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Tibalt
2017-02-06, 06:39 PM
Over the years, I've developped quite a collection of homebrew material for 3.5. This thread's purpose is to compile the rules and homebrew material I use for my games. I have sure been inspired by the work of other homebrewers and I have to admit I did not always note the source of my inspiration. If you notice something that looks like it might have been inspired by your work, please let me know so I can give you the credit you rightfully deserve.

Also, feel free to comment and make suggestions.

Without further ado...


INDEX:

MISCELLANEOUS RULES (http://www.giantitp.com/forums/showsinglepost.php?p=21680268&postcount=2)

SKILLS (http://www.giantitp.com/forums/showsinglepost.php?p=21680322&postcount=3)

FEATS (http://www.giantitp.com/forums/showsinglepost.php?p=21680377&postcount=4)

SPELLS, POWERS AND MAGIC ITEMS (http://www.giantitp.com/forums/showsinglepost.php?p=21681246&postcount=5)

ARCHIVIST (http://www.giantitp.com/forums/showsinglepost.php?p=21700530&postcount=44)
ARTIFICER (http://www.giantitp.com/forums/showsinglepost.php?p=21686308&postcount=20)
BARBARIAN (http://www.giantitp.com/forums/showsinglepost.php?p=21683012&postcount=11)
BARD (http://www.giantitp.com/forums/showsinglepost.php?p=21683847&postcount=14)
BEGUILER (http://www.giantitp.com/forums/showsinglepost.php?p=21700502&postcount=43)
CLERIC (http://www.giantitp.com/forums/showsinglepost.php?p=21684070&postcount=15)
DRAGON SHAMAN (Dragonfire Adept) (http://www.giantitp.com/forums/showsinglepost.php?p=21724161&postcount=52)
DREAD NECROMANCER (http://www.giantitp.com/forums/showsinglepost.php?p=21700502&postcount=43)
DRUID (http://www.giantitp.com/forums/showsinglepost.php?p=21684844&postcount=17)
FAVORED SOUL (http://www.giantitp.com/forums/showsinglepost.php?p=21685052&postcount=19)
FIGHTER (http://www.giantitp.com/forums/showsinglepost.php?p=21682898&postcount=10)
HEXBLADE (http://www.giantitp.com/forums/showsinglepost.php?p=21698017&postcount=40)
KNIGHT (Marshal) (http://www.giantitp.com/forums/showsinglepost.php?p=21728285&postcount=53)
MONK (http://www.giantitp.com/forums/showsinglepost.php?p=21683686&postcount=13) Strongly inspired by Jiriku's Monk Remixed (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed)
PALADIN (http://www.giantitp.com/forums/showsinglepost.php?p=21684216&postcount=16)
PSION (http://www.giantitp.com/forums/showsinglepost.php?p=21701656&postcount=47)
PSYCHIC WARRIOR (http://www.giantitp.com/forums/showsinglepost.php?p=21701656&postcount=47)
RANGER (http://www.giantitp.com/forums/showsinglepost.php?p=21684903&postcount=18)
ROGUE (Swashbuckler, Ninja) (http://www.giantitp.com/forums/showsinglepost.php?p=21683167&postcount=12)
SCOUT (Combat Trapsmish) (http://www.giantitp.com/forums/showsinglepost.php?p=21730864&postcount=54)
SHADOWCASTER (http://www.giantitp.com/forums/showsinglepost.php?p=21698529&postcount=41)
SHAMAN (http://www.giantitp.com/forums/showsinglepost.php?p=21684070&postcount=15)
SHUGENJA (http://www.giantitp.com/forums/showsinglepost.php?p=21735477&postcount=59)
SORCERER (http://www.giantitp.com/forums/showsinglepost.php?p=21685052&postcount=19)
SPELLTHIEF (http://www.giantitp.com/forums/showsinglepost.php?p=21698017&postcount=40)
SPIRIT SHAMAN (http://www.giantitp.com/forums/showsinglepost.php?p=21685052&postcount=19)
WARLOCK (http://www.giantitp.com/forums/showsinglepost.php?p=21700367&postcount=42)
WARMAGE (http://www.giantitp.com/forums/showsinglepost.php?p=21700502&postcount=43)
War Soul (Soulborn + Soulknife) (http://www.giantitp.com/forums/showthread.php?156441-3-5-War-Soul-(Soulborn-Soulknife)) by Person_man
WILDER (http://www.giantitp.com/forums/showsinglepost.php?p=21701656&postcount=47)
WIZARD (http://www.giantitp.com/forums/showsinglepost.php?p=21690559&postcount=28)
WU JEN (http://www.giantitp.com/forums/showsinglepost.php?p=21690559&postcount=28)


Binder

Totemist
Incarnate

Crusader
Swordsage
Warblade

Duskblade

Factotum





PRESTIGE CLASSES (http://www.giantitp.com/forums/showsinglepost.php?p=21690640&postcount=30)

Tibalt
2017-02-06, 06:40 PM
Miscellaneous Rules
(or "Stuff I had no idea to which section it belonged")

- Sentient undead and constructs are not immune to mind-affecting effects.
- Concealment doesn’t negate precision damage.
- No death from massive damage.
- Death at -CON score HP instead of -10 HP
- No multiclass xp penalty
- Bonus to initiative equal to half base reflex (rounded down)
- Crafting rules = Craft Points (http://www.d20srd.org/srd/variant/buildingCharacters/craftPoints.htm)
- XP cost for crafting magic items is replaced by a permanent decrease in maximal hit points (see table).



x
Total Market price of all crafted items (250x^3)
Total HP reduction (x^1,37)


1
250
1


2
2 000
3


3
6 750
5


4
16 000
7


5
31 250
9


6
54 000
12


7
85 750
14


8
128 000
17


9
182 250
20


10
250 000
23


11
332 750
27


12
432 000
30


13
549 250
34


14
686 000
37


15
843 750
41


16
1 024 000
45


17
1 228 250
48


18
1 458 000
52


19
1 714 750
56


20
2 000 000
61

Tibalt
2017-02-06, 06:53 PM
Skills

Consolidated skills:

Stealth (dex): Hide, move silently
Perception (wis): Listen, Spot, Search
Athletics (str): Jump, swim, climb
Acrobatics (dex): Tumble, balance, escape artist
Disable device (Dex or Int): Open lock, disable device
Persuasion (cha): Intimidate, bluff, diplomacy

Modified skills
Concentration (con or wis)
Iaijutsu focus: Katana only
Diplomacy (http://www.giantitp.com/forums/showsinglepost.php?p=9606632&postcount=2)

Banned skills
Lucid dreaming
Scry

Skill Tricks
The following skill tricks can be used for free without spending skill points:

- Acrobatic Backstab
- Conceal Spellcasting
- Corner Perch
- Dismount Attack
- Group Fake-out
- Leaping Climber
- Magical Appraisal
- Spot the weak point
- Wall jumper
- Whip Climber

Tibalt
2017-02-06, 07:06 PM
Feats

Free Feats
The following feats can be used for free without actually taking these feats:

- Weapon finesse
- Power Attack
- Combat Expertise
- Improved combat expertise
- Deadly Aim
- Arterial strike
- Hamstring
- Ambush feats (All)
- Lunging strike
- Power Throw

Consolidated Feats
You get the benefits of feats in italic when you take the corresponding consolidated feat, but only when you meet their prerequisite.

- Deft Maneuvers: Improved disarm, improved feint, improved trip
- Powerful Maneuvers: Improved overrun, improved sunder, improved bull rush
- Precise shot: Precise shot, point-blank shot
- Dodge: Dodge, mobility, expeditious dodge
- Two-Weapon fighting: Two-weapon fighting, two-weapon defense, improved two-weapon fighting, greater two-weapon fighting, Improved two-weapon defense, greater two-weapon defense, pin shield, dual strike, two-weapon pounce
- Weapon focus: Weapon focus, greater weapon focus, power critical
- Weapon specialization: Weapon specialization, greater weapon specialization
- Mounted Combat: Mounted combat, mounted archery, improved mounted archery, ride-by attack, trample
- Cleave: Cleave, great cleave
- Run: Run, Dash
- Blind-fight: Blind-fight, hear the unseen
- Pressure Points technique: Weakening touch, pain touch, freezing the lifeblood
- Kiai Shout: Kiai shout, improved kiai shout
- Improved Grapple: Improved grapple, choke hold
- Endurance: Endurance, diehard
- Sun School: Sun school, falling star strike, fiery fist, fiery ki defense, ki blast
- Poison Expert: Poison expert, poison master
- Deflect arrows: Deflect arrows, snatch arrows
- Spring attack: Spring attack, bounding assault, rapid blitz
- Shield Specialization: Shield specialization, shield ward, block arrow, shield wall
- Melee weapon mastery: Melee weapon mastery, weapon supremacy
- Combat Focus: Combat Focus, combat stability, combat defense, combat vigor, combat awareness, combat strike
- Heavy armor optimization: Heavy armor optimization, greater heavy armor optimization
- Hurling: Rock Hurling, Fling ally, fling enemy, improved rock hurling
- Dragon hunter: Dragon hunter, Dragon hunter bravery, Dragon hunter defense, dragonfoe, dragonbane, dragondoom
- Improved scent, uncanny scent
- Roofwalker: Roofwalker, roof-jumper
- Disciple of Darkness: Disciple of Darkness, Hellbound knight
- Scion of Sorrow: Scion of Sorrow, Tormented Knight
- Thrall to demon: Thrall to demon, Demonsworn knight

Modified Feats
- Feats that apply to a single weapon apply to a weapon group instead.

- Agileshield fighter: Adds iterative attacks (as consolidated two-weapon fighting)
- Body Fuel: You can recover 2 power points by taking 1 point of ability burn damage +1 point for each time you have used this feat in the same day to each of your three ability scores: Strength, Dexterity, and Constitution.
- Combat Reflexes = +can use flurry of blows on AoO
- Darkstalker: Protects from mindsight
- Disemboweling Strike: CAN be used more than once against the same target.
- Draconic Aura: [...] + Increases draconic aura bonus by +1
- Dragonwrought: Not considered a true dragon
- Improved Skirmish: Prerequisite: Scout level 5. Benefit: Choose 2 skirmish abilities you qualify for, you may apply those abilities if you move at least 20 feet away from where you were at the start of your turn.
- Instantaneous Rage: Immediate action
- Metamagic/metapsionic feats: Can’t apply to heroic, legendary and mythic spells/powers (see new feats).
- Mindsight: Blocked by abilities or effects blocking mind-affecting spells or abilities
- Natural Spell = metamagic +1
- Song of the heart: +1 inspiration (See homebrew bard)
- Sword of the arcane order: Max 4th level spells.
- Thoughness = improved thoughness
- Words of Creation : doubles BASE inspire courage bonus.
- Weapon Finesse: No penalty for using a shield

Banned Feats
- Assume supernatural ability
- Leadership
- Undead leadership
- Initiate of Mystra
- Craft Contingent Spell
- Legendary Artisan
- Dragon Cohort

New Feats
- Heroic Spell
Prerequisite
Spellcraft 15 ranks, Knowledge (arcane) 15 ranks, ability to cast 6th-level arcane spells
OR
Spellcraft 15 ranks, Knowledge (religion) 15 ranks, ability to cast 6th-level divine spells
OR
Spellcraft 15 ranks, Knowledge (nature) 15 ranks, ability to cast 6th-level divine spells

Benefit
You gain one spell of 7th level known, and can cast it a number of times equal to your spellcraft ranks/7 times per day (round down). You do not gain bonus spells per day like normal spells.

You may take this feat multiple times.

- Heroic Power
Prerequisite
Psicraft 15 ranks, Knowledge (psionics) 15 ranks, ability to manifest 6th-level psionic powers.

Benefit
You gain one power of 7th level known, and can manifest it a number of times equal to your psicraft ranks/7 times per day (round down). You don’t spend power points to manifest this power and you can’t augment it.

You may take this feat multiple times.

- Legendary Spell
Prerequisite
Spellcraft 18 ranks, Knowledge (arcane) 18 ranks, Heroic Spell
OR
Spellcraft 18 ranks, Knowledge (religion) 18 ranks, Heroic Spell
OR
Spellcraft 18 ranks, Knowledge (nature) 18 ranks, Heroic Spell

Benefit
You gain one spell of 8th level known, and can cast it a number of times equal to your spellcraft ranks/8 times per day (round down). You do not gain bonus spells per day like normal spells.

You may take this feat multiple times.

- Legendary Power
Prerequisite
Psicraft 18 ranks, Knowledge (psionics) 18 ranks, Heroic Power

Benefit
You gain one power of 8th level known, and can manifest it a number of times equal to your psicraft ranks/8 times per day (round down). You don’t spend power points to manifest this power and you can’t augment it.

You may take this feat multiple times.

- Mythic Spell
Prerequisite
Spellcraft 21 ranks, Knowledge (arcane) 21 ranks, Legendary Spell
OR
Spellcraft 21 ranks, Knowledge (religion) 21 ranks, Legendary Spell
OR
Spellcraft 21 ranks, Knowledge (nature) 21 ranks, Legendary Spell

Benefit
You gain one spell of 9th level known, and can cast it a number of times equal to your spellcraft ranks/9 times per day (round down). You do not gain bonus spells per day like normal spells.

You may take this feat multiple times.

- Mythic Power
Prerequisite
Psicraft 21 ranks, Knowledge (psionics) 21 ranks, Legendary Power

Benefit
You gain one power of 9th level known, and can manifest it a number of times equal to your psicraft ranks/9 times per day (round down). You don’t spend power points to manifest this power and you can’t augment it.

You may take this feat multiple times.

Tibalt
2017-02-06, 11:20 PM
Spells/Powers

Spell/power progressions stop at 6th level spells/powers. See new feats

Banned Spells/Powers:
Banned
- Lesser planar ally
- Planar ally
- Greater planar ally
- Lesser planar binding
- Planar binding
- Greater planar binding
- Lesser Spirit Binding
- Spirit Binding
- Greater Spirit Binding
- Celerity
- Greater Celerity
- Draconic polymorph
- Shapechange
- Gate
- Embrace the dark chaos
- Shun the dark chaos
- Consumptive Field
- Consumptive Field, greater
- Feat leech
- Psychic reformation
- Psychic chirurgery
- Metamorphosis, greater
- Metaconcert
- Apopsi
- Anticipatory Strike
- Bestow Power
- Ice Assassin
- Simulacrum
- Raise dead
- Resurrection
- Clone
- Shivering Touch
- Shivering Touch, lesser

Modified Spells/Powers:
- Reincarnate: 7th level, no level loss, bugbear=Goliath, troglodyte=Hobgoblin, lizardfolk=Catfolk, other = half-giant
- Alter self: HD CAP =CL/2, max 5
- Protection from Evil/Good/Law/chaos: protection from mental control/possession only works against this alignment
- Magic circle against evil/good/law/chaos: protection from mental control/possession only works against this alignment
- Polymorph : HD cap = CL/2, max 10
- Polymorph any object : as Polymorph, HD cap = CL, max 20
- Metamorphosis : as polymorph HD cap = CL/2, max 10
- Wish : can’t create or modify items
- Reality revision : can’t create or modify items
- Astral projection: spell ends if the recipient leaves the Astral Plane by any means. Doesn't make copies of worn and carried items
- Disjunction: Magic items are suppressed for CL rounds instead of turning to normal
- Psimatic Wall: Caster not immune to effects
- Prismatic Sphere: Caster not immune to effects
-Wail of the banshee: Affects all living creatures (except caster) within a 40-ft.-radius spread centered on the caster.
- Wall of Iron: Any part of the wall that's destroyed or removed disappears.
- Wall of Salt: Any part of the wall that'S destroyed or removed disappears.
- Wall of Stone: Any part of the wall that's destroyed or removed disappears.
- Inspirational boost: +1 inspiration (see homebrew bard)
- Limited Wish, Greater Restoration, True Resurrection, bend reality and matter manipulation can restore the HP spent for crafting magic items by sacrificing gp and gems at the following rates:



x
Sacrificed gems and gp value (125x^3)
Total HP restored (x^1,37)


1
125
1


2
1 000
3


3
3 375
5


4
8 000
7


5
15 625
9


6
27 000
12


7
42 875
14


8
64 000
17


9
91 125
20


10
125 000
23


11
166 375
27


12
216 000
30


13
274 625
34


14
343 000
37


15
421 875
41


16
512 000
45


17
614 125
48


18
729 000
52


19
857 375
56


20
1 000 000
61


- No xp cost for the following spells/powers: Greater Restoration, atonement, commune, awaken, vision, limited wish, bend reality, psionic sequester, Matter Manipulation

Magic items

Banned Magic items:
- Thought bottle
- Candle of Invocation
- Knowstone

Modified magic items:
Sudden Stunning = Stunning Surge
Badge of valor : +1 inspiration (see homebrew bard)

nonsi
2017-02-07, 06:11 AM
- Concealment doesn’t negate precision damage.


How do you rationalize this one?





- Death at -CON score HP instead of -10 HP


If common sense is the motivation behind this one, then the creature's HD should also play a factor in the number of negative HP.





- XP cost for crafting magic items is replaced by a permanent decrease in maximal hit points (see table).


This practically defines your gameworld as a place where magic items were never discovered, because if the process of reserching them involved personal physical degradation, then no one would've completed the earliest experiments in the first place.

nonsi
2017-02-07, 06:17 AM
Consolidated skills:


What/s the primary motivation here, making skill points count for more, or less bookkeeping?

Persuasion (cha): Intimidate, bluff, diplomacy





Banned skills
Lucid dreaming


Why?





Skill Tricks
The following skill tricks can be used for free without spending skill points:
- Acrobatic Backstab
- Conceal Spellcasting
- Corner Perch
- Dismount Attack
- Group Fake-out
- Leaping Climber
- Magical Appraisal
- Spot the weak point
- Wall jumper
- Whip Climber


Why distinguish some skill tricks from others?
Either grant all for free (when meeting the prereqs) or not.

nonsi
2017-02-07, 06:56 AM
Spells/Powers
*snip*

Magic items
*snip*


You might find some useful insights in this mini project (http://www.giantitp.com/forums/showthread.php?490409).

Tibalt
2017-02-07, 11:08 AM
Thanks for your time and feedback!


How do you rationalize this one?

The rationale behind this should probably be discussed on a case by case basis depending on the source of the concealment but not being able to perfectly see your target's vital areas should not imply that it's impossible to hit them; it's just harder and this difficulty is already reflected by the miss chance. Rogues don't need to have one of their class features negated so trivially.


If common sense is the motivation behind this one, then the creature's HD should also play a factor in the number of negative HP.

I can see why a creature with more HD would take longer to die, but this is actually already represented by the fact that, the more HD a creature has, the more HP it has.


This practically defines your gameworld as a place where magic items were never discovered, because if the process of reserching them involved personal physical degradation, then no one would've completed the earliest experiments in the first place.

I'll have to disagree with that. I believe we have enough example in real life of things people willingly do even though it's detrimental to their health. We have probably as much example in heroic fantasy literature of people or creatures sacrificing health for power.

