Lanth Sor
2017-07-24, 04:57 PM
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.
Mage
http://img153.imageshack.us/img153/9843/shamanx.jpg
"Alone, the elements are wild, chaotic. Through me, they find balance, and with that balance, purpose."
- Earthwarden Orurn, Minotaur Shaman
Class Skills
The Shaman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (All taken individually) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
Alignment: Any neutral.
Hit Dice: d6
Mage
Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Source Selections, Mana, Esoteric Offense, Esoteric Defense
2nd
+1
+0
+0
+3
Advanced Research
3rd
+2
+1
+1
+3
Esoteric Movement
4th
+3
+1
+1
+4
Advanced Research
5th
+3
+1
+1
+4
Esoteric Tome
6th
+4
+2
+2
+5
Advanced Research
7th
+5
+2
+2
+5
Esoteric Teleportation
8th
+6/+1
+2
+2
+6
Advanced Research
9th
+6/+1
+3
+3
+6
Esoteric Construction
10th
+7/+2
+3
+3
+7
Advanced Research
11th
+8/+3
+3
+3
+7
-
12th
+9/+4
+4
+4
+8
Advanced Research
13th
+9/+4
+4
+4
+8
Esoteric Portal
14th
+10/+5
+4
+4
+9
Advanced Research
15th
+11/+6/+1
+5
+5
+9
Esoteric Schema
16th
+12/+7/+2
+5
+5
+10
Advanced Research
17th
+12/+7/+2
+5
+5
+10
-
18th
+13/+8/+3
+6
+6
+11
Advanced Research
19th
+14/+9/+4
+6
+6
+11
-
[TR]
20th
+15/+10/+5
+6
+6
+12
Esoteric Ascension, Advanced Research
Weapon and Armor Proficiency: Mages are proficient with all simple weapons. Mages are not proficient with any armor or shields.
Esoteric Research: Mages spend many hours in research whether in the library, the lab, or in the field. At the first level and every odd level there after the mage gains 5 + Intelligence modifier research points to spread between each specialization. The mage gains 3 + their intelligence modifier(min 3) research points every even level. These points may be conserved between levels. An individual specialization cannot have more research points invested then you have class levels. Alternatively you may invest 3 research points into a new advanced research. You cannot gain research points form temporary intelligence bonuses. Each research point increases your caster level with the specialization by 1 and allows for new spells to be used.
Primary Specialization: Mages must chose one specialization as their primary specialization. Your mage primary specialization starts with 1 point in it and an additional point each time you gain a class level. You automatically gain 2 advanced researches for your primary specialization at level 1 and 1 every level there after. Your Primary Specialization heavily influences the appearance of your class features with esoteric in the name, any related sounds, visualizations, and even smells are effected.
Mana: A Mage's method of fueling their abilities is a pool of magical force known as mana. The Mage's base mana pool consists of 100 points, which are drained away as he uses his abilities. A Mage recovers a number of points of mana equal to their Intelligence modifier each hour, and fully restores his mana pool after resting for at least eight hours.
In addition to the base amount of mana available to him, a Mage also receives bonus mana equal to his Intelligence modifier times five. Calculate this additional mana when the Mage rests to recover his mana pool entirely.
Esoteric Offense (Su): One of the first things a mage learns is to project the energies they manipulate in their unrefined form outward. This is done as a measure to protect them form an overload of those energies. In place a an attack as long as you have a free hand the mage can project a bolt pure magical energy. This bolt is ranged touch attack that deals 1d4 + Intelligence modifier supernatural damage. The bolt is a projectile with a close range(25ft + 5ft/class level), and does not provoke attacks of opportunity. You threaten any square in your natural reach. Using this ability cost 6 mana.
You may apply metamagic feats to the bolt this increases the action type by one step per feat. Metamagic feats add 3 mana per spell level increase to the esoteric offense. You may increase the number of damage die to be eual to 1 per 2 levels(round up) this increases the cost by 3 and action type by 1 step. You may instead increase the number of damage die to 1 per level, but the action type increases by 2 steps. Quicken spell feat and other feats that reduce cast speed, instead grant the ability to reduce the cast action type by 1 step per 4 mana expended. Unless otherwise stated only one effect changing energy type can apply.
Action Type Scaling: Free Action > Immediate Action > Swift Action > Move Action > Attack Action > Standard Action > Full-Round Action > 1 Round Action > 2 Rounds > etc.
