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View Full Version : D&D 3.x Class Requested: Alternate, non-vancian, "Divine Spellcasting" classes



petermcleod117
2018-04-17, 02:07 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)

The Adorant:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
1
+0
+0
+2
+0
Illiteracy, Beguiling Stare, bonus language, mark of damnation, Adorant music
2
+1
+0
+3
+0
Deceptive Attack +1d6
3
+2
+1
+3
+1
Infernal Patron, mass beguile
4
+3
+1
+4
+1
Infernal guise
5
+3
+1
+4
+1
Disguise soul’s aspect
6
+4
+2
+5
+2
Deceptive attack +2d6
7
+5
+2
+5
+2

8
+6/+1
+2
+6
+2
Infernal defence
9
+6/+1
+3
+6
+3

10
+7/+2
+3
+7
+3
Deceptive attack +3d6, infernal jaunt
11
+8/+3
+3
+7
+3

12
+9/+4
+4
+8
+4
Infernal influence
13
+9/+4
+4
+8
+4

14
+10/+5
+4
+9
+4
Deceptive attack +4d6
15
+11/+6/+1
+5
+9
+5
Sudden strike
16
+12/+7/+2
+5
+10
+5
Infernal escape
17
+12/+7/+2
+5
+10
+5

18
+13/+8/+3
+6
+11
+6
Deceptive attack +5d6
19
+14/+9/+4
+6
+11
+6
Timeless
20
+15/+10/+5
+6
+12
+6
Beguiled Slaves, infernal deception

Hit Die: d6.
Starting age as Rogue
Female Only
Alignment: Lawful Neutral or Lawful Evil

CLASS SKILLS
The Adorant's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Craft (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int) Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Perform (Cha), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Cha modifier