Is this going to make Magic Marts less likely ? Probably. Is it a bad thing ? I think not.


What/s the primary motivation here, making skill points count for more, or less bookkeeping?

The former. I guess one could simply give more skill points instead, but some classes have almost no consolidated skills so it's likely not a buff for them and they don't really need it (I'm looking at you wizard, sorcerer, ceric...) This is not going to reduce bookkeeping as skills now just have more uses. It might actually increase the bookkeeping since some bonuses will now apply only to some uses of a skill (a +2 to bluff becoming +2 to persuasion checks made for bluffing).

For the Lucid Dreaming banning, it's probably because of poor knowledge of dream mechanics and/or me reading broken stuff about it without verifying it. All in all, it might just be laziness.

Concerning the free skill tricks. The decision is completely arbitrary. I just felt like these tricks and not the others should be things you shoud be able to do with those skills already.


You might find some useful insights in this mini project.

I've read it! I might have to go over it again, slowy, to see if I missed something blatantly abusable.

Tibalt
2017-02-07, 11:21 AM
Fighter

Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Weapon Aptitude, Specialties: Novice


2
+2
+3/+3/+0
Bonus Feat


3
+3
+3/+3/+1
Battlefield Recon


4
+4
+4/+4/+1
Adaptable Feat


5
+5
+4/+4/+1
Specialties: Novice + Initiate


6
+6
+5/+5/+2



7
+7
+5/+5/+2
Specialties Synergy


8
+8
+6/+6/+2
Bonus Feat


9
+9
+6/+6/+3
Specialties: Novice + Initiate + Adept


10
+10
+7/+7/+3
Adaptable Feat


11
+11
+7/+7/+3
Specialties Synergy


12
+12
+8/+8/+4



13
+13
+8/+8/+4
Specialties: Initiate + Adept + Master


14
+14
+9/+9/+4
Bonus Feat


15
+15
+9/+9/+5
True Critical


16
+16
+10/+10/+5
Adaptable Feat


17
+17
+10/+10/+5
Specialties: Adept + Master + Grand Master


18
+18
+11/+11/+6



19
+19
+11/+11/+6
Specialties Synergy


20
+20
+12/+12/+6
Bonus Feat, Swift adaptation


Class Skills (4 + Int)
Athletics, concentration, craft, handle animal, Knowledge (local), Ride, perform (weapon drills), profession

Weapon Aptitude (Ex): A fighter has the flexibility to adjust his weapon training. Each morning, he can spend 1 hour in weapon practice to change the designated weapon for any feat he has that applies only to a single weapon (such as Weapon Focus). He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change the designated weapon for his Weapon Focus feat from greatsword to longsword, he must have a longsword available to practice with during hispractice session.
A fighter can adjust any number of feats in this way, and doesn't have to adjust them all in the same way. However, he can't change the weapon choices in such a way that he no longer meets the prerequisite for some other feat he possesses. For instance, if he has both Weapon Focus (longsword) and Weapon Specialization (longsword), he can't change the designated weapon for Weapon Focus unless he also changes the weapon for Weapon Specialization in the same way.

Battlefield Recon (Ex): Fighters battle against a great many foes, and learn to identify them quickly.* A Fighter of 3rd level or higher may add his class level to all Knowledge checks to identify creatures, and always counts as trained in any such knowledge check.

Adaptable feat: A fighter may choose one feat from the Fighter Bonus feats list or any skill boosting feat that he qualifies. This feat may not be used as a prerequisite for any PrCs, nor may it be used as a prerequisite for any other feat except for other Adaptable Feats.* At any time, a fighter may spend one hour practicing and meditating to change his adaptable feats.

True critical (Ex): A 15th level fighter automatically confirms all critical threats.

Swift adaptation (Ex): As a swift action, a 20th level fighter can change up to three adaptable feats. He can’t change more then three adaptable feats per day with this ability.

Specialties:
A 1st level fighter gains 1 rank in 1 specialty of his choice (Slayer, Acrobat, Warden or Champion).
At 5th level, he gains 2 ranks that he can distribute among all specialties.
At 9th, 13th and 17th level, he gains 3 ranks that he can distribute among all specialties.
At any level, a fighter can’t increase the rank of a specialty by more than 1 at a time.

Slayer:
Class skill: Add Perception

Novice: Art of War (Ex): A slayer of at least novice rank adds ½ his Fighter class level (round down) to all opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. Perception +2

Initiate: Slayer’s Weapon (Su): A slayer of at least initiate rank can treat up to two weapons he wields as magic weapons with a +1 enhancement bonus per 4 fighter level (or equivalent magic properties). This ability can’t add magic properties with fix costs. It stacks with any existing weapon enhancement bonus or magic property up to a maximum of +5 enhancement bonus (and +10 equivalent bonus). At any, time, a fighter may spend one hour practicing and meditating to change his weapons’ enhancement bonus and magic properties granted by this ability. Perception +4

Adept: Lunge and Strike (Ex): A slayer of at least adept rank gains an additional 5 feet of reach (and still threatens adjacent squares).
Ranged weapon mind (Ex): A slayer of at least adept rank sharpens his senses and focuses his mind on the use of a bow, crossbow or throwing weapon. When wielding a bow, crossbow or throwing weapon, a fighter threatens all squares within his normal melee reach (including the “Lunge and Strike” ability) with his weapon, allowing him to make attacks of opportunity with his ranged weapon. In addition, he does not provoke attacks of opportunity when using ranged weapon while in another creature's threatened square. Perception +6

Master: Slayer’s Senses (Su): A slayer of at least master rank is permanently treated as under the effect of a True Seeing spell. His caster level for this effect is equal to his fighter level. Perception +8

Grandmaster: Flawless technique (Ex): A slayer of grandmaster rank understands better the intricate details of the deadly dance that a battle represents. His technique is so effective that it takes him half the effort to make his martial prowess. Once per encounter, a grandmaster slayer may choose as a free action to get one more move action, standard action and swift or immediate action for 1 round (effectively granting him a total of 2 move actions, 2 standard actions and 2 swift or immediate actions this round). These actions are lost if they are not used during this round. Perception +10

Acrobat:
Class skill: add Acrobatics

Novice: Fast movement (Ex): An acrobat of at least novice rank gets a +10ft bonus to his base land speed. Acrobatics +2

Initiate:Reach the unreachable (Su): As a swift action, an acrobat of at least initiate rank may gain the benefits of a Fly, swift spell. His caster level for this effect is equal to his fighter level. He can use that ability a number of times per day equal to half his fighter level. Acrobatics +4

Adept: Acrobat’s quick move (Su): An acrobat of at least adept rank may produce the effect of a dimension door spell as a standard action or of a dimension hop spell (on himself only) as a swift action. His caster level for these effects is equal to his fighter level. He can use this ability 3 times per day. Acrobatics +6

Master: Evasion (Ex): Only when wearing a light armor or no armor.
Acrobat’s agility (Su): An acrobat of at least master rank is permanently treated as under the effect of a Freedom of movement spell. His caster level for this effect is equal to his fighter level. Acrobatics +8

Grandmaster: Faster than time (Su): An acrobat of grandmaster rank can act so fast that it disturbs the flow of time. Once per encounter, as a standard action, a grandmaster acrobat may produce the effect of a Time stop spell. His caster level for this effect is equal to his fighter level. Acrobatics +10

Warden:
Class skill: add Sense motive

Novice: Inviolability (Su): Once per day, as a swift action, a Warden of at least novice rank may produce the effect of a sanctuary spell (on himself only). His caster level for this effect is equal to his fighter level and the save DC is equal to 10+ ½ fighter level + wis mod. Sense Motive +2

Initiate: Mettle (Ex). Sense Motive +4

Adept: Warden’s Armor (Su): A warden of at least adept rank can treat his armor and up to one shield he wields as a magic armor or shield with a +1 enhancement bonus per 4 fighter level (or equivalent magic properties). This ability can’t add magic properties with fix costs. It stacks with any existing armor or shield enhancement bonus or magic property up to a maximum of +5 enhancement bonus (and +10 equivalent bonus). At any, time, a fighter may spend one hour practicing and meditating to change his armor and shield’s enhancement bonus and magic properties granted by this ability. Sense Motive +6

Master: Indomitability (Su): Three times per day, as a swift action, a warden of at least master rank may produce the effect of an Indomitability spell (self only). His caster level for this effect is equal to her fighter level. Sense Motive +8

Grandmaster: Retributive defence (Su): Once per encounter, as an immediate action, a warden of grandmaster rank may produce the effect of a Spell turning spell, but with a duration of only 1 round. His caster level for this effect is equal to his fighter level.
Mind blank (Su): A warden of Grandmaster rank is permanently treated as under the effect of a Mind blank spell. His caster level for this effect is equal to his fighter level. Sense Motive +10


Champion:
Class skill: add Persuasion

Novice: Bring out the best (Ex): Once per day, as a swift action, a champion of at least novice rank may grant an ally (or himself) 1 more use of an ability that has a limited number of uses per day and that all uses have been expended. If this ability is not used within 1 round per fighter level, it is lost. This ability can be used to give a spell slot to a spellcaster that used all the spell slots of a certain level, but it doesn’t remove the need to prepare the spell as normal. Persuasion +2

Initiate: Bulwark of defense (Ex). Persuasion +4

Adept: Grant move action (Ex): Three times per day, as a swift action, a champion of at least adept rank may grant an extra move action to an ally (or to himself). The target of this ability takes this move action immediately. This extra action does not affect the initiative count; the round continues normally after the figher’s turn is over. Persuasion +6

Master: Interception (Ex): A champion of at least master rank may block line of effect/burst effects within his natural reach. If he blocks a targeted effect, it targets him instead. Persuasion +8

Grandmaster: Heroic Surge (Ex): When a champion of grandmaster rank uses this ability, each of his allies within 120ft (including himself) choose any number of spells, effects or any other conditions currently affecting them with a duration of 1 or more round. Those effects stop affecting them immediately. The fighter and his allies can still be affected by those effects afterward (for example, if they stay in the area of an ongoing spell). In addition, his allies within 120ft and himself may immediately make a standard action or full attack action. A grandmaster Champion may use this ability once per encounter as a swift action. Persuasion +10

Specialties Synergy:
At each level a fighter gains a specialties synergy, he can choose one of the following abilities if he his at least a novice in both listed specialties.

Slayer – Acrobat: Acrobatic Charge
Slayer – Warden: +4 to resist Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun
Slayer – Champion: Enemies you threaten provoke an attack of opportunity from you when they take an attack or full attack action against one of your allies (not including yourself).
Acrobat – Warden: Ignore armor check penalties for acrobatics.
Acrobat – Champion: If you succeed on a Tumble check to move through an enemy’s space, your allies and you can treat that enemy as flanked for 1 round as long as you threaten it.
Warden – Champion: You can use your sanctuary ability on a touched creature.

Dungeoncrasher fighter: 2nd level: No bonus feat, 4th level: no adaptable feat

Tibalt
2017-02-07, 11:49 AM
Barbarian

Hit Die: d12



Level
BAB
Saves
Special


1
+1
+2/+2/+0
Rage 1/day, Totem ability


2
+2
+3/+3/+0
Rage 2/day, Uncanny dodge


3
+3
+3/+3/+1
Totem Ability


4
+4
+4/+4/+1



5
+5
+4/+4/+1
Rage 3/day, improved uncanny dodge, View the Spirit World


6
+6
+5/+5/+2
Totem Ability


7
+7
+5/+5/+2
Scent


8
+8
+6/+6/+2
Rage 4/day, Totem Ability


9
+9
+6/+6/+3



10
+10
+7/+7/+3
Greater Rage


11
+11
+7/+7/+3
Rage 5/day, Totem Ability


12
+12
+8/+8/+4



13
+13
+8/+8/+4
Rage 6/day, Overwhelming Anger


14
+14
+9/+9/+4
Indomitable Will


15
+15
+9/+9/+5
Headstrong Fury


16
+16
+10/+10/+5
Rage 7/day, Totem Ability


17
+17
+10/+10/+5
Tireless Rage


18
+18
+11/+11/+6



19
+19
+11/+11/+6
Rage 8/day, Totem Ability


20
+20
+12/+12/+6
Mighty Rage


Class Skills (4 + Int)
Athletics, craft, handle animal, persuasion, perception, ride, survival
Rage: […] While raging, CAN USE persuasion and dex-based skills but can’t use int-based skills.

Totems: Ape, Bear, Boar, Dragon, Fox, Lion, Snake, Wolf

Ape:
1st level: Acrobatics as a class skill, climb speed (Base land speed)
3rd level: Roofwalker

6th level: Slam of the Ape (Ex): When raging, you can spend 1 rage and slam the floor with your bare hands or with a bludgeoning weapon as a standard action. Every creature standing on the ground in a 10ft radius around you must make a reflex save (DC 10 + ½ barb level + str + size modifier) or fall prone.
8th level: Whirlwind attack

11th level: Slam of the Ape Warrior (Ex): Radius of slam of the Ape increases to 20ft. In addition, creatures in the area of effect must also make a fortitude save or be deafened for 1 minute.

16th level: +4 str when raging (in addition to normal bonuses)

19th level: Slam of the Ape Warchief (Ex): Radius of slam of the Ape increases to 30ft. In addition, creatures in the area of effect must also make a fortitude save or be stunned for 1d4+1 round

Bear:
1st level: Improved Grapple

3rd level: Improved Grab (unarmed, natural attacks, axes, hammers, picks or flails)

6th level: Imposing stature of the Brown Bear (Ex): Powerful build when raging

8th level: +2 str when raging (in addition to normal bonuses)

11th level: Imposing stature of the Dire Bear (Ex): You are treated two size categories larger when raging if doing so is advantageous.

16th level: Sweeping strike (Ex): On each melee attack you make, you can choose two squares you threaten that are adjacent to each other, and your attacks apply to creatures in those two squares equally. You can use this ability on any attack, even an attack of opportunity or a cleave attempt.

19th level: Imposing stature of the Titanic Bear (Ex): You are treated three size categories larger when raging if doing so is advantageous.

Boar:
1st level: Toughness, Endurance

3rd level: Boar hide skin (Ex): +CON to natural armor

6th level: Stubbornness of the Wild Boar (Ex): When raging, you gain fast healing (5)

8th level: Improved boar hide skin (Ex): DR5/-

11th level: Stubbornness of the Razor Boar (Ex): When raging, any slashing weapon you wield is considered as having the “keen” property and its critical multiplier is increased by 1.

16th level: +4 con when raging (in addition to normal bonuses)

19th level: Stubbornness of the War Boar (Ex): When raging, you are not treated as disabled at 0 hit points nor dying at -1 to -(CON-1) hit points. Even if reduced to -CON hit points or less, you can continue acting normally until your rage ends. At that point, the effects of your wounds apply normally if they have not been healed. In addition, when raging, you can choose to ignore any or all mind-affecting effects affecting you for 1 standard action or 1 move action once per round.

Dragon:
1st level: Blind-fight, darkvision 60 ft, Totem dragon (chromatic, metallic or gem)
3rd level: Frightful presence (feat)

6th level: Breath of the Dragon (Su): When raging, you can spend 1 rage as a standard action to use a breath weapon based on your totem dragon. It deals 1d6 damage / barbarian level (except for the Crystal Dragon totem that blinds the target for 1d4 rounds). Once you use your breath weapon, you can’t use it again until 1d4 rounds later. Reflex save DC 10 + ½ barb level + CON for ½ damage.

8th level: Dragon Wings (Su): When raging, incorporeal dragon wings appear on your back, giving you the ability to fly at double base land speed (clumsy manoeuvrability). You can suppress this ability or reactivate this ability as a free action.

11th level: Metabreath feat

16th level: Immunity to sleep, paralysis and another ability based on totem dragon.

19th level: Metabreath feat

Dragon totem Barbarian breath weapons:
A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.
White, Silver: Cone of cold
Blue, Bronze: Line of lightning
Green: Cone of corrosive gas (acid)
Red, Gold: Cone of fire
Brass: Line of fire
Black, copper: Line of acid
Sapphire, Emerald: Cone of sonic
Topaz: Cone of dehydration
Amethyst: Line of force
Crystal: Cone of brilliant light

Dragon totem Barbarian 16th level ability:
White, Silver: Immunity to cold
Black, Green, Copper: Immunity to acid
Blue, Bronze: Immunity to lightning
Red, Brass, Gold: Immunity to fire
Crystal: Minor Displacement (20%) (Su)
Sapphire, Emerald: Immunity to sonic
Topaz: Immunity to dehydration, Water breathing (Ex), swim speed at double base land speed (Ex)
Amethyst: Immunity to force damage

Fox:
1st level: Stealth as a class skill, dodge

3rd level : Deft Maneuvers, can use expertise and Deft Maneuvers while raging.

6th level: Quick Hop of the Fox (Ex): When raging, you can spend 1 rage as a swift action to move up to your base land speed.

8th level: Feint as a free action. No penalty for feinting against an animal.

11th level: Furtive Hop of the Fox (Su): When raging, you can spend 1 rage as a swift action to move up to your base land speed. In addition, it creates a fog cloud (as the spell) centered on the square you occupied before using this ability.

16th level: Fox’s Speed (Ex): When raging, any weapon you wield is considered as having the “Speed” property.

19th level: Evasive Hop of the Fox (Ex): When raging, you can spend 1 rage as an immediate action to move up to your base land speed.

Lion:
1st level: Pounce

3rd level: +4 persuasion

6th level: Roar of the Lion (Su): When raging, you can spend 1 rage as a standard action to roar like a lion. If you do so, every enemy in a 5ft per barbarian level radius must make a will save (DC10+ ½ barb level + CHA). Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks and weapon damage rolls. In addition, every ally (including yourself) in a 30ft radius gains a +2 morale bonus on attack rolls, saving throws ability checks, skill checks and weapon damage rolls. These effects last 1 round per barbarian level.

8th level: Lion’s courage (Ex): Immunity to fear

11th level: Mighty Roar of the Lion (Su): When raging, you can spend 1 rage as a standard action to roar like a lion. If you do so, every enemy in a 5ft per barbarian level radius must make a will save (DC10+ ½ barb level + CHA). Each affected creature takes a -4 penalty on attack rolls, saving throws, ability checks, skill checks and weapon damage rolls. In addition, every ally (including yourself) in a 30ft radius gains a +4 morale bonus on attack rolls, saving throws ability checks, skill checks and weapon damage rolls. These effects last 1 round per barbarian level.

16th level: +2 dex and str when raging

19th level: Mighty Roar of the Lion King (Su): When raging, you can spend 1 rage as a standard action to roar like a lion. If you do so, every enemy in a 5ft per barbarian level radius must make a will save (DC10+ ½ barb level + CHA). Each affected creature takes a -8 penalty on attack rolls, saving throws, ability checks, skill checks and weapon damage rolls. In addition, every ally (including yourself) in a 30ft radius gains a +8 morale bonus on attack rolls, saving throws ability checks, skill checks and weapon damage rolls. These effects last 1 round per barbarian level.