Esoteric Defense (Su): The second thing they learn is how to manipulate the projection for defense. As a move action you may raise a barrier that provides a deflection bonus to AC equal to your intelligence modifier. Additionally by expending mana you may negate a certain amount of damage per attack at a rate of 1 damage per mana. The mana is limited to 3 mana per class level. This cost 10 mana to activate and requires a swift action and a free hand that cannot be used even for casting to maintain.
Advanced Research At the second level and every even level there after the mage gains an additional advanced research. Additionally you may invest 3 research points into a new advanced research.
Esoteric Movement (Su): At the 3rd level the mage learns how to push themselves through the currents of the mystical pathways that their energies flow. As a move action the mage can teleport to any point no greater then their move speed away. Esoteric movement is flashy and very noticeable often including lines trailing from start to finish. Using Esoteric Movement cost 30 mana.
Esoteric Ritual Tome (Su): Starting at the 5th level, the mage gains the ability to keep a selections of spell books. These spell books keep structure of magic and record of spells. With 3 x spell level x caster level gold and any foci or material components the mage may cast any spell recorded in its spell books. Recording a spell take 100g per spell level. A spell has its cast time extended greatly. Any spell that has a cast time of 1 round or less has the cast time extended to 1 minute. Any other spell has its cast time multiplied by 10. The mage must expend 10 mana per spell level.
Esoteric Teleportation (Su): At the 7th level the mage gains the ability to teleport to a location they have spent at least a week in studying the currents of energies in. The teleportation is will not fail as long as your on the same plane as your destination. This teleportation cost 30 mana and takes 1 minute to cast, provoking attacks of opportunity.
Esoteric Construction (Su): At 9th level the mage gains the ability to preform a brief channel to construct a building. To start the ritual, you must spend 1 minute chanting. If you are disturbed during this period, you must make a Concentration check as if you were casting a 5th-level spell. After this time, you make a DC 20 Knowledge (arcana) check.
Esoteric Portal (Su): At the 13th level the mage learns the secret to tearing a hole in reality to allow transit of multiple people through the portal. By expending 100 mana and casting for 1 minute you may create a portal in a adjacent space to a valid location for esoteric teleportation. You may maintain the portal as long as you continue to channel. The portal disappears on the start of your next turn after you stop channeling. While the portal is open by spending 10ft of movement anything can pass through the portal. The portal is large enough for the mage to pass trough. Anything larger threatens may have disastrous results. As if the edges are strained the mage must make a concentration check DC 20 + 5 per size category of difference for the portal to not collapse instantly leaving anything that was in the portal part on one side and part on the other.
If successful, a summoning gate appears with its nearest edge up to 10 feet away from you. You then place the money for the building (1/3 its market price) near the circle. The coins vanish in in a fantastic display, and the building begins to rise. On average, it takes 1 minute per 1,000 gold pieces for the summoning to complete.
You may use this feat to unsummon a summoned building. Doing so takes a full round action and you must be within 10 feet of the building. The building disappears, and a summoning gate returns 1/3 the original investment in gold pieces (it reappears in a flash of green flame). If another character summoned the building, you must make a caster level check (DC 11 + the caster level of the character who summoned it) to unsummon the building. If you fail, you cannot try again for 24 hours.
The summoning gate has an AC of 4, hardness of 10, and 100 hit points. If destroyed, the money is wasted and the building is not summoned.
Esoteric Schema(Su): At the 15th level the mage learns enough about the inner workings of magic to learn how divine being warp reality. The mage gains the ability to cast the spell limited wish, doing so cost 70 mana.
Esoteric Ascension (Ex): At the 20th level the very essence of the mage changes to reflect their mastery. Their type changes to outsider(native) and they gain darkvision 60ft and any secondary benefits tied to their primary specialization.
Advanced Research
Items identified by Sp are spells not spell-like abilities.
Universal
1
- Craft Feat (Ex): Gain a item creation feat you meet the prerequisites for. This may be taken multiple times learning a new feat each time.
- Efficient Offense(Ex): When using esoteric offense and applying enhancements that increase casting time, after determining total cast time if longer then an attack action, decrease cast time by 1 step. This may be taken multiple times each time adds another decrease. This may only be taken once per 4 class levels.
- Expanded Reserves (Ex): The mage spends time exhausting the mana reserves slowly building up an even greater reserve. The mage gains class level bonus mana.