CLASS FEATURES
All of the following are class features of the Adorant.
Illiteracy: No members of the Temple of Marduk, or members of the society they rule, are permitted to learn how to read.
Weapon and Armor Proficiency: An Adorant is proficient with all simple weapons and light armor, but not with any shields.
Beguiling Stare (Su): As a standard action, the Adorant can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier). The target receives a -5 penalty to this save if male. If this save fails, the target becomes beguiled until the end of the Adorant's next turn. The Adorant can use this ability at will, but she cannot attempt to use it against a single target more than once per day. A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The Adorant's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the Adorant's target succeeds in his save, he has no knowledge of the Adorant's attempt to beguile him unless he makes a DC 20 Knowledge (religion) check. In the target's mind, he merely stared into her eyes for a moment. Beguiling stare is a mind-affecting ability.
Bonus Language: The Adorant gains both Abyssal and Infernal as bonus languages
Mark of Damnation: A Adorant pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the Adorant dies, her soul is consigned to her master. Any attempt to return her to life ends in failure, as the Adorant's master determines the fate of her soul. The Adorant must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her Adorant level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery. An Adorant automatically and instantly returns to life upon succeeding on the check after making it in her own body and at full hit points, with no level loss. If she fails, however, she can never be returned to life by any means, and any speak with dead spell cast on her results in a moaning, sobbing sound emanating from the corpse for the duration of the spell. If the Adorant was of 15th level or higher, it culminates with an effect identical to a wail of the banshee spell emanating from the corpse on the final round of the spell, with caster level equal to the Adorant’s character level. The Adorant never produces any information when spoken to thus.
Adorant Performance: Once per day per Adorant level, an Adorant can use her song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, playing an instrument, playing an instrument in combination with some spoken performance, or even dancing. Each ability requires both a minimum Adorant level and a minimum number of ranks in the Perform skill to qualify; if an Adorant does not have the required number of ranks in at least one Perform skill, she does not gain the Adorant music ability until she acquires the needed ranks. Starting a Adorant Performance effect is a standard action. Some Adorant Performance abilities require concentration, which means the Adorant must take a standard action each round to maintain the ability. Even while using Adorant Performance that doesn’t require concentration, an Adorant cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). A deaf Adorant has a 20% chance to fail when attempting to use Adorant Performance abilities which specifically require verbal components. If she fails, the attempt still counts against her daily limit. If the Adorant is bound in any way which restricts movements required for spellcasting, she is unable to use abilities that require a somatic component. If both a verbal and somatic component are allowed, the Adorant rolls two perform checks (one for the verbal and one for the somatic) and chooses which one she wants to use. Those with verbal components require the perform (sing) skill, and those which require somatic components require the perform (dance) skill.
Countersong (Su): An Adorant with 3 or more ranks in a Perform skill can use her music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 30 feet of the Adorant (including the Adorant hherself) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the Adorant’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Adorant’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Adorant may keep up the countersong for 10 rounds. This affect requires a verbal component, but not a somatic component.
Fascinate (Sp): An Adorant with 3 or more ranks in a Perform skill can use her music or poetics to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see or hear the Adorant, and able to pay attention to her. The Adorant must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Adorant attains beyond 1st, she can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a Adorant makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Adorant cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Adorant continues to play and concentrate (up to a maximum of 1 round per Adorant level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Adorant to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. This affect requires either a verbal component or a somatic component, though she may use both.
Inspire Competence (Su): An Adorant of 3rd level or higher with 6 or more ranks in a Perform skill can use her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Adorant. The Adorant must also be able to see the ally. Depending on the task that the ally has at hand, the Adorant may use her Adorant music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Adorant’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. However, despite the apparent illogic, this chanting always aids Conjurers in their concentration checks, and indeed grants a +4 competence bonus instead of +2 on their concentration checks specifically. The effect lasts as long as the Adorant concentrates, up to a maximum of 2 minutes. An Adorant can’t inspire competence in herself. Inspire competence is a mind-affecting ability, and requires a verbal component, but not a somatic component.
Suggestion (Sp): An Adorant of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that she has already fascinated (by any means). Using this ability does not break the Adorant’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Adorant’s daily limit on Adorant music performances. A Will saving throw (DC 10 + 1/2 Adorant’s level + Adorant’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability. It requires a verbal component, but not a somatic component.
Distraction (Su): A 9th-level Adorant with 12 or more ranks in Perform dance to distract her opponents in battle. The Adorant’s actions distract her foe, leaving it unable to effectively defend itself. The Adorant can choose a single target within 30 feet to whom she has line of sight. The target must be able to see and hear the Adorant, and gets a Will save (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier). If the target misses this save, it loses its Dexterity bonus (if any) to its Armor Class. The target gains a new save each round the Adorant maintains Distraction (a free action). If the target makes a successful Will save the effect ends and the target becomes immune to that particular Adorant's Distraction for 24 hours. The affect requires a somatic component but not a verbal component.
Inspire Anguish (Su): A 12th-level Adorant with 15 or more ranks in Perform can fill her performance with such strange, fell energy that their opponents find themselves lost in a state of baffling anguish, causing them to lose confidence in their fighting ability. Every opponent within 60 feet of the Adorant who can hear and understand her must make a Will save (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier). Creatures that fail this save suffer a -2 penalty on attack rolls, skill and ability checks, and saving throws for as long as the Adorant continues to perform (as a move action), up to a maximum number of rounds equal to the Adorant's level. This is a mindaffecting, language-dependant effect. This requires a somatic component, but not a verbal component.
