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View Full Version : Contest Base Class Contest XXXIX - Undermined Scruples



Temotei
2017-04-21, 10:10 PM
Undermined Scruples

Welcome to Base Class Contest number thirty-nine! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of unscrupulous; anything is possible, from a dirty thief to a corrupt contest creator to a betrayer extraordinaire, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on June 3rd June 6th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Don't hold back!

Temotei
2017-04-21, 10:12 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2017-04-22, 10:46 AM
The Agent
"When a war is fought, the winners are rarely the ones who played fair. Even when you are in the right - especially if you are - you have a duty to your people to employ every trick at your disposal to win. The end does not justify the means; the end demands the means".

From the legendary Ninja whose reputation is matched only by their deadliness, to assassins who are simply untrained people given a weapon and tasked with killing whichever important-looking enemies they can find, the idea of sending an assassin to take out troublesome targets is as old as war itself, or perhaps older. Further subterfuge can be found in spies and even thieves, classed with taking imporatant information or items. All these can be described as Agents.

Adventures: Agents don't usually adventure in the conventional sense. Their skills are not suited for the typical abandoned underground prison filled with displaced flying reptiles. Their position is in castles and on battlefields, and they usually adventure at least initially at the behest of some kind of authority. Eventually, though, many outgrow the constraints that authority imposes on them, and make their own way in the world.

Characteristics: An agent is someone who performs certain activities without a definitive answer as to who ordered these activities becoming available. In general, they assassinate, steal, and spy, though the opportunities are limitless. Less subtle uses for agents include as an emissary - who may, of course, be able to kill you if they don't like the answer you give - and simply as an elite fighter who can kill anyone so bold or so foolish as to stand in their way.

Alignment: Any nonlawful. An agent nearly definitively acts outside of any law or code of honour. While they may be good, believing that their actions are necessary in order to preserve some greater good (and may in fact be correct), they might also be neutral or evil.

Religion: Agents aren't generally a pious lot, but might worship gods of death or trickery.

Background: A lot of people become agents out of necessity, but for some it is deliberate. In any case, a lot of the time people may have had simple backgrounds before moving onto the agent's path.

Races: Any. There is no particular reason that any species would or would not hire an agent, or become one.

Other Classes: Agents tend to get along with other classes similarly to how rogues do, though as they are slightly more military they might get along better with fighters and their ilk than rogues would.

Role: An agent's primary purpose is to steal, spy and kill without being seen. They mainly have combat and mobility features to that effect. They have the skills to perform nearly any role which can be performed with skills, but have no special bonuses to most of them.

Adaptation: A DM might allow an agent to access a different range of agent special abilties which fit into the setting better.

GAME RULE INFORMATION
Agents have the following game statistics.
Abilities: Dexterity and Intelligence are the most important ability scores for an agent. Strength and charisma are also potentially important. Wisdom is the least important. Constitution bears no special significance for the agent, but they do require a decent Constitution to survive, as all classes do.
Alignment: Any nonlawful.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As fighter.

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

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

AGENT

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th
1st+0+0+2+0Salient Ability, Sneak Attack 1d621————
2nd+1+0+3+0Agent special ability22————
3rd+2+1+3+1Deadly Force 1d622————
4th+3+1+4+1Evasion32————
5th+3+1+4+1Sneak Attack 2d6321———
6th+4+2+5+2Agent special ability322———
7th+5+2+5+2Deadly Force 2d6332———
8th+6/+1+2+6+2Uncanny Dodge3321——
9th+6/+1+3+6+3Sneak Attack 3d63322——
10th+7/+2+3+7+3Agent special ability3322——
11th+8/+3+3+7+3Deadly Force 3d633321—
12th+9/+4+4+8+4Improved Uncanny Dodge33322—
13th+9/+4+4+8+4Sneak Attack 4d633332—
14th+10/+5+4+9+4Agent special ability333321
15th+11/+6/+1+5+9+5Deadly Force 4d6333322
16th+12/+7/+2+5+10+5Improved Evasion333332
17th+12/+7/+2+5+10+5Sneak Attack 5d6333332
18th+13/+8/+3+6+11+6Agent special ability333332
19th+14/+9/+4+6+11+6Deadly Force 5d6333333
20th+15/+10/+5+6+12+6Salient Mastery333333


Weapon and Armour Proficiency
Normally, an agent is proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow and short sword, and with light armour but with no type of shield. An agent who can cast spells is not subject to arcane spell failure for wearing light armour.

Salient Ability (Ex)
An agent chooses a Salient Ability at first level, representing overall what kind of agent they are. Once made, this choice cannot be changed. Only the shadow mage uses the spellcasting progression on Table: The Agent.

Hidden Warrior: The agent gains proficiency in all martial weapons and all armour and shields except for tower shields, and instead of the base attack and fortitude save progression on Table: The Agent, uses the base attack and fortitude save progression on Table: The Fighter. A hidden warrior also gains a fighter bonus feat along with each increase in Deadly Force damage. The agent does not suffer the armour check penalty of armour or shields, except tower shields.
Shadow Mage: The agent casts arcane spells from the agent spell list. They know all spells on the list, they get extra spells for a high intelligence modifier and the save DC against the spells is intelligence-based. The agent's spells don't ever have verbal components, and the somatic components are so simple that they don't suffer arcane spell failure from light armour.
(Agent spell list:
0lv: Detect Magic, Ghost Sound, Mage Hand, Message, Open/Close, Prestidigitation
1st: Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Feather Fall, Hold Portal, Identify, Jump, Obscuring Mist, Silent Image, True Strike
2nd: Alter Self, Arcane Lock, Blur, Cat's Grace, Darkness, Darkvision, Detect Thoughts, Fog Cloud, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, Obscure Object, See Invisibility, Spider Climb
3rd: Blink, Dispel Magic, Displacement,, Invisibility Sphere, Major Image, Nondetection, Suggestion, Tongues, Water Breathing
4th: Charm Monster, Confusion, Dimension Door, Detect Scrying, Illusory Wall, Greater Invisibility, Locate Creature, Phantasmal Killer, Solid Fog,
5th: Dominate Person, Overland Flight, Passwall, Persistent Image, Prying Eyes, Sending, Telekinesis, Teleport)
True Infiltrator: The agent's sneak attack progression becomes that of a rogue, gaining an extra sneak attack die with every deadly force die. The agent also gains two extra skill points per level (including first) and gets a bonus on all skill checks equal to one, plus one per four levels, as well as being able to use all skills as though the agent had trained them.

Sneak Attack (Ex)
The agent’s attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the agent flanks the target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four levels thereafter. Should the agent score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, an agent can make a sneak attack that deals nonlethal damage instead of lethal damage. An agent cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

An agent can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. An agent must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An agent cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Agent Special Ability
At second level, and every fourth level thereafter, the agent chooses a special ability from the agent special ability list. Each agent special ability offers a benefit at 2nd level and every 4th thereafter. Benefits are gained retroactively when you choose a special ability.

Deadly Force (Ex)
At third level, the agent gains a bonus to damage with weapon or unarmed attack equal to 1d6, plus 1d6 per four levels after third. This is not precision damage, and is multiplied on a successful critical hit. Damage dealt by this ability is true damage, which is a damage type that cannot be prevented, resisted or mitigated by any means, even if the base weapon would have done no damage (but so long as it would have hit).

Evasion (Ex)
At 4th level and higher, an agent can avoid even magical and unusual attacks with great agility. If the agent makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the agent instead takes no damage. Evasion can be used only if the agent is wearing light armor or no armor, or is a Hidden Warrior in which case evasion can be used in any armour. A helpless agent does not gain the benefit of evasion.

Uncanny Dodge (Ex)
Starting at 8th level, an agent retains a Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, the agent still loses any Dexterity bonus to AC if immobilized.

If a agent already has uncanny dodge from a different class, the agent automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex)
An agent of 12th level or higher can no longer be flanked.

This defense denies another character the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in relevant classes than the target does.

If a character already has uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Improved Evasion (Ex)
This ability is gained at 16th level, and works like evasion, except that while the agent still takes no damage on a successful Reflex saving throw against attacks henceforth the agent takes only half damage on a failed save. A helpless agent does not gain the benefit of improved evasion.

Salient Mastery (Ex)
At 20th level, a hidden warrior substitutes deadly force dice for all sneak attack dice (including sneak attack dice the agent might later gain at epic levels but not sneak attack dice from another class), normally giving the agent 10d6 deadly force at 20th level. A shadow mage can cast a single 6th-level spell per day, irrespective of the shadow mage's intelligence score. Shadow magi know Antimagic Field, Mass Cat's Grace, Greater Dispel Magic, Mislead, Permanent Image, Shadow Walk, Mass Suggestion, True Seeing, and Veil as sixth-level spells. True Infiltrators get an additional +10 bonus on all skill checks, for a total of +16 at 20th level.

List of Agent Special Abilities

It takes years to build what you can destroy in minutes. The agent with this ability specialises in sabotage.

From second level, the agent has become adept at finding the weak spots of inanimate objects. It is no longer possible to be immune to the agent's sneak attack due to type, including because you have critical hit immunity from type. Objects are now also subject to sneak attacks by the agent.

From sixth level, the agent becomes adept at sabotage. If the agent successfully disables an object, it is possible to cause the object to backfire when an attempt to use it is made rather than disable it normally. For many traps, it is possible to move the trigger mechanism somewhere else, possibly onto what would normally be the bypass. Locks sabotaged in this manner cause ultimately irreparable damage to the key if an attempt is made to unlock them normally. Magical items usually behave as a cursed item of the same type, mainly by backfiring (spell trigger or completion items usually have an opposite effect on the target. A necklace of fireballs may cause the spheres to explode in the user's hand, whereas a wand of cure light wounds may inflict light wounds on the target accidentally, though sabotaging a wand of inflict light wounds to heal oneself in the same way shouldn't be viable).

A vehicle which is sabotaged may veer helplessly out of control, ramming into some object nearby and dealing damage to each passenger as though they had fallen the distance it moved that turn, and damage to itself and the object impacted into thereby as per a standard ram attack. If the vehicle doesn't have a standard ram attack, use the slam attack of an animated object of the vehicle's size.

If the agent doesn't wish to sabotage the item in this way, or if the item is not of one of those types, then there is another way to sabotage something to damage the users but only if the item is tiny or larger and one could reasonably get caught up in its mechanism. When a creature tries to use the item in any way, it attempts to grapple them as an animated object of its own size, and then attempts to start and maintain a pin. If it succeeds, it deals damage equal to the creature equal to the animated object's slam damage each round until the creature frees itself from the grapple. If the item in question is a siege engine, it only malfunctions when a creature attempts to load the weapon, but if the weapon manages to pin the target, they are immediately fired out of the weapon in place of ammunition, and take the animated object's slam damage plus damage as though they had fallen the distance they were flung.

In any case, the item essentially collapses and becomes unusable the moment that the sabotage makes itself apparent. Only items with a significant mechanical or magical component can be affected in this way. The agent can only sabotage objects of sizes up to medium at 6th level, but can sabotage large objects at 10th, huge ones at 14th and gargantuan at 18th, as well as colossal at 22nd.This agent specialises in making traps which can injure or kill pursuers... or targets.

The agent can set traps every day freely, without having the trap to hand. At second level, this is a single CR 1 trap per day. Every fourth level thereafter, the agent can produce a single trap of one CR higher than the highest previously possible, as well as one extra trap of each level the agent could already produce, per day. That is, at 6th level, the agent can produce 2 CR 1 and 1 CR 2 traps per day. At 10th, this becomes 3 CR 1, 2 CR 2, and 1 CR 3. The epic agent is therefore able to make CR 6 traps from 22nd level.

These traps are simply produced, without the need for conventional materials or ammunition, but they only last 24 hours due to being made of essentially scavenged materials. Treat a "Repair reset" as "No reset" but otherwise the trap can be reset normally within those 24 hours.

In general, the agent cannot make sweeping alterations to the landscape to accomodate the trap, or incorporate impractically heavy objects therein, meaning that building traps into the walls, floor or ceiling is impossible, as is the use of swinging blocks, rolling boulders and the like is impossible. The agent can at DM discretion produce custom traps, but the statistics for these should probably be determined before play (However, it should always be permissible to add or alter a poison and apply the CR modifier for doing so). However, these are the traps from the core rules which are appropriate:

CR 1: Basic Arrow, Fusilade of Darts, Poison Dart, Poison Needle, Portcullis (with existing portcullis), Razor Wire, Scything Blade, Spear
CR 2: Box of Brown Mold, Burning Hands Trap*, Inflict Light Wounds Trap*, Javelin, Large Net, Poison Needle, Tripping Chain
CR 3: Acid Arrow Trap*, Burning Hands Trap*, Fire Trap*, Extended Bane Trap*, Ghoul Touch Trap*, Hail of Needles, Posioned Arrow
CR 4: Bestow Curse Trap*, Glyph of Warding (Blast)*, Lightning Bolt Trap*, Poisoned Dart, Sepia Snake Sigil*
CR 5: Doorknob Smeared with Contact Poison, Fire Trap*, Fireball Trap*, Fusilade of Darts, Phantasmal Killer Trap*, Ungol Dust Vapour Trap
CR 6: Flame Strike Trap*, Fusilade of Spears, Glyph of Warding (Blast)*, Lightning Bolt Trap*, Whirling Poison Blades, Wyvern Arrow Trap
CR 7: All core except Water-filled Room and Well-Camouflaged Pit
CR 8: All core except Deathblade Wall Scythe and Well-Camouflaged Pit
CR 9: Drawer Handle Smeared with Contact Poison and Incendiary Cloud Trap*.
CR 10: Energy Drain Trap*, Forcecage and Summon Monster VII Trap*, Wail of the Banshee Trap*

*Supernatural ability to create this trap. You do not need to be able to cast the spell in question to create the trap, and even if you can, it isn't deducted from your spells per day. In general, traps with a supernatural or magical component are supernatural to create as well as when active.An agent with this ability is a deadly sniper, capable of felling almost any foe in a single shot - and making more than one shot, if needed.

From second level, the agent gains a bonus to hide checks while taking the snipe action equal to the agent's level. This stacks with (does not override) the -20 penalty for sniping.

From sixth level, the agent can make sneak attacks at any distance, assuming that the target is actually within range to attack.

From tenth level, the agent can make a full attack action when sniping. Every attack made during the full attack is made as though the agent were hidden, and then the agent makes a single hide check to remain hidden afterwards.

From fourteenth level, the agent attains legendary shooting skills, and ignores cover and concealment (except total cover or total concealment) with ranged attacks, allowing for sneak attacks against concealed enemies.

From eighteenth level, the agent can make a death attack with a ranged weapon. This bears some similarity to the assassin ability of the same name, but is not identical. The agent must study a target for three rounds without being noticed (or without being recognised as an enemy) by the target. The agent can take other actions during the studying time, however. Then, the agent must make an attack with a ranged weapon within three rounds of finishing the study of the target. If it hits, the attack is resolved as though it were a coup de grace, meaning that it's an automatic critical hit and prompts a fortitude save versus death. If the target survives, subsequent attacks against the target are not death attacks until the agent has studied the target for three more rounds.The agent can hide effectively under almost any circumstances, being able to move like a ghost past legions of guards.

From second level, the agent gets no penalty on hide or move silently checks for moving quickly.

From sixth level, the agent is somehow unnoticeable. Creatures who are not actively looking for the agent (or actively looking for someone who could be the agent, eg a city guard is keeping an eye out for criminals) don't notice, and aren't entitled to spot or listen checks to sense, the agent. An agent can walk down a street with a longsword in hand without anyone stopping to realise how odd this is, unless the agent runs into the town watch.

A creature immediately notices the agent if they're trying to see something behind the agent, or if the agent actually blocks their path. However, they may not notice that the agent is armed unless they actively think to check. If the agent attacks someone, creatures will notice and this ability cannot be used for the rest of the encounter unless the agent manages to hide and take some time to blend back in again.

From tenth level, the agent is skilled in camouflage and evasive tactics, which grant concealment against enemies. The concealment is sufficient to hide even without any other concealment.

From fourteenth level, the agent can hide even while being observed.

From eighteenth level, the agent always has total concealment against enemies. (This isn't the same as invisibility; opponents can still see the agent normally, but the agent cannot be targeted, and any attack made into the agent's square is subject to a 50% miss chance. Creatures aren't considered to have line of sight to the agent.)The agent is able to move almost anywhere, confounding enemies with agility and grace.

From second level, the agent adds five per level to all base speeds that the agent has.

From sixth level, the agent gains a swim and climb speed with an original speed of 0 feet (before adding the bonus of five per level). For each of those speeds which the agent already had, add another 20 to it instead.

At tenth level, the agent can use grappling hooks to give the appearance of flight. The agent can throw a grappling hook as a free action during movement. The DC for using one is halved in any case.

A grappling hook isn't really a weapon, but it's inevitable that someone will want to use it as one. Also from tenth level, an agent who takes a standard action to throw a grappling hook and who both passes the use rope check and a ranged touch attack against the target can attempt to pull the creature struck towards the agent. The target, if flying, must land without getting further away from the agent on their next action or they will fall. A creature who isn't flying can be dragged towards the agent at a speed of five feet per round until they remove the hook as a standard action. A successful fortitude save (DC 10+half the agent's level+the agent's strength modifier) negates being dragged. Treat the grappling hook as having a range increment of 20 feet when used as a weapon; if it hits the target's regular AC as well as their touch AC it deals damage just as a shortspear of its size; it's not an improvised weapon.

At fourteenth level, the agent no longer provokes attacks of opportunity, and is also subject to a nonmagical freedom of movement effect all the time.

At eighteenth level, the agent can move fast enough to travel on practically anything, even if it wouldn't normally support the agent's weight. The agent can even move normally up and down vertical surfaces or upside down, and even fight normally while climbing, jumping, or flying.

Lanth Sor
2017-04-22, 11:17 AM
The Warlock

"When man found magic, magic found man, and it was pleased." Edric Tenok, the Defiler, Arch-Lich of the Ebon Tide.

For thousands of years mortal races have coveted the power of magic. While first it was fear that ruled, then a few found ways to draw this power. The druids made friends with the being of nature, but those that knew more terrible forces exist made deals with the dark.

Standing before the black alter


Hit Die: d8
Skill Points: 4+ Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, long sword, light crossbow, short sword, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail..



Level BAB FortRefWill Special Spells KnownMax Spell
Level Known
1st +0 +2+0+2 Mana, Discipline, Vile Means, Fel Discovery 31st
2nd +1 +3+0+3 Spell Accuracy 51st
3rd +1 +3+1+3 Fel Discovery 72nd
4th +2 +4+1+4 92nd
5th +2 +4+1+4 Spell Accuracy +1 113rd
6th +3 +5+2+5 Fel Discovery 133rd
7th +3 +5+2+5 154th
8th +4 +6+2+6 Spell Accuracy +2 174th
9th +4 +6+3+6 Fel Discovery 195th
10th +5 +7+3+7 Fel Mastery 215th
11th +5 +7+3+7 Spell Accuracy +3 226th
12th +6/+1 +8+4+8 Fel Discovery 246th
13th +6/+1 +8+4+8 257th
14th +7/+2 +9+4+9 Spell Accuracy +4 277th
15th +7/+2 +9+5+9 Fel Discovery 288th
16th +8/+3 +10+5+10 308th
17th +8/+3 +10+5+10 Spell Accuracy +5 319th
18th +9/+4 +11+6+11 Fel Discovery 329th
19th +9/+4 +11+6+11 349th
20th +10/+5 +12+6+12 Spell Accuracy +6, Fel Ascendancy 369th


Mana: A Warlock's primary method of fueling their abilities is a pool of magical force known as mana. The Warlock's base mana pool consists of 100 points, which are drained away as they use their abilities. A Warlock recovers a number of points of mana equal to their Constitution modifier each hour and fully restores their mana pool after resting for at least eight hours.

In addition to the base amount of mana available to them, a Warlock also receives bonus mana equal to their Charisma modifier times six. Calculate this additional mana when the Warlock rests to recover their mana pool entirely.

Vile Means (Su): The warlock's first lesson is how souls are invaluable resources. The warlocks second lesson is how fragile their own soul is. The warlocks third lesson is how easy it is to remove the souls from others especially the dying. The warlock gains an evil aura as if an outsider of their character level. The warlock additionally gains the spell Soul Siphon as a bonus spell known and learns the ritual Soul Harvest 5th level.

Spells: A warlock casts arcane spells drawn primarily from the warlock spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Un-like other spellcasters, a warlock can cast spells as long as they have enough mana to do so.
A warlock's selection of spells is limited. A warlock begins play knowing three 1st level spells of their choice. At each new warlock level, they gain one or more new spells, as indicated on table under Spells Known. (The number of spells a warlock knows is not affected by their Charisma score; the numbers on the table column Spells Known are fixed.) These new spells can be common spells chosen from the warlock’s spell list, or they can be unusual spells that the warlock has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered warlock level after that (6th, 8th, and so on), a warlock can choose to learn a new spell in place of one they already know. In effect, the warlock loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
Unlike a wizard or a cleric, a warlock does not need to prepare their spells in advance. They can cast any spell they know at any time, assuming they have enough mana and other resources.

Spell Research: The warlock spends hours stepped in research, while a wizard is often limited in resources, finding "tutors" of dark magic are much more available, but often as dangerous as they are available. The KP column represents the amount of free KP gained each level to apply to any research project. This KP requires no dedicated time to be applied to research, and ignores all requirements other than level.

Rituals: A warlock’s first experiences with magic are not the quick spells they say in the heat of battle, but long incantations that can make months to master. A warlock begins play knowing 1 ritual of their choice, from the warlock’s ritual list. These rituals are far more complex and standard memorization is not an option, so they must be kept in a Grimoire(see Ritual Rules).

Spell Accuracy (Ex): Through extensive use of spells the warlock has learned the best ways to target their enemies. The warlock gains the benefit of precise shot only when dealing with spells. Starting at the 5th level and every 3 levels there after the warlock gains a bonus to hit in regards to spells, +1 at 5th, +2 at 8th, +3 at 11th, and so on.

Discipline:

Defiler

Fel Discoveries
Sadistic Talent: The Corrupter's DOT spells add 1/3 the Defiler's class level to their damage.
Life Tap: Starting at the 3rd level the Defiler learns the spell Life Tap as a bonus spell.
Misery Loves Company: Starting at the 6th level the Defiler's DOT spells deal 1 additional damage per other DOT spell the Defiler has on the target.
Eternal Defilement: Starting at the 12th level the Defiler can use an additional soul shard as a material component for a non channeled DOT spell to change its duration to permanent.
Soul Reaping: Starting at the 15th level the Defiler’s drain life deals d8s instead of d4s.
Soul Reaver: Starting at the 18th level the Defiler may as a standard action end their Soul drain dealing the maximum damage possible instantly and the target must will save DC 10 + 1/2 class level + Charisma Modifier, if they fail the save and are killed their soul is collected in a 6 inch gem called a crystallized soul.

Fel Mastery
Soul Rending: Starting at the 10th level the Defiler while channeling soul drain on a target has a 5% chance per DOT active on a target for soul drain to create a soul shard.

Fel Ascendancy
Soul Fisher: Upon reaching the 20th level the Defiler, when ever someone dies within 30ft of the Defiler defiler gains a soul shard. As an immediate action the Defiler may cast Soul Drain on a target just before they take fatal damage, granting the full benefit of the spell. Additionally Soul Drain no longer requires mana to cast.


Destroyer

Fel Discoveries
Fel Flames: The Destroyer's spells with the [Fire] descriptor deal Felfire damage. Felfire is half profane half fire damage.
Chaotic Energy: Starting at the 3rd level the warlock now recovers a number of points of mana equal to their constitution modifier every 10 minutes.
Burning Embers: Starting at the 6th level the warlock can save some of the flames left over from their spells in their body. Every spell with the [Fire] descriptor a warlock cast generates spell level burning embers, and an additional burning ember each time a [Fire] spell deals damage.. The warlock takes 1 fel fire damage each round per 5 burning embers. Additionally their spells with the [Fire] descriptor deal 1 additional damage per burning ember. 5 rounds after last ember was gained the destroyer begins to lose embers at a rate of 1 ember per round.
Backlash: Starting at the 9th level whenever the warlock is hit by an attack they gain +15ft to all modes of movement for 1 round and may make an attack of opportunity against their attacker using any spell that takes a swift action or less to cast, the spell does not provoke an attack of opportunity.
Devastation: Starting at the 12th level the Destroyer’s spells that can critical have their critical multiplier increased by 1.
Shadow and Flame: Starting at the 15th level the Destroyer’s spells that deal fire, profane, or vile damage inflict the target with Shadow and Flame for 5 rounds. Shadow and Flame causes the target to gain weakness to fire, profane, and vile damage.
Reverse Entropy: Starting at the 18th level the Destroyer regains 15 mana per soul shard expended to cast a spell that deals felfire damage. The Destroyer additionally regains 1 mana per burning ember expended

Fel Mastery
Ravaging Flames:Starting at the 10th level, the Destroyer’s spells that deal profane damage now deal vile damage instead.

Fel Ascendancy
Cataclysm Caller: The Destroyer's type becomes Outsider(Native, Evil, Fire) and they learn the Cataclysm Ritual.


Fel Master

Fel Discoveries
Demonologist: The Fel Master gains the Fel Companion Ritual as a bonus ritual for a CR 1 Fel Companion, and the augmented summoning feat.
Life Tap: Starting at the 3rd level the Fel Master learns the spell Life Tap as a bonus spell.
Soul Bound: Starting at the 6th level the Fel Master can defer half of all damage taken to their currently summoned Fel Companion, additionally their summoned minions deal +2 to all damage dealt.
Fel Domination: Starting at the 9th level the Fel Master may maintain an additional Companion spell per 3 class levels up to a maximum of their Charisma modifier.
Greater Fel Companion: Starting at the 12th level the Fel Master may now bind minions above 10 CR for Fel Companion ritual, and fel companion max CR is equal to Class Level. Summoning a Greater Fel Companion requires an additional soul shard for every 5 CR past 10 CR rounded up. A Greater Fel Companion counts as two Fel Companions when determining how many companions you can have summoned at one time.
Strength in Numbers: Starting at the 15th level the Fel Master gains a bonus teamwork feat. The Fel Master’s Fel Companions gain any teamwork feat the Fel Master has as a bonus feat.
Marked for Doom: Starting at the 18th level the Fel Master’s spell that deal profane or vile damage cause the target to take 50% more damage from the Fel Master’s Fel Companions.

Fel Mastery
Master Demonologist: Starting at the 10th level, the Fel Master unlocks a unique benefit while they have a Fel Companion summoned based on the companion summoned, the bonuses do not stack with each other. If Fel Companion is not listed below use the felsworn option.

Demons

Fel Companion
Abrikandilu: The Fel Master’s spells now treat objects as creatures, additionally their spells deal 50% more damage to objects and ignore hardness.
Accomplice Devil: +1/4 Fel Companion HD to caster level for enchantment spells the Fel Master casts, and +1/2 to bluff and diplomacy.
Domination Succubus: Lash of Pain (Su): The Fel Master now empowers any melee weapon they wield with fel energy, they deals an additional 1d6/3 class levels points of profane damage, and this bonus damage is tripled on a critical.
The lash of pain ability is a property of the Fel Master, not the weapon.
Fel Hound: +1/4 Fel Companion HD to caster level for divination and transmutation the Fel Master’s spells.
Felfire Imp: +1/4 Fel Companion HD to caster level for evil and fire to the Fel Master’s spells.
Felguard: The Fel Master gains DR X/good or cold iron, X is the Fel Companion’s HD and add 1/2 Fel Companion’s HD to all damage dealt.
Felhunter: The Fel Master gains Spell Resistance 11+Felhunter HD.
Felsteed: The felsteed gains a fly speed equal to 2x their land speed. The flight functions identical to the airwalk spell.
Felsworn: The Fel Master gains access to one of the Fel Companion’s class features or racial abilities other than Spellcasting or Manifesting. The Fel Master is treated as being 1/2 the level of the Fel Companion for determining the effects of the ability.
Imp/Quasit: The Fel Master is also gains invisibility whenever the imp uses their invisibility spell like ability.
Succubus: The Fel Master gains immunity to energy drain.
Void Walker: the Fel Master gains 2 x class level temp hp every 10 minutes.

Greater Fel Companions
Balor/Pit Fiend The Fel Master gains Fire Immunity.
Contract Devil The Fel Master gains a Soul Shard each time the contract devil successfully makes a contract using its Infernal Contract ability.
Doom Guard: Mortal Infection (Su): A wound left by a Fel Master’s spells may become infected with fel energy, weakening the effects of magical healing. A creature the takes damage from a Fel Master’s spells must make a DC 10+1/2 class level + charisma modifier Fortitude save or be tainted for 2d4 rounds. Any curing spell or ability used on a tainted creature heals only half the normal amount of hit points.
Infernal: Grants fire immunity.
Nathrezim: Energy Drain (Su): Living creatures that take damage from the Fel Master’s spells gain one negative level. The Fortitude DC to remove a negative level is 10 + 1/2 class level + charisma modifier.


Fel Ascendancy
Lord of Domination: The Fel Master gains the ability to control demons of HD equal to 1.5 x their class level and learn


Incorruptible

Fel Discoveries
Another Way: The Incorruptible's spells that cost soul shards can instead be cast by sacrificing 1d12 hp per soul shard. If the soul shard cost is paid this way the spell loses the [Evil] descriptor.
Life Tap: Starting at the 3rd level the Incorruptible learns the spell Life Tap as a bonus spell.
Inured to Evil: Starting at the 6th level the Incorruptible is no longer subject to any alignment change from a magical source, including the use of spells with the alignment descriptors. They do not need to meet any requirements to cast spells with alignment descriptors. Additionally the Incorruptible counts as evil or their own alignment whichever would be most beneficial for determining the effects of spells, abilities, or qualifying for feats.
Resilient Soul: Starting at the 9th level the Incorruptible gains fast healing 3/soul shard required for 2 rounds after using Another Way to power a spell.
Advanced Way: Starting at the 12th level the Incorruptible using Another Way only takes 1d6 damage per soul shard.
Indomitable Spirit: Starting at the 15th level the Incorruptible gains immunity to any magical effect that would cause them to act any why they do not wish. Additionally they automatically win any ego roll or roll for control of their actions. If possessed they gain access to any of the possessing forces abilities they can use while possessing.
Undying Soul: Starting at the 18th level the Incorruptible dies while they have 5 soul shards or 1 crystallized soul in their possession they may opt to be revived after 1 minute as per the raise dead spell. Doing so consumes either the 5 soul shards or 1 crystallized soul.

Fel Mastery
Soul Extraction: Starting at the 10th level the Incorruptible gains Soul Draw and Soul Restoration Rituals allowing the Incorruptible to create soul shards from willing targets, and tend damaged allies.

Fel Ascendancy
Lord of Souls: Having face against the darkest pits and survived unswayed the Incorruptible no longer requires souls to power their spells. Any spell the Incorruptible cast with a soul shard requirement has the requirement removed as the Incorruptible draws the required power from the plane of life itself. As his soul is tethered to the plane gaining the Outsider(Native, Good) type and subtypes and immunity to the negative effects of positive energy planes. Additionally they can consume the energies in a soul shard or crystallized soul to recover mana as they send the soul back to the positive energy plane. Consuming a soul shard recovers 50 mana, and a crystallized soul restores all mana.

Lanth Sor
2017-04-22, 11:18 AM
New Rules

[Armor] spell descriptor: A spell with the Armor descriptor may be cast as a 10 minute ritual increasing its duration to 1 day/CL, doing so requires a Soul Shard as a material component and changes the spell cost to 25 mana.
[Companion] spell descriptor: A caster may only have one creature summoned by a companion spell at a time. Companion spells summon a specified creature and if the companion would take fatal damage or be knocked below 0hp they are instantly dismissed and become unsummonable for 24 hours.
[DOT] spell descriptor: A DOT is any spell that deals damage over multiple rounds to a target. So while acid arrow or seed of corruption are DOTs, flaming sphere is not.

Research (http://www.d20pfsrd.com/gamemastering/other-rules/intrigue/#Research)



Spell List

Acid Splash
Detect Magic
Flame Jet
Life Tap



Cause Fear(10 mana)
Corruption
Curse of Agony
Identify
Immolate
Shadow Bolt:
Summon Fel Companion



Shadow Ward
Unending Breath



Fireball
Hellfire
Searing Pain
Soul Shatter



Dismissal(10 mana)
Fear(15 mana)
Rain of Fire: Call down a flaming rocks pelting all those in the area.
Shadow Burn



Shadow Fury
Unstable Affliction



Mortal Coil
Soulfire



Banishment(25 Mana)
Seed of Corruption:



Howl of Terror
Atrocity





Spell


Atrocity
Necromancy [DOT]
Level Wlk 8
Components: V, S
Casting Time: Standard Action
Range: Medium
Target: one creature
Area 10ft radius burst
Duration: 5 rounds
Saving Throw: Fort Negates
Spell Resistance: Yes
Mana Cost: 21
Descriptive:
By calling shadows of the dark you flood the area with defiling energy causing a residual corruption to all in the area.
Everyone in the area takes 5d4 profane damage per round


Chaos Bolt
Evocation [Fire] [Evil]
Level: Destroyer 4
Components: V, S, M
Casting Time: 1 Full round action
Target: One Creature
Range: Long (400ft + 40ft/CL)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Mana Cost: None
Burning Embers Cost: All Embers
Funneling burning embers into one blast the caster fires a massive bolt of Felfire at his target. The blast deals 1d8 damage per caster level Felfire damage, and is a ranged touch attack, that automatically scores a critical hit. Any effect that would increase its critical range instead increases its caster level by the same amount.
The bonus damage from Burning Embers is increased to 3 per burning ember the caster has.
Material Component: 1 soulshard.


Channel Demonfire
Evocation [Fire] [Evil]
Level Wlk 7
Components: V, S
Casting Time:
Range: Medium (100ft + 10ft/CL)
Target: Each enemy affected by immolate in range
Effect:
Duration:
Saving Throw: Reflex Half
Spell Resistance: Yes
Mana Cost: 15
Descriptive:
S

Conflagrate
Necromancy [DOT]
Level Wlk 3
Components: V, S, M, F
Casting Time:
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Saving Throw: Reflex half
Spell Resistance:
Mana Cost: 3
Descriptive:
With sudden flash of flames end immolate on the target dealing all its remaining damage in fantastic style.


Corruption
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Cripple
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Agony
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Doom
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Elements
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Idiocy
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Recklessness
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Shadows
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Tongues
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Curse of Weakness
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Dark Intent
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Dark Pact
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Demon Armor
Conjuration [Armor]
Level: Warlock 3
Components: V, S
Casting Time: standard action
Range: Personal
Duration: 1 hour/CL (D)
Saving Throw: No
Spell Resistance: No
Mana Cost: 15
Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC and gain fast healing 2 or increase your fast healing by 2, profane resistance 15.


Demon Bolt
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Demon Skin
Transmutation [Armor]
Level: Warlock 1
Components: V, S
Casting Time: standard action
Range: Personal
Duration: 1 hour/CL (D)
Saving Throw: No
Spell Resistance: No
Mana Cost: 15
Protects the caster, Granting a +1/2 CL Natural Armor bonus to AC and gain fast healing 1/2 or increase your fast healing by 1/2.


Drain Life
Necromancy [DOT]
Level: Warlock 4
Components: S
Casting Time: Standard Action; Channeled
Range: Close(25 + 5/2 CL)
Target: one living creature
Duration: concentration, up to 5 rounds (D)
Saving Throw: Fort Negates
Spell Resistance: Yes
Mana Cost: 3 per round
Descriptive:
The caster taps the life force of the target tearing it away in a funnel of green energy. Deal 1d4/3 CL damage per round and heal hp equal to damage dealt.


Drain Mana
Necromancy [DOT]
Level Wlk 3
Components: S
Casting Time: Standard Action; Channeled
Range: Close(25 + 5/2 CL)
Target: one creature with spell slots or mana
Duration: concentration, up to 5 rounds (D)
Saving Throw: Fort Negates
Spell Resistance: Yes
Mana Cost: 7
Descriptive:
The caster taps the font of magical energy from the target tearing it away in a funnel of radiant blue energy. Draining 1 spell level or 3 mana per round, and recovering 3 mana to their pool each round. Excess mana drained dissipates into the air and is lost.


Drain Soul
Necromancy [DOT] [Evil]
Level: Warlock 1
Components: S, A
Casting Time: Standard Action; Channeled
Range: Close(25 + 5/2 CL)
Target: one creature with a soul
Duration: concentration, up to 5 rounds (D)
Saving Throw: Fort Negates
Spell Resistance: Yes
Mana Cost: 14
The caster drains the soul from the target tearing away in a funnel of violet screams. Soul Drain deals 1d4 fel damage per round as long as the caster spends a standard action concentrating. If the target is below 25% health, damage dealt by soul drain is multiplied by 4. If the creature dies while the caster is still concentrating on the soul drain the caster creates a soul shard.


Enslave Demon
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
Casting Time:
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Eye of the Mad
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Fel Armor
Conjuration [Armor]
Level: Warlock 5
Components: V, S
Casting Time: standard action
Range: Personal
Duration: 1 hour/CL (D)
Saving Throw: No
Spell Resistance: No
Mana Cost: 15
Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC, all damage dealing spells deal 20% more damage, and all healing received is increased by 20%.


Health Funnel
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Hellfire
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Howl of Terror
Necromancy [Fear, Mind-Affecting]
Level Wlk 8
Components: V, S, M, F
Casting Time: Standard
Range: 100ft
Area: Radius Burst
Duration: 1 minute/level or 1 minute; see text
Saving Throw: Will Partial
Spell Resistance: Yes
Mana Cost: 15
Descriptive:
The caster unleashes a primal scream inciting terror in all with in the spells radius other than the caster. If a subject fails their will save they become panicked, if they fail by 5 or more they cower for the first minute. on a successful will save they are frightened for the first round and shaken for the remaining minute.
Material: Fang of a old dragon


Immolate
Evocation [DOT]
Level Wlk 1
Components: V, S, M
Casting Time:
Range: Long (400ft + 40ft/ CL)
Target: one object
Effect:
Duration:
Saving Throw:
Spell Resistance:
Mana Cost: 6
Descriptive:


Immolation Cloak
Conjuration [Armor]
Level: Warlock 2
Components: V, S
Casting Time: standard action
Range: Personal
Duration: 1 hour/CL (D)
Saving Throw: Relex for half.
Spell Resistance: No
Mana Cost: 10 + 5 per round(see text)
Protects the caster, Granting a 2 + 1/2 CL Profane Armor bonus to AC, melee attackers not using reach manufactured weapons take 1d6/4 CL fire damage. After the initial cast, as a swift action the caster can channel additional mana into the cloak increasing the fire damage to 1d6/4 CL + CL, and everyone in the casters natural reach due to size.


Incinerate
Evocation [Fire]
Level: Warlock 3
Components: V, S
Casting Time: 1 Standard action
Target: One Creature
Range: Medium
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Mana Cost: 6
Calling forth a wave of flame to was the earth on their way to a hapless foe.
Guiding the wave is a ranged touch attack that deals 1d6/CL fire damage. If the target in on fire the damage die is increased to d8s.


Inferno


Life Tap
Transmutation
Level: Warlock 1
Components: V, S
Casting Time: swift action
Range: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
By sacrificing 1/10th max hp to recover 1/10th max mana.


Mortal Coil
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
Casting Time:
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Rain of Fire
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Searing Pain
Evocation [Fire] [Pain]
Level: Warlock 3
Components: V, S
Casting Time: 1 attack action
Target: One Creature
Range: Medium
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Mana Cost: 8
A burning ray of sears the skin of the target on contact causing immense pain.
The caster fires a ray ranged touch attack dealing 3d8+2/CL fire damage. The attack crits on 18-20. Additionally the target must make a fortitude save or become sickened for 1d4 rounds.


Seed of Corruption
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Shadow Bolt
Evocation [Evil]
Level: Warlock 1
Components: V, S
Casting Time: 1 Standard action
Target: One Creature
Range: Medium
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Mana Cost: 6
Calling forth void energies into a malevolent sphere and propelling it at your enemy, Ah, nothing so satisfying.
The bolt is a ranged touch attack that deals 1d6/CL profane damage.


Shadow Burn
Evocation [Evil]
Level: Warlock 4
Components: V, S
Casting Time: 1 Immediate Action
Target: One Creature
Range: Close
Duration: Instantaneous; 1 round.
Saving Throw: No
Spell Resistance: Yes
Mana Cost: 6
With a sudden lash of energy the soul shard shatters in your hand unleashing the soul energy violently into the target marking their soul breifly.
The bolt is a ranged touch attack that deals 1d8/CL profane damage. If the target dies before end of the casters next turn their death generates 2 soul shards.


Shadow Fury
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Shadow Ward
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
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Soulfire
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
Casting Time:
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Soulshatter
Necromancy [DOT]
Level Wlk 4
Components: V, S, M, F
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Summon Fel Companion
Conjuration [Summoning] [Companion] [Evil]
Level: Fel Master 2, Warlock 3
Components: V, S, M
Casting Time: 1 round
Range: Adjacent Square
Duration: Permanent or 1 round/level; see text (D)
Mana Cost: 45
Tearing a rift open to a hellscape unknown your fel companion steps through to provide assistance.
You summon one of your bound fel companions to your side. If the companion does not exceed your limit of companions the companion remains as if summoned by the ritual. If you currently are at your limit of fel companions the companion is instead treated as a normal summoned monster and is only summoned for 1 round per caster level.
Material Component: The summoning cost 1 soul shard plus the number of soul shards required to summon via the fel companion ritual.