Snake:
1st level: Stealth as a class skill, Improved initiative

3rd level: Poison Use

6th level: Swift Bite of the Snake (Ex): When raging, you can spend 1 rage as a swift action to make a single melee attack with a piercing weapon at your highest base attack bonus.

8th level: Tremorsense 60ft

11th level: Swift Bite of the Cobra (Su): When raging, you can spend 1 rage as a swift action to make a single melee attack with a piercing weapon at your highest base attack bonus. If this attack hits and inflicts damage, your target must make a fortitude save (DC10+ ½ barb level + CON) or be poisoned (Initial and secondary damage 1d10 CON).

16th level: Immunity to poison

19th level: Instantaneous Bite of the Cobra (Su): When raging, you can spend 1 rage as an immediate action to make a single melee attack with a piercing weapon at your highest base attack bonus. If this attack hits and inflicts damage, your target must make a fortitude save (DC10+ ½ barb level + CON) or be poisoned (Initial and secondary damage 1d10 CON).

Wolf:
1st level: Stealth as a class skill, track, +2 survival

3rd level: Deft Maneuvers

6th level: Howl of the Wolf (Su): When raging, you can spend 1 rage as a standard action to Howl like a wolf. This effect reduces the illumination in a 10ft per barbarian level radius around you by one category (from bright light to shadowy, or from shadowy to darkness). All creatures in the area gain concealment (20% miss chance) in shadowy illumination or total concealment (50% miss chance) in darkness. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. This effect counters and dispels any light spell of 3rd level or lower and is countered and dispelled by any light spell of 3rd level or higher. It does not stack with other magical darkness effects. This effect lasts 1 round / barbarian level.

8th level: See in Darkness (Ex): You gain the ability to see normally in natural and magical darkness up to 60 ft. If you already have darkvision, its range stacks with this ability.

11th level: Howl of the Wolf Pack Leader (Su): As Howl of the Wolf. In addition, every enemy in the radius must succeed on a will save (DC 10 + ½ barbarian level + CHA) or be considered flanked as long as they stay in the area of effect, even if not threatened by other creatures.

16th level: +2 str when raging (in addition to normal bonuses), +4 bonus on trip attacks and on checks to resist an opponent's trip attacks.

19th level: Howl of the Alpha Wolf (Su): As Howl of the Wolf Pack eader, except that the illumination is reduced to total darkness without considerations for the initial illumination and this effect counters and dispels any light spell of 4th level or lower and is countered and dispelled by any light spell of 4th level or higher. In addition, within 20ft around you, the darkness is so thick that any creature (except you) attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. It prevents effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into the darkness within 20ft around you is slowed, so that each 10 feet of darkness that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in the darkness within 20ft around you.

View the Spirit World (Ex): At 5th level, when raging, swift action, see invisibility, +2 perception, darkvision 60ft. 1 round / barb level / day.

Overwhelming Anger (Ex): At 13th level, when raging, you can spend 1 rage as a standard action to choose a spell effect or any other condition currently affecting you with a duration of 1 or more round. This effect stops affecting you immediately. You can still be affected by this effect afterward (for example, if you stay in the area of an ongoing spell).

Headstrong Fury (Ex): At 15th level, when raging, you can spend 1 rage as a swift action to reroll an attack roll. You must do so before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Tibalt
2017-02-07, 12:38 PM
Rogue (Swashbuckler, Ninja)

Hit Die: d6



Level
BAB
Saves
Special


1
+0
+0/+2/+0
Sneak attack +1d6, trap finding


2
+1
+0/+3/+0
Evasion, Ghost Step (Invisible)


3
+2
+1/+3/+1
Sneak attack +2d6, trap sense +1, poison use


4
+3
+1/+4/+1
Uncanny Dodge, Insightful strike


5
+3
+1/+4/+1
Sneak attack +3d6, Ambush Adept



6
+4
+2/+5/+2
Trap sense +2, Acrobatics and athletics +2, Studied Foe


7
+5
+2/+5/+2
Sneak attack +4d6, Acrobatic Charge


8
+6
+2/+6/+2
Improved Uncanny dodge, Improved Flanking,


9
+6
+3/+6/+3
Sneak attack +5d6, trap sense +3, Ambush Expert


10
+7
+3/+7/+3
Special Ability, Ghost Step (Ethereal)


11
+8
+3/+7/+3
Sneak attack +6d6, Lucky, Studied Foe


12
+9
+4/+8/+4
trap sense +4, Acrobatics and athletics +4, Ghost Mind


13
+9
+4/+8/+4
Sneak attack +7d6, special ability


14
+10
+4/+9/+4
Acrobatic Skill Mastery, Ghost Step (immediate action)


15
+11
+5/+9/+5
Sneak attack +8d6, trap sense +5


16
+12
+5/+10/+5
Special ability, Ghost Sight


17
+12
+5/+10/+5
Sneak attack +9d6, Studied Foe


18
+13
+6/+11/+6
trap sense +6, Acrobatics and athletics +6


19
+14
+6/+11/+6
Sneak attack +10d6, Special ability


20
+15
+6/+12/+6
Ghost Walk


Class Skills (8 + Int)
Acrobatics (dex), Appraise (Int), Athletics (str), Craft (Int), Decipher Script (Int), Disable Device (Dex or Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Perception (wis), Persuasion (Cha), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Ghost Step (Su): Starting at 2nd level, a rogue can become invisible for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity. A rogue can use this ability once every 2 rogue levels per day. At 10th level, a rogue can become ethereal when using ghost step instead of becoming invisible. At 14th level, a rogue may use this ability as an immediate action.

Ambush Adept (Ex): A 5th level rogue’s sneak attack increases by 1d6 when using ambush feats. In addition, he is treated as having a sneak attack 1d6 higher for meeting requirements for ambush feats.

Studied Foe: Starting at 6th level, a rogue becomes more adept at using his sneak attack against unusual enemies. Pick one of the following categories: Undead, Constructs, Plants, Oozes, Elementals; Creatures of this type are no longer immune to the rogue's sneak attacks. A rogue picks another group of creatures to study and learn how to apply his sneak attack damage to at levels 11 and 17.

Ambush Expert (Ex): A 9th level rogue’s sneak attack increases by another 1d6 when using ambush feats. In addition, he is treated as having a sneak attack 2d6 higher for meeting requirements for ambush feats.

Improved Flanking (Ex): A rogue of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the rogue don't gain this increased bonus.)

Lucky (Ex): Many rogues live by the credo "Better lucky than good." Once per day, a rogue of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.

Ghost Mind (Su): At 13th level, a rogue gains a special resistance to spells of the Divination school equal to 10 + rogue level.

Ghost Sight (Su): At 16th level and higher, a rogue can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Ghost Walk (Su): A 20th-level rogue can spend two daily uses of her Ghost Step ability to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the rogue’s class level.

Tibalt
2017-02-07, 02:54 PM
Monk

Strongly inspired by Jiriku's Monk Remixed (http://www.giantitp.com/forums/showthread.php?150122-3-5-The-Monk-Remixed)
In fact, it's almost identical; some abilities are slighty delayed, others are slightly nerfed, but it's basically Jiriku's Monk.

Hit Die: d8



Level
BAB
Saves
Special
FoB (full)
FoB (Std)
AC
DwE
UAS


1
+1
+2/+2/+2
bonus feat, unarmed strike, flurry of blows, Versatile Attacks
-1/-1
-1/-1
+0
+0
1d6


2
+2
+3/+3/+3
Bonus feat, evasion
+0/+0
+0/+0
+0
+0
1d6


3
+3
+3/+3/+3
Still mind, Dance with the Elements
+1/+1
+1/+1
+0
+10
1d6


4
+4
+4/+4/+4
Ki Strike +1, Sense the Void (20ft)
+2/+2
+2/+2
+1
+10
1d6


5
+5
+4/+4/+4
Purity of Body
+3/+3
+3/+3
+1
+10
1d8


6
+6
+5/+5/+5
Bonus Feat, Wholeness of Body
+4/+4/-1
+4/+4
+1
+20
1d8


7
+7
+5/+5/+5
Sense the Void (30ft), Tongue of the Sun and Moon
+5/+5/+0
+5/+5
+1
+20
1d8


8
+8
+6/+6/+6
Enhance Ki strike
+6/+6/+1
+6/+6
+2
+20
1d8


9
+9
+6/+6/+6
Improved Evasion
+7/+7/+2
+7/+7
+2
+30
2d6


10
+10
+7/+7/+7
Sense the Void (40ft), abundant step
+8/+8/+3
+8/+8
+2
+30
2d6


11
+1
+7/+7/+7
Diamond Body
+9/+9/+9/+4
+9/+9
+2
+30
2d6


12
+12
+8/+8/+8
Enhance Ki strike
+10/+10/+10/+5
+10/+10
+3
+40
2d6


13
+13
+8/+8/+8
diamond soul
+11/+11/+11/+
+11/+11/
+3
+40
3d6


14
+14
+9/+9/+9
Greater Flurry of blows
+12/+12/+12/+7/+2
+12/+12/+12
+3
+40
3d6


15
+15
+9/+9/+9
Quivering Palm
+13/+13/+13/+8/+3
+13/+13/+13
+3
+50
3d6


16
+16
+10/+10/+10
Enhance Ki strike, Sense the Void (50ft)
+14/+14/+14/+9/+4/-1
+14/+14/+14
+4
+50
3d6


17
+17
+10/+10/+10
Empty Body
+15/+15/+15/+10/+5/-0
+15/+15/+15
+4
+50
4d6


18
+18
+11/+11/+11
Timeless Body
+16/+16/+16/+11/+6/+1
+16/+16/+16
+4
+60
4d6


19
+19
+11/+11/+11
Sense the Void (60ft), Moment of Perfection
+17/+17/+17/+12/+7/+2
+17/+17/+17
+4
+60
4d6


20
+20
+12/+12/+12
Enhance Ki strike, Perfect Self
+18/+18/+18/+13/+8/+3
+18/+18/+18
+5
+60
4d6


Class Skills (6 + Int)
The monk’s class skills (and the key ability for each skill) are Autohypnosis (wis), Acrobatics (dex), Athletics (str), Craft (Int), Concentration (con or wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (Psionics) (int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex) and Use Rope (Dex)

Bonus feats: Add Martial Study and Martial Stance to the list of bonus feats.

Dance with the elements (ex): Where other adventurers practice rigorously with weapons or craft powerful magic items, the monk understands that devices are mere distractions. A wise master looks beyond rigid structures and perceives the dance of earth, air, fire, and water in the world. Then, she learns to dance with them. At 3rd level, a monk gains a bonus to his speed (which grants bonus to her Jump checks as normal; see the Jump skill for details), as shown on Table: The Monk. He also gains the same bonus as a competence bonus to his acrobatics, athletics and stealth checks. For example, a 3rd level monk gains +10 ft move speed and a +10 competence bonus to acrobatics, athletics and stealth checks, while an 18th level monk has a +60 ft move speed and a +60 competence bonus to acrobatics and athletics checks. A monk in armor or carrying a medium or heavy load loses these benefits.

Ki strike (Su): At 4th level, the intensity of the monk's ki focus grants her a +1 enhancement bonus to attack and damage rolls with her unarmed strikes, and her unarmed strikes gain the magic descriptor and bypass DR/magic. For each four additional monk levels she gains, her enhancement bonus to attack and damage while unarmed increases by an additional +1, and she may select and one of the following weapon qualities: adamantine, alchemical silver, cold iron, or lawful. Her unarmed strikes gain that quality and bypass damage reduction accordingly. A monk with adamantine ki strike bypasses hardness when attacking objects with her unarmed strike.

Versatile attacks (ex): A monk learns advanced martial arts that make her a more flexible attacker. While he is unarmored, he adds the better of his Strength or Dexterity bonuses to attack and damage with unarmed strikes and special monk weapons, and to all contested combat maneuvers (such as bull rush, disarm, grapple, overrun, sunder, or trip checks).

Sense the Void (ex): Blindsense

Purity of Body (Su) : At 5th level, a monk gains immunity to all diseases (even supernatural and magical diseases)

Wholeness of body (Su): At 6th level or higher, a monk can use a standard action to heal a creature's wounds with a touch, much as a paladin can. She can heal a number of hit points of damage equal to her monk level times her Wisdom bonus (minimum +1) each day, and she can spread this healing out among several uses.

Tongue of the sun and the moon (Ex): A monk of 7th level or higher can speak with any living creature, and may use her Wisdom modifier in place of her Charisma modifier on Diplomacy checks and Handle Animal checks.

Abundant Step (Su): At 10th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, a number of times per day equal to her Wisdom bonus (minimum 1). Her caster level for this effect is equal to her character level.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. This ability works only when the monk is conscious and she can suppress it with an immediate action.

Quivering Palm (Su): 1/day

Moment of Perfection (Su): At 19th level, the monk is nearing enlightenment, and can align herself perfectly with the universe to achieve a single moment of perfection. Once per encounter, as an immediate action, he can gain a competence bonus of ten times his monk level on an athletics, acrobatics or stealth check. If the skill check applies to an activity that extends over multiple rounds, the monk gains the benefit for the entire duration of the activity. For example, if a 19th level monk gains a +190 competence bonus to acrobatics checks in order to balance on a cloud, he remains balancing atop the cloud without need for further skill checks until he leaves the cloud or something happens that would force another skill check (such as taking damage, for example).

Perfect Self: Outsider type, DR15/Chaotic, the monk can still be brought back from the dead as if he were a member of his previous creature type, diamond soul improves to 15+monk level

Tibalt
2017-02-07, 03:38 PM
Bard

Hit Die: d6



Level
BAB
Saves
Special
Inspiration


1
+0
+0/+2/+2
Bardic music, bardic knowledge, countersong, fascinate, Inspire courage
+1


2
+1
+0/+3/+3

+1


3
+2
+1/+3/+3
Inspire Competence
+1


4
+3
+1/+4/+4

+1


5
+3
+1/+4/+4

+2


6
+4
+2/+5/+5
Suggestion
+2


7
+5
+2/+5/+5

+2


8
+6
+2/+6/+6

+2


9
+6
+3/+6/+6
Inspire Greatness
+3


10
+7
+3/+7/+7
Bonus Feat
+3


11
+8
+3/+7/+7

+3


12
+9
+4/+8/+8
Song of Freedom
+3


13
+9
+4/+8/+8

+4


14
+10
+4/+9/+9
Song of Power (Passion / Hatred)
+4


15
+11
+5/+9/+9
Inspire Heroics
+4


16
+12
+5/+10/+10

+4


17
+12
+5/+10/+10

+5


18
+13
+6/+11/+11
Mass Suggestion
+5


19
+14
+6/+11/+11
Bonus Feat
+5


20
+15
+6/+12/+12
Song of Power (Serene ecstasy / Chaotic debauchery)
+6


Class Skills (6 + Int)
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Acrobatics (Dex), Athletics (Str), Concentration (Con or Wis), Craft (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Stealth (Dex) and Use Magic Device (Cha).

Spellcasting is unchanged.

Inspire Courage (Su) : Bonus = Inspiration Bonus

Inspire Competence (Su) : Bonus = 2 times Inspiration Bonus

Inspire Heroics (Su) : Bonus = Inspiration Bonus

Bonus Feat: Extra Music, Heroic Spell, Legendary Spell, Mythic Spell, Bardic feat or metamagic feat. Must still meet prerequisite.

Song of Power (Su): A bard must expend two bardic music use to start performing a Song of Power and one bardic music use each round he maintains it. A Song of Power requires concentration to maintain. If a creature is targetted by both versions of a Song of Power (Passion and Hatred or Serene Ecstasy and Chaotic Debauchery) at the same time, it is only affected by the the Song with the highest perform check (if both checks are equal, the creature is unaffected by both effects).

Song of Power (Passion): A bard with 17 or more ranks in a perform skill can use his music or poetics to cause one or more creatures to fall irrationnably in love with him. The creatures must be within 90 feet, able to see and hear the bard and able to pay attention to him. The bard must also be able to see the creatures. For every three levels a bard attains beyond 14th, he can target one additional creature with a single use of this ability. To use this ability, a bard makes a perform check. His check result is the DC for the affected creatures' Will save against the effect. The creatures recieve a +4 bonus on their Will save if they are of a different type then the bard. If a creature's saving throw succeeds, the bard cannot attempt to use this song against this creature again for 24 hours. If its saving throw fails, the creature falls deeply in love with the bard and will do anything necessary to protect him. This usually means standing between him and a threat and using the aid another action to provide him a +2 bonus to armor class. If the bard is hurt or affected by a debilitating condition and the creature can heal the bard or cure the debilitating condition, it will do so, even if it means using a spell completion or spell trigger item. If the bard is not hurt, under a debilitating condition or under any threat, the target will act in a generally helpful manner (at the DM's discretion). Obvious threat does not break the effect, but if it's from the bard, it allows for another saving throw against the same DC. Song of Power (Passion) is an enchantment (compulsion), mind-affecting ability.

Song of Power (Hatred): A bard with 17 or more ranks in a perform skill can use his music or poetics to cause one or more creatures to feel a profound hatred for the closest creature whose presence he is aware of. The creatures must be within 90 feet of the bard and be able to see and hear him. The bard must also be able to see the creatures. For every three levels a bard attains beyond 14th, he can target one additional creature with a single use of this ability. To use this ability, a bard makes a perform check. His check result is the DC for the affected creatures' Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to use this song against this creature again for 24 hours. If its saving throw fails, the creature starts feeling a murderous hatred for the closest creature whose presence he is aware of. This usually means attacking it or using a spell or ability against it. Its target doesn't change as long as it is not dead or destroyed. If the creature is not aware of the presence of its target anymore (or if it is killed or destroyed), it starts hating the next closest creature. Song of Power (Hatred) is an enchantment (compulsion), mind-affecting ability.

Song of Power (Chaotic Debauchery): A bard with 23 or more ranks in a perform skill can use his music or poetics to revel in chaos. Each round, he can target a creature with a random effect (determined by rolling 1d20). The creature must be within 90 feet of the bard and be able to see and hear him. The bard must also be able to see the creature. To use this ability, a bard makes a perform check. His check result is the DC for the affected creature's save against the effect (if any).



1d20
Name
Effect


1
Ovation
Roll again on this table (ignore any result of 1 or 20). It affects each creature within 90 feet of the bard.


2 - 3
Buzzing Concert
The target is dazed for 1 round. A successful will save negates this effect. This is a mind-affecting effect.


4 - 5
Bursting Solo
The target takes 10d6 sonic damage and 10d6 fire damage and is binded and deafened as long as the bard maintains this use of the Song of Power. A successful fortitude save halves the damage and negates the blinding and deafening effect.


6 - 7
Grueling Jig
The target is exhausted as long as the bard maintains this use of the Song of Power (no save).


8 - 9
Sickening Performance
The target takes 2d6 CON damage and is nauseated for 1 round per 4 CON damage taken (rounded up). A successful fortitude save negates the nausea and halves the CON damage.