Vexing Performance (Su): A 15th-level Adorant with 18 or more ranks in Perform can perform a series of complex dances which break a single target's ability to concentrate. When the Adorant uses this ability, his target must make a Concentration check opposed by the Adorant's Perform check to cast a spell, use a supernatural ability, or otherwise perform an act that would require a Concentration check to complete if the target suffered damage while attempting it. Conjurers and High Riders receive a -2 on this check. This effect lasts for 1 round. The Adorant can use this ability against a given target once per encounter. This is a mind-affecting ability. It requires a somatic component, but not a verbal component.
Fugue (Su): An 18th-level Adorant with 21 or more ranks in Perform can leave her target a dispirited, demoralized shell. The target can make a Will save (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier). If the save fails, the target suffers a penalty equal to the Adorant's Charisma bonus on attack rolls and saving throws. This penalty lasts for as long as the Adorant performs (a move action), for a maximum number of rounds equal to half the Adorant's level. This is a mind-affecting, language-dependent effect. The target must be able to see or clearly hear the Adorant. This requires either a verbal component or a somatic component, or both.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability. This ability a verbal component, though not a somatic component.
Deceptive Attack: If an Adorant of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike. The Adorant's attack deals extra damage against any target that is beguiled (as per the Adorant's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Adorant levels thereafter. The Adorant never multiplies deceptive attack damage on a successful critical hit. The Adorant cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage. This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the Adorant's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy.
Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the Adorant can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the Adorant turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her Adorant level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The Adorant gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the Adorant can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per Adorant level. All creatures within this area must make Will saves (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier), with males again taking a -5 penalty to saves as before. Creatures that fail this save are beguiled for a number of rounds equal to the Adorant's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the Adorant's level. This is a mind-affecting ability.
Infernal Guise (Sp): By expending one use of her infernal patron ability, the Adorant can use alter self as a sorcerer with a caster level equal to her Adorant level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the Adorant's alignment, the Adorant may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the Adorant. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her. After making a successful Charisma check, the Adorant foils that specific opponent's attempts for 24 hours. If her check fails, the Adorant cannot make another opposed check against that target for 24 hours.
Infernal Defense (Sp): The Adorant can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the Adorant can use displacement upon herself as a sorcerer with a caster level equal to her Adorant level.
Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the Adorant can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per Adorant level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the Adorant uses this ability, she disappears and re-appears in a small puff of brimstone. If the Adorant wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits. If the Adorant makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.
Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the Adorant can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her Adorant level.
Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the Adorant can use teleport as a sorcerer with a caster level equal to her Adorant level, but with one important exception. The Adorant can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.
Infernal Deception (Sp): By expending one use of her infernal patron ability, the Adorant can use mislead as a sorcerer with a caster level equal to her Adorant level.
Timeless Body: At 19th level, Adorants no longer suffer the ravages of time and are thus immune to aging attacks and normal disease. An Adorant’s age ceases to have an effect on her physical or mental ability scores. Adorants of this level do not need sleep, but they can become physically exhausted and must rest quietly for about as long as a human needs to sleep.
Beguiled Slaves: At 20th level the Adorant's gains the ability to alter the nature of those she has successfully beguiled. In order to do this, she must remain in constant contact with the subject for 6 months, eg the subject must be within the range of her beguiling stare for at least 48 hours per week, not including times when one or both are asleep. Each week the subject must make a will save (DC 10 + 1/2 Adorant's level + Adorant's Cha modifier), with males suffering a -5 penalty as normal. If he fails the save, the process continues, and he takes an additional cumulative -5 penalty on the next such check. If he makes the save, the Adorant must start the process all over again. The process can be sped up by including 6 other Adorants of at least 15th level. In this case, the subject merely needs to be in contact with at least 4 of the participating Adorants or the primary Adorant for 48 hours per week, the subject gains a -20 penalty to saves after each failed save instead of -5, and the process only takes 6 weeks. This process may never be preformed on an Adorant, Methodical, or Kerta Priest, as well as any Shogol associated with the Temple of Marduk. Upon the completion of the process, the subject becomes subject to a terrible curse. He no longer needs to eat or sleep (and gets no pleasure from either activity), is immune to poison and diseases of all types, and does not visibly age, accumulate penalties due to aging, or die of natural causes under any circumstances. He gains fast healing 1, damage reduction equal to his total Hit Dice overcome by critical hits, and remains alive and conscious until he has a number of negative hit-points equal to his total hit dice +10, though he moves at half speed in this state and cannot take any actions other than to flee combat or defend himself. The magic which places him in this state has other affects. The subject can never disobey the order of any Adorant of any level without taking nonlethal damage equal to the Adorant’s hit dice, though if two Adorant’s orders conflict he follows the one with the highest rank and does not suffer nonlethal damage from the one of the lower rank. This nonlethal damage takes the form of intense anguish, which the subject will do anything to avoid. Nonlethal damage gained this way is healed at a rate of 1 per day in all other cases. If this nonlethal damage goes beyond the positive hit point total of the subject, the subject goes into a coma filled with tormenting dreams and anguished thoughts until restored into the positive range. Using this ability, the Adorants can weave complex codes of conduct which are practically unbreakable. The most common code, the one which all Adorants are required to give to High Riders of 15th level or higher, basically boils down to “do not betray or disobey High Priest Zahir Aman, the Temple of Marduk, the Adorants, or the various priest castes of the Temple of Marduk” in that order (AKA, if obeying one would result in the disobeying or betraying the other, obey the one of the higher rank in the list). Failure to comply results in enough nonlethal damage to send the subject into a coma of existential torment, which he only comes out of after a full week. The subject, if killed, can never be brought back to life by any means, largely because the soul of the subject refuses to return to the mortal world, preferring actual hell to the anguish caused by the whims of the Adorants and eternal life. Any being affected by the transition gains a level adjustment of +1, except for High Riders who treat this state as a class ability. All of these effects are supernatural abilities.