Unending Breath
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
Casting Time:
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Unstable Affliction
Necromancy [DOT]
Level Wlk 8
Components: V, S, M, F
Casting Time:
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Rituals

Cataclysm
Evocation [Fire] [Evil]
Level: Destroyer 20
Components: V, S, M
Casting Time: 1 Min
Target: One Creature
Range: 1 mile Radius
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Mana Cost: None
Burning Embers Cost: All Embers (min 30
Funneling burning embers into one blast the caster fires a massive bolt of Felfire at his target. The blast deals 1d8 damage per caster level Felfire damage, and is a ranged touch attack, that automatically scores a critical hit. Any effect that would increase its critical range instead increases its caster level by the same amount.
The bonus damage from Burning Embers is increased to 3 per burning ember the caster has.
Material Component: 1 soulshard.


Create Firestone


Create Healthstone


Create Soulstone


Create Spellstone


Doom Calling

Fel Companion:(Chosen Companion)
Conjuration (Summoning) [Companion] [Evil]
Level: 1st
Components: V, S, M(See Text)
Casting Time: 10 Minutes
Range: Adjacent square
Duration: Permanent (D)
Mana Cost: 45
The caster summons a previously bound Evil Outsider or Felsworn to their service. The summoned creature is always the same creature that was bound. A creature with CR greater than 2 requires a soul shard as a material component to summon.
Research: First the caster must find the true name of the creature they wish to summon. This most often involves a creation of a magic elixir costing 25 x required CL x CR of the desired creature to enter a trans and seek the demon to be bounds name. This takes 1hour per CR of creature to be called.
The
From creature to creature the exact materials used for the final calling vary widely but their total value should be CR squared x 100 gold.
Special: This is a template each individual Fel Companion has their own unique summoning ritual it is strongly advised that the DM come up with a unique quest to research each new Fel Companion.
The Fel Companion can have a CR upto 3/4 caster level(min 1), but no more than 10 CR. Calling a Fel Companion is take 10 minute ritual, and only one fel companion may be summoned at a time if you summon a fel companion while another fel companion is present the first companion returns immediately to where i came from. Fel companions count as summoned for all intents and purposes. A fel companion with a CR greater than 1 requires a Soul Shard to summon. When Choosing this Invocation you must specify a single creature to summon, whenever you use the instance of the Invocation it only summons that target.
Special: This is a template each individual Fel Companion has their own unique summoning ritual it is strongly advised that the DM come up with a unique quest to research each new Fel Companion.
Research: The process varies widely but should be

Flame Imp Ritual
Cr 1
Complexity 21 (Difficult)
Languages: Common, Infernal
Research Check Knowledge (planes); Knowledge Bonus +0
KP: CR x 6
Research Thresholds
kp (KP x 2/3, min 3 Learn the summoning ritual and imp name. Summoning ritual cost 20g per CR of the imp in rare materials. The imp is simply summoned treat as Planar Ally.
kp (KP x 1/3, min 1) Learn the bindings keeping the imp contained with-in a 10ft circle and preventing any form of movement including planar as per dimensional anchor, out of the circle. The extra bindings increase the ritual cost by 15g per CR.
kp 0 Learn the bindings to negate all supernatural abilities of the Flame Imp. The extra bindings increase the ritual cost by 15g per CR.



Fel Companion:(Flame Imp)
Conjuration (Summoning) [Companion] [Evil]
Level: 1st
Components: V, S
Casting Time: 10 Minutes
Range: Adjacent square
Duration: Permanent (D)
Mana Cost: 45
The caster calls their bound flame imp to their service they.
Research: The research can be carried out in any location containing average amounts of planar knowledge.

Flame Imp Ritual
Cr 1
Complexity 21 (Difficult)
Languages: Common, Infernal
Research Check Knowledge (planes); Knowledge Bonus +0
KP: 6
Research Thresholds
kp 3 Learn the summoning ritual and imp name. Summoning ritual cost 20g per CR of the imp in rare materials. The imp is simply summoned treat as Planar Ally.
kp 1 Learn the bindings keeping the imp contained with-in a 10ft circle and preventing any form of movement including planar as per dimensional anchor, out of the circle. The extra bindings increase the ritual cost by 15g per CR.
kp 0 Learn the bindings to negate all supernatural abilities of the Flame Imp. The extra bindings increase the ritual cost by 15g per CR.



Sense Demons


Soul Draw
Necromancy
Level: 10th
Components: V, S, M
Casting Time: 1 hour
Target: 1 willing subject with a soul
Range: Touch
The caster draws a small portion of the target corpse's soul garnering 1 soul shard per 3 CR of the target corpse.
Material: Gem worth 25g per shard.
Research:

Soul Draw Ritual
Cr 5
Complexity 26 (Difficult)
Languages: Truespeach
Research Check Knowledge (planes) or Knowledge (religion); Knowledge Bonus +0;
KP: 20
Research Thresholds
kp 15 Learn the ritual, but the cast time is 8 hours and can only recover one soul shard.
kp 10 The ritual now takes 4 hours and collects 1 soul shard per 20 CR
kp 5 The ritual now takes 2 hours and collects 1 soul shard per 10 CR.
kp 0 The ritual takes 1 hour and collects 1 soul shard per 5 CR.



Soul Harvest
Necromancy [Evil]
Level: 3rd
Components: V, S, M
Casting Time: 10 Minutes
Target:
Range: Touch
The caster draws the retirements of their target corpse's soul garnering 1 soul shard per 3 CR of the target corpse.
Material: 1 Corpse that has been dead less then 10 min per caster level. Not previously subject to any method to harvest soul shards or a Crystallized Soul.
Research:

Soul Harvest Ritual
Cr 5
Complexity 26 (Difficult)
Languages: Truespeach
Research Check Knowledge (planes) or Knowledge (religion); Knowledge Bonus +0;
Difficulties: At each threshold you must find a new source of knowledge to research in. A critical success allows research for an additional threshold.
KP: 20
Research Thresholds
kp 15 Learn the ritual, but the cast time is 2 hours and can only recover one soul shard.
kp 10 The ritual now takes 1 hour and collects 1 soul shard per 10
kp 5 The ritual now takes 30 minutes and collects 1 soul shard per 5 CR.
kp 0 The ritual takes 10 minutes and collects 1 soul shard per 3 CR.


Summoning

Lanth Sor
2017-04-22, 11:19 AM
Fel Companions

New Monsters


Flame Imp
Size/Type: Tiny Outsider (Evil, Extraplanar, Fire)
Hit Dice: 1d8 (7 hp)
Initiative: +7
Speed: 20 ft. (4 squares), 5ft Burrow
Armor Class: 20 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-9
Attack: Flame Bolt +8 ranged touch (1d4)
Full Attack: Flame Bolt +8 ranged touch (1d4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Flame Bolt
Special Qualities: See in Darkness, immunity to poison, Immunity to Fire, Spell Resistance 11
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 4, Dex 14, Con 11, Int 8, Wis 7, Cha 15
Skills: Diplomacy +8, Hide +17, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Toughness, Improved Initiative(B)
Environment: A evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always evil
Advancement: 4+ HD (Tiny)

Flame imps are not the sharpest minions of the dark, but they are definitely the most energetic. They their own society is ruled by the toughest imp usually judged by the intimidation over physical power. Cowards to a fault they favor mischief to direct confrontations. Their homes are usually warrens they burrowed out by burning the holes in the grand, passages rarely are larger than tiny size creatures.

As Characters
-6 Str, +4 Dex, -2 int, -4 wis, +4 Cha
Type: Outsider(Evil, Extraplanar, Fire)
Tiny: Felfire Imps are Tiny creatures and thus gain a +2 size bonus to their AC, a +1 size bonus on attack rolls, a –8 penalty to their rolls for bull rush, grapple, overrun, and trip, a +8 size bonus on hide checks, and as they have 0 reach they must occupy the same space as the target of their melee attacks.
Base Speed: Flame Imps have a base speed of 20ft
Continuous Burn: Flame Imps can produce a steady stream of flame allowing them to burrow at a speed of 5ft per round. This can be used for crafting purposes as well as the temperature can match any forge.
Poison Immunity: Flame Imps blood burns away most poison before it can do harm.
See in Darkness: Sees normally even in absolute darkness and magical darkness.
Flame Bolt(Sp): Flame Imps can throw shoot a ball of fire at a target. The fire deals 1d4/HD fire damage and burns for 1 fire damage per HD each round after, for 4 rounds. The damage stacks.
Spell Resistance: A Flame Imp has spell resistance equal to 11 + 1/2 Hit Dice.



Fel Sworn Prestige Class

Description: The dark beings that inhabit the lower planes draw may to their sides with promises of power or things lost, but once one delves to deeply they find their form ever changed. Their once natural bodies, cruel and defiled by the taint of the fel. While the path they take may lead them in different directions the path's are often not to dissimilar.
Hit Die: d8.
Requirements
Special: The character must have taken levels in warlock or been exposed to fel poison or spells using fel energy.

Level BAB FortRefWill Special
1st +0 +2+0+2 Fel Corruption, Fel Boon, Sworn
2nd +1 +3+0+3 Fel Boon
3rd +1 +3+1+3 Fel Boon
4th +2 +4+1+4 Fel Boon
5th +2 +4+1+4 Fel Boon

Class Skills
The Fel-Sworn’s class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex) Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Fel-Sworns do not gain any additional weapon or armor proficiencies.

Fel Corruption (Su): For every level of fel-sworn the character has, his alignment takes one step toward an evil alignment in line with his current alignment (lawful, neutral or chaotic). For instance, if Korsk the orc Fighter/Fel-Sworn is chaotic good at 1st level, at 2nd level his alignment will shift to chaotic neutral, and at 3rd level his alignment will shift to chaotic evil.

Sworn (Su): Fel-sworn are subject to the Spells and Rituals as if they were an Evil outsider.

Fel Boon: At each level, a fel-sworn gains the opportunity to select a special trait from among those described below. Treat fel natural weapons as magical weapons for the purposes of striking creatures with damage resistance.

Fel Breath (Ex): The fel-sworn can actually breathe a burst of felfire from his lungs. This 15ft cone-shaped burst of green flame deals 1d4 points of felfire damage per HD. A successful Reflex saving throw (DC of 10 + the fel-sworn’s level + the fel-sworn’s Constitution modifier) results in half damage.

Fel Fangs and Talons (Ex): The fel-sworn grows a pair of long black talons and vicious fangs. These claws deals 1d6 + Strength modifier points of fel slashing damage. The bite deals 1d8 + 1 1/2 Strength modifier points of fel piercing damage.

Fel Magic: The fel-sworn adds all spells on the warlock spell list to their spell list. The fel-sworn gains a level of spell casting as if they had advanced a level in a previous class they previously had class levels in. If they did not have class levels in a spell casting class they gain spell casting of a level 1 warlock including mana pool. This may be taken multiple times and its effect stacks.

Fel Sight (Ex): The fel-sworn gains See in Darkness and +2 per class level to Listen, Search, and Spot.

Fel Strikes (Su): Wicked green flames engulf the weapons of the Fel-Sworn. All melee attacks with manufactured and natural weapons deal an additional 1d6 points of fel damage. This damage is doubled against creatures with the good alignment. Their attacks are treated as chaotic, evil, good, and lawful for the purposes of bypassing damage reduction.

Fel Wings (Ex): Wings sprout from the back of the fel-sworn. While at first these wings are relatively useless, for every level that the fel-sworn chooses to take this power, the wings grow in effectiveness. The wings begin with a maneuverability of poor and a flight speed of 40 feet (8 squares). Each time the fel-sworn takes fel wings, they increase their the maneuverability by one class (for instance from poor to average) and the speed by +20 feet.

Hellish Growth (Ex): The fel-sworn grows 75% bigger. The fel-sworn gains +4 Strength, +2 Stamina and –2 Spirit. This may be taken multiple times and its effects stack. For every two time taken increases the fel-sworn increases one size category, the size change does affect ability scores of the fel-sworn.

Insidious Horns (Ex): Twisted horns grow from the fel-sworn’s brow. These horns are natural weapons that inflict 1d6 + Strength modifier points of fel bludgeoning damage. The fel-sworn gains +3 to intimidate checks, and telepathy 20ft per class level.

Scabrous Hide (Ex): The fel-sworn’s hide grows scaly and thick. Their natural armor increases by 3 and gains DR X/- where X is 2 x class level. He also suffers a –3 penalty on Charisma based skill checks, except for Intimidate.

Spiny Tail (Ex): The spiny tail of the fel-sworn aids in balance and grants him a +2 bonus on Balance checks. The tail also sports sharp spines. This natural weapon deals 1d6 points of piercing damage + Strength modifier in addition to looking pretty cool.

aimlessPolymath
2017-04-22, 06:33 PM
All right, first contest entry. Work in progress- someone who has little power, and has to scrabble for every advantage.


The Cowardly Hero

Put an optional image of your class here!

I don't have the luxury of strength.

Not all heroes are powerful. Some of them are forced into adventure, despite their unreadiness. Many find a source of strength. Many die. The rest learn how to stack the deck.

Adventures: Cowards are pulled into adventure forcibly, and do their best to escape it. Some are driven by their conscience, and are guilt-tripped into it, others are paid or bribed into it,

Characteristics: A Coward is an expert at stacking a situation in his favor, setting traps, crippling his opponent, and using guile and trickery to prevent themselves from getting pinned down.

Alignment: Cowards can come in all alignments, though most tend to neither be lawful or chaotic. They're often just trying to get by, but trouble comes looking for them.

Religion: A Coward is relatively opportunistic religion-wise; they tend to follow whatever deity responds best at this particular time (or all deities at once, in a general cry for help)

Background: Nobody tries to become a Coward- it's forced upon them by the situation around them.

Races: Every race has Cowards

Other Classes: Cowards dislike most classes except for monks and wizards- they understand the appeal of secluding onesself in study. Safe, boring study. They dislike paladins and clerics in particular for their tendency to pull them into trouble.

Role: A Coward fulfills some of the same roles as a rogue- they attempt to disable key opponents. However, where a Rogue fights offensively, a Coward fights defensively, attempting to find an opportunity to destroy his foe decisively.

GAME RULE INFORMATION
Cowards's have the following game statistics.
Abilities: Dexterity, Constitution, and Intelligence- the first two to survive the situations they're dragged into, the third to think of a way out.
Alignment: Any
Hit Die: d6
Starting Age: As barbarian
Starting Gold: As rogue.

Class Skills
Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Jump, Listen, Sense Motive, Slight of Hand, Spot, Survival, Swim.

Move Silently intentionally omitted.


Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CCoward


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+0
Every Advantage +1d6, Skin of your Teeth+4


2nd

+1

+0

+3

+0
Defensive Tactics


3rd

+1

+1

+3

+1
Every Advantage+2d6, Pragmatic Maneuvers


4th

+2

+1

+4

+1
Evasion


5th

+2

+1

+4

+1
Every Advantage +3d6, Trap Sense +1


6th

+3

+2

+5

+2
Gotten Used To It, Defensive Tactics


7th

+3

+2

+5

+2
Every Advantage +4d6,Danger Sense


8th

+4

+2

+6

+2
Pragmatic Maneuvers


9th

+4

+3

+6

+3
Every Advantage +5d6, Brutal Tactics, Trap Sense +2


10th

+5

+3

+7

+3
Defensive Tactics


11th

+5

+3

+7

+3
Every Advantage +6d6, Gotten Used to It


12th

+6/+1

+4

+8

+4
Please Please Please Please I'll Never Ask For Anything Else Ever


13th

+6/+1

+4

+8

+4
Every Advantage +7d6, Trap Sense +3, Underhanded Maneuvers


14th

+7/+2

+4

+9

+4
Every Tool I Can Use


15th

+7/+2

+5

+9

+5
Every Advantage +8d6, Improved Evasion


16th

+8/+3

+5

+10

+5
Gotten Used to It


17th

+8/+3

+5

+10

+5
Every Advantage +9d6, Trap Sense +4, Underhanded Maneuvers


18th

+9/+4

+6

+11

+6
Saw It Coming


19th

+9/+4

+6

+11

+6
Every Advantage +10d6, Class Ability


20th

+10/+5

+6

+12

+6
Favored By Fortune



Class Features
All of the following are class features of the Coward

Weapon and Armor Proficiencies: A Coward is proficient in light armor and simple weapons.

Every Advantage(Ex):: A Coward recognizes his lack of combat skill from the beginning, and learns to capitalize on every advantage available to them. Against creatures who are shaken, sickened, fatigued, dazed, staggered, exhausted, frightened, nauseated, entangled, prone, grappled, panicked, unarmed, or denied their Dexterity bonus to AC, the Coward adds half their level to their attack rolls, and deals +1d6 damage. This bonus increases by 1d6 points every odd level.

Skin of your Teeth: A Coward is difficult to pin down in combat, but in a sustained fight, they find themselves flagging quickly. At 2nd level, while wearing light or no armo, as a free action which can be taken outside of their own turn or in response to attacks against them, a Coward can grant themselves a +4 dodge bonus to AC against the next attack made against them. However, each time they do so, they must accept one of the following penalties. They cannot accept a penalty if they are already affected by the given condiiton, or if they are immune to it:
-Sickened for 1 round
-Nauseated for 1 round
-Fatigued for 1d4 minutes
-Exhausted for 1d4 minutes
Furthermore, they may fall prone as an immediate action. The bonus this ability grants increases by 1 at 6th level and every four thereafter.

Balance notes: Yes, a level 1 Coward can conceivably dodge the strikes of a 20th level fighter almost automatically- once. It's balanced roughly around dodging one attack easily, a second attack by sacrificing your next action (a "full defense" which you pay for later), and then having two last resorts if you're in trouble.


Defensive Tactics: At 2nd level, at 6th level, and at 10th level, a Coward gains either Oh Jeez I Don't Want to Die; I Should Probably Dodge That; Run Like the Wind; or La La La I Can't Hear You Talking In My Head as a bonus feat (all listed below). If they already have all of those feats, they may instead pick another general feat which has no prerequisites as a bonus feat.

Pragmatic Attacks: Starting at 3rd level, a Coward gains a bonus equal to half their level to checks made to grapple, trip, feint, and disarm their opponents. Furthermore, they may begin learning more unusual combat techniques, vying lower and lower in their attempts to gain an advantage. They learn one at 3rd level, and another at 8th level.


Bluffing Threat: Rather than intimidating their foes through martial might, the Coward can simply lie through their teeth. Whenever the Coward could make an Intimidate check, they can instead bluff their skill. This requires a Bluff check, and is opposed by both a Sense Motive check and the normal level check. However, the Coward can choose to adjust the believability of his lie, applying a penalty of any size to one of the opposed rolls at the expense of granting and equal bonus to the other. Furthermore, a creature who made the Sense Motive check may as a free action give all creatures which can understand him a second Sense Motive roll; no creature can reroll the skill check more than once. When this is used to demoralize creatures, the effect lasts for 1d4 minutes or until the Coward is reduced below half health.

Crippling Blow: This maneuver acts as a trip attempt, except that the creature is sickened for 2d4 rounds if the attempt succeeds.

Hit 'em where it Hurts: The Coward gains the Stunning Fist feat, and may bypass the normal prerequisites; however, they do not gain the Improved Unarmed Strike feat. Each two Coward levels count as a monk level for the purposes of uses of Stunning Fist.

Explicitly called out not gaining Imp. Unarmed Strike because it matters- this provokes attacks of opportunity, since you count as unarmed. I consider this fair, because other combat maneuvers also need a feat to avoid provoking.


Make Them Sweat For It: When an enemy misses the Coward at least two times consecutively within two rounds, they become fatigued for 1d4 rounds. If they continue to miss attacks in following rounds, they continue to be fatigued.


Evasion: At 4th level, a Coward gains evasion, as the rogue ability. At 15th level, this improves to improved evasion.

Trap Sense: Starting at 5th level, a Coward develops a finely-tuned sense for danger. They gain the Trap Sense ability, as the rogue class feature, with the bonus increasing by 1 at 9th level and every 4 thereafter.

Gotten Used To It: A Coward of at least 6th level may use Skin of your Teeth once per round without accepting a penalty. At 11th level, they may do this twice per round, and at 16th level, they may do it three times per round.

Danger Sense(Ex): Starting at 7th level, a Coward has developed a finely tuned sense for when things are about to become violent. They no longer lose their Dexterity bonus to AC when surprised; furthermore, they may make a Sense Motive check opposed by a Bluff check automatically to avoid being surprised when a creature they can see attacks them.

Brutal Tactics: Starting at 9th level, whenever they attack a creature who is exhausted, frightened, nauseated, helpless, or panicked, the Coward deals an additional 1d6 damage per four levels, in addition to the bonus from Every Advantage. Alternatively, if they are under the effects of at least two of the conditions listed under Every Advantage, they can deal this extra damage.

Alternative formulation: pretend that being nauseated counts as being sickened also, exhausted also counts as fatigued, and so on. Thus, each of them counts for two conditions.
Also, "denied Dexterity bonus to AC" is not a discrete condition.


Underhanded Maneuvers: At 13th level, the Coward no longer provokes attacks of opportunity for combat maneuvers, or for making attacks unarmed. Furthermore, you have learned never to scorn a tool, and become proficient with improvised weapons. Finally, you learn a new twist on the maneuvers you already know, and another at level 17:

Scare Off: When you succeed on an Intimidate check to demoralize creatures, they become frightened for 1d6 rounds.

Take To The Ground: Whenever you succeed on a grapple check against a creature, you can pull them to the ground, rendering both them and you prone.

Gut Punch: You gain the Pain Touch feat. It also nauseates the target in the round where you stun the target. Requirements: Stunning Fist feat.

Outlast: When a creature who is fatigued misses you with an attack, they become exhausted for 1 round.

Into The Wall: When you trip a creature who is adjacent to a wall, you may make an attack against them as though you were using the wall against them, as though it were an improvised weapon. If this attack hits, they are staggered for 1 round.

A Close Shave: When you attack a creature no more than a size category larger than you with a slashing weapon, you can give up 3d6 of your Every Advantage damage to blind them for 1d6 rounds, or until they receive at least 1 point of healing or a DC 15 Heal check.

Stop That, You: Once per round, when a creature attacks you and misses, you may make a disarm attempt against them as an attack of opportunity.

Look Over There: When you succeed on a feint attempt against a creature, they are unable to make attacks of opportunity against you until their next turn.


Please Please Please Please I'll Never Ask For Anything Else Ever: But you will. Once per day, a Coward of at least level 12 can replicate the effect of any Cleric spell of spell level up to half their Coward level; they do not have to provide expensive spell components for this. Once used, this ability cannot be used again (in addition to the daily limit) until a donation of cost equal to that of a scroll of the cast spell is made to a church of the appropriate deity petitioned.

Every Tool I Can Use: Starting at 14th level, a Coward learns how to tweak and modify his tools to get the most out of them. He can craft alchemical items as though he were a spellcaster. Furthermore, by spending 1 minute working with a poison, up to three sets of caltrops or alchemical item, he can modify it for his use, making any number of the following changes to it:
-If it has a saving throw DC, that DC is increased to 10 + 1/2 the Coward's level if it is lower, then increased by his Intelligence bonus regardless. An item can only gain this modification once.
-If it is an item which is used to deal damage, the Coward increases that damage to 1d6 per four Coward levels. This applies to all forms of damage dealt other than ability damage/drain, including splash damage from alchemical fire, caltrops, and so on.
-If it is some number of sets of caltrop of some kind, the Coward may place them in a quick-release bag- as a swift action, he can release the bag, automatically dropping caltrops in up to that many adjacent squares. Caltrops placed this way gain a bonus to the attack roll equal to half the Coward's level.
-If it is a splash weapon (such as an inhaled poison, alchemical fire or acid, thunderstone or smokestick), he can convert it into a trap which occupies one square. When a creature steps on it, the weapon detonates automatically, as though it had been activated and struck the ground in that square (and so affecting adjacent squares as appropriate for the item). A trap can be dropped in a square as a swift action, or placed carefully as a full-round action. In the first case, the process of dropping the trap can be disguised with a Sleight of Hand check opposed by all who can see the Coward, but has a Search DC of 15; in the second case, the process of dropping the trap cannot be disguised, but the Search DC to find the trap is increased to 15 + the Coward's level + his Intelligence bonus.

DODGE: At 16th level, whenever an attack misses the Coward, if he'd used Skin of his Teeth against the attack, he may take a 5 ft step as an immediate action.

Saw It Coming (Ex): At 18th level, the Coward can see trouble coming from a mile away. They are continuously affected by the foresight spell.

Favored By Fortune(Ex): At 20th level, the Coward gains a special place in the books of the god of luck- as a favored toy. The Coward can cause any attack against them or saving throw they make to be rerolled once, and choose which roll is used. If any abilities which could cause those dice to be rerolled are used, the Coward chooses which roll is used.



New Feats:

Oh Jeez I Don't Want to Die[General]:
You can push your body beyond its normal limits when needed to save your life.
Prerequisites: None
Benefits:
You may deal yourself 2 points of Strength damage to reroll a Fortitude save; if you do, you gain a +3 bonus to the rerolled save. You must do this after you made the roll, but before the DM has announced the results.

I Should Probably Dodge That[General]:
By pushing your mind, you recognize the need to dodge before others do.
Prerequisites: None
Benefits:
You may deal yourself 2 points of Intelligence damage to reroll a Reflex save; if you do, you gain a +3 bonus to the rerolled save. You must do this after you made the roll, but before the DM has announced the results.


La La La I Can't Hear You Talking In My Head[General]:
You can push people out of your head by force of sheer personality.
Prerequisites: None
Benefits:
You may deal yourself 2 points of Charisma damage to reroll a Will save; if you do, you gain a +3 bonus to the rerolled save. You must do this after you made the roll, but before the DM has announced the results.

Run Like the Wind[General]
Or like Rincewind, at least.
Prerequisites: None
Benefits: You gain a bonus of +20 ft to all your speeds while Frightened or Panicked, and a +4 untyped bonus to AC while panicked. Furthermore, as a free action up to three times per day, a creature with this feat can render himself Frightened or Panicked for 1d4 minutes by a chosen creature he can see. (that is, he must flee that creature).

Survive[General]
You have mastered an incredibly dangerous technique which allows you to dodge with incredible skill, at the cost of killing yourself very, very, quickly.
Prerequisites: Con 13, Skin of your Teeth:
"Benefits": You may take 2 Con burn as a cost to use Skin of your Teeth. You may do so even if you are already suffering Con burn.


Notes: I'm considering making these feats deal ability burn.

Inevitability
2017-04-23, 04:47 AM
This class uses the Mythos system (http://www.giantitp.com/forums/showthread.php?457613-Mythos-Homebrew-Discussion-III-Grievous-Imbalance-Is-A-Feature), which was initially created by Xefas and subsequently honored with a number of classes from various homebrewers. His material is great and should be checked out.

The class is intended to be tier 2.


http://i.imgur.com/8zIjzEJ.png

The Achalinotos

"Nothing is true. Everything is permitted."

The universe has undeniable rules. A being can be only in one place at a time. The slaughter of innocents is evil. Time moves linearly. No matter how liberated one considers themselves, these laws still bind them. Even the Far Realm has its rules, no matter how incomprehensible they may be.

But what if a being existed that was free of rules? A being that, no matter its reasons, would be willing to break any rule, violate any code, denounce every belief? A being that would, in every sense of the word, be free? Could such a thing even exist?

The answer is yes. Unbound, unfettered, unlimited, those known as Achalinotos roam the world, acting as they please. They may be heroes or villains, protectors or destroyers, but all leave an impression on the places they visit. Or perhaps they don't: freedom doesn't lend itself well to absolute descriptions, after all.

Adventures: Achalinotos adventure to spread freedom, fight tyranny, or just to have some fun. Their story is one they write themselves.
Characteristics: The Achalinotos is a skilled combatant. Over time, they may become beings to who conventional morality no longer applies, or who can deny the laws of physics' authority over them with a thought.
Alignment: Achalinotos typically start out chaotic, though a few Lawful Achalinotos, willing to do anything for some abstract goal, exist as well. However, many of them eventually move past mortal notions of good, evil, law and chaos, becoming something else entirely.
Religion: Having neither a titan or lawgiver they gain their powers from nor an organized code, Achalinotos worship a variety of deities, favoring those of change, chaos and choice. A few are anti-theistic, believing no religion should dictate human actions.
Background: Those who defend freedom, fight for liberty, or are simply passionate in the pursuit of their desires may all find themselves waking with the powers of an Achalinotos one day.
Races: Achalinotos are found amongst all races, though they are a bit more common amongst the chaotic ones.
Other Classes: Achalinotos tend to get along poorly with most other Mythos classes, perhaps with the exception of Teramachs. They detest Anakitos and their orderly, fetter-abiding natures.
Role: Archalinotos are almost all melee warriors, though a number of them fight from range instead. Outside of combat, they can employ a variety of skills.
Adaptation: A DM might create alternative or additional Mythos and Excellencies to fit their setting better.

Abilities: Charisma is important to all Achalinotos. Common secondary scores are strength, dexterity, or intelligence. As a rule, their wisdom scores tend to be low.
Hit Die: d10
Starting Age: As barbarian.
Starting Gold: As rogue.

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

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


LevelBABFortRefWillSpecialMythosExcellencies
1st+1+2+2+2The Liberated Mythos, Mythos Known, Exceptional Mythos, Unfettered Excellence, Unpredictable Combatant+2+1
2nd+2+3+3+3+0+1
3rd+3+3+3+3Unpredictable Combatant II+1+0
4th+4+4+4+4+0+1
5th+5+4+4+4Unpredictable Combatant III+1+0
6th+6/+1+5+5+5+0+1
7th+7/+2+5+5+5Fantastic Mythos+1+1
8th+8/+3+6+6+6+0+1
9th+9/+4+6+6+6+1+0
10th+10/+5+7+7+7+0+1
11th+11/+6/+1+7+7+7+1+0
12th+12/+7/+2+8+8+8+0+1
13th+13/+8/+3+8+8+8Legendary Mythos+1+1
14th+14/+9/+4+9+9+9+0+1
15th+15/+10/+5+9+9+9+1+0
16th+16/+11/+6/+1+10+10+10+0+1
17th+17/+12/+7/+2+10+10+10+1+0
18th+18/+13/+8/+3+11+11+11+0+1
19th+19/+14/+9/+4+11+11+11Exalted Mythos+1+1
20th+20/+15/+10/+5+12+12+12+1+1


Proficiencies: Aparaitito are proficient with all simple and martial weapons, as well as with light armor. They are not proficient with any shields.

The Liberated Mythos: An Achalinotos's power is expressed in terms of one or more "Mythos", the building blocks of the legend that they are, and the stories that they have told and will tell. While any given Mythos varies from the rest, they share some similar traits. They are always Extraordinary abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as (10 + 1/2 class level + Charisma modifier, unless otherwise stated). When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Achalinotos class. When a Mythos references "allies", it specifically does not refer to the Achalinotos using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Achalinotos with Exceptional Mythos are hedonists, rakish swashbucklers, and criminals, people who willingly break the laws and norms society expects of them just to taste freedom. At the Fantastic level, they are destroyers of tyrants and saviors of people, but also immoral monsters beyond any measure, no longer judgeable by any mortal standard. A Legendary Achalinotos is a walking myth, a symbol of independence and rebellion. Finally, there are Exalted Mythos, which are signs of freedom in all of its forms: from total moral independence to utter disregard for all laws of time and space.

Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When an Achalinotos gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When an Achalinotos gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Achalinotos. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

Mythos Known: A 1st level Achalinotos begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Achalinotos class table.

For characters that multiclass into Achalinotos after having taken levels in another PC character class, the 1st level of Achalinotos grants only a single Exceptional Mythos, rather than two.

An Achalinotos also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up by performing certain tasks. Whenever he spends money on impermanent luxuries or the fulfillment of his whims, he gains a number of Mythos Points equal to the number of gold pieces spent. The money must be truly gone and not regained somehow: spending the night partying at an inn and stealing your money back in the morning does not count. The money may be spent on material goods, but no Mythos Points are gained until the purchased items have been consumed or used up without the Achalinotos gaining additional benefits from them (buying an Elixer of Fire Breath and feeding it to a random animal simply to watch chaos ensue is fine; sending the animal to attack your foes or drinking the elixer yourself is not).

By spending 1,000 Mythos Points, and 250xp, an Achalinotos may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

For half the listed price for a given Tier, an Achalinotos may learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

Learning Mythos above the standard amount requires astounding, nearly single-minded devotion to the story of the Achalinotos. One may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Achalinotos class.

Unfettered Excellence: As denoted on their class table, an Achalinotos gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Achalinotos may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

Unpredictable Combatant: An Achalinotos acts with pure, unfettered freedom. Their parries and thrusts in combat are not part of some trained routine, but fueled by instinctive impulses that these specific maneuvers are right for a particular moment. At first level, an Achalinotos adds their Charisma modifier as a bonus to their Armor Class, so long as they wear light or no armor.

At third level, they may add their charisma modifier as a bonus to their Reflex saving throws, in place of their dexterity modifier.

At fifth level, they gain Force of Personality as a bonus feat.

Inevitability
2017-04-23, 04:48 AM
Exceptional Mythos
Annihilating The Fettered Mores Of Man.
Prerequisite: -

What virtue is there in following the rules of 'good' and 'evil' as laid down by others? What right do they have to label your actions as virtuous or wicked? Why not take matters regarding your own morality in your own hands, designate your actions as you wish, and ignore the feeble protests of those sheep?

As a full-round action, you can change your alignment to any other, retaining the chosen alignment until you use this Mythos again. No effect but the usage of this Mythos can change your alignment away from your choice, though it may still be disguised or concealed normally.

You are still bound by the usual restrictions and limitations of your chosen alignment: an Achalinotos choosing to be Lawful Good may not use his Vile feats, and an Achalinotos who has assumed a Neutral Evil alignment is still struck dead if she tries to utter the Words of Creation.

Advanced:
Permanent Token of Morality-Surpassion: Choose one of your feats that has an alignment prerequisite. It loses this prerequisite for you, allowing you to use it regardless of your current alignment.

Singing With A False Voice Of Heaven: You can read, speak and understand Abyssal, Celestial and Infernal, and gain a +2 bonus on Bluff, Diplomacy and Intimidate checks against creatures whose alignment you match.

Split-Second Morality Alteration: You may change your alignment as an immediate action, quick enough to respond to a perceived threat. For example, a Chaotic Evil Achalinotos targeted by a Holy Smite may quickly change their alignment to Neutral Good, stopping them from being affected.

Audacious Prevarication Spinner:
Prerequisite: 4 ranks in Bluff.

To an Achalinotos, there is no Truth. There is a set of facts that suits him at the time, and one that doesn't.

You gain a bonus on Bluff checks equal to your Achalinotos level, and any magical effect that would detect your lies or force you to speak truthfully does not work against you. You become aware of such effects and (if applicable) can decide what information their caster receives from them.

Basic:
Delayed Falsehood Examination: If you lie to a creature, your Bluff check is not opposed for 1 round, during which the creature responds as if the check has been successful. After the round, it makes a Sense Motive check normally.

Falsity-Permeated Steps And Turns: You gain Improved Feint as a bonus feat, except you may use it as a swift action rather than a move action.

Inspirational Dishonesty Specialist: As a standard action, you can spin lies to bolster your allies' confidence. All creatures you select within 30 feet of you gain a +3 morale bonus on attack rolls, saving throws, skill checks and ability checks for 1 round.

Secret-Laden Sentence Construction: When using Bluff to deliver secret messages, you never transmit false information, and creatures other than your intended recipient take a penalty on their Sense Motive check to understand the message equal to your Achalinotos level.

Dishonor-Espousing Maneuver Specialist
Prerequisite: -

In life-or-death situations, there is no such thing as 'fairness'. Killing opponents can be done in many ways, and whoever decides to not use any of those is only limiting themselves. When your concealed blade plunges into their guts, what good is their honor?

You gain Dirty Fighting as a bonus feat. At level 4, increase the bonus damage granted by the feat to 1d6. At level 7, increase it to 1d8. At level 10, increase it to 1d10. At level 13, increase it to 1d12. At level 18, increase it to 3d6.

Basic:
And Stay Down: You gain Improved Trip as a bonus feat. In addition, when attempting to trip a creature you can treat yourself as your own size or your target's for the purpose of resolving the trip attempt.

Fighting Tooth And Nail: You gain two primary claw attacks and a secondary bite attack, with each dealing 1d6 damage if you're medium (for other sizes, adjust the value the usual way). You can't use your claw attacks if you're holding anything in your hand. This does not alter your appearance: you merely learn to use certain parts of your body more effectively in combat.

I've Got Some Tricks Up My Sleeve: You gain a bonus on Sleight of Hand checks made to conceal weapons on your person equal to your Achalinotos level, and can draw such weapons as swiftly as unhidden weapons. When you attack a creature with a weapon that was hidden at the start of your turn, it loses its dexterity bonus to AC against the attack.

Right Behind You: While you are flanking a creature, you and your flanking partner gain a +4 bonus to attack rolls, rather than +2.

Strike From Nowhere: You gain Darkstalker as a bonus feat. In addition, you may snipe from a distance equal to the range increment of the weapon you're making the attack with, rather than 10 feet.

Surprise Surprise: During a surprise round, you can take a full turn of actions, rather than only a standard action, and any attacks you make in a surprise round deal extra damage equal to your dexterity modifier.

You Got Something In Your Eye: As a standard action, you can attempt to fling sand, dust, or dirt at a creature within 30 feet of you. Make a ranged touch attack that doesn't provoke attacks of opportunity: on a hit the target is blinded for 1 round. When taking the full attack action, you can substitute one or more attacks for uses of this manifestation instead, though the usual penalties on iterative attacks apply to the ranged touch attack.

Advanced:
Unlimited Trickery: You gain one additional basic manifestation of this Mythos.

Enchanter-Mocking Command Refusal
Prerequisites: -

Who is this arrogant fool who thinks he can command one who is truly free? Let him come with his spells and deceptions: in the end choice shall prevail.

You gain False Pretenses as a bonus feat. In addition, should you be controlled by some effect, anything the caster asks of you is considered to be against your nature (in some cases allowing you to make a new saving throw).

Basic:
Imminent Rebellion Foreshadowing: Each round you are affected by a charm or compulsion, you gain an Imminent Rebellion Foreshadowing token, keyed to the creature that placed the charm or compulsion. If you are only pretending to be affected, you gain two tokens instead. Your number of tokens may never exceed your Achalinotos level.

When you hit a creature, you may discharge any number of Imminent Rebellion Foreshadowing tokens keyed to it. For each token you discharge, your attack deals extra damage equal to your charisma modifier. Alternatively, you can discharge a number of tokens when you make a bluff, intimidate or sense motive check against the creature they are keyed to, gaining a bonus equal to twice the number of expended tokens.

Ostensibly Forsaking Autonomy: False Pretenses functions against bluff, diplomacy, and intimidate checks as well, with the creature making such checks against you believing they were successful even if they were not.

Welcome Inside My Head: A creature that makes direct contact with your mind (such as with a telepathic ability, Dominating gaze, or Detect Thoughts spell) takes 1d6 points of wisdom damage. At level 7, raise the damage to 2d6. At level 10, raise it to 3d6 and change it to ability drain. At level 13, raise it to 4d6 and change it to ability burn.

Lampooner Of Physical Laws:
Prerequisite: -

A laborer sighs under his heavy burden, knowing he cannot change it.
A prisoner watches the executioner's axe come down, aware she's bound to die.
A mountaineer desperately scrambles for a handhold as she falls down a mountain, knowing death waits below.

The Achalinotos sees all those people, and laughs. They do not even consider rebelling against these so-called 'laws of nature', and die for it. Each law, however, is breakable, and the Achalinotos gladly does so.

You gain a +1 luck bonus on all d20 rolls.

Basic:
Gravitional Constant Adjustment: As a swift action, you may cause gravity to affect you differently. You can choose to gain all the bonuses and penalties of occupying an area with light gravity, one with heavy gravity, or one with normal gravity. This Manifestation ceases to function in an area without gravity, and if gravity is pointing in a different direction (such as in the area of a Reverse Gravity spell), you cannot cause it to pull at you in the 'right' way again with this Manifestation.

Laws-Of-Motion Denial: You gain DR X/-, where X is half your Achalinotos level.

Ridiculing The Laws Of Thermodynamics: You are continuously protected against fluctuations in temperature as if by an Endure Elements spell, and gain resistance to cold and fire equal to your Achalinotos level.

Time-Dilating Presence: On your turn, you gain an extra swift action, which may be converted in an immediate action normally.

Violate Probability Distributions: Increase the luck bonus granted by this Mythos by +1.

Advanced:
Redefining Universal Rules: You gain another Basic Manifestation of this Mythos.

Metaphysical Blessing-Thief of [Principle]
Prerequisite: The 'Annihilating The Fettered Mores Of Man' Mythos

Archfiends, Celestial Paragons, Gods... They all want only one thing: the service and souls of mortals, and promise favors and power in return. But the ways to power are manifold, and sometimes their gifts are accessed without their consent.

You gain either Sacred Vow or Unspeakable Vow as a bonus feat. These feats lose their Vile or Exalted nature for you: they are simply part of your being. Then, select any feat with the word 'Vow' in its name you qualify for that has the feat you picked as a prerequisite: you gain that as well. This choice determines the Mythos's name: an Achalinotos choosing the Vow of Decadence would become a Metaphysical Blessing-Thief of Decadence.

