAntilife Shell
Chaotic EvilMass Contagion
Word of Alignment (Sp): A gnostic is able to speak a word of power which resonates with one of the alignments harming those which oppose it. Beginning at 13th level a gnostic may use Blasphemy, Dictum, Holy Word, Word of Balance, Word of Chaos as spell-like abilities a total of 3 times per day. Your current alignment must match the alignment descriptor of the spell, except for Word of Balance in which case you must be True Neutral.
Aligned Senses (Su): A gnostic's soul tunes into the essence of their ethical and moral outlook, channeling it through their body to tune their senses in more closely. Beginning at 14th level a gnostic gain special senses based upon their current Ethical and Moral Alignment. If Lawful they gain the ability to See Invisibility (as the spell), if Ethically Neutral they gain Trapfinding and an automatic search check whenever they pass within 20-ft of a trap or secret door, if Chaotic they gain Blindsense 10-ft. If Good they gain the ability to determine whether a creature or object is alive, dead, undead, or unliving (an inanimate object, or a construct), and if they are a living creature whether they have full health, are barely wounded (90%-100% hp), noticeably wounded (75-89% hp), wounded (50-74% hp), badly wounded (25-49% hp), critically wounded (11-24% hp), near death (10% or less hp), or dying (less than 0 hp) as well as if the creature is suffering the effects of poison and/or disease at a glance, if Morally Neutral they suffer only a -1 to Spot and Listen checks per 30-ft of distance (instead of -1/10-ft) and may see 3 times the normal distance in optimal lighting, if Evil they gain the ability to see in darkness including magical darkness out to 120-ft in full color and detail.
Greater Spiritual Interference (Sp): A gnostic learns more and more how to channel and wield the powers of alignment against other creatures. Beginning at 15th level they gain Greater Spiritual Interference. This is the equivalent of an 8th level spell and affects all creatures within a 15-radius burst within medium range (100-ft +10-ft/caster level) as the spell shown for their alignment on the table below. Regardless of spell shown it is considered an 8th level spell for this purpose (save DC 18 + Cha) and never needs an attack roll to hit (in the case of ray effects). A gnostic may use this ability 1/day at 15th level, and 2/day at 19th. Creatures with animal or lower Intelligence are immune.
AlignmentSpell
Lawful GoodAvasculate
Neutral GoodFinger of Death
Chaotic GoodEmpowered Orb of Fire
Lawful NeutralInsanity
True NeutralBaleful Polymorph
Chaotic NeutralFlesh to Stone
Lawful EvilEmpowered Orb of Cold
Neutral EvilDisintegrate
Chaotic EvilSolipsism
Aligned Step (Su): A gnostic learns to move without thought but simply as the moral energies within themselves flow, and in so doing they gain the ability to move in ways that should not be possible for a human, demonstrating bursts of speed, or defying gravity. Beginning at 17th level a gnostic gains special movement based abilities based upon their current ethical and moral alignment. If Lawful they gain a burrow speed equal to 1/2 their land speed and a climb speed equal to their land speed, if Ethically Neutral they gain the ability to move 1/2 their speed as a Swift action each round, if Chaotic they gain a continual Freedom of Movement effect. If Good they gain a fly speed (good maneuverability) equal to their land speed, if Morally Neutral they gain Pounce (the ability to make a full attack at the end of a charge), and if Evil they gain the ability to teleport their speed whenever they would move (if they would move some fraction or multiplier of their speed they instead teleport that distance).
True Channel Morality (Sp): As they reach the pinnacle of their art a gnostic is able to channel more and more aligned energy. Beginning at 18th level a gnostic may use True Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level and you may use this ability 3 times per day, although certain abilities may count as multiple daily uses.
AlignmentSpell
Lawful GoodForesight (counts as 2 uses)
Neutral GoodMass Heal (counts as 2 uses)
Chaotic GoodGreater Spell Immunity
Lawful NeutralPower Word Stun
True NeutralMoment of Prescience
Chaotic NeutralMind Blank
Lawful EvilDominate Monster (counts as 2 uses)
Neutral EvilWail of the Banshee (counts as 2 uses)
Chaotic EvilGreater Bestow Curse
Forced Conversion (Su): A gnostic understands Good, Evil, Law, and Chaos, perhaps in a sublime way that even they do not know how to put into words. Just as they understand these four cyclopean forces they understand how to work them on others in a deep and meaningful way. Where Spiritual Interference uses anathemical aligned energy to harm a creature, a gnostic at their pinnacle understands how to use it to work a more subtle and meaningful change. Beginning at 19th level a gnostic may 1/week, as a standard action, choose an alignment and target creature within 60-ft must make a Will save (DC 10 + 1/2 gnostic level + Cha mod) or have their alignment instantaneously changed to the alignment of the gnostic's choice. The target feels there is nothing wrong with its new outlook as if it had come to it naturally. A gnostic may use this ability on Intelligent magic items, as well as those with aligned traits (such as holy weapons). In the latter case if they change their alignment to one incompatible with their magical traits they are replaced by one fitting their new alignment (e.g. an Anarchic sword made Neutral Good would become Holy). This has no effect on artifacts. Creatures with animal or lower Intelligence are immune.
Greater Aligned Resistance (Su): The protective energy of the moral and ethical forces a gnostic binds within themselves increases with the quantity the gnostic can contain. At 19th level a gnostic gains immunity to any effect which they gain a bonus on saves to from Aligned Resistance; in the case of illusions this immunity allows them to treat any shadow effect as 0% real, and automatically succeed on saves against illusions, but they do see invisible creatures for example.
