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View Full Version : Pathfinder Assorted Class Fixes [PEACH]



Milo v3
2015-09-07, 09:19 PM
Just some fixes I'm using in my PF setting. This setting uses the guns are everywhere option from ultimate combat and the subjective morality option from Pathfinder Unchained.

Aegis
Invigorating Suit (Su): An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. This bonus increases by +4 at 6th level and every three levels thereafter.

Master Craftsman: At 5th level, an aegis gains the Master Craftsman feat as a bonus feat, except it applies to all Item Creation feats. He must still meet the prerequisites of the feat in order to gain its benefits.

Antipaladin
Loyalties: Any.

Skills per Rank: 4 + Int modifier.

Aura (Ex): The power of an antipaladin's aura (see the detect evil spell) is equal to his antipaladin level.

Detect Evil (Sp): At will, an antipaladin can use detect evil, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, an antipaladin can call out to the divine powers to crush the forces of evil. As a swift action, the antipaladin chooses one target within sight to smite. If any of this target's loyalties are opposed to your highest loyalty, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the valid target of smite evil is an outsider, a dragon, or a creature with levels of antipaladin, paladin, or warpriest the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not valid the smite use is recovered, but it can only be recovered in such a way in a day equal to number of uses of smite evil per day that you possess.

The smite evil effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite evil one additional time per day, as indicated on the table above to a maximum of seven times per day at 19th level.

Spells: Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list presented in Spell Lists. A paladin must choose and prepare his spells in advance. To prepare or cast a spell, an antipaladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an antipaladin's spell is 10 + the spell level + the antipaladin's Charisma modifier.

Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in introspection or self-gratification to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level.

Fiendish Boon (Sp): Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a fienish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first.

The second type of bond allows an antipaladin to gain the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy horse (for a Medium antipaladin) or a pony (for a Small antipaladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the antipaladin's level as his effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, an antipaladin may magically call his mount to her side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The mount immediately appears adjacent to the paladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 10th level, the mount gains the fiendish template, becomes a magical beast for the purposes of determining which spells affect it, and gains the movement capabilities of a phantom steed with caster level equal to half your antipaladin level. At 15th level, an antipaladin's mount gains spell resistance equal to the antipaladin's level + 11.
Should the antipaladin's mount die, the antipaladin may not summon another mount for 30 days or until he gains a antipaladin level, whichever comes first.

Aura of Vengeance (Su): At 11th level, an antipaladin can expend two uses of his smite evil ability to grant the ability to smite evil to all allies within 10 feet, using his bonuses. Allies must use this smite evil ability by the start of the antipaladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures who have one or more loyalties opposed to the antipaladin's highest loyalty gain no benefit from this ability.

Aura of Sin (Su): At 14th level, an antipaladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as good-aligned for the purposes of overcoming damage reduction. This ability functions only while the antipaladin is conscious, not if he is unconscious or dead.

Unholy Champion (Su): At 20th level, an antipaladin becomes a conduit for the might of the dark powers. His DR increases to 10/good. Whenever he uses smite evil and successfully strikes a valid outsider, the outsider is also subject to a banishment, using his antipaladin level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.

Code of Conduct: An antipaladin loses all class features except proficiencies if he willingly and altruistically commits selfless acts. This does not mean that an antipaladin cannot take actions someone else might qualify as selfless, only that such actions must always be in service of his own ends. An antipaladin's code requires that he place his own interests and desires above all else, as well as impose tyranny, take advantage whenever possible, and punish those he sees as evil, provided such actions don't interfere with his goals.

Associates: An antipaladin may accept only henchmen, followers, or cohorts who share the same highest loyalty.

Ex-Antipaladins: A antipaladin who violates the code of conduct loses all antipaladin spells and class features (including the fiendish boon, but not weapon, armour, and shield proficiencies). He may not progress any further in levels as an antipaladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate.

Bloodrager
Blood Transformation (Ex): When a second level bloodrager is in the throes of bloodrage, his body transforms and warps into a monstrous destroyer, granting him a racial bonus to intimidation checks equal to his class level.