This and any other vows you may later take, lose their Vile or Exalted status, and do not actually need to be followed to keep them. An Achalinotos with the Vow of Chasity, for example, may still engage in sexual activities, and one with the Vow of Vengeance isn't forced to continuously kill her hated enemies.

The sole exception is Vow of Poverty, which may not be selected as part of gaining this Mythos and still has to be followed if it is later taken.

Advanced:
Sin With A Grin: Choose another feat with 'Vow' in its name you qualify for and gain it.

Unconventional Armament Adaptation
Prerequisite: -

"What are you doing?" they said. "That's not how you wield that." they said. "You're insane!" they said.
"Just watch me." the free man said.

Why listen to dry lectures detailing a weapon's thousand styles when there's only one you need? Why practice a strike over and over when that just limits your flexibility? After all: it's so easy to just pick up a sword, hold it in a way that feels right, and let your instincts take care of the rest!

When wielding a weapon you are proficient in, you may substitute your charisma modifier for your strength or dexterity modifier when making attack or damage rolls.

Basic:
Bow Kata Mastered: You gain Combat Archery as a bonus feat, except it applies to all ranged attacks.

I Decide Whether That's Meant For Throwing: You gain Throw Anything and Far Shot as bonus feats.

Impossible Trauma Substitution: When attacking with a weapon, you can deal your choice of bludgeoning, piercing, or slashing damage with it. A weapon that normally deals two types of damage deals only one when used with this Mythos. For example, a morningstar would deal either bludgeoning and piercing, only bludgeoning, only piercing, or only slashing.

Too Big To Be Called A Sword: You gain Monkey Grip as a bonus feat, and do not suffer the normal -2 penalty associated with using that feat.

Two Shields Are Better Than One: You gain proficiency in light and heavy shields (but not tower shields). The shield bonuses (but not enchantment or other bonuses) of shields you wield stack. When making a shield bash attack while you are wielding multiple shields, treat the shield as a two-handed weapon. Finally, attacking with a shield does not cause you to lose its bonus to AC.

Inevitability
2017-04-23, 04:49 AM
Fantastic Mythos
Atrocity-Laden Resolution Conceiver
Prerequisite: The 'Annihilating The Fettered Mores Of Man' Mythos

To win, you don't need strength. You don't need armies, or magical might, or exceptional cunning. You simply need the will to do what the others wouldn't. You need to take their values, their beliefs, everything they hold dear, and reject it all. You must find power in the darkness they dare not tread. And after doing all that, you will find victory in their collapsed temples and burned-out monasteries.

When you come up with a solution to a problem that is unscrupulous, atrocious, or otherwise morally unacceptable to most of the creatures it affects, you can choose to make it your Reprobate Plan. You can only have one Reprobate Plan at the time.

Note that 'morally unacceptable' does not necessarily mean 'evil': many beings consider at least some evil acts acceptable, or non-evil ones heinous. What matters is that your actions are on a level that the creatures you affect with it would never stoop to.

When working towards the completion of your Reprobate Plan, you do not need to eat, drink, or sleep. In addition, as a free action you can choose to get a +10 luck bonus on a single d20 roll related to accomplishing your Plan. This second ability can be used a number of times per day equal to your charisma modifier (regardless of how many Plans you make that day), and no more than once per round.

For example, imagine a region is suffering from famine. The local Achalinotos, being the compassionate and altruistic being he is (he'd know, he chose to be Lawful Good), decides to slaughter an orc camp and feed their flesh to the starving commoners. Even though none of the acts involved are evil, the fact that the villagers wouldn't normally consume sentient beings is enough to qualify this scheme, and the Achalinotos makes it his Reprobate Plan.

Once the Achalinotos begins to follow his plan, he gains the benefits outlined above. He could, for example, add a +10 bonus to a survival check to find the camp, an attack roll against the orc leader, or a diplomacy check to convince the townfolk to eat the meat, but not on tasks unrelated to the plan as specified. He couldn't, for instance, gain a +10 bonus on a craft check to make a new sword (not only if he intends to use it against the orcs later), because 'making a sword' wasn't part of the original plan.

Finally, an Achalinotos is free to abort his plan early by using this Mythos before it has been completed, but if he does so he takes 2 points of wisdom burn.

Gravitation-Mocking Heaven-Stormer
Prerequisite: The 'Gravitional Constant Adjustment' Manifestation.

For ages, man has looked at the birds above and envied them for their freedom. What grand lives they must lead, unrestrained by cruel gravity! How autonomous their lives must be, with no physical obstacle too large for them to pass! Oh, if only it was possible to grow wings and join them!

The Achalinotos, for who gravity has long ceased to be more than a vague notion, jumps skyward and does not look back.

You gain a fly speed equal to your land speed with perfect maneuverability. Even if you are somehow rendered unable to fly, you do not actually fall but remain in the air instead, unaffected by gravity (as per the Levitate spell). If you are flying and make an attack, it is always considered to be made from higher ground, and deals extra damage equal to your dexterity modifier.

Mercurial Wisp Unbound By Position
Prerequisite: -

As a swift action, you may move up to your speed.

Advanced:
Gracefully Dancing Around Blades: The movement provided by this Mythos does not provoke opportunity attacks.

Position Even More Uncertain: When you use this Mythos, you may move up to twice your speed instead.

Step With The Force Of A Falling Feather: The movement provided by this Mythos is not hindered by difficult terrain.

Self-Deifying Sanctity-Peculation
Prerequisite: The 'Metaphysical Blessing-Thief of [Principle]' Mythos

The angel surprisedly watched the Achalinotos burst into his temple. Before he could intervene, the latter tore off his wings, stole his radiant halo, and ripped out his honest heart.

"What are you doing, you monster?" the angel demanded. "Is nothing sacred to you?"

"I am." the Achalinotos replied as she took off again. The angel sobbed.

Change your type to Outsider with the extraplanar subtype and alignment subtypes appropriate to your alignment (if your alignment changes, so do the subtypes). If you have racial hit dice, you may replace those with an equal amount of outsider hit dice (re-roll such HD to determine your new hit points).

Depending on your alignment, you gain a new home plane and special ability, as well as a minor physical change. If your alignment changes, so do these. However, you must wait for 1 hour before gaining access to the new ability after changing alignment.



Lawful Good
Your home plane is Celestia. If you fight or get angry, an aura of menace surrounds you. Creatures must make a Will saving throw or take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit you. A creature that has resisted or broken the effect cannot be affected again by your aura for 24 hours. You grow a pair of nonfunctional feathered wings.


Neutral Good
Your home plane is Elysium. You can Speak With Animals as per the spell. Your hair grows noticeably more shaggy.


Chaotic Good
Your home plane is Arborea. You can speak with any creature that has a language, as per the Tongues spell. Your features become somewhat elf-like.


Lawful Neutral
Your home plane is Mechanus. You have DR equal to your charisma modifier, which is overcome by chaotic-aligned damage. Your movements become rigid, almost mechanical.


True Neutral
Your home plane is the Outlands. You are immune to electricity and poison. No outward change accompanies this.


Chaotic Neutral
Your home plane is Limbo. You have resistance to acid, cold, fire and electricity 5, and are immune to sonic damage. Your hair, skin, and eyes all change to brighter shades of whatever color they currently are.


Lawful Evil
Your home plane is Baator. You can see in darkness, even in magical darkness, as well as in light. You grow a pair of small horns that may be concealed by hair.


Neutral Evil
Your home plane is Hades. You have immunity to acid and poison. You look like you are standing in shadows even when you're not.


Chaotic Evil
Your home plane is the Abyss. You have telepathy over a distance of 120 feet. Your nails and teeth elongate, though this does not grant you the ability to make attacks with these body parts if you don't already have it.



If your world uses a different cosmology, modify this Mythos as needed.

Advanced:
And Go To Heaven When I Die: When you perish, you do not merge with your home plane. Instead, select a plane of your choice (which need not be your home plane) and go there normally as if you were a mortal. Afterwards, you can be raised or resurrected normally. This occurs even if your soul would be sent to a specific plane, destroyed, or imprisoned. Alternatively, you can choose to set your soul completely free from the cosmos, preventing its energy from ending up on a specific plane and forever removing others' ability to affect it somehow.

Guise Of Prayers Made Real: You can take the appearance (but none of the abilities) of any creature native to your home plane as a standard action by stealing bits of planar energy that should've gone on to form your intended shape. This does not alter your size: a small-sized Chaotic Evil Achalinotos trying to assume the form of a Balor would look like a small-sized Balor after using this ability.

Swift Theft-Target Redirection: If you change alignment, you need to wait only a minute, rather than an hour, to gain access to your new special ability.

Tempting Independence From Law And Limit
Prerequisite: The 'Annihilating The Fettered Mores Of Man' Mythos

As a standard action, you may touch another creature and remove its Code of Conduct and class alignment restrictions for 24 hours (the creature is aware of this). During that time, no action the character takes will cause it to lose its powers in these ways, nor will any shift in alignment. While violating its code no longer harm the character, it is still free to follow it if it desires to do so.

The first time during these 24 hours a creature affected by this Mythos freely and willingly breaks its former code of conduct, the Achalinotos gains a +2 luck bonus to an ability score of its choice for the remainder of the ability's duration. If the affected creature changes alignment to an alignment formerly not allowed by its class, increase the bonus by +2.

For example, an Achalinotos uses this Mythos on a paladin of tyranny. A few hours later, the paladin is insulted by a few peasants and decides to kill everyone in their village. While normally this act of random slaughter would cause the paladin to fall, this Mythos prevents that from happening, and the Achalinotos gains a +2 luck bonus to Charisma. Once the ability has run out, the paladin can no longer violate their code but is not punished for this one violation.

If the paladin would continue to follow their whims to the point that they become Neutral Evil, the Achalinotos' charisma bonus increases to +4. However, they would retain this alignment even after the Mythos' duration ran out, meaning they would fall once it does. A second application would, of course, prevent this from occurring.

Advanced:
Break The Heart-Laws: This Mythos can affect creatures that, while not possessing a formal code of conduct, live their lives according to strict principles. Examples include strongly religious beings, disciplined warriors, law-upholding guards, and honor-obsessed knights. While the Mythos obviously doesn't remove a code of conduct from them, if their personal code is somehow violated while they are under its effects you gain ability bonuses normally.

Drink Your Broken Oath Like Wine: Whenever a creature affected by this Mythos violates its code of conduct or class alignment restrictions, it gains a number of temporary hit points equal to twice its HD.

Liberated Now And Always: Once used on a creature, this Mythos affects it forever: only your death can remove it. The ability bonuses granted by it last for 24 hours, rather than its remaining duration.

Simultaneous Shattering Of A Thousand Chains: You can use this ability on any creature within 120 ft., rather than only those you are touching. In addition, you need to spend only a single standard action to affect all eligible individuals within range.

Inevitability
2017-04-23, 04:50 AM
Legendary Mythos
Contempt-Inducing Barbarity-Embrace
Prerequisite: The 'Atrocity-Laden Resolution Conceiver' Mythos

'tis a good thing to have no ethical limits, no fetters, no regrets. This lack of restraints, usage of every tool, willingness to commit every atrocity for a single purpose is what births victory. But this utter disrespect for morals has its uses even when it's not goal-oriented. Horror, disgust, and revulsion are all potent emotions, and all make very strong weapons if deliberately invoked.

If it helps you win, everything is permitted.

By spending (at least) a standard action doing something truly horrible or revolting, you may force all creatures who clearly perceive your action in some way to make a Will saving throw (if the act wasn't revolting to them specifically, they are unaffected). On a failed save, they are nauseated for 2d4 rounds and sickened for 24 hours thereafter, with a successful saving throw 'merely' causing the sickened condition for 1 hour. Only creatures that are completely mindless are immune to this effect: it ignores any immunity to mind-affecting effects or the inflicted conditions.

Note that the definition of 'truly horrible' varies for each creature (though there's a lot of overlap). Typically, it is something that must strongly violate a creature's sense of right and involves the suffering (though not necessary death) of at least one intelligent being. Even psychopaths and demons can be shocked by your deeds (only Achalinotos with this Mythos are immune), though the actions you need commit to horrify these beings are perhaps best not described.

Basic:
Eternally Remembered Nightmare: The sickened condition imposed by this Mythos never goes away. Any creature affected by it will remember your hideous deed for the rest of its life, gripped by loathing and fear. Only by somehow forgetting the whole experience (such as with a Modify Memory spell) or seeing definite proof of your death will its revulsion end.

Grotesque Memorial-Constructor: By spending a minute after committing an atrocious act as described above, you can leave whatever traces the act left (mutilated corpses, removed limbs or organs, twitching bodies) visible for all too see. The first time a given creature passes within 120 feet of it and perceives it, it must make a saving throw as if you committed the act in front of them.

Your memorial has HP equal to five times your Achalinotos level, an AC of 5 modified for size, hardness equal to your charisma modifier, and is effective until destroyed entirely.

Heinousness That Renders Minds Screaming Husks: Creatures that fail their saving throw are both nauseated and panicked for 2d4 rounds, rather than only nauseated.

I Know What You Hate: By simply looking upon a creature, you gain an idea of what acts you need commit to make this Mythos affect them. Looking at another Achalinotos with this Mythos merely fills you with a sense of emptiness, which allows you to identify them for what they are.

Righteous Fury Instillment: A creature that beholds your act, whether it succeeds on its initial saving throw or not, must make another Will saving throw or be overcome with the desire to make you pay for this deed. Its attitude towards you shifts to hostile, and if it starts its turn able to attack you it does so. If necessary, the creature moves towards you, taking attacks of opportunity if needed. If it is unable to reach you, it attempts to move to a position where it can attack you. If it has no knowledge of your location, it tries to find you to the best of its ability.

At the end of its turn, it can make the Will saving throw again, regaining enough of its composure to be no longer forced to attack you. Even then, creatures often remain obsessed with destroying the responsible Achalinotos.

Raise The Mind's Impenetrable Walls
Prerequisite: The 'Enchanter-Mocking Command Refusal' Mythos

A mortal mind is a wonderful thing. What else in existence can match its ability to think, plan, remember, feel, and all of that autonomously?

And yet, so many seek to destroy that autonomy. To have freedom give way to obedience, creativity to conformity, whimsy to rigor. As long as you live, you will stand tall against such forces, a bastion of true individuality, and never shall the enemy tear down your mental defenses.

You gain immunity to mind-affecting effects, as well as effects that are not mind-affecting but still influence your emotions, memories, thoughts or actions. Your charisma also permanently increases by 4.

Tale-Appropriating Narrative Thief
Prerequisite: The 'Self-Deifying Sanctity-Peculation' Mythos

Who says you star in but one singular story? Perhaps a given Achalinotos's rashness is fated to give birth to a Teramach's mountain-crushing fury. Perhaps his utter devotion to Chaotic ideals awakens a spark of the Sun's light in him. Or maybe from her passion for combat a natural affinity for the Iron Mythos springs. Once such potential has been discovered, awakening it is worth any price, even if it means stealing power from Titans and Lawgivers.

Select one Mythos-using class. You are considered to be a member of that class, and gain one Exceptional and one Fantastic Mythos that belong to it (you must still meet any prerequisites). If a Mythos would force you to act in a certain way, or prohibit specific behaviors, you ignore this: your freedom transcends any narrative's attempt to restrict your actions. For example, if you gain the Manslayer Shintai, you aren't compelled to slay worthy foes after defeating them, nor are you incapable of dealing nonlethal damage against such creatures.

Advanced:
Basics Of Stolen Lore: You gain the 1st-level class feature of your chosen class that does not refer to Mythos or Excellencies, such as Equipment Mastery I or Rising Sun Glory I.

Excellence In Story-Larceny You gain two Excellencies belonging to the chosen class.

Past-Rewriting Narrative Fusion: You can replace one each of your Exceptional and your Fantastic Mythos with one of the same kind from the class you chose.

Skill-Renewing Instincts: Choose two skills on the skill list of your chosen class. They become class skills for you, and you gain a number of free ranks in them equal to your charisma modifier. If your charisma modifier increases, so does your number of ranks, but you can never exceed the normal cap.

Tearing Apart Multiversal Tyranny:
Prerequisite: The 'Lampooner Of Physical Laws' Mythos

What are the laws of nature, if not the greatest unfairness of all time? Who remembers agreeing to gravity? Has anyone consented to the laws of motion and thermodynamics? Who gave a flame the right to burn him, or water the right to drown him?

Then, is there a difference between the universe and a purely sadistic monster? And if there's none, what would that make those defying its rules?

You no longer need to eat, drink, sleep, or breathe. In addition, you gain immunity to effects caused by mindless objects (though not to anything directly caused by a creature) and may ignore the pull of gravity should you desire so.

For example, you could choose to take no damage from getting hit by a scything blade trap or being in a burning building, but a barbarian swinging a sword at you or mage casting Orb of Fire still hurt you (should the orb set something ablaze, the burning object can't deal fire damage to you).

You can even use this Mythos to move through solid matter (as long as the matter is not part of a creature), leaving behind no sign of your presence.

As always, you can still be affected by all these effects should you desire so.

Violation Of Causality Through Nonpresence
Prerequisites: -

The Achalinotos does not let himself be bound by the binary notions of 'existence' and 'nonexistence'. Should they desire to be not, they are not. Does it please them to be again, then they are.

By spending 1 minute unobserved by sentient creatures, you can enter a state of pseudo-existence. You cease to 'exist' in the conventional sense, are immune to all effects that would reveal your status or location, and cannot take actions, nor can you be damaged or otherwise affected by anything other than this Mythos's explicit effects. For each hour you spend in this state, you heal hit points equal to your Achalinotos level, as well as two points of damage, drain, or burn to each ability score.

You can choose to end this state at any time you desire, appearing anywhere in the universe you could justifiably have ended up from the moment you used this Mythos (the DM has the final say what is 'justifiable'). This justification becomes retroactively true.

Advanced:
Companionship Transcending Being: While in this state of pseudo-existence, you are aware of the state of any creature's you have spent more than a month in the company of as per a Status spell (though you learn a creature's location rather than its distance and direction). In addition, whenever such a creature enters combat you know whether the combat's EL is above, below, or equal to your Achalinotos level.

Permanence-Eroding Absence: After you spend 24 hours in a row under the effects of this Mythos, creatures find their memories of you growing hazy, with precise details such as the exact shape of your face or your speaking patterns becoming hard to remember. After a week, creatures begin to forget bigger details, such as what weapon you used or your race, though they are still able to recognize you. After a month, only your presence and actions remembered: any details have been lost, and you are no longer recognizable. Finally, after a year and a day all have forgotten your existence, with the gaps in memories smoothed over.

The moment you leave your state of nothingness, you must choose whether to remain unknown or to have all memory of you suddenly flood back into the world.

Rumors Of My Death Have Been Greatly Exaggerated: When you die and your death is not conclusively confirmed within a minute, you can choose to return to life at 1 HP and immediately use this Mythos the first time no creature is observing your corpse. If you do so, you can't return to existence for 24 hours. As always, you must come up with a reasonable explanation for your survival.

Exalted Mythos
Apocalyptic Virtue-Destruction Zone
Prerequisites: The 'Tempting Independence From Law And Limit' Mythos

Walls crumble, words fade, spells end, and death awaits all. In every way, disorder is more probable than order. No matter how much effort is put in or how many laws are made, in the end chaos will reign supreme, and you are just helping the process along.

To use this Mythos, you must have caused at least a hundred individuals under the effect of Tempting Independence From Law And Limit to violate their (former) code. If you meet this prerequisite, you can as a full-round action create an area of disorder with a radius of ten miles, centered on you. You immediately affect each eligible creature in this area with Tempting Independence From Law And Limit.

Assuming there are enough creatures with codes in the area, usually enough violations add up to give the Achalinotos a permanent +2 luck bonus to all ability scores. The number of creatures changing alignment is to be decided by the DM.

In addition to this, each code-violation or changed alignment subtly empowers the created area, strengthening the forces of entropy and chaos that permeate the universe. Over the course of several weeks buildings start to crumble, figures of authority die, individuals break laws without clear reason, and eventually all semblances of civilization and order disappear from the area (this process of destruction encourages further code-violations, strengthening itself). If it was previously civilized, it is now a desolate ruin only inhabited by bands of criminals. If it was wilderness, it grows more savage and less easily traversable, with monstrous animals and barbarian tribes moving into the area. A few new Achalinotos may emerge from the area afterwards, having gained their powers somewhere during the chaos, and embark on their own travels.

The only way to stop this process, impossible as it may seem, is to prevent any of those affected by the initial ability from violating their codes in any way. If no Achalinotos occupy the area for 24 hours, and no violations or alignment-shifts take place during that time, the area disappears, and all of its effects end (damage already done does obviously not disappear).

If you use this Mythos, you must wait 24d4 hours before you can use it again.

Entirity-Representing Alternativity Brethren:
Prerequisite: The 'Violation Of Causality Through Nonpresence' Mythos

Time moves linearly, or so some like to say. The Achalinotos, however, has long been proving that this need not be. Sometimes the cause follows the effect, sometimes a made choice is unmade, sometimes a future moment is glimpsed and avoided.

Sometimes today's Achalinotos has lived a vastly different life than yesterday's.

If you spend 24 hours in the state of pseudo-existence provided by Violation Of Causality Through Nonpresence, you can replace yourself with a potential alternate 'you', whose life was never truly lived. This being is a different version of you, equal in most ways except for a few subtle changes in appearance and memories, as well as selected Mythos.

Every time you perform this replacement, you may exchange one Exceptional, one Fantastic, and one Legendary Achalinotos Mythos you know for any other you'd have been able to select at the level you got it. You must still meet all prerequisites of Mythos kept and newly gained. In addition, you may replace one of your Excellencies.

Rather than replace a Mythos, you may swap out one of its Manifestations for another of the same kind.

If you have the 'Permanence-Eroding Absence' Manifestation, the memory loss caused by that Manifestation is sufficient to make people not notice the differences between your old and new self.

THIS WORLD SHALL NOT CONSTRAIN ME:
Prerequisite: The 'Shattering Multiversal Tyranny' Mythos

You are above these petty rules of magic, nature, and logic. They say a certain force should shatter your body, but it doesn't. They say a spell should turn you to ash, but it doesn't. And why is it that you ignore all these things?

Because you choose to.

Any creature with a CR less than your Achalinotos level can no longer affect you with an ability unless you let it. Its attacks you shrug off, its honeyed words you ignore, its conjured walls don't slow you down. You can even move straight through it or end your movement in its space, should you want to.

In addition, you can choose to move to any location on any plane as a full-round action, and you can ignore any plane's elemental, energy, alignment, and magic traits. You may also choose to not be affected by its gravity, essentially giving it the 'no gravity' trait for you only.

Finally, you can suspend even the passage of time for short periods. As a standard action you may receive the effect of a Time Stop spell for 1d4+1 rounds. Afterwards, you must wait 2d6 hours before you can use this ability again.

Inevitability
2017-04-23, 04:52 AM
Excellencies
Chance-Favored Luck Disciple
Prerequisite: -

You gain a Luck feat you meet the prerequisites for as a bonus feat. In addition, increase your daily number of luck rerolls by three.

You may purchase this Excellency again, gaining a new Luck feat (but not extra rerolls) every time you do.

Exercise of Mental Freedom
Prerequisite: One Fantastic Mythos

You gain a +2 enhancement bonus to Charisma.

Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time. This second purchase increases the enhancement bonus by 4, to a total of +6.

Exercise of Physical Freedom
Prerequisite: One Fantastic Mythos

You gain a +2 enhancement bonus to Dexterity.

Once you have at least one Legendary Mythos known, this Excellency may be purchased a second time. This second purchase increases the enhancement bonus by 4, to a total of +6.

Impossibility-Defying Specialization
Prerequisite: 12 ranks in the chosen skill

They told you it was impossible. You replied that was no reason not to try.

Select one skill. Every time a check you make with that skill would have a DC between 50 and 100 (before applying this Mythos), reduce it to 50. If the DC would be over 100 instead, halve it.

You may purchase this Excellency multiple times, selecting a new skill every time.

Impulse-Fueled Know-How
Prerequisite: -

Select one skill. If it is not a class skill for you, it becomes one. If it is, you can use your charisma bonus in place of the ability bonus it currently uses when making checks with it.

You can purchase this Excellency multiple times.

Trickery-Master's Maneuvers
Prerequisite: 7 ranks in any skill

Select four skill tricks you meet the prerequisites of, and gain them.

You may select this Mythos again, gaining up to four new skill tricks every time.

Your maximum number of skill tricks becomes equal to your character level, rather than half your character level.

Unfettered [Skill] Mastery
Prerequisite: 10 ranks in the chosen skill

Choose one Achalinotos class skill in which you have at least ten ranks. By discarding all conventional ways of practicing it and substituting your own, better methods, you achieve inhuman levels of mastery of it.

You gain a competence bonus on checks with your chosen skill equal to (10 + class level).

Unstoppable Movement Talent
Prerequisite: -

You gain Dash, Leap of the Heavens, and Run as bonus feats.

Almarck
2017-05-02, 08:46 AM
Doctor




Sure a cleric can cure you if you get sick… but what if you never have to get sick again, even if you were out of magic jewelry? What about if you were a dragon? I can do that!

In a world full of magic and dragons most healing is done usually through the blessing and works of the gods themselves, sending divine messengers. Traditional healing and medical practice normally aren't effective enough or reliable for many adventurers. It takes some serious medical knowhow to even match what your typical priest could do with magic…

A doctor is a medical professional who has dedicated his entire life to the study and application of medical knowledge. While the skill is nowhere near as quick as casting a spell, a skilled doctor can perform medical operations constantly, around the clock, up until the pressure of working with so many patients finally gets to them. This is relatively slow and taxing to a person's mind, but it has its uses and I'd generally more efficient.

Unfortunately, doctors tend to be rather out competed by magic users even factoring their skills, past a certain point. Such things generally tend to make non-magical medical professionals feel their talents and skills are wasted. There are actually ways to go further, but such acts tend to be… questionable at best, damnable at worst. The stresses of fruitlessly tending to the wounded under supernatural assault tend to leave one to be more open than many would think. Many doctors lose faith in pure medical healing and diversity into stranger topics.


Adventures: Doctors adventure to ply their trade as medical professionals. In the case of the typical adventuring party, they are of course the party technician and healer. As the party progresses, the doctor gives the party advantages in grafting boons and capabilities they otherwise would not have.

Characteristics: Doctors bring forth the power of really advanced medicine backed up by sleep deprived driven mental instability. They tend to be idealistic in the sense they are wholly committed to their ideals.

Alignment: Any. Doctors draw their ranks from anywhere, good or evil, lawful or chaotic. Whether it be the idealist who want to help the world of the prison surgeon who subjects his captives to strange procedures all are acceptable.

Religion: Very obviously religious doctors tend to favor gods of healing. Most generally don't worship gods at all though.

Background: Doctors generally come into their profession by going through medical school or by learning from a master. Both options usually require significant investments of finances which typically comes from wealth or from a life of hard earned savings.

Races: All races are able to have doctors, but it is discouraged among the shorter lived races, such as goblins, due to the time investment required to learn the trade.

Other Classes: There is a very strong, albeit largely one sided rivalry between doctors and spellcasters, especially clerics and druids, who obtain healing magic through “blind, unlearned faith”. This rivalry tends to deepen against religious classes once the doctor begins experimentation, and many faithful will outright refuse the advanced treatments that revise entire species. Druids in particular are often very hesitant to apply some of the boons they grant.

Role: Doctors are able to fill multiple roles. Obviously they perform healing. They are able to act as debuffers by inflicting status effects within combat, their advanced knowledge of biology and other subjects grants them a role as a party encyclopedia, and if given the opportunity can improve the other party members in new and… questionable ways.

Adaptation: Minimal Adaptation is required since the archetype relies mostly on mundane workings, though the nature of some of the surgeries particularly the ones that warp their subjects or install parts might need refluffing. Options included advanced biomechanical engineering, genetic manipulation, cybernetics, or maybe just using rituals. The only requirement is that whatever it is, it has to be something society might find off.



GAME RULE INFORMATION
Doctors have the following game statistics.
Abilities: Intelligence is the most important ability scores for determining the strength and power of a number of medical effects. Additionally, Wisdom is used to determine how much Stress the doctor can endure in a single day, which is what limits his ability to apply his trade.

Alignment: "Any"
Hit Die: d8
Starting Age: “As wizard”
Starting Gold: “As wizard”

Class Skills
Appraise (Int), Craft (all) (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Profession (all) (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Use Rope (Dex)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier




Doctor


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0

+2

+2

+0
Medical Toolkit, Medical Training, Stressful Occupation, Sedating Syringes, Medical Operations, Standard Medical Practice (Standard Treatment)


2nd
+1

+3

+3

+0
Standard Medical Practice (Autopsy, Remove Experimentation), Typical Obsession (Apply Least Obsession), 1 Attachment Limit


3rd
+2

+3

+3

+1
Standard Medical Practice (Simple Surgery), 2 Obsessions, Typical Obsession (Least, Cosmetic Revision)


4th
+3

+4

+4

+1
Typical Obsession (Racial Templates), Injection Specialist


5th
+3

+4

+4

+1
New Obsessions, 2 Attachment limit


6th
+4

+5

+5

+2
Standard Medical Practice (Advanced Surgery), Typical Medical Obession (Lesser) Syringe Gun


7th
+5

+5

+5

+2
New Obsession


8th
+6/+1

+6

+6

+2
Standard Medical Practice (Resuscitation)


9th
+6/+1

+6

+6

+3
New Obsession


10th
+7/+2

+7

+7

+3
Typical Medical Obession (Greater), Impossible Sedation Technique, 3 Attachment Limit


11th
+8/+3

+7

+7

+3
New Obsession


12th
+9/+4I

+8

+8

+4
Standard Medical Practice (Cellular Regeneration), Expanded Personal Attachment Capacity +1,


13th
+9/+4

+8

+8

+4
New Obsession


14th
+10/+5

+9

+9

+4
Typical Medical Obession (Doctorate), Expanded Personal Attachment Capacity +2


15th
+11/+6/+1

+9

+9

+5
New Obsession, 4 Attachment Limit


16th
+12/+7/+2

+10

+10

+5
Expanded Personal Attachment Capacity +3


17th
+12/+7/+2

+10

+10

+5
New Obsession


18th
+13/+8/+3

+11

+11

+6
Expanded Personal Attachment Capacity +5


19th
+14/+9/+4

+11

+11

+6
New Obsession


20th
+15/+10/+5

+12

+12

+6
New Obsession, 5 Attachment Limit, Zenith of Medicine







Class Features
All of the following are class features of the doctor.

Weapon and Armor Proficiencies:
Doctors are proficient in simple weapons and light armor. They are also proficient with syringes and syringe guns.



Medical Training
The doctor draws on a wealth of medical knowhow to ply his trade.

He gains a bonus skill point for every level of doctor he possesses. This bonus skill point is always invested into Heal. If he starts 1st level as a level 1 doctor, he gains an additional 3 skill points to invest into heal.


All Saving Throws the doctor requires as part of his class are 10 + ½ the doctor’s class level + his intelligence modifier.

Medical Kit
All doctors require tools and equipment to get the job done. For the adventuring doctor, this manifests as a heavy travel bag that holds all of the delicate equipment of his profession, but also is able to store samples of chemicals, poisons, or even creature parts for use.

The bag is also able to store a number of samples for future use, up to the doctor’s class level. These samples can come in the form of vials full of disease, poison, blood or other creature parts such as hair. The medical toolkit provides vials for this purpose and such samples are safe indefinitely while stored in the doctor’s medical bag.

The bag is exceedingly complex and cumbersome and does not function as a healing kit and it only functions for the doctor that owns it.

The medical bag the doctor employs is treated as though it weighs 40 pounds though the doctor treats it as though it weighs 0 lbs while he holds it. It may not be thrown further than 10 feet due to its shape and size.

If the medical bag is lost or destroyed, it costs 100 gold to replace it. While within 5 feet of the doctor, the medical bag cannot be subjected to any effect that attempts to destroy or damage it directly. It otherwise has the normal hit points of a backpack.

Multiple medical kits can be bought in advance to prevent the loss of 1 from rendering the doctor useless. However the doctor can only treat 1 such bag as weighing 0 lbs, all backup medical bags have their full weight.

Stressful Occupation:
A doctor is always facing self doubt for his abilities, when the core of his trade can easily be done with the wave of a wand, even if he is the one using. This drives doctors to always excel, to make it seem like their talents are indispensable.

This gives them feats of medical performance no ordinary healer can match and sometimes even beat a magical healer…. But this always drives a doctor insane.

Every time a doctor performs an operation or employs some of his class abilities, he gains Stress.

A doctor may safely hold a number of Stress equal to his 3 + Wisdom modifier multiplied by 4. If the doctor’s Wisdom modifier is a number below +0, treat it as though it was a modifier of +0 for the purposes of this ability only. I.E. a modifier of +0 results in a total Stress capacity of 12, while a modifier of +1 results in a Stress capacity of 16.

If a doctor has 2 times 3 + his Wisdom
modifier, he is afflicted by the confusion status effect for until his Stress drops below 2 times 3 + his Wisdom modifier, as his fragile sanity cracks and he mildly loses his mind. While confused as as a result of Stress, the doctor may still perform medical operations and heal checks as his desire to prove himself pierces through his own madness.

If the doctor has more stress than 4 times 3 + his Wisdom modifier, he loses his mind so utterly that he goes completely bonkers. He becomes unable to do anything but sit around and babble to himself incoherently for most of the time. He is considered cowering in combat situations.

The only way to relieve Stress is to either rest, sleep, or meditate or 8 hours before the start of each day, which reduces all Stress to 0 or to act on Violations, which reduce a given number of Stress based on the deed.

Because the doctor’s Stress comes from deep seated insecurities and resentment coupled with on the job difficulty and perfectionism, no force on earth can really stop him from accruing Stress or magically cure him, not even Wish or Miracle. However, there are ways to snap the doctor out from his own madness, albeit temporarily, such as using Owl’s Insight to increase his Wisdom modifier and thus increase his capacity for Stress.

Sedating Syringes:
At 1st level, the doctor learns how to create and apply powerful drugs meant to incapacitate a creature. At the start of each day, the doctor creates a number syringes of anesthesia equal to his ¼ his doctor level + his intelligence modifier. If he requires more, he may spend 5 minutes with his medical kit mixing chemicals to brew up to his Intelligence modifier in more syringes at the same time, but making each syringe causes him 1 Stress.

Anesthesia spoils when put into contact with open air or water; it loses all potency if removed from the syringe in such a way that it doesn't immediately end up in a creature’s body. It also loses potency by the next time the doctor relaxes at the start of each day.

Anesthesia can be applied to a willing creature with no difficulty or need for an attack roll. Additionally a doctor may hand his anesthesia syringes to other characters so that they might be able to employ them.

Anesthesia may be injected into an unwilling creature either by stabbing him with a needle up close in melee or by the use of a syringe gun as a ranged attack, as a standard action. Generally the attack is treated as normal weapon attack, but does no damage but the syringe becomes injected into the host’s body and iterative attacks are not allowed.

Anesthesia is considered a poison effect for the purposes of resistance and immunity.

Once a creature has been put under the influence of anesthesia, the creature must make a Fortitude Save or become Staggered for one round and make another Fortitude save after the doctor’s following turn or become unconscious for 1 hour per the doctor’s class level. Succeeding on the first Fortitude save negates both the first effect and prevents the second effect from happening. Also all other poison effects and effects that deal status effects or damage overtime (such as Pathfinder’s bleed damage), are suppressed while a creature is under the effects of anesthesia, creature that is bleeding out becomes stable.

A creature that has been subject to an anesthesia syringe and successfully resists it does not gain any resistance to future injections. Instead, the assimilated drug cocktail inside the creature’s system builds up. Each subsequent anesthesia injection has received a cumulative +1 bonus to their DC.

Willing creatures may immediately lapse into unconsciousness with no saving throw.

Another creature may be awaken a sedated creature as a standard action or by dealing damage to the sedated creature; regardless of if this is intentional or not, it receives another Fortitude saving throw. If it succeeds, it awakens but is Staggered for one round. The sedated creature is just is unable to wake itself up while under the effect of anesthesia.


Medical Operations:
The core of the doctor’s medical expertise is drawn from the types or surgical procedures and medical operations he knows how to employ. Each is a complex working of medicine only a doctor can truly understand.

Operations are extended actions that take significant amounts of time to employ and require that a subject living creature be sedated or willing to be operated on for the majority of the time. Note that the doctor may select himself as the recipient of his own operations, though selecting himself in this manner doubles the Stress gained from performing it. Additionally, some operations work by targeting a corpse or unliving creature. Regardless, the subject of an operation must be present through its entire duration.

How long an operation takes is listed in its description and all operations have a Stress rating which determines how much Stress the doctor gains upon performing the operation. If an operation requires multiple days to perform, the doctor receives Stress for at the start of each day the operation is ongoing as his mind obsessed and worries about his work. He gains this Stress regardless of he works on the operation or not that day. If a doctor gains enough Stress that activates some break threshold, he remains focused on his task and gains Stress afterward.

If a doctor starts a day with more Stress gained from going operation than his capacity for Stress, he is only able to work on those operations or walk to those operations for that entire day.

If an operation is violently interrupted while the doctor is actively operating on the patient, the patient must take 1 constitution damage for each day the operation was ongoing, minimum 1, Fortitude save to negate. If the patient is returned to the doctor’s custody within 24 hours the operation can resume at no loss of progress. Otherwise the doctor must completely start over as the attempt was wasted.

Operations do not allow for Saving Throws or resistance aside for the aforementioned constitution damage for an interrupted operation.

If an operation forces a caster level check because of some effect on the subject, such as a spell requiring a dispel check, the doctor uses his class level as his caster level with his intelligence modifier as his spellcasting ability modifier.


Standard Medical Practice:
At 1st level, the doctor learns the most fundamental skill of his medical career, to heal others.

He gains Standard Treatment as a medical operation, see Operations for details.

At 2nd level, 3rd level, 6th level, 8th level, and 10th level, this knowledge base improves.

At 2nd level, he gains Autopsy and Remove Experimentation as an Operation.

At 3rd level, he gains Simple Surgery as an Operation.

At 6th level, he gains Advanced Surgery as an Operation.

At 8th level, he gains Clinical Reanimation as an Operation.

At 12th level, he gains, Cellular Regeneration as an Operation.




Obsessions:
At 2nd level, the doctor learns that there is more to his profession than simply mending flesh, though that is admittedly quite important. What began as a simple request to change one’s appearance can gradually evolve into something more sinister and unwholesome, though this isn’t always true. Regardless, the doctor gains an unhealthy interest in applying his medical knowledge in ways it was never intended. Such applications don’t affect the doctor’s morality or alignment.

He begins to learn of a few unusual procedures that are not merely be covered by simple healing. Whether it be grafting new body parts and artificial organs, overriding a person's DNA so that they change race or even species entirely, or otherwise redefining what is natural, the doctor does it, provided he can afford it.

Each Obsession is a topic that possesses a variety of options or traits. Upon selecting of a Obsession, he adds each option to the list he is aware of, but he must first be able to accomplish the proper installation or application Operations, such as Install Basic Attachments which allows installing the lowest grade Attachments. Further details in the Obsessions Section.

Most items in a Obsession have gold cost to apply them, tell you what level of surgery is needed to apply them, and list whether or not they have special requirements.

Because of the nature of the items Obsessions grants a doctor that ability to add or attach completely revising or adding to a creature’s form, they cannot be removed or regenerated over by healing magic. Usually, they are not Polymorph effects nor are they magical in nature and as such cannot be dispelled or suppressed by an antimagic field, though sometimes they are supernatural in nature. Unless otherwise stated, it takes either a Wish or Miracle to remove them.

A number of Attachments, Revisions, or Templates force for saving throws. The creature uses 10 + ½ its level + his intelligence (if it has doctor levels) or constitution modifier to calculate saving throws. The catch is that levels in classes that aren't racial hit dice or doctor levels count for half for the purposes of calculation saving throws or effective caster level.

The doctor learns 2 Obsession topics at 3rd level, another every odd level thereafter, and at 20th level. He chooses from the list of Obsessions available to him.


Typical Obsession:
All doctors who study and are devoted to strange medicine learn a few standard tricks that open their view to possibilities of their craft.

At 2nd level, the doctor learns Apply Least Obsession.

At 6th level, he gains the Lesser versions of these Operations; at 10th level, the Greater versions; and the Doctorate versions at 14th level.


Additionally, a doctor gains Autoinjector as a Simple Attachment at 2nd level, Cosmetic Revision as an option for Simple Revision at 3nd level, and Basic Racial Templates as a Simple Template at 4th level.

This comes to a head at 5th level.


Injection Specialist:
At 4th level, the doctor’s skills with chemistry continues to astound.

He gains a +1 bonus to attack rolls equal to ½ his doctor level for the purposes of attacking opponents with syringes and ¼ his doctor level when attacking with poisoned weapons.


Attachment Limit
At 2nd level, the doctor may place upto 1 Attachment onto a single creature, including himself. Attachments from other doctors count towards this limit. In order to install new attachments, the doctor must either group in level or remove existing Attachments from Remove Experimentation.