Ninefold Self (Su): A gnostic's self experimentation and growing insight into Good and Evil, Law and Chaos, leads them almost inevitably to the conclusion that while cosmic forces may exist in black and white morality itself does not, and that in the right situation Good and Evil blur together, absolute entropy the same as absolute stasis. Beginning at 20th level a gnostic may invoke such a state upon themselves for a short time each day. As a free action a gnostic may cause their alignment to be considered all ethical and moral alignments (and thus all 9 alignments) for 1 round. They gain the benefits of each of these alignments (ranks in all 6 gnostic skills, all 6 aligned senses and aligned step and aligned resistances). For the purposes of Channel Morality and the like they may choose between all 9 alignments for which effect to generate (they do not generate all 9 as one action). For harmful effects a gnostic with this ability active is considered to be of whichever alignment is most beneficial or of no alignment granting them immunity to Spiritual Interference and Pox for example. A gnostic may only maintain this state for 1 round per 2 class levels each day.
Gnostic Class Variants
A Specialist Gnostic is a Gnostic who has harmonized their soul with a specific alignment (Good, Evil, Law, or Chaos) so much that it is stuck there. Such a Gnostic does not learn to understand all alignments, but all facets of their chosen alignment (e.g. a Good Specialist Gnostic learns to understand LG, NG, and CG).
Cons: A Specialist Gnostic must be of an alignment matching their chosen specialty (Unchained Morality does not affect this).
A Specialist Gnostic's Unchained Morality does not ignore allow alignment requirements on the same axis as their specialty (e.g. a Good Specialist Gnostic cannot take Vile feats or take levels in dread necromancer, they could however multiclass with druid or bard and be LG).
A Specialist Gnostic may only use Reshape Outlook to make a creature one of the three alignments which include their specialty.
A Specialist Gnostic may not use a Balancing Aura which opposes their own, or Balanced, or Extreme.
A Specialist Gnostic does not gain Unbound Soul.
Pros: A Specialist Gnostic gains an Aura of Alignment as a cleric of their alignment.
A Specialist Gnostic gains the [insert word] Channel Morality feat matching their specialized alignment (e.g. Good gets Sanctified Channel Morality, and Lawful gets Structured Channel Morality).
A Specialist Gnostic gains an additional use of Channel Morality, Spiritual Interference, Greater Channel Morality, Greater Spiritual Interference, and True Channel Morality, and an additional extra use of each per 6 levels in Gnostic they have obtained since first gaining the feature.
A Specialist Gnostic applies Constructive Interference (as the feat) benefits to targets of their specialized alignment when they use Spiritual Interference or Greater Spiritual Interference (allowing them to apply Constructive to some targets and destructive to others). They may take the feat as normal, in which case they may choose to apply destructive interference to their specialized alignment, though they may still choose not to use it at all (they may not, however, choose to apply destructive to their specialized alignment and constructive to other alignments).
A Specialist Gnostic gains an additional use of Greater Pox.
An Enlightened Gnostic is intended primarily for a gestalt game in which it is intended to occupy both hales of your gestalt, however if the DM feels that Gnostic is too low power level for their game (it is intended to be tier 3-4) they may want to use Enlightened Gnostic to replace it.
Chassis Changes: An Enlightened Gnostic has Full BAB and 6 + Int skill points (instead of Medium and 4 + Int).
Proficiencies: An Enlightened Gnostic gains proficiency in all Martial Weapons.
Pox: At 1st level an Enlightened Gnostic must only wait 4 rounds (instead of 5) to use their Pox again, this reduces to 2 rounds at 4th, 1 round at 8th, at-will at 12th, and beginning at 16th level they may choose to apply their Pox (or Greater Pox) to both axes at once, in which case against a normal pox the target only saves once and suffers both penalties on a failure. Against a greater pox they must save against each effect separately.
Reshape Morality: An Enlightened Gnostic gains the ability to use Reshape Morality at 2nd level but only on themselves. Beginning at 13th level an Enlightened Gnostic may use it on 1 creature/3 class levels within range as a single use of this ability.
Channel Morality/Spiritual Interference (and improvements): An Enlightened Gnostic gains double the normal daily uses of these abilities.
Aligned Feat: At 4th, 12th, and 20th level instead of gaining a bonus feat an Enlightened Gnostic selects an alignment axis. They then select a feat for each alignment on that axis, while that alignment they gain the benefits of the feat. They may select the same feat for all three alignments if they wish, or select a non-good feat for good and/or an Exalted feat for evil if they wish.
Greater Pox: When an Enlightened Gnostic gains Greater Pox they gain 2 daily uses instead of 1. And at 20th level they may use it 1/5 rounds without expending its use.
"Beyond good and evil? There is no beyond. There's just a hundred nooks and crannies within."
A gnostic is a student of that which is beyond the divine, the building blocks of the Upper Planes, of the soul itself. Originally developed by an order of ascetic monks who sought to understand and preserve the cosmic balance. It became their belief that the only way to understand the cosmic balance as to understand each facet individually. They studied the nature of Alignment, learning to identify and manipulate the flow of its energy through the multiverse. The gnostics have strayed from their roots as servants of cosmic balance, allowing themselves to become fractured and divided, but they have retained their secret insight into the functioning of the multiverse, and the nature of Good and Evil, Law and Chaos. Now the gnostics are similar in ways to wizards or another sort of mage, scattered groups learning their art as part of a search for power or something more.