Blood Terror (Ex): At 3rd level, bloodragers can tap into their bloodlines power to increase their menace. As a swift action, the bloodrager can expend a round of bloodrage to gain a racial bonus toward intimidation checks equal to half his class level for 1 minute.

Brawler
Improvised Skill: At first level, the brawler gains either Catch Off Guard or Throw Anything as a bonus feat. At sixth level, the brawler gains whichever feat she did not select as a bonus feat.

Improvised Mastery (Ex): When a third level brawler wields an improvised weapon, she uses unarmed strike damage instead of the base damage for that weapon. If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Tough Skin (Ex): At 7th level, brawlers gain a +2 natural armour bonus to armour class. At 14th level, this bonus increases to +5.

Improved Unarmed Mastery (Ex): When an 11th level brawler attacks with a weapon from the close group, they may use their unarmed damage as if they were a brawler two levels lower rather than four levels lower.

Ground Slam (Ex): At 14th level brawlers gain the ability to strike the ground with immense force. When the brawler makes a full-attack with only their unarmed strike, she can treat her reach as 30 ft., except she can only target creatures that are contact with the same surface as her.

Greater Unarmed Mastery (Ex): When an 18th level brawler attacks with a weapon from the close group, they may use their unarmed damage.

Cavalier
Class Skills: The cavalier's class skills are Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Geography)(Int), Knowledge (History)(Int), Knowledge (Local)(Int), Knowledge (Nobility)(Int), Knowledge (Religion)(Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skills per Rank: 4 + Int Modifier.

Aristocrat (Ex): Cavalier gain a bonus equal to half their class level (minimum 1) on diplomacy checks.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant a teamwork feat he possesses to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability a number of times per day equal to his charisma modifier (minimum 1) at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Resolve (Ex): Starting at 2nd level, the cavalier gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 2nd level, plus one additional time per day for every two cavalier levels beyond 2nd. Whenever the cavalier defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the cavalier can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the cavalier is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the cavalier is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the cavalier is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilise and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Noble's Influence (Ex): At seventh level, the cavalier gains a bonus equal to his class level on checks to gain capital in the form of influence.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. In addition, using the tactician ability is a swift action.

Greater Resolve (Ex): At 10th level, a cavalier can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the cavalier can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the cavalier uses this ability.

Honourable Stand (Ex): At 13th level, a cavalier can make an honourable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honourable stand once per day at 13th level, plus one additional time per day at 18th level. Declaring an honourable stand is a swift action. While making an honourable stand, the cavalier is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a cavalier making an honourable stand must make a saving throw, he can spend one daily use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a cavalier making an honourable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows.

True Resolve (Ex): At 18th level, a cavalier can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the daily uses of his resolve that he has available to him to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.

Last Stand (Ex): At 20th level, a cavalier can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the cavalier, unless the attack scored is a critical hit. In addition, the cavalier remains conscious and is not staggered while he is below 0 hit points. While using this ability, the cavalier cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when cavalier has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts until the challenge ends or the cavalier takes an offensive action against a target other than the target of his challenge.

Fighter
Saves: All saves are good rather than having reflex and will saves as poor.

Class Skills: The fighter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skills per level: 4 + Int modifier.

Combat Stamina: Fighters gain combat stamina as a bonus feat at first level.

Diverse Origins: Warriors come from all walks of life. A fighter may select a variant multiclass from a class he has no levels in, and gains it's benefits treating his class level as his character level, without having to lose any feats from his character progression. Alternatively, the fighter can change the skill ranks per level from his fighter levels to 6 + intelligence modifier.

True Soldier (Ex): Fighters gain an insight bonus equal to their class level to all Profession (Soldier) checks. In addition, fighters can make profession (Soldier) checks untrained.

Bravery (Ex): Starting at 2nd level, a fighter gains a +2 bonus on Will saves against emotion, fear and pain effects. This bonus increases by +2 for every four levels beyond 2nd, until 14th level.

Training Expertise (Ex): Warriors must adapt. At 3rd level, fighters can retrain feats in only 3 days, and retrain hit points in only 1 day.