Conjurer:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Invocations Known
1
+0
+0
+0
+2
Illiteracy, Eldritch Blast 1d6, invocation (least), Concentrators, School Limitation
1
2
+1
+0
+0
+3
Trapfinding
2
3
+2
+1
+1
+3
Damage reduction 1/cold iron, eldritch blast 2d6
2
4
+3
+1
+1
+4
Deceive item
3
5
+3
+1
+1
+4
Eldritch blast 3d6
3
6
+4
+2
+2
+5
New Invocation (least or lesser)
4
7
+5
+2
+2
+5
Damage reduction 2/cold iron, eldritch blast 4d6
4
8
+6/+1
+2
+2
+6
Marduk’s Grace
5
9
+6/+1
+3
+3
+6
Eldritch blast 5d6
5
10
+7/+2
+3
+3
+7
Dragon Ward 5
6
11
+8/+3
+3
+3
+7
Damage reduction 3/cold iron, eldritch blast 6d6, new invocation (least, lesser, or greater)
7
12
+9/+4
+4
+4
+8
Imbue item
7
13
+9/+4
+4
+4
+8

8
14
+10/+5
+4
+4
+9
Eldritch blast 7d6
8
15
+11/+6/+1
+5
+5
+9
Damage reduction 4/cold iron
9
16
+12/+7/+2
+5
+5
+10
New Invocation (least, lesser, greater, or dark)
10
17
+12/+7/+2
+5
+5
+10
Eldritch blast 8d6
10
18
+13/+8/+3
+6
+6
+11

11
19
+14/+9/+4
+6
+6
+11
Damage reduction 5/cold iron
11
20
+15/+10/+5
+6
+6
+12
Eldritch blast 9d6, Dragon Ward 10, True Invocation
12

Hit Die: d6.
Starting age: as Cleric
Alignment: Lawful Neutral or Lawful Evil.