Adventures: A gnostic might adventure to seek insights into the nature of good and evil. A paladin has fallen and become a dread blackguard whose armies threaten to overrun the west, and a gnostic might seek him out and hope to speak with him or oppose him and in the act learn more of the powers of Good and Evil that the blackguard has wielded. Others stick to the older role as champions of balance, seeking out imbalances to strike them down and allow the world to continue as it should. Others adventure for the normal, often petty, reasons of adventurers, wealth, power, prestige, and their kin.
Characteristics: A gnostic knows the secret knowledge and wisdom of the moral and ethical powers which shape reality. They are able to manipulate these powers to cause destructive interference in foes, both in poxes and the more powerful spiritual interferences, as well to channel this power outwards in the form of a variety of magical effects. Most importantly, though, is how they can affect a creature's mind and outlook, especially their own. A gnostic can play on the streams of morality which guide a creature's actions, changing the resonance of their soul to temporarily corrupt or redeem. In so doing they can turn foes to friends, or change their own resonance and in so doing change what powers they can invoke.
Alignment: Every. Any master gnostic will learn the method to temporarily alter their own mentality, changing their viewpoint temporarily the better to understand each such facet and power. As for more permanent alignments the early gnostics believed in serving cosmic order for the greater good, tending towards Law and Good although many slipped to Neutrality. The modern gnostics are more often neutral, having no greater purpose and finding themselves mellowed by their many viewpoints. Others slip towards Evil, finding it expedient to wipe away their conscience for a time to do what needs be done and slowly find themselves inured to these acts without their self-applied powers.
Religion: Gnostics rarely favor a specific god, few deities particularly eager to have their followers change viewpoint so wildly. Some gnostics turn from the gods completely, seeing them as nothing but frauds, who hold wellsprings of cosmic power, but no true monopoly, seeing their own powers as ultimately derived from the same source as the gods'. Others see the gods as representatives, or perhaps even the natural wellsprings, of these aligned forces. These religious gnostics are often pantheonic and opportunistic in their worship, praying to whatever god whose portfolio holds sway over the current situation. For those gnostics who do pick a single deity Boccob is the most common, Fharlagann and Ollidammra coming in second and third.
Background: Gnostics come primarily from one of two backgrounds. Monasteries, the descendants of the original champions of balance, still exist which teach these ancient arts dedicated philosophical organizations. Other gnostics learn their arts from a single master, often a nomad who takes a few years from their life to ensure that they have a philosophical descendent, the relation often somewhat similar to a parent and child. On the Outer Planes gnostics are more common, their monasteries being found scattered across the Outlands and within Sigil. Planars live with these cosmic forces on a daily basis and this understanding is all the more important in that situation.
Races: Of the common races humans are the most likely to become gnostics and dwarves the least. Ultimately this is the due to humans being the most likely to change their own nature on a whim, while dwarves find the instability of outlook distressing. Elves with their chaotic nature and emphasis on seeing things from other viewpoints due to their long age take naturally to gnostics as well. Among the savage humanoids gnostics are rare, as mercy is considered a weakness that few can afford.
Other Classes: Gnostics are intrigued by clerics, druids, and paladins, however they rarely get along well with such especially paladins. While druids can accept their desire for understanding of how the natural world differs from the world constructed by sapient minds and their morality which is non-existent among plants and animals, clerics find gnostics as having weak moral convictions, and paladins as exemplars of Good (or Evil) find their quest for understanding to lead them through corruption. Gnostics get along better with wizards, as both function through an understanding of cosmic secrets, and both are dedicated to this quest for knowledge, placing it above moral qualms.
Role: A gnostic most easily fits into the position of social face, their ethical Gnostic skill will always be one of the three significant social skills (bluff, diplomacy, or sense motive) and by placing ranks in Sense Motive (if not defaulting to Lawful) they can easily fulfill the social role with the second. Before 3rd level, a gnostic relies primarily on pox to make up for reduced accuracy and their skills to give them a variety of options. At 3rd level a gnostic gains Reshape Morality changing their Channel Morality ability from a single spell-like ability to one of nine as needed. At 5th level they become more capable of buffing and debuffing, their balancing aura improving allies and weakening foes. As they continue to level their role is shaped more and more by their choice of feats, their pox continuing to improve to allow them to act as a secondary melee combatant, their ample skills allowing for playing the party face, their balancing aura and Spiritual Interference allowing them to debuff foes. In the end they are a jack of all and master of none, able to contribute to most situations.
Adaptation: At its core the greatest problem of a gnostic for adaptation is the idea of alignment as a flexible and manipulable spiritual force. If a DM doesn't like a class which draws power from changing from Lawful Good to Chaotic Neutral they might allow a Specialist Gnostic (see variants below), changing them from an understanding of all alignments to all aspects of a single one. For campaigns with non-standard alignments things get more complicated. In a campaign which adds an Axis new abilities must be determined for the new Axis and a gnostic must choose 2 axes for their class features to draw upon. In a campaign without alignment a gnostic chooses their own alignment as normal, reshape outlook is now self target only and permanent duration, Pox and Spiritual Interference always treat creatures as the alignment opposing the Gnostic's own (and the Constructive Interference feat always treats creatures as the Gnostic's alignment), and a Gnostic gains a bonus feat instead of Forced Conversion. In a campaign with an alternate alignment system other changes must be made. For example if using the M:tG color wheel as alignment, treat White as LG, Red as CN, Blue as LN, Green as TN, and Black as NE (this is the 'easy' conversion, a full conversion would be better; a full conversion would probably grant 2 SLAs with Channel Morality for each alignment, 1 pox/spiritual interference, a pair of sometimes overlapping sense/speed/skill abilities).