At 5th level and every 5 levels thereafter, the number of attachments a creature can get increases by 1, up to a maximum of 5 Attachments





Syringe Gun:
At 6th level, the doctor realizes he cannot engage foes in melee all the time. He creates an ingenious pneumatic powered weapon that fires syringes at a range. A syringe gun loads syringes full of anaesthesia and fires them as a ranged weapon with a ranged interval of 30 feet with up to 5 intervals of range for 150 feet total range.

Regardless of whether or not he successfully strikes his foe, the syringe is destroyed afterwards and cannot be retrieved.

He may load a syringe into a syringe gun as a move action that provokes attacks of opportunity and has no risk of injecting himself.

A doctor may only have one syringe gun at a time, but replacing it is as simple as spending 10 gold on spare parts and assembling it in 10 minutes. He may pack spare parts before hand for this purpose.

Only level 6 or higher doctors may use a syringe gun.


Impossible Sedation Technique:


At 10th level, the doctor’s skills at sedating opponents becomes so great, he can affect things that normally would be immune. Any creature that has an immunity to poison or any of the status effects anesthesia afflicts as a result of race, type, or otherwise comes from the creature… being that specific creature are considered as though they were not immune. Instead they just have. +5 bonus to the saving throw to resist. This works even when such would be nonsensical or impossible to apply, such as when used against unliving and incorporeal creatures like ghosts…It's best not to ask someone who still prefers to call what they do a medical science.

Creatures that gain their immunity from class levels, magical spell effects, or magic items still retain their immunity.

Expanded Personal Attachment Capacity
At 12th level, the doctor comes to realize that the effort spent while modifying himself into more complex forms can be instead focused to make his own, more basic form more efficient.

So long as the doctor’s current race or Template is not an Advanced Template, the doctor may attach 1 extra Attachment higher than normal for other creatures.

This expanded capacity increases to +2 at 14 level, + 3 at 16th level, and +4 at 18th level.

If the doctor’s race or override changes to a different race, he must remove extra Attachments as needed at the earliest opportunity.


Zenith of Medicine
At 20th level, the doctor’s expertise has finally reached its peak, becoming in some ways a rival to mages and wizards in his capacity to shape the world. It is here the doctor chooses how he wants to proceed.

He chooses one of the abilities below.


Change the World -
Upon gaining this ability, the doctor doctor gains a large building like device, with which he may alter the individuals in a geographic area as though he were operating on a single person, using his knowledge of Surgery. Doing this however forces him to take 100 Stress each day the procedure is ongoing.

He may determine specific criteria to include a exclude people. He just may not name a name


Override Template - Why limit yourself to just one race when you cýan take on the powers of two at once? The doctor performs a month long surgical operation on himself, putting him into seclusion. He picks 2 of the options from the all of Templates he knows and treats it as though he were a single Template

He gains the best Ability scores modifiers for each different Ability score, his choice of size from either Template, the best speeds, all of the other racial abilities that won't stack.
Alternatively, you may instead of picking two races to simultaneously be, you may have Expanded Personal Attachment Capacity benefit you regardless of your current race or Template.

Almarck
2017-05-02, 08:55 AM
Operations




More Obsessions
Prerequisites: Obsessions class feature, Operations class feature
By devoting more time to the study of surgical modification, you gain more insights into how to change creatures.

You gain an Obsession you qualify for.



Attachment Focus
Prerequisites: Have an Attachment installed that calls for a saving throw when used.
Select an Attachment installed on your body.. The DC of saving throws when using this Attachment is increased by +2.

This attachment may not be removed, though it can be upgraded. If upgraded, the Attachment that replaces this one benefits from Attachment Focus.

This feat may be selected several times, its effects do not stack. Each time you take this feat, select a different Compaq table Attachment.

Relaxation Therapy
Prerequisites: Stressful Occupation class feature
Once per day, you may perform a 10 minute ritual to relieve yourself of the stresses of life, at the end of which you lose 1d6 Stress. This becomes 2d6 Stress when you hit 12th level.


Overtime Efficiency
Prerequisites: Operations class feature
When performing an Operation that requires multiple 1 or more weeks to perform, you may double the amount of Stress gained to cut the time of operation to under 1 week.


Chemical Interest
Prerequisites: 3rd level Doctor.
Certain fields of medicine require ample use of drugs and chemicals.

Select one of the chemicals from the list below that you qualify for.

At any point, you may also brew up to your intelligence modifier of any the chemicals you know over 10 minutes fiddling with your medical bag. Each chemical causes you to gain 1 Stress.

When you reset your Stress to 0 at the start of the day, all pre-existing chemicals you brewed beforehand spoil. You may also not see or stockpile chemicals.

Chemicals may be used in an Autoinjector for quick use, or manually inserted into a living creature’s bloodstream via syringe. Doing so against an unwilling target is a touch attack or ranged touch attack with a syringe gun.

This feat may be taken multiple times, each time select a new chemical.




Stimpack
Prerequisites: 5th level Doctor
The creature’s speed and reaction times increase, as if under the effects of Haste.

This effect remains for a number of rounds equal to your doctor level. This effect does not stack with Haste

Super Stabilizer
The creature automatically stabilizes. If its hit points are below 0, they become 0



Pain Reliever
The creature gains 1d6 temporary hit points per every doctor level you possess, upto a maximum number of hit points equal to the number of hit points from away it is from its maximum hit point total.

These temporary hit points last for 1 minute. Afterwards, the creature regains ¼ of the remaining hit points as healing.

Heart Stopper
Prerequisites: Deathless Anatomy
For 1 hour, the creature gains the benefits of the False Heart Attachment.


Attachment Booster
The creature may use an Attachment with limited uses per day, 1 additional time per day.

A creature may only take Attachment Booster once per day.





Operations
Operations are the supplemental powers of a doctor, in a sense, acting as the way a doctor can modify enemies or allies. Usually allies will get changed or mended, but sometimes it might be to the benefit to alter enemies. This also covers the act of healing.

A number of operations have multi-day operation lengths. For simplicity, days are 8 hours chunks of operating time on a single creature. This represents the amount of work that can be safely done on a patient.

If the patient needs to be moved or is fighting in the same day as having a multi-day surgery, that day counts for half due to the rest and recovery parts not really working. Though if possible, it's best to handle operation beforehand.






Default Operations
The following is a list of operation the doctor learns of through simply progressing through the level. This list contains operations from Standard Medical Practice and Typical Medical Obsessions.



Standard Treatment
Creature - Living Creature.
Time - 1 minute or 5 minutes
Stress Gained - 1
A quick an easy series of patching over wounds, injecting stimulants, or otherwise clearing damage the doctor can perform to cure a target creature of hit point damage.

For a 1 minute operation, the creature regains 1d6 hit points per the performing doctor’s level and restores an equal number of subdual damage.

If this operation is performed in 5 minutes, the creature gains temporary hit points equal to ½ the damage the operation restored. A creature must be damaged and be healed by an appropriate amount to gain the hit points. These hit points do not stack with other methods of regaining temporary hit points and last for 1 hour.

Autopsy
Target - Corpse or other remains of any creature
Time - 5 minutes or 1 hour
Stress Gained - 1
By dissecting an opponent's remains, the doctor gleams important lore and biological facts from the remnants. He may make a knowledge check with a bonus equal to ½ his doctor level. He may do this check even if he previously failed such a check recently, even if such a check was done using the same corpse.

If done in 5 minutes, the corpse is rendered ruined by Autopsy as the doctor’s examination methods emphasizing on quick results over preserving the remains. It is utterly useless of anything. This is averted in a 1 hour long operation and may be treated as an intact corpse for other purposes.

Remove Experimentation
Target - Creature with Attachment, Revision, or Template.
Time Same time it took to perform the original installation
Stress Gained - 5
The doctor attempts to remove a single Attachment, a Revision, or a Template placed on a target creature, attempting to restore the creature, at least closer to its original condition.

Removing an Attachment, Revision, or Template does not yield anything to the doctor. It simply undoes what was been forcibly placed onto a creature’s form.



Simple Surgery
Target - Living creature
Time - 10 minutes.
Stress Gained - 3 or 1
A simple procedure of repairing flesh using staples and braces on the inside, and muscle stimulants, purging the body of harmful pathogens, the use of charged irradiated lead dust to suppress hostile magic, and then sealing the body up once the tinkering is done.

The doctor dispels any magical effects reducing a creature’s ability scores, restores 1d4 temporary ability damage to one of his ability scores, and attempts to remove disease and poison. Permanent ability drain is beyond him still.

A doctor may “chain” multiple Simple surgeries onto a single creature in a single sitting. The Stress gained from any surgeries after the first cause the doctor only 1 Stress.


Advanced Surgery
Target - Living creature
Time - 30 minutes
Stress Gained - 6
More complicated, advanced surgical techniques involve more precise chemical targeting, grafting replacement organs, and more.

This functions as Simple Surgery, except that the doctor may also restores negative levels and restores a creature that suffered a level drain in the past month to an appropriate level, giving it the minimum experience necessary to obtain the missing level again.

It completely restores all temporary ability damage from all ability scores and ability drain to a single score. Constitution lost due to death and resurrection are not restored.

Additionally if the doctor has replacement organs or spare body parts on hand, such as spare arms or fresh organs from a compatible creature, the doctor can graft it onto the patient’s body, effectively replacing missing limbs and organs by using fresh replacements.






Clinical Reanimation
Target - Living creature corpse
Time - 30 minutes
Stress Gained - 8
The doctor’s knowledge life extends into death. He may bring a creature back to life by restarting the processes that maintain a creature’s life. The willingness of the creature is irrelevant and it is brought back to life so long as it's soul is enabled.

The creature is brought back to life with hit points equal to its Constitution + its first level hit dice.

The condition of the creature’s corpse needs to be mostly intact. If the corpse is not wholly intact, the creature takes anywhere from 1 to 8 ability damage to all ability scores to represent the rot, decay, or other ravages that ravaged the body while the creature was dead. Limbs may also be missing but may be restored via other Operations. If the corpse has been reduced to the bones or been dead for 1 month, this Operation cannot be performed.

Coming back to life is a painful ordeal and in addition to all of the above. The creature loses 1 level or hit dice or loses 2 Constitution 1st level. A creature cannot be revived if its Constitution will be under 1. The loss of levels and Constitution from this operation cannot be restored by any means. The level loss is replaced by gaining a Permanent negative level if playing Pathfinder.

Performing this operation requires 5,000 gold worth of expensive medicinal chemicals The chemicals are consumed in the operation.


Cellular Regeneration
Target - living creature or a corpse of a living creature
Time - 30 minutes
Stress Gained - 8
The doctor learns an important rule, a creature’s cells provide the blueprint for itself. By creating a procedure that relies on restoring a creature by massively accelerating the growth of cells and triggering cells to form newer cell, a creature can be restored to normal.

This Operation when performed restores a creature to maximum hit points, removes negative levels, gives a creature enough experience points to advance to the highest level it obtained, purges all negative status effects such as poison, disease, fatigue or exhaustion, insanity, and completely removes all ability damage and ability drain.

Alternatively, this Operation may be used to bring a decreased creature back to life even if reduced to dust by disintegrate. As long as the doctor has a viable sample of the creature in question, it can be revived.

It returns to life with maximum hit points, no ability damage, and is cured of all negative status effects.

Coming back to life is a painful ordeal and in addition to all of the above. The creature loses 1 level or hit dice or loses 2 Constitution 1st level. A creature cannot be revived if its Constitution will be under 1. The loss of levels and Constitution from this operation cannot be restored by any means. The level loss is replaced by gaining a permanent negative level if playing Pathfinder.


The material cost for this operation is 10,000 gold in the form of medical chemicals, the expense of decompiling a creature’s DNA and printing the required body parts. This cost is incurred regardless of the type of procedure.

Additionally, it requires a sample of the creature to be resurrected.


Apply Least Obsession
Target - any creature
Time - 30 minutes, 1 day, or 4 days
Stress Gained - 2
The doctor modifies the creature doctor selects an Attachment, Revision, or Template of Least quality that he knows, paying the cost and fulfilling other requirements as needed.

Remember, a creature may only have 1 Attachment + 1 for every 5 doctor levels of the highest operating doctor, Revisions overlap the previous if they apply to the same thing, and creatures may only ever have 1 Template.

Attachments take 30 minutes, Revisions take 1 day, and Templates take 4 days to apply.


Apply Lesser Obsession
Target - any creature
Time - 1 day, 4 days, or 1 week
Stress Gained - 4
Apply Least Obsession, except the Attachment, Revision, or Template may be of Lesser quality.

Attachments take 1 day, Revisions take 4 days, and Templates take 1 week to apply.


Apply Greater Obsession
Target - any creature
Time - 4 days, 1 week, 2 weeks
Stress Gained - 5
Apply Least Obsession, except the Attachment, Revision, or Template may be of Greater quality.

Attachments take 4 days, Revisions take 1 week, and Templates take 2 weeks to apply.


Apply Doctorate Obsession
Target - any creature
Time - 1 week, 2 weeks, or 4 weeks
Stress Gained - 6
Apply Least Obsession, except the Attachment, Revision, or Template may be of Doctorate quality.

Attachments take 1 week, Revisions take 2 weeks, and Templates take 4 weeks to apply.








Cosmetic Revision
Through brute force physical surgery, some grafting to make up for the lack of flesh, and some brute force sharing, the doctor basically a sculpt a humanoid creature to look like another, though this is only skin deep

-Cosmetic Revision Least Revision 100 Gold
The doctor can make a creature appear a foot shorter or taller, leaner or muscular, thin or fat, or anywhere in between. Eye color, hair color, and other cosmetic features can be altered to suit the needs of the doctor.

There are limits, such as he cannot completely change a creature to look like a completely different race, but he may make it look similar to a related sub race, such as changing an elf to look like a drow, or the other way around.

This Revision grants it +10 bonus to disguise checks to look like what it is currently. Unlike most other Revisions, this tends to fade over the course of weeks as the surgical measures as dyes used break down over the course of weeks. Every week, the revision’s bonus to disguise drops by +1. At a bonus of +0, the attachment is automatically removed.




Autoinjector
A simple procedure that installs a mechanical delivery system that dispenses medicine or potions into the host’s body directly. Kinda unwieldy and unlike most other Attachments multiple instances of can be placed on the same creature, but each successive one is more complex and requires more work to ensure its stable.


-Autoinjector Least Attachment 1,000 Gold + 1,000p gold for each preexisting Autoinjector on creature
Autoinjectors can hold a syringe full of anesthesia, a concoction, a potion, a sample of poison, or some other liquid that takes effect when imbibed or put in contact with the blood stream.. The liquid must be provided by the doctor or the creature. Once a liquid is provided, the Autoinjector may then be programed with a trigger which defines when the liquid is to be applied to the creature, such as “takes damage”, “is poisoned”, or “disobeys the doctor”. Only one Autoinjector may be activated in a single turn, even if they have the same trigger. The Autoinjector may be manually triggered as a move action.

In addition to the above, the doctor may make it so that only he may refill the Autoinjector, preventing the patient creature the chance to control it or trigger it manually. Useful for important prisoners.

Liquids in Autoinjectors that spoil overnight will spoil.



Basic Racial Templates
The doctor applies a procedure of tissue grafting and experimental DNA splicing that effectively changes one creature into another.

-Basic Racial Templates Least Revision 1,000 Gold
Creature must be a basic humanoid race. The humanoid creature changes its race to one of the default races, either human, dwarf, elf, halfling, gnome, half orc, half elf, or one of the subraces of the above races with a -0. It gains the traits, type, and subtype of its new race, losing its old race in the process. If the creature possess, fears, abilities, class features, or the like that relied on its old race, it might not be able to perform them. It is recommended retraining be allowed.

For all intents and purposes, the creature is functionally member of its new race, in such a way as though he was born as his new race.

In addition to the cost of performing an operation, the doctor requires a tissue sample of the race he wishes to convert the creature into. The sample is consumed in the operation.






Obsessions
What drives the doctor is an understanding and willingness to apply his medical knowledge to unusual ends. Often, these goals are questionable by some in society.

An Obsession is category that teaches doctors effects. Upon gaining an Obsession, the doctor learns all of the various modifications placed on it, and thus with the right operation may install them onto any valid creature, for the right price and time.

There are 3 types of effect in a Medical Obsession, each installed by the appropriate Operation.

Attachments, add capabilities to or minorly change a creature in some manner. Adding cyberlimbs, installing autoinjectors, troll eyes and more are all doable.

Revisions, reshape the creature in subtle ways, often not so much adding new capabilities, but affecting appearance or working with existing mechanics. Modifying age, sex, and the mind is but a sample.

Templates, completely change a creature’s fundamental make up, effectively replacing their race for something else. With enough surgery and syringes, anything is possible.Changing an orc into a false dragon, elf, or a mechanoid are all possible. A creature loses its original race or previous override when subjected to another override, gaining the traits of the latest. Some replaces are designated as Advanced


Some operations have different levels within the same Attachment or or operation. For simplicity, redundant operations have been consolidated as the same entry, but have different level traits. Simply decide on the level you wish to read and omit things not in the proper slash.



A number of things possess saving throws when used.
The saving throw for anything in this list is 10+ ½ the creature’s level+constitution modifier.

Racial hit dice and doctor levels have full credit for this contribution, but all other classes have half half the benefit, thus meaning most classes only increase the saving throw if 3 levels are taken.

Several abilities have a number of uses per day, which is determined by the constitution modifier.

Additionally, the doctor that installed or applied an effect may use his intelligence modifier instead of constitution modifier to determine the saving throws and uses per day

Almarck
2017-05-02, 09:01 AM
Aberrant Mutalism
Requires - Knowledge (Psionics) 13 Ranks, Alien Studies
Refining the knowledge from things out o this world yields terrible results. Fleshwarping creatures into a new state and powerful psionic might are able to be tapped into

-Psi-Dominator (sp) Greater Attachment
12,000 Gold
The creature’s mind is augmented, giving it the power to dominate lesser minds. A number of times per day equal to the creature’s constitution modifier, as a standard action that provokes attacks of opportunity, the doctor may enslave a creature within the Telepathy Node’s range. On a failed Will Save, the creature is enslaved following the rules of dominate person, except that the duration is 1 minute per doctor level.

Doctor only. Only 1 creature may be controlled at a time. Requires Telepathy Node. This is a mind affecting effect.


-Shifting Anatomy Greater Attachment 9,000 Gold
The creature’s anatomy changes and shifts semi-randomly, granting a 50% chance to negate sneak attacks or critical hits.

-Telekinesis Module Greater 9,000 Attachment
The doctor may levitate creatures and objects at will, functioning as levitate as the spell using the creature’s doctor and racial levels as a caster level.

Doctor only.


-Alien Monstrosity Doctorate Template 35,000 Gold
There are a many different kinds of unspeakable monstrosity. But this custom made aberrant is solely the doctor’s making and artificial.

This is an Advanced Template.


● +2 Dexterity, +2 Constitution, +2 Wisdom - Monstrosities are surprisingly agile and are endowed with alien cunning.
● Aberration. The creature is treated as being an aberrant. It does not gain any other abilities based on my its type.
● Medium.
● 20 foot walk speed. Walk speed is not reduced when wearing medium or heavy armor.
● Integrated Telekinesis Module - As the attachment. This does not count against the attachments a creature may have. The creature uses all class levels to determine effectiveness and the creature may use it even if it is not a doctor. If the creature possesses a Telekinesis Module when applying this template, the cost of applying this template is reduced by the cost of the original Attachment.
● Integrated Telepathy Node - As the attachment. This does not count against the attachments a creature may have. If the creature possesses a Telepathy node when applying this template, the cost of applying this template is reduced by the amount of the original attachment.
● Alien Synergy - Monstrosities be given any doctor only Attachments that are under Obsessions where Knowledge (Psionics) is a requirement to learn. All class levels are counted as doctor levels for determining saving throws and caster levels.
● Darkvision - 60 feet range.



Advanced Interferencing
Requires - Knowledge (Engineering) 5 ranks
Constructs, regardless of their core mechanisms are machines. They generally have the same “programming” systems and make up regardless of whether they are mechanical or magical. Copying this programming and applying it to an organic mind can yield some interesting results.



-Communication Array Lesser Attachment 6,000 Gold
A creature with this attachment may communicate with any construct creature or creature with a Communication Array within 100 feet, as though they shared a common language, through either nonverbal communication based text or internal “voice”.

-Electronic Command Suite Greater Attachment 6,000 Gold
A powerful communication array upgrade that allows the doctor to “hijack” a single construct for a time. As a standard action that provokes attacks of opportunity, the doctor may enslave a construct within the Communication Array’s range. On a failed Will Save, the construct is enslaved following the rules of dominate person, save that the duration is measured in minutes per doctor level and it only affects constructs, not humanoids.

Doctor only. Only 1 construct may be controlled at a time. Requires Communication Array

-Array Antennae Lesser Attachment 3,000 Gold
Doubles the range of the Communication Array.

Requires Communication Array.

-Internal Bookshelf Least/Lesser/Greater/Doctorate Attachment 1,000/4,000/16,000/64,000 Gold
A simple internal storage device available in a number of formats. It can store photographic information for up to 10/20/30/40 mundane books for use latter.

Additionally, it may store information normally stored on magical or arcane books such as a wizard’s spellbook, effectively acting as a replacement for a spell book. New spells do not need to have a gold cost in ink to be stored in a purely digital format, but it may only store up to 1st/3rd/5th/7th level spells or other magics in this way. There is a total storage capacity of 200 pages worth of magical knowledge.



Alien Studies
Requires - Knowledge (Psionics) 8 ranks
Strange creatures lurk at the edge of spacetime, wielding power over the mind and twisted flesh. By harnessing their strange gifts, a doctor might learn more about himself.

-Telepathy Node Lesser Attachment 4,000 Gold
Creatures with a Telepathy Node may send or receive telepathic message with other creatures who possess Telepathy or also have Telepathy Nodes within 200 feet.

-Psi Stunner (ps) Greater Attachment 10,000 Gold
A powerful psionic organ that emits a deafening shriek. As a standard action, the doctor may attempt to stun another creature within 30 feet. The creature must succeed on a Will save or be stunned for 1 round. Creatures that pass this will save are immune to the Psi-Stunner for the rest of the day

This is a mind affecting effect. Doctor only.

-Tentacles Least Attachment 2,000 Gold
If you can't beat them, join them. This grafts a tentacle to a target creature, acting as an extra limb albeit without any really flexibility. Each tentacle is a 1d3 secondary natural attack with bludgeoning damage for a medium sized creature and adds +1 to grapple related checks.

-Alien Darksight Least Attachment 6,000 Gold
Things from beyond have no need for light. Gain darkvision at 60 feet or increase pre-existing darkvision by 30 feet.

Alien Darksight can stack with itself and be taken multiple times.



Age Revision
Time is the real enemy, constantly pushing living creatures forward towards the oblivion of old age. A skilled doctor realizes that defeating time is itself a worthwhile goal, even if temporary.

This affects age and removes or overrides any age related Revisions.


-Chronic Vitality Lesser Revision 2,500 Gold
The doctor revitalizes or drains the body of a creature, effectively moving it up or down age categories, picking a destination age from Adult all the way up to Venerable. It gains the physical attribute modifiers appropriate for its new age, but not the mental attribute modifiers because that can only be gained from the experience of being old.
A creature may be physically younger and more fit, but it still dies of “old age” when it's time comes regardless of how young it seems.

-Age Shift Doctorate Revision 10,000 Gold
With more advanced chemistry and understanding of how DNA works, the doctor’s range improves. This functions as Chronic Vitality Revision, except a creature whose age has been altered will die at the time its new age hits the expected time of expiry instead of its old age. With practice, a doctor can achieve biological immortality in this way.

Also he may select any age category, including age categories normally too young for play.

He may add Infant, Juvenile, Child, Youth, as available age destinations for humanoid creatures. By sending a creature into the following age categories, you force it to take the following modifiers. Attribute scores below 1 because of being too young are counted as being 1 while the creature is too young but are tracked even if in the negatives for when the creature is older.

Infant: -9 to all ability scores. -2 size categories smaller than adult
Juvenile:-5 to all ability scores. -1 size category smaller than adult.
Child: -2 to all ability scores. -1 size category smaller than adult.
Youth: -2 Strength, +Dexterity

This affects age and removes or overrides any age related Revisions.



Aquatic Adaptation
Requires - Knowledge (Nature) 7 Ranks
A number of creatures can survive in the cold oceanic depths. Taking their organs and making them one's own tends to do much the same thing.


-Diver’s Lungs Least Attachment 1,500 Gold
Expanded air intake and storage grants a creature the ability to hold its breath for 1 hour.

-Amphibious Air System Lesser Attachment X Gold
A hybrid system able to take air and water for oxygen supply. Grants the ability to breathe water and air.

-Underwater Locomotion Lesser/Greater/Doctorate Attachment 15,000/27,000/42,000 Gold
Fins, propellers, or other forms of locomotion are placed onto a creature. Grants a 15/30/45 foot swim speed to a creature with no natural swim speed or a +5/+10/+15 feet enhancement bonus to swim speed.





Avian Pursuits
Requires - Knowledge (Nature) 6
5 Ranks
Humankind has always wanted to learn how to fly. Whether inspired by nature or taken from nature, the doctor will rise above the clouds.

-Slowing Fall Least Attachment X Gold
Stuff
Adding in means to slow descent, such as small wings or other tricks such as by say warping gravity slightly, the creature with this attachment may fall only 60 feet per second, and takes no damage from falling.

-Aerial Locomotion Lesser/Greater/Doctorate Attachment 12,000/23,000/34,000 Gold
Wings, thrusters, or other forms of locomotion are placed onto a creature. Grants a 30/40/50 foot fly speed to a creature with no natural fly speed or a +5/+10/+15 feet enhancement bonus to swim speed to a creature with natural flight. A creature cannot fly with a medium or heavy load.

Average/Superior/Perfect maneuverability.



Basic Mechanical Prosthetics
Requires - Knowledge (engineering) 3 ranks
It is an annoying habit that creatures lose their limbs and getting parts for a transplant is either hard or illegal. Also, as is turns out, flesh is kind of soft and breaks easily. Steel is better.


-Basic Mechanical Limb Least Attachment 500 Gold
A simple and serviceable replacement for any missing arms or legs. Unlike other Attachment this does not count against the character’s Attachment limit. It serves no purpose other than to replace a lost limb.


-Hardened Mechanical Limb Least Attachment 1,500 Gold
A hardy replacement for a creature’s missing limb that is sturdy enough to help the creature resist damage. It counts as a basic Mechanical Limb except that each instance of a Hardened Mechanical limb increases a character’s maximum hit points by 1 for each hit die the creature possess.
Unlike a Basic Mechanical Limb, this does count against a character’s Attachment limit.

-Armed Mechanical Arm Least Attachment 1,500 Gold
A simple replacement that replaces an amputated arm. This arm’s specialty is that it can fit an unenchanted manufactured light weapon into it. This weapon is from then on considered part of the attached creature’s body. It may be “drawn” or stored as a free action. It may not be disarmed, though can still be sundered. Additionally, Attachments that improve natural weapons apply to this weapon.

-Armored Plating Least Attachment 2,000 Gold
A modification that encases the creature’s torso in metallic (or ceramic) plates. It gains a +4 armor bonus. This does not stack with any other armor.



Beastial Majesty
Requires - Knowledge (Nature) 4 Ranks
The beasts of earth are powerful. Though it is hard to completely change


-Spinal Realignment Least Revision 1,500 Gold
A complete rework of a creature’s bone and muscle system, particularly the spine such that it will default to either a bipedal or quadrupedal stance.

Changing a biped to a quadruped causes its carrying capacity to be multiplied by 4, but it no longer can effectively stand, meaning it suffers a -5 all checks made that require him to stand. Using manufactured weapons that require the use of hands in combat for example would be quite difficult.

This does not give hands to a creature and must be provided by some other means.

-Claws Least Attachment 750 Gold
A basic modification that installs sharp claws, 2 of them, on each primary hand. These are primary natural weapons and deal 1d3 damage for a medium creature.

-Hooves Least Attachment 250 Gold
Hardened hooves are placed on the lower and/or upper limbs. This removes the ability for the hands to be used to pick things up, but are considered 1d4 primary natural weapons for a medium sized creature.

-Jaws Least Attachment 500 Gold
A powerful jaws muscles and sharpened teeth are added to the primary mouth, acts as a primary natural weapon. Deals 1d6 damage for a medium creature.

-Hands Least Attachment 1,000 Gold
Hands with opposable thumbs. Great for a quadruped being turned into a biped.

Can be placed on Hooves Attachment to restore hand functionalities.

-Tunneling Locomotion Lesser/Greater/Doctorate Attachment 15,000/27,000/42,000 Gold
Claws, spines, or other forms of locomotion are placed onto a creature. Grants a 10/20/30 foot burrow speed to a creature with no natural burrow speed or a +5/+10/+15 feet enhancement bonus to swim speed to a creature with natural burrowing.

-Beastial Senses Lesser Attachment X Gold
Increased olfactory and light sensitivity enhancements provides the creature with greater sensory awareness. It gains the scent and low-light vision abilities.


Brain Surgeon
It takes a special kind of knowledge to mess with a creature's brain without killing it.


-Honesty Programming Lesser Attachment 2,000 Gold
The creature is unable to lie, always made to speak the truth.

This effect is mind-affecting.

-Beastializing Lobotomy Lesser Revision 2,000 Gold
The creature’s brain is horrifically maimed such that is suffers a severe loss of higher reasoning, making it little more than an animal. Its Intelligence is reduced to 2 if it was higher.

This Revision may be removed by spells and effects that cure insanity and ability drain on Intelligence, but not spells that only treat permanent ability damage.

This effect is mind-affecting.

-Total Intelligence Removal Doctorate Revision 5,000 Gold
The creature’s mind is broken in such a way that it can no longer have intelligent though of its own. It loses all skills and no skill is a class skill for it. It will obey commands from any creature, regardless of intent and without care of its surroundings. Essentially, it does nothing unless someone else wants it to, effectively becoming a slave.

As a benefit though, it is completely immune to all other mind-affecting spells and abilities.

This Revision may be removed by spells and effects that cure insanity and ability drain on Intelligence, but not spells that only treat permanent ability damage.


Chimeric Transfusion
Requires - 2 of (Aquatic Adaptation, Avian Pursuits, Beastial Majesty, Draconic Physiology, Plant Studies, Venomous Vermin)
Why be limited to a single type of creature? It stands to reason that the best creatures combine the greatest traits the natural world can give it.

-Chimera Ravager Lesser Template 15,000 Gold
A melding of multiple different types of creature parts to create.

● +2 Strength, +2 Dexterity, +4 Constitution, - 2 Intelligence, -2 Wisdom - Chimera are made physical strong, at the risk of their minds deteriorating.
● Magical Beast
● Mediun
● 30 foot walk speed.
● Optional Spinal Realignment - Upon installing this Template, the doctor may apply Spinal Realignment, as the revision, for free. Doing so provides the creature with 1 extra Attachment slot but only for attachments from Aquatic Adaptation, Avian Pursuits, Beastial Majesty, Draconic Physiology, Plant Studies, and Venomous Vermin.
● Chimeric Synergy - All Attachments from Aquatic Adaptation, Avian Pursuits, Beastial Majesty, Draconic Physiology, Plant Studies, or Venomous Vermin that have scaling effects, saving throws, and the like determined by level treat all class levels as doctor levels for the purposes of calculation. It may also be installed with doctor only Attachments from these Obsession topics.




Deathless Anatomy
Requires - Knowledge (Religion) 5 ranks
Most doctors don't study the undead, much less take inspiration from them. It is simply quite difficult and dangerous to dissect an undead creature to replicate it… less determined minds have failed.

-False Heart Lesser Attachment 15,000 Gold
A heart stolen from a zombie yet made safe for use. It doesn't stop when tampered with by negative energy. Provides a +4 morale bonus against death spells and death effects and may make saves where it is normally not allowed. Also provides immunity to energy drain and negative energy effects.

-Diseased Flesh Grafts Lesser Attachment 12,000 Gold
Necrotic tissue grafts provide increased resilience against a number of tissue damaging effects. +4 alchemical bonus to saves against poison and disease.




Draconic Ascendancy
Requires - Knowledge (Arcana) 12 ranks
Mastering draconic physiology requires understanding their power enough to make it your own. Through this, you can cultivate a small portion of their powers, the kind that is only really manifest by their partially human descendants.

-Drakonid Doctorate Template 45,000 Gold
A powerful humanoid creature made of synthetically woven genetics. It is humanoid only because of the inclusion of small traces of a multitude of common humanoid blood in the splicing.

This is an Advanced Template.


● +2 Strength, +2 Constitution, + Charisma - Dragons are strong and forceful and this creature lives up to the emulation.
● Dragon type. The creature gains no traits from its type. Merely it is considered dragon type for all purposes.
● Medium
● 20 foot walk speed.
● Augmented Activity Guard - If a creature has Activity Guard it gains immunity to Sleep and Paralysis. The first Energized Skin the creature has does not count against the creature’s Attachment limit.
● Augmented Energized Skin - If a creature has a Doctorate level Energized Skin it gains immunity to to the energy type it guards against instead of energy resistance. The first Energized Skin the creature has does not count against the creature’s Attachment limit.
● Integrated Dragonsbreath - As the attachment. This does not count against the attachments a creature may have. The creature uses all class levels to determine effectiveness and the creature may use it even if it is not a doctor. If the creature possesses a Dragonsbreath when applying this template, the cost of applying this template is reduced by the cost of the original Attachment. The limitation of times Dragonsbreath may be used per day is removed as well and it may be used every 1d4 turns
● Darkvision - Darkvision with range of 60 feet.



-False Dragon Doctorate Template 60,000 Gold
A creature made in effigy of dragonkind and bearing a large portion of that race’s power, but that still is only a taste. It has severe difficulty relying on weapons and armor because it is more beastial due to the inclusion of wvyren blood to stabilize it.


This is an Advanced Template.


● +2 Strength, +2 Constitution, + Charisma - Dragons are strong and forceful and this creature is a very convincing echo.
● Dragon type. The creature gains no traits from its type. Merely it is considered dragon type for all purposes.
● Medium
● 20 foot walk speed.
● Augmented Activity Guard - If a creature has Activity Guard it gains immunity to Sleep and Paralysis. The first Energized Skin the creature has does not count against the creature’s Attachment limit.
● Augmented Energized Skin - If a creature has a Doctorate level Energized Skin it gains immunity to to the energy type it guards against instead of energy resistance. The first Energized Skin the creature has does not count against the creature’s Attachment limit.
● Integrated Dragonsbreath - As the attachment. This does not count against the attachments a creature may have. The creature uses all class levels to determine effectiveness and the creature may use it even if it is not a doctor. If the creature possesses a Dragonsbreath when applying this template, the cost of applying this template is reduced by the cost of the original Attachment.
● Darkvision - Darkvision with range of 60 feet.
● Integrated Jaws and Claws - The creature gains the Jaws and the Claws Attachments, gaining bite and claw attacks. Its bite attacks are treated as having a 1.5 Strength multiplier on attacks, similar to the bonus wielding a weapon two-handed gives it.
● Augment Aerial Locomotion - If the creature has Aerial Locomotion the attachment, it gains 2 1d4 wing attacks as natural weapons. It may fly with a medium or heavy load.
● Forced Quadrupedalism - false dragons are forced to be quadrupedal and this may not be changed even by spells or Revisions. Changing a biped to a quadruped causes its carrying capacity to be multiplied by 4, but it no longer can effectively stand, meaning it suffers a -5 all checks made that require him to stand. Using manufactured weapons that require the use of hands in combat for example would be quite difficult. It retains its hands though.






Draconic Physiology
Requires - Knowledge (Arcana) 8 Ranks
Dragonkind has always inspired people. There is nothing wrong with coveting their power.


-Dragonsbreath (su) Lesser Attachment 12,000 Gold
This heart like gland produces strange energies that are as magical as they are physical. Through this, a creature can emulate a dragon's breath weapon…. Once the throat has been properly braced for it.

The creature may create a gout of acid, fire, cold, or electrical energy, either in a line up to 80 foot line or a 40 foot cone. The area and energy type are determined when this is first installed.

The damage dealt by this weapon is 1d6 per every level of the attached creature, levels in classes other than racial hit dice or doctor count for half for determine damage and the saving throw. A successful reflex save halves this damage.

This weapon may be used once every 4 rounds, up to a maximum number of times per day equal to the creature’s Constitution modifier. (Doctors may use intelligence instead)



-Energized Skin Least/Lesser/Greater/Doctorate Attachment 4,000/9,000/20,000/32,000 Gold
Additives to the skin bestow a creature better resistances towards specific elements.
The creature gains energy resistance 5/10/20/30 to either acid, cold, electricity, or fire, determined when this attachment was installed.

This attachment may be installed multiple times. The effects don't stack. Use different energy types.


-Activity Guard Greater Attachment 5,000 Gold
The creature has its nervous system reinforced in a manner similar to a dragon, letting it resist Paralysis. It gains a +4 alchemical bonus to saves against paralysis and sleep effects.


Extended Human Anthropology
There are a very large number of humanoid races, many of which get exceedingly inhuman in proportion to their rarity.


-Improved Racial Conversion Least Template 3,000 Gold
The doctor may convert any humanoid creature into any other humanoid race that possesses a +0 Level adjustment.

-Slate Greater Template[/i] 4,000 Gold
Sometimes a doctor realizes that the process of modifying creatures to do his bidding would be much easier if they lacked distinguishing quirks and were much simpler genetically speaking. Slates, short for blank slates, are modified humanoids with not distinguishing capabilities or even notable adaptiveness - all to make it easier to experiment on.

● Ability scores - None
● The creature’s type is Humanoid. It counts as all humanoid subtypes for the purpose of being affected by spells, but nothing else.
● Small or medium, determined when operation performed
● 30 feet walk speed
● Ease of Attachment - Slates may possess 1 additional Attachment per every 6 levels.



Improved Mechanical Prosthetics
Requires - Knowledge (Engineering) 5 ranks, Basic Mechanical Prosthetics
It isn't enough to simply replace missing limbs. Sometimes, it is best to to make improvements where possible.


-Multitool Arm Attachment 3,000 Gold
One of the creature’s arms is able to turn into simple tools suited for a variety of tests.

The creature may at any point choose it's arm to act as a crowbar, flint and steel, hammer, pen (in black, red, and blue inks with infinite use), torch, masterwork artisan’s tools, magnifying glass, weighing scale, masterwork thieves’ tools, compass, and clock.


-Arm Cannon Least Attachment 2,000 Gold
One of the creature’s arms, usually the primary one, is given the power to turn into a powerful cannon. This transformation is considered drawing a weapon.

Arm cannons are considered manufactured weapons though they are built into the creature and may not be enchanted by itself. It is also considered a firearm though it does not need any special proficiencies to use properly beyond general Martial training.

Arm cannons deal 1d6 piercing damage with a critical of 20/x3. Range interval is 30 feet. It is considered a light weapon and only needs 1 hand to wield.

Each day, the arm cannon manufactures and stores up to 20 shots in its magazine using material from the host.

-Shield Projector Arm Least Attachment Gold
A simple replacement that replaces an amputated arm. This arm’s specialty is that it projects or stores a small shield inside itself. It may be drawn and brought to bear as a free action.

The shield has a shield bonus to AC of +1, an Armor check penalty of -1, and an Arcane Spell Failure chance of +5%. This shield gains an Enhancement bonus equal to any enhancement bonus to natural armor the creature possess (the shield is afterall a portion of the creature’s body that has been extra reinforced).


Inherent Superiority
Requires - Doctor level 15
There is more to bodily modification than merely having creatures marked by surgical alterations. Instead, creatures can be modified inherently, such that they don't show any sign of their superiority save their own actions.


-Inherent Booster Special (Doctorate) Attachment 25,000/50,000/75,000/100,000/125,000 Gold
A potent modification that grants bonuses to ability scores. When this Attachment is applied, choose an ability score. That ability score receives a +1/+2/+3/+4/+5 inherent bonus.

Unlike normal Doctorate Attachment, the operation to apply Inherent Booster is only 1 hour long. This attachment does not count towards creature’s Attachment limit.

This Attachment may be applied multiple times, each time either to affect a single ability score or replace a preexisting inherent bonus to a specific ability score.

Living Air
Requires - Knowledge (Planes) 5 ranks
Air is breath, giving energy to life. It is chaos, thought, and motion. Elemental air is all this and more.

-Inner Storm (su) Lesser Attachment 3,000 Gold
Stuff
The creature is imbued with a sort of elemental energy in its core. It radiates this energy such that Attachment weapons are given innate power. Manufactured or natural weapons associated with attachments, gain the Shock weapon special ability, which causes them to deal an additional 1d6 electricity damage on a hit.



Living Earth
Requires - Knowledge (Planes) 5 ranks
Earth is structure and meaning, for it is won't only what life persists and lives on, but is material itself. Elemental earth is anything but inert, so then what can it make?


-Inner Steel (su) Lesser Attachment 3,000 Gold
Stuff
The creature is imbued with a sort of elemental energy in its core. It radiates this energy such that Attachment weapons are given innate power. Manufactured or natural weapons associated with attachments, gain the Keen weapon special ability, if able, to double their critical threat range.




Living Fire
Requires - Knowledge (Planes) 5 ranks
Fire warms the world, for without heat, there can be no action. Elemental fire embodies the excess, but can be tamed with the right knowledge.

-Inner Blaze (su) Lesser Attachment 3,000 Gold
Stuff
The creature is imbued with a sort of elemental energy in its core. It radiates this energy such that Attachment weapons are given innate power. Manufactured or natural weapons associated with attachments, gain the Flaming weapon special ability, which causes them to deal an additional 1d6 fire damage on a hit.