- Mage Armor (Sp) As a standard action gain +4 force armor bonus to AC for 24 hours. This bonus increases by 1 per three levels. Costs 25 mana.
2
- Efficient Defense(Ex): When using esoteric defense the ratio increases by 1 damage negated per mana expended. This may be taken once per even level.
- Mage Shield (Sp): As a standard action gain +4 force shield bonus to AC for 24 hours. This protects against magic missile as the normal shield spell.
3
- Hands Free Defense (Ex): The mage no longer need a free hand to maintain the barrier.
- Esoteric Bond (Su): You may now gain a familiar as a wizard of your class level or bond with an object per the wizard arcane bond. You benefit form the improved familiar feat when determining what familiar you may have. You may take this more than once gaining a new bond each time.
4
-
5
- Swift Defense (Ex): The mage may now activate the barrier as a immediate action.
6
- Improved Hands Free Defense (Ex): You no longer need a hand free to activate the barrier. Requires Hands Free Defense.
7
- Evocation (Su): As a 1 round action channel the magical forces through your body refiling your mana stores. Recover 15% of your mana upon activation, at the end of each round channeling you gain an additional 20% mana. You may channel for up to 3 rounds.
8
-
9
-
10
-
11
- Advanced Esoteric Bond (Su):
12
-
13
-
14
-
15
-
16
-
17
- Esoteric Sanctum (Ex):
18
- Advanced Schema(Ex): The mage may now spend 90 mana to instead cast wish. Requires mage level 18.
19
- True Esoteric Bond (Su):
20
-
Arcane Specialization
1
- Arcane Blast: You may modify esoteric offense's bolt to deal Arcane damage, increasing the die to d6+2.
- Arcane Resilience: You may modify esoteric defense's barrier to grant Arcane resistance 5 per 2 specialization ranks. At the 16 ranks the Arcane resistance becomes Arcane immunity.
2
-
3
-
4
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5
-
6
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7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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Void Specialization
1
- Shadow Bolt: You may modify esoteric offense's bolt to deal shadow damage, increasing the die to d8.
- Shadow Resilience: You may modify esoteric defense's barrier to grant shadow resistance 5 per 2 specialization ranks. At the 16 ranks the shadow resistance becomes shadow immunity.
2
- Shadow Adaptation: As a round action you may expend 15 mana to gain the benefits Planar Adaptation(shadow) for 24 hours.
3
- Void Shift: As a swift action you may throw a mote of shadow in a direction. The mote flys at your move speed in a strait line and disappears at the start of your next turn. Creating the mote cost 10 mana. At any point until the start of your next turn you may expend 30 mana to teleport to the mote. You may not teleport to an occupied space.
4
- [b]Shadow Word: Pain (Su): As a swift action, you may expend 12 mana to wrack your target with gnawing pain dealing 1d4 shadow damage per round at the end of your turn. Last 5 rounds. You may increase the mana cost to increase the number of die by 1d4 per 6 additional mana.
5
-
6
-
7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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A note on "attack action" abilities:Several of a Shaman's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Shaman has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-Weapon Fighting line of feats, for example.
Immobilized:Introduced in Tome of Magic, the immobilized condition prevents a creature from moving from the space in which it starts its turn. An immobilized creature can attack and cast spells, and it keeps its Dexterity bonus to Armor Class. Flying creatures that become immobilized when aloft can control their descent so they don’t take falling damage, but they are incapable of moving from their current space until the condition ends, descending at a rate of 20 feet per round. If an immobilized flying creature can hover, it can maintain its altitude, but it still can’t move from its space until the condition ends.
A note on percentages:Percentages for the Shaman are additive, rather than multiplicative. This provides both an increase in power and in simplicity. If the percentages slow your game down too much, consider removing them for flat bonuses - but try bringing a calculator first. The Shaman is meant to scale well, and flat bonuses often do not.
XXXXXX Specialization
1
- XXXXXX Bolt: You may modify esoteric offense's bolt to deal XXXXXX damage, increasing the die to DX.
- XXXXXX Resilience: You may modify esoteric defense's barrier to grant XXXXXX resistance 5 per 2 specialization ranks. At the 16 ranks the XXXXXX resistance becomes XXXXXX immunity.
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"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.