GAME RULE INFORMATION
Gnostics have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any (possibly Every).
Hit Die: d10
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: As Barbarian.
Class Skills
The Gnostic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
GNOSTIC
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Gnostic Skills, Pox 1/5 rounds, Sense Alignment
2nd
+1
+3
+0
+3
Unbound by Morality, Channel Morality
3rd
+2
+3
+1
+3
Aligned Resistance, Reshape Outlook
4th
+3
+4
+1
+4
Pox 1/3 rounds, Bonus Feat
5th
+3
+4
+1
+4
Balancing Aura, Resist Opposition
6th
+4
+5
+2
+5
Abjure Alignment, Disconnected Soul
7th
+5
+5
+2
+5
Spiritual Interference
8th
+6
+6
+2
+6
Pox 1/2 rounds, Bonus Feat
9th
+6
+6
+3
+6
Atonement, Bestow Pox
10th
+7
+7
+3
+7
Aligned Blows, Greater Balancing Aura
11th
+8
+7
+3
+7
Greater Pox 1/day, Greater Channel Morality
12th
+9
+8
+4
+8
Pox 1/round, Bonus Feat
13th
+9
+8
+4
+8
Greater Abjure Alignment, Word of Alignment
14th
+10
+9
+4
+9
Aligned Senses, Greater Pox 2/day
15th
+11
+9
+5
+9
Greater Spiritual Interference
16th
+12
+10
+5
+10
Pox at-will, Bonus Feat
17th
+12
+10
+5
+10
Aligned Step, Greater Pox 3/day
18th
+13
+11
+6
+11
True Channel Morality
19th
+14
+11
+6
+11
Forced Conversion, Greater Aligned Resistance
20th
+15
+12
+6
+12
Bonus Feat, Greater Pox 1/encounter, Ninefold Self
Class Features
All of the following are class features of the Gnostic.
Weapon and Armor Proficiencies: A gnostic is proficient in simple weapons, light and medium armor, and shields (except tower shields).
Moral Alignments are Good, Neutral, and Evil.
Ethical Alignments are Lawful, Neutral, and Chaotic.
Ethical Neutral or E. Neutral indicates Neutral on the Ethical (Law-Chaos) axis, and Moral Neutral or M. Neutral indicates Neutral on the Moral (Good-Evil) axis.
Gnostics and Spell-like Abilities: All Spell-like Abilities granted by the Gnostic class have their saving throw DCs based upon the gnostic's Wisdom modifier instead of their Charisma modifier.
Gnostic Skills (Ex): A gnostic gains an understanding of the talents of their own alignment, one of the first steps down their path. A gnostic gains ranks in two skills based upon their alignment equal to their class level +3. If at 1st level in Gnostic this would increase their skill ranks in that skill to higher than their max ranks any excess ranks may be reassigned. If a Gnostic's alignment changes they switch ranks between the Gnostic Skill of their old moral alignment and new moral alignment and their old ethical alignment and new ethical alignment. A Gnostic may still put ranks in these skills normally, but may not do so for their default (i.e. permanent, i.e. not under the effect of Reshape Outlook) alignment. If they switch temporarily to an alignment that they have ranks in the Gnostic Skill of they gain that many ranks in the Gnostic Skill of their default alignment while it is active.
The skill associated with each alignment is listed below:
AlignmentSkill
LawfulSense Motive
E. NeutralDiplomacy
ChaoticBluff
GoodHeal
M. NeutralSurvival
EvilIntimidate
Pox (Su): A gnostic gains the ability to unbalance the cosmic energies of morality which exist within all sentient creatures. As part of an attack a gnostic may attempt to bestow a 'pox' on the target of the attack selecting either Ethical or Moral. The attack gains a bonus to hit equal to the gnostic's Wisdom modifier and if it hits in addition to its normal effect they must make a Will save (DC 10 + 1/2 gnostic level + Wisdom modifier). If they fail they suffer a penalty based upon their Ethical or Moral alignment depending upon which you chose. Once you have used your pox ability you cannot use it again for 5 rounds (4 more of your turns); this cool down reduces to 3 rounds at 4th level, 2 rounds at 8th level, becomes usable 1/round at 12th level, and at-will (a.k.a. on every attack you make) at 16th level. A pox has no effect upon a creature with animal or lower Intelligence.
AlignmentPenaltyDuration
LawfulSudden vertigo causes them to fall to the ground.Instantaneous
E. NeutralAttack deals +1 damage/gnostic levelInstantaneous
ChaoticSlowed1 round/6 gnostic levels (min 1)
GoodSickened1 round/2 gnostic levels (min 1).
M. Neutral2 Strength damageInstantaneous
EvilShaken, this does not add with other fear effects1 round/2 gnostic levels (min 1).
Sense Alignment (Su): A gnostic learns to recognize the spiritual signs of a creature's alignment. By concentrating on a creature within 60-ft (as a standard action) a gnostic can view one creature's aura, allowing them to see its strength as an aura of each alignment (as if viewed with all four of Detect Chaos/Evil/Good/Law); you suffer no ill-effect for viewing an overwhelming aura this way.
Channel Morality (Sp): A gnostic learns to tune their mind and spirit into one of the cosmic sources of morality, channeling the power of Good, Evil, Law, Chaos, or the Balance Between these Forces to their own end. 1/day +1/day per 3 gnostic levels above 2nd a gnostic may use Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.