10 - 11
Dreaful Hymn
The target is panicked as long as the bard maintains this use ot the Song of Power. A successful will save negates this effect.


12 - 13
Stupefying Beat
The target takes 2d6 DEX damage and is stunned for 1 round per 4 DEX damage taken (rounded up). A successful refex saves negates the stunning effect and halves the DEX damage.



14 - 15
Entwinning Notes
The target is entangled for as long as the bard maintains this use of the Song of Power (No save).


16 - 17
Misty Waltz
The target is affected by the effect of a gaseous form spell as long as the bard maintains this use of the Song of Power. A successful fortitude save negates this effect.


18 - 19
Knocking Rift
The target takes non-lethal damages equal to 4 times the result of the perform check (No save).


20
Encore
Roll twice again on this table (ignore any result of 1 or 20). The creature is targetted by both effects.




Song of Power (Serene Ecstasy): A bard with 23 or more ranks in a perform skill can use his music or poetics to fill his allies with a wonderful feeling of peacefulness. As long the bard maintains the Serene Ecstasy, all his allies within 90 feet (including himself) have Spell Resistance 30, fast healing (5) and take only half damage from all sources. In addition, Serene Ecstasy blocks any attempt to possess the affected creatures or to exercise mental control over the creatures (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subjects). The protection does not prevent such effects from targeting the protected creatures, but it suppresses the effect as long as the bard maintains the Serene Ecstasy.

Tibalt
2017-02-07, 04:35 PM
Cleric

Hit Die: d8



Level
BAB
Saves
Special
Divine Intervention pool


1
+0
+0/+0/+2
Turn or Rebuke Undead, First Domain
0


2
+1
+0/+0/+3

0


3
+2
+1/+1/+3

0


4
+3
+1/+1/+4
Second Domain
0


5
+3
+1/+1/+4
First Divine Beacon, Divine Intervention Pool
1


6
+4
+2/+2/+5

1


7
+5
+2/+2/+5
Third Domain
1


8
+6
+2/+2/+6

1


9
+6
+2/+2/+6

1


10
+7
+3/+3/+7
Second Divine Beacon
2


11
+8
+3/+3/+7

2


12
+9
+4/+4/+8

2


13
+9
+4/+4/+8

2


14
+10
+4/+4/+9

2


15
+11
+5/+5/+9
Third Divine Beacon
3


16
+12
+5/+5/+10

3


17
+12
+5/+5/+10

3


18
+13
+6/+6/+11

3


19
+14
+6/+6/+11

3


20
+15
+6/+6/+12
Fourth Divine Beacon
4


Class Skills (2 + Int)
The cleric’s class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Not proficient with heavy armors.

Divine Intervention pool (Su): A cleric of at least 5th level gets a pool of Divine Intervention Points depending on his level. These points fuel his Divine Beacon ability and the pool is refilled each day at the same time he regains his daily allotment of spells.

Divine Beacon (Su): A cleric of at east 5th level can use a move action to designate a creature on the same plane, within 30 feet (or himself) as a Divine Beacon. The target can try to resist this effect with a Will Save (DC = 10 + 1/2 Cleric Level + cleric's CHA modifier) and gets a -2 penalty on this save for each component of its alignment in common with the cleric and a -4 penalty if he worships the same deity as the cleric. At any moment, if the creature stops being within 30 feet on the same plane as the cleric, it stops being a Divine Beacon. The maximum number of Divine Beacon that a cleric can have at the same time is determined by his level (up to a maximum of 4 at level 20). While a creature is designated as a Divine Beacon, it gets a sacred (if the cleric channels positive energy) or profane (if the cleric channels negative energy) bonus or penalty to one of his ability score equal to 2 times the number of points remaining in the cleric's Divine Intervention Pool. The cleric determines the bonus or penalty and the affected ability score for each Divine Beacon. In addition, the cleric can spend 1 divine intervention point as a free action as he casts a touch spell to have it affect any or all the Divine Beacons instead.


Shaman

The Shaman’s class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), (Int), Knowledge (religion), Knowledge (Spirits), (Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Bonus Feats: Add Heroic spell, legendary spell and mythic spell.

Animal Companion: As druid.

Spells per day


Cleric/Shaman level
0th level
1st leve
2nd level
3rd level
4th level
5th leve
6th level


1
3
1+1
-
-
-
-
-


2
4
2+1
-
-
-
-
-


3
4
2+1
1+1
-
-
-
-


4
5
3+1
2+1
-
-
-
-


5
5
3+1
2+1
1+1
-
-
-


6
5
3+1
3+1
2+1
-
-
-


7
6
4+1
3+1
2+1
1+1
-
-


8
6
4+1
3+1
3+1
2+1
-
-


9
6
4+1
4+1
3+1
2+1
1+1
-


10
6
4+1
4+1
3+1
3+1
2+1
-


11
6
5+1
4+1
4+1
3+1
2+1
1+1


12
6
5+1
4+1
4+1
3+1
3+1
2+1


13
7
6+1
5+1
5+1
4+1
4+1
2+1


14
7
6+1
5+1
5+1
4+1
4+1
3+1


15
8
7+1
6+1
6+1
5+1
5+1
3+1


16
8
7+1
6+1
6+1
5+1
5+1
4+1


17
9
8+1
7+1
7+1
6+1
6+1
4+1


18
9
8+1
7+1
7+1
6+1
6+1
5+1


19
10
9+1
8+1
8+1
7+1
7+1
5+1


20
10
9+1
8+1
8+1
7+1
7+1
6+1

Tibalt
2017-02-07, 05:14 PM
Paladin

Hit Die: d10



Level
BAB
Saves
Special


1
+1
+2/+0/+2
Aura of good, detect evil, smite evil 1/day


2
+2
+3/+0/+3
Divine grace, lay on hands


3
+3
+3/+1/+3
Aura of courage, divine health


4
+4
+4/+1/+4
Turn undead, Domain


5
+5
+4/+1/+4
Smite evil 2/day, special mount


6
+6
+5/+2/+5
Mettle, Remove disease 1/week


7
+7
+5/+2/+5
Bonus Divine Feat


8
+8
+6/+2/+6
Urgent benediction


9
+9
+6/+2/+6
Battle Blessing, Remove disease 2/week


10
+10
+7/+3/+7
Smite evil 3/day


11
+11
+7/+3/+7
Bonus Divine Feat


12
+12
+8/+4/+8
Zeal, Remove disease 3/week


13
+13
+8/+4/+8
Divine indulgence


14
+14
+9/+4/+9
Extended benediction


15
+15
+9/+5/+9
Bonus Divine Feat, Remove disease 4/week, smite evil 4/day


16
+16
+10/+5/+10
Urgent Benediction


17
+17
+10/+5/+10
Persistent benediction


18
+18
+11/+6/+11
Extinguish Evil, Remove disease 5/week


19
+19
+11/+6/+11
Bonus Divine Feat


20
+20
+12/+6/+12
Back from the dead, Smite evil 5/day


Class Skills (4 + Int)
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Persuasion (Cha), Profession (Wis), Ride (Dex), and Sense Motive (Wis) and Spellcraft (Int).

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. 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: The Paladin. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The 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 prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. 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.

Domain: A 4th level paladin gets a domain power and a domain spell slot (like the cleric).

Mettle (Ex): At 6th level and higher, a paladin can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping paladin does not gain the benefit of mettle.

Battle Blessing (Ex): A Paladin can cast most of her paladin spells faster than normal. If the spell normally requires a standard action, she can cast it as a swift action. If it normally requires a full round to cast, she can cast it as a standard action. Spells with longer or shorter casting times are not affected.

Zeal (Sp): At 12th level, as a standard action, a paladin may expend 1 use of his remove disease ability to produce an effect similar to the Zealot Pact Spell with a caster level equal to his paladin level. Once this ability is used, the subject knows which creatures within 60 feet are evil. The other effects remain dormant until the subject successfully hits an evil creature. The subject's subsequent attacks against evil creatures gain a +4 bonus and deal double damage. Once this ability is active, the subject must attack evil foes every round if able to do so, or the effect ends.

Urgent benediction (Ex): You may use a swift action to activate divine feats that normally require a move or standard action to activate. At 16th level, you may use a free action to activate divine feats that normally require a swift or immediate action to activate (before the effect of Urgent Benediction). If you do so, you can’t activate this divine feat again until your next turn.

Divine indulgence (Ex): Divine feats (and Divine Wings) cost one less turn undead (minimum 0) to activate.

Extended benediction (Ex): Divine feats with a duration expressed in rounds are now expressed in minutes. Subsequent activation of the same divine feat on an ally or yourself replaces the previous effect.

Persistent benediction (Ex): Divine feats (and Divine Wings) with a duration expressed in minutes (before the effect of extended benediction) now last 24 hours. Subsequent activation of the same divine feat on an ally or yourself replaces the previous effect.

Extinguish Evil (Sp): At 18th level, as a standard action, a paladin may expend 2 uses of his remove disease ability to produce an effect similar to the Mage's Disjunction Spell with a caster level equal to his paladin level except that it only affects magical effects currently affecting evil creatures and magic items in evil creatures' possession.

Back from the dead (Sp): At 20th level, as a standard action, a paladin may expend 3 uses of his remove disease ability to produce an effect similar to the True Resurrection Spell with a caster level equal to his paladin level. If the paladin dies and he has at least 3 uses of his remove disease ability available, Back from the dead triggers automatically, targetting the paladin.

ACF: 5th level: Divine Wings (replaces special mount). As a swift action, expend 1 turn undead to get Fly at base land speed, good manoeuvrability for 1 minute

Tibalt
2017-02-07, 08:19 PM
Druid

The druid’s class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con or Wis), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis).

Poor BAB
Good Will Save
Poor Ref Save
Poor Fort Save

Wild Shape lasts 1 round per druid level.

Spells per day


Druid level
0th level
1st leve
2nd level
3rd level
4th level
5th leve
6th level


1
3
1
-
-
-
-
-


2
4
2
-
-
-
-
-


3
4
2
1
-
-
-
-


4
5
3
2
-
-
-
-


5
5
3
2
1
-
-
-


6
5
3
3
2
-
-
-


7
6
4
3
2
1
-
-


8
6
4
3
3
2
-
-


9
6
4
4
3
2
1
-


10
6
4
4
3
3
2
-


11
6
5
4
4
3
2
1


12
6
5
4
4
3
3
2


13
7
6
5
5
4
4
2


14
7
6
5
5
4
4
3


15
8
7
6
6
5
5
3


16
8
7
6
6
5
5
4


17
9
8
7
7
6
6
4


18
9
8
7
7
6
6
5


19
10
9
8
8
7
7
5


20
10
9
8
8
7
7
6

Tibalt
2017-02-07, 08:37 PM
Ranger

The ranger’s class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con or Wis), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), stealth (Dex), Survival (Wis), Use Rope (Dex) and Spellcraft (Int).

Spells

Beginning at 1st level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

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: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The 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. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. 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.

His caster level is equal to his ranger level.

Improved Combat style (two-weapon): Martial Study or Martial Stance (tiger claw only)

Combat style mastery (two-weapon): Martial Study or Martial Stance (tiger claw only)

Spells per day


Ranger level
0th level
1st leve
2nd level
3rd level
4th level
5th leve
6th level


1
1
-
-
-
-
-
-


2
3
0
-
-
-
-
-


3
3
1
-
-
-
-
-


4
3
3
0
-
-
-
-


5
3
3
1
-
-
-
-


6
3
3
2
-
-
-
-


7
3
3
3
0
-
-
-


8
3
3
3
1
-
-
-


9
3
3
3
2
-
-
-


10
3
3
3
3
0
-
-


11
3
3
3
3
1
-
-


12
3
3
3
3
2
-
-


13
3
3
3
3
3
0
-


14
3
3
3
3
3
1
-


15
3
3
3
3
3
2
-


16
3
3
3
3
3
3
0


17
3
3
3
3
3
3
1


18
3
3
3
3
3
3
2


19
3
3
3
3
3
3
3


20
3
3
3
3
3
3
3



Ranger Spells

0th level Ranger spells = 0th level Druid spells

2nd level: add Bite of the Wererat

3rd level: add Bite of the Werewolf

4th level: add Bite of the Wereboar

5th level ranger spells
- Bite of the weretiger
- Control Winds
- Cure Critical Wounds
- Death Ward
- Phantom Stag
- Stoneskin
- Summon Nature's ally V
- Wall of thorns

6th level ranger spells
- Bite of the werebear
- Cure light wounds, mass
- Energy Immunity
- Find the Path
- Stone tell
- Summon Nature's ally VI
- True Seeing
- Wall of Stone

Tibalt
2017-02-07, 09:17 PM
Sorcerer

The sorcerer’s class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Knowledge (arcana) (Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

1st level: Eschew materials, Summon familiar

4th - 8th - 12th - 16th level: Spontaneously Enhanceable spell: Choose a spell. You can cast this spell with a higher spell slot than normal as if it was affected by the Heighten Spell metamagic feat without increasing its casting time. You can use this ability even if you don't have the heighten Spell metamagic feat.

7th - 13th - 19th level: Spontaneously alterable energy spell: Choose a spell. As you cast this spell, you can expend 1 extra spell slot of the same level to cast this spell as if it was affected by the Energy Substitution metamagic feat without increasing its casting time. You can use this ability even if you don't have the Energy Substitution metamagic feat.


Favored Soul

The Favored Soul’s class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con or Wis), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Persuasion (Cha), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).


Spirit Shaman

Class skills (2+Int)
Concentration (Con or Wis), Craft (Int), Handle animal (Cha), Heal (wis), Knowledge (Geography) (Int), Knowledge (history) (int), Knowledge (local) (int), Knowledge (nature) (int), Perception (Wis), Persuasion (Cha), Profession (wis), Ride (Dex), Spellcraft (Int), Survival (Wis).

Spells known


Sorcerer/Favored Soul level
0
1
2
3
4
5
6


1
5
2
-
-
-
-
-


2
5
3
-
-
-
-
-


3
6
3
1
-
-
-
-


4
6
4
2
-
-
-
-


5
7
4
2
1
-
-
-


6
7
5
3
2
-
-
-


7
8
5
3
2
1
-
-


8
8
5
4
3
2
-
-


9
9
5
4
3
2
1
-


10
9
5
5
4
3
2
-


11
9
5
5
4
3
2
1


12
9
5
5
4
4
3
2


13
9
5
5
4
4
4
3


14
9
5
5
5
4
4
4


15
9
5
5
5
5
5
4


16
9
6
5
5
5
5
5


17
9
6
6
6
5
5
5


18
9
6
6
6
6
6
5


19
9
7
6
6
6
6
6


20
9
7
7
7
6
6
6



Spells per day


Spirit Shaman/Sorcerer/Favored Soul level
0
1
2
3
4
5
6


1
6
4
-
-
-
-
-


2
6
5
-
-
-
-
-


3
6
6
3
-
-
-
-


4
6
6
4
-
-
-
-


5
6
6
5
3
-
-
-


6
6
6
6
4
-
-
-


7
6
6
6
5
3
-
-


8
6
6
6
6
4
-
-


9
6
6
6
6
5
3
-


10
6
6
6
6
6
4
-


11
6
6
6
6
6
5
3


12
6
6
6
6
6
6
4


13
7
7
7
7
7
7
4


14
7
7
7
7
7
7
5


15
8
8
8
8
8
8
5


16
8
8
8
8
8
8
6


17
9
9
9
9
9
9
6


18
9
9
9
9
9
9
7


19
10
10
10
10
10
10
7


20
10
10
10
10
10
10
8




Spells Retrieved


Spirit Shaman level
0
1
2
3
4
5
6


1
3
1
-
-
-
-
-


2
3
2
-
-
-
-
-


3
3
2
1
-
-
-
-


4
3
3
1
-
-
-
-


5
3
3
1
1
-
-
-


6
3
3
2
1
-
-
-


7
3
3
2
1
1
-
-


8
3
3
2
2
1
-
-


9
3
3
3
2
1
1
-


10
3
3
3
2
2
1
-


11
3
3
3
3
2
1
1


12
3
3
3
3
2
2
1


13
3
3
3
3
3
3
1


14
4
4
3
3
3
3
2


15
5
4
4
3
3
3
3


16
6
4
4
4
4
4
4


17
6
5
5
4
4
4
4


18
6
5
5
5
5
4
4


19
6
5
5
5
5
5
5


20
6
6
6
5
5
5
5

Tibalt
2017-02-08, 06:52 AM
Artificer

Class skills (4+Int)
Appraise (Int), Concentration (Wis or Con), Craft (Int), Disable Device (Dex or Int), Knowledge (Arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).

Craft Reserve: Each time the artificer gains a new level he receives a pool of 1 hp he can spend instead of actual hp when crafting magic items. Leftover points from the previous level carry over.

Morphic tide
2017-02-08, 08:03 AM
Make the Wizard, Sorcerer and Cleric share the spells per day table with the one you gave Ranger, so that their Epic progressions can hit 8ths or 9ths. Doing so would bring them in line with the balance most of the magic system was built for, where casters were heavily behind on levels.

As is, they only really notice any difference after level 10.

Tibalt
2017-02-08, 11:02 AM
Make the Wizard, Sorcerer and Cleric share the spells per day table with the one you gave Ranger, so that their Epic progressions can hit 8ths or 9ths. Doing so would bring them in line with the balance most of the magic system was built for, where casters were heavily behind on levels.

As is, they only really notice any difference after level 10.

I'm glad someone brought this up. I don't want anyone hitting 7th - 9th level spells except through the feats for that, but I have a hard time to figure out an appropriate progression for Spells Known / Spells per day. What I did so far feels very random and, as you noticed, there is very little incentive for full casters to keep going after they hit 6th level spells.

I want to keep the normal spell progression until they hit max level spells (6th).
I also want to keep the same "feel" for each spell progression (like sorcerers having fewers spells known but more spells per day, etc.). I'm open to suggestions for an algorithm for spells known/spells per day progression, especially for cleric/druid/sorcerer/wizard, but also for the ranger whose 20th level is identical to 19th.

nonsi
2017-02-08, 01:32 PM
I'm glad someone brought this up. I don't want anyone hitting 7th - 9th level spells except through the feats for that, but I have a hard time to figure out an appropriate progression for Spells Known / Spells per day.


What means for hitting 7th - 9th level spells did you have in mind... and who's gonna be eligible to gain access to those SLs?

Tibalt
2017-02-08, 02:03 PM
What means for hitting 7th - 9th level spells did you have in mind... and who's gonna be eligible to gain access to those SLs?

New feats (http://www.giantitp.com/forums/showsinglepost.php?p=21680377&postcount=4)

So it's a very limited access to those spell levels (only 1 spell per feat that can be casted at most twice a day pre-epic) and anyone who gets access to 6th level spells will be eligible to some extent.

Zale
2017-02-08, 04:38 PM
- Crafting rules = Craft Points (http://www.d20srd.org/srd/variant/buildingCharacters/craftPoints.htm)
- XP cost for crafting magic items is replaced by a permanent decrease in maximal hit points (see table).



Market Price
Hit Point Cost


1 - 1000
1


1001 - 5000
2


5001 - 20000
4


20001 - 80000
8


80001 - 120000
16


120001 - 200000
32




Hmm. Complete sincerity here: Why not just ban crafting completely and just have magical items only showing up from the creations of NPCs?

You'll effectively have the same thing without the trap option of someone actually trying to make a magical item and suffering from it.

Especially if they're consumable items.

nonsi
2017-02-09, 04:32 AM
Hmm. Complete sincerity here: Why not just ban crafting completely and just have magical items only showing up from the creations of NPCs?

You'll effectively have the same thing without the trap option of someone actually trying to make a magical item and suffering from it.

Especially if they're consumable items.

I found that elevated prices and crafting failure chances work fine for me.

Tibalt
2017-02-09, 10:21 AM
First of all: Fixed the spells per day tables for cleric/druid/sorcerer (and soon to be posted, wizard). There is still a strong incentive to multiclass passed 11 when they hit 6th level spell, but spells per day progress more than before.


Hmm. Complete sincerity here: Why not just ban crafting completely and just have magical items only showing up from the creations of NPCs?

You'll effectively have the same thing without the trap option of someone actually trying to make a magical item and suffering from it.

Especially if they're consumable items.

Actually, I don't want to ban it. Theses rules didn't seem too harsh for me, but it's true I never actually had dedicated crafters among my players (with or without the HP rule). In your opinion, would it be more worth it if the cost was per total price and not per items? (So crafting 3 items with a market price of 6 000gp for a total of 18000gp would cost 4 hit points instead of 4 hit points per items. Crafting a 4th item worth 10 000gp would bring it over the 20 000gp threshold and the crafter would have to pay another 4 hit points for a total of 8hp until he has crafted for a total of 80 000gp and so on).

Also, I'd have the Legendary Artisan feat go like this:

1 - 1000 = 0HP, not counted in the total.
1001 - 5000 = 1hp
5001 - 20000 = 3hp
20001 - 80000 = 6hp
800001 - 120000 = 12hp
120001+ = 24hp

Tibalt
2017-02-09, 11:06 AM
Wizard

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

Add Heroic Spell, Legendary Spell and Mythic Spell to bonus feats list.


Wu Jen

The Wu Jen’s class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Spells per day


Wizard/Wu Jen level
0
1
2
3
4
5
6


1
3
1
-
-
-
-
-


2
4
2
-
-
-
-
-


3
4
2
1
-
-
-
-


4
4
3
2
-
-
-
-


5
4
3
2
1
-
-
-


6
4
3
3
2
-
-
-


7
4
4
3
2
1
-
-


8
4
4
3
3
2
-
-


9
4
4
4
3
2
1
-


10
4
4
4
3
3
2
-


11
4
4
4
4
3
2
1


12
4
4
4
4
3
3
2


13
4
4
4
4
4
4
2


14
4
4
4
4
4
4
3


15
5
5
5
5
4
4
3


16
5
5
5
5
4
4
4


17
5
5
5
5
5
5
4


18
5
5
5
5
5
5
5


19
6
6
6
6
5
5
5


20
6
6
6
6
6
6
6

Morphic tide
2017-02-09, 11:19 AM
In your opinion, would it be more worth it if the cost was per total price and not per items?

If you did that, you'd be best off setting it up as an equation with an example table going up to two million GP, as that's enough for a decently equipped three-player party at level 20. I find that linked exponents work well for this kind of math. Like, you have the GP value on one exponent and the HP reduction on another, smaller, exponent.

The biggest thing I can see happening from this is that crafters are going to pump Con like no tomorrow to get the most out of their crafting. I'd suggest having a way to remove the reduction involving high level spells that need serious investment to access, like 7th or 8th level healing spells, or stuff with costly material components like Resurrection.

Tibalt
2017-02-09, 11:31 AM
Prestige Classes

Banned Prestige Classes

- Hathran
- Incantatrix
- Planar Shepherd
- Dweomerkeeper
- Cancer mage
- Vermin lord
- Spelldancer
- Illithid Savant
- Beholder Mage
- Thrallherd
- Tainted Scholar
- Tainted Sorcerer
- Prestige Paladin
- Prestige Bard
- Prestige Ranger
- Ur-Priest

Modified Prestige Classes

- Sublime Chord: Bonus Feat at 7th, 8th and 9th level (see list)
Spells per day:


Sublime Chord Level
4th
5th
6th


1
2
1
-


2
2
2
-


3
3
2
1


4
3
3
2


5
4
4
2


6
4
4
3


7
5
5
3


8
5
5
4


9
6
6
4


10
6
6
5


Spells Known:


Sublime Chord Level
4th
5th
6th


1
3
1
-


2
4
2
-


3
4
2
1


4
4
3
2


5
4
4
3


6
4
4
4


7
5
5
4


8
5
5
5


9
6
6
5


10
6
6
6





Bonus feats (Must still meet prerequisites):
- Heroic Spell
- Legendary Spell
- Mythic Spell
- Bardic Feats
- Extra music

- Divine Crusader: Full BAB, Bonus Feat at 2nd, 4th, 7th, 8th, 9th, 10th (see list)
Perfect Self: Outsider type, DR15/(Opposite alignement on either axis), SR15+Divine crusader level (works only when conscious and the divine crusader can suppress it with an immediate action). The divine crusader can still be brought back from the dead as if he were a member of his previous creature type.

Bonus feats (Must still meet prerequisites):
- Heroic Spell
- Legendary Spell
- Mythic Spell
- Fighter Feats
- Martial Study
- Martial Stance
Spells per day:


Divine Crusader level
1st
2nd
3rd
4th
5th
6th


1
0
-
-
-
-
-


2
1
0
-
-
-
-


2
1
0
-





3
2
1
0
-
-
-


4
2
2
1
0
-
-


5
3
2
2
1
0
-


6
3
3
2
2
1
0


7
3
3
3
3
2
1


8
3
3
3
3
3
2


9
3
3
3
3
3
3


10
4
4
4
4
4
3



- Rainbow Servant: Advances casting as table
- Initiate of the sevenfold veil: Doesn’t advance casting at level 2, 4 and 6
- Mindbender: Advances casting at even levels
- Spellguard of Silverymoon: Doesn’t advance casting at level 1. Casting a selective spell requires a fullround action or the spells casting time, whichever is higher.
- Anima Mage: doesn’t advance casting at level 5, 7 and 9
- Shadowcraft Mage: doesn’t advance casting at level 1
- Highland stalker: Level stacks with scout levels for available skirmish abilities. Progresses skirmish as scout.
- Thrall of Juiblex: Summon ooze and Summon Pudding once per encounter. Alter self CL = Thrall of Juiblex'S level. Polymorph Self CL = twice Thrall of Juiblex's level.
- Void Disciple:
Moment of clarity: Can't be used on self. Can't grant Heroic/Legendary/Mythic Spell/Power. A single creature can't benefit from this ability more than once at a time (Subsequent use replaces the previous).

Sense Void: Void Disciples can detect the consciousness of other Void disciples using this ability. Can't take any actions while using this ability. Lasts 1 min / void disciple level. If the spellcraft check fails, the ability is still used.


Distance
Spellcraft DC


Line of Sight
0


Up to 1 mile
10


Up to 10 miles
20


Up to 100 miles
30


Up to 1000 miles
40

Tibalt
2017-02-09, 11:42 AM
If you did that, you'd be best off setting it up as an equation with an example table going up to two million GP, as that's enough for a decently equipped three-player party at level 20. I find that linked exponents work well for this kind of math. Like, you have the GP value on one exponent and the HP reduction on another, smaller, exponent.

Interesting, I'll try that.


I'd suggest having a way to remove the reduction involving high level spells that need serious investment to access, like 7th or 8th level healing spells, or stuff with costly material components like Resurrection.

Not sure what you mean there. Like having no hp cost for items with those spells ?

Morphic tide
2017-02-09, 11:45 AM
Prestige Classes

Banned Prestige Classes

- Hathran
- Incantatrix
- Planar Shepherd
- Dweomerkeeper
- Cancer mage
- Vermin lord
- Spelldancer
- Illithid Savant
- Beholder Mage
- Thrallherd
- Tainted Scholar
- Tainted Sorcerer
- Prestige Paladin
- Prestige Bard
- Ur-Priest

Why ban PRC Paladin and Bard without giving the same considerations for PRC Ranger? It'd help if you gave reasons why they are banned next to the name, but as-is, the only thing the PRC Bard and Paladin are guilty of is invalidating the original version for dipping, and even then only for specific builds. Mounted combat is not cheap as a Cleric, so PRC Paladin works best for a highly sub-optimal build because otherwise it eats a feat and skill ranks for entry requirements that won't be useful. Illithid Savant is only as broken as the features available to it, which is fairly easy to control, and the cheese of unlimited features requires a large group of other Illithid Savants and a permissive DM. Thrallherd is only as broken as a player's ability to manage the masses of Thralls, and the DM's willingness to let them use those Thralls that effectively.

Morphic tide
2017-02-09, 11:48 AM
Not sure what you mean there. Like having no hp cost for items with those spells ?

No, having specific high-level spells be able to restore the HP cost. Like (True) Resurrection. It makes recovering from the damage possible, but expensive.

Bohandas
2017-02-09, 01:31 PM
If common sense is the motivation behind this one, then the creature's HD should also play a factor in the number of negative HP.

Not necessarily, since due to the odd design of D20 HD as often as not represent a lot of stuff entirely unrelated to durability

Tibalt
2017-02-09, 03:58 PM
No, having specific high-level spells be able to restore the HP cost. Like (True) Resurrection. It makes recovering from the damage possible, but expensive.

Looks like a good idea, but wouldn't that be a little contradictory ? (Spend HP to spare gold on items and then spend gold to get HP back)


Why ban PRC Paladin and Bard without giving the same considerations for PRC Ranger? It'd help if you gave reasons why they are banned next to the name, but as-is, the only thing the PRC Bard and Paladin are guilty of is invalidating the original version for dipping, and even then only for specific builds. Mounted combat is not cheap as a Cleric, so PRC Paladin works best for a highly sub-optimal build because otherwise it eats a feat and skill ranks for entry requirements that won't be useful. Illithid Savant is only as broken as the features available to it, which is fairly easy to control, and the cheese of unlimited features requires a large group of other Illithid Savants and a permissive DM. Thrallherd is only as broken as a player's ability to manage the masses of Thralls, and the DM's willingness to let them use those Thralls that effectively.

I simply forgot the Prestige Ranger. I don't want to include base and prestige versions of the same classes (as suggested in the SRD, for what it's worth...). I'm not sure that the fact that a precise concept is not viable with a particular class is necessarily a good reason to include them. There are other options.

Concerning Thrallherd/leadership/etc, it's more or less a matter of having only 1 character per player and a party of adventurer, not an army.

Tibalt
2017-02-09, 07:29 PM
If you did that, you'd be best off setting it up as an equation with an example table going up to two million GP, as that's enough for a decently equipped three-player party at level 20. I find that linked exponents work well for this kind of math. Like, you have the GP value on one exponent and the HP reduction on another, smaller, exponent.

Still not sure I'm doing this right.

Something like this ?



x
Market Price (1000x^3)
HP cost (x^1,7)


1
1000
1


2
8000
3


3
27000
6


4
64000
11


5
125000
15


6
216000
21


7
343000
27


8
512000
34

Morphic tide
2017-02-09, 08:33 PM
Still not sure I'm doing this right.

Something like this ?



x
Market Price (1000x^3)
HP cost (x^1,7)


1
1000
1


2
8000
3


3
27000
6


4
64000
11


5
125000
15


6
216000
21


7
343000
27


8
512000
34



Yes, that's the sort of thing I'm thinking of. For the "fixing", I'm thinking something like being able to use a 7th or 8th level spell slot and diamonds to restore the cost thing by 50-60% of the value of the diamonds. My thinking is to make it so that you end up paying the same GP value for items once you get that high level, but you have the advantage of choosing the item yourself without much available DM interference.

Ursus Spelaeus
2017-02-10, 09:04 AM
- [Still looking for a name]: Weakening touch, pain touch, freezing the lifeblood


How about 'Dim Mak' or 'Pins & Needles'?

Tibalt
2017-02-11, 05:32 PM
My thinking is to make it so that you end up paying the same GP value for items once you get that high level, but you have the advantage of choosing the item yourself without much available DM interference.

This is, indeed, very relevant. Fixed the table for crafting and modified Limited Wish, Greater Restoration, True Resurrection, bend reality and matter manipulation so they can restore the HP spent for crafting magic items by sacrificing gp and gems. I also waived the XP cost of a few spells.


How about 'Dim Mak' or 'Pins & Needles'?

Pressure points of course! Though, I'll go with something more generic such as "pressure points technique". Thanks!

Tibalt
2017-02-11, 05:40 PM
Hexblade

Class skills (4+int)
The Hexblade's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Con or Wis), Craft (Int), Knowledge (arcana) (Int), Persuasion (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha).

Good saves: Fortitude and Will

Curse: 1 +CHA / day
Curse = swift action
Ability to cast in light or medium armor and while carrying a light shield or buckler
At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.
CL = hexblade level
Full hexblade level to determine familiar's powers

0th level spells = 0th level wizard/sorcerer spells
5th level spells
- Blight
- Feeblemind
- Mind Fog
- Nightmare
- Phantasmal Thief
- Prying Eyes
- Telekinesis
- Waves of fatigue

6th level spells
- Acid Fog
- Eyebite
- Illusory Pit
- Imbue familiar with spell ability
- Suggestion, mass
- Mage's Sword
- True Seeing
- Waves of exhaustion


Spellthief

The Spellthief's class skills (and the key ability for each skill) are Appraise (Int), acrobatics (Dex), Athletics (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable device (Dex), Gather information (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Ride (Dex), Speak Language, Spellcraft (Int), Stealth (dex) and Use Magic Device (Cha).

CL = Spellthief level

Good Saves: Ref and Will

Spells per day


Hexblade/Spellthief Level
0th
1st
2nd
3rd
4th
5th
6th


1
1
-
-
-
-
-
-


2
2
0
-
-
-
-
-


3
2
1
-
-
-
-
-


4
2
2
0
-
-
-
-


5
2
2
1
-
-
-
-


6
2
2
2
-
-
-
-


7
2
2
2
0
-
-
-


8
2
2
2
1
-
-
-


9
2
2
2
2
-
-
-


10
2
2
2
2
0
-
-


11
2
2
2
2
1
-
-


12
2
2
2
2
2
-
-


13
2
2
2
2
2
0
-


14
2
2
2
2
2
1
-


15
2
2
2
2
2
2
-


16
2
2
2
2
2
2
0


17
2
2
2
2
2
2
1


18
2
2
2
2
2
2
2


19
2
2
2
2
2
2
2


20
2
2
2
2
2
2
2




Spells Known


Hexblade/Spellthief Level
0th
1st
2nd
3rd
4th
5th
6th


1
2
-
-
-
-
-
-


2
3
1
-
-
-
-
-


3
3
2
-
-
-
-
-


4
3
2
1
-
-
-
-


5
3
2
2
-
-
-
-


6
3
2
2
-
-
-
-


7
3
2
2
1
-
-
-


8
3
2
2
2
-
-
-


9
3
2
2
2
-
-
-


10
3
2
2
2
1
-
-


11
3
2
2
2
2
-
-


12
3
2
2
2
2
-
-


13
3
2
2
2
2
1
-


14
3
2
2
2
2
2
-


15
3
2
2
2
2
2
-


16
3
3
2
2
2
2
1


17
3
3
3
2
2
2
2


18
3
3
3
3
2
2
2


19
3
3
3
3
3
2
2


20
3
3
3
3
3
3
2

Tibalt
2017-02-11, 09:03 PM
Shadowcaster

Mouseferatu's fix


1) Charisma determines the DC to save against your mysteries. Intelligence determines the highest level mystery you can cast.

2) Grant bonus mysteries per day based on Charisma. These would work just like bonus spells. For instance, if your Cha is 14, you can cast one extra mystery of 1st-level equivalent and one of 2nd-level equivalent per day. (Note that each mystery does give an equivalent level, even though you don't learn them by level.)

3) Eliminate the rule that says you have to take mysteries in a given Path in order. If you want to jump around, so as to broaden your versatility, you can.

4) Within a category—Apprentice, Initiate, Master—you must have at least two mysteries of any given level before you can take any mysteries of the next higher level. For instance, you must have two 1st-level mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.

5) Eliminate the rule that says you get a bonus feat equal to half the number of paths you have access to. Instead, you get a bonus feat equal to the total number of Paths you complete. Thus, while you are no longer required to take the entirety of a given Path, there's still encouragement to do so.

6) You may “swap out” mysteries, just as a sorcerer does spells known. If you “un-complete” a Path in this way, however, you lose access to the bonus feat you gained from completing that Path. (You can regain access by re-completing the Path, completing a different Path and choosing that feat as your new bonus, or selecting that feat as a normal feat at your next opportunity.)

7) Once your Apprentice Mysteries become supernatural abilities, change the save DC from 10 + equivalent spell level + Cha to 10 + 1/2 caster level + Cha. This makes them useful even against high-HD opponents, and follows the pattern for other supernatural abilities.


Class skils (2+int)

Concentration (con or wis), craft (int), knowledge (arcana) (int), knowledge (the planes) (int), persuasion (Cha), profession (wis), spellcraft (int), perception (wis) stealth (dex) and Use Magic Device (Cha)

Tibalt
2017-02-12, 02:07 PM
Warlock

Class skills (4+int)
The Warlocks's class skills (and the key ability for each skill) are Athetics (Str), Concentration (Con or Wis), Craft (Int), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Persuasion (Cha), Profession (Wis), Sense motive (Wis), Spellcraft (Int) and Use magic device (Cha).

Eldritch blast = attack action

Invocations Known


Warlock level
Blast Shape Invocations
Eldritch Essence Invocations
Other invocations


1
1
1
1


2
1
1
2


3
1
1
2


4
1
1
3


5
1
1
3


6
2
2
4


7
2
2
4


8
2
2
5


9
2
2
5


10
2
2
6


11
3
3
7


12
3
3
7


13
3
3
8


14
3
3
8


15
3
3
9


16
4
4
10


17
4
4
10


18
4
4
11


19
4
4
11


20
4
4
12

Tibalt
2017-02-12, 02:54 PM
Beguiler

Class skills (6+int)
The Beguiler's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Athletics (Str), Concentration (Con or Wis), Decipher Script (Int), Disable Device (Dex or Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Sense motive (Wis), Sleight of Hand (Dex), Speak Language, Spellcraft (Int), Stealth (Dex) and Use Magic Device (Cha).


Dread Necromancer

Class skills (2+int)
The Dread Necromancer's class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Decipher Script (Int), Disguise (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Persuasion (Cha), Profession (Wis), Spellcraft (Int) and Stealth (Dex).