Mage
http://img153.imageshack.us/img153/9843/shamanx.jpg
"Alone, the elements are wild, chaotic. Through me, they find balance, and with that balance, purpose."
- Earthwarden Orurn, Minotaur Shaman
Class Skills
The Shaman's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (All taken individually) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str)
Skills Points at Each Level: 4 + int
Alignment: Any neutral.
Hit Dice: d6
Mage
Level
BAB
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+0
+2
Source Selections, Mana, Esoteric Offense, Esoteric Defense
2nd
+1
+0
+0
+3
Advanced Research
3rd
+2
+1
+1
+3
Esoteric Movement
4th
+3
+1
+1
+4
Advanced Research
5th
+3
+1
+1
+4
Esoteric Tome
6th
+4
+2
+2
+5
Advanced Research
7th
+5
+2
+2
+5
Esoteric Teleportation
8th
+6/+1
+2
+2
+6
Advanced Research
9th
+6/+1
+3
+3
+6
Esoteric Construction
10th
+7/+2
+3
+3
+7
Advanced Research
11th
+8/+3
+3
+3
+7
-
12th
+9/+4
+4
+4
+8
Advanced Research
13th
+9/+4
+4
+4
+8
Esoteric Portal
14th
+10/+5
+4
+4
+9
Advanced Research
15th
+11/+6/+1
+5
+5
+9
Esoteric Schema
16th
+12/+7/+2
+5
+5
+10
Advanced Research
17th
+12/+7/+2
+5
+5
+10
-
18th
+13/+8/+3
+6
+6
+11
Advanced Research
19th
+14/+9/+4
+6
+6
+11
-
[TR]
20th
+15/+10/+5
+6
+6
+12
Esoteric Ascension, Advanced Research
Weapon and Armor Proficiency: Mages are proficient with all simple weapons. Mages are not proficient with any armor or shields.
Esoteric Research: Mages spend many hours in research whether in the library, the lab, or in the field. At the first level and every odd level there after the mage gains 5 + Intelligence modifier research points to spread between each specialization. The mage gains 3 + their intelligence modifier(min 3) research points every even level. These points may be conserved between levels. An individual specialization cannot have more research points invested then you have class levels. Alternatively you may invest 3 research points into a new advanced research. You cannot gain research points form temporary intelligence bonuses. Each research point increases your caster level with the specialization by 1 and allows for new spells to be used.
Primary Specialization: Mages must chose one specialization as their primary specialization. Your mage primary specialization starts with 1 point in it and an additional point each time you gain a class level. You automatically gain 2 advanced researches for your primary specialization at level 1 and 1 every level there after. Your Primary Specialization heavily influences the appearance of your class features with esoteric in the name, any related sounds, visualizations, and even smells are effected.
Mana: A Mage's method of fueling their abilities is a pool of magical force known as mana. The Mage's base mana pool consists of 100 points, which are drained away as he uses his abilities. A Mage recovers a number of points of mana equal to their Intelligence modifier each hour, and fully restores his mana pool after resting for at least eight hours.
In addition to the base amount of mana available to him, a Mage also receives bonus mana equal to his Intelligence modifier times five. Calculate this additional mana when the Mage rests to recover his mana pool entirely.
Esoteric Offense (Su): One of the first things a mage learns is to project the energies they manipulate in their unrefined form outward. This is done as a measure to protect them form an overload of those energies. In place a an attack as long as you have a free hand the mage can project a bolt pure magical energy. This bolt is ranged touch attack that deals 1d4 + Intelligence modifier supernatural damage. The bolt is a projectile with a close range(25ft + 5ft/class level), and does not provoke attacks of opportunity. You threaten any square in your natural reach. Using this ability cost 6 mana.
You may apply metamagic feats to the bolt this increases the action type by one step per feat. Metamagic feats add 3 mana per spell level increase to the esoteric offense. You may increase the number of damage die to be eual to 1 per 2 levels(round up) this increases the cost by 3 and action type by 1 step. You may instead increase the number of damage die to 1 per level, but the action type increases by 2 steps. Quicken spell feat and other feats that reduce cast speed, instead grant the ability to reduce the cast action type by 1 step per 4 mana expended. Unless otherwise stated only one effect changing energy type can apply.
Action Type Scaling: Free Action > Immediate Action > Swift Action > Move Action > Attack Action > Standard Action > Full-Round Action > 1 Round Action > 2 Rounds > etc.
Esoteric Defense (Su): The second thing they learn is how to manipulate the projection for defense. As a move action you may raise a barrier that provides a deflection bonus to AC equal to your intelligence modifier. Additionally by expending mana you may negate a certain amount of damage per attack at a rate of 1 damage per mana. The mana is limited to 3 mana per class level. This cost 10 mana to activate and requires a swift action and a free hand that cannot be used even for casting to maintain.
Advanced Research At the second level and every even level there after the mage gains an additional advanced research. Additionally you may invest 3 research points into a new advanced research.
Esoteric Movement (Su): At the 3rd level the mage learns how to push themselves through the currents of the mystical pathways that their energies flow. As a move action the mage can teleport to any point no greater then their move speed away. Esoteric movement is flashy and very noticeable often including lines trailing from start to finish. Using Esoteric Movement cost 30 mana.
Esoteric Ritual Tome (Su): Starting at the 5th level, the mage gains the ability to keep a selections of spell books. These spell books keep structure of magic and record of spells. With 3 x spell level x caster level gold and any foci or material components the mage may cast any spell recorded in its spell books. Recording a spell take 100g per spell level. A spell has its cast time extended greatly. Any spell that has a cast time of 1 round or less has the cast time extended to 1 minute. Any other spell has its cast time multiplied by 10. The mage must expend 10 mana per spell level.
Esoteric Teleportation (Su): At the 7th level the mage gains the ability to teleport to a location they have spent at least a week in studying the currents of energies in. The teleportation is will not fail as long as your on the same plane as your destination. This teleportation cost 30 mana and takes 1 minute to cast, provoking attacks of opportunity.
Esoteric Construction (Su): At 9th level the mage gains the ability to preform a brief channel to construct a building. To start the ritual, you must spend 1 minute chanting. If you are disturbed during this period, you must make a Concentration check as if you were casting a 5th-level spell. After this time, you make a DC 20 Knowledge (arcana) check.
Esoteric Portal (Su): At the 13th level the mage learns the secret to tearing a hole in reality to allow transit of multiple people through the portal. By expending 100 mana and casting for 1 minute you may create a portal in a adjacent space to a valid location for esoteric teleportation. You may maintain the portal as long as you continue to channel. The portal disappears on the start of your next turn after you stop channeling. While the portal is open by spending 10ft of movement anything can pass through the portal. The portal is large enough for the mage to pass trough. Anything larger threatens may have disastrous results. As if the edges are strained the mage must make a concentration check DC 20 + 5 per size category of difference for the portal to not collapse instantly leaving anything that was in the portal part on one side and part on the other.
If successful, a summoning gate appears with its nearest edge up to 10 feet away from you. You then place the money for the building (1/3 its market price) near the circle. The coins vanish in in a fantastic display, and the building begins to rise. On average, it takes 1 minute per 1,000 gold pieces for the summoning to complete.
You may use this feat to unsummon a summoned building. Doing so takes a full round action and you must be within 10 feet of the building. The building disappears, and a summoning gate returns 1/3 the original investment in gold pieces (it reappears in a flash of green flame). If another character summoned the building, you must make a caster level check (DC 11 + the caster level of the character who summoned it) to unsummon the building. If you fail, you cannot try again for 24 hours.
The summoning gate has an AC of 4, hardness of 10, and 100 hit points. If destroyed, the money is wasted and the building is not summoned.
Esoteric Schema(Su): At the 15th level the mage learns enough about the inner workings of magic to learn how divine being warp reality. The mage gains the ability to cast the spell limited wish, doing so cost 70 mana.
Esoteric Ascension (Ex): At the 20th level the very essence of the mage changes to reflect their mastery. Their type changes to outsider(native) and they gain darkvision 60ft and any secondary benefits tied to their primary specialization.
Advanced Research
Items identified by Sp are spells not spell-like abilities.
Universal
1
- Craft Feat (Ex): Gain a item creation feat you meet the prerequisites for. This may be taken multiple times learning a new feat each time.
- Efficient Offense(Ex): When using esoteric offense and applying enhancements that increase casting time, after determining total cast time if longer then an attack action, decrease cast time by 1 step. This may be taken multiple times each time adds another decrease. This may only be taken once per 4 class levels.
- Expanded Reserves (Ex): The mage spends time exhausting the mana reserves slowly building up an even greater reserve. The mage gains class level bonus mana.