AlignmentSpell
Lawful GoodAid
Neutral GoodCure Moderate Wounds
Chaotic GoodExtended Shield of Faith
Lawful NeutralHold Person
True NeutralBarkskin
Chaotic NeutralHideous Laughter
Lawful EvilBlindness/Deafness
Neutral EvilGhoul Touch
Chaotic EvilScorching Ray
Unbound by Morality: A gnostic's soul is able to attune to cosmic energies of Good and Evil (and Law and Chaos) even if they oppose their own natural energies. Beginning at 2nd level a gnostic may ignore the alignment prerequisites on feats and may retain Vile and Exalted feats even if they do not match their requisite alignments or maintain an Exalted behavior (they must still abide by any special restrictions of the feats such as a Vow). A Exalted or Vile feat does not cause a gnostic to radiate an aura of that alignment. You no longer need to abide by the alignment restriction of classes, unless their power is obtained from an outside source (such as cleric and some PrCs), although you must still abide by their code of conduct.
Aligned Resistance (Su): A gnostic's connection to cosmic forces serves to protect them from energies and certain types of harm. Beginning at 3rd level a gnostic gains a +4 bonus on saving throws against effects based on their current alignment. A Lawful Gnostic gains a +4 bonus on saves versus Illusions, an Ethically Neutral Gnostic gains a +4 on saves versus Transmutation effects and those that would change their form (including petrification), a Chaotic Gnostic gains a +4 on saves versus Compulsion. A Good Gnostic gains a +4 bonus on saves versus Fear, a Morally Neutral Gnostic gains a +4 bonus on saves versus Death effects, an Evil Gnostic gains a +4 bonus on saves versus Poison. So a Neutral Good Gnostic would gain a +4 bonus on saves versus Transmutation and Fear.
Reshape Outlook (Su): A gnostic is a master of the moral forces, one who has looked deep into each and every one of them and their nature and how creatures reflect them. Beginning at 3rd level a gnostic gains the ability to artificially change a creature's outlook. As a standard action you may select a target within 30-ft and set its alignment to the alignment of your choice. The subject retains whatever outlook, allegiances, and relationships it had before as long as they do not conflict with its new alignment. Otherwise it acts in keeping with its new alignment.
For example even if turned Evil a character is unlikely to betray their companions in the middle of an ongoing battle, but they may do so later for substantial gain. If turned Good a character may balk at and rebel from obeying Evil orders.
This ability is a Mind-Affecting Compulsion effect which lasts for 1 minute/gnostic level, increasing to 10 minutes/gnostic level at 10th level, and radiates an aura of magic (Enchantment school), and may be dispelled as if it were a spell with a caster level of your gnostic level. An unwilling target is allowed a Will save (DC 10 +1/2 gnostic level + Cha mod) to resist this effect. You may use this ability a number of times each day equal to your gnostic level. A creature with animal or lower Intelligence is immune to this ability.
If used on yourself this ability does not radiate magic, cannot be dispelled and lasts for up to 10 minutes/gnostic level (increasing to 1 hour/level at 10th) with a preset maximum duration which you can determine when you originally activate this ability (to prevent your recently unleashed evil side from keeping this ability active to try and Mr. Hyde you). While this ability is affecting you if you, you may use it on yourself again, but if it would change you to the same Ethical or Moral alignment as you currently are it does not extend the duration (to stop Mr. Hyde from jumping you between Lawful, Neutral, and Chaotic Evil). You may use this ability on yourself an additional number of times each day equal to your gnostic level, and on yourself at-will beginning at 10th level.
Using this ability to turn yourself Evil so that you will commit an evil act is itself an evil act (same theoretically holds true for other alignments).
Bonus Feat: At 4th level and every 4th level thereafter a gnostic gains a bonus feat. This feat must have an alignment requirement, be an Exalted or Vile feat, or a [Gnostic] feat (see post below).
Balancing Aura (Su): The cosmic moral force which a gnostic channels overflows from them and leaks from their body, spreading across the world around them. Beginning at 5th level a gnostic radiates an aura out to 15-ft. A gnostic may deactivate this aura as a swift action, or reactivate it as a standard action. When a gnostic activates this aura they must choose one of 6 auras to produce but may change which aura is produced as a swift action. Each aura grants a beneficial effect to all allies within range of an alignment(s) based upon the aura, and each aura inflicts a penalty on all creatures (allies and enemies both) within range of a different alignment(s) based upon the aura. Creatures with animal or lower Intelligence are unaffected by a gnostic's balancing aura.
AuraBuffed AlignmentBuffPenalized AlignmentPenalty
LawLawful (any).+1 morale bonus to attack when adjacent to an ally, +1 dodge bonus to AC against creatures you flank.Chaotic (any)Entering or leaving any square within the aura costs an extra square of movement (if both only +1 square).
GoodGood (any)+1 sacred bonus to AC, heal 1 hp per round if below 0 hp.Evil (any)Any ability of theirs which allows a save has its save DC reduced by 2.
ChaosChaotic (any)+2 morale bonus to saving throws.Lawful (any)-2 on opposed rolls.
EvilEvil (any)+2 weapon damage.Good (any)-2 AC
BalancingTrue Neutral+1 competence bonus to ability checks, +2 competence bonus to skill checks.LG, LE, CG, CE-1 to attack rolls and damage.