Class Skills
The Conjurer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Search (Int), Disable Device (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifi er) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All the following are class features of the warlock.
Illiteracy: No members of the Temple of Marduk, or members of the society they rule, are permitted to learn how to read. To learn the complex techniques required to use their magic, they must be taught by members of the Zakiirum.
Weapon and Armor Proficiency: Conjurers are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for a Conjurer’s invocations are significantly more complex than those of a Warlock, a Conjurer can never any of his greater or dark invocations while wearing light armor without incurring the normal arcane spell failure chance. He may wear light armor while using all other forms of invocations, and may even wear medium armor when using least Invocations without a chance of spell failure. Like arcane spellcasters, a Conjurer wearing heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass Conjurer still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A Conjurer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations. A Conjurer can use any invocation he knows at will, with the following qualifications: A Conjurer’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Conjurer is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Conjurer can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Conjurer’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A Conjurer’s caster level with his invocations is equal to his Conjurer level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Conjurer’s Wisdom modifier. Since spell-like abilities are not actually spells, a Conjurer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Conjurer begins with knowledge of one invocation, which must be of the lowest grade (least). As a Conjurer gains levels, he learns new invocations. At any level when a Conjurer learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Conjurer can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Conjurer can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Conjurer can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Conjurers can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18 or the Complete Arcane, for details.
Concentrators: Conjurers are dependent on 5 inch wide obsidian spheres known as Concentrators for their power. At first level, the conjurer is given a single Concentrator. This orb is infused with fell power by their god Marduk in a special process known only to high-ranking conjurers. To use any of his least invocations, the Conjurer must equip the Concentrator, which will begin to orbit around his body in a manner similar to that of a Ioun stone. So long as the Concentrator is equipped in this way, the Conjurer may use his Invocations normally. Each concentrator functions normally for 33 day, after which the Conjurer must acquire a new one from another Conjurer or be issued one from the Grand Temple of Marduk. Each additional level of Invocation (lesser, greater, and dark) requires an additional Concentrator to function properly, so that to use Dark invocations the Conjurer must have four Concentrators equipped. The Conjurer is issued a total number of concentrators in a 33 day period equal to the total number of levels of invocations he can use +1 more at 20th level. If he looses any concentrators during that time, he must donate approximately 1000 gp to the temple to get a replacement. Their is a benefit to depending on Concentrators, however. For each additional Concentrator the Conjurer has equipped, he may extend the time required to use the invocation by one round. Doing so increases the chance of arcane spell failure by 5% per round of extension, but increases the effective caster level of all invocations by 1 for each round of extension. During this time, the Conjurer must remain completely stationary, and he must make a concentration check for each round of extension equal to [2(the level of the invocation x the number of rounds the invocation has already been extended) – the Conjurer’s level]. If the conjurer fails any of the Concentration checks, he suffers arcane spell failure. The Conjurer can only have a number of concentrators equiped equal to the total levels of invocations he knows +1 at 20th level. Arcane spell failure is particularly dangerous for Conjurers. In addition to the regular affects, there is a 10% chance for each used concentrator that the conjurer falls unconscious for 1d8 rounds and the area immediately around him becomes the center of a delayed blast fireball, cast as if by a sorcerer of the Conjurer’s level, dealing arcane damage rather than fire damage. Additionaly, there is a 5% chance per effective level of the Invocation that a Gate, as the spell cast by a cleric of the conjurer’s level, opens into The Pit, unleashing an appropriate number of demons and devils. All concentrators are destroyed in the case of this affect and must be replaced.
School limitation: Conjurers are a strange form of Warlock. Unlike all other forms of Warlock, Conjurers possess no outsider blood, fiendish or otherwise. As such, they are forced to train very hard to attain their powers, often focusing on some aspects of the class to the exclusion of all others. Conjurers choose from three different schools, or philosophies, of invocation: Methodical, Primal, and Centrist. Methodical Conjurers, or simply Methodicals, focus on form and technique, memorizing the precise motions of the somatic components of the invocations he knows. The Methodicals recieve regular invocations (one which are neither eldritch essence or blast shape invocations) one level earlier. Further, they gain the benefit of the Ability Focus feat for free at first level. However, all Eldritch Essence and Blast Shape invocations are received one level later than normal. Primal Conjurers focus on tapping the power of the Concentrators to their fullest, using all of the available fell energy to power their magic. Primals gain Eldritch Essence invocations one level earlier. Further, he gains the benefit of the Empower Spell-Like Ability feat for free at first level. However, all regular and Blast Shape invocations are received one level later than normal. The Centrist school focus on the flow of fell energy, seeking to harness the current to greater affect. Centrists gain Blast Shape invocations one level earlier. Further, he gains the benefit of the Quicken Spell-Like Ability feat for free at first level. However, all regular and Eldritch Essence invocations are received one level later than normal.
Eldritch Blast (Sp): The first ability a Conjurer learns is eldritch blast. A Conjurer attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the Conjurer rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the Conjurer’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Conjurer reaches 18th level or higher. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a Conjurer’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a Conjurer’s eldritch blast by 2. See page 303 of the Monster Manual.
Trapfinding: Conjurers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Conjurers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Conjurer who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it. A Conjurer who beats a trap's DC by 20 or more with a Disable Device check can create an identical trap of the same type from scratch, taking the same amount of time and materials. For all spell components, the Conjurer must use the Imbue Item ability (see below).
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a Conjurer becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a Conjurer’s damage reduction improves.
Deceive Item (Ex): At 4th level and higher, a Conjurer has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Conjurer can take 10 even if distracted or threatened.
Marduk’s Grace (Su): Beginning at 8th level, a Conjurer may call upon Marduk for protection. Once per day, as a free action, he can enter a state that lasts for 2 minutes, extending to 4 minutes at level 13 and 8 minutes at level 18. While in this state, the conjurer is effected as if by a Shield of Faith spell cast by a cleric of his level.
Dragon Ward (Su): At 10th level and higher, a Conjurer has resistance 5 against any two of the following energy types: acid, cold, electricity, and fire. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a Conjurer gains resistance 5 against the other two types of energy.
Imbue Item (Su): A Conjurer of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level. He also gains the ability to drain the XP from a living being item and use those points to create a magic item. The Conjurer must spend a day with the victim. After one day, the victim makes a will save (which he may purposely fail, see below) with a DC equal to the Conjurer’s level, failure indicating a permanently loss of a level, and the Conjurer imbues the XP it took to gain that level into a 5-inch wide obsidian sphere worth at least 500 gp or a series of such spheres, creating concentrators (if this brings the victim to level zero, he instantly dies and collapses into a pool of fluid organic material, and can never be brought back by any means). A given concentrator holds exactly 30,000 experience points, though it need only be invested with 1000 experience points to become a concentrator. The concentrator lasts 33 days, and holds all invested experience points in it for the same amount of time. At any time the conjurer may extract experience points from the concentrator to invest it into a magic item, though it looses it’s status as a concentrator if it’s experience point count drops below 1000, destroying all of the remaining experience points. At 2nd level and every even numbered level thereafter, a fighter may come to a Conjurer to grant them a High Rider substitution level. To do so, the Conjurer must extract the experience points from the Fighter as normal, and then reinvest them (the experience points must come from the subject to gain the level, not from any other source). Doing so results in the substitution of the High Rider level for the fighter level. In place of a bonus feat, the High Rider gains a spell-like ability usable once per day. To grant a given spell-like ability, the Conjurer must succeed on a Spellcraft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells). Failure indicates that he cannot grant that spell and must use another. Although I have presented the High Rider as a full class for convenience, in reality every other level of the High Rider class is a substitution level, starting at second level. Thus, in order to advance in the class, the High Rider must meet with a Conjurer of appropriate power and request this infusion of power every even level. In Eldas, Conjurers cannot use this ability to create Golems (neither can Warlocks, for that matter).
True Invocation: At 20th level, the Conjurer learns an invocation so powerful and complex that only conjurers are capable of using it. Each school possesses their own True Invocation: Methodicals learn the Lance of Power invocation, Primals learn the Marduk’s Blast eldritch essence invocation, and Centrists learn the Eldritch Binding blast shape invocation.