Living Maelstrom
Requires - Knowledge (Planes) 10 ranks, any 2 of (Living Air, Living Earth, Living Fire, Living Water)
The material world is made up of multiple elements, bodies more so, fire for warmth, earth for matter, water for life, air for breath. It stands to reason then a truly ascended being would be a melding of multiple elements and remade in a new image.

-Amalgam Elemental Greater Template[/i] 30,000 Gold
A man made to embody the elements that compose his body in their most pure state, yet he still persists and lives. It loses much of the imperfect quirks it had in life, exchanging them for new traits. This in many ways weakens the elements compared to a purer element, but the mix gives a unique quirks.

This is an Advanced Template.

At Least 1 of Inner Storm, Inner Cold, Inner Flame, and Inner Steel must be on the creature. The creature must always have at least 1 of that.

● +2 Wisdom, +2 Constitution -
● Elemental, with the native subtype. The creature gains no traits from its type. Merely it is considered elemental type for all purposes.
● Medium.
● 30 foot walk speed.
● Elemental Blast (sp) - The creature blasts at opponents with elemental fury. This is a ranged touch attack that deals 1d6 damage per every odd level thereafter creature possesses to a target within 60 feet. Spell resistance applies. The type of damage of this attack is selected by the creature when performing it. He may select bludgeoning damage if he has Inner Steel, electricity damage if he has Inner Storm, fire damage if he has inner flame, and cold damage if he has Inner Cold.
● Earthen Bones - If the creature possesses Inner Steel, it gains +2 natural armor, and DR 2/adamantine
● Water’s Blood - If the creature possesses Inner Cold, it has fast healing 1.
● Flesh of Flame - lf the creature possesses Inner Flame, it creatures near it take 1d6 fire damage at the start of its round. This doubles to 2d6 if it had at least 14 HD. It may disable or enable this effect a move action.
● Breath of Air - If the creature possesses Inner Storm, it is immune to suffocation and can persist any environment regardless of atmospheric conditions.


Living Water
Requires - Knowledge (Planes) 5 ranks
Water is the basis of life. Elemental water, not so much. Harnessing its power may prove taxing.

-Inner Cold (su) Lesser Attachment 3,000 Gold
Stuff
The creature is imbued with a sort of elemental energy in its core. It radiates this energy such that Attachment weapons are given innate power. Manufactured or natural weapons associated with attachments, gain the Cold weapon special ability, which causes them to deal an additional 1d6 cold damage on a hit.


Machine Conversion
Requires -
Abandoning flesh entirely solves many of the problems associated with biological life. By embracing unliving steel, the body can be repaired indefinitely.

-Full Cyborg Attachment 40,000 Gold
A humanoid body made of synthetic parts. The only trace of its owner’s fleshy existence is the brain housed in expensive medical equipment.

This is an Advanced Template.


● +2 Intelligence -
● Construct type. The creature doesn't get any special advantages from its type. It is just counted as one for all purposes.
● Medium
● 20 foot walk speed. Wearing medium or heavy armor doesn't reduce it.
● Immunities - Immunity to poison, sleep, paralysis, disease, stunning. Not subject to fatigue, exhaustion, ability damage, or ability drain unless self-inflicted. Note that it is NOT immune to death effects, necromancy effects, death from massive damage, and mind affecting effects
● Weirdness on Resurrection - Resurrection effects bring the creature back as the race or Template it was before becoming a Full Cyborg. It also may be ressurected.
● Integrated Communications Array - As the attachment. This does not count against the attachments a creature may have. If the creature possesses a Communications Array when applying this template, the cost of applying this template is reduced by the amount of the original attachment.
● Augment Electronic Command Suite - - The creature may possess an electronic command suite even if it is not a doctor. All class levels give full credit for determining the saving throw.
● Semi-Living - As a fusion of a mechanical machine piloted by a brain in a sealed glass jar, the construct has constitution score. It also gains hit points from size as a normal construct.



Medical Technology Augmentation
Doctors are heavily reliant on their medicinal lore to solve problems. It stands to reason that doctors who seek to modify themselves by adding attachments of their own to ease their work.

-Internal Medical Kit Least Attachment 1,500 Gold
This attachment is an internal medical kit fitted onto a space reserved for it on the doctor’s body… or alternatively distributed all over the doctor’s body. It replaces the need to carry a medical kit.

Though only doctors can use this,non doctor creatures may have this attachment installed simply to act as living medical bags.


-Cell Cloner Doctor Attachment 20,000 Gold
A specialized device that is useful for accelerating the process of cloning missing limbs, making the process less of a resource hog, though only really useful on living targets. The cost of using Cellular Regeneration on living Target is now only 2,500 gold

Though only doctors can use this,non doctor creatures may have this attachment installed simply to act as living medical bags.


-Super Defibrillator Greater Attachment 25,000 Gold
Turns out, reviving a creature that recently died doesn't need expensive chemical, not when the doctor possess this device. Once per day, the doctor may use Resuscitate on a living creature that died in the past 5 minutes at no cost. The body must be intact.

Though only doctors can use this, non doctor creatures may have this attachment installed simply to act as living medical bags, or as a living battery.


Mental Superiority
The doctor learns that the powers of the mind could be strengthened for his own purposes.

-Intelligence Booster 1 Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Intelligence

-Logic Improvement Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Wisdom

-Socialization Enhancement Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Charisma.


Metanormal Defenses
The doctor creates a series of defense augmentations that are meant to be placed underneath the skin to provide increased resilience.

-Deflective Skin Least/Lesser/Greater/Greater/Doctorate Attachment 1,000/4,000/9,000/16,000/25,000 Gold
Grants a +1/+2/+3/+4/+5 deflection bonus to AC.
The doctor must be 3rd/6th/9th/12th/15th level to install this Attachment.

-Inhibitor System Least/Lesser/Greater/Greater/Doctorate Attachment
500/2,000/4,500/8,000/12,500 Gold
Grants a +1/+2/+3/+4/+5 Resistance bonus to all Saving Throws.
The doctor must be 3rd/6th/9th/12th/15th level to install this Attachment.


Natural Armory
Target - any creature
The doctor places a series of improvements to enhance the creature’s own innate defenses and attacks.

-Harden Skin Least/Lesser/Greater/Greater/Doctorate Attachment 1,000/4,000/9,000/16,000/25,000 Gold
Grants a +1/+2/+3/+4/+5 enhancement bonus to natural armor
The doctor must be 3rd/6th/9th/12th/15th level to install this Attachment.


-Reinforced Weaponry Least/Lesser/Greater/Greater/Doctorate Attachment
2,000/8,000/18,000/32,000/50,000 Gold
Grants a +1/+2/+3/+4/+5 enhancement bonus to the creature’s natural weapons and unarmed attacks and additionally affecting all weapons to the base create based on doctor derived Attachments, Revisions, and Templates both attack and damage rolls Creatures with this enhancement consider their natural weapons magical for the purposes of overcoming DR.



Physical Superiority
The doctor augments the strengths of the patient’s body, improving it for later.

-Muscle Stimulator Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Strength

-Alarcy Enhancer Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Dexterity

-Bone Reinforcement Least/Lesser/Greater Attachment 2,000/8,000/18,000 Gold
Grants a +2/+4/+6 enhancement bonus to Stamina


Plant Grafting
Requires - Knowledge (Nature) 3 ranks
Plantlife is everywhere in our world, from the grass to the trees. There is plenty that could be learned and applied to the human body.

-Photosynthetic Skin Least Attachment 1,500 Gold
The creature’s skin is filled with chlorophyll which absorbs sunlight. If the creature is in open sunlight and at least half of his body is exposed to the sun for 6 hours, he is considered to have eaten a day’s worth of food that day.

-Fruiting Bodies Least Attachment 3,000 Gold
The creature’s body grows fruit that other creatures might eat. At the start of each day, the creature produces 1d3 fruit. The creature must have been in direct sunlight for about 6 hours yesterday.

Requires Photosynthetic Skin.


-Vinelash Lesser Attachment 5,000 Gold
This attachment grafts to the arm in some way, acting as an extension of the body. A creature with this attachment may use the vines to reach and “touch” another creature for any effect that requires touch. Effectively, its “melee” reach is increased by 5.





Reshaping the Mind
Requires - Brain Surgery
Further modification of the brain requires more complex tools and understanding. When this is achieved, modification is no longer limited to mere reduction. Instead, completely reshaping the mind is an option, as is bringing the dull and dimwitted creatures to near human intelligence.

-Retraining Least Revision 500 Gold per level or feats
The doctor alters a creature's brain, causing it to lose memories and places. This allows for retraining though this isn't necessarily a willing procedure. The creature revises one of its levels, changing skill points, reassign ingredients feats where necessary. The doctor may remove class levels and change them for another class or even racial hit dice of the appropriate type if a doctor is feeling quite sadistic.

The doctor may even choose not to have the creature have fully assigned skills or feats, essentially making the creature limited. While the creature is within the doctor's custody, these skills and feats may not be assigned without the doctor’s permission. Once a creature with unassigned feats or skills has left their controlling doctor, it may assign them after one month has passed, following normal rules for progression.



-Gift of Enlightenment Greater Attachment 15,000 Gold
The doctor modifies nonsapient creatures such that their intelligence becomes humanlike in comparison.

Animals and vermin gain +3d6 Intelligence, +1d3 Charisma, and +2 HD. Their type changes to Magical Beast.

Inanimate plants gain 3d6 Intelligence, Wisdom and Charisma while also becoming animated like an animated object. Animated plants just receive the intelligence.

Constructs gain an intelligence score of 3d6, +2d6 Charisma.

Mindless Undead gain 3d6 Intelligence.

After their intelligence has been modified, the modified creature gains skills and feats as appropriate.



Resize Scaling
Changing the size of one creature to another is surprisingly hard. But possesses numerous benefits.


-Small to Large Least Revision 4,000 Gold
The doctor may alter the size of a medium or small creature creature so that it's natural size is shifted appropriately. Each size category of increase gives it +2 Strength, -2 Dexterity and the modifiers of is new size.

-Tiny to Huge Greater Revision 12,000 Gold
A more complex operation. As Small to Large, but the doctor may go up to Huge and as small as Tiny.


Scanner Optics
Vision enhancements grant people the ability to better perceive and understand their world. Attaching scanning equipment greatly increases these functionalities, through said devices are such only the skilled in technical devices could hope to comprehend them.

-Medical Scanner Least Attachment 3,000 Gold
This eye enhancement gives technical readouts over the vital signs of living creatures at a glance.

Doctor only.

-Magic Scanner Least Attachment 3,000 Gold
This eye enhancement hones in on magical energies. The doctor may replicate the effects of Detect Magic at will, with a caster level equal to his doctor level. Instead of a spellcraft check, the doctor may use 3+ his doctor level + his intelligence modifier in place of spellcraft.

Doctor only.

-Dweomer Reader Greater Attachment 15,000 Gold
The doctor with this attachment can read and decipher the magical energies of objects, allowing for detailed analysis, functioning as a constant analyze dweomer. Once per round as a free action, the doctor the properties and effects of a single magical item or all of the magical effects a creature. Does not work on Artifacts.

Also functions as and replaces a Magic Scanner.
Doctor only.





Sexual Revision
The doctor gains the power to revise a creature such that it becomes a member of the opposite sex, becomes androgynous and lacks a sex, or some hybrid.

-Sex Change Lesser Revision 1,000 Gold
Select a sex, whether male, female, androgynous, both, or other. The creature becomes functionally a member of its new sex on every level including magically (though socially may still be a concern). It becomes capable of siring or bearing young if it is the appropriate sex.




Undying Transformation
Requires - Knowledge (Religion) 13 Ranks.
Mastery over death is what many practitioners crave. What begter way to cheat death, atleast in a sense, that to embrace it?

-Ascendant Doctorate Template 40,000 Gold
The creature becomes a vaguely humanoid undead like creature, largely inspired by the lich. This deathless state has stripped aside much of the base creature's origins and replaced it with it a mostly undead form. It isn't much different from being a lich.



● +2 Dexterity, +2 Charisma - Monstrosities are surprisingly agile and are endowed with alien cunning.
● Aberration. The creature is treated as being an aberrant. It does not gain any other abilities based on its type.
● Medium.
● 10 foot walk speed
● Immunities - Immunity to poison, sleep, paralysis, disease, stunning, death effects, death from massive damage, and mind affecting effects. Not subject to fatigue, exhaustion, ability damage, or ability drain unless self-inflicted.
● Weirdness on Resurrection - Resurrection effects bring the creature back as the race or Template it was before becoming a Full Cyborg. It also may be ressurected.
● Hunger For Death - Instead of being damaged by negative energy, it is healed. It becomes damaged by positive energy.




-Dark Heart Greater Attachment 22,000 Gold
It isn't enough to be resilient against negative energy. The creature instead becomes attuned to negative energy and thus be able to metabolize it. The creature receives healing from negative energy as if were undead. Alternatively

Also functions as and replaces False Heart. If Dark Heart replaces a False Heart, reduce the cost of installation by the cost of installing the False Heart, as it's assumed the False Heart is cannibalized.

-Hunger For Life (su) Greater Attachment 15,000 Gold
The creature gains a ravenous and unnatural hunger, such that it literally will rip the lifeforce from a foe to add it to its own.

As a melee touch attack, it may deal 2d6 negative energy damage to a creature. Half of the damage dealt in this fashion is converted into temporary hit points for the creature with this attachment. These temporary hit points stack with multiple uses of this ability for a maximum total value equal to ½ the character’s hit points. These temporary hit posts last for 1 hour since the last time the creature used this ability.


-Deadened Flesh Greater Attachment 32,000 Gold
The creature’s flesh takes on a deathly likeness. The creature has a 75% chance to negate a critical hit and precision damage.

Venomous Vermin
Requires - Knowledge (Nature) 6 Ranks.
The natural world is full of creepy crawlies and dangerous toxins who gleefully are adept at chemical warfare. Understanding and accessing this trove of nauseating toxins can lead to better defenses….or weapons.


-Tremorsense Greater Attachment 18,000 Gold
The creatures closest to the earth are the most sensitive to its vibrations. The creature with this attachment gains Tremorsense within 20 feet.

-Poison Filter Greater Attachment 5,000 Gold
Handling poisons is dangerous. The creature with this attachment gains resistance towards poisons, gaining a +3 bonus to saving throws to resist poison.

-Poison Glands Greater Attachment 8,000 Gold
Many natural creatures possess poison somewhere. When installed, select a natural weapon or Attachment based manufactured. When using that weapon, the first hit a creature lands on a given creature on a given day day inflicts it with poison.

The poison in question requires a Fortitude Save every turn for up to 6 turns. Two successive saves are needed to cure it.
Each turn the creature fails to resist the poison, it takes 1 damage to an ability score, chosen when the Poison Glands were installed.

noob
2017-05-02, 09:58 AM
Superior object

http://www.bryanrock.com/application/files/2614/3932/2769/rock.png

(He do not really speaks a lot)

Superior objects are non-magical objects that progress to be better at survival?
Nobody knows.

Adventures: Superior objects generally do not chose to adventure nor to become superior objects: it just happens.

Characteristics: Superior objects are often tougher than regular objects or boast defences against various dangers.

Alignment: Superior objects are objects and thus do not have an alignment.

Religion: Superior objects do not have religion by fault of not even trying to think about it(ps: they do not think)

Background: Superior objects are non-magical objects that just becomes superior objects it seems random and unpredictable but a magic object never became an superior object and generally intelligent creatures interacting with objects reduce their likeliness of becoming a superior object.

Races: Generally superior objects are objects. Creatures can not become superior objects because they are not objects

Other Classes: Wizards do care about the study of superior objects and try to understand a reason behind it as most int based classes(or classes with knowledge as skills). Non int based classes often never hear anything about them and think it is magic the day they find out one superior object that strands away from the norm of objects

Role: Superior objects have a passive role as they do not do anything.

Adaptation: A dm might just say it was never found before due to random chance and to the fact it is very hard to differentiate one superior rock from a regular rock unless you start smashing all the rocks of the world systematically.

GAME RULE INFORMATION
Superior objects do not have the following game statistics:
Abilities: They have no physical nor mental stat: you can dump them all.
Alignment: None.
Hit Die: d0.

It might or might not have the following stats:
Starting Age: usually it is hard to find the age of an object and an object can become a superior object at any time
Starting Gold: 0

Class Skills
The superior object class skills list is surprisingly empty while you could have thought an object would have many skills.

Skill Points at First Level: 0
Skill Points at Each Additional Level: 0

CLASS NAME


Level
Special


1st
Set of abilities,Is totally an adventurer


2nd
Additional protection


3rd
Resist


4th
Additional protection,bonus set power


5th
Extra resistance


6th
Additional protection


7th
Extra resistance


8th
Additional protection,Bonus set power


9th
Extra resistance


10th
Additional protection


11th
Extra resistance


12th
Additional protection,bonus set power


13th
Extra resistance


14th
Additional protection


15th
Extra resistance


16th
Additional protection,bonus set power


17th
Extra resistance


18th
Additional protection


19th
Extra resistance


20th
Additional protection,bonus set power,Eternity



Class Features
All of the following are class features of the superior object.

Weapon and Armor Proficiencies: The superior object is proficient with no weapons or armors
All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Is totally an adventurer:The superior object gains experience as per the experience table in the DMG when it survive encounters of a given CR.

Set of abilities(Ex):The object do not chose a set of abilities from which he will gain abilities he instead gets one.
It then gets one power from that set every 4 levels(and one at level 1) and some powers can be gained multiple times.

Set of the mountain:
Avalanche:Any creature damaging the superior object takes 1d6 blunt damage per level of the superior object this triggers at most once for each creature damaging the superior object in a given round.
The object can get this ability again and in this case it deals 1d6 times the level of the superior object times the number of times the object did get this ability.
Stone carapace:Every round the superior object gets his level as temporary resistance(temporary resistance is lost before regular resistance and do not stacks.
The superior object can get this ability only one time.
Tough:The maximum resistance of the superior object is doubled and this doubling apply separately from the other hardness multipliers of the superior object.
The superior object can take this ability multiple times each time doubling an additional time(so it is doubling then quadrupling then octupling)
Enduring:The superior object stops ageing(I honestly have no idea what that means) and becomes immune to humidity,rusting,progressive damage by environmental factors and word spells.
This ability can be only taken once.

Set of the spike-ball:
Poisonous:Everything touching the superior object gets poisoned with a cocktail of poisons and diseases having a cr modifier(for traps) equal to the level of the spike ball.
At the cost of one cr of poison the object deals 4d6 acid damage or deals 4d6 piercing damage(and yes it means that if the superior object deal 4d6 acid damage to everything touching it then it will slowly dissolve matter until it reach the center of the planet if left on a planet).
The spike ball can take this ability multiple times.
The second time it is picked the poisons ignore poison immunity and the next time it is picked then the spiked ball save dcs increase of his level/2(can only be picked three times).
Revenge:When a creature damage a superior object that creature gets affected by the poisonous effect.
Roll:A superior object with that ability is pushed his level times 5 foot away from any thing damaging it or creature touching it and if that would push the object in an obstacle that obstacle suffer from the poisonous effect and if it is immune to the poisonous effect it gets hit by a disintegrate of a caster level equal to the one of the superior object(Yes it might make a target take more damage when making their save)

Set of the fated object:
Destiny:Each time the superior object have to make a save for resisting destruction it can re-roll one time if it fails and each time the superior object is hit by an attack roll the attacker must re-roll.
This ability can be taken more than one time in which case the object gets extra rerolls and can make the attacked reroll more
Immobile: The superior object can not be moved from where it is unless there is an effect that specifically allows to move things that can not be moved.
This ability can be taken a second time in which case the superior object can not be moved when under only one effect that allows to move things that can not be moved. If there is two effects that can move things that can not be moved which are used simultaneously on the superior object they work only if they would cause the same movement to the superior object
Future in the past:When the superior object takes damage it regains its health one day later looking like if it had been repaired by a master craftsman(if it was crafted) or looks like if it was somehow restored by ageing(which seemingly make no sense).
This ability can be taken a second time in which case it regains its health one hour later when picked a third time it regains its health one minute later and if picked a fourth time it regains its health one round later.

Additional protection:The superior object gets one power from this list without choosing every two levels(one at level 2,one at level 4,one at level 6 and so on).
Saves:The superior object can make saves against any effect which would allow a save(even if it allows a save to a creature and not to objects or if it allows a save to magic objects and not regular ones) and it have a bonus to this save equal to his superior object level.If it succeeds this save the superior object is not effected
Improved saves: The superior object adds 2*(The number of times it got that power) to all his saving throws.
Distortion:the object always have Total concealment.
Unbelievable:Each creature that encounter the objects must make a will save against a dc equal to the level of the superior object +10 or believe the object is not there.This is a mind affecting effect and a mind effecting effect.
When a creature interacts with the object it have a new save for finding out the superior object is here.
Truly unbelievable:Each day every creature of the world must make a will save against a dc equal to the level of the superior object +10 or believe the superior object do not exists and if the creature already believed the superior object did not exist then it forgets the existence of the superior object.
Totemic:Somehow the superior objects gets the equivalent of prestige with a prestige value equal to four times the number of times the superior object took this power.
The ecl of the cohort is capped at (level of the superior object)-2.
Improved offence:each time a creature must make a save against a power of the superior object it makes this save with a penalty equal to the number of times the superior object got that power.
Obscure Object: Any divination effect used to learn anything about the superior object fails.

Resist:The superior object becomes immune to being turned in a magical or psionic item or used for crafting something else than itself or being used as a material component.
Furthermore if it was a magical item it stops being magical and if it was psionic it stops being psionic.
Furthermore for each level beyond the first the superior object gets 1 extra hardness and 10 extra resistance.
The superior object also gets to do saves like if it was worn and magical(even if it is not) but with a save modifier equal to his level in superior object.

Extra resistance:The superior object chose between the following:
Solid: Gain 50 extra resistance(can be taken multiple times and it stacks).
Unbypassable: Attacks that ignore the superior object hardness entirely instead ignore half of it.
Recidivist: The superior object needs to be destroyed(or gotten rid of through one way or another)two times in the same day for it to stay destroyed.
Void: The superior object have 5 percent chance per time it did pick this thing of not being affected by any effect who would affect it(ignoring the other powers of the superior object)

Eternity:If the superior object stops existing or stop being intact or lose its powers or have them be suppressed it reappears intact and existing somewhere in the multiverse.

sengmeng
2017-05-02, 10:02 PM
Infiltrator


What do you think would be my fate if my misguided countrymen were to take me prisoner?

--B. Arnold

The ultimate backstabber.

Adventures: Infiltrators

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities:
Alignment: Any nonlawful
Hit Die: d6
Starting Age: As Rogue
Starting Gold: 30 pieces of silver.

Class Skills
The TURNCOAT's class skills (and the key ability for each skill) are all skills.

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

TURNCOAT


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Traitor's Strike +1d6, Betrayal, Impersonate


2nd

+1

+0

+3

+3
Moral Flexibility


3rd

+2

+1

+3

+3
Traitor's Strike +2d6


4th

+3

+1

+4

+4
Arcane Pact


5th

+3

+1

+4

+4
Traitor's Strike +3d6


6th

+4

+2

+5

+5
Pragmatic Piety


7th

+5

+2

+5

+5
Traitor's Strike +4d6


8th

+6

+2

+6

+6
Impersonate (Second AIPbility)


9th

+6

+3

+6

+6
Traitor's Strike +5d6


10th

+7

+3

+7

+7



11th

+8

+3

+7

+7
Traitor's Strike +6d6


12th

+9

+4

+8

+8



13th

+9

+4

+8

+8
Traitor's Strike +7d6


14th

+10

+4

+9

+9



15th

+11

+5

+9

+9
Traitor's Strike +8d6


16th

+12

+5

+10

+10
Impersonate (Third Ability)


17th

+12

+5

+10

+10
Traitor's Strike +9d6


18th

+13

+6

+11

+11



19th

+14

+6

+11

+11
Traitor's Strike +10d6


20th

+15

+6

+12

+12
Impersonate (Fourth Ability)



Class Features

Class Features
All of the following are class features of the TURNCOAT.

Weapon and Armor Proficiencies: The Turncoat is proficient in all simple weapons, saps, rapiers, longswords, shortswords, and shortbows, as well as light armor, bucklers and light shields.

Traitor's Strike: Traitor's Strike works like a rogue's sneak attack, except when used to attack an opponent who regarded the Turncoat as an ally up until that moment. In that case, the bonus dice increase to d8's.

Betrayal: When a Turncoat defeats an opponent after using Traitor's Strike in its betrayal form, they gain bonus experience points equal to the normal experience gained from that foe. Defeating does not mean that the Traitor's Strike had to kill them, but it must be in the same combat. An opponent who surrenders or flees still counts. Bonus experience points cannot cause the Turncoat to level up. A Turncoat can store bonus experience equal to their level x 1000. Bonus experience points and regular experience points fuel some of a Turncoat's abilities. Bonus experience points are spent first. Betrayal is the only way to gain bonus experience points.

Impersonate: The Turncoat can emulate the extraordinary abilities of other classes by spending experience points or bonus experience points and making a successful Disguise check. The ability must be available at the Turncoat's level, i.e. a 1st level Turncoat can only emulate 1st level abilities. Scaling abilities can be emulated at their power up to the Turncoat's level, or at a lower level. The Disguise DC is 20 + the level the Turncoat is emulating, so if the Turncoat is emulating a monk's slow fall ability, it would be DC 24 at the minimum level the ability is gained, or up to DC 40 at the ability's maximum power. The Turncoat must spend 100 experience or bonus experience points per level emulated. At first level, the Turncoat may only have one ability impersonated at a time. An emulated ability is available for 24 hours and then another check must be made and more experience paid. Using Impersonate is a nonaction, and can be taken at any time, including on other creatures' turns. Note that Impersonate does not actually mean the Turncoat attempts to disguise himself as a member of the class to be emulated. He gains the ability to emulate a second class ability at 8th level, a third at 16th level, and a fourth at 20th level, but no higher than his charisma bonus.

Moral Flexibility: At 2nd level, the Turncoat can choose how his alignment registers to detection magic. He chooses an alignment to detect as, and can change it once per day.

Arcane Pact: At 4th level, the Turncoat learns to turn betrayal into magical effects. He may emulate an arcane spell by spending experience points and making a Use Magic Device check. Spells cost 100 experience per caster level to be emulated; i.e., emulating a minimum strength fireball would be 500 xp, but a maximum strength fireball would be 1500 xp. If the spell appears on multiple lists with different levels, the Turncoat uses the level most favorable to him. The Use Magic Device check DC is 20 + caster level. He may only emulate a caster level up to three less than his Turncoat level. The save DC is based on the Turncoat's charisma bonus and he must have a charisma score of at least 10 + the level of the spell to be emulated. If a spell has xp costs, he must pay that on top of the xp he spends to emulate the spell, and any gold costs must also be paid with xp on a one for one basis. Emulated spells are spell-like abilities and cannot be used to qualify for prestige classes or feats, and cannot be used to craft magic items. The Use Magic Device check takes 1 minute per spell level, but emulating the spell is a standard action taken any time in the next 24 hours. Emulating the same spell again within an hour does not require another check but does cost experience points. Only one spell of each level he can cast can be emulated at a time.

Pragmatic Piety: Pragmatic Piety works just like Arcane Pact, but uses bluff checks to emulate divine spells and their caster level is limited to no more than five less than his Turncoat levels. Pragmatic Piety and Arcane Pact track their spells separately; I.e.,at 20th level, he readies 9 arcane spells and 8 divine spells.

Morphic tide
2017-05-04, 08:20 PM
Supernal Thief

The "supernal" here is primarily in reference to being a Divine and Psionic reworking of Spellthief. It's also partly referring to the fact that they are possibly liable to acquire the powers to steal anything that isn't covered by Epic abjurations at higher levels, simply because of their mechanics.

If this were labelled as a hybrid class, I'd actually label it as a hybrid of Savant(Dragon Compendium, page 45) and Spellthief, rather than Divine Mind and Spellthief. This is because the abilities are mainly a mix of Savant and Spellthief, without anything actually from Divine Mind.

And I'm fully aware that the largely-optimal playstyle is to crib off the party Psion and Cleric or Wilder and Druid for PP and spell slots. Which is why I'm mentioning such a support role in the flavor parts of the class.

*insert image of memetic fantasy thief here"

"All power can be stolen by the right kind of person, and anything can be copied with enough effort"

Wielding mimicked or stolen Divine power alongside Psionic talents, Supernal Thieves can assist allies with Divine and Psionic support, or rip such powers from foes. In more open-minded or restrictive groups, they often assist other members of the party by using the power of allies to perform acts on behalf of their fellows.

Adventures: Some Supernal Thieves will adventure to experience the use of exotic powers, "acquire" skills from those they meet as they travel and attain goods they otherwise never would have seen. Others will adventure to lend their skills to adventurers with Divine or Psionic power for them to assist in the use of it or replicate such feats themselves.

Characteristics: Able to wield the psionic and divine power of others nearly as easily as their own and copy skills and talents of others, Supernal Thieves can fill in for many roles by taking the skills or powers needed from others.

Alignment: A Supernal Thief can be of any alignment, though Lawful ones are rare due to the typically-unlawful nature of their powers and outright Evil ones are typically rare because the powers of a Supernal Thief tend not to support open cruelty or larger-scale harm. The typical Supernal Thief is Chaotic Neutral, though Neutral Good ones are nearly as common due to the abilities being quite supportive of assisting other Manifesters and Divine Magic users.

Religion: Supernal Thieves are often atheistic, refusing to worship gods due to personal experience with the fallibility of their power. Those who do worship gods tend to favor gods of greed, trickery and luck.

Background: Supernal Thieves might begin as Ur-Priests or Divine Minds in training, only to branch out into the other's skill set and stumble upon the means to merge the two skills into a means of stealing divine and psionic power from others directly. Other times, they go through similar training to Spellthieves, either focused on being Supernal Thieves or as Psionic or Divine versions of Spellthief training, only to come across the other's form of stealing power. Self-taught Supernal Thieves tend to be quite similar to self-taught Divine Minds, only their powers take on a more cowardly, selfish or tricky form.

Races: Shorter-lived and naturally psionic races are among the most likely to become Supernal Thiefs, due to incentive and capability, respectively.

Other Classes: Spellthieves tend to be jealous or supportive of Supernal Thieves, while Clerics and Divine Minds are often offended by the nature of their abilities. Ur-priests have similar opinions to Spellthieves, with their jealousy being born of Supernal Thieves getting away with stealing divine might without being twisted by the experiences involved or being labelled an enemy of the heavens for it.

Role: At times acting much like a normal Spellthief or Rogue, a Supernal Thief can be an ambusher who cripples foes quickly with magical force and well-aimed blows, while at others acting like an extension of the party's other casters by taking spells from them to cast themselves.

Adaptation: In worlds bereft of Psionic potential, a Supernal Thief might wield Arcane magic, with a talent for Enchantment and Divination effects similar to the talent for Telepathy that the normally Psionic Supernal Thieves have. In worlds bereft of Divine powers, a Supernal Thief might wield the forces of Incarnum or steal the power of fiendish pacts instead. In both cases, they attain the ability to steal the form of power they have substituted for, gaining abilities as appropriate for the variety of power used in replacement.I will at least try to make AFCs for these swaps. Which might include Shadowcaster Mysteries and Tome of Battle stuff. The "fiendish pacts" means Warlocks, by the way

GAME RULE INFORMATION
Supernal Thieves have the following game statistics.
Abilities: For the physical side of their combat, Supernal Thieves favor Dexterity. The Divine forces they use demand Wisdom to channel the stolen or mimicked powers, while their Psionic talents require intellect to wield properly.
Alignment: Any
Hit Die: d8
Starting Age: As Bard
Starting Gold: As Rogue

Class Skills
The Supernal Thief's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Jump (Str), Knowledge (Local, Religion, Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Slight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex) and Use Psionic Device (Cha), as well as three more skills chosen upon taking the first level in the class.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Supernal Thief


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Divine Spell Steal, Psionic Power Steal


2nd

+1

+0

+3

+3
Sneak Attack 1d6, Psionic Mantle


3rd

+2

+1

+3

+3
Divine Mantle


4th

+3

+1

+4

+4
Divine Spell Absorption, Psionic Power Absorption


5th

+3

+1

+4

+4
Sneak Attack 2d6


6th

+4

+2

+5

+5
Forged Talent


7th

+5

+2

+5

+5



8th

+6/+1

+2

+6

+6
Sneak Attack 3d6


9th

+6/+1

+3

+6

+6



10th

+7/+2

+3

+7

+7



11th

+8/+3

+3

+7

+7
Sneak Attack 4d6, Forged Talent


12th

+9/+4

+4

+8

+8



13th

+9/+4

+4

+8

+8



14th

+10/+5

+4

+9

+9
Sneak Attack 5d6


15th

+11/+6/+1

+5

+9

+9



16th

+12/+7/+2

+5

+10

+10
Forged Talent


17th

+12/+7/+2

+5

+10

+10
Sneak Attack 6d6


18th

+13/+8/+3

+6

+11

+11



19th

+14/+9/+4

+6

+11

+11



20th

+15/+10/+5

+6

+12

+12
Sneak Attack 7d6



Class Features
All of the following are class features of the Supernal Thief.

Weapon and Armor Proficiencies: Supernal Thieves are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Supernal Thieves are proficient with light armor, but not with shields.

Divine Spell Steal (Sp): Whenever a Supernal Thief's attack would be eligible for Sneak Attack damage, they may take Divine spell slots from the target by reducing the Sneak Attack damage by 1d6 per spell level taken. A 0th level spell slot is counted as half a spell level, rounding down. If the target is a prepared caster, the Supernal Thief can cast the spells prepared in the taken slots. The slots may instead be used to cast Divine spells the Supernal Thief knows or has prepared. If the caster is a prepared caster, the Supernal Thief may additionally take spells known with total spell levels equal to the slots taken, being able to use these spells once before the caster gains the ability to use them again. Taken spell slots and spells known are lost after one minute, with spell slots restoring a maximum number of spell levels equal to the total spell levels of the slots. Alternatively, as a Standard Action with a range of Touch, a Supernal Thief may take Divine spell slots with a total level equal to their Sneak Attack dice or less from a willing target.Basically, if your attack would qualify for Sneak Attack, if you had it, the ability triggers. This opens up room for an AFC that trades actual Sneak Attack dice for other drain methods while still having the ability do something. And the first 0th level slot is free, with one die of Sneak Attack trading for two 0th level slots stolen. If you go a minute without using the taken slots, you can redistribute the spell levels among your actual spell slots, with excess being lost

Psionic Power Steal (Ps): Whenever a Supernal Thief's attack would be eligible for Sneak Attack damage, they may take Power Points from the target of the attack by reducing the Sneak Attack damage by 1d6 per Power Point taken beyond the first. The Supernal Thief also may take knowledge of how to manifest powers with a total base PP cost equal to the taken power points, so long as the power level of any single power does not exceed half their Supernal Thief level. The target loses the ability to manifest these powers until either the Supernal Thief has used the power once or one minute has passed. The Supernal Thief may use each power taken this way once before losing the ability to use those powers. Alternatively, as a Standard Action with a range of Touch, a Supernal Thief may take a total number of power points equal to one plus twice their Sneak Attack dice from a willing target, along with powers with a total base power point cost of the same or less than the power points taken that they may use once each, before they return to the willing target.Basically, the first PP is free, every two PP after that costs 1d6 SA damage and you can take what would be spell levels in powers, except powers are weird. Take 5 PP, you can take 5 1st level powers, 1 2nd level power and 2 1st level powers or 1 3rd level power. When the Supernal Thief uses one of these powers, they lose it and the person they took it from gets access to it back

Sneak Attack (Ex): At 2nd level, a Supernal Thief gains Sneak Attack, as the Rogue class feature, and increases the damage of it by 1d6 at level 5 and every 3 levels after.You can take only 0th level Divine spell slots and 1st level Psionic Powers, along with 1 PP, at first level. The reason for the progression is to make 7d6, and thus 7th level spell/power stealing, a capstone.

Psionic Mantle (Ps): At 2nd level, a Supernal Thief gains the ability to manifest Psionic powers, using Intelligence as their manifesting ability. They must choose one Psionic manifesting class, which they then use the power list of. They have Powers Known and PP according to the table below:


Supernal Thief Level
Power Points per Day
Powers Known
Maximum Power Level Known


2
1
2
1


3
2
3
1


4
4
4
1


5
7

2


6
10
6
2


7
13
7
2


8
17
8
2


9
22
9
2


10
17
10
3


11
32
11
3


12
38
12
3


13
45
13
3


14
52
14
3


15
59
15
4


16
67
16
4


17
76
17
4


18
85
18
4


19
94
19
4


20
104
20
5


The way I calculated the PP was to start with 0, then add half the level to the PP total. I have no clue what kind of math is behind full manifesters, but the Psychic Warrior's is clearly not directly connected, unless it's all tied to powers.

Additionally, the Manifester Level of a Supernal Thief is half their class level, and they gain a bonus to Manifester Level equal to half their class level for manifesting Telepathy and Clairsentience powers.

Divine Mantle (Sp): At 3rd level, a Supernal Thief gains the ability to cast Divine spells, using Wisdom as their casting ability. They must choose one Divine spellcasting class, which they then use the spell list of. If that class is a prepared caster, the Supernal Thief is a prepared caster. If the class is a spontaneous caster, the Supernal Thief is a spontaneous caster with the following Spells Known table. In both cases, they use the following spells per day table:


Supernal Thief Level
0th
1st
2nd
3rd
4th
5th


1
1
-
-
-
-
-


2
2
-
-
-
-
-


3
3
-
-
-
-
-


4
4
0
-
-
-
-


5
5
1
-
-
-
-


6
6
1
-
-
-
-


7
7
2
-
-
-
-


8
8
2
0
-
-
-


9
9
3
1
-
-
-


10
10
3
1
-
-
-


11
11
4
2
-
-
-


12
12
4
2
0
-
-


13
13
5
3
1
-
-


14
14
5
3
1
-
-


15
15
6
4
2
-
-


16
16
6
4
2
0
-


17
17
6
5
3
1
-


18
18
6
5
3
1
-


19
19
6
6
4
2
-


20
20
6
6
4
2
0


Yes, you can have 5th level spells if you have 20 Wisdom at level 20. And yes, you get a Cantrip every level without end. As said by a certain Elven Evocation specialist who banned Conjuration, useless arcane might is preferable to no arcane might. Only in this case, it's useless Divine might. But not quite so useless because that's a total of 400 gallons of water at 20th level. Or 20 uses of Read Magic. 20 cantrips can get you some nice stuff.



Supernal Thief Level
0th
1st
2nd
3rd
4th
5th


1
1
-
-
-
-
-


2
2
-
-
-
-
-


3
3
-
-
-
-
-


4
4
1
-
-
-
-


5
5
2
-
-
-
-


6
6
3
-
-
-
-


7
7
4
-
-
-
-


8
8
5
1
-
-
-


9
9
6
2
-
-
-


10
10
7
3
-
-
-


11
11
8
4
-
-
-


12
12
9
5
1
-
-


13
13
10
6
2
-
-


14
14
11
7
3
-
-


15
15
12
8
4
-
-


16
16
12
9
5
1
-


17
17
12
10
6
2
-


18
18
12
11
7
3
-


19
19
12
12
8
4
-


20
20
12
12
9
5
1


Yes, that's a ratio of 2 spells known to 1 spell slot, except for Cantrips, which have a 1:1 ratio. This is to make it so that the class has enough Spells Known to make spontaneous casting not inherently a bad choice. It's probably still seriously suboptimal, but it's enough known spells to cover almost everything needed. No asterisks, because you can use taken slots to cast the spell you learned that you lack the slot for

Additionally, a Supernal Thief's divine caster level is half their class level, and they gain a bonus to caster level equal to half their caster level when casting Conjuration and Evocation spells as Divine spells.

Divine Spell Absorption (Su): Starting at 4th level, whenever a Supernal Thief passes a save that negates a Divine spell or has their Spell Resistance negate the effect of a Divine spell that only affects them, they may restore spell slots with a total spell level equal to the negated spell's spell level. Additionally, they gain Spell Resistance equal to 10 plus their Wisdom modifier against Divine spells. If they have another source of Spell Resistance that applies to Divine spells, they instead add their Wisdom Modifier to their Spell Resistance for Divine spells.

Psionic Power Absorption (Su): Starting at 4th level, whenever a Supernal Thief passes a save that negates a Psionic Power or has their Power Resistance or Spell Resistance negate the effect of a Psionic Power that only affects them, they may restore power points equal to the power points spent to manifest the power. Additionally, they gain Power Resistance equal to 10 plus their Intelligence modifier. If they have another source of Power Resistance, they instead add their Intelligence Modifier to their Power Resistance. If they have Spell Resistance that applies to Psionic Powers, they add their Intelligence modifier to their Spell Resistance for Psionic Powers.