Opposition Mastery (Ex): Upon reaching their fourth level, fighters gain a bonus equal to a quarter of their class level on all opposed checks they make.

Material Training (Ex): At 5th level, a fighter has mastered a single material beyond that material's normal boundaries, gaining results that others can only dream about. He gains the material unlock powers (see here (http://www.giantitp.com/forums/showthread.php?427677-Material-Unlocks-Martial-Skill-Unlocks&p=19530348#post19530348)) for that material as appropriate for his base attack bonus. At 10th, 15th, and 20th levels, he chooses an additional material and gains material unlock powers for that material as well.

Spell Resistance (Ex): Eighth level, fighter gains spell resistance equal to 10 + class level. The fighter can voluntarily lower this resistance when he would be affected by a beneficial spell, rather than requiring a standard action.

One Man Army (Ex): At 10th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as medium-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat.

Influential Blade (Ex): Once a day, when a fighter of 12th level destroys or kills a creature with Hit Dice greater than his character level, he gains capital in the form of 1 point of influence. In addition, as a swift action, the fighter can expend a point of influence to gain a +10 bonus on an intimidation or profession (soldier) check.

Defy Death (Ex): Legends tell of powerful warriors who defied death itself and fought their way out of hell through martial skill. When a 16th level fighter dies, they do not gain the petitioner template in the afterlife. In addition, if the fighter dies he ceases to age and becomes immune to magical ageing until he is resurrected through spells such as raise dead, reincarnate, etc.

True Bravery (Ex): Upon reaching 18th level, fighters become immune to emotion, fear and pain effects.

Armour Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing light armour or using a shield, DR 10/— whenever he is wearing medium armour or light armour and a shield, DR 15/— whenever he is wearing heavy armour or medium armour and a shield, and DR 20/— whenever he is wearing heavy armour and a shield.

A Thousand Swords (Ex): At 20th level, whenever the fighter would be a fine-sized army in mass combat, he instead counts as gargantuan-sized army. This does not apply any benefits to combat on the tactical scale, it only applies to mass combat. In addition the fighter ascends into a true legend of warfare; losing any penalties to ability scores due to ageing, counting as a creature of the outsider type whenever beneficial, and gaining an additional attack at his full base attack bonus when he makes a full-attack.

Gunslinger
Gunsmith: The gunslinger knows hows to maintain, repair and even create firearms from his years of experience, gaining an insight bonus equal to his class level for crafting firearms and their ammunition. In addition, he can treat the key ability score for such checks to be wisdom rather than intelligence.

Gun Training (Ex): Starting at 1st level, a gunslinger can select one specific type of firearm (such as a revolver). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Finally, the action required for the gunslinger to load that type of firearm is reduced by one step as per the rapid reload feat. This action reduction stacks with the rapid reload feat if the gunslinger possesses it.

Every four levels thereafter (5th, 9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Alchemy (Su): Gunslingers are trained a small set of alchemical sciencific formulae, allowing them to fashion magical potion-like extracts and special ammunition, in which they can store spell effects. In effect, a gunslinger prepares his spells by mixing ingredients into a number of advanced ammunition extracts, and then “casts” his spells by drinking the extract or shooting the ammunition. When a gunslinger creates advanced ammunition or an extract, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. A gunslinger can create two special types of magical items—advanced ammunition and extracts.

In many ways, advanced ammunition behave like spells, and as such their effects can be dispelled by effects like dispel magic using the gunslinger's level as the caster level. A gunslinger can create only a certain number of advanced ammunition of each level per day. His base daily allotment of advanced ammunition is the same as a bloodrager. In addition, he receives bonus advanced ammunition per day if he has a high Wisdom score, in the same way a cleric receives bonus spells per day.