petermcleod117
2018-04-17, 02:09 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)



The God Host:

Level
BAB
Fort
Ref
Will
Special
Supernatural Abilities
1
+0
+0
+0
+2
The Monster Within, Shadowmental Touch (1d6), Bonus Harrowed Feat, Illiteracy, Regalia of the God, Focal Constellation
0
2
+1
+0
+0
+3
Two-World Eyes (Darkvision), Supernatural Abilities
1
3
+2
+1
+1
+3
Shadowmental Touch (2d6)
1
4
+3
+1
+1
+4
Death Sight
1
5
+3
+1
+1
+4
Shadowmental Mantle, Shadowmental Touch (3d6), Bonus Harrowed Feat
2
6
+4
+2
+2
+5
Shadowmental Touch (Melee) or Shadowmental Breath
2
7
+5
+2
+2
+5
Glimpse the Soul, Shadowmental Touch (4d6)
3
8
+6/+ 1
+2
+2
+6
Dark Whispers
3
9
+6/+ 1
+3
+3
+6
Bestial Resilience 10, Shadowmental Touch (5d6)
3
10
+7/+ 2
+3
+3
+7
Two-World Eyes (Detect Magic), Bonus Harrowed Feat
4
11
+8/+ 3
+3
+3
+7
Shadowmental Touch (6d6)
4
12
+9/+ 4
+4
+4
+8
Read the Soul, Scent the Occult, Shadowmental Touch (Thrown)
5
13
+9/+ 4
+4
+4
+8
Shadowmental Touch (7d6)
5
14
+10/+5
+4
+4
+9
Aura of Divinity
6
15
+11/+6/+1
+5
+5
+9
Evil Eye, Shadowmental Touch (8d6), Bonus Harrowed Feat
6
16
+12/+7/+2
+5
+5
+10
Two-World Eyes (Magical Darkness), Sense the Unseen
7
17
+12/+7/+2
+5
+5
+10
Shadowmental Touch (9d6)
7
18
+13/+8/+3
+6
+6
+11
Bestial Resilience 20
7
19
+14/+9/+4
+6
+6
+11
Shadowmental Touch (10d6)
8
20
+15/+10/+5
+6
+6
+12
Shadowmental Fury, Bonus Harrowed Feat
8

Hit Die: d8.
Starting Gold: 3d4 x 10 gold.