- Mage Armor (Sp) As a standard action gain +4 force armor bonus to AC for 24 hours. This bonus increases by 1 per three levels. Costs 25 mana.
2
- Efficient Defense(Ex): When using esoteric defense the ratio increases by 1 damage negated per mana expended. This may be taken once per even level.
- Mage Shield (Sp): As a standard action gain +4 force shield bonus to AC for 24 hours. This protects against magic missile as the normal shield spell.
3
- Hands Free Defense (Ex): The mage no longer need a free hand to maintain the barrier.
- Esoteric Bond (Su): You may now gain a familiar as a wizard of your class level or bond with an object per the wizard arcane bond. You benefit form the improved familiar feat when determining what familiar you may have. You may take this more than once gaining a new bond each time.
4
-
5
- Swift Defense (Ex): The mage may now activate the barrier as a immediate action.
6
- Improved Hands Free Defense (Ex): You no longer need a hand free to activate the barrier. Requires Hands Free Defense.
7
- Evocation (Su): As a 1 round action channel the magical forces through your body refiling your mana stores. Recover 15% of your mana upon activation, at the end of each round channeling you gain an additional 20% mana. You may channel for up to 3 rounds.
8
-
9
-
10
-
11
- Advanced Esoteric Bond (Su):
12
-
13
-
14
-
15
-
16
-
17
- Esoteric Sanctum (Ex):
18
- Advanced Schema(Ex): The mage may now spend 90 mana to instead cast wish. Requires mage level 18.
19
- True Esoteric Bond (Su):
20
-
Arcane Specialization
1
- Arcane Blast: You may modify esoteric offense's bolt to deal Arcane damage, increasing the die to d6+2.
- Arcane Resilience: You may modify esoteric defense's barrier to grant Arcane resistance 5 per 2 specialization ranks. At the 16 ranks the Arcane resistance becomes Arcane immunity.
2
-
3
-
4
-
5
-
6
-
7
-
8
-
9
-
10
-
11
-
12
-
13
-
14
-
15
-
16
-
17
-
18
-
19
-
20
-
Void Specialization
1
- Shadow Bolt: You may modify esoteric offense's bolt to deal shadow damage, increasing the die to d8.
- Shadow Resilience: You may modify esoteric defense's barrier to grant shadow resistance 5 per 2 specialization ranks. At the 16 ranks the shadow resistance becomes shadow immunity.
2
- Shadow Adaptation: As a round action you may expend 15 mana to gain the benefits Planar Adaptation(shadow) for 24 hours.
3
- Void Shift: As a swift action you may throw a mote of shadow in a direction. The mote flys at your move speed in a strait line and disappears at the start of your next turn. Creating the mote cost 10 mana. At any point until the start of your next turn you may expend 30 mana to teleport to the mote. You may not teleport to an occupied space.
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- [b]Shadow Word: Pain (Su): As a swift action, you may expend 12 mana to wrack your target with gnawing pain dealing 1d4 shadow damage per round at the end of your turn. Last 5 rounds. You may increase the mana cost to increase the number of die by 1d4 per 6 additional mana.
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A note on "attack action" abilities:Several of a Shaman's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Shaman has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Two-Weapon Fighting line of feats, for example.
Immobilized:Introduced in Tome of Magic, the immobilized condition prevents a creature from moving from the space in which it starts its turn. An immobilized creature can attack and cast spells, and it keeps its Dexterity bonus to Armor Class. Flying creatures that become immobilized when aloft can control their descent so they don’t take falling damage, but they are incapable of moving from their current space until the condition ends, descending at a rate of 20 feet per round. If an immobilized flying creature can hover, it can maintain its altitude, but it still can’t move from its space until the condition ends.
A note on percentages:Percentages for the Shaman are additive, rather than multiplicative. This provides both an increase in power and in simplicity. If the percentages slow your game down too much, consider removing them for flat bonuses - but try bringing a calculator first. The Shaman is meant to scale well, and flat bonuses often do not.
XXXXXX Specialization
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- XXXXXX Bolt: You may modify esoteric offense's bolt to deal XXXXXX damage, increasing the die to DX.
- XXXXXX Resilience: You may modify esoteric defense's barrier to grant XXXXXX resistance 5 per 2 specialization ranks. At the 16 ranks the XXXXXX resistance becomes XXXXXX immunity.
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