When an gunslinger mixes advanced ammunition, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. Advanced ammunition immediately becomes inert if it leaves the gunslinger's possession, reactivating as soon as it returns to his keeping—a gunslinger cannot normally pass out his advanced ammunition for allies to use. Advanced ammunition, once created, remains potent for 1 day before losing its magic, so a gunslinger must re-prepare his advanced ammunition every day. Mixing an extract takes 1 minute of work—most gunslingers prepare many advanced ammunition at the start of the day or just before going on an adventure, but it's not uncommon for a gunslinger to keep some (or even all) of his daily slots open so that he can prepare advanced ammunition in the field as needed. Advanced ammunition is “cast” by firing it from a firearm—the effects of advanced ammunition exactly duplicate the spell upon which its formula is based, save that the spell gains a bonus to it's attack rolls and DC equal to the enhancement bonus of the firearm being used. A gunslinger can draw, load and fire advanced ammunition as a standard action.

Extracts are the other form of alchemy a gunslinger can perform. Whenever the gunslinger would attempt to create advanced ammunition with a target of one or more creatures he can create it as an extract instead, and if the formulae has a range of personal he must create it as an extract instead. Extracts acts like advanced ammunition in all ways except that extract is “cast” by drinking it—the effects of an extract exactly duplicate the spell upon which its formula is based. A gunslinger can draw and drink an extract as a standard action.

Although the gunslinger doesn't actually cast spells, he does have a formulae list that determines what advanced ammunition and extracts he can create. A gunslinger can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). The gunslinger uses his level as the caster level to determine any effect based on caster level.

Creating advanced ammunition and extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (gunslinger formulae that duplicate divine spells never have a divine focus requirement).

A gunslinger can prepare advanced ammunition and extracts of any formula he knows. To learn or use an formulae, a gunslinger must have a Wisdom score equal to at least 10 + the formula's level. The Difficulty Class for a saving throw against a gunslinger's advanced ammunition is 10 + the formula level + the gunslinger's Dexterity modifier. The Difficulty Class for a saving throw against a gunslinger's extract is 10 + the formula level + the gunslinger's Wisdom modifier.

A gunslinger is only taught a very limited set of formula, possessing a number of fomulae known equal to the number of spells known by bloodragers of equal level.

Lead Touch (Su): When a 4th level gunslinger uses advanced ammunition with a range of touch, it causes your firearm to hold the charge in the same manner a spellcaster can hold the charge and have it activate as part of a later unarmed attack, except that it is held in your firearm until the next attack you make with that firearm. As long as your firearm holds a charge, it's misfire chance increases by 1. This ability does not work with scattering shot attacks, causing the weapon to simply lose the charged spell as the magic is spread to thin.

Formulae List
1st
Anticipate Peril, Blurred Movement, Break, Burning Hands, Chill Touch, Colour Spray, Corrosive Touch, Cure Light Wounds, Disguise Self, Ear-Piercing Scream, Endure Elements, Expeditious Retreat, Flare Burst, Frostbite, Glue Seal, Grease, Heightened Awareness, Hydraulic Push, Magic Missile, Mudball, Phantom Blood, Ray of Enfeeblement, Ray of Sickening, Shocking Grasp, Summon Monster I, Touch of Combustion, Touch of Gracelessness, True Strike, Web Bolt

2nd
Acid Arrow, Animal Aspect, Bear's Endurance, Blindness/Deafness, Blood Armour, Bullet Shield, Cat's Grace, Daze Monster, Delay Pain, Disfiguring Touch, Eagle's Splendour, Elemental Touch, Extreme Flexibility, Fire Breath, Frigid Touch, Ghoul Touch, Glitterdust, Gust of Wind, Protection from Arrows, Resist Energy, Scorching Ray, See Invisibility, Shatter, Sonic Scream, Spider Climb, Stone Call, Summon Monster II, Touch of Idiocy.

3rd
Beast Shape I, Blood Scent, Burrow, Countless Eyes, Elemental Aura, Excruciating Deformation, Fireball, Firestream, Flame Arrow, Fly, Force Hook Charge, Force Punch, Greater Animal Aspect, Haste, Hold Person, Hydraulic Torrent, Lightning Bolt, Monstrous Physique I, Oneiric Horror, Pain Strike, Pellet Blast, Protection from Energy, Rage, Ray of Exhaustion, Silver Darts, Sleet Storm, Slow, Stinking Cloud, Summon Monster III, Toxic Gift, Vampiric Touch

4th
Acidic Spray, Beast Shape II, Bestow Curse, Black Tentacles, Confusion, Contagion, Crushing Despair, Dragon's Breath, Elemental Body I, Enervation, Greater False Life, Fire Shield, Lesser Spellcrash, Ice Storm, Mindwipe, Monstrous Physique II, Moonstruck, Purge Spirit, River of Wind, Shout, Stoneskin, Summon Monster IV, Touch of Slime, Volcanic Storm.

Hunter
Loyalties: One of your loyalties must be towards nature.

Milo v3
2015-09-07, 09:20 PM
Kineticist
Base Attack Bonus Progression: Full

Hit Die: d10

Class Skills: The kineticist’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana)(Int), Knowledge (Planes)(Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha).

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Elemental Empathy (Ex): Kineticist's gain a bonus equal to their class level on charisma based skill checks against creatures with a subtype of the same name of an element you have selected for Elemental Focus or Expanded Element.

Occult Nature: Despite not casting spells, kineticists are a form of psychic, gaining the psychic sensitivity feat as a bonus feat.

Primordial Terror (Su): A 4th level kineticist who has taken burn looks both impressive and terrifying, gaining a bonus to all intimidate checks equal to twice her current burn. In addition, the kineticist gains 60 ft. darkvision if she didn't already possess it.

Primordial Hunger (Su): At 7th level, kineticists can counterspell with her blast as an immediate action without having to ready the counterspell.

Ghost Touch (Su): The kinetic blasts made by kineticists of at least 10th level gain the benefits of the ghost touch weapon special ability.

Improved Primordial Hunger (Su): When a 10th level kineticist successfully counterspells an effect with her blast, she acts as though she gathered power as a move-action until the end of her next turn.

Supercharge (Su): At 11th level, when using gather power as a move action, a kineticist can reduce the total burn cost of a single blast wild talent by 2 points instead of 1. When using gather power for 1 full round, she can reduce the burn cost of a single blast wild talent by 3 points instead of 2. Finally, the kineticist can gather power as a swift action to reduce the total burn of a single blast wild talent by 1.

Simple Blasts: A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d10+1 + the kineticist’s Constitution modifier, increasing by 1d10+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d10 + the kineticist’s Constitution modifier, increasing by 1d10 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against energy blasts.

Composite Blasts: Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d10+2 + the kineticist’s Constitution modifier, increasing by 2d10+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d10 + the kineticist’s Constitution modifier, increasing by 2d10 for every 2 kineticist levels beyond 1st.

Ninja
Elemental Focus (Su): At 5th level, a ninja chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent.

Wild Talents: A 5th level ninja can use wild talents—magical abilities similar to spells but drawn from the ninja's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Every wild talent has an effective spell level. A ninja can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her ninja level is at least thrice the wild talent’s effective spell level.
Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the ninja's Charisma modifier. The kineticist uses her Charisma modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 8th level and every 3 levels thereafter, a ninja selects a new utility wild talent from the list of options available to her. A ninja can select only universal wild talents or those that match her element (see Elemental Focus above). At 11th, and 16th levels, a ninja can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Ninja can expend ki from their ki pool in place of taking burn. Ninja cannot take any wild talent that requires the use of a kinetic blast.

Paladin
Loyalties: Any.

Skills per Rank: 4 + Int modifier.

Aura (Ex): The power of a paladin's aura (see the detect evil spell) is equal to his paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the divine powers to crush the forces of evil. As a swift action, the paladin chooses one target within sight to smite. If any of this target's loyalities are opposed to your highest loyality, the paladin adds his Charisma bonus (if any) on his attack rolls and adds his paladin level on all damage rolls made against the target of his smite. If the valid target of smite evil is an outsider, a dragon, or a creature with levels of antipaladin, paladin or warpriest, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the paladin targets a creature that is not valid the smite use is recovered, but it can only be recovered in such a way in a day equal to number of uses of smite evil per day that you possess.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on the table above to a maximum of seven times per day at 19th level.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with the celestial realms. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 10th level, the mount gains the celestial template, becomes a magical beast for the purposes of determining which spells affect it, and gains the movement capabilities of a phantom steed with caster level equal to half your paladin level. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11. Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first.

Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Creatures who have one or more loyalties opposed to the antipaladin's highest loyalty gain no benefit from this ability.

Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/good and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of the celestial realms. Her DR increases to 10/good. Whenever she uses smite evil and successfully strikes a valid outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct: A paladin loses all class features except proficiencies if she willingly commits acts of evil. This does not mean that a paladin cannot take actions someone else might qualify as evil, only that such actions must always be in service of the greater good in the paladin's perspective. Additionally, a paladin's code requires that she respect legitimate authority, act with honour when able, help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents.

Associates: A paladin may accept only henchmen, followers, or cohorts who share the same highest loyalty.

Ex-Paladins: A paladin who violates the code of conduct loses all paladin spells and class features (including the divine bond, but not weapon, armour, and shield proficiencies). He may not progress any further in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate.

Ranger
Predator's Ritual (Sp): At 2nd level, the ranger becomes able to perform a ritual using the corpse of a creature he has killed to gain some of the prey's memories. A number of times per day equal to your wisdom bonus (minimum 1), the ranger can spend 10 minutes with the corpse of a creature he has killed since his last full night's rest, during which he must consume part of the corpse. Upon completion of the ritual you gain the benefits of a speak with dead spell with the corpse as the target and a caster level equal to your ranger level, except that effect is not language dependant. This ability does not work on the corpses of aberrations, constructs, outsiders or undead.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level.

Predator's Assimilation (Su): Upon reaching 6th level, when a ranger commits the predator's ritual instead of gaining knowledge from it he can choose to gain any ability listed under beast shape I, as long as the creature possessed that ability, until the next time he has a full nights rest or uses predator's assimilation again. The ranger's appearance alters to resemble the consumed creature, but he does not change shape. This is a polymorph effect.

Improved Predator's Assimilation (Su): At 10th level, the ranger can take on any number of the creature’s abilities that are listed under beast shape I as part of using predator's assimilation.

Greater Predator's Assimilation (Su): At 14th level, the ranger can instead take on one of the creature’s abilities listed under beast shape II as part of using predator's assimilation.

Perfect Predator's Assimilation (Su): At 18th level, the ranger can take on any number of the creature's abilities that are listed under beast shape II as part of using predator's assimilation.

Soulknife
Bonus Feat: At 2nd level, and at every 4 levels thereafter (6th, 10th, 14th, 18th), a soulknife gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or psionic feats.

Spiritualist
Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of minutes per day equal to her spiritualist level. These minutes do not need to be consecutive, but each use expends at least one minute. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.

Bonded Manifestation (Su): At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way.

During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 5 + double her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use.

When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.

Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.

Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.

Phantom Starting Statistics: Type Outsider (phantom); Size As spiritualist or one size category smaller (or one size category larger, if the spiritualist is Small or smaller); Speed 30 ft.; AC +2 dodge (in incorporeal form) or +2 natural armour (in ectoplasmic form); Attack 2 slams (1d6 or 1d4 if size Small); Ability Scores Str 12, Dex 14, Con 13, 13 to one mental ability score, 10 for the other mental ability scores.

Unchained Barbarian
Loyalties: Any.

Unchained Rogue
Equipment Expertise (Ex): Whenever a fourth level rogue uses a masterwork tool that provides a bonus towards a skill check, that tool's bonus increases to half the rogue's class level.

Capitalist (Ex): Upon reaching 7th level, the rogue gains a bonus equal to her class level on all checks to accumulate capital through a skill he has selected with rogue's edge or the signature skill feat.

Magical Proficiency: At 7th level, you gain the benefits of the Craft Wondrous Item feat, except that your ranks in skills that you have selected for rogue's edge or the signature skill feat count as your caster level. You must use a chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this ability to create any spell-trigger or spell-activation item.

Unlimited Potential (Ex): A number of times per day equal to half her class level, a 13th level rogue can gain the benefits of a limited wish effect. This effect has a caster level equal to the ranks you possess in a skill of your choice that you have selected for rogue's edge or the signature skill feat, and must have a way to be justified as being a function of that skill (for example, dispelling magic by using Knowledge (Engineering) to prove it is mathematically impossible, removing blindness by using Heal, absorbing toxicity through your training in Craft (Alchemy), fabricating a sword instantaneously by using Craft (Weapon), blind enemies by stealing their sight with your sleight of hand, detecting thoughts through sense motive, creating illusions by amazing bluffs, taking on the shapes of others through disguise, etc.). This effect is extraordinary and thus cannot be counterspelled, dispelled, or detected through magic like arcane sight or detect magic.

Improved Capitalist (Ex): Upon reaching 13th level, the rogue gains a bonus equal to double her class level on all checks to accumulate capital through a skill he has selected with rogue's edge or the signature skill feat.

Specialized Potential (Ex): At 16th level, a rogue must select one skill they have taken with rogue's edge or the signature skill feat. A number of times per day equal to that skill's ability modifier, you use unlimited potential with that skill except that it doesn't take up one of your uses of unlimited potential each day, and it replicates the wish spell rather than limited wish.

Warpriest
Loyalties: Warpriests must have a loyalty to their deity, pantheon, or religion, though not necessarily to a church hierarchy or other clergy.

Hit Die: d10

Base Attack Bonus Progression: Full

Spells: A warpriest casts divine spells drawn from the cleric spell list. A warpriest must choose and prepare his spells in advance. A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Aura (Ex): The power of a warpriest's aura (see the detect evil spell) is equal to his warpriest level.

Blessings (Su): A warpriest's religion influences what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his religion (each religion grants the blessings tied to its domains). All warpriest can the good blessing.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Chaotic, Evil, Good, and Lawful Spells: This ability has been removed.

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favoured weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, holy, keen, shock and one other weapon special ability of his choice. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Spontaneous Casting: A warpriest can channel stored spell energy into cure or inflict spells that he did not prepare ahead of time. At first level, the warpriest chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy below).

The warpriest can expend any prepared spell that isn't an orison to cast any cure or inflict spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An inflict spell is any spell with "inflict" in its name.

Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a positive energy channelling warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

A negative energy channelling warpriest can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. In addition, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy symbol to use this ability.

A warpriest who channels positive energy can choose to heal living creatures or to deal damage to undead creatures. An warpriest channels who negative energy can choose to deal damage to living creatures or heal undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

nonsi
2015-09-08, 06:39 AM
.
Questions about your Fighter fix...


Diverse Origins: What does the following mean? "A fighter may select a variant multiclass from a class he has no levels in".

Training Expertise: What's the meaning of retraining HP?

Spell Resistance: You might wanna state that the fighter can will friendly spells to bypass this SR.

One Man Army: What the hack is that?

Milo v3
2015-09-08, 06:52 AM
Diverse Origins: What does the following mean? "A fighter may select a variant multiclass from a class he has no levels in".
Variant Multiclassing is a pathfinder thing, that gives you some abilities from other classes.


Training Expertise: What's the meaning of retraining HP?
Pathfinder has rules for using retraining to increase the amount of HP you got from leveling.


One Man Army: What the hack is that?
For use with the PF mass combat rules.

Sayt
2015-09-09, 07:42 PM
Antipaladin as you've written it has Smite and detect Evil, and some of the aura's reflect this. Is this intentional? Or is it a placeholder while you work on the loyalty stuff?

The Ranger's Predator line is very cool. Does the 'Spells' section actually alter anything?

Milo v3
2015-09-09, 07:46 PM
Antipaladin as you've written it has Smite and detect Evil, and some of the aura's reflect this. Is this intentional? Or is it a placeholder while you work on the loyalty stuff?
It's anti-evil since it is using the subjective morality option mentioned in the OP, which causes every character to consider themselves good and get holy effects, and the things that oppose their loyalties count as evil.


Does the 'Spells' section actually alter anything?
It causes them to no longer have a caster level of Ranger level - 4. Antipaladin and Paladin have similar text.