ExtremeLG, LE, CG, CE+1 competence bonus to attack rolls.True Neutral-2 to saving throws
Resist Foe (Su): A gnostic is capable of turning the powers of alignments to their own defense, resisting the forces that oppose their alignment. Beginning at 5th level a gnostic gains a +2 bonus on saves against effects generated by a creature of an alignment based on their own (current) alignment. A True Neutral gnostic resists any extreme alignment (LG, LE, CG, CE), a partially Neutral gnostic resists any alignment which opposes their own (i.e. NG resists all Evil, NE resists all Good), and a gnostic of a wholly non-Neutral alignment resists any alignment which they do not share on at least one axis (LG resists TN, NE, CE, and CN).
Abjure Alignment (Sp): A gnostic learns the ins and outs of how cosmic forces of Good, Law, Chaos, and Evil impact the world. This knowledge allows a gnostic to cut through magic fueled by these primal forces and destroy it. Beginning at 6th level a Gnostic may use Dispel Magic as a spell-like ability at-will, but when they use it they must select an alignment (on one axis). This Dispel Magic effect only affects spells with the selected alignment descriptor or cast by creatures with that alignment subtype. Beginning at 13th level this functions instead as Greater Dispel Magic and may affect any spell cast by a creature with an Aura of the appropriate alignment ability (such as a cleric with the relevant alignment domain or a god of the relevant alignment).
Disconnected Soul (Ex): A gnostic is detached somewhat from any of the alignments, their attempts to understand them all leaving them slightly less connected to any than normal. Beginning at 6th level a gnostic themselves never radiates an aura of any alignment, though their Balancing Aura still does, and they may use magic items which require a specific alignment regardless of their alignment.
Spiritual Interference (Sp): A gnostic is capable of turning a creature's own aligned energies against itself, stirring opposed energies within it creating a pattern of destructive spiritual interference which manifests within the target as a baleful magical effect. Beginning at 7th level a gnostic gains the ability to use Spiritual Interference as a spell-like ability with a range of Close (25-ft +5-ft/2 caster levels) on a single target within range. This functions, except for the range, as a spell determined by the creature's alignment as shown on the table below; if the spell normally would have an area or multiple targets it is instead single target, if it would normally be a ray no ranged touch attack is required. A gnostic may use this ability 1/day + 1/day per 3 gnostic levels above 4th. Spiritual Interference has no effect upon a creature with animal or lower Intelligence.
AlignmentSpell
Lawful GoodGreater Rebuke
Neutral GoodContagion
Chaotic GoodCharm Monster
Lawful NeutralPhantasmal Killer
True NeutralEnervation
Chaotic NeutralHold Monster
Lawful EvilConfusion
Neutral EvilVampiric Touch
Chaotic EvilMoon Bolt
Atonement: A gnostic learns more and more of the nature of good and evil and how they affect each other. Beginning at 9th level a gnostic may use Atonement as a spell-like ability 1/week.
Bestow Pox: A gnostic learns to disrupt foes in an area instead of merely one at a time. Beginning at 9th level a gnostic may, as a standard action, apply a pox on all creatures within a 15-ft radius as if they had struck them with an attack augmented by this ability. Each creature is affected based upon its alignment (moral or ethical as chosen when you use this ability) and this counts as a single use of Pox.
Aligned Blows (Su): When a gnostic's soul and perspective is in harmony with a cosmic force it flows freely through them, empowering any weapon they wield. Beginning at 10th level any attack a gnostic makes is considered their current alignment for the purposes of overcoming DR and they add their Wisdom modifier to damage against any creature which they gain a save bonus against through Resist Opposition.
Greater Balancing Aura (Su): As a gnostic's store of cosmic energy increases so too does the flow and force with which it can bleed out into reality around them. Beginning at 10th level a gnostic's balancing aura improves. Its range increases to 30-ft, and its effects improve against foes. When a creature would be negatively affected by a gnostic's balancing aura it must make a Will save (DC 10 + 1/2 gnostic level + cha mod) or suffer an additional debuff for as long as it is within the aura and 1 minute thereafter. A successful Will save renders the creature immune to the additional negative effects of that gnostic's balancing aura (even if they change it to another type of balancing aura) for 24 hours.
AuraAdditional Penalty
Law-2 to AC, saves, and attack rolls in any round in which they do not repeat their actions of the last round (cast the same spell, use the same maneuver, make the same number of attacks, move the same distance, etc; they do not need to choose the same targets or same directions though).
GoodWhenever they deal damage to another creature they take 1/5th that damage rounded up themselves (if it was nonlethal they take it as nonlethal).
Chaos20% miss chance to all attacks.
EvilCannot regain hit points, and -2 to all saves.
BalancingPenalty to ability and skill checks equal to your Wisdom modifier.
ExtremeMust attempt another save each round or be staggered for that round.
Greater Pox (Su): Beginning at 11th level a gnostic may impose a greater pox on a creature when they use their Pox ability; this ability does not function with the Bestow Pox ability. When a gnostic uses a greater pox their bonus to hit from using Pox doubles (to twice their Wisdom modifier) and the creature suffers a more debilitating penalty on a failure. A gnostic may only use this ability 1/day at 11th level, gaining an additional use at 14th and 17th level. Beginning at 20th level the first time a gnostic uses this ability each minute does not count against their daily uses. When used against a Lawful target attacks made against them during that turn do not register for the purposes of Confusion and you are never considered the closest creature to them.
AlignmentPenaltyDuration
LawfulConfusion.1 round/2 levels
E. NeutralParalyzed1 round
ChaoticDazed1 round/2 levels
GoodNauseated1 round/2 levels
M. Neutral3d4 Strength drainInstantaneous
EvilBlinded1 round/2 gnostic levels.
Greater Channel Morality (Sp): A gnostic's deepening understanding of the cosmic forces grants them access to more and greater powers. 1/day +1/day per 3 gnostic levels above 11th a gnostic may use Greater Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.
AlignmentSpell
Lawful GoodHeroes' Feast
Neutral GoodHeal
Chaotic GoodGreater Heroism
Lawful NeutralTrue Seeing
True NeutralAntimagic Field
Chaotic NeutralTeleport
Lawful EvilMass Suggestion
Neutral EvilAntilife Shell
Chaotic EvilMass Contagion
Word of Alignment (Sp): A gnostic is able to speak a word of power which resonates with one of the alignments harming those which oppose it. Beginning at 13th level a gnostic may use Blasphemy, Dictum, Holy Word, Word of Balance, Word of Chaos as spell-like abilities a total of 3 times per day. Your current alignment must match the alignment descriptor of the spell, except for Word of Balance in which case you must be True Neutral.
Aligned Senses (Su): A gnostic's soul tunes into the essence of their ethical and moral outlook, channeling it through their body to tune their senses in more closely. Beginning at 14th level a gnostic gain special senses based upon their current Ethical and Moral Alignment. If Lawful they gain the ability to See Invisibility (as the spell), if Ethically Neutral they gain Trapfinding and an automatic search check whenever they pass within 20-ft of a trap or secret door, if Chaotic they gain Blindsense 10-ft. If Good they gain the ability to determine whether a creature or object is alive, dead, undead, or unliving (an inanimate object, or a construct), and if they are a living creature whether they have full health, are barely wounded (90%-100% hp), noticeably wounded (75-89% hp), wounded (50-74% hp), badly wounded (25-49% hp), critically wounded (11-24% hp), near death (10% or less hp), or dying (less than 0 hp) as well as if the creature is suffering the effects of poison and/or disease at a glance, if Morally Neutral they suffer only a -1 to Spot and Listen checks per 30-ft of distance (instead of -1/10-ft) and may see 3 times the normal distance in optimal lighting, if Evil they gain the ability to see in darkness including magical darkness out to 120-ft in full color and detail.
Greater Spiritual Interference (Sp): A gnostic learns more and more how to channel and wield the powers of alignment against other creatures. Beginning at 15th level they gain Greater Spiritual Interference. This is the equivalent of an 8th level spell and affects all creatures within a 15-radius burst within medium range (100-ft +10-ft/caster level) as the spell shown for their alignment on the table below. Regardless of spell shown it is considered an 8th level spell for this purpose (save DC 18 + Cha) and never needs an attack roll to hit (in the case of ray effects). A gnostic may use this ability 1/day at 15th level, and 2/day at 19th. Creatures with animal or lower Intelligence are immune.
AlignmentSpell
Lawful GoodAvasculate
Neutral GoodFinger of Death
Chaotic GoodEmpowered Orb of Fire
Lawful NeutralInsanity
True NeutralBaleful Polymorph
Chaotic NeutralFlesh to Stone
Lawful EvilEmpowered Orb of Cold
Neutral EvilDisintegrate
Chaotic EvilSolipsism
Aligned Step (Su): A gnostic learns to move without thought but simply as the moral energies within themselves flow, and in so doing they gain the ability to move in ways that should not be possible for a human, demonstrating bursts of speed, or defying gravity. Beginning at 17th level a gnostic gains special movement based abilities based upon their current ethical and moral alignment. If Lawful they gain a burrow speed equal to 1/2 their land speed and a climb speed equal to their land speed, if Ethically Neutral they gain the ability to move 1/2 their speed as a Swift action each round, if Chaotic they gain a continual Freedom of Movement effect. If Good they gain a fly speed (good maneuverability) equal to their land speed, if Morally Neutral they gain Pounce (the ability to make a full attack at the end of a charge), and if Evil they gain the ability to teleport their speed whenever they would move (if they would move some fraction or multiplier of their speed they instead teleport that distance).
True Channel Morality (Sp): As they reach the pinnacle of their art a gnostic is able to channel more and more aligned energy. Beginning at 18th level a gnostic may use True Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level and you may use this ability 3 times per day, although certain abilities may count as multiple daily uses.
AlignmentSpell
Lawful GoodForesight (counts as 2 uses)
Neutral GoodMass Heal (counts as 2 uses)
Chaotic GoodGreater Spell Immunity
Lawful NeutralPower Word Stun
True NeutralMoment of Prescience
Chaotic NeutralMind Blank
Lawful EvilDominate Monster (counts as 2 uses)
Neutral EvilWail of the Banshee (counts as 2 uses)
Chaotic EvilGreater Bestow Curse
Forced Conversion (Su): A gnostic understands Good, Evil, Law, and Chaos, perhaps in a sublime way that even they do not know how to put into words. Just as they understand these four cyclopean forces they understand how to work them on others in a deep and meaningful way. Where Spiritual Interference uses anathemical aligned energy to harm a creature, a gnostic at their pinnacle understands how to use it to work a more subtle and meaningful change. Beginning at 19th level a gnostic may 1/week, as a standard action, choose an alignment and target creature within 60-ft must make a Will save (DC 10 + 1/2 gnostic level + Cha mod) or have their alignment instantaneously changed to the alignment of the gnostic's choice. The target feels there is nothing wrong with its new outlook as if it had come to it naturally. A gnostic may use this ability on Intelligent magic items, as well as those with aligned traits (such as holy weapons). In the latter case if they change their alignment to one incompatible with their magical traits they are replaced by one fitting their new alignment (e.g. an Anarchic sword made Neutral Good would become Holy). This has no effect on artifacts. Creatures with animal or lower Intelligence are immune.
Greater Aligned Resistance (Su): The protective energy of the moral and ethical forces a gnostic binds within themselves increases with the quantity the gnostic can contain. At 19th level a gnostic gains immunity to any effect which they gain a bonus on saves to from Aligned Resistance; in the case of illusions this immunity allows them to treat any shadow effect as 0% real, and automatically succeed on saves against illusions, but they do see invisible creatures for example.
Ninefold Self (Su): A gnostic's self experimentation and growing insight into Good and Evil, Law and Chaos, leads them almost inevitably to the conclusion that while cosmic forces may exist in black and white morality itself does not, and that in the right situation Good and Evil blur together, absolute entropy the same as absolute stasis. Beginning at 20th level a gnostic may invoke such a state upon themselves for a short time each day. As a free action a gnostic may cause their alignment to be considered all ethical and moral alignments (and thus all 9 alignments) for 1 round. They gain the benefits of each of these alignments (ranks in all 6 gnostic skills, all 6 aligned senses and aligned step and aligned resistances). For the purposes of Channel Morality and the like they may choose between all 9 alignments for which effect to generate (they do not generate all 9 as one action). For harmful effects a gnostic with this ability active is considered to be of whichever alignment is most beneficial or of no alignment granting them immunity to Spiritual Interference and Pox for example. A gnostic may only maintain this state for 1 round per 2 class levels each day.
Gnostic Class Variants
A Specialist Gnostic is a Gnostic who has harmonized their soul with a specific alignment (Good, Evil, Law, or Chaos) so much that it is stuck there. Such a Gnostic does not learn to understand all alignments, but all facets of their chosen alignment (e.g. a Good Specialist Gnostic learns to understand LG, NG, and CG).
Cons: A Specialist Gnostic must be of an alignment matching their chosen specialty (Unchained Morality does not affect this).
A Specialist Gnostic's Unchained Morality does not ignore allow alignment requirements on the same axis as their specialty (e.g. a Good Specialist Gnostic cannot take Vile feats or take levels in dread necromancer, they could however multiclass with druid or bard and be LG).
A Specialist Gnostic may only use Reshape Outlook to make a creature one of the three alignments which include their specialty.
A Specialist Gnostic may not use a Balancing Aura which opposes their own, or Balanced, or Extreme.
A Specialist Gnostic does not gain Unbound Soul.
Pros: A Specialist Gnostic gains an Aura of Alignment as a cleric of their alignment.
A Specialist Gnostic gains the [insert word] Channel Morality feat matching their specialized alignment (e.g. Good gets Sanctified Channel Morality, and Lawful gets Structured Channel Morality).
A Specialist Gnostic gains an additional use of Channel Morality, Spiritual Interference, Greater Channel Morality, Greater Spiritual Interference, and True Channel Morality, and an additional extra use of each per 6 levels in Gnostic they have obtained since first gaining the feature.
A Specialist Gnostic applies Constructive Interference (as the feat) benefits to targets of their specialized alignment when they use Spiritual Interference or Greater Spiritual Interference (allowing them to apply Constructive to some targets and destructive to others). They may take the feat as normal, in which case they may choose to apply destructive interference to their specialized alignment, though they may still choose not to use it at all (they may not, however, choose to apply destructive to their specialized alignment and constructive to other alignments).
A Specialist Gnostic gains an additional use of Greater Pox.
An Enlightened Gnostic is intended primarily for a gestalt game in which it is intended to occupy both hales of your gestalt, however if the DM feels that Gnostic is too low power level for their game (it is intended to be tier 3-4) they may want to use Enlightened Gnostic to replace it.
Chassis Changes: An Enlightened Gnostic has Full BAB and 6 + Int skill points (instead of Medium and 4 + Int).
Proficiencies: An Enlightened Gnostic gains proficiency in all Martial Weapons.
Pox: At 1st level an Enlightened Gnostic must only wait 4 rounds (instead of 5) to use their Pox again, this reduces to 2 rounds at 4th, 1 round at 8th, at-will at 12th, and beginning at 16th level they may choose to apply their Pox (or Greater Pox) to both axes at once, in which case against a normal pox the target only saves once and suffers both penalties on a failure. Against a greater pox they must save against each effect separately.
Reshape Morality: An Enlightened Gnostic gains the ability to use Reshape Morality at 2nd level but only on themselves. Beginning at 13th level an Enlightened Gnostic may use it on 1 creature/3 class levels within range as a single use of this ability.
Channel Morality/Spiritual Interference (and improvements): An Enlightened Gnostic gains double the normal daily uses of these abilities.
Aligned Feat: At 4th, 12th, and 20th level instead of gaining a bonus feat an Enlightened Gnostic selects an alignment axis. They then select a feat for each alignment on that axis, while that alignment they gain the benefits of the feat. They may select the same feat for all three alignments if they wish, or select a non-good feat for good and/or an Exalted feat for evil if they wish.
Greater Pox: When an Enlightened Gnostic gains Greater Pox they gain 2 daily uses instead of 1. And at 20th level they may use it 1/5 rounds without expending its use.