Forged Talent (Ex): At 6th level, the Supernal Thief has learned to steal knowledge of complex skills, within certain limits. At 6th level and every 5 levels after, a Supernal Thief may gain one feat by reducing their Sneak Attack damage by a total of 14d6 against a target with the feat to be gained, disabling the feat for one round per d6 of Sneak Attack reduced. It does not need to be the same target, so long as the total reduction of Sneak Attack damage to targets with the feat done for this effect totals 14d6. Alternatively, they can spend a number of rounds equal to 20 divided by their level in contact with a willing target with the feat to disable the target's use of the feat for 24 hours to gain the feat. The Supernal Thief does not need to meet the prerequisites of the feat, and may replace a feat gotten with Forged Talent to gain a different feat.Basically, if you give up a total of 14d6 damage on Sneak Attack against enemies with a feat for the sake of getting that feat, you get that feat, prerequisites be damned and ignored. At 6th level, you can have one feat this way. At 11th level, you can have 2 feats this way. At 16th level, you can have 3 feats this way.

Morphic tide
2017-05-04, 08:21 PM
Arcane Gaze:Some Supernal Thieves have the side of their powers behind gazing into the minds of others be Arcane in nature, rather than Psionic. Their arcane might, being born of blood, has similarities to Sorcererous power, but, as with their Psionic talents, can take after any known form of arcane magecraft.

Arcane Spell Steal (Sp): Whenever a Supernal Thief's attack would be eligible for Sneak Attack damage, they may take Arcane spell slots from the target by reducing the Sneak Attack damage by 1d6 per spell level taken. A 0th level spell slot is counted as half a spell level, rounding down. If the target is a prepared caster, the Supernal Thief can cast the spells prepared in the taken slots. The slots may instead be used to cast Arcane spells the Supernal Thief knows or has prepared. If the caster is a prepared caster, the Supernal Thief may additionally take Arcane spells known with total spell levels equal to the slots taken, being able to use these spells once before the caster gains the ability to use them again. Taken spell slots and spells known are lost after one minute, with spell slots restoring a maximum number of spell levels equal to the total spell levels of the slots. Alternatively, as a Standard Action with a range of Touch, a Supernal Thief may take arcane spell slots with a total level equal to their Sneak Attack dice or less from a willing target. This ability replaces Psionic Power Steal

Arcane Mantle (Sp): At 2nd level, a Supernal Thief gains the ability to cast Arcane spells, using Charisma as their casting ability. They must choose one Arcane spellcasting class, which they then use the spell list of. If that class is a prepared caster, the Supernal Thief is a prepared caster. If the class is a spontaneous caster, the Supernal Thief is a spontaneous caster using the spells known table listed under Divine Mantle. In both cases, they use the spells per day table listed under the Divine Mantle class feature. Additionally, a Supernal Thief's Arcane caster level is half their class level, and they gain a bonus to caster level equal to half their caster level when casting Enchantment and Divination spells as Arcane spells. This ability replaces Psionic Mantle

Arcane Spell Absorption (Su): Starting at 4th level, whenever a Supernal Thief passes a save that negates an Arcane spell or has their Spell Resistance negate the effect of an Arcane spell that only affects them, they may restore spell slots with a total spell level equal to the negated spell's spell level. Additionally, they gain Spell Resistance equal to 10 plus their Charisma modifier against Arcane spells. If they have another source of Spell Resistance that applies to Arcane spells, they instead add their Charisma Modifier to their Spell Resistance for Divine spells. This ability replaces Psionic Power absorption.

Mind Leech Some Supernal Thieves lack a connection or interest in the Divine, replacing this source of sheer power with greater Psionic talent. This offers them Psionic powers nearly on-par with dedicated Psions, including the ability to use the complex powers of the specialist Psions, so long as it falls within their talents.

Improved Psionic Power Steal (Ps): Whenever a Supernal Thief's attack would be eligible for Sneak Attack damage, they may take Power Points from the target of the attack by reducing the Sneak Attack damage by 1d6 per Power Point taken beyond the first, as well as an additional Power Point for every 2d6 Sneak Attack lost. The Supernal Thief also may take knowledge of how to manifest powers with a total base PP cost equal to the taken power points, so long as the power level of any single power does not exceed half their Supernal Thief level. The target loses the ability to manifest these powers until either the Supernal Thief has used the power once or one minute has passed. The Supernal Thief may use each power taken this way once before losing the ability to use that power. Alternatively, as a Standard Action with a range of Touch, a Supernal Thief may take a total number of power points equal to one plus twice their Sneak Attack dice from a willing target, along with powers known with a total base power point cost of the same or less than the power points taken that they may use once each, before they return to the willing target. This replaces Psionic Power Steal and Divine Spell Steal

Greater Psionic Mantle (Ps): At 2nd level, a Supernal Thief gains the ability to manifest Psionic powers, using Intelligence or Charisma as their manifesting ability, whichever is higher, and gaining bonus power points for having a high Intelligence and Charisma. They must choose one Psionic manifesting class and one Psion Discipline from the list of Kinetisist, Seer, Shaper and Telepath, which they then use the power lists of. They have Powers Known and PP according to the table below:


Supernal Thief Level
Power Points per Day
Powers Known
Maximum Power Level Known


2
3
3
1


3
6
4
1


4
10
6
1


5
15
8
2


6
21
9
2


7
28
11
2


8
36
12
3


9
45
14
3


10
55
15
3


11
66
17
4


12
78
18
4


13
91
20
4


14
105
21
5


15
120
23
5


16
136
24
5


17
153
26
6


18
171
27
6


19
190
29
6


20
210
30
7


Powers Known is level * 1.5, rounding up. PP is adding level to the previous level's PP, hiding level 1. The Maximum Power Level Known is just following the Sneak Attack dice to ride the maximum stolen level of power. It's less than full progression, and above the so-called half progression.

Additionally, the Manifester Level of a Supernal Thief is three-quarters their class level, and they gain a bonus to Manifester Level equal to three-quarters their class level for manifesting Telepathy, Clairsentience, Psychokinesis and Metacreativity powers. This replaces Psionic Mantle and Divine Mantle

Improved Psionic Power Absorption (Su): Starting at 4th level, whenever a Supernal Thief passes a save that negates a Psionic Power or has their Power Resistance or Spell Resistance negate the effect of a Psionic Power that affects them, they may restore power points equal to the power points spent to manifest the power. Additionally, they gain Power Resistance equal to 10 plus their Intelligence modifier and Charisma modifer. If they have another source of Power Resistance, they instead add their Intelligence Modifier and Charisma Modifer to their Power Resistance. If they have Spell Resistance that applies to Psionic Powers, they add their Intelligence modifier and Charisma Modifier to their Spell Resistance for Psionic Powers. Additionally, any Psionic Power that is negated by their Spell or Power Resistance is countered instead, and all powers cast on targets within 15 ft. of the Supernal Thief are subject to their Spell and Power Resistance, if applicable. This replaces Psionic Power Absorption and Divine Spell Absorption.

This AFC is basically "be most of a Psion and no-sell most Psionics." It's probably strictly better than the base version, and strictly better than PsyWar for that matter, because you get to have a 7th level power with a Psion Discipline list. Going deeper into a casting type tends to be better than having several at slower progression, even though it's not full and leaves less endurance to work with. Especially because I made it be able to get 9th level powers at level 18 without multiclassing to get faster Sneak Attack progression

Sandwyrm
2017-05-06, 12:58 AM
Lawbender

Put an optional image of your class here!

“You speak to me of rules, law-man? I know rules that could swallow you whole. I know rules that would boil your eyes and liquefy your skin if you so much as looked at them funny. I know rules that the gods wouldn’t touch. And, yes, I’ve broken them all.”

Everyone knows that the multiverse runs on laws. Even in Limbo, even in the Far Realms, strip away the veneer of madness and you will find an underlying order. But turn your gaze still deeper and you will find this order not a pristine, jeweled thing, but rather a shoddy, ramshackle construction, a tower of sticks and tree sap barely holding up a creation fundamentally flawed.

To the lawbender, who studies these imperfections with an intensity like no other, they only make the cosmos even more beautiful. For what could be more fundamentally boring than the fabric of a multiverse with no cracks and crevices to explore? The lawbender slips between these holes in creation to plant astral seeds, watches over and nurtures them until they bear fruit a thousand times over. With enough care and study, even the smallest gap in reality becomes an opportunity for deeds both great and terrible, and the lawbender plans to exploit them all.

Adventures: Unlike wizards, lawbenders can’t plumb the secrets of the multiverse just by sitting in a tower poring over musty old tomes. The knowledge they seek is far more esoteric, and almost never written down. Moreover, lawbenders are frequently characterized by ambition and a lust for power, which is all too rarely achieved without some adventuring experience under one’s belt.

Characteristics: Between their many skills, their wide range of exploits, and their gestalt power ability, lawbenders have extraordinary versatility and should be relevant in most any situation. Many of their talents are suited best for stealth and social situations, which allow them to make use of their skill ranks and less combat-oriented exploits.

In battle, most lawbenders function best as opportunistic combatants, using exploits to strike at their foes at a distance or take advantage of vulnerable positions. Their general fragility makes them poor front-line fighters, though as they progress in level they may acquire options to shore up this and other weaknesses. With the right preparation, a high-level lawbender can gain the upper hand in nearly any scenario.

Alignment: Lawbenders can be of any alignment. Their rigorous study and obsession with the rules of the cosmos suggests a lawful bent, but their love of loopholes and general disregard for laws made by lesser authorities than the multiverse itself points more toward chaos. Most lawbenders are neutral, seeing morality as just another quirk of nature to be exploited.

Religion: Some lawbenders see their study of the multiverse as a form of worship, but few pay any sort of homage to individual deities. Occasionally they might seek favor from a god of knowledge or secrets, but this is usually an attempt at appeasement for what might seem a sacreligious line of inquiry rather than any sign of genuine devotion.

Background: Most lawbenders witnessed some sort of bizarre event in their youth, one that couldn’t be explained with any known variety of magic. This led them down a path of seeking ever more esoteric knowledge, usually culminating in a revelation about the fundamental nature of reality. Lawbenders are extremely rare, and few have any sort of formal training in the field, though many began their studies apprenticed to clerics or wizards.

Races: Their ambitious nature and frequent disdain for tradition make humans most likely to take up the unusual path of the lawbender. Gnomes and even some halflings are similarly inclined to take this route to power, but it’s frequently observed that those who do so tend to display uncharacteristic ruthlessness, and they’re often derided as “munchkins.” Elves, dwarves, and half-orcs almost never become lawbenders.

Among the monstrous races, kobolds have a particular talent for lawbending, and entire tribes have been known to take up the practice. Goblins occasionally become lawbenders as well.

Other Classes: Lawbenders get along well with wizards, who tend to share their intellectual curiosity, though they are often frustrated by the focus spellcasting classes put on magic rather than deeper truths. They enjoy working with frontline combatants such as fighters and barbarians, who complement their own abilities nicely. Rogues share the lawbender’s wide range of skills, sense of practicality, and general contempt for authority, making them perhaps the easiest class for lawbenders to get along with if they can first overcome their mutual distrust.

Role: Lawbenders function best as the group’s face, scout, and skill monkey, but they’re versatile enough to cover nearly any role. In a group that already includes a rogue, they might do well to concentrate instead on their more esoteric and divinatory capabilities.

Adaptation: Most of the lawbender’s exploits are fairly specific, so adapting them to a different theme may be difficult. In a futuristic or cyberpunk campaign, the lawbender could be some sort of hacker that exploits flaws in code, especially if the game takes place inside a matrix-style universe. Pure fantasy games with less tolerance for fourth-wall breaking might use the lawbender as one who knows secret magics left behind by old gods, ancient civilizations, or beings from other worlds.

GAME RULE INFORMATION
Lawbenders have the following game statistics.
Abilities: Intelligence gives a lawbender more skill points and is used in many of its skills and class features. Dexterity and Constitution help the normally fragile lawbender more easily evade death. Charisma is also important for many of the lawbender’s skills, as well as several of its exploits. Depending on what gestalt powers are chosen, however, any of the lawbender’s ability scores could turn out to be the most useful.
Alignment: Any
Hit Die: d6
Starting Age: As bard.
Starting Gold: 4d4 × 10 gp.

Class Skills
The lawbender's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

LAWBENDER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Exploits Known


1st

+0

+0

+0

+2
Exploits (tier 5), metasight

2


2nd

+1

+0

+0

+3
Gestalt power

2


3rd

+2

+1

+1

+3
Detect fate

3


4th

+3

+1

+1

+4
Gestalt power

3


5th

+3

+1

+1

+4
Exploits (tier 4 or higher)

4


6th

+4

+2

+2

+5
Gestalt power

4


7th

+5

+2

+2

+5
Detect challenge

5


8th

+6/+1

+2

+2

+6
Gestalt power

5


9th

+6/+1

+3

+3

+6
Exploits (tier 3 or higher)

6


10th

+7/+2

+3

+3

+7
Gestalt power

6


11th

+8/+3

+3

+3

+7
Contact overmind

7


12th

+9/+4

+4

+4

+8
Gestalt power

7


13th

+9/+4

+4

+4

+8
Exploits (tier 2 or higher)

8


14th

+10/+5

+4

+4

+9
Gestalt power

8


15th

+11/+6/+1

+5

+5

+9
Secrets of creation

9


16th

+12/+7/+2

+5

+5

+10
Gestalt power

9


17th

+12/+7/+2

+5

+5

+10
Exploits (tier 1 or higher)

10


18th

+13/+8/+3

+6

+6

+11
Gestalt power

10


19th

+14/+9/+4

+6

+6

+11
Secrets beyond creation

11


20th

+15/+10/+5

+6

+6

+12
Gestalt power, recursive transcendence

11



Class Features
All of the following are class features of the lawbender.

Weapon and Armor Proficiencies: Lawbenders are proficient with all simple and improvised weapons, light armor, and shields (except tower shields).

Exploits (Ex): The fruits of a lawbender’s obsessive study manifest primarily in the form of exploits. Derived as they are from rules inherent to the nature of reality, all exploits are considered extraordinary abilities. A lawbender can use any exploit he knows at will.
There are five tiers of exploits, ranked from 5 to 1 in order of their relative power. A lawbender begins with knowledge of two exploits. As a lawbender gains levels, he learns new exploits, as summarized on the advancement table and described below.

Tier 5 Exploits
Diplomancy: You gain Skill Focus (Diplomacy) as a bonus feat. When you successfully use the Diplomacy skill to improve a character’s attitude toward you to Friendly or better, you may immediately make a request of the character as though casting suggestion with a caster level equal to your lawbender level. Whether or not the save is successful, you cannot affect the same character with further uses of this exploit.

Drowning Cure: By submerging a dying creature in water (or any other substance it is possible to drown in) for 1 round, you may stabilize it and restore it to 0 hit points, though it remains unconscious. Creatures that don’t need to breathe, or can breathe the substance they’re being drowned in, are unaffected by this exploit.

Enrage Cat: As a standard action, you can touch a simple house cat and transform it into a deadly foe. The touched cat enters a rage for a number of rounds equal to 3 + the lawbender’s Charisma modifier, gaining a +8 bonus to Strength and Constitution and a +4 bonus to Will saves but taking a -2 penalty to AC. Its attacks deal double damage to humanoids for the effect’s duration. You can guide the cat toward a specific foe by making a DC 15 Handle Animal check as a move action, but left to itself the cat will attack the nearest creature other than you each round until it or all other creatures it can sense are dead.

Floating Trip: You gain Improved Trip as a bonus feat, even if you don’t meet the prerequisites. You may even trip creatures that are waterborne or otherwise suspended in liquid; they do not fall, but take the normal penalty for being prone until they take an action to right themselves.

Instant Construction: As a swift action, you can create any nonmagical object with no price, such as a quarterstaff or sling. The object simply appears in your hand.

Tier 4 Exploits
Maintain Momentum: As a standard action, you can touch another creature and cause its movement this round to impact its movement in the next one. If the creature’s last action (not counting free, immediate, or swift actions) on its previous turn involved moving one or more squares, it must attempt to move at least half that many squares in the same direction at the start of its next turn, taking actions to do so as normal. If this would cause it to enter the space of another object or character, both fall prone (if applicable) and take 1d6 bludgeoning damage for every 10 feet the moving character would otherwise have traveled.

Sidereal Sprint: You can move at bizarre angles that let you multiply your speed by 1.5 for the purpose of orthogonal movement. For example, if your speed is 30 feet, you could move 45 feet horizontally with one move action, or move 15 feet diagonally (taking up 20 feet of movement as normal) and use the remaining 10 feet to move 15 feet horizontally.

Time Skip: You can re-roll initiative as a swift action, adjusting your place in the initiative order to fit the new result.

Tier 3 Exploits
Greater Diplomancy: You get a +2 bonus on Diplomacy checks. When you successfully use the Diplomacy skill to improve a character’s attitude toward him to Helpful or better, you may immediately make a request of the character as though casting suggestion with a caster level equal to your lawbender level, and can make even an unreasonable request without penalty. Whether or not the save is successful, you cannot affect the same character with further uses of this exploit. You must already know the Diplomancy exploit to choose this exploit.

Peasant Railgun: As a standard action, you may pass an object to any character within reach. That character may then as an immediate action move the object to another character on its opposite side from you (such that you and the other character could be flanking it), which may do the same to move the object to a fourth character, and so on. The last character in the sequence may then use an immediate action to wield the object as a melee weapon, dealing 1d6 extra damage on a successful hit for each character before it in the sequence (to a maximum of 1d6 per lawbender level).

Profuse Construction: You may use the Instant Construction exploit any number of times as a swift action, creating any number of cost-less nonmagical objects in your square. This grants you cover for as long as you remain in that square, and makes it difficult terrain for any other creature that enters it until the objects have been cleared away. You must already know the Instant Construction exploit to use this exploit.

Tier 2 Exploits
Chaining Trip: You gain Exotic Weapon Proficiency with the spiked chain, or Weapon Focus if already proficient with it. You can now trip even creatures that are midair or otherwise not touching the ground; they do not fall, but take the normal penalty for being prone until they take an action to right themselves. You must already know the Floating Trip exploit to choose this exploit.

Feline Frenzy: When you use the Enrage Cat exploit, you may affect any number of cats in a 30-foot radius. In addition, you may transform each of those cats into one of the following creatures for the effect’s duration: cheetah, displacer beast, leopard, lion, dire lion, sea cat, tiger, or dire tiger. The new forms must have total Hit Dice no greater than your lawbender level. This replaces the bonuses and penalties granted by the exploit, but maintains the changes in behavior and the double damage to humanoids. You must already know the Enrage Cat exploit to choose this exploit.

Fusion Sphere: As a standard action, you may enter the space of a willing or helpless creature and merge with it, forming a fusion sphere. Other creatures may add themselves to the sphere in the same way, to a maximum of one creature per lawbender level. The sphere takes up as much space as the largest creature within it. All creatures in the sphere are considered grappled. As a standard action, any conscious creature in the sphere may either exit the sphere or move it up to 5 feet, though you may attempt an opposed grapple check to prevent the action.

Tier 1 Exploits
Explosive Railgun: When you use the Peasant Railgun exploit, the last character in the sequence may choose to throw the weapon up to 50 feet instead of attacking with it. The weapon then explodes, dealing the same amount of damage it would have done on a successful melee hit to every character within 20 feet of where it landed. A successful Reflex save (DC 10 + 1/2 the Hit Dice of the last character in the sequence + the Dexterity modifier of the last character in the sequence) halves the damage. You must already know the Peasant Railgun exploit to choose this exploit.

Limitless Construction: You may create objects with the Instant Construction exploit in any number of squares within your reach. Other creatures in a square affected by this exploit must succeed on a Reflex save (DC 10 + 1/2 your lawbender level + your Intelligence modifier) or be entangled in the mass of objects, requiring a DC 15 Strength check or Escape Artist check as a full-round action in order to escape. You must already know the Profuse Construction exploit to use this exploit.

True Diplomancy: You get a +2 bonus on Diplomacy checks, and can use the Diplomacy skill to improve a character’s attitude toward you to Fanatic. When you do, you may attempt to take control of the character as though casting dominate monster with a caster level equal to your lawbender level. This effect is nonmagical and the character will never know that you were controlling it, even after the effect expires. Whether or not the save is successful, you cannot affect the same character with further uses of this exploit. You must already know the Greater Diplomancy exploit to choose this exploit.

Metasight (Sp): There are places where the underlying order of the multiverse is worn through entirely, leading not to places of madness and chaos but to something far stranger. Through these fissures a lawbender can glean the insights of vast and alien minds, allowing him to cast metasight at will as a spell-like ability with a caster level equal to his lawbender level.

Gestalt Power: At its core, the source of each and every path to power is just another fold in reality, and the lawbender obsesses over every single one. At 2nd level, and every even-numbered level thereafter, a lawbender gains class features as though he had taken a level in another class of his choice.

Hit dice, skill points, base attack and save bonuses, and weapon and armor proficiencies of the chosen class are not obtained with this ability, but the “levels” gained in the class still count toward class features and prerequisites for feats. Levels in a class can’t be chosen this way unless the lawbender actually meets the class’s restrictions and prerequisites.

Detect Fate (Sp): As a lawbender further explores the fissures in the multiverse, he begins to discover how the alien minds beyond it shape its very being. At 3rd level, a lawbender can cast detect fate at will as a spell-like ability with a caster level equal to his lawbender level.

Detect Challenge (Sp): At 7th level, a lawbender’s knowledge of the alien influence over the multiverse grows still deeper. He can now cast detect challenge as a spell-like ability with a caster level equal to his lawbender level.

Contact Overmind (Sp): At 11th level, a lawbender can commune directly with one of the beings outside the cosmos. Treat this ability as the spell contact other plane, except that only the “greater deity” option may be chosen, the lawbender gets a +4 insight bonus on the Intelligence check to avoid Int/Cha decrease, and the DM is encouraged to choose answer results instead of rolling randomly (so long as the percentage of true answers is roughly equivalent). The lawbender may use this ability once per day with a caster level equal to his lawbender level.

Secrets of Creation (Sp): At 15th level, a lawbender begins to see how all of reality fits together. He can cast legend lore once per day as a spell-like ability on any person, place, or thing that bears a fate rail (as detectable using the detect fate spell). This ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question. If the target does not bear a fate rail, the use of this ability is wasted.

Secrets beyond Creation (Ex): At 19th level, a lawbender finally understands how his own destiny is entangled with one of the beings that dwell beyond reality. He can take advantage of this knowledge to hijack part of that entity’s brain, controlling his body from a mind now safely ensconced outside the universe. The lawbender is now under the effect of a permanent nonmagical mind blank spell, which he can cease or resume as a free action.

Recursive Transcendence: At 20th level, a lawbender learns one of the fabled Tier 0 exploits: one that can be used repeatedly, endlessly, to obtain limitless resources. The lawbender chooses one of the exploits listed below.

Tier 0 Exploits
Infinite Lives (Ex): You become functionally immortal. If killed, you are resurrected 1 round later as though by a true resurrection spell.

Infinite Wealth (Ex): You can access unlimited material wealth on demand, in any combination of jewels and precious metals you desire. Note that some goods and services may remain impossible to purchase, if you can find no one willing to sell them at any price.

Infinite Wishes (Sp): You can wish for anything you desire at will, as the spell. This power derives from some form of trapped or coerced extraplanar agent, making it a spell-like rather than an extraordinary ability. Due to the nature of this exploit, each wish is 25% likely to attract the attention of some powerful being who wishes you harm.


New Spells
Metasight
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

You gaze momentarily into the vast and alien things that lurk beyond creation, and try to glean a single comprehensible insight from their minds. Choose a single piece of information you (the player) know; you (the character) must make an Intelligence check with a DC determined by the DM. If successful, you learn that information and also get a +2 insight bonus on your next d20 roll within 1 minute that makes use of it. If you use this spell again before making that roll, the bonus is lost.


Detect Fate
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF (a forked rod)
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect the strands of fate in your surroundings, revealing how likely an area or object is to be relevant in the near future (though note that basing one’s decisions on this information may retroactively change it). The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of significant fate strand clusters (commonly known as “rails”).

2nd Round: Number of different fate rails and the power of the most potent rail.

3rd Round: The strength and location of each rail. If a rail is outside your line of sight, then you discern its direction but not its exact location. Strong rails may distort or conceal weaker ones.

If the strongest fate rail’s power is overwhelming, you are stunned for 1 round and the spell ends.

Fate Power: No number will reliably indicate a fate rail’s strength. Whether it happens to be faint, moderate, strong, or overwhelming is up to the DM.

Lingering Fate: A fate rail lingers after its original source is no longer significant. If detect fate is cast and directed at such a location, the spell indicates a rail strength of dim (even weaker than a faint rail). How long the rail lingers at this dim level depends on its original power:



Original Strength
Duration of Lingering Aura


Faint
1d6 rounds


Moderate
1d6 minutes


Strong
1d6 × 10 minutes


Overwhelming
1d6 days



Each round, you can turn to detect fate in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Challenge
Divination
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M/DF (a broken mirror)
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect the approximate strength of nearby threats. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of threats (objects or creatures with Challenge Rating 1/4 or higher).

2nd Round: Number of different threats and the Challenge Rating of each. If the highest Challenge Rating is 20 or higher (and at least 10 points higher than your own Challenge Rating), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the threats if you can’t see them.

3rd Round: Levels and Hit Dice of any threat in the area, if applicable.

Each round, you can turn to detect challenge in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

D&DPrinceTandem
2017-05-08, 04:08 PM
Re pasting for now


THE LIAR

https://s-media-cache-ak0.pinimg.com/736x/37/40/e1/3740e163f9f363813aa08293956efea5.jpg

Lying is easy, its getting away with it, that's what its all about. ~ Demora Deliandro


You see them everywhere, on the streets of large cities, in the souls or every man and woman. Liars are everywhere, they pass there lies on like the plague, infecting every mind who hears it. Though those keenly inclined to lying are known as THE liars, a small group of people have become so inclined to lying that they can lie to ideas like law, science and even the fabric of reality.

Adventures: Liars are always adventures, you would do so so they can pass there lies on ant test there skills.

Characteristics: As Diplomats High level liars could be kings or queens

Alignment: The majority of Liars are Chaotic, as it is in there nature to break the law are rules, They are never Lawful

Religion: They have no specific God per-say but they do pay home age to Gods of trickery.

Background: Most Liars start out like anybody,living the average life, some on the streets, others Running through courts, where the most lies are powerful, eventually they reach a point were they are so self confident that there lying capability effects something that would normally be unable to lie to.

Races: The most common race are halflings, as lying comes natural, almost never do high elves become liars.

Other Classes: Liars can relate well with rouges and bards, they have mixed feelings for those of faith and nature like druids or clerics, Most hate paladins and knights, Wizards and sorcerer are usually on the same boat as paladins, with the acceptation of illusionist.

Role: Liars can be anything from skill-monkeys to menial damage, though they shine brightest in spymasters

GAME RULE INFORMATION
Liar's have the following game statistics.
Abilities: Chasma is the most important, stength is a let down and so is dexterity
Alignment: Any Non Lawful
Hit Die: d6
Starting Age: Half as barbarian
Starting Gold: 4d100

Class Skills
The Liar's class skills (and the key ability for each skill) are as Rouge

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

CLASS NAME


[B]Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Lie Points
Lies Known
Lie Level


1st

+1



+2



+0


+0
Natural Liar I
0
2
1


2nd

+2



+3


+1


+1


1
3
1


3rd

+3



+3


+1


+1


2
3
1


4th

+4



+4


+1


+1


3
4
2


5th

+5



+4


+1


+1

Lie around
Natural Liar II

5
4
2


6th

+6



+5


+2


+2


8
5
2


7th

+7



+5


+2


+2


13
5
3


8th

+8



+6


+2


+2

Lie to Mind
21
6
3


9th

+9



+6


+3


+3


34
6
3


10th

+10



+7


+3


+3

Lie to rules
Natural Liar III

55
7
4


11th

+11



+7


+3


+3

Lie to Body
89
7
4


12th

+12



+8


+4


+4


144
8
4


13th

+13



+8


+4


+4


233

8
5


14th

+14



+9


+4


+4


377

9
5


15th

+15



+9


+5


+5

Point For all Liars
Natural Liar IV

377

9
5


16th

+16



+10


+5


+5

Lie to self
377

10
6


17th

+17



+10


+5


+5


377

10
6


18th

+18



+11


+6


+6


377

11
6


19th

+19



+11


+6


+6


377

11
7


20th

+20



+12


+6


+6

Natural Liar V


377

12
7



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

D&DPrinceTandem
2017-05-19, 10:38 AM
Liar powers





Feats

Zancloufer
2017-05-22, 05:21 PM
Duskreaper

“Please everyone has done something wrong. No one would ask for your head unless you have done something wrong.”

Adventures: Growing up much faster than most adventures and coming from a background of either poverty or hard training many duskreapers seek out adventure for their own reasons. Duskreapers from a poor or criminal background might leave their destitute or crime stricken homes behind to find their own wealth and freedom. Those than are specifically trained as infiltrators or assassins might go out to make a name for themselves or learn new secrets and techniques. The biggest hurdle for a Duskreaper is probably convincing the big adult guy with a stick that yes you can disarm traps 27 different ways and no this rainbow coloured dagger is not a toy.

Characteristics: With a large number of skills, skill points and the Trapfinding abilty Duskreapers are a prime candidate for the party's “skill monkey”. Their illuminations lend to powerful offensive and utility options allowing them to fulfil a number of light magic or secondary offensive options. Their illumination list is best compared to the Stargazer, sans many of the more direct damage options, leaving their magic abilities mostly to subtle support in combat or infiltration roles.

Alignment: Duskreapers tend to have very little in the way of alignment restrictions. While they are often infiltrators or assassins they are not inherently evil, merely a by-product of youth or had times. Even so it is rare for them to be lawful as they often find themselves on the wrong side of the law. Occasionally duskreapers may be specifically trained to attempt to bring out their shadowy powers and in many cases may be explicitly lawful agents serving a wealthy family or shadowy organization.

Religion: Duskreapers have no real preference to any specific religion. Depending on where and how their grew up they may favour gods that preside over thieves or assassins. They may devote themselves to the gods of luck. If they where trained by family, or powerful patrons they may have a passing respect for the deities that preside over their (adopted) families.

Background: Duskreapers tend to find their power in life much earlier than most other classes. Being smart, not strong, young, but not innocent, many find themselves running amongst various kinds of criminal organizations. Their ability to get into small places, look innocuous and hide their weapons and armours at a glace make them devastatingly powerful assassins and infiltrators.
Alternately Duskreapers may be trained from a young age to specifically serve as infiltrators or assassins. These tend to be more so child soldiers or trained much like the way that ninja clans train their successors.

Races: Duskreapers tend to come from one of two sources. On one hand many races with a knack for assassinations, infiltration or just those that are home in the shadows tend to appreciate the lack of spotlights that shine on Duskreapers. On the other hand races that produce large numbers of orphans or generally not well off children can find duskreapers amongst them.

Other Classes: Of all the classes the Duskreaper probably gets along best with Beguilers. Both tend to value intelligence highly and operate similarly in a party. (Psychic) Rouges and Ninjas also tend to get along with duskreapers as long as they are not both in competing organizations or clans. Many of the martial and divine classes tend to just not get duskreapers. They see them little more as children much of the time and when they don't tend to get confused or aghast at the thought of child soliders or assassins, if they are already not trying to abuse them for their own gain. The biggest friction in a party may vary well be caused by Champions. As they are both wielders of illuminations and young in age a Champion may see the Duskreaper's perchance for stealth and darkness as real threat. Being similar in age they would not underestimate them as such and would know many of the nasty powers that they can bring to bear. Other illumination wielding classes tend not to case as much. Empaths are kinda all over the place and talk too much about feelings for the Duskreaper to be comfortable around them. Stargazers might appreciate another person like them in both intellect and power and may very well strike up a long lasting relationship based off mutual interests.

Role: The Duskreaper lends it's self best to the role of assassin or infiltrator. It's stealth based options and massive skill list allow it to fulfil any role than a Rouge, Ninja, or Assassin might. Alternately the Duskreaper can make a solid skirmisher. While many of it's abilities work best while undetected it's illuminations and weapon imbuements make it much more capable of combat than most rouge or infiltrator style characters.

Adaptation: The Duskreaper is intended to go along side the other Tome of Radiance (http://www.giantitp.com/forums/showthread.php?258654-Tome-of-Radiance-Mastering-the-Power-of-Love-and-Justice) classes. As such anywhere that Champions, Empaths or Stargazers exist it would be a simple task to include Duskreapers as well. While the power of illuminations is very much a power of light, or even Magical Girls it can easily be fluffed as some sort of inner power, much like Ki or Psionics. Should your world not posses any many of Ki, Psionics or be modern day Japan, the Duskreaper may very well have trouble fitting in.

GAME RULE INFORMATION
Duskreapers's have the following game statistics.
Abilities: Their powers while commonly misunderstood come mostly from grounded intelligence, not force of personality or self reflection. As such intelligence is the most important stat for a Duskreaper as it governs the DCs of their illuminations and many of their abilities. Intelligence also improved the amount of skills they have and in some cases can apply directly to their attacks. Dexterity is probably the second most important as it governs many of their key skills and the attacks for the ranged and more subtle of device options.

Alignment: Any
Hit Die: d6

Starting Age: Simple (Ala Bard) but instead of added the result of the roll to age subtract it instead (IE A Human that rolls 4 would take 15 and subtract from it resulting in 11 instead of 19). If their are rules that would cause penalties or reduce statistics for having a below average starting age Duskreapers can ignore them.

Starting Gold: 4d4x100 (Average 100 GP)

Class Skills
The Duskreaper’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: 4*(6+Int Mod)
Skill Points at Each Additional Level: 6+Int Mod

Table 1: The Duskreaper:


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Illuminations Known
Imbuements


1st
+0
+0
+2
+2
Radiant Armaments, Merciful, Trapfinding
5
1


2nd
+1
+0
+3
+3
Power of Friendship
5
1


3rd
+2
+1
+3
+3

6
1


4th
+3
+1
+4
+4
Dark Luminosity)
7
1


5th
+3
+1
+4
+4

7
2


6th
+4
+2
+5
+5

8
2


7th
+5
+2
+5
+5
Dark Luminosity
9
2


8th
+6/+1
+2
+6
+6

9
2


9th
+6/+1
+3
+6
+6

10
3


10th
+7/+2
+3
+7
+7
Dark Luminosity
11
3


11th
+8/+3
+3
+7
+7

12
3


12th
+9/+4
+4
+8
+8

12
3


13th
+9/+4
+4
+8
+8
Dark Luminosity
13
4


14th
+10/+5
+4
+9
+9

14
4


15th
+11/+6/+1
+5
+9
+9

14
4


16th
+12/+7/+2
+5
+10
+10
Dark Luminosity
15
4


17th
+12/+7/+2
+5
+10
+10

16
5


18th
+13/+8/+3
+6
+11
+11

16
5


19th
+14/+9/+4
+6
+11
+11
Dark Luminosity
17
5


20th
+15/+10/+5
+6
+12
+12
Eclipsed Apotheosis
18
5



Weapon and Armour Proficiency: A Duskreaper is proficient with all simple weapons, light armour and shields (but not tower shields).

Illuminations (Su): Infused as they are with the power of light, a duskreaper is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A Duskreaper knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. A Duskreaper's illuminations are a fundamental element of her being, and she may evoke any illumination she knows without need for preparation of any sort. A Duskreaper’s Evoker Attribute is Intelligence.

Illuminations are explained more completely in their own section.
Okay so your going to have to look over here (http://www.giantitp.com/forums/showsinglepost.php?p=14062768&postcount=6) for a full explanation. Coles notes: They come in three flavours. One needs Standard actions and tend to blow stuff up or add damage to attacks, One need move actions and tend to apply support/debuffs to an area and the last ones are swift action and are single target (de-)buffs with the occasional one being AoE. You get motes equal to 2x evoker (class) level and can spend evoker level max on any one. Overall they are weaker than most spell casting but make it up in that your motes regen EVERY TURN and the few powers that apply numbers scale well, if not only lasting less than evoker level rounds.

Radiant Armaments (Su): Upon awakening to the radiance within her soul, a Duskreaper establishes a bond with a particular weapon and suit of armour – respectively referred to as her Device and her Costume. How a Duskreaper finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. As she advances in level, the Duskreaper may imbue her armaments with an ever greater number of powerful modifications, as indicated above.

Radiant Armaments and Imbuements are described more completely in their own section.
Look Here (http://www.giantitp.com/forums/showsinglepost.php?p=14062771&postcount=7) for more details. In short: Free weapon and armour that is above average. Imbuements are kinda like weapon enchantments except a slightly different list and you have to invest your motes into them to get more than the "basic effect".

Merciful (Ex): Whenever a Duskreaper deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Trapfidning (Ex): Like the Rouge (and Beguiler) the Duskreaper may locate traps with a DC higher than 20, find and disarm magical traps and bypass a trap if she beats the Disable Device DC by 10 or more.


The Power of Friendship (Ex): A Duskreaper is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, a Duskreaper is remarkably cunning at couching her arguments in rationality and healthy common sense. Appealing to head as much as heart, a Duskreaper may use her Intelligence score, rather than her Charisma score, when making redemption checks. And while such arguments may at times fall of deaf ears, they do not change because of the Duskreaper's motives – a Duskreaper may ignore any increase in DC that would result from the Ulterior Motive penalty.

Dark Luminosity: Unlike most magical girls the Duskreaper spends much of her time in the shadows. Whether it by introverted tenancies, no desire for dramatic flare, or just a plain preference for darkness, they understand the shadows around them more than those who cast them. Starting at level 4, and every 3 levels thereafter, the Duskreaper can learn a special ability chosen from the list below, assuming she meets any per-requisites:

Cunning Strike (Ex): The Duskreaper's cunning allows her to know where to strike. When attacking with her device and/or an Illumination, she adds her Intelligence mod to her attack roll. If she is a level 10 or higher Duskreaper she also applies her Intelligence to damage as well.

Shadow Strike (Ex): Striking unaware foes can me called many things, but the Duskreaper calls it smart. If she strikes a foe with her device and/or an Illumination, she flanks, her target is flatfooted/denied their Dex to AC, unaware of her presence or they are struck from a concealed location any dice involved increase by one (d4 becomes d6 etc) to a maximum of a d12. If she is a level 10 or higher Duskreaper the dice increase by 2 instead. This ability stacks with Hidden Light and Encroaching Night.

Hidden Light (Su): Similar to Shadow Strike, except that any illumination and/or weapon Imbuement gain a number of virtual motes equal to one half her Evoker level for that strike. This ability stacks with Shadow Strike and Encroaching Night.

Shadow Dive (Su) [Req 5h level Evoker]: Duskreapers thrive in the shadows and finding those dark spots in something of a speciality. As a move action costing motes equal to evoker level the Duskreaper may teleport up to twice their movement speed to any square with shadows or that provides concealment. If the square in question posses the Returning and/or Journeys barrier effect the Duskreaper adds the range of Returning to her base speed and multiplies it all by the Journeys multiplier.

Dark Insight (Su) [Req 7th level Evoker]: Some Duskreapers prefer a suboptimal outcome they can predict. At the beginning of each day the Duskreaper can select a number of skills equal to 1/2 her intelligence modifier. Any time she has to make a d20 roll involving one of those skills (even under duress) she may opt to 'take 10' but instead of 10 assume she rolled the number equal to her intelligence modifier, up to a max of 20.

Poltergeist Manoeuvre (Su) [Req 9th level Evoker]: The Duskreaper is able to manipulate objects in a manner similar to the Telekinesis spell. Spending a number of motes equal to their evoker level with a standard action she can imbue a number of items equal to her int mod. Once imbued the objects act as if the Duskreaper had cast telekinesis on them, with a duration and max force as if her evoker level was her caster level. Unlike telekinesis the spell doesn't end when her concentration does.

Pandora's Map (Su) [Req 9th level Evoker]: While much of the Duskreaper's powers involve misdirection, this power is much more literal. Requiring a full round action and motes equal to her evoker level the shifts the people around her. All creatures (Friendly or Hostile), within 5ft per evoker level, must make a reflex save (DC = Illumination DC). Those that fail are rotated 90 degrees relative to the Duskreaper. If there is an obstacle, they are dropped in the closest unoccupied square.

Dark Puppeteer (Su) [Req 13h level Evoker]: The Duskreaper manipulates the power of shadows to make Suggestions (as the spell) to others. With a standard action and spending a number of motes equal to her evoker level, the Duskreaper can implant a suggestion into a creature by manipulating their senses, with a DC equal to her illumination DC. Unlike the spell this ability is not considered mind-affecting (works against mindless creatures), though it will still fail if the target is incapable of hearing or seeing.

Twilight Fatality (Ex) [Req 13th level Evoker and Shadow Strike or Hidden Light]: Much like an assassin the Duskreaper can fell her opponents in a single strike. If a Duskreaper studies her victim for 3 rounds and then makes a sneak attack (See Shadow Strike/Hidden Light) with her device and/or an illumination that successfully deals damage, the attack has the additional effect of possibly of instantly incapacitating them. While studying the victim, the Duskreaper can undertake other actions so long as her attention stays focused on the target and the target does not detect the Duskreaper or recognize the Duskreaper as an enemy. If the victim of such an attack fails a Fortitude save (DC = Illumination DC) against the effect, they instantly drop to 0 HP. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Duskreaper has completed the 3 rounds of study, she must make the strike within the next 3 rounds.

If the attack is attempted and fails (the victim makes her save) or if the Duskreaper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.