0th level Dread Necromancer's Spells
- Inflict Minor Wounds
- Detect Magic
- Detect Poison
- Disrupt Undead
- Touch of fatigue


Warmage

Class skills (2+int)
The Warmage's class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Knowledge (Arcana) (Int), Knowledge (History) (Int), Persuasion (Cha), Profession (Wis) and Spellcraft (Int).




Beguiler/Dread Necromancer/Warmage Spells per day


Level
0
1
2
3
4
5
6


1
6
4
-
-
-
-
-


2
6
5
-
-
-
-
-


3
6
6
3
-
-
-
-


4
6
6
4
-
-
-
-


5
6
6
5
3
-
-
-


6
6
6
6
4
-
-
-


7
6
6
6
5
3
-
-


8
6
6
6
6
4
-
-


9
6
6
6
6
5
3
-


10
6
6
6
6
6
4
-


11
6
6
6
6
6
5
3


12
6
6
6
6
6
6
4


13
7
7
7
7
7
7
4


14
7
7
7
7
7
7
5


15
8
8
8
8
8
8
5


16
8
8
8
8
8
8
6


17
9
9
9
9
9
9
6


18
9
9
9
9
9
9
7


19
10
10
10
10
10
10
7


20
10
10
10
10
10
10
8

Tibalt
2017-02-12, 03:04 PM
Archivist

Class skills (2+int)
The Archivist's class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (wis), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Hit Dice: d4

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Good Save: Will
Poor saves: Fortitude, Reflex


Spells per day


Archivist level
0
1
2
3
4
5
6


1
3
1
-
-
-
-
-


2
4
2
-
-
-
-
-


3
4
2
1
-
-
-
-


4
4
3
2
-
-
-
-


5
4
3
2
1
-
-
-


6
4
3
3
2
-
-
-


7
4
4
3
2
1
-
-


8
4
4
3
3
2
-
-


9
4
4
4
3
2
1
-


10
4
4
4
3
3
2
-


11
4
4
4
4
3
2
1


12
4
4
4
4
3
3
2


13
4
4
4
4
4
4
2


14
4
4
4
4
4
4
3


15
5
5
5
5
4
4
3


16
5
5
5
5
4
4
4


17
5
5
5
5
5
5
4


18
5
5
5
5
5
5
5


19
6
6
6
6
5
5
5


20
6
6
6
6
6
6
6

Morphic tide
2017-02-12, 03:46 PM
Archivist

Class skills (2+int)
The Archivist's class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (wis), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).

Spells per day


Archivist level
0
1
2
3
4
5
6


1
3
1
-
-
-
-
-


2
4
2
-
-
-
-
-


3
4
2
1
-
-
-
-


4
4
3
2
-
-
-
-


5
4
3
2
1
-
-
-


6
4
3
3
2
-
-
-


7
4
4
3
2
1
-
-


8
4
4
3
3
2
-
-


9
4
4
4
3
2
1
-


10
4
4
4
3
3
2
-


11
4
4
4
4
3
2
1


12
4
4
4
4
3
3
2


13
4
4
4
4
4
4
2


14
4
4
4
4
4
4
3


15
5
5
5
5
4
4
3


16
5
5
5
5
4
4
4


17
5
5
5
5
5
5
4


18
5
5
5
5
5
5
5


19
6
6
6
6
5
5
5


20
6
6
6
6
6
6
6




Still broken as hell. Keep in mind that they are still strictly better at casting than a Bard, Paladin, Druid and Cleric combined. Their big problem is that they are a Divine Wizard without a spell list restriction, not that they are a full caster. Seriously, they are exactly as broken in your fix as they are without it because you lowered all the competition just as much as them.

Tibalt
2017-02-12, 07:53 PM
Still broken as hell. Keep in mind that they are still strictly better at casting than a Bard, Paladin, Druid and Cleric combined. Their big problem is that they are a Divine Wizard without a spell list restriction, not that they are a full caster. Seriously, they are exactly as broken in your fix as they are without it because you lowered all the competition just as much as them.

Not that it really changes anything in regard of the problem you highlighted, but I decided to weaken its chassis a little bit.

Even though they might be more versatile than other casters, this advantage is slightly mitigated by the fact that there is no spell list restriction for other casters either for 7th - 9th level spells (even if there's a feat tax).

Now between better chassis, turning pools, domain powers, wild shape, spontaneous casting and animal companion, there are a lot of reasons one would want to play a druid or a cleric over an archivist. Maybe I'm missing something, but I don't see how the archivist is that broken compared to other full casters.

It's like having the choice between the sweetest dessert in the world, or the sweetest dessert in the world with one more spoonful of sugar. Either way, you get pretty much the same thing.

TL;DR: Tier 1 classes give you Type 2 diabetes.

Tibalt
2017-02-12, 09:46 PM
Psion

Class skills (2+int)
The psion’s class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int). In addition, a psion gains access to additional class skills based on his discipline:

Seer (Clairsentience)
Gather Information (Cha), Perception (Wis).

Shaper (Metacreativity)
Persuasion (Cha), Disguise (Cha), and Use Psionic Device (Cha).

Kineticist (Psychokinesis)
Autohypnosis* (Wis), Disable Device (Dex or Int), and Persuasion (Cha).

Egoist (Psychometabolism)
Autohypnosis (Wis), Acrobatics (Dex) and Heal (Wis).

Nomad (Psychoportation)
Athletics (Str), Ride (Dex), Survival (Wis).

Telepath (Telepathy)
Persuasion (Cha), Gather Information (Cha), and Sense Motive (Wis).

Bonus Feats: Add Heroic power, legendary power and mythic power to bonus feats list.


Wilder

The wilder’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Acrobatics (Dex), Athletics (Str), Concentration (Con or Wis), Craft (Int), Knowledge (psionics) (Int), Persuasion (Cha), Perception (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis).


Psychic Warrior

The psychic warrior’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Athletics (Str), Concentration (Con or Wis), Craft (Int), Knowledge (psionics) (Int), Profession (Wis), Ride (Dex), Perception (Wis).

Bonus Feats: Add Heroic power, legendary power and mythic power to bonus feats list.





Psion/Wilder Level
Maximum power level known


1
1


2
1


3
2


4
2


5
3


6
3


7
4


8
4


9
5


10
5


11
6


12
6


13
6


14
6


15
6


16
6


17
6


18
6


19
6


20
6

Morphic tide
2017-02-13, 08:39 AM
Not that it really changes anything in regard of the problem you highlighted, but I decided to weaken its chassis a little bit.

Even though they might be more versatile than other casters, this advantage is slightly mitigated by the fact that there is no spell list restriction for other casters either for 7th - 9th level spells (even if there's a feat tax).

Now between better chassis, turning pools, domain powers, wild shape, spontaneous casting and animal companion, there are a lot of reasons one would want to play a druid or a cleric over an archivist. Maybe I'm missing something, but I don't see how the archivist is that broken compared to other full casters.

It's like having the choice between the sweetest dessert in the world, or the sweetest dessert in the world with one more spoonful of sugar. Either way, you get pretty much the same thing.

TL;DR: Tier 1 classes give you Type 2 diabetes.

Magic>no Magic. Near universal spell access is better than all those things, if it starts to get out of hand. Animal companion? Summon Monster largely replaces it, and it's a liability to have a familiar or animal companion because replacing them is painful. Turning pools? Largely only useful for Divine Metamagic, otherwise they are too situational and replaced by spells. Better chassis? Need I remind you that Wizard is in the top three broken classes? Wild Shape? Replaced, and bettered, by the Polymorph spells.

Everything you mentioned is replaceable by spells. All of it, no exceptions. That's why Archivist is broken. Because spells already invalidate all the non-spell tricks that the other classes have.

As for your Psion fix, I'd go with the Psychic Warrior PP progression, or keep the normal Psion progression. 126 PP is utterly worthless at level 20 unless you are a cheesemonger. If you want to nerf the PP, you can base it on a purchase of Psionic Talent every level, which falls behind the actual Psion PP progression quite a bit.

I mean, it's not like reducing the maximum power level known does much, because many powers are designed to work from 1-20 because of augmentations, and reducing the maximum PP is just going to get Strongheart Vest Body Fuel spammed to work around it with continuous PP regeneration. Bestow Power loop is also available.

Seriously, nerfing Psion and Wilder is hard because the inherent nature of the classes makes it hard. Nerfing the maximum power level does nothing of note to several Psion characters because they rely on augmenting low level powers anyway. Nerfing maximum PP doesn't do anything of note in the sort of games that Psions are broken in because they are going to be packing endless PP regeneration from Incarnum feats anyway. Screwing with the chassis doesn't hurt them at all because of course the chassis is meaningless for a t2 or t1 class.

You seem not to understand that it's the spells themselves that are broken with the t1 and t2 classes. Low-level spells like Color Spray and other save-or-suck spells largely invalidate any attempt at balance by messing with the chassis. A half-caster Cleric with nothing else changed is still immensely broken. DMM makes a lot of the slot nerf meaningless, the fact that they still have access to their entire spell list is still making them broken, they can still outdo the melee fighters in melee. What makes Druids so broken is quite specifically the class features. Wildshape is already almost invalidating Fighters, as is Animal Companion, and then Natural Spell lets the Druid keep their broken casting while they are in full "Fighter replacement" mode.

Tibalt
2017-02-13, 02:53 PM
Wild Shape? Replaced, and bettered, by the Polymorph spells.

Considering that polymorph is capped at 10HD at level 20 and polymorph any object has a 2 feats tax (and competes for the 8th level spell slot). Not so sure...


Animal companion? Summon Monster largely replaces it, and it's a liability to have a familiar or animal companion because replacing them is painful.

Summon monster is more about utility. Also, summon monster is OK at the level you get it, but remember it's capped at summon monster VI (unless you spend feats for higher versions, in which case you're taking summon monster IX instead of, say, Time Stop). Also, "Casting Time: 1 round" vs animal companion being there already...

I don't want to turn this into a "are spells better than everything else" debate, we're on the same side on this. I'm just saying each individual T1 spell lists are already incredibly powerful and adding more is just a drop in the ocean. Of course you're gonna be much more versatile if you have access to all divine spell lists instead of just one. Theres also the fact that availability of those spell lists for the archivist can be very DM-dependent.


As for your Psion fix, I'd go with the Psychic Warrior PP progression, or keep the normal Psion progression. 126 PP is utterly worthless at level 20

Uh ? Yes, that's why he gets 126 PP at level 12, not 20. I did not finish filling the table yet, so maybe that's why you were mistaken. I'm going to fill it so he gets about the same PP as a sorcerer's #spells*spell level of the same level.


I mean, it's not like reducing the maximum power level known does much, because many powers are designed to work from 1-20 because of augmentations, and reducing the maximum PP is just going to get Strongheart Vest Body Fuel spammed to work around it with continuous PP regeneration. Bestow Power loop is also available.

Even if some powers are augmentable, it still limits access so some higher level effects; but I might actually cap the the max pp you can spend on a power at the equivalent of a 6th level power. Also reminds me I wanted to put Bestow Power on the ban list and also modify Body Fuel so you can't mitigate the ability damage (or straight out ban it if I don't find an elegant way to modify it). Any other PP regeneration methods I should know of ?


You seem not to understand that it's the spells themselves that are broken with the t1 and t2 classes. Low-level spells like Color Spray and other save-or-suck spells largely invalidate any attempt at balance by messing with the chassis.

While I totally agree that Color Spray and other save-or-suck spells are powerful effects, I believe that if it's enough to break your campaign, the probem is probably poor campaign/encounters design. I also think that I got rid of a lot of broken stuff in the spells/powers section but if you notice something missing, I'll be glad to update it.


A half-caster Cleric with nothing else changed is still immensely broken. DMM makes a lot of the slot nerf meaningless, the fact that they still have access to their entire spell list is still making them broken, they can still outdo the melee fighters in melee. What makes Druids so broken is quite specifically the class features. Wildshape is already almost invalidating Fighters, as is Animal Companion, and then Natural Spell lets the Druid keep their broken casting while they are in full "Fighter replacement" mode.

One of the big advantage of DMM is being able to add metamagic to stuff you normally could not (namely, high level spells). This is party mitigated by the lack of high level spells to add metamagic to. I'm not really worried about clerics wasting their spell slots to emulate a fighter. I'm quite certain that a dedicated fighter is gonna be better at his own job than an animal companion (not talking about the core fighter here). Also, Natural Spell now being a +1 metamagic, we're not really talking about full casting when druid's are in wildshape.

It is probably of interest to note that I'm not trying to put everything at the same tier.

Thanks for the feedback, keep it coming!

Morphic tide
2017-02-13, 03:42 PM
Actually, the Bestow Power loop requires a feat that you should ban on principle: Midnight Augmentation. It's a metapsionics reducer that keys off of Essentia invested. So instead of banning Bestow Power, which is the only way for Manifesters to transfer power between each other, ban the feat that makes it result in infinite PP.

As for Body Fuel, I'd stick a cooldown on it rather than make it irresistible, or make a general rule that Ability Burn is not Ability Damage. Because the Body Fuel trick relies on Strongheart Vest's ability damage resistance.

In general, removing indefinite workday access while also stripping much of the capacity to function at high levels is still not nearly enough to stop the t1 classes. They are t1 because they are nearly impossible to nerf properly. Even through everything you've done, you still havn't solved the problem of casters being stronger because things like Color Spray are still usable and still game screwing at level 20. You just don't see it often because casters rarely run that low on spells.

You are mistaken in thinking that the full caster status is what makes them broken. It's having the spells they do that makes them broken. First level save-or-suck never stops working entirely, so your nerfs just lead to save-or-suck being dominant. Leading to enemies who can never do anything significant.

There's literally nothing short of using a whitelist, a list of allowed spells, that can fix casters. You have to ban so many spells that you fundamentally have to start over from scratch and make a list of allowed spells, rather than disallowed ones. Because optimizers dig around limits. They dig for the most out of the way trick possible to get power. Pun Pun was made from one single badly written ability in a rulebook nobody thought to optimize from. The Omnicifer, wielder of infinite skill checks, was made from a fringe interaction of several things that were typically seen as garbage. High TO is covered in mixing stuff nobody ever saw a reason to mix before, and it thrives on restraints.

Tibalt
2017-02-13, 10:12 PM
Actually, the Bestow Power loop requires a feat that you should ban on principle: Midnight Augmentation. It's a metapsionics reducer that keys off of Essentia invested. So instead of banning Bestow Power, which is the only way for Manifesters to transfer power between each other, ban the feat that makes it result in infinite PP.

Well neither of them seems broken without the other so it's more a matter of which one seems the most interesting to keep. Other casters can't transfer spells per day either. I'm not convinced on which one to get rid of yet.


As for Body Fuel, I'd stick a cooldown on it rather than make it irresistible, or make a general rule that Ability Burn is not Ability Damage. Because the Body Fuel trick relies on Strongheart Vest's ability damage resistance.

I probably prefer the cooldown option as the latter doesn't fix the problem with, say, Naberius.


Even through everything you've done, you still havn't solved the problem of casters being stronger because things like Color Spray are still usable and still game screwing at level 20. You just don't see it often because casters rarely run that low on spells.

I like Color Spray too, but maybe we're going a bit overboard with this. "Game screwing at level 20" ? I'm not so sure.

Let's take a gnome Wizard 20 with Shadow weave magic, spell focus, greater spell focus, 34 int (18 +5 tome + 6 item + 5 levels). Color Spray's DC is 27 (10 + 1 (spell level) + 12 (int) + 1 (gnome) + 1 (spell focus) + 1 (greater spell focus) + 1 shadow weave magic)

Now let' take a look at the SRD:

CR20:
Tarrasque: Immuned to it (Carapace)
Wyrm Black dragon: +23 will without items or buffs (85% chance to resist)
Ancient Brass dragon: +21 will without items or buffs (75% chance to resist)
Very old Bronze dragon: +23 will without items or buffs (85% chance to resist)
Very old copper dragon: +21 will without items or buffs (75% chance to resist)
Old Red Dragon: +21 will without items or buffs (75% chance to resist)
Old silver dragon: +21 will without items or buffs (75% chance to resist)
Balor: +19 will (65% chance to resist, 85% with unholy aura)
Pit Fiend: +21 will (75% chance to resist, 95% with unholy aura)

At that level, everyone's running around with mind blank and having saves high enough requires little to no efforts. Not exactly game breaking.


You are mistaken in thinking that the full caster status is what makes them broken. It's having the spells they do that makes them broken. First level save-or-suck never stops working entirely, so your nerfs just lead to save-or-suck being dominant. Leading to enemies who can never do anything significant.

That's a sophism. The premise that "save-or-suck" systematically leads to enemies being unable to do anything significant is false. The easiest counter-example being a mirror fight.


High TO is covered in mixing stuff nobody ever saw a reason to mix before, and it thrives on restraints.

Gotta say I'm not against the idea to beget new TO tricks through restraints.

Tibalt
2017-02-19, 04:46 PM
Dragon Shaman (Dragonfire Adept)

Hit Die: d12



Level
BAB
Saves
Special
Draconic Auras Known
Invocations Known


1
+0
+2/+0/+2
Draconic Aura +1, totem dragon, breath weapon 1d6, dragontouched, least invocations
3
1


2
+1
+3/+0/+3
Skill Focus, Breath effect, Scales +2
3
1


3
+2
+3/+1/+3
Draconic Adaptation, Breath weapon 2d6
4
2


4
+3
+4/+1/+4
Draconic Resolve, Dragonkin
4
2


5
+3
+4/+1/+4
Draconic Aura +2, Breath weapon 3d6, breath effect
5
2


6
+4
+5/+2/+5
Touch of vitality (heal wounds), Damage reduction 5/magic, lesser invocations
5
3


7
+5
+5/+2/+5
Breath weapon 4d6, Scales +3
6
3


8
+6
+6/+2/+6
Skill Focus, Scales +4, Bonus Feat
6
4


9
+6
+6/+3/+6
Breath weapon 5d6, Energy Immunity
7
4


10
+7
+7/+3/+7
Draconic aura +3, Breath effect, breath weapon range doubles
7
4


11
+8
+7/+3/+7
Breath weapon 6d6, greater invocations, touch of vitaity (remove conditions)
7
5


12
+9
+8/+4/+8
Scales +5, breath effect, Draconic Wings
7
5


13
+9
+8/+4/+8
Draconic Adaptation (Share with allies), Scales +6
7
6


14
+10
+9/+4/+9
Commune with dragon spirit, breath weapon 7d6
7
6


15
+11
+9/+5/+9
Draconic Aura +4, Breath effect
7
6


16
+12
+10/+5/+10
Damage reduction 10/magic, dark invocations, skill focus
7
7


17
+12
+10/+5/+10
Scales +7, Breath weapon 8d6
7
7


18
+13
+11/+6/+11
Scales +8, Bonus Feat
7
8


19
+14
+11/+6/+11
Bonus Feat
7
8


20
+15
+12/+6/+12
Draconic Aura +5, Breath weapon 9d6, breath effect
7
8


Class Skills (4 + Int)
The Dragon Shaman’s class skills (and the key ability for each skill) are Appraise (Int), Athletics (Str), Concentration (Con or Wis), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Perception (Wis), Persuasion (Cha), Sense Motive (Wis), Speak Language (None), Spellcraft (Int) and Use Magic Device (Cha).

- Breath weapon as Dragonfire Adept, damage type based on totem dragon, qualifies for metabreath feats
- No alignment restrictions on breath effects.
- Skill focus: any
- Totem Dragon: No alignment restriction, +2 DC to some breath effects (+4 if both, see table), adds new class skills and gives +2 to those skills.
- Bonus Feats: (must still meet prerequisite) Metabreath feats, Improved Flight, flyby attack, draconic aura (stacks with class feature), double draconic aura, draconic feats, frightful presence, extra invocation, ability focus, toughness, dodge.



Totem Dragon
Class skills
Breath effects increased DC


Black
Stealth, Athletics
Acid, Sickening


Blue
Stealth, persuasion
Electricity, Paralyzing


Brass
Gather information, survival
Fire, Weakening


Bronze
Disguise, Survival
Electricity, Paralyzing


Copper
Stealth, athletics
Acid, Sickening


Gold
Disguise, Heal
Fire, Sleep


Green
Stealth, persuasion
Acid, Weakening


Red
Appraise, forgery
Fire, Sleep


Silver
Disguise, persuasion
Cold, Slow


White
Stealth, athletics
Cold, Slow





Min level
breath effect


2nd
Fire


2nd
Frost


2nd
Lightning


2nd
Acid


2nd
Sickening


5th
Shaped


5th
Slow


5th
Weakening


10th
Cloud


10th
Enduring


10th
Sleep


10th
Thunder


15th
Discorporating


15th
force


15th
Paralysing


15th
Fivefold

Tibalt
2017-02-20, 09:59 PM
Knight (Marshal)

Hit Die: d12



Level
BAB
Saves
Special
Minor Auras
Major Auras


1
+1
+2/+0/+2
Knight's Challenge, Fighting Challenge +1, Knight's Code, Skill focus (persuasion), Minor Aura
1
0


2
+2
+3/+0/+3
Major Aura +1, Mounted Combat, Shield block +1
1
1


3
+3
+3/+1/+3
Bulwark of Defense, Special Mount
2
1


4
+4
+4/+1/+4
Grant move action 1/encounter, Armor Mastery (Heavy), Test of mettle
2
1


5
+5
+4/+1/+4
Fighting Challenge +2, Bonus Feat, Vigilant Defender
3
2


6
+6
+5/+2/+5
Shield block +2, Shield Ally
3
2


7
+7
+5/+2/+5
Major Aura +2
4
2


8
+8
+6/+2/+6
Call to battle, Grant standard action 1/encounter
4
2


9
+9
+6/+3/+6
Grant action (move action activation)
5
3


10
+10
+7/+3/+7
Fighting Challenge +3, Bonus Feat
5
3


11
+11
+7/+3/+7
Shield block +3
5
3


12
+12
+8/+4/+8
Grant swift action 1/encounter, Daunting Chalenge
6
3


13
+9
+8/+4/+8
Grant move action 2/encounter
6
3


14
+14
+9/+4/+9
Major Aura +3, improved shied ally
6
4


15
+15
+9/+5/+9
Fighting Challenge +4, Bonus Feat
7
4


16
+16
+10/+5/+10
Shield block +4, Double Grant Action, Bond of loyalty
7
4


17
+17
+10/+5/+10
Impetuous Endurance
7
4


18
+18
+11/+6/+11
Grant action (Swift action activation)
7
4


19
+19
+11/+6/+11
Grant Standard action 2/encounter
8
4


20
+20
+12/+6/+12
Fighting Challenge +5, Loyal beyond death, Major Aura +4, Grant Action (Self)
8
5



Class Skills (4 + Int)
Athletics (Str), Knowledge (Nobility and Royalty) (int), Hande Animal (Cha), Heal (Wis), Perception (Wis), Perform (Cha), Persuasion (Cha), Ride (Dex), Sense Motive (Wis), Speak Language and Survival (Wis)

Knight's Code: The restrictions on flanking and striking flat-footed opponents only apply for a target of the knight'S fighting challenge.

Knight's Challenge: You can use this ability a number of times per day equal to your class level + your Charisma bonus (minimum once per day)

Fighting Challenge (Ex):[...] If it does not meet these requirements, a use of this ability is NOT expended.

Call to Battle (Ex):As a swift action, you can expend one use of your knight's challenge ability to grant an ally another save against a mind-affecting effect.

Bonus Feats: Add Martial study, Martial stance, draconic aura, double draconic aura, White Raven defense, Clarion Commander.

Special Mount (Sp): As Paladin's class feature.


Knight Level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special


3rd-7th
+2
+4
+1
6
Empathic Link, improved evasion, share spells, Share saving throws


8th - 10th
+4
+6
+2
7
Improved Speed


11th - 14th
+6
+8
+3
8
Command creatures of its kind


15th - 20th
+8
+10
+4
9
Spell Resistance




Grant Action: A Knight activates this ability as a standard action. Starting at 9th level, a Knight can activate this ability as a standard action or as a move action. Starting at 18th level, a knight can activate this ability as a standard, a swift or a move action.

A character can take only one extra granted action per round. Starting at 16th level, a knight can grant two actions with a single activation of this ability (expending two uses of the grant action ability). This is an exception to the "only one extra granted action per character per round" rule.

At 20th level, a knight can use the grant action ability on himself.

Tibalt
2017-02-21, 04:20 PM
Scout (Combat Trapsmith)

Hit Die: d8



Level
BAB
Saves
Special


1
+0
+0/+2/+0
Skirmish, Trapfinding


2
+1
+0/+3/+0
Uncanny dodge


3
+2
+1/+3/+1
Fast Movement +10ft, Skirmish, trackless step


4
+3
+1/+4/+1
Bonus Feat, Poison Use


5
+3
+1/+4/+1
Evasion, Skirmish


6
+4
+2/+5/+2
Flawless Stride, Combat Trapping, Trap Sense +1


7
+5
+2/+5/+2
Skirmish, Skill Focus (Craft)


8
+6
+2/+6/+2
Camouflage, Bonus Feat


9
+6
+3/+6/+3
Skirmish, Improvised Materials, Trapsense +2


10
+7
+3/+7/+3
Blindsense 30ft, Expert Trapsetter


11
+8
+3/+7/+3
Fast movement +20ft, skirmish


12
+9
+4/+8/+4
Bonus Feat, Trapsense +3, Throw Traps


13
+9
+4/+8/+4
skirmish, Master Trapsetter


14
+10
+4/+9/+4
Hide in plain sight


15
+11
+5/+9/+5
skirmish, Trapsense +4


16
+12
+5/+10/+5
Bonus Feat, Grandmaster Trapsetter


17
+12
+5/+10/+5
skirmish, Reactive Trapsetting


18
+13
+6/+11/+6
Free Movement, Trapsense +5


19
+14
+6/+11/+6
skirmish


20
+15
+6/+12/+6
blindsight 30ft, Bonus feat, Double Trapsetting


Class Skills (8 + Int)
Acrobatics (Dex), Appraise (Int), Athletics (Str), Concentration (Con or Wis), Craft (Int), Disable Device (Dex), Heal (wis), Knowledge (Architecture and Engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Dex), Speak Language, Stealth (Dex), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex).

Bonus Feats: Add improved skirmish, Martial Study, Martial stance

Skirmish (Ex): Starting at first level and every odd level thereafter, a scout chooses a special skirmish ability. The scout applies those special abilities during any round in which he moves at least 10 feet away from where he was at the start of his turn. Each ability requires a minimum scout level.



Skirmish abilities
Minimum Scout Level

[tr]
+1d6 damage
1


+1 competence bonus to AC
1


Studied Foe (as Rogue'S Special ability)
1


+Dex Mod precision damage (can be taken only once)
3


+2 competence bonus to AC
5


+1d6 precision damage, +1 competence bonus to AC
7


Slow
9


+2d6 precision damage
9


Bullrush
11


Wounding
13


Increase effective size for Bullrush by 2 size categories (max Colossal)
15



Slow (Ex): Any creature hit by a scout with this skirmish ability is treated as targeted by a slow spell with a caster level equal to the scout's class level. The DC for this effect is 13 + scout's dex mod.

Bullrush (Ex): When a scout with this skirmish ability hits a creature, he makes a dexterity check opposed by the creatures strength check. The creature adds a +4 bonus for each size category larger than Medium or a -4 penalty for each size category smaller than Medium. The creature gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable. If the scout beats the creature’s Strength check result, he pushes it back 5 feet plus an additional 5 feet for each 5 points by which his check result is greater than the creature’s check result. (Note: The creature provokes attacks of opportunity if he is moved (except from the scout)). The scout can't choose to move with the target like in a normal bullrush attempt. The scout is considered medium size and can't push back creatures of huge size or larger.

Wounding (Ex): As the wounding magic weapon property.

Increase effective size: The scout can affect a creature 2 size categories larger with the bullrush skirmish ability and gains a +8 bonus to his dexterity check.

Combat Trapping (Ex): As Combat Trapsmith's ability. At 6th level, you can learn two traps from the list below, provided you meet the prerequisites. At each even level thereafter, you add one additional trap to your repertoire, to a maximum of nine traps known. Whenever you attain a new level in this class, you can choose to replace any one previously learned trap with a new trap. The save DC for your traps is 10 + 1/2 scout level + your Int modifier.

Improvised Materials: As Combat Trapsmith's ability.

Expert Trapsetter: As Combat Trapsmith's ability.

Throw Traps: At 12th level, you can throw a trap instead of setting it in an adjacent square. You must succeed in a ranged attack roll against AC 5 and you take a -2 penalty to this roll for each square between you and the square you want to set the trap in. If you fail your attack roll, the trap has no effect.

Master Trapsetter: At 13th level, you can set a combat trap as a move action without provoking attacks of opportunity.

Grandmaster Trapsetter: At 16th level, you can set a combat trap as a swift action without provoking attacks of opportunity.

Reactive Trapsetting: At 17th level, you can choose to set a combat trap instead of making an attack of opportunity when a creature moves out of a square you threaten. You must set this trap in a square adjacent to the one the creature is leaving.

Double Trapsetting: At 20th level, you can set two traps at the same time. You can set them in different squares and make seperate ranged attack rolls for each if you throw them.




Trap Name (Craft DC)
Prerequisites
Effect


Envenomer (19)
Craft (Alchemy) or (Poisonmaking) 3 ranks, Scout level 8
Init/Sec dmg: 1d10 CON


Confusiogenerator (23)
Scout level 10
2d6 lightning damage and confuses target


Befuddler, Great (23)
Craft (Alchemy) 5 ranks, Scout level 11
Mind Fog


ThornSprouter (25)
Scout level 13
Wall of Thorns


Negater (27)
Scout level 15
Antimagic Field


GroundShaker (29)
Scout level 17
Earthquake



Envenomer: A cloud of gas poisons every creature in a 10-ft.-radius emanation, centered on the trapped square. As poison spell. (Fortitude negates).

Confusiogenerator: A bolt of lightning strikes any creature that steps on the trapped square and arcs to up to once secondary target per 2 scout levels over 10th level. Each affected creature are dealt 2d6 electricity damage and become confused. A successful reflex save halves the damage and negates the confusion. The number of secondary target is decided at the moment the trap is set.

Beffudler, Great: As beffudler, except the target is affected by the effect of a Mind Fog spell instead. (Will Negates)

ThornSprouter: A wall of thorny brush (as Wall of Thorns spell, except Up to eight 5-ft cubes) sprouts from the trapped square. The exact configuration of the wall is decided at the moment the trap is set.

Negater: An invisible barrier emanates (10-ft radius) from the trapped square and suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it (as an Antimagic Field). This effect lasts 5 rounds, then the trap stops working.

GroundShaker: As earthquake spell centered on the trapped square, but with a radius of only 20 feet.



-Entangler: requires Scout level 6
-Equalizer: requires Scout level 6
-Flashbang: requires Scout level 7
-Scorcher, great: requires Scout level 10, deals 1d6 fire damage / 2 scout level)
-Sleep: requires Scout level 9
-Spiderweb: requires Scout level 8
-Stinkburst: requires Scout level 9

nonsi
2017-02-21, 05:47 PM
.
Dragon Shaman and Knight seem solid.

AFAICT, your Scout offers no noticeable overall advantage over a decently built Swift Hunter (faster gain of features at the expense of BAB cancel out each other. No fav. enemy/terrain is a net loss).
For starters, give it high Fortitude and lose Battle Fortitude in favor of something more useful.

Tibalt
2017-02-21, 08:25 PM
Hmmmm indeed.

Woud having available skirmish abilities based on the actual scout level be a strong enough incentive ?

nonsi
2017-02-22, 09:23 AM
Hmmmm indeed.

Woud having available skirmish abilities based on the actual scout level be a strong enough incentive ?

Not sure what you mean by that.

Tibalt
2017-02-22, 11:02 AM
Not sure what you mean by that.

Each odd level, the scout chooses how the skirmish improves based on the skirmish abilities table.

A scout 3/Ranger 17 with swift hunter could still only choose: +1d6 damage or +1AC or Studied Foe or +Dex dmg.

1: +1d6 dmg
3: +1 AC
5: +Dex dmg
7: Studied Foe (Undead)
9: +1d6
11: +1d6
13: +1d6
15: +1d6
17: +1d6
19: +1d6
Total: +7d6+Dex, +1 AC with Studied Foe (Undead)

A scout 20 could eventually choose from the whole list.
1: +1d6
3: +1 AC
5: +Dex dmg
7: Studied Foe (Undead)
9: Slow
11: +2d6
13: +2d6
15: +2d6
17: +2d6
19: +2d6
Total: +11d6+Dex, +1AC with Studied Foe (Undead) and Slow


Skirmish (Ex): Starting at first level and every odd level thereafter, a scout chooses a special skirmish ability. The scout applies those special abilities during any round in which he moves at least 10 feet away from where he was at the start of his turn. Each ability requires a minimum scout level.



Skirmish abilities
Minimum Scout Level


+1d6 damage
1


+1 competence bonus to AC
1


+Dex Mod precision damage (can be taken only once)
1


Studied Foe (as Rogue'S Special ability)
1


+2 competence bonus to AC
5


+1d6 precision damage, +1 competence bonus to AC
7


Dimensional Anchor
7


Slow
9


+2d6 precision damage
9


Bullrush
11


Increase effective size for Bullrush skirmish ability by 2 size categories (max Colossal)
15



I'm planning on maybe adding more skirmish abilities.

Tibalt
2017-02-22, 08:36 PM
Shugenja

Class skills (4+int)
The Shugenja's class skills (and the key ability for each skill) are Concentration (Con or Wis), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Persuasion (Cha), Profession (Wis), Spellcraft (Int).

Shugenja orders:

At 1st level, a Shugenja chooses an order (regardless of his favored elemental). He receives a bonus spell known of each spell level when he becomes able to cast spells of that level. In addition, he gets a special ability at 2nd (Novice), 8th (Initiate), 14th (Elder) and 20th (Transcendent) based on his order.


1: Identify
2: Augury
3: Divination
4: Blistering Radiance
5: Zone of Revelation
6: Prying Eyes


Novice of the All-Seeing Eye: Uncanny Dodge (Ex)

Initiate of the All-Seeing Eye: Improved Uncanny Dodge (Ex)

Elder of the All-Seeing Eye: Immune to Surprise (Ex)

Transcendent of the All-Seeing Eye: Permanent Choose Destiny (Ex): As the spell


1: Nimbus of Light
2: Shatter
3: Bestow Curse
4: Flame Strike
5: Slay Living
6: Fire Spiders

Novice of the Consuming Flame: Fire Resistance (5)

Initiate of the Consuming Flame: Mortuary Incineration (Su): As a standard action, you can turn a dead creature's corpse to dust. If you do so, you gain 2 temporary hit points per Shugenja level, your fire resistance is doubled and the save DC of your spells (and immolation ability) is increased by 2. This effect lasts 1 round per Shugenja level and subsequent use of this ability while it's still in effect replaces the previous use (you can never have more than 2 temporary hit points per Shugenja level, +2 DC and double base fire resistance with this ability). Fire Resistance (10)

Elder of the Consuming Flame: Soulfire (Ex): Immunity to all death spells, magical death effects, and energy drain, and any negative energy effects (such as from chill touch or inflict spells).
Fire Resistance (15)

Transcendent of the Consuming Flame: Immolation (Su): Once per day, as a standard action, you can immolate yourself. This produces a cloud of flame in a up to 20 feet radius spread (minimum 5 feet). Each creature in the area takes 2d6 damage per Shugenja level (Reflex half). The DC is 10+1/2 shugenja level+CHA. Half of this damage is fire; the rest results directly from divine power and is therefore not subject to fire resistance. This action kills you. At the end of the round, you are restored to life (as per the True Resurrection Spell) within 30 feet of the place you immolated yourself. This ability triggers itself if you die and the daily use of this ability has not been expended yet.
Fire Resistance (20)


1: Calm Animals
2: Scent
3: Restoration, lesser
4: Searing Exposure
5: Phantom Stag
6: Antilife Shell

Novice of the Forbidding Wasteland*: Aura of the Wasteland (Su): Once per encounter, you can activate this ability with a standard action. Squares in a 5 feet radius centered on you are treated as if covered by a layer of loose sand about 1 foot deep. It costs 2 squares of movement to move into such square and the DC of tumble checks into such square increases by 2. Flying creatures ignore this effect. This effect lasts 1 round per Shugenja level or until you desactivate it with a standard action.

Initiate of the Forbidding Wasteland: Improved Aura of the Wasteland (Su): Creatures that enter the radius of your aura (and each round they stay within its radius) must succeed at a fortitude save (DC 10 +1/2 shugenja level + CHA) or become fatigued.

Elder of the Forbidding Wasteland: Greater Aura of the Wasteland (Su): The radius of your aura increases to 10 feet.

Transcendent of the Forbidding Wasteland: Supreme Aura of the Wasteland (Su): Squares within the radius of your aura are treated as if covered by a layer of loose sand about 3 feet deep. It costs 3 squares of movement to move into such square for medium or larger creatures and 4 squares for small or smaller creatures. Tumbling is impossible within the radius of your aura. Flying creatures ignore this effect. Creatures that enter the radius of your aura (and each round they stay within its radius) must succeed at a fortitude save (DC 10+1/2 shugenja leve +CHA) or become exhausted.


1: Vigor, lesser
2: Augury
3: Vigor
4: Freedom of Movement
5: Commune
6: Heroes' Feast

Novice of the Gentle Rain: Turtle Companion: As druid's animal companion (Snapping turtle only). At 10th level or higher, you can select a Giant Dire Turtle as your animal companion. Use your Shugenja level – 9 for the purpose of determining the Aquatic Dire Tortoise companion’s characteristics and special abilities.
Hold Breath(Ex): 8x CON score

Initiate of the Gentle Rain: Swim Speed at base land speed

Elder of the Gentle Rain: Water Breathing (Ex)

Transcendent of the Gentle Rain: Rain of Eternal Life (Su): Once per day, you can call forth a downpour (with all the normal effects of a downpour) in a Cylinder (80-ft. radius, 80 ft. high) centered on you. In addition, any ally (including yourself) that dies while in the area of effect of the Rain of Eternal Life is automatically restored to life (as per a True Resurrection Spell) at the end of the round. This effect lasts 5 rounds.


Huge Animal (Aquatic)
Alignment: Always neutral
Initiative: +3 (-2 Dex, +4 feat, +2 Ref); Senses: low-light vision, Listen +6, and Spot +6

AC: 24 (-2 size, -3 Dex, +19 natural), touch 5, flat-footed 25
Hit Dice: 14d8+112 (175 hp)
Fort +16, Ref +7, Will +9

Speed: 20 ft., Swim 20 ft.
Space/reach: 15 ft./10 ft.
Base Attack +10; Grapple +26
Attack: Bite +16 melee
Full Attack: Bite +16 melee
Damage: Bite 2d6+12
Special Attacks/Actions: Lightning strike, Improved Grab

Abilities: Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6
Special Qualities: Hold Breath, low-light vision
Feats: Alertness; Endurance; Toughness, Improved Initiative, Improved Natural Attack
Skills: Hide -1, Listen +6, and Spot +6
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)

Climate/Terrain: Aquatic
Organization: Solitary or pair
Treasure: None

+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can move through water at its swim speed without making Swim checks. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Lightning Strike (Ex): A dire tortoise can lash out very rapidly. On the first round of combat, it gets a surprise round regardless of whether it has been noticed. A creature that notices the dire tortoise is still treated as flat-footed during this round.



1: Sanctuary
2: Spell Immunity, lesser
3: Nondetection
4: Secure Shelter
5: Death Ward
6: Blade Barrier

Novice of the Impenetrable Crucible: Magic Circle against Prohibited Element (Su): You are permanenty affected by an effect that functions like Magic Circle against Evil, except that the benefits apply to attacks from creatures with a subtype of your prohibited element and to spells with a descriptor of your prohibited element.

Initiate of the Impenetrable Crucible: Mettle (Ex)

Elder of the Impenetrable Crucible: Call Shield Guardian (Sp): Once per week, you can use this ability as a standard action to call a Shield Guardian. This Shield Guardian obeys you until it is destroyed or dismissed (standard action). If you call a Shield Guardian while you still have one under your control, the first one is dismissed.

Transcendent of the Impenetrable Crucible: Enter the Crucible (Su): Once per day, you can use this ability as a standard action. It creates a temporary demiplane named The Crucible (see below) in which you and target creature within 30 feet (will save negates, DC10 +1/2 shugenja level + CHA) are planeshifted instantly. The target creature is dazed on its first round in The Crucible. This demiplane cannot be accessed by any other means and neither the creature nor you can leave it until the other one dies or is destroyed.

The Crucible is a self-contained featureless 100 feet X 100 feet X 100 feet cubic demiplane with a flat ground (which is also the ceiling) that seems made of frosted glass. Because it is self-contained, its temporary inhabitants can see infinite reflections of themselves. This is a rather disorienting effect and creatures in The Crucible must make a DC10 Wisdom check every round until they succeed or be dazed. A creature that fails his Wisdom check gets a +2 cumulative bonus to his Wisdom checks against this effect. You are immune to this effect. Blind creatures or creatures with their eyes closed are not affected by this effect.

- Static Morphic
- Mildly neutral-aligned
- Subjective directional gravity: Only up or down (towards the ground/ceiling)
- Enhanced magic. All spells and spell-like abilities used may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.
- Normal Time
- Shadowy Illumination

In addition, some planar traits are modified randomly each 1d6 rounds according to the following table.



Roll 1d100
Special
Magic Traits


1-24
Bright light. Extreme heat. Except for the squares the creature and you are currently standing on, the ground is transformed into lava (70 feet deep). The air is also filled with smoke. (See extreme heat, lava effects and smoke effects).
Enhanced magic. Spells and spell-like abilities with the fire descriptor and spells on the Fire Shugenja list are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.

Limited Magic. Spells and spell-like abilities that use or create water, with the water descriptor or on the Water Shugenja list don't work.


25-48
Downpour. Except for the squares the creature and you are currently standing on, the ground is transformed into water (70 feet deep). A 50 feet diameter major maelstrom (see stormwrack) appears in the middle.
Enhanced magic. Spells and spell-like abilities that use or create water, with the water descriptor or on the Water Shugenja list are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit.

Limited Magic. Spells and spell-like abilities with the fire descriptor and spells on the Fire Shugenja list don't work.


49-72
Except for the squares the creature and you are currently standing on, each square is treated as if under the effect of an earthquake spell cast each round (cave and open ground effect combined).
Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or stone, spells with the earth descriptor and spells on the Earth Shugenja list are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already empowered or extended are unaffected by this benefit.

Limited Magic. Spells and spell-like abilities that use, manipulate, or create air, spells with the air descriptor and spells on the Air Shugenja list don't work.


73-96
Except for the squares the creature and you are currently standing on, the ground disappears. A 50 feet diameter tornado appears in the middle and the the rest of the plane is beaten by a windstorm (see wind effects).
Enhanced magic.Spells and spell-like abilities that use, manipulate, or create air, spells with the air descriptor and spells on the Air Shugenja list are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots).

Limited Magic. Spells and spell-like abilities that use, manipulate, or create earth or stone, spells with the earth descriptor and spells on the Earth Shugenja list don't work


97-100
Ground disappears.
No Gravity
Silence.
Illumination decreases to total darknesss.
Impeded Magic. To cast a spell, the caster must make a Spellcraft check (DC20 + the level of the spell). If the check fails, the spell does not function but is still lost.







1: Entropic Shield
2: Obscure Object
3: Dispel Magic
4: Dispelling Screen
5: Break Enchantment
6: Globe of Invulnerability

Novice of the Ineffable Mystery: Bonus Feat: Spell Penetration

Initiate of the Ineffable Mystery: Sound of Silence (Ex): You may cast Shugenja spells one or more levels lower than your maximum spell level (max 5th level spells) without verbal components.

Elder of the Ineffable Mystery: Empty Space (Su): Three times per day, as a standard action, you may suppress gravity in a 5 foot radius per 2 Shugenja levels centered on you. This effect lasts 5 rounds.

Transcendent of the Ineffable Mystery: Transcend the Void (Ex): You gain the Void subtype

Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.



1: Animate Rope
2: Soften Earth and Stone
3: Column of Ice
4: Minor Creation
5: Stone Shape, Greater
6: Mudslide

Novice of the Perfect Sculpture: Tremorsense (Ex): 5 feet / 2 shugenja levels.

Initiate of the Perfect Sculpture: Bonus Feat: Sculpt Spell

Elder of the Perfect Sculpture: Earth Glide (Su): You can move through earth like an earth elemental, gliding through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of your presence. A move earth spell cast on an area where you are earth gliding flings you back 30 feet, stunning you for 1 round unless you succeeds on a DC 15 Fortitude save. Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + your CHA modifier.

Transcendent of the Perfect Sculpture: World Shaper (Su): This ability is similar to the Undermaster spell, except that you can activate or desactivate it with a swift action. It can be active a maximum of 10 rounds each day.



1: Obscuring Mist
2: Blur
3: Capricious Zephyr
4: Phantom Battle
5: Dream
6: Skyhurling

Novice of the Spring Zephyr: Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against you.

Initiate of the Spring Zephyr: Call Flying Mount (Su): As a full-round action, you can call a flying mount. This mount can be a giant eagle, giant owl, or pegasus. Its alignment is the same as yours. The mount remains with you until it is slain or dismissed. It requires food and rest.
Calling a mount is a conjuration (calling) effect. If the mount dies, you can either have the mount raised from the dead or call another mount. You may only call a replacement mount after 7 days.

Your mount is superior to a normal creature of its kind and has special powers, as described below.




Shugenja Level
Bonus HD
NA adj.
Str adj.
Special


8th - 10th
2
+4
+1
Empathic Link, Share Spells, Improved Evasion, Improved Natural attacks


11th - 13th
4
+6
+2
Improved Fly Speed (+10ft)


14th - 16th
6
+8
+3
Command Creature of its kind


17th - 20th
8
+10
+4
Spell Resistance (5+Shugenja level)




Elder of the Spring Zephyr: Whirlwind (Su): As a standard action, you can transform yourself into a whirlwind. You can be in that form for up to 1 round per 2 shugenja levels per day. In this form, you gain a fly speed equal to your base land speed (perfect maneuvrability).
In whirlwind form, you are treated one size category larger and occupy the space of a creature of that size. The whirlwind is up to 50 feet tall. You control the exact height, but it must be at least 10 feet.

Your movement while in whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if you move into or through the creature’s space.
Creatures one or more size categories smaller than you might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + ½ shugenja level + CHA) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where you carry them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. You can have only as many trapped inside a whirlwind as 5 times your maximum load.
You can eject any or all carried creatures as a free action (but only once a round), depositing them in a square adjacent to wherever the whirlwind happens to be. The ejected creatures take falling damage as normal.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on you and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
In whirlwind form, you cannot make melee attacks and do not threaten the area around you.

Reverting to your normal form is a standard action.

Transcendent of the Spring Zephyr: Mystic Gust of the Spring Zephyr (Su): As a standard, while in whirlwind form, you can affect any or all creatures that share your space (or trapped in the whirlwind) with one of the following effects.

- 20D6 Lightning damage + stunned for 1 round. A successful reflex save halves the damage and negates the stunning.
- Return to Nature (as the spell)
- Banishment (as the spell)

The save DC of all these effects is equal to 10 +1/2 shugenja level + CHA.

Spells known
(First number: Spell of the favored element; Second number: Spell of any element; doesn't count the order bonus spell known)


Shugenja level
0
1
2
3
4
5
6


1
3+2
1+1
-
-
-
-
-


2
3+2
2+1
-
-
-
-
-


3
3+3
2+1
1+0
-
-
-
-


4
3+3
2+2
1+1
-
-
-
-


5
4+3
2+2
1+1
1+0
-
-
-


6
4+3
3+2
2+1
1+1
-
-
-


7
4+4
3+2
2+1
1+1
1+0
-
-


8
4+4
3+2
2+2
2+1
1+1
-
-


9
5+4
3+2
2+2
2+1
1+1
1+0
-


10
5+4
3+2
3+2
2+2
2+1
1+1
-


11
5+4
3+2
3+2
2+2
2+1
1+1
1+0


12
5+4
3+2
3+2
2+2
2+2
2+1
1+1


13
5+4
3+2
3+2
2+2
2+2
2+2
2+1


14
5+4
3+2
3+2
3+2
2+2
2+2
2+2


15
5+4
3+2
3+2
3+2
3+2
3+2
2+2


16
5+4
3+3
3+2
3+2
3+2
3+2
3+2


17
5+4
3+3
3+3
3+3
3+2
3+2
3+2


18
5+4
3+3
3+3
3+3
3+3
3+3
3+2


19
5+4
4+3
3+3
3+3
3+3
3+3
3+3


20
5+4
4+3
4+3
4+3
3+3
3+3
3+3



Spells per day


Shugenja level
0
1
2
3
4
5
6


1
6
4
-
-
-
-
-


2
6
5
-
-
-
-
-


3
6
6
3
-
-
-
-


4
6
6
4
-
-
-
-


5
6
6
5
3
-
-
-


6
6
6
6
4
-
-
-


7
6
6
6
5
3
-
-


8
6
6
6
6
4
-
-


9
6
6
6
6
5
3
-


10
6
6
6
6
6
4
-


11
6
6
6
6
6
5
3


12
6
6
6
6
6
6
4


13
7
7
7
7
7
7
4


14
7
7
7
7
7
7
5


15
8
8
8
8
8
8
5


16
8
8
8
8
8
8
6


17
9
9
9
9
9
9
6


18
9
9
9
9
9
9
7


19
10
10
10
10
10
10
7


20
10
10
10
10
10
10
8

nonsi
2017-02-23, 05:12 AM
Each odd level, the scout chooses how the skirmish improves based on the skirmish abilities table.

A scout 3/Ranger 17 with swift hunter could still only choose: +1d6 damage or +1AC or Studied Foe or +Dex dmg.

1: +1d6 dmg
3: +1 AC
5: +Dex dmg
7: Studied Foe (Undead)
9: +1d6
11: +1d6
13: +1d6
15: +1d6
17: +1d6
19: +1d6
Total: +7d6+Dex, +1 AC with Studied Foe (Undead)

A scout 20 could eventually choose from the whole list.
1: +1d6
3: +1 AC
5: +Dex dmg
7: Studied Foe (Undead)
9: Slow
11: +2d6
13: +2d6
15: +2d6
17: +2d6
19: +2d6
Total: +11d6+Dex, +1AC with Studied Foe (Undead) and Slow



I'm planning on maybe adding more skirmish abilities.

Oh, now I get it.

Let's see...

Swift Hunter makes Skirmish more effective vs. Fav. Enemy, accumulates with Fav. Enemy and renders Studied Foe almost moot (one is definitely not enough). The Scout is a bit behind here, even if you go for 2d6s all the way from level 11 and on.
The Scout is inferior in both BAB and spells, but has more versatile class features. I think that the Ranger's superior SL access puts it (and Swift Hunter) a head of the Scout, even with the Scout's better built-in features (some of which are quite situational, e.g. trackless Step, Flawless Stride and Camouflage). It's hard for me to see how the Scout's advantageous built in features compensate for its spell inferiority vs. the Ranger. (and then there's BAB).
The only place where the Scout has some level of (i.e. marginal) advantage, is in skill points, but the Ranger has more class skills.

nonsi
2017-02-23, 05:38 AM
.
Just went over your Rogue fix.
Overall, it's really good. Just one thing I'd change: Ghost Step (Invisible) should be a 5th level ability in my view, with Insightful strike and Ambush Adept reshuffled according to your personal taste.
Also, I'm guessing the usage frequency is daily. You should clarify.

Btw, I'm considering using your Studied Foe feature for my Rogue. Would you be OK with it?

khadgar567
2017-02-23, 07:00 AM
***Shugenja

Is something missing mate?Cuz this looks like missing a lot.

Tibalt
2017-02-23, 02:52 PM
.
Just went over your Rogue fix.
Overall, it's really good. Just one thing I'd change: Ghost Step (Invisible) should be a 5th level ability in my view, with Insightful strike and Ambush Adept reshuffled according to your personal taste.
Also, I'm guessing the usage frequency is daily. You should clarify.

Btw, I'm considering using your Studied Foe feature for my Rogue. Would you be OK with it?

I can see how 2nd level is pretty early for the Ghost Step since the earlier you can get the equivalent is with a 4th level bard or 5th level duskblade (Invisibility, Swift). The thing is, this Rogue fix also replaces the ninja that gets this ability at 2nd level.

Your guess is good for the frequency, I'll clarify it!

As for the Studied Foe feature, be my guest!


Is something missing mate?Cuz this looks like missing a lot.

What makes you think that ?

In all seriousness, I'll edit that post soon; I posted it a bit too early!

Tibalt
2017-02-24, 02:26 PM
Edited the Scout. I wanted to really differentiate it from the ranger.

Added Combat Trapsmith's abilities, got rid of the battle fortitude and the 1-4 ranger casting that was not adding much and just making it more MAD than needed.

Also, fixed Body Fuel (in the modified feats section).

Tibalt
2017-04-04, 03:00 PM
Been a while!

Posted the Shugenja (http://www.giantitp.com/forums/showsinglepost.php?p=21735477&postcount=59) to whom I gave some class abilities based on the chosen Shugenja Order. Also changed the bonus spells from the Shugenja Order for spells that are not on the normal Shugenja spell list. Before, it made no sense for a Shugenja to take an order of the same element because all the spells were already on his list. Also, the new spells not being associated to an element makes every orders viable for any elements.

Lazymancer
2017-04-14, 07:08 AM
I'd like to suggest a slight modification to your new feats. Rank dependence is not particularly ergonomic method - for human brains, at least.

Heroic Spell
Prerequisite: Character level 12, ability to cast 6th-level spells.
Benefit: You gain one spell of 7th spell level known, either arcane or divine, as appropriate. You may cast this spell once per day for every 7 character levels you have (twice at 14th level, three times at 21st). You do not gain bonus spells for this spell level, like you normally would.
Special: you can take this feat several times.

Legendary Spell
Prerequisite: Character level 15, Heroic Spell
Benefit: You gain one spell of 8th spell level known, either arcane or divine, as appropriate. You may cast this spell once per day for every 8 character levels you have. You do not gain bonus spells for this spell level, like you normally would.
Special: you can take this feat several times.

Mythic Spell
Prerequisite: Character level 18, Legendary Spell
Benefit: You gain one spell of 9th spell level known, either arcane or divine, as appropriate. You may cast this spell once per day for every 9 character levels you have. You do not gain bonus spells for this spell level, like you normally would.
Special: you can take this feat several times.


Heroic Power
Prerequisite: Character level 12, ability to manifest 6th-level psionic powers.
Benefit: You gain one power of 7th level known. You can can manifest this power once per day for every 7 character levels you possess. You don’t spend power points to manifest this power and you can’t augment it.
Special: you can take this feat several times.

Legendary Power
Prerequisite: Character level 15, Heroic Power
Benefit: You gain one power of 8th level known. You can can manifest this power once per day for every 8 character levels you possess. You don’t spend power points to manifest this power and you can’t augment it.
Special: you can take this feat several times.

Mythic Power
Prerequisite: Character level 18, Legendary Power
Benefit: You gain one power of 9th level known. You can can manifest this power once per day for every 9 character levels you possess. You don’t spend power points to manifest this power and you can’t augment it.
Special: you can take this feat several times.

Also, what is your rationale behind cutting high-level spells? It's not like there are many of those (IIRC number of 7-9 level spells is about the same as those of 3rd level), nor are they particularly different from the rest.

Tibalt
2017-04-14, 04:43 PM
Good catch on the "you may take this feat multiple times".

As for the rank dependence, it's mostly because I want them to have the same feel as Epic Spellcasting (which has about the same mechanic).

As for limiting the 7th to 9th level spells; it serves many purposes:

First it's a slight buff for 1-6 casters who now get a limited access to higher level spells (ex: a bard could take heroic spell as his 18th level feat to have a 7th level spell).

It also makes prestige classes that don't progress spellcasting every level more appealing since you don't need to reach 17th caster level to get 9th level spells.

It limits the number of high level effects full casters have access to, but with no list restriction, it lets the caster tailor its choices according to the party (ex: a wizard in a party with no cleric could learn true resurrection).

It also nerfs the full casters who, now, don't have high level spell slots for metamagic.