Class Skills: The God-Host’s class skills (and the key ability for each skill) are as follows: Craft (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier
Class Features:
Weapon and Armor Proficiency: God Hosts are proficient with all simple weapons, one martial weapon of their choice, and light armor. They are also proficient with all armor pieces in their regalia.
The Regalia of the God: The God-Host is the Temple of Marduk’s way of killing three birds with one stone. Any entity which claims to be a god, yet refuses to join Marduk’s pantheon, is bound into a special set of items. These items the often “accidentally” fall into the hands of troublesome prisoners, who often use the powers within to escape prison. By the time they find out that the items are cursed, it is too late. The Regalia is the term used to refer to the set of cursed items into which the god’s essence is infused. These items always resemble the god in some way, or elude to it’s former portfolio. The various items often take up four different body slots, preventing any other item from being applied to those slots. Any time the God-Host attempts to remove the Regalia, he is immediately possessed by the god as if he had failed the will save as mentioned in “The Monster Within”. If anyone else attempts to remove the Regalia, said person is immediately subjected to the same effect as someone attempting to remove a Zakiir’s amulet. The Regalia cannot even be removed upon dead; only when the corpse has fully decayed can it be removed and applied to a new person. If a new host puts on even one piece of the regalia, he will immediately become possessed as with “the Monster Within” and be forced to put on the rest of the Regalia, after which the possession ends and the host is often left believing that he put it on of his own accord. To make up for this handicap, as well as the illiteracy handicap, the Regalia has some standard bonuses: each armor piece of regalia grants a magical bonus to AC equal to ¼ the God-Host’s class level. Regalia pieces are never weapons. He also gains the ability to absorb a magical or psionic item that take up one of the body slots belonging to his Regalia into the Regalia as a standard action that provokes an attack or opportunity, gaining all of the abilities of the item as if the item were worn (except for attack and AC bonuses). This effect lasts until a new item is absorbed into the same Regalia piece, effectively destroying the previous item.
Illiteracy: See the Barbarian class feature.
The Monster Within (Su): The God-Host shares her body and soul with a being of elemental power, dark purpose, and terrible will, constantly fighting it for control of her body and mind. Though the God-Host can draw upon some of the beast’s power, in doing so she risks losing control; whenever the God-Host uses one of her activated supernatural abilities from this class (as well as certain Harrowed feats – see feat descriptions for details), she must make a Will save (DC = 10 + the class level needed to use the ability) or lose control of her body to the monster for one round per character level (the ability is still activated as intended; that is, Shadowmental Touch still attacks it target, Shadowmental Mantles still activate, et cetera). The God-Host may not choose to fail this save. If they succeed at the saving throw, they do not need to save again for that particular ability (or feat) for a number of rounds equal to their Charisma modifier. The monster within the God-Host knows it only has a limited amount of time in which to enjoy its freedom. While acts of murder, rape, destruction and betrayal are not out of line with the monster’s behavior, it is equally likely to party hard, kiss a random barmaid, gorge itself on fine food, and other indulgent behaviors. Generally speaking, the God will attempt to advance it’s portfolio in some way. Thus, gods traditionally associated with justice or law might break into a prison and slaughter it’s inhabitants, and those associated with nature might murder a group of loggers and use their corpses to fertilize a tree. While the God-Host is possessed in this manner, her player should treat her alignment as Chaotic Evil (if her player cannot be trusted to portray this, the DM is encouraged to treat her as an NPC for the duration), even though the actual alignment of the god might be different (most have an evil component to their alignment, and none are good). Generally speaking, the monster does not form long-term plans, unable to think past the next point of escape and freedom. The god can still manifest it’s influence on any creature possessing the host, often doing what ever it can in the short windows of time it has to expel the intruder so it may have the host’s body to itself. Finally, at any time a Shogol may use his Truebinding class feature to force a God Host into submission, so long as the Shogol knows the god’s truename and the God Host has less HD than the maximum number of HD a Shogol can summon. The Shogol does not summon the God Host, but is merely able to assert his control over it through the god. The Truebinding DC is equal to the possession DC above.
Shadowmental Touch (Su): The simplest expression of her power, the God-Host can tap into the monster within, siphoning off a measure of its anger, its hatred, and its essence and unleashing it as a ranged touch attack (max range 60 feet). One of the items in the Regalia is usually specifically keyed to unleash this ability, typically an item in the helmet or hand body slot. At first level, the God-Host’s player chooses one of the following elements. This choice, once made, cannot be changed.
Hellfire: The God-Host’s beast is suffused with unholy, chaotic flame. Her beast is likely to be destructive, violent, and impatient, like a malevolent wildfire. The God-Host’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is fire and half of which stems directly from unholy power and is not subject to any kind of resistance. Hellfire can ignite objects and beings on fire as though it were alchemist’s fire; a being who fails a reflex save (DC 10 + ½ God-Host class level + the God-Host’s charisma modifier) ignites in unholy flame, lasting for a number of rounds equal to the God-Host’s class level or until they douse themselves in water or succeed at a reflex save (DC 10 + ½ God-Host class level + the God-Host’s charisma modifier) to put it out.
Insidious Venom: The God-Host’s beast is suffused with a horrible, toxic malice. It is likely to be patient, cruel, and vengeful. The God Host’s shadowmental touch can deal 1d3 points of damage per two class levels, which stems directly from unholy power and is not subject to resistance of any kind, and 1d3 points of strength damage per two class levels. Insidious Venom permeates its victims’ lungs, forcing them succeed at a reflex save (DC 10 + ½ binder level + the binder’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the Sheituun’s turn. This includes both unholy and strength damage.
Frigid Hate: The God-Host’s beast is suffused with creeping, slithering cold, unfeeling and unforgiving. It is likely to be methodical, sadistic, and cunning. The God-Host’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is cold and half of which stems directly from unholy power and is not subject to resistance of any kind. Creatures struck by Frigid Hate must succeed at a fortitude save (DC 10 + ½ God-Host class level + the God-Host’s charisma modifier) or suffer a -2 penalty to attack rolls, reflex saves, and dexterity-based skill checks for a number of rounds equal to the God-Host’s class level. Frigid Hate may freeze five cubic feet of liquid per d6 of damage it deals, provided that said liquid is not a living being (thus, a God-Host could freeze a pond, but not a water elemental).
Caustic Fury: The God-Host’s beast is a spiteful, acidic thing, suffused with the worst elements of the earth beneath her feet. It is likely to be patient, unforgiving, and implacable. The God-Host’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is acid and half of which stems directly from unholy power and is not subject to resistance of any kind. Caustic fury clings to its victims, forcing them succeed at a reflex save (DC 10 + ½ God-Host’s class level + the God-Host’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the God-Host’s turn.
Thunderous Rage: The God-Host’s beast is infused with rotting wind and sickly lightning. It is likely to be devious, fickle, and tempestuous. The God-Host’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Shadowmental Touch is accompanied by a raging thunderclap, forcing all those within five feet of the victim to succeed at a fortitude save (DC 10 + ½ God-Host’s class level + the God-Host’s charisma modifier) or be deafened for 1d4+1 rounds (this is a sonic effect).
Activating Shadowmental Touch is a standard action. Regardless of the element chosen, a God-Host is immune to the damage and effects of her own Shadowmental Touch, though not those of other God-Hosts, even those who have chosen the same element. Activating Shadowmental Touch provokes a will save (see The Monster Within) At sixth level, as a swift action that does not provoke attacks of opportunity, the God-Host may infuse her melee weapon with her Shadowmental Touch, dealing Shadowmental Touch damage in addition to weapon damage for a single attack, as well as triggering the secondary effects of her Shadowmental Touch. This extra damage is not multiplied in the event of a critical hit. If the God-Host misses, the attack is not wasted, and remains imbued in her weapon until she strikes a being or object, dismisses the effect as a free action, or fails to use it within a number of rounds equal to her charisma modifier. Infusing her weapon provokes a will save (see The Beast Within), though striking with her weapon thereafter does not. Alternatively, the God-Host may choose to gain the ability to use the touch as a breath weapon, though doing so forever precludes infusing it into her weapon. The breath weapon is either a 30 foot by 30 foot cone or a 60 foot line. Using Shadowmental Touch as a breath weapon increases the DC of the Beast Within save by 5. At 12th level, the God Host may charge a thrown weapon (but not a ranged weapon) with her Shadowmental Touch. Infusing the weapon provokes a Beast Within save, but throwing it does not. The weapon discharges upon striking a target, even if it takes multiple throws. He does not gain this benefit if he already possesses Shadowmental Breath.
Focal Constellation: The God Host chooses a single constellation from Secrets of Pact Magic, excluding the Angel and Tree constellations. He is treated as if permanently bound to a spirit of half his God Host level (max level 9) of that constellation for the purpose of all feats and other considerations. In place of all mentions of binding checks, substitute Beast Within checks. The God Host may never use Community Pact Magic, however, unless he gains pact magic from another class or feat.
Bonus Harrowed Feat (Ex): At first level, and again at fifth level and every five levels thereafter, the God-Host may choose a bonus feat from among those labeled as Harrowed feats or Pact Magic feats. She must still meet all prerequisites for the feat.
Two-World Eyes (Su): The energies of the beast within infuse the God-Host, seeping into her senses and allowing her to sense those energies that are similar to it. Starting at second level, the God-Host’s senses sharpen in a mostly mundane way; she gains darkvision out to a range of sixty feet (or her existing darkvision improves by sixty feet). Darkvision is exactly like normal vision, except that it is in black-and-white only, and the God-Host can function just fine with no light at all. Starting at tenth level, the God-Host can see magical auras and manifestations; she benefits from a constant detect magic effect. Additionally, the God-Host can sense those beings whose nature, like her beast’s, is formed of pure supernatural power; she automatically detects any creatures with the outsider type within her field of vision, as though she enjoyed the benefits of a true seeing spell. The God-Host automatically knows if the creature she perceives possesses the outsider type. Starting at sixteenth level, the God-Host’s darkvision functions even in magical darkness. Nothing short of an antimagic field (or similar effects) may foil this perception. A blind or otherwise visually-impaired God-Host still benefits from these abilities, but her sense of sight is limited only to the supernatural sense granted by this ability. Upon acquiring this ability, the God-Host’s eyes change to a deep, clearly inhuman color, such as blood red, dark violet, or even a kaleidoscopic rainbow of colors. Many God-Hosts develop catlike slits for pupils, or other, stranger shapes. The God-Host’s Shadowmental Touch often changes color to match that of her eyes.
Supernatural Abilities: Beginning at 2nd level, the God-Host selects one granted ability from among the 1st-level spirits listed in Secrets of Pact Magic. You permanently acquire this ability as your own. You cannot lose or replace the ability (but see below). Beginning at 5th level and at every few levels thereafter, you can select one additional granted ability. In all cases, the supernatural ability is subject to the following restrictions: any ability must be chosen from a spirit of half the God-Host’s level, rounded down. For example, at 5th level you have access to 2nd-level spirits. You may select one ability from any 1st or 2nd level spirit. You may not choose to gain a supernatural ability of a spirit with an alignment shift towards any good alignment. You can also choose this supernatural ability from the list of Sheituun spirits, with a spirit level equal to half your Sheituun level. At 10th level and again at 20th level, you may lose one of your choices for another ability of a spirit of the same level. These abilities are not “gained” so much as the God-Host learns how to tap the Regalia for additional power. Using these abilities provokes a “Beast Within” save. Capstone abilities are treated as if they belonged to a spirit one level higher than listed, and the God Host may never choose a spirit companion as a supernatural ability.
Death Sight (Su): As a God-Host’s power grows, she becomes more sensitive to resonances from the lands of the dead. Starting at fourth level, the God-Host develops a sort of second sight relating to the dead; when she sees a corpse, no matter how old it is, she can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than a number of days equal to the God-Host’s class level, she may converse with it as though using speak with dead as a cleric of her class level. A God-Host may only use this ability once on any given corpse. The God-Host may use this ability to determine if a corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving. Using Death Sight to speak with dead provokes a will save (see The Monster Within), though the God-Host enjoys a +2 bonus to this save.
Shadowmental Mantle (Su): As the God-Host’s stolen power grows, her body becomes more and more suffused with the dark elemental energies of the monster within her. With an act of will, she may force these energies from her skin, becoming wreathed in a protective layer of Shadowmental energy. Once per encounter, as a swift action that does no provoke attacks of opportunity, the God-Host may activate this ability. While this ability is active, she becomes shrouded in a raging manifestation of her Shadowmental energy. Any being striking her in melee with a natural or non-reach manufactured weapon takes Shadowmental Touch damage on their first successful attack, as well as suffering the secondary effect of the God-Host’s Shadowmental Touch. Additionally, while her Shadowmental Mantle is active, the God-Host has DR X/- against projectile attacks, where X is equal to her class level. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles). Using Shadowmental Mantle provokes a will save (see The Monster Within), and lasts for a number of rounds equal to the God-Host’s charisma modifier. After gaining this ability, the God-Host’s footprints flicker and gutter with weak Shadowmental energy, adding a +5 circumstance bonus to those attempting to track her (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.
Glimpse the Soul (Su): The God-Host’s senses continue to expand past the mundane, giving her glimpses of the auras that all beings with souls possess. Starting at level seven, she may concentrate and scrutinize these auras in order to gain information about their bearers. As a full-round action, the God-Host may observe any being with a soul (including elementals, outsiders, and intelligent constructs) and make a sense motive check (DC = the creatures hit dice + its wisdom modifier). If she succeeds, the God-Host may learn one of the following: one component of the creature’s alignment (good-evil, law-chaos), its current mood, its relative intelligence (in general terms; “animal intelligence” “stupid” “clever” and “brilliant” would all be appropriate readings), or if it is currently bearing any objects containing trapped souls (including other God-Hosts as well as Sheituun, Priests of Amun-Horus-Re, Spawns of Tahthemat, Druids of Fiends, Conjurers, and Kerta Priests). The God-Host may attempt this check more than once on any given creature in a day, but each time she does, the DC increases by five. Using Glimpse the Soul provokes a will save (see The Monster Within), though the God-Host enjoys a +2 bonus to this save.
Dark Whispers (Ex): A God-Host can, in a limited fashion, project their mind and afflict others with the dark whispers and desires of the monster within. Starting at level eight, twice per encounter, the God-Host may activate this ability as a swift action that does not provoke attacks of opportunity. The God-Host designates a victim, who immediately begins hearing insidious, whispering, demanding voices in his head, forcing him to succeed at a will save (DC 10 + ½ God-Host’s class level + the God-Host’s charisma modifier) or go insane for a number of rounds equal to the God-Host’s charisma modifier. While insane, the victim suffers a -6 penalty to wisdom and is unable to tell friend from foe, lashing out violently against the nearest available victims. Victims who succeed at the will save are immune to further uses of this ability – by any God-Host – for 24 hours. This is a mind-affecting ability. God-Host are immune to the effects of Dark Whispers. Activating this ability provokes a will save (see The Monster Within).
Bestial Resilience (Su): As her Shadowmental energy continues to infuse her body, the God-Host begins to develop a tolerance for it. At level nine, the God-Host gains resistance 10 to whatever form of damage her Shadowmental Touch deals (acid, cold, electricity, fire, or force). At level 18, this improves to resistance 20.
Read the Soul (Su): Starting at level twelