Hazkali
2007-09-01, 05:38 PM
Ok guys, you know the drill, pick over my lovingly crafted work with your razor-sharp e-talons of despair, and reassemble the bloody carcass into something playable for 3.5. :smallbiggrin:
I'm tired, so don't blame me for any errors or inconsistencies. I'll fix them in the morning.
The Academiancer
Sometimes, a sword isn't enough. Sometimes, you just have to know stuff.
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0|
+0|
+0|
+2|Foe Secret 1, Foe Secret 1/day, Focus
2nd|
+1|
+0|
+0|
+2|Lesser Ability
3rd|
+2|
+1|
+1|
+3|Foe Secret 2/day
4th|
+3|
+1|
+1|
+3|Lesser Ability
5th|
+3|
+1|
+1|
+4|Foe Secret 2
6th|
+4|
+2|
+2|
+4|Lesser Ability
7th|
+5|
+2|
+2|
+5|Foe Secret 3/day
8th|
+6/+1|
+2|
+2|
+5|Lesser Ability
9th|
+6/+1|
+3|
+3|
+6|Foe Secret 3
10th|
+7/+2|
+3|
+3|
+6|Improved Focus
11th|
+8/+3|
+3|
+3|
+7|Foe Secret 4/day
12th|
+9/+4|
+4|
+4|
+7|Greater Ability
13th|
+9/+4|
+4|
+4|
+8|Foe Secret 5/day
14th|
+10/+5|
+4|
+4|
+8|Greater Ability
15th|
+11/+6/+1|
+5|
+5|
+9|Foe Secret 4
16th|
+12/+7/+2|
+5|
+5|
+9|Greater Ability
17th|
+12/+7/+2|
+5|
+5|
+10|Foe Secret 6/day
18th|
+13/+8/+3|
+6|
+6|
+10|Greater Ability
19th|
+14/+9/+4|
+6|
+6|
+11|Foe Secret 7/day
20th|
+15/+10/+5|
+6|
+6|
+11|Greater Focus[/table]
Class Skills
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (All) (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Use Magic Device (Cha)
Skill Points Per Level: 8 + Int Mod
HD: d6
Class Abilities
Weapon and Armour Proficiencies: The Academiancer is proficient with all simple weapons and one martial weapon of their choice. They are not proficient with any armour.
Focus (Ex): At 1st level, the Academiancer gains the ability to Focus his mind to a specific task. He must go into a trance, declaring at the time one skill or one save he wishes to gain a bonus on. For that round he must take no other actions and must maintain concentration (against damage taken etc). This ability is a move action which provokes attacks of opportunity. The next round, he comes out of the trance and for a number of rounds equal to 1+ his Charisma modifier (if positive), he gains an insight bonus on the skill or save he declared when entering his trance. This insight bonus is equal to his Wisdom modifier for all skills keyed to a physical attribute (Strength, Constitution or Dexterity) and all saves, or equal to his Intelligence modifier if the skill is keyed to a mental attribute (Wisdom, Intelligence or Charisma). The Academiancer gains the ability to use this ability a number of times equal to 3+ his Wisdom modifier. The Academiancer may not choose to take 10 when using his Focus ability.
Foe Secret (Ex): At 1st level, the Academiancer gains the ability to recall the weaknesses of his foes to his allies, giving them bonuses on certain actions.
The Academiancer gains the ability to use this once per day at 1st level, and this increases until he can use it 7 times per day at 19th level. At 1st level he gains the ability to affect one type of action, and gains the ability to affect more types of action as shown in the above table.
If the Academiancer has identified type of creature that they have encountered within the past 1 minute, he may make a Knowledge check appropriate to that creature’s school (Arcana for Magical Beasts, Dungeoneering for Aberrations, Religion for Undead, and The Planes for Outsiders and Elementals). He must succeed on a DC 15 check, and for every 10 points he succeeds by the bonus he bestows increases. The bonus affects the Academiancer and all allies who are able to hear and understand him, and lasts a total of one minute. The bonuses gained are extraordinary competence bonuses. Only one type of action against one type of creature may receive a bonus at any given time.
The types of bonus he can supply are:
Knowledgeable Attack: His allies gain a +1 bonus on attack rolls against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Damage: His allies gain a +1 bonus on damage rolls against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Saves: His allies gain a +1 bonus on saving throws against the abilities of that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Defence: His allies gain a +1 bonus on Armour Class against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Lesser Ability: The Academiancer gains a lesser ability, which must be chosen from the list below. Unless stated, he may not choose any ability except bonus feats more than once.
Intuitive Defence (Ex): The Academiancer may add his Intelligence modifier as an insight bonus to his armour class. This does not stack with the Monk's ability to do the same. This bonus only applies whilst the Academiancer is wearing no armour and carrying no shield.
Bonus Feat: The Academiancer may choose any feat as a bonus feat.
Eclectic Knowledge (ex): The Academiancer may choose to gain an ability similar to Bardic Knowledge, with which the Academiancer uses his Academiancer levels in place of Bard levels to determine the level of knowledge gained.
Intelligent Hunter (ex): The Academiancer chooses one type of foe, chosen from the list available to the Ranger class when choosing favoured enemies. The Academiancer then adds his Intelligence modifier to Attack rolls, Damage rolls and Intimidate checks against this type of foe. The Academiancer may choose this ability twice- once as a Lesser ability, and once as a greater ability. The effects do not stack, and must be applied against a different type of foe.
Sense Thoughts (Su): The Academiancer gains the ability to sense the thoughts of one creature he can touch (requiring a touch attack if hostile). This ability reveals the surface thoughts and immediate desires of that creature. So long as the Academiancer maintains contact (which may require a hostile creature to be bound or pinned) the Academiancer may continue to read the surface thoughts of the creature, up to a number of rounds equal to 1+ the Academiancer's Intelligence modifier (minimum of 1). The Academiancer must expend a standard action maintaining the connection each round he wishes the effect to continue. The Academiancer may use this ability once per day, and use of this is a standard action, which provokes attacks of opportunity if used against a hostile foe. A hostile foe may attempt a Will save to resist the effect, DC 12+the Academiancer's Intelligence modifier, when connection is first made, success meaning that the connection has failed.
Sense Alignment (Su): This ability works as Sense Thoughts, except that the first round of contact reveals the Ethical (Law-Chaos) part of the creature's alignment, and the second reveals the Moral (Good-Evil) part of the creature's alignment. The creature gets the same saving throw as if the Sense Thoughts ability was being used, but if the creatures alignment is being concealed by magical means (such as Undetectable Alignment) the ability fails automatically. The ability is usable once per day.
More Haste, Less Speed (Ex) The Academiancer gains the ability to use certain tasks at an improved speed. The Academiancer chooses a number of skills equal to his Intelligence modifier (minimum of 1), which list a penalty for using that skill "Rushed", for example, Diplomacy. When using that skill Rushed, the Academiancer halves the penalty.
Improved Focus (Ex): At 10th level, when using his Focus ability, the Academiancer may add twice his Intelligence modifier as the Insight bonus.
Greater Ability: The Academiancer may choose a Greater ability from the list below, or, if he chooses, he may select an ability from the list of Lesser abilities.
Improved Sense Thoughts (Su): The Academiancer must have the Sense Thoughts ability to choose this. The range of his Sense Thoughts ability increases to 10ft (so he no longer needs touch, although can only target one creature at a time), and the number of times per day he may use it increases by 3.
Delve Into Mind (Su): The Academiancer gains the ability to delve into the mind of another creature, revealing thoughts and secrets hidden. If the creature is unwilling, the Academiancer requires uninterrupted touch (so the creature must be bound or immobilised) and the creature gets a Will save of 15+ the Academiancer’s Intelligence modifier. When in the mind of the other creature, the Academiancer gains access to all of the creature’s memories. Whilst delving into the other mind, the Academiancer is helpless and uses all his actions each round to maintain the connection. For each round he is connected, he may reveal one minute of original memory, so long as that memory has not been modified by magical means- memories that are well-remembered, forgotten, or blurred by time are all accessible to the Academiancer. If the creature’s memories have been modified in any way, such as by Modify Memory or Mindrape, the Academiancer will know that the mind has been altered. The Academiancer may make a Will save against the DC of the original saving throw to delve past the effect. If passed, the Academiancer gains access to the true memories of the subject, but the effect is still in place. If failed, the connection ends and the Academiancer can delve no more that day. The Academiancer may use this ability once per day, and use of this is a standard action, which provokes attacks of opportunity if used against a hostile foe.
Skill Familiarity (Ex): The Academiancer my select a number of skills equal to 1+ his Intelligence modifier (if positive). When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. An Academiancer may not use the bonus from his Focus ability when using his Skill Familiarity.
Improved Haste (Ex): The Academiancer must have chosen More Haste, Less Speed to use this ability. When using the skills he chose Rushed, he ignores the penalty. He may not combine this ability with Skill Familiarity.
Magewar (Su): If the Academiancer is caught in the area of a spell that also affects other targets and successfully makes his saving throw, he may make an opposed Will save against the original save DC. If passed, the spell is countered as if the Academiancer had used an appropriate counterspell. If the spell allows no save, the Academiancer may not use Magewar.
Greater Focus (Ex): At 20th level, the Academiancer uses three-times his intelligence modifier when using his Focus ability.
I'm tired, so don't blame me for any errors or inconsistencies. I'll fix them in the morning.
The Academiancer
Sometimes, a sword isn't enough. Sometimes, you just have to know stuff.
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+0|
+0|
+0|
+2|Foe Secret 1, Foe Secret 1/day, Focus
2nd|
+1|
+0|
+0|
+2|Lesser Ability
3rd|
+2|
+1|
+1|
+3|Foe Secret 2/day
4th|
+3|
+1|
+1|
+3|Lesser Ability
5th|
+3|
+1|
+1|
+4|Foe Secret 2
6th|
+4|
+2|
+2|
+4|Lesser Ability
7th|
+5|
+2|
+2|
+5|Foe Secret 3/day
8th|
+6/+1|
+2|
+2|
+5|Lesser Ability
9th|
+6/+1|
+3|
+3|
+6|Foe Secret 3
10th|
+7/+2|
+3|
+3|
+6|Improved Focus
11th|
+8/+3|
+3|
+3|
+7|Foe Secret 4/day
12th|
+9/+4|
+4|
+4|
+7|Greater Ability
13th|
+9/+4|
+4|
+4|
+8|Foe Secret 5/day
14th|
+10/+5|
+4|
+4|
+8|Greater Ability
15th|
+11/+6/+1|
+5|
+5|
+9|Foe Secret 4
16th|
+12/+7/+2|
+5|
+5|
+9|Greater Ability
17th|
+12/+7/+2|
+5|
+5|
+10|Foe Secret 6/day
18th|
+13/+8/+3|
+6|
+6|
+10|Greater Ability
19th|
+14/+9/+4|
+6|
+6|
+11|Foe Secret 7/day
20th|
+15/+10/+5|
+6|
+6|
+11|Greater Focus[/table]
Class Skills
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (All) (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Use Magic Device (Cha)
Skill Points Per Level: 8 + Int Mod
HD: d6
Class Abilities
Weapon and Armour Proficiencies: The Academiancer is proficient with all simple weapons and one martial weapon of their choice. They are not proficient with any armour.
Focus (Ex): At 1st level, the Academiancer gains the ability to Focus his mind to a specific task. He must go into a trance, declaring at the time one skill or one save he wishes to gain a bonus on. For that round he must take no other actions and must maintain concentration (against damage taken etc). This ability is a move action which provokes attacks of opportunity. The next round, he comes out of the trance and for a number of rounds equal to 1+ his Charisma modifier (if positive), he gains an insight bonus on the skill or save he declared when entering his trance. This insight bonus is equal to his Wisdom modifier for all skills keyed to a physical attribute (Strength, Constitution or Dexterity) and all saves, or equal to his Intelligence modifier if the skill is keyed to a mental attribute (Wisdom, Intelligence or Charisma). The Academiancer gains the ability to use this ability a number of times equal to 3+ his Wisdom modifier. The Academiancer may not choose to take 10 when using his Focus ability.
Foe Secret (Ex): At 1st level, the Academiancer gains the ability to recall the weaknesses of his foes to his allies, giving them bonuses on certain actions.
The Academiancer gains the ability to use this once per day at 1st level, and this increases until he can use it 7 times per day at 19th level. At 1st level he gains the ability to affect one type of action, and gains the ability to affect more types of action as shown in the above table.
If the Academiancer has identified type of creature that they have encountered within the past 1 minute, he may make a Knowledge check appropriate to that creature’s school (Arcana for Magical Beasts, Dungeoneering for Aberrations, Religion for Undead, and The Planes for Outsiders and Elementals). He must succeed on a DC 15 check, and for every 10 points he succeeds by the bonus he bestows increases. The bonus affects the Academiancer and all allies who are able to hear and understand him, and lasts a total of one minute. The bonuses gained are extraordinary competence bonuses. Only one type of action against one type of creature may receive a bonus at any given time.
The types of bonus he can supply are:
Knowledgeable Attack: His allies gain a +1 bonus on attack rolls against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Damage: His allies gain a +1 bonus on damage rolls against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Saves: His allies gain a +1 bonus on saving throws against the abilities of that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Knowledgeable Defence: His allies gain a +1 bonus on Armour Class against that type of creature. For every 10 points the check is succeeded by, this bonus increases by 1.
Lesser Ability: The Academiancer gains a lesser ability, which must be chosen from the list below. Unless stated, he may not choose any ability except bonus feats more than once.
Intuitive Defence (Ex): The Academiancer may add his Intelligence modifier as an insight bonus to his armour class. This does not stack with the Monk's ability to do the same. This bonus only applies whilst the Academiancer is wearing no armour and carrying no shield.
Bonus Feat: The Academiancer may choose any feat as a bonus feat.
Eclectic Knowledge (ex): The Academiancer may choose to gain an ability similar to Bardic Knowledge, with which the Academiancer uses his Academiancer levels in place of Bard levels to determine the level of knowledge gained.
Intelligent Hunter (ex): The Academiancer chooses one type of foe, chosen from the list available to the Ranger class when choosing favoured enemies. The Academiancer then adds his Intelligence modifier to Attack rolls, Damage rolls and Intimidate checks against this type of foe. The Academiancer may choose this ability twice- once as a Lesser ability, and once as a greater ability. The effects do not stack, and must be applied against a different type of foe.
Sense Thoughts (Su): The Academiancer gains the ability to sense the thoughts of one creature he can touch (requiring a touch attack if hostile). This ability reveals the surface thoughts and immediate desires of that creature. So long as the Academiancer maintains contact (which may require a hostile creature to be bound or pinned) the Academiancer may continue to read the surface thoughts of the creature, up to a number of rounds equal to 1+ the Academiancer's Intelligence modifier (minimum of 1). The Academiancer must expend a standard action maintaining the connection each round he wishes the effect to continue. The Academiancer may use this ability once per day, and use of this is a standard action, which provokes attacks of opportunity if used against a hostile foe. A hostile foe may attempt a Will save to resist the effect, DC 12+the Academiancer's Intelligence modifier, when connection is first made, success meaning that the connection has failed.
Sense Alignment (Su): This ability works as Sense Thoughts, except that the first round of contact reveals the Ethical (Law-Chaos) part of the creature's alignment, and the second reveals the Moral (Good-Evil) part of the creature's alignment. The creature gets the same saving throw as if the Sense Thoughts ability was being used, but if the creatures alignment is being concealed by magical means (such as Undetectable Alignment) the ability fails automatically. The ability is usable once per day.
More Haste, Less Speed (Ex) The Academiancer gains the ability to use certain tasks at an improved speed. The Academiancer chooses a number of skills equal to his Intelligence modifier (minimum of 1), which list a penalty for using that skill "Rushed", for example, Diplomacy. When using that skill Rushed, the Academiancer halves the penalty.
Improved Focus (Ex): At 10th level, when using his Focus ability, the Academiancer may add twice his Intelligence modifier as the Insight bonus.
Greater Ability: The Academiancer may choose a Greater ability from the list below, or, if he chooses, he may select an ability from the list of Lesser abilities.
Improved Sense Thoughts (Su): The Academiancer must have the Sense Thoughts ability to choose this. The range of his Sense Thoughts ability increases to 10ft (so he no longer needs touch, although can only target one creature at a time), and the number of times per day he may use it increases by 3.
Delve Into Mind (Su): The Academiancer gains the ability to delve into the mind of another creature, revealing thoughts and secrets hidden. If the creature is unwilling, the Academiancer requires uninterrupted touch (so the creature must be bound or immobilised) and the creature gets a Will save of 15+ the Academiancer’s Intelligence modifier. When in the mind of the other creature, the Academiancer gains access to all of the creature’s memories. Whilst delving into the other mind, the Academiancer is helpless and uses all his actions each round to maintain the connection. For each round he is connected, he may reveal one minute of original memory, so long as that memory has not been modified by magical means- memories that are well-remembered, forgotten, or blurred by time are all accessible to the Academiancer. If the creature’s memories have been modified in any way, such as by Modify Memory or Mindrape, the Academiancer will know that the mind has been altered. The Academiancer may make a Will save against the DC of the original saving throw to delve past the effect. If passed, the Academiancer gains access to the true memories of the subject, but the effect is still in place. If failed, the connection ends and the Academiancer can delve no more that day. The Academiancer may use this ability once per day, and use of this is a standard action, which provokes attacks of opportunity if used against a hostile foe.
Skill Familiarity (Ex): The Academiancer my select a number of skills equal to 1+ his Intelligence modifier (if positive). When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. An Academiancer may not use the bonus from his Focus ability when using his Skill Familiarity.
Improved Haste (Ex): The Academiancer must have chosen More Haste, Less Speed to use this ability. When using the skills he chose Rushed, he ignores the penalty. He may not combine this ability with Skill Familiarity.
Magewar (Su): If the Academiancer is caught in the area of a spell that also affects other targets and successfully makes his saving throw, he may make an opposed Will save against the original save DC. If passed, the spell is countered as if the Academiancer had used an appropriate counterspell. If the spell allows no save, the Academiancer may not use Magewar.
Greater Focus (Ex): At 20th level, the Academiancer uses three-times his intelligence modifier when using his Focus ability.