Lingering Dusk [Req 16h level Evoker]: Illusions and misdirection are a staple of Duskreapers and nothing is more embarrassing than having her illusion wink out before it's job is done. Any power or Illumination that effects movement or senses (Journeys, Shadows, Returning, Visions from Barrier components, Mirage, Emptiness and Heartbreak from Surge components) the Dark Puppeteer or Poltergeist Manoeuvre class ability(if she has either) and any SLAs/Su Abilities based off Illusionary, mind-affecting or teleportaion spells, have their duration (Be it rounds/minutes/hours etc) increased by 1/3rd her evoker level (IE: A level 15-17 evoker has her applicable illuminations last 5 more rounds, or a SLA with min/level increases by 5 minutes).

Encroaching Night [Req 16h level Evoker]: When stumbling in the dark one must be careful not to loose anything. Using this ability the Duskreaper can attempt to steal power or vitality from others. Any opponent that is vulnerable to a sneak attack (or Shadow Strike) the Duskreaper can attempt a special attack against. As part of a standard attack with her device and or/illumination the Duskreaper attempts to syphon off either health or occult power from their opponents. The target must make a Will or Fort Save (Duskreaper's choice, DC = Illumination DC). If the target fails the Fort save they loose an additional number of HP equal to the Duskreaper's level and the Duskreaper gains health equal to damage dealt by the strike. If the target has to make a Will Save the effect varies in this order:

(1) Prepared or Spontaneous Spell-caster with spells they have prepared/can cast; looses one spell, started with the highest level they can cast, and the Duskreaper gains/adds to a temporary bonus mote pool equal to the level of the spell*2 (1 for 0 level spells).
(2) Character with a Power Point or Mote Reserve, looses a number of PP or motes equal to the Duskreaper's level, and the Duskreaper gains/adds to a temporary bonus mote pool equal to PP/motes lost.
(3) SLAs: Loose one SLA (highest effective level 1st) and the Duskreaper gains/adds to a temporary bonus mote pool equal to the effective spell level. In the case of at will powers (includes the Warlock and other classes with at-will powers) the Duskreaper gains/adds to the mote pool a number of motes equal to the effective spell-casting level of the user.

If the target has no spells, power points, mote reserve, or SLAs there ability simply fizzles and fails.
The temporary mote pool lasts the entire encounter, though the Duskreaper can only use up to her evoker level worth of motes from the pool each round. This ability stacks with the Shadow Stike and Hidden Light abilities.

Shadow Hand (Ex): Instead of choosing a new power the Duskreaper may channel the martial power of darkness. She may take the Martial Study or Martial Stance Feat (though she is limited to Shadow Hand Manoeuvres/Stances) take a martial feat that has a prerequisite of a Shadow Hand Manoeuvre/Stance, or if she has Martial Adept levels that has access to the Shadow Hand list, she can increase her Martial Adept level by 2 (up to HD max) and gain extra manoeuvres known/readied and stances known as if she had gained two level in that class.

Eclipsed Apotheosis (Ex): The barrier between the Duskreaper and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a duskreaper forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.

In addition the duskreaper's mastery of shadow is so acute that they perform as well under a brightly lit sun as a complete eclipse. No matter how dark or bright it is the duskreaper can see perfectly fine in any light level even in magical darkness. Finally the duskreaper gains the benefit of Hide in Plain Sight. Even after an attack or when being directly observed the duskreaper can attempt to hide and/or move silently with no penalty to their skill check.

Illumination Components known:

Blasts:
Foundation:
Clinging, Flares, Lures, Tremors
Shape:
Cascade, Assault, Imbue, Embraces, Bombs Swarms
Secondary:
Buffered, Dust, Forged, Horizon, Prism, Sharpshooting, Vile, Dissonance, Sundering

Companions:
Foundation:
Cautious, Focused, Mischievous, Serene
Shape:
All
Secondary:
Amphibious, Attuned, Bonded, Cuddly, Frightful, Harrying, Miniature

Barriers:
Foundation:
Journeys, Shadows, Shelter, Tempests, Zone
Shape:
All
Secondary:
Pilgrimage, Returning, Ancients, Visions

Surges:
Foundation:
Battles, Courage, Isolation, Justice, Might, Mockery, Protection, Resolve
Shape:
All
Secondary:
Amplitude, Awe, Echos, Burdens, Mirage, Emptiness, Promises, Pursuit, Heartbreak
Okay these probably make no sense right? If you read the initial blurb on illuminations you probably noticed detailed list links right? The three starting classes get their name plastered on every component they can use. I just have a quick reference here as to what powers are available for them to choose from.

daremetoidareyo
2017-05-31, 08:04 PM
Underminer

https://s-media-cache-ak0.pinimg.com/236x/e7/e9/6c/e7e96c6622608dbc485a690b86e2d103.jpg

”I’ll pick you apart”

On a little cube floating in Archeron there is a convergence with the elemental plane of earth. On this terrain, half fiendish goblins have developed a form of subsistence and warfare that was naturally and necessarily exported to prime material planes. From the minds of the greatest evil goblins ever forced to kill an unreasoning enemy came the Underminer Class. Naturally, specialist humanoids on the prime tweaked some of the foci of the original skillset. This class is a skillmonkey with one schtick that it hammers on and picks apart. Ideally, an underminer should be about as powerful an ally as a wizard. Beware, enemies will need to be quite clever to exterminate an underminer because they spend most of their time out of sight.

Adventures: This class is best enjoyed by the folks out there who want to work out wild solutions to problems. Often by refusing to use two dimensions to enter into conflict. Subterranean in flavor, underminers are great for performing heists of any fortification, from mercantile conflicts to bloodyknuckle war and sieges. The underminer suffers the most when he cant have his feet on the ground, but even then, he is still a sneak, know it all, and can dismantle many situations as easily as cave the roof in.

Characteristics: For the first six levels, an underminer burrows and mines into problems and tunnels his way out. This burrow speed is nothing that alter self cannot get you, so it seemed appropriately powered. The capstone ability for the heroic part of the arc is earthglide, an ability that arrives at the same time as a wizards ability to fly. Capitalizing on the idea of treating earth as water, the swimming feats help with a possible melee direction for builders. Pitfall attack is a skill dependent sneak attack that grows with level, but becomes increasingly difficult to use as enemies won't always be standing on cave floors. Alchemy is important for supplying a steady source of dither bombs for big mining operations. A ranged attack is introduced at level 5, along with a bit of versatility, to be doled out by the DM at first, with node sage.

From level 7 to 12 Super Heroic Adventurers, the power and versatility of the class keeps up with a tier 1. Level seven grants a dispel effect and an ability to generate income around a problem. The underminer gets to summon a small number of earth subtype creatures with a decent longevity at 8th level, the ability to ignore DR for melee attacks, make a small earthquake to destroy structures at 10th, a skill check based ability to crash meteors from the stratusphere into the opponent at 11th, and the ability to merge with earth subtype creatures to diversify the abilities further as the 12th level capstone. Meanwhile retaining the ability to pitfall attack, although conditions allowing such opportunities should be a bit more limited.

From 13th to 20th Fantastic Heroes, the class remains as powerful as tier 1 casters without over shadowing them. The underminer can use disable device on constructs to reprogram them at 13th, they can further develop earth nodes at 14th, grow them from scratch at 16th, use a medley of earthbased SLAs at 15th, get a bonus on will saves at 17th, reroute rivers with skill checks at 18th, and cause even bigger earthquakes by 20th level.

Alignment: Any alignment can be an underminer.

Religion: Many Underminers believe in the power of the deep earth and natural cycles, and are thus drawn to gods of the earth, time, and craftsmanship.

Background: Underminers are trained in earth stewardship at special subterranean academies, many of which were started by fiendish goblin refugees from Archeron. These academies are highly sought out across the planes.

Races: The races most attracted to undermining are kobolds, Dwarves, and humans due to cultural knowledge of mining and/or a desire for great wealth.

Other Classes: Underminers get along with rogues, druids, and clerics with the earth domain. The military has great interest in securing underminers for operations.

Role: The underminer packs a lot of tricks and covers some roguish roles. They can attack from underneath and use the ground as if it were water which lends them some combat abilities, where the underminer is like a stealth cavalry unit that can attack from relative safety.

GAME RULE INFORMATION
Underminer's have the following game statistics.
Abilities: Wisdom and Intelligence are the primary stats of importance to an underminer for skill checks, although with the low hit die, constitution is of importance for survival. Strength helps with one of the Underminer’s abilities but for the most part, the real core abilities are wisdom and intelligence.
Alignment: Any
Hit Die: d4
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Underminers's class skills (and the key ability for each skill) are Appraise (int), bluff (Cha), climb (Str), craft (Int), disable device (Int), Hide (Dex), jump (Str), knowledge (architecture and engineering) (Int), knowledge (dungeoneering) (Int), knowledge (geography) (Int), knowledge (nature) (int), listen (wis), move silently (Dex), profession (Wis), search (Int), spot (Wis), survival (Wis), swim (Str), use rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Underminer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+2


+2


+0

Earthsight, Burrow speed (10 feet), Undermining, Alchemical Knowhow, Expert Miner


2nd

+1


+3


+3


+0

Pitfall Attack, Tunnel fighter


3rd

+2


+3


+3


+1

Burrow Speed (20 feet), Vibrationless step, expert demolitionist


4th

+3


+4


+4


+1

Tremorsense (30 feet) Earth Bulwark


5th

+3


+4


+4


+1

Burrow Speed (30 feet), Daipir volley, Node Sage


6th

+4


+5


+5


+2

Earthglide, Stonecutter


7th

+5


+5


+5


+2

Burrow Speed (40 feet), Stomp of Sinking Earth


8th

+6


+6


+6


+2

Terran Summoning Ritual


9th

+6


+6


+6


+3

Burrow Speed (50 feet), Diamondpick Strike, Rapid Demolitionist


10th

+7


+7


+7


+3

Small Earthquake


11th

+8


+7


+7


+3

Burrow Speed (60 feet), Meteor Strike


12th

+9


+8


+8


+4

Channel Terrestrial


13th

+9


+8


+8


+4

Burrow Speed (70 feet), Microcrystalline Realignment


14th

+10


+9


+9


+4

Improve Node


15th

+11


+9


+9


+5

Burrow Speed (80 feet), Undermaster


16th

+12


+10


+10


+5

Node Genesis


17th

+12


+10


+10


+5

Burrow Speed (90 feet), Stabilize Identity


18th

+13


+11


+11


+6

Reroute River


19th

+14


+11


+11


+6

Burrow Speed (100 feet), DR 15/adamantine


20th

+15


+12


+12


+6

Major Earthquake




Class Features
All of the following are class features of the Underminer

Weapon and Armor Proficiencies: The undermined is proficient in all simple weapons. The Undermined is proficient in light and medium armor as well as all shields except tower shields.

Earth Sight (Su): At first level, an underminer can see through stone, dirt, or almost any other sort of earth except metal to a range of 30 feet, as easily as if the substance weren't there. The underminer can still see the stone or earth as a ghostly outline, so she can avoid walking into walls and can otherwise function normally. This ability does not give an underminer any special ability to see in darkness or into unlit areas. Using this ability is a standard action. Each use lasts for a number of rounds equal to 3 + the underminer's Wis modifier.

Burrow (Ex): At first level, an underminer gains a burrow speed of 10 feet per round. Every odd level, this burrow speed increases by an additional 10 feet. This burrow speed cannot be increased in any way other than further levels in the underminer class. An underminer with a burrow speed can tunnel through dirt, but not through rock. Creatures cannot charge or run while burrowing. An underminer is immune to pressure damage and constrict attacks but still needs to make accommodations for breathing while tunneling underground.

Undermining (Ex): Unlike most burrowing creatures, and underminer with three ranks in Profession (miner) can choose to leave behind tunnels that other creatures can use by making a profession (miner) check as a swift action during its movement to provide a stable tunnel of a length equal to the class granted burrow speed by allocating the densest materials as support structures as they move. The tunnel is wide enough for a creature of the same dimensions as the underminer to squeeze through. For this special use of the profession (miner) check, Each 10' of tunnel created increases the profession check by 7, with modifiers listed below. For example, if a first level underminer wanted to burrow a 10 foot tunnel through packed dirt in a field, they would need to make a profession (miner) check at DC 16. If the underminer has a burrow speed from another source, they can move the faster of the two speeds, but can only produce as much tunnel per round as their class derived burrow speed allows. For example, if a 1st level underminer gains a burrow speed of 30 via alter self, they can move 30 feet during their move, and they may create up to 10 feet of tunnel. These tunnels have structural stability for a number of days equal to the underminer's level + their wisdom modifier. On a failed check, the tunnel collapses and cannot be used by others.



Substance
Check DC modifier


per 5' of tunnel
+7


Mud
+15, lasts one full round before filling with water


Sand
+10


Gravel
+5


Dirt, loose
+2


Clay or Silt
+0


Dirt, packed
+0


Rocky mix, near taproots
-4


igneous rock
+4 per 5 feet/burrowing rate is halved


metamorphic rock
+6 per 5 feet/burrowing rate is quartered



Alchemical Knowhow (Ex) An underminer qualifies for Craft (Alchemy) as if they have a spellcaster level equal to their underminer level. An Underminer gains a competence bonus on Craft (Alchemy) and checks equal to their level divided by 4, minimum +1.

Expert Miner (Ex): At first level, when an underminer makes a profession (miner) skill check to generate income, she makes half of her profession miner skill check in one day rather than a week. The income received is in tradable mineral goods unless the underminer is working near a community of hamlet size or larger. At level 7, if the underminer is running a business (see DMG2 p.180) she may take twenty on her monthly profit check.

Pitfall Attack (Ex): At second level, an underminer wielding a piercing melee weapon may flank with an ally while underneath a shared opponent, if he is within striking distance with a melee attack with that piercing weapon.. An underminer can make melee attacks with a piercing melee weapon as normal against an opponent from underneath the ground upon which their opponent stands. An underminer gains +1 to their attack rolls when attacking an opponent from a position below them. Attacks from underneath in this manner forces the opponent to make a balance check (DC = Damage done by the attack) or fall prone.

If the Underminer built a vertical tunnel that reaches the surface through the use of their undermining ability during the move action immediately before the pitfall attack, effectively building a pit through which his opponent may fall, the opponent must make a reflex save (DC=10+underminer's level + underminer's wisdom bonus) or take falling damage as normal. This fall can be arrested by usual techniques (featherfall spell, jump/tumble check, elocator's scorn earth). At the end of this attack, the underminer is in the nearest available unoccupied 5' square near the tunnel breach on the surface and flatfooted until his next turn. At 8th level, the underminer is no longer flatfooted after a pitfall attack.

Tunnel fighter(EX): At second level, an underminer may ignore the penalty for hampered melee when fighting in a narrow space with one handed weapons. An underminer take only a —4 circumstance penalty when using a two-handed weapon in such conditions. In a space both narrow and low, you function as if only one of those conditions applied. In addition, when fighting in cramped quarters, you do not lose your Dexterity bonus to Armor Class.

Expert Demolitionist (EX): At third level, the underminer has destroyed as much he has built. +2 Competence bonus on Craft, Disable Device, and Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so).

Vibrationless Step (Su): Through training with earth elementals, an underminer can learn how to evade the tremorsense ability. Creatures with tremorsense can only detect the the Underminer through listen and spot checks opposed by the underminer's move silently and hide checks. The creature with tremorsense gains a +5 circumstance bonus to his check.

Tremorsense (EX): At fourth level, an underminer automatically senses the location of anything that is in contact with the ground and within range. If the underminer has the aquatic subtype, their tremorsense can also sense the location of creatures moving through water. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

Earth Bulwark (EX): At fourth level, when standing on a natural terrain, as a standard action, an underminer can transform every adjacent square into difficult terrain by craftily plowing up the earth. The underminer may use this as cover, granting +4 AC against ranged attacks, +2 to reflex saves vs certain burst effects, and the ability to use the cover to hide. The underminer takes no penalties moving through difficult terrain that contains a majority of stony, rocky, sandy, crystalline and/or earthbased obstacles.

Daipir Volley (EX):At fifth level, an underminer may, as a swift action, impart a ranged weapon or piece of ammunition with the ability to penetrate through the earth to attack people standing above. Each 5' of earth that the projectile moves through counts as an entire range increment. For example, if JimmyJohn III, has burrowed 15 feet below his target who is standing on the ground and uses his sling to attack, he takes -6 to his attack roll. If his target is flying 60 above the ground, his attack roll would take a -8 range increment penalty, (-6 for 3 range increments of daipir volley and another -2 for another normal range increment above ground). An underminer may use this ability a number times per day equal to his ranks in knowledge (dungeoneering).

Node Sage (Su): An underminer may use knowledge (nature) to detect an earth node (see page 50-51 of Underdark) by succeeding on a DC 20 skill check. In regards to manipulating Earth nodes, an underminer is treated as having the node spellcasting feat and is treated as having a caster level equal to his underminer level and may use the cache ability of Earth nodes. The underminer uses knowledge nature instead of spellcraft for relevant skill checks for interacting with an earth node. Once per day at 5th level, the underminer may use a third-level or lower spell that is stored in an Earth node of appropriate level that he has visited that day as a spell-like ability. Once per day at 9th level, an underminer may use a 5th level or lower spell that is stored in an earth node that he has visited that day as a spell like ability. Once per day at 13th level, an underminer may use a 7th level or lower spell that is stored in an earth node that he has visited that day as a spell like ability. An underminer may not access spells stored in a node by another entity with the node store feat.

Earth Glide (Ex): An Underminer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing an earthgliding underminer flings the character back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
An underminer is so comfortable moving through the ground that he may apply feats and class abilities that rely on and affect swimming to his earthglide abilities. An underminer is treated as having a swimspeed while earthgliding, allowing him to take and apply the sahaugin flip, swimby attack, or flying fish leap feats (see pages 91-94 of stormwrack), if he takes those feats, to his travels underground.

Stonecutter (EX): An underminer with 9 ranks of profession miner may use his undermining ability to cut through rock and stone. When using the undermining ability, cutting through igneous rock halves the underminers’ burrowing movement rate and cutting through metamorphic rock quarters it. The DCs are listed in the undermining table above.

Stomp of sinking Earth (Su): An underminer of 7th level can use stomp of the sinking Earth a number of times per day equal to his wisdom modifier. As a standard action, the underminer directs the power of earth leylines by stomping the ground. All creatures on the ground within 20 feet of the underminer need to make a balance check (DC =10+underminer level + str modifier) or fall prone. The following effects happen to all creatures within a 40’ radius: every magic item on the ground and worn on the foot magic item slot by a creature standing on the ground is targetted by dispel magic at a caster level equal to the underminers level -2. Soulmelds bound to the feet chakras of creatures in this radius are unshaped and may not be reshaped or rebound for one full round. Martial initiators lose what stance they are in and may not enter a new stance for one full round. Spellcasters and manifesters casting a spell or manifesting a power must succeed on a contentration check (DC =10 +undermined level + underminer str modifier) or lose their spell, wasting a spell slot, a prepared spell, and/or pp spent.

Terran Summoning Ritual (SLA): An underminer with 8 ranks in Knowledge architecture engineering can perform a Terran Summoning Ritual in any natural, unworked terrain. when they reach 8th level. The Underminer burrows a mathematically perfect pattern, using their ki to direct Earthern ley lines to combine energies to summon any creature with the earth subtype with a number of HD equal to the Underminer’s level for 30 minutes per level. This creature may be of any type except Giant, humanoid or Monstrous Humanoid. To perform this ritual, the Underminer needs to burrow around in unworked natural terrain for a number of rounds equal to the two times the HD of the creature to be summoned. This is a conjuration (summoning Effect). Summoning evil, necromental or undead creatures is an evil act.

Rapid Demolitionist (ex): Craft, Disable Device, & Knowledge (architecture & engineering) checks to demolish, tunnel through, or otherwise degrade the structural integrity of an object or building (or to plan to do so) take ½ the normal time. Full Round Action → Standard Action. Standard Action → Move Action. Move Action → Free Action.

Diamondpick Strike (Ex): An underminer of 9th level may use a swift action to make all of his attacks with a piercing weapon that turn ignore both hardness and DR.

Small Earthquake (Ex): Once per day, as a full round action, an underminer of 10th level can cause earth to quake under their power. All those standing on the ground within a 20-foot radius around you must succeed on a DC 20 Balance check or fall prone. Any structures within the area take 75 points of damage (generally enough to collapse wooden buildings and walls, but not masonry or stone structures). Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. See Chapter 3 in the Dungeon Master's Guide for hit point information for dungeon and city walls, doors, and fortifications.

Meteor strike (Ex): At 11th level, An underminer learns a secret of how to manipulate magnetism and gravity and develops a way to use it. The underminer may use their craft alchemy skill to create a dusty black goop that is mystically bound to a specific meteor, called heavy dust. This alchemy check and the materials for it must be sourced from the plane where it will be used. The plane must have celestial bodies like moons, stars, suns and comets. When a target is struck by heavy dust, an instantaneous signal reaches across space to attract the meteor to strike that exact spot 1d4 rounds later. This meteor deals 6d6 bludgeoning damage that ignores up to 10 points of DR. Heavy dust must be imbued with a portion of the Underminer’s ki, and thus there can only be a number of doses of the substance equal to 1+ the Underminer’s constitution bonus in existence at a time. Crafting this substance costs 250gp worth of materials from the plane to which the heavy dust is keyed. The Craft DC is 20. The underminer may add 5 to the DC to add an additional d6 damage to the meteor attracted, up to a maximum of an additional +14d6 per dose.

Channel Terrestrial (Su): This ability works exactly like channeling a Celestial (see p.160 of ECS), except rather than merging with a celestial, the underminer channels a creature with the earth subtype who is of the outsider, elemental, or fey type, hereafter called a terrestrial. Additionally, the underminer also gains the terrestrial’s natural armor bonus while channeling them. To perform the channeling, the terrestrial and the underminer must be adjacent, and willing to undergo the procedure. The channeling is a full round action for the underminer and terrestrial. This effect lasts for an hour, or shorter if one of the parties wants to leave. After channeling a terrestrial, the underminer is exhausted and takes a -4 penalty to int, wis and cha for an hour.

Microcrystalline realignment (Ex): An underminer of 13th level is so well versed in the energy flow of metal, crystal, and stone that he can augment the arcane energies of creatures of the construct type to change their priorities and allegiances. To do this, an underminer can make a disable device check as a full round action (DC 15 + Constructs HD). If the check succeeds and the construct fails a fort save (DC = check result) the construct must follow the next instruction given by the underminer. The number of words in this instruction may not exceed the underminer’s class levels. The instructions have priority over every other instruction that the creator or commander of the construct has. The construct targetted may not be of the living construct subtype. If the check fails and the construct fails its fort save, the construct is stunned for one round. If the check fails and the construct succeeds its fort saving throw, the underminer is unable to affect this construct again for 24 hours. The effects of this manual override last for a number of minutes equal to the underminer’s level times their intelligence bonus or 1, whichever is greater.

Improve Node (Su) At 14th level, the underminer can improve the level of an earth node by one step. This takes a number of days equal to the new earth node’s class level, after which an underminer must spend 1000gp per node class level in materials and make both a successful DC (30 + node level) knowledge nature check as well as a profession miner check. Success means that the underminer improved the node’s class level by one. Failure on either check means that the underminer must wait for 1 year per node level or until he levels up to try again.

Undermaster (SLA): Three times per day, as a swift action, a 15th level underminer may target himself with the spell undermaster (spell compendium p.227). If the underminer chooses to use this ability as a full round action, the underminer can share the effects of the spell with one other creature. The caster level is the underminer’s class level.

Node genesis (Su): An underminer of 16th level can create an Earth node. If the Underminer spends a week working on or under the surface of earth for 8 hours a day, successfully makes a DC 50 Profession Miner check, and then spends 5000XP, he can use the node genesis spell (underdark p.59) as a standard action supernatural ability.

Stabilize Identity (Ex): An Underminer of 17th level may once per turn as an immediate action, when targetted by an effect that targets his will save, replace his will save modifier with his reflex save modifier by reactively literally crystallizing the parts of his body that are responsible for housing his identity. After using this ability, the underminer is dazed for 1 round.

Reroute River (Ex): At 18th level, an Underminer can apply his geotechnical knowhow to alter how large bodies of water operate. To do any of these, the underminer must have 20 ranks in profession miner and disable device, as well as full access to the use of his class abilities and be on a plane where gravity has a predictable pattern. The underminer may not take 10 or 20 on any of these skill checks. If the underminer can gain a stackable +2 synergy bonus to any checks needed by this ability if he has at least 12 ranks in any of the following skills: knowledge (dungeoneering), knowledge (nature), or knowledge (architecture and Engineering).
Reroute River: With success on a DC 40 knowledge geography check, adding a +15 modifier to the DC for every half mile of river length after the first that he wants to add to the total river length. On a failed check, the water breaks loose from the weakest point in the designed watercourse (knowledge architecture engineering or geography check DC 25) and thus may simply flood lower lying terrain from the river, and the DM adjudicates whether or not to treat it as a flood or landslide. It takes an hour of work tunneling and moving stones to reroute a river. Afterwords, the underminer has a 10 minute window to find safety, whereafter he is exhausted for 24 hours. If the Underminer cannot become exhausted or is immune, he is treated as if he has all the capabilities of a creature of his type with that has zero hp.
Create landslide: An underminer may may a flat DC 40 knowledge geography check to divert enough water to create a flood or landslide from a river higher in elevation than the desired flow zone without permenantly damaging the flow of the river for the long term. On a failed check, the underminer miscalculates the nature of the terrain and nothing happens. The undermine cannot try again if he fails. It takes 10 minutes of vigorous work to create a flood or landslide in lower elevation terrain.
Drain lake or aquifer: An Underminer can make a reroute the flow of water around lakes or in underground aquifers that feed wells with water by tunnelling a drainage system around the base of the body of water. The Underminer makes a knowledge geography check at a Base DC 30, adding +5 to the DC for every foot of water he wants to draw down from the lake or aquifer level. This effect lasts for a week for each +5 by which the underminer beats the DC. This ability takes 30 minutes of vigorous work. The underminer may make multiple attempts to use this ability on the same water body, but each additional attempt adds 15 to the Base DC of 30.

Damage Reduction (ex): At 19th level, the Underminer gains the ability to fortify himself with Damage Reduction 15/adamantine. The underminer must have had must have 8 hours of restful calm before he can activate his Damage Reduction 15/Adamantine for the following 16 hours.

Major Quake (EX): Four times a day, at 20th level, the Underminer's mastery of earth is complete. The Underminer can Burrow as a full round action to produce an earthquake effect, as if he had cast the spell Earthquake at caster level 20. This is an EX effect that leaves the Underminer 3d6 X10 feet in a random direction from where he began his full round as the access point to shifting tectonic strata is not determined. If the Underminer is standing underwater in a major sea or ocean, this effect also produces a Tsunami (as the 9th level druid spell from p.224 of the spell compendium) as if cast by 16th level Druid targeting the point where the major earthquake was chosen. As an immediate action when using this ability, the Underminer may attempt to create a raise volcano (http://archive.wizards.com/default.asp?x=dnd/fw/20031017a) effect as cast by a 16th level druid. To do so, the underminer must meet the following two requirements.
1.) Succeed on both a DC 45 knowledge (nature) check and profession Miner Check, Failure of either of these checks means that the underminer and his gear take damage (see below) but loses no xp.
2.)Along with his gear, take 8d8 points of pressurized magma/ki drain damage that surpasses any hardness or DR the Underminer and his gear may have from spells, powers, magic items, feats, or class features.

Jirachi
2017-06-03, 07:54 AM
The Occultist



'I'm the one who steps from the shadows, all trenchcoat and cigarette and arrogance, ready to deal with the madness' John Constantine, Vertigo Universe, Occultist

Ocultist are the mages of the shadows, the magical waste project of all that is good about magic. Alternatively, an
Occultist is someone who practices magic, not wizardry, sorcery, druidic or cleric magic, or even a hybrid of some sort. It is just magic.
The occultist is highly knowledgable, and has access to a huge amount of magic.

Adventures: Occultists have a nigh-instinctive desire to try to find out more about magic. and to see novel methods of casting and spell creation. Other Occultists adventure because there intimate knowledge of the world makes them uniquely aware of the evil in the world

Characteristics: Occultists can be useful as a primary caster, but the real value in occultist is there sheer versatality. The vast variety of spells accessable by them exceeds that of even wizards and archivists.

Alignment: Occultists often run into other peoples secrets, and they aren't always worth keeping, and the law will not always protect them. Occultist dig up many dirty secrets about corrupt officers of the law, and often grow disillusioned to it. The same holds true of supposed champions of good, leaving a predisposition to neutrality.

Religion: Occultist tend to shop around, seeking out deities that give the best perks for worshipping them. However, trickster and knowledge gods tend to have a vested interest in them, and many occultist take after them.

Background: Technically speaking, one can become an occultist solely by studying had, it typically isn't actually how it works out. Most occultist were born into the world of magic, and access to great repisotories of magical information available to them when choosing a path.

Races: Races with large urban populations are most likely to create Occultists, due to the siphoning nature of there powers. As well, races with a strong magical tradition tend to generate many occultists as well.

Other Classes: Wizards and archivist often admire the sheer versatility that occultist can achieve, and often synergize well with there research skills. Sorcerers and the like often look down on occultist for there lack of readily available magic power, and how little they can do when something is about to go wrong. Clerics and paladins don't appreciate the unfaithfulness inherent in there method of casting, and even melee characters tend to scoff at them because they often lack the artillery present in other spellcasters.

Role: An occultist is a competent social character, but above all else shines as a prep expert, who can get jsut the right effect for situations they know are coming.

Adaptation: Occultist might not be bottom feeders of magic, but might instead have unique access to a source of instictive information.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Occultists value Intelligence, because of the studied nature of there powers, using it for spell casting and most class features. Due to the lack of HP given by this class, some Occultist put high scores in Constitution and Dexterity.
Alignment: Any
Hit Die: d4
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The Occultist's class skills (and the key ability for are Concentration (Con), Craft (Int), Decipher Script (Int), Gather information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CThe Occultist


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


1st

+0

+0

+0

+2
Spellcasting, Occult knowledge, Gather Power
2
1
-
-
-
-
-


2nd

+1

+0

+0

+3
Knowledge of the land
3
1
-
-
-
-
-



3rd

+1

+1

+1

+3

3
2
0
-
-
-
-


4th

+2

+1

+4

+4

3
3
0
-
-
-
-



5th

+2

+1

+4

+4
Eyes Open
3
4
1
0
-
-
-



6th

+3

+2

+5

+5
Mind Awakened
3
4
2
0
-
-
-


7th

+3

+2

+2

+5

3
4
2
1
0
-
-


8th

+4

+2

+2

+6

3
4
3
2
1
-
-



9th

+4

+3

+3

+6
Mental opening
3
4
3
2
2
0
-


10th

+5

+3

+3

+7
Occult comprehension
3
4
3
3
2
1
-


11th

+5

+3

+3

+7

3
4
3
3
2
2
0



12th

+6

+4

+4

+8
Mind understood, spirit opened
3
4
3
3
3
2
1



13th

+6

+4

+4

+8

3
4
3
3
3
2
1



14th

+7

+4

+4

+9

3
4
3
3
3
3
2


15th

+7

+5

+5

+9
Spirit Opened
3
4
3
3
3
3
3



16th

+8

+5

+10

+10

3
4
4
3
3
3
3
[]


17th

+8

+5

+10

+10

3
4
4
4
3
3
3


18th

+9

+6

+11

+11
Spiritual Understanding, Mystically Open
3
4
4
4
4
3
3



19th

+9

+6

+11

+11

3
4
4
4
4
4
3



20th

+10

+6

+12

+12
Mystical Enlightenment
3
4
4
4
4
4
4




Class Features
All of the following are class features of the Occultist.

Weapon and Armor Proficiencies: Occultist are proficient with the club,dagger, heavy crossbow, light crossbow,and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with an Occultist’s movements, which can cause her spells with somatic components to fail.

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Occultist cast spells that are treated as arcane in nature, but are technically a hodgepodge of energies from widely varying sources. Occultist casts spells which are drawn from all spell lists, though you may choose that in your campaign certain spells require worshipping certain gods, which occultist are ineligible for. Occultists use intellegence for maximum spell level castable, for saving throw difficulties and for bonus spells.

Occult knowledge (Ex): For a long, long time you ahve studied the mystic arts, giving you an uncanny ability to know virtually every spell in common circulation. You start the game with a spell book which gains 4 spells a level to represent your ongoing research etc. and with one hours time, can dig up a knowledge of any non-secret spell, giving you enough information on it to memorize it for the day.
Gather Power (Su): Occultist, even for prepared casters, lack the raw spell power many primary caster have. With this ability, you can circumvent that problem. You gain the ability to hold ((level / 2) + 1 (rounded down) * Int modifier spells for long periods of time, and the ability to spend one hour per spell level to gain access to more powerful spells (including how to cast them), with a maximum level of (level / 2) + 1, rounded down.
Basically, you get the ability to spend an hour per level gaining a spell with a maximum level as the best a wizard or cleric of that level could do, with a total capacity of that number *
your int modifier. Yes, that means if you have a week of prep, you can cast more top level spells than a wizard of your level, but this will not always happen.
Knowledge of the Land (Ex): You have an uncanny ability to know who to ask to find out more information about various magical subjects, and you might even have a few contacts scattered throughout the world. You gain a bonus equal to half your Occultist level on Gather information checks about magic.
Eyes Open (Sp) : How can you understand magic if you can't percieve it? You gain the ability to cast read magic and detect magic at will as a spell-like ability.
Mind Awakened : Your mind is now a potent weapon, allowing you to use gather power to gain psionic powers as spells one level higher.
Mental Opening : Your mind has now integrated with your mystic power, allowing you to prepare powers as spells on level higher.
Occult Comprehension (Ex): Your understanding of the workings of magic is so great that just looking at magic items allows you to divine there nature. You are considered to constantly be emmiting a identify effect.
Mind Understood: You know have reached a level of personal mental comprehension that you can prepare psionic powers at the same spell level.
Spirit Awakened (Su): Your spirit is now refined, allowing you to learn maneuvers at one level lower than the spell slot you sacrifice. Maneuvers expended are restored at the end of an encounter. However, you can only do with spell slot equivalents from gather power and you can only use supernatural maneuvers.
Spiritual Understanding (Su): Your mastery of maneuvers now extends to ordinary spell slots.
Mystically Open (Su): You are now aware of all of the variations of magic in existence, and can harness them with extensive work. You can now Gather Power any supernatural or spell like effect, as long as your DM agrees that it is equivalent in usefulness to a spell one level lower.
Mystical Enlightenment: You can now use abilities as Mystically open at the same level as the usefulness equivalency, and can prepare them as normal. This also extends to supernatural manuevers.

Zaydos
2017-06-05, 11:22 PM
Dream Weaver

"Dreams belong to everyone, not just the dreamer. So let me borrow yours"

So you want to know about Dream Thieves? Sorry can't help you. After all you can't steal dreams, they don't belong to anyone, or more they belong to everyone. It's your right to lay claim to them, so there is no such thing as Dream Thieves. Now, Dream Weavers those exist. Those who take the bits and pieces of thought and idea within dreams and weave them into realities, those exist. And yes I am one so I can tell you much.

Now Dream Weavers, who are not thieves mind you, take the stuff of dreams. When they sleep they reach out for it, grasp it, and pull it in, wrap it with their soul stuff, weave mana around it and make it something real, make it burst into the world as magic. Most of our magic is stuff of the mind, dreams are things of the mind, but we can work a few other things.

Adventures: Well we adventure for the same reasons as any. Gold. Money. Wealth. Why else does one adventure? And no it isn't just me. It's the most common reason to adventure. Sure the tools of the trade could see us each kept well for years, I could retire several times over, but I want more. I mean I'm sure others have some more personal reasons. I've heard of a few questing for knowledge but they seem rare enough, after all we aren't wizards, we know how to work our magic we don't need the why. Some of course tie themselves to the fay, after all those spirits tend to be pretty deeply intertwined with dreams, there's some common ground there and they might go on missions as their mortal agents you never know.

Characteristics: Didn't I already tell you? We weave the stuff of dreams into magic, making it into a thing to … well ok we can do a variety of things through it. Well the most basic isn't actually that magic. You see it's how we do magic, sort of. We pluck the stuff of dreams, but the same way one does that you can pluck the stuff of minds… to an extent. Still we can take a person's creativity, dull their mind and make all their actions sluggish, and doing it can make us a bit better as well. It don't last long but it's there. And our magic? Well it's mostly things that are as real as dreams, illusions, things to wrap the mind, but we can do a bit more too. It's possible for us to create semi real things of dream stuff, to divine the truth, and put our magic to a variety of uses.

Alignment: Good. After all isn't taking those bits of inspiration and ideas that might never see the light of day and giving them birth good? I mean sure we tend to do it to profit too, but that doesn't mean we aren't good. Yeah we want the gold, and yeah very few of us are above stealing to do it. But I mean we don't go raising undead armies or anything like that. We're basically good people. Just a bit self-interested. Now when a Dream Weaver goes bad they can be a nightmare, I mean the nightmare cultists are scary people, most just want some gold and the like, and don't worship fear like that.

As for Order and Chaos. Well dreams are things of Chaos, and we… well we believe in freedom of ideas. Ideas only belong to who acts on them. Laws are just ideas that the strong use to force their ideas on others. Ideas that most of us have no use for. I myself proudly stand on the side of Chaos you see. And it's an uncommon dream weaver who doesn't at least in deed if not in avowed allegiance. Order… well a black swan is more common if you get my drift. It isn't impossible, least I don't think it is, but I haven't ever met one.

Religion: Well I myself worship the Laughing Rogue. Olidammara is a popular god among us dream weavers. Values are similar, and doesn't go around calling us thieves just for filching some ideas, and thoughts, and skills, and gold. Well or if he does it's a compliment. Now some worship other gods. We tend towards gods of trickery or dreams, though some worship gods of magic. Gnomish ones tend to worship Glittergold, after all he's rather friendly to the ideals. Some elvish ones worship Corellon, after all he's a god of magic, but it isn't as common.

Background: Well I had a mentor, an older dream weaver who took a shining to me as a brat kid and taught me. For him it was family thing, dad was one, sis was one, brother was one, the dad taught the kids. His dad apparently just learned on his own, teaching himself from a spark of talent, from something drawn out from a dream, pulled forth and made real within him. Some I've met were taught by the fay, but most dream weavers are actually rather a bit self-taught, picking their way through dreams and just following what comes to them in those dreams… at least till they start to consume their own dreams, then there is no conscious following, but the road is set all they need do is practice and sleep and draw in that energy.

Races: Most dream weavers are elves, after all they dream as they trance and they remember it better. They dream deeper and they pull those dreams in. Well humans might be more common, but hey rare is rare. Dream weavers aren't exactly common. Gnomes are next, and dwarves are probably least, they haven't got the sort of spark of whimsy. Sure they create but they don't make stuff from dreams, they build it up from the earth. They're a different sort.

Other Classes: Well we're sometimes confused for those demon worshipers called warlocks. After all we have similar abilities but really they're quite different. Warlocks cut and burn, they destroy, we… well we can bring the pain, but it's not what we're all about and well a rivalry of sorts can start or we can cover each other's weaker spots. Now big stupid fighters, we love big stupid fighters, if there isn't one of them well someone might hit us; we don't like being hit, it's rather painful. Priests are nice but tend to be stuck up. You know the type. Oh there's a stick up in me and I can't take it out cause Heironeous says... No we can't force the captives into the trapped hallway to see how the traps work Heironeous woulnd't approve… No we aren't keeping the sacred relic it belongs to the church… No we aren't eating the food given as an offering to the forest spirits… Priests can heal but I don't see why they need to preach. Mages are better. They offer fabulous support, but in ways the most overlap save for… Rogues and thieves and scoundrels. You don't need 'em. You can do anything they can do and they never trust you and you can't trust them, they're always plotting and they see through your plots. I mean the priest might not trust you, but an honest soul like that can't stop you if they wanted cause they can't comprehend the sort of thing you're plotting. A scoundrel like a rogue? They'll stop you by doing it first! Not worth the hassle at all.

Role: Well it depends what invocations your nature lends it to. Now of course most of us are social chameleons, and we can do a bit of everything, simple enough really, just find someone to take a bit of inspiration from and become better, so it's easy. Course we aren't the best at hacking and slashing, I mean steal a bit of inspiration and we can fight well, but that's just not reliable in a fight. Personally I prefer relying upon my winning personality to avoid fights for me and the group, but that tends to fail so I also use summoned fog to obscure the battlefield, illusions, and even the occasional blast of elemental stuff. Other dream weavers will of course provide other benefits to their allies.

Adaptation: Well it'd be possible for dream weavers to be tied closer to the fay, though I imagine if we really were fay powered we'd be able to get invocations to ward off non-cold iron blows and talk to animals and manipulate plants and all that sort of stuff. Maybe even possess some resistance to non-cold iron weapons all on our own. And of course we could get further conflated with Warlocks or Dragonfire Adepts, share our invocation lists and there'd not be much of a difference, save that they all get blasting and we get more sophisticated talents.

Dream Thieves, or as they Dream Weavers as they prefer to call themselves, are a sect of magic using scoundrels who draw magical energy from the stuff of dreams. They are able to steal the inspiration of others to increase their abilities, and weave dreams into realities.

Adventures: Most Dream Weavers adventure for money. Few are concerned enough with the furthering of knowledge to try and invent new magical knowledge through practice and experimentation, though it is possible. Still there are few causes truly unique to Dream Weavers, although as some are under the tutelage of fay it is possible that they work for the fay court on missions, and it is possible for them to have unique goals related to dreams just uncommon.

Characteristics: Dream weavers channel the stuff of dreams taking the fragments of other people's dreams and consciousness and weaving it into magic. Their magical powers tend towards illusion and mental effects, but they are capable of some other abilities, either in stealing of essence or manifestation of mental forces. To aid their magical legerdemain many dream weavers are also adept at a wide variety of roguish skills.

Alignment: Dream Weavers tend towards self-centered, either a mercenary outlook or a predatory one. While few are full-fledged villains who would see the world burn, they are typically unscrupulous thieves and usually near the line between Neutral and Evil. Good Dream Weavers do exist, they are merely rarer; while it is almost even between Neutral and Evil (say 37%/37%), Good ones are noticeably rarer (26%). On Law vs Chaos the majority of Dream Weavers are Chaotic, freely filching from other people's dreams lends itself to a disregard for laws and dreams are themselves the stuff of Chaos. Lawful Dream Weavers are very rare but not impossible.

Religion: Most dream weavers who are religious at all worship gods of trickery and deception. Those who don't tend towards gods of art, creativity, or magic instead.

Background: Dream weavers typically are either self-taught, taught in a personalized mentorship, or aided by fay forces. In the first case it is dreams themselves that spur the first steps, a dream weaver literally learning the basics in their sleep before reaching the point where there are dreams are consumed by their own powers forcing them to put it into practice to learn more. In the last case they are entangled with fay. Academy settings tend to do poorly due to their tendency towards Chaos.

Races: Elves, Gnomes, Half-Elves, and Humans are most likely to become dream weavers. Dwarves very rarely do so due to dwarven creativity tending to flow in other, more orderly, manners.

Other Classes: Dream Weavers and Warlocks have a lot of overlap, but Dream Weavers while potentially better at many out of combat functions cannot out blast a warlock who wants to blast, Eldritch Glaive or Hellfire will out do them for DPR. Lacking a warlock's defensive bonuses they tend to enjoy having someone to distract the monsters. Clerics are valuable but Dream Weavers often get along poorly with Lawful and especially Lawful Good clerics. Mages have a lot of power, but potential overlap as well. Rogues and other scoundrel classes can conflict with Dream Weavers as they're ultimately a magical scoundrel.

Role: Dream Weavers bring to the table a suite of skills on par with a Bard's but the ability to temporarily boost their skills still higher, and typically at-will illusions and enchantment effects. They lack the ability to buff, making them closer to a poor man's Beguiler or a rogue whose focus is shifted from hitting things with pointy sticks to a dabbling in magic.

Adaptation: The potential fae connection could be strengthened, instead of drawing magic from dreams they become essentially feylocks. If you do this you might should give them some more invocations dealing with nature and traditional fae abilities. You could also have them trade some class feature for DR overcome by Cold Iron. It is also possible to say them and Warlocks completely share invocation lists, and detach their magic further from the thematic elements of 'dreams' and 'demons' respectively, or to ditch one class entirely and just use it as a list of new invocations.

GAME RULE INFORMATION
Dream Weavers have the following game statistics.
Abilities: Charisma determines your invocations' save DCs, and those of your other spell-like abilities. Other than that they have no ability scores inherently tied to their class, though as they lack heavy armor those that want to fight in a mundane fashion probably need Dexterity, Constitution retains its normal benefits, and Intelligence is beneficial to play the role of skill class.
Alignment: Any.
Hit Die: d6
Starting Age: As barbarian.
Starting Gold: As barbarian.

Class Skills
The Dream Weaver's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier at 1st Level:

Dream Weaver


Level
BAB
Fort
Ref
Will
Special
Invocations


1st
+0
+0
+0
+2
Dreamless, Least Invocations, Pluck Fantasy
1


2nd
+1
+0
+0
+3
Detect Magic
2


3rd
+2
+1
+1
+3
Recognize Illusion
2


4th
+3
+1
+1
+4
Consume Dreams
3


5th
+3
+1
+1
+4
Pluck Skill
3


6th
+4
+2
+2
+5
Lesser Invocations
4


7th
+5
+2
+2
+5
Waking Sleep
5


8th
+6/+1
+2
+2
+6
Dream Conjuration 1/day
5


9th
+6/+1
+3
+3
+6

6


10th
+7/+2
+3
+3
+7
Dream Evocation 1/day
6


11th
+8/+3
+3
+3
+7
Greater Invocations
7


12th
+9/+4
+4
+4
+8
Dream Conjuration 2/day
8


13th
+9/+4
+4
+4
+8
Pluck Feat
8


14th
+10/+5
+4
+4
+9
Dream Evocation 2/day
9


15th
+11/+6/+1
+5
+5
+9
Greater Dream Conjuration
9


16th
+12/+7/+2
+5
+5
+10
Dark Invocations
10


17th
+12/+7/+2
+5
+5
+10

11


18th
+13/+8/+3
+6
+6
+11
Greater Dream Evocation
11


19th
+14/+9/+4
+6
+6
+11
Pierce Illusion
12


20th
+15/+10/+5
+6
+6
+12
Manifest Dream
12



Weapon and Armor Proficiencies: A Dream Weaver is proficient in Simple Weapons and Light Armor. They are not proficient in other armors or shields.

Dreamless: A Dream Weaver does not dream, or at least without magical influence. Their own dreams are consumed to fuel their magic, those dreams they would have had flowering as pure magic.

Invocations: Although a Dream Weaver draws there invocations from dream stuff and not demonic pacts the mechanics are like those of Warlocks (Complete Arcane). In short they are spell-like abilities (CL = Class level) which possess Somatic components and are usable at will and suffer arcane spell failure from shields and medium or heavy armor. As is standard for Spell-like Abilities they use Charisma for spell save DCs.

Pluck Fantasy (Su): A dream weaver may pluck the dreams and creative fantasies out of another creature with a touch. To use this ability on an unwilling creature requires a melee touch attack roll and allows a Will save (DC 10 + ½ dream weaver level + Cha modifier) to resist this effect, and if they save they cannot be affected by that dream weaver's pluck fantasy ability for 1 minute. This ability requires a standard action but if used on a willing or helpless target it may be performed as part of the action to use a dream weaver invocation with a casting time of 1 standard round or longer. If the target fails their save (or is willing) they suffer a -1 to Caster Level for all spells, spell-like abilities, and to equivalent for utterances, vestige abilities, maneuvers, psionic powers, and so forth, a -1 to all skill checks, a -1 to attack rolls, and a -1 to save DCs of their abilities. These penalties last 1 minute. The dream weaver however gains a +1 bonus to save DCs for their next Dream Weaver invocation used within 1 minute, a +1 to CL with it, and a +1 competence bonus to attacks and skill checks for 1 minute. A dream weaver may not benefit from plucking the same creature's fantasy more than 1/day, the creative spark remains gone. Pluck Fantasy has no effect on creatures immune to mind-affecting effects or with Int 2 or less.

A dream weaver may only pluck the fantasy from a creature with 3 or higher Intelligence and cannot pluck the fantasy of a creature immune to mind-affecting effects.

Beginning at 4th level when a dream weaver uses this ability they may improve it in one of many ways. At 4th level they may improve it in one step, at 9th 2 steps, at 14th 3 steps, and at 19th 4 steps. With each improvement they may increase the duration or severity of the effect, or by sacrificing 2 steps of improvement they may use the ability as a swift action or affect a creature immune to mind-affecting, and beginning at 14th level they may choose to use these improvements to increase its range.

If they increase the duration it applies to their next 2 Dream Weaver invocations within 10 minutes and all penalties and bonuses last for 10 minutes, if they increase it twice it becomes 1 hour and next 3 invocations, if they increase it three times it becomes 8 hours and next 4 invocations and prevents the next 8 hours as counting as rest to regain abilities; they cannot increase duration 4 times.

If they increase the severity of the effect the penalties and benefits increase by +/- 1 per increase to the severity of the effect, however the bonus a Dream Weaver can gain is capped by the hit dice and Intelligence of the target. To gain a +2 bonus the target must have 3 or more hit dice and 6 or more Intelligence. To gain a +3 bonus the target must have 6 or more hit dice and 10 or more Intelligence. To gain a +4 bonus the target must have 9 or more hit dice and 14 or more Intelligence. To gain a +5 bonus the target must have 12 or more hit dice and an 18 or higher Intelligence.

If you increase the range 1 step it becomes 30 ft (no melee touch required), 2 steps it becomes 100 ft, 3 steps it becomes 400 ft, 4 steps it becomes 1000 ft.

Detect Magic (Sp): A Dream Weaver learns to see magic auras. Beginning at 2nd level a Dream Weaver may use Detect Magic as a spell-like ability at-will.

Recognize Illusion (Ex): A Dream Weaver's dealings are in pure fantasy and creativity, they shape illusion from the very stuff of whimsy. They develop something of a second sense for its presence. Beginning at 3rd level a Dream Weaver gains a +4 bonus on Will saves to disbelieve illusions and dream weaver invocations.

Consume Dreams (Su): A Dream Weaver reaches out in their sleep, consuming the dreams of other sentient creatures, using them too to fuel their magic and mend their own bodies. Beginning at 4th level creatures within 100 ft of a sleeping dream weaver do not dream normal dreams. They are consumed. Even magical dreams (such as the horrible nightmare induced by the nightmare spell) with a caster level less than or equal to the dream weaver's class level are consumed negating their effects. A dream weaver heals an additional 4 hp when resting per sleeping creature whose dreams they consume.

Pluck Skill (Su): A Dream Weaver learns how to pluck more than just creativity, learning how to pluck select knowledge as well. Beginning at 5th level a dream weaver may attempt to pluck a creature's knowledge and training from it. 3 times per day when a Dream Weaver successfully uses Pluck Fantasy they may select a skill, the target loses all ranks in the selected skill for 1 hour and the dream weaver are considered to have ranks in that skill equal to their ranks (to a maximum of your Dream Weaver level +3 3) unless you have more ranks than that already for 10 minutes.

Beginning at 10th level a Dream Weaver may retain the plucked skill for 1 hour and may choose to have the target regain their skill after only 10 minutes. Beginning at 17th level a Dream Weaver may choose to leave the target with their skill intact and simply gain equal ranks. In addition beginning at 17th level a Dream Weaver may gain ranks temporary skill ranks exceeding their Dream Weaver level + 3 with Pluck Skill, or even exceeding their Character Level +3.

Duration and severity improvements to Pluck Fantasy have no effect upon Pluck Skill. You may only successfully pluck 1 skill from a certain creature each day. A Dream Weaver may only have one plucked skill at a time and stealing a second one immediately loses you the previously stolen skill.

Waking Sleep (Su): A Dream Weaver sleeps while awake, drawing magic and vitality from waking dreams. Beginning at 7th level a Dream Weaver is capable of functioning normally while asleep becoming effectively immune to sleep and no longer needing to sleep (they still need to rest to recover spells and the like).

Dream Conjuration (Sp): A Dream Weaver is able to weave dreams into magic of the mind, but on occasion one needs something more substantial. As such a dream weaver learns to weave quasi-real creatures and objects from nightmares and dreams. Beginning at 8th level a Dream Weaver may use Dream Conjuration 1/day, this is identical to the spell Shadow Conjuration except that it is not actually a shadow effect and does not require connection to the Plane of Shadow. Beginning at 12th level they may use this ability twice per day.

Dream Evocation (Sp): A Dream Weaver continues to learn to weave quasi-real effects out of dreams. Beginning at 10th level a Dream Weaver may use Dream Evocation 1/day, this is identical to the spell Shadow Evocation except that it is not actually a shadow effect and does not require connection to the Plane of Shadow. Beginning at 12th level they may use this ability twice per day.

Pluck Feat (Su): A Dream Weaver learns how to pluck the stuff that heroics are made from, pulling them from the mind and soul of another. Beginning at 13th level a dream weaver may attempt to pluck the stuff of heroism from another creature. 3 times per day when a Dream Weaver successfully uses Pluck Fantasy they may choose to steal a feat from the target. They may name a feat to steal, and if the target does not have that feat they steal a random one instead, a Dream Weaver never steals a feat they possess unless named or if the target only has feats that the Dream Weaver possesses. The target loses that feat for 1 hour (though they are still considered to have it for the purposes of prerequisites) and the Dream Weaver gains it for 10 minutes even if they do not meet the prerequisites; a dream weaver cannot steal an Epic Feat unless they are at least character level 21. A Dream Weaver may only possess one plucked feat at a time and if they would pluck another they lose the previous one (before knowing what feat they gain).

Beginning at 15th level a Dream Weaver may retain the plucked feat for 1 hour and may choose to have the target regain their skill after only 10 minutes. Beginning at 17th level a Dream Weaver may choose to leave the target with their feat intact and simply gain it as well.

Duration and severity improvements to Pluck Fantasy have no effect upon Pluck Feat. You may only successfully pluck 1 feat from a certain creature each day.

Greater Dream Conjuration (Sp): A Dream Weaver ability to weave quasi-real creatures and objects from nightmares and dreams continues to improve. Beginning at 15th level a Dream Weaver may use Greater Dream Conjuration 1/day, this is identical to the spell Greater Shadow Conjuration except that it is not actually a shadow effect and does not require connection to the Plane of Shadow.

Greater Dream Evocation (Sp): A Dream Weaver continues to learn to weave stronger quasi-real effects out of dreams. Beginning at 18th level a Dream Weaver may use Greater Dream Evocation 1/day, this is identical to the spell Greater Shadow Evocation except that it is not actually a shadow effect and does not require connection to the Plane of Shadow.

Pierce Illusions (Ex): A Dream Weaver lives and feeds upon fantasies and figments, and in so doing they learn to see through figments with ease. Beginning at 19th level a Dream Weaver automatically succeeds on Will saves to disbelieve illusions.

Manifest Dream (Sp): A dream weaver can almost create reality from dreams. Beginning at 20th level a Dream Weaver may use Manifest Dream as a spell-like ability 1/day. This is identical to the spell Shades except that it is not actually a shadow effect and does not require connection to the Plane of Shadow.

Zaydos
2017-06-05, 11:23 PM
Dream Weaver Invocations

Least:
Animus Theft: Steal animating essence with a touch inflicting damage and providing yourself with increased vitality.
Beguiling Influence: Complete Arcane (bonus to Bluff, Diplomacy, and Intimidate)
Blessing of Inspiration: Weaving bits of pilfered inspiration together you create a boon that can be bestowed upon another creature to grant them moments of brilliance in certain fields.
Dream Image: Minor Image but can draw in those who attempt to disbelieve.
Inspired Artist: Draw upon the universal dream to inspire your creativity gaining +6 to Craft and Perform checks and the ability to fascinate with performances.
Invoke Nightmare: Pull a creature's worst fears into their mind striking at them dealing damage and potentially causing fear.
Mask of Dreams: Wrap you in images drawn from dreams disguising yourself and rendering you difficult for divinations to read properly.
Otherworldly Lights: Create lights of energy which provide illumination, or fascinate creatures upon your command.
Otherwordly Whispers: Complete Mage (Gain Knowledge bonus)
See the Unseen: Complete Arcane (See Invisibility)

Animus Theft:
Necromancy
Level: 2.
Range: Touch.
Target: 1 creature.
Duration: Instantaneous and 1 round/caster level.
Spell Resistance: Yes.
You siphon off the animating energy of a creature, the spirit which touches upon the world of dreams, and use it to armor yourself.

The touched creature takes 1d8 damage and you gain half that many (rounded down) temporary hit points for the duration. The damage dealt increases by 1d8 per 2 caster levels beyond 1st.

Blessing of Inspiration:
Divination
Level: 2.
Range: Touch.
Target: 1 creature.
Duration: 10 minutes/caster level (D).
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (Harmless)
You weave moments of inspiration taken from dreams together into a piece of magic which you lay within another creature's mind, granting them nuggets of insight which they may draw upon.

You weave a weft of magic filled with dreams of inspiration and insights drawn from sleeping minds and place if upon the target's mind. While it is upon them whenever the target makes a skill check they may expend a bit of this inspiration to add your Charisma modifier (if positive) to a maximum of +2/CL as an Insight bonus to the check. Once your Blessing of Inspiration has been used for a specific skill it cannot be used for that skill again until you have slept (or tranced or meditated) 8 hours. You may only have one Blessing of Inspiration active at a time, creating a second one immediately ends the first, and skills expended are tracked between uses of this invocations.

Dream Image
Illusion (Figment)
Level: 2.
Duration: Concentration + 4 rounds.
You weave dreamstuff into an image, shaping it to fit your fancy and imagination.

This functions as the spell Minor Image (http://www.d20srd.org/srd/spells/minorImage.htm) except as noted above. However any creature that attempts a Will save to disbelieve and fails it is drawn somewhat into the dream, their mind growing muddled giving them a -4 penalty to Listen, Search, and Spot checks and a -2 penalty to Will saves until this invocation ends. This portion of the effect is mind-affecting.

Inspired Artist
Divination
Level: 2.
Range: Personal.
Target: You.
Duration: 24 hours (D)
Drawing upon the communal dreams of living creatures you tap into that great inspiration allowing you to create and perform with unrivaled skill.

You gain a +6 bonus to Craft and Perform checks. In addition you gain the ability to perform an enthralling performance. Any creature which watches such a performance for at least 3 rounds must make a Will save with a DC of 5 + ½ your Perform check or become Fascinated for as long as you continue to perform, up to 10 minutes per caster level. A creature fascinated by your enthralling performance cannot be fascinated by another for 1 hour thereafter. Any immediate threat to the fascinated creature ends this effect. Spell Resistance applies against an enthralling performance.

Invoke Nightmare
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: 2.
Range: 60 ft.
Target: 1 creature.
Duration: Instantaneous and 1 round.
Saving Throw: Will partial.
Spell Resistance: Yes.
You draw forth fragments of your target's nightmares, subconscious fears half remembered, and loose them upon their mind inducing terror so real that it can cause damage.

If the target is not shaken, frightened, panicked, or cowering they take 1d6 damage + 1d6 per 2 caster levels beyond 1st and become shaken for 1 round. If the target is suffering one of the aforementioned fear effects they instead take 1d6 damage per caster level.

A successful Will save negates this effect.

If you have Phantasmal Assassin as well the damage from this invocation is increased to 1d6 per caster level, or 1d8 if they are under a fear effect, and the target is frightened for 1 round; a successful Will save halves the damage and negates the frightening effect.

Mask of Dreams:
Illusion (Glamor)
Level: 2.
Range: Personal.
Target: You.
Duration: 24 hours (D)
You wrap yourself in images from dreams disguising yourself both to sight and magic.

This functions as the spell Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) except that while disguised in this way you may choose a creature type (and any subtypes available to that type) and alignment, any divination effects to determine type or alignment or sense such auras (such as Detect Evil or Detect Undead) detect you as the chosen type and alignment instead of your actual one unless the caster wins a Spellcraft check opposed to your Disguise check (you do not gain the +10 bonus from Disguise Self on this check, nor the normal special modifiers to Disguise checks). In addition while this effect is active any divination spells that target you without line of sight (such as Scrying) must make a similar Spellcraft check or fail.

Otherworldly Lights
Evocation/Illusion (Pattern) [Light]
Level: 2.
Range: Medium (100 ft + 10 ft/level).
Target: See below.
Duration: 10 minutes/caster level or until expended.
Saving Throw: See below.
You create lights of dreamstuff, brightly colored and spectacular, little wisps of energy and light which you may direct. These lights illuminate but can also beguile.

You create dancing motes of light around the target which can be a creature or object or a point of space within range. If the lights target a creature or object they move with that target. As a standard action you may move the lights, if within their original range of you, to a new target within range. When you use this invocation or change targets you may also choose to set the lights into a hypnotic pattern. If you do so the duration becomes to 1 round/caster level (even if the remaining duration was less). The target becomes fascinated by the lights for the duration, though a creature in combat is given a +4 bonus on the Will save to resist this effect.

If used on a creature or attended object a Will save is allowed to resist the effect, this saving throw is also allowed when they are shifted onto a target; a successful save ends the lights immediately. Spell resistance also applies in the same manner.

Lesser:
Call Beast from the Id: Create nightmare beast made of force to strike your foe (invisible spiritual weapon).
Charm: Complete Arcane (Charm Monster)
Cloak of Nightmare: Surround yourself in nightmare stuff gaining an aura of fear, release it to force foe to cower.
Dream Fog: Fog obscures vision (as Fog Cloud) and weakens the Will of those caught within it.
Dream Message: Send a message to a creature which arrives next time it sleeps.
Drifting Thoughts: Gain telepathy and detect surface thoughts.
Flee the Scene: Complete Arcane (short range teleport leaves image behind)
Hall of Mirrors: Create mirror images (1 + 1/3 caster levels, max 6) and whenever one is destroyed gain a +10% miss chance for 1 round (max 30% miss chance).
Mask of Flesh: Complete Mage (Touch attack damages Charisma and changes your appearance)
Steal Hope: Cause large group to become shaken, or if weak enough frightened.
Walk Unseen: Complete Arcane (Invisibility)
Wings of Fantasy: Gain wings and flight.

Call Beast from the Id
http://www.defendproclaimthefaith.org/images/planet.jpg
Monster from the Id from Forbidden Planet (1956)
Evocation [Force]
Level: 4.
Range: Medium (100 ft + 10 ft/level).
Effect: 1 monster of force which relentlessly pursues the target.
Target: 1 creature.
Duration: 1 round/caster level.
Saving Throw: No.
You project the most basic and violent desires of your mind and the dreams you have collected as a physical beast to attack your foe.

You create a beast of invisible force that exists purely to harry the target. Each round it makes a single attack with an attack bonus of your Caster Level + Charisma modifier dealing 2d6 + Charisma modifier damage. This damage is from a force effect, ignoring DR and allowing it to affect incorporeal and ethereal creatures. If the target has spell resistance you must overcome their spell resistance or the beast of the Id disappears. The beast of the Id is invisible and gains all standard benefits of invisibility, it is also indestructible. The beast of the Id will unerringly follow the target as long as the target is within range of you, if the target moves out of range it will not be able to follow until the target is once more in range.

Cloak of Nightmare:
Necromancy [Fear, Mind-Affecting]
Level: 4.
Range: 5-ft.
Area: 5-ft emanation centered on yourself
Duration: 24 hours or until expended (D)
Saving Throw: Will negates (see below).
SR: Yes.
You wrap nightmares around you, creating a twisting mass of shadows about you that obscures you with horrors that are never more than half-seen.

You create a cloak of nightmares about you, writhing shadowy horror images which provide you with a +4 to Intimidate checks against creatures that can see you, and a +4 to Hide checks in shadowy illumination. In addition any hostile or unfriendly creature which enters the area or begins its turn there must make a Will save or be shaken for as long as it remains within range and 1 round/caster level thereafter. A successful save renders them immune to this aura until you create a new Cloak of Nightmare.

In addition as a standard action you may end your cloak of shadow to force a creature within Close range (25 ft + 5 ft/2 caster levels) to make a Will save or cower for 1 round as nightmares assail their mind. You may end your cloak of shadow in the same action as you create it (even if you use the invocation as a quicker action than Standard).

You may only have one Cloak of Nightmare at a time, and creating a new one immediately ends the previous one without forcing a foe to cower.

Dream Fog
Conjuration (Creation)/Enchantment (Compulsion) [Mind-Affecting]
Level: 4.
Range: Medium (100 ft + 10 ft/caster level).
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/caster level
Saving Throw: See below.
SR: See below.
You physically interpose a mist-like haze of dreamstuff into the world, drawing those within it into a dream-like state their minds and wills muddled.

You create fog as the spell. However any creature entering the fog or starting their turn in it must make Will save or suffer a -4 penalty to Intelligence and Wisdom and a -4 penalty to Listen, Search, Spot, and Sense Motive checks for as long as they remain within the fog and 1 minute thereafter; this portion of the effect is mind-affecting. Each round a creature must make a Will save against the same dream fog they suffer a cumulative -1 penalty to the save. If a creature has Spell Resistance you must check against it the first time they'd make their save, if you fail the mind-affecting portion does not affect them but it does not cause the fog to vanish (even for them).

You may only have one Dream Fog in existence at a time and creating another immediately ends the first.

Dream Message
Evocation
Level: 4.
Range: Special.
Target: 1 creature.
Duration: Special.
You weave a message into dreams sending it to a recipient who will hear it when next they dream.

You contact a particular creature with Intelligence 1 or higher you are familiar with or have a piece of the body of. They do not receive your message until the next time they sleep or trance at which point the message appears to them in the form of a dream. You may choose to appear directly, in which case the creature recognizes you if it knows you. The recipient may answer with a message of 25 words or less, no more regardless of the number of dream messages you have sent them; when they respond you immediately receive the response.

If the creature in question is not on the same plane of existence as you are when you use this invocation, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

Drifting Thoughts:
Divination
Level: 4.
Range: 50-ft.
Area: 50-ft emanation centered on yourself
Duration: 24 hours (D)
Saving Throw: Will negates (see below).
SR: Yes (see below).
You set your thoughts adrift allowing them to contact other thinking minds and on occasion to harvest from the surface of them.

You gain telepathy out to the edge of the emanation created by this invocation allowing you to communicate with any creature which possesses a language. In addition as a standard action you may attempt to read the surface thoughts of a creature within the area. They are allowed a Will save to resist this effect and SR is applied; if you fail to overcome their SR or they succeed on their Will save they are immune to your Drifting Thoughts for 1 hour. If they fail you pick upon their surface thoughts, creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Hall of Mirrors
Illusion (Figment)
Level: 4
Range: Personal.
Target: You.
Duration: 24 hours (D).
You weave dreams into duplicants of yourself moving in and about your location. And when one is destroyed its image momentarily overlays yours to meld with it and blur it for a moment.

This invocation functions as [url=http://www.d20srd.org/srd/spells/mirrorImage.htm]Mirror Image (http://www.d20srd.org/srd/spells/fogCloud.htm[/url) except that it only creates 1 image +1 per 3 caster levels (max 6) and whenever an image is destroyed you and all images become surrounded by an obfuscating blur that grants a 10% miss chance as if from concealment for 1 round; this miss chance stacks up to 30% if 3 or more images are destroyed in one round.

If you use this invocation again while it is already in effect it simply refreshes the number of images.

Steal Hope
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: 4.
Range: Medium (100 ft + 10 ft/caster level).
Area: 20 ft radius burst
Duration: 1 round/caster level
Saving Throw: Will negates.
SR: Yes.
[i]You strip hope from your foes, leaving them feeling nothing but emptiness and dread.

Creatures within the area of this invocation when you use it become shaken for its duration, or frightened if their hit dice are 1/3rd your Caster Level or less. A successful Will save negates this effect.

Wings of Fantasy
You craft gossamer wings of color and light, faerie-like things made of pure whimsy to carry you aloft.

This functions as the Fell Flight invocation, but visually forms wings of whimsy and light as opposed to shadow and darkness.

Greater:
Devour Magic: Complete Arcane (Touch Greater Dispel Magic)
Eyes of Truth: Gain bonuses to vision and true seeing.
Illusionary Play: Persistent image whose script you can change. Add a material component to make it permanent.
Lesser Dream Evocation: Create a quasi-real elemental attack.
Miasma of Madness: Thin fog induces confusion and madness.
Nightmares Made Real: Complete Mage (Nightmare terrain)
Nightmare Assassin: Mentally assault foe with their worst nightmare causing fear or even death.
Painful Slumber of the Ages: Complete Mage (put target to sleep forever)

Eyes of Truth
Divination
Level: 5
Range: Personal.
Target: You.
Duration: 24 hours (D).
You bring forth the true dreams, coating your eyes in a lens of dream stuff to ferret out the false and to enhance your vision.

You gain a +6 bonus to Search and Spot checks. In addition you gain the benefits of a True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) spell.

Illusory Play
Illusion
Level: 5th.
Duration: 10 minutes/caster level or Permanent
You craft dream stuff into a persistent image that follows a script of your design acting it out as you desire.

This invocation functions as Persistent Image (http://www.d20srd.org/srd/spells/persistentImage.htm) except as noted here. If you include powdered jade worth 100 GP as a material component to use this invocation you may increase this invocations duration to permanent, if you do so it repeats the script created for it on loop; you may move it within its area, or re-write the script as a standard action when within 400 ft.

Lesser Dream Evocation
Illusion [Varies]
Level: 6.
Range: Varies.
Area or Target: Varies
Duration: Instantaneous
Saving Throw: Will disbelieves and sometimes Reflex halves.
SR: Yes.
With a gesture you make quasi-real energy out of the stuff of dreams hurling it at your enemies.

When you use this invocation choose one of a 20-ft radius burst within 10 ft per caster level dealing 1d8 damage per 2 caster levels, a 50-ft cone dealing 1d8 damage per 2 caster levels, a 10-ft/caster level line dealing 1d10 damage per 2 caster levels, or a ray dealing 1d6 damage per caster level. If you select a ray you must make a ranged attack roll as normal, otherwise creatures within the area are allowed a Reflex save for half damage. Then select an energy type (acid, cold, electric, fire, or sonic). If you select acid creatures that are struck by the ray or fail their reflex save against the effect take acid damage equal to the number of dice of damage for the next 2 rounds. If you select cold creatures take +1 damage per die and a Fortitude save is required instead of a Reflex. If you select electric creatures wearing metal armor suffer a -2 to their save or you gain a +2 to hit them. If you select fire it deals +1 damage per die. If you select sonic it deals -1 damage per die.

This spell, and its effects, are however quasi-real and allow a Will save to disbelieve. On a successful Will save all damage is halved.

Miasma of Madness
Conjuration (Creation)/Enchantment (Compulsion) [Mind-Affecting]
Level: 5.
Range: Medium (100 ft + 10 ft/caster level).
Effect: Mist spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/caster level
Saving Throw: See below.
SR: See below.
You physically interpose a mist-like haze of dreamstuff into the world, drawing those within it into a dream-like state their minds and wills muddled.

A bank of mist billows out from the point you designate. The mist obscures sight through it. There is a -4 penalty to Spot checks made through the mist per 5 ft of mist, in addition creatures with at least 5 ft of mist between them have concealment. The mist also assails the mind, dream and nightmare images and sounds flowing into the consciousness of one within it. Any creature entering the mist or beginning its turn there must make a Will save or become confused (as the spell Confusion (http://www.d20srd.org/srd/spells/confusion.htm)) for as long as they remain within the mist and 1d3 rounds thereafter. A creature within the mist and suffering confusion due to it will treat any other creature they are aware of in the mist as closer to them for the purposes of an Attack Nearest Creature result than any creature outside of the mist. It is only this confusion effect which a save is allowed against, that spell resistance applies against, and that is mind-affecting.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. When used underwater it instead creates a polluted region of water and is dispersed by a 5+ mph current as if a moderate wind and a 10+ mph current as if a strong wind.

You may only have one Miasma of Madness in existence at a time and creating another immediately ends the first.

Nightmare Assassin
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: 5.
Range: 60 ft.
Target: 1 creature.
Duration: Instantaneous and 1 round.
Saving Throw: Will partial and Fort partial.
Spell Resistance: Yes.
You dredge up a creature's primordial fears, pulling them forth from the depths of their mind and bringing them into life for a moment in their psyche, driving terror into them and potentially even killing them.

You call forth an entity of pure terror within your target's heart and mind. They must make a Will save to recognize it as unreal. If they succeed they are Shaken for 1 round unless they've been affected by this invocation within the last minute. If they fail they are Frightened for 1 round, and take 1d6 damage per 2 caster levels, in addition they must make a Fortitude save or die.

If you have the Invoke Nightmare invocation the damage is increased to 1d6 damage per caster level and they take half damage on a successful save. If a creature is immune to Fort save effects (such as anything with Con -) the Will save effect can still affect them unless they have immunity to it separately (such as immunity to mind-affecting).

Dark:
Control Mind: Take control of the mind of another.
Dark Foresight: Complete Arcane (Foresight)
Dream Step: Teleport self and others through a sleeping creature.
Idealized Self: Become an idealized being adding your Charisma to all skill and ability checks.
Nightmare Fog: Solid fog deals damage to those within.
Phantasmal Form: Become incorporeal as a living dream.
Rend Fantasy: Greater Dispel Magic that deals damage to each creature which has an effect dispelled from it.
Retributive Invisibility: Complete Arcane (Greater Invisibility)
Steal Thoughts: Daze a mass of creatures and gain a bonus to your next Int based check.


Control Creature
Enchantment (Compulsion) [Mind-Affecting]
Level: 8th.
Casting Time: 1 standard action.
Duration: Concentration.
You wrap your dreams and your will around a creature making it into your puppet.

This invocation functions as Dominate Monster (http://www.d20srd.org/srd/spells/dominatePerson.htm) except as noted here (reduced casting time is noted above to make clear that yes it is a standard action and not 1 full round as the 9th level spell). The creature does not gain additional saves due to actions against their nature during the first 5 rounds of this effect (suicidal orders still end it). Once you use this ability upon a creature they are immune to your Control Creature for 1 minute after it ends or is resisted.

Dream Step
Conjuration (Teleportation)
Level: 5th.
You transport yourself and your companions through space and the sleeping mind of a creature, emerging from a sleeping creature near your destination.

This invocation functions as Teleport (http://www.d20srd.org/srd/spells/teleport.htm) except you appear within 30 ft of the nearest dreaming creature to the location you would normally have appeared at.

Idealized Self
Transmutation
Level: 8
Range: Personal.
Target: You.
Duration: 24 hours (D).
You wrap yourself in dream-stuff, weaving it through you being, images of fantastic heroes grander than life, dreams of those who excel, and their own dreams of something more.

You gain an insight bonus to skill and ability checks equal to your Charisma modifier as you become more like a perfected form of yourself.

Nightmare Fog
Conjuration (Creation) [Force]
Level: 8th.
You create a fog of pure nightmare stuff, weaving it into a thick mass almost solid and filled with beasts of nightmare which attack those within it.

This invocation functions as solid fog (http://www.d20srd.org/srd/spells/solidFog.htm) except that any creature that starts its turn within the fog is attacked by an invisible creature of nightmares composed of pure force. This creature has an attack bonus of your Caster level plus your Charisma modifier (note that they are invisible and unless the target can see invisible creatures deny Dex bonus and gain a +2 to hit) and deals 4d6+Charisma modifier damage on a successful hit. While the fog itself is not a force effect, these attacks are and may affect incorporeal creatures but do not affect ethereal ones (as the fog does not extend to the ethereal plane) unless used on the Ethereal Plane. You may only have one Nightmare Fog in existence at a time and creating another immediately ends the first.

Phantasmal Form
Transmutation
Level: 8th.
Range: Personal.
Target: You.
Duration: 1 round/caster level (D).
Your form shifts into an insubstantial phantasm becoming almost as much dream as reality.

You and up to you heavy load of carried gear become incorporeal gaining the incorporeal subtype.

Rend Fantasy
Abjuration
Level: 8.
Saving Throw: Will partial (see below)
Spell Resistance: Yes (see below).
Magic is the dream of the cosmos and a Dream Weaver knows how to pluck at the threads of that dream and release their power explosively.

This functions as Greater Dispel Magic (http://www.d20srd.org/srd/spells/dispelMagicGreater.htm) except that there is no limit to your caster level for the purposes of dispel checks, and if you successfully dispel one or more spell effects upon a creature they must make a Will save or take 2d6 damage per level of the highest level spell dispelled as the raw magic bursts upon them. Spell resistance may prevent this damage but does not apply to the dispelling.

Steal Thought
Enchantment (Compulsion) [Mind-Affecting]
Level: 8.
Range: Medium (100 ft + 10 ft/caster level).
Area: 20 ft radius burst
Duration: 1d4 rounds and 1minute.
Saving Throw: Will negates.
SR: Yes.
You strip the thoughts from your foes leaving them momentarily unable to perform anything but the most basic reactions.

Each creature in the area must make a Will save or be dazed for 1d4 rounds. You may choose to exempt one or more creatures within the area. In addition you gain a bonus to the next Intelligence check or Intelligence based skill check you make within 1 minute equal to the Intelligence modifier, if positive, of the highest Intelligence creature that failed its save.

Zaydos
2017-06-05, 11:36 PM
Dream Weaver Feats

Call Greater Id Beast [General]
You are able to manifest stronger beasts from your subconscious mind, stronger desires and base urges made into more powerful beasts.
Prerequisites: Must have access to Greater Invocations, Call Id Beast invocation.
Benefit: When you use Call Id Beast the created beast deals +1d6 damage with its attacks, +1d6 more if you have Dark invocations. In addition as a swift action you may make a single called Id beast make a single attack, or as a standard action you may make an Id beast make a full attack; if your Caster Level is +6 or higher it makes 2 attacks one at full and one at -5, if it is 11 or higher it gains a 3rd attack at -10, if it is 16 or higher a 4th attack at -15. You may only make a single Id beast perform extra attacks upon your turn and only with either a swift action or standard action.

Finally for each Id beast attacking a creature you (not your Id beasts but you) gain a +1 bonus to hit them and they suffer a -1 penalty to attack rolls against you.

Dream Invoker [General]
You are able to make quasi-real dream stuff ever so slightly more real.
Prerequisites: Lesser Dream Evocation.
Benefit: When you use Dream Evocation, Dream Conjuration, Greater Dream Evocation, Greater Dream Conjuration, or Manifest Dream the effect is 20% more real; this does not stack with other effects that increase their reality. In the case of Manifest Dream this means it is 100% real and no longer allows a Will save to disbelieve.

In addition if the Will save to disbelieve your Lesser Dream Evocation is successful it deals 70% damage instead of 50%.

Dreamer of Masks [General]
You are adept at changing the appearance of creatures with your invocations.
Prerequisites: Must know the Mask of Dreams invocation.
Benefit: You may use the Mask of Dreams invocation on another creature. If you do so you may disguise them as if they had cast the spell Disguise Self, they gain a +10 circumstance to disguise checks using this disguise (remember that a disguise check does not represent merely the skill of its application and creation but also of one's ability to act the role), and it lasts 10 minutes/caster level. It also provides Dream Mask's normal protections against Divination onto the target, but they must make the Disguise check (without the +10 bonus from Mask of Dreams.

In addition you gain a +2 bonus to Disguise checks when using an illusion to disguise yourself.

Heighten Invocation [General]
You may use Invocations as if they were higher equivalent spell level than they actually are.
Prerequisites: Lesser Invocations.
Benefit: You may increase the equivalent spell level of any invocation you use up to 4th if you possess Lesser Invocations, 6th if you possess Greater Invocations, and 8th if you possess Dark Invocations. If combined with Empower Spell-like Ability, Maximize Spell-like Ability, Quicken Spell-like Ability or the like you may not heighten the invocation to a higher level than your CL would allow you to take the other feat for. While this feat would be an iffy choice for Warlocks who don't usually rely upon save invocations, unless using Eldritch Essences, it is rather necessary as an option for Dream Weavers who are much more likely to rely upon save negates abilities.

Martial Feat Thief [General]
You are able to steal combat feats in the heat of combat itself.
Prerequisites: Pluck Feat.
Benefit: 3 times per day when you take an attack or full attack action you may cause each of your attacks made as part of the action have a chance to steal a feat from the target if they hit. The target is allowed a Will save (DC 10 + 1/2 dream weaver level + Charisma modifier) against each successful hit but on a failure loses a feat as if through Pluck Feat and you gain it. You may only steal feats from the Fighter bonus feat list through this ability, and may retain as many as you gain in a single use without interfering with any feat gained through Pluck Feat, but if you use this ability again while you have feats from a use of this ability you lose them all before making the first attack in the triggering action. Regardless of the duration of your Pluck Feat ability any feats stolen through this ability are lost if you are not actively engaged in combat for 3 rounds.

Nightmare Adept [General]
You are particularly adept at weaving nightmares, pressing them in to even the most firmly guarded minds.
Benefit: Your fear invocations ignore immunity to mind-affecting effects.

Pluck Kneecap [Joke]
You are capable of stealing a portion of a creature's maneuverability and speed for a time and adding it to your own.
Prerequisites: Dream Weaver level 5+.
Benefit: 3/day when you successfully use Pluck Fantasy upon a creature you may choose to steal the spiritual essence of one of their kneecaps, or another piece of their anatomy related to movement. If you do so their speed is halved for all movement modes for 1 hour and you gain an enhancement bonus to your speed with each movement mode they possessed equal to 1/2 their speed for that form of movement for 10 minutes. If you do not have a movement mode they possessed treat it as being 0 ft. If they had a fly speed their flight maneuverability is decreased one grade and yours is increased 1 grade up to what theirs had been for the duration (if you didn't have a fly speed it becomes clumsy).
Special: This feat is a poor joke not really intended for play. The mechanics might not be too unusable but the concept is silly.

Pluck Sorcery [General]
You may steal the magical abilities of a foe with Pluck Fantasies.
Prerequisites: Pluck Fantasy, Dream Weaver level 9+.
Benefit: 3 times per day when you successfully (target fails or is not allowed a saving throw) use Pluck Fantasy you may choose to pluck a spell from them as well. Select a spell level and a spell of that level (if a spell has multiple levels it must merely have the level selected for one of its levels). If the target has that spell as either a spell or a spell-like ability they lose 1 casting (or spell slot of the appropriate level if a sorcerer0 or daily use of it (if they have it at-will this does nothing to them) and you gain the ability to cast it using your Charisma instead of their casting stat, but their caster level, you do not need provide non-expensive material components; if it is a spell-like ability you still must provide XP and expensive material components. If the target does not have the chosen spell you instead gain another random spell they possess of the same spell-level. If they do not have spells of that level this effect fails and you do not expend a use of this feat.

You may only have one plucked spell at a time, and you must cast it within 1 hour of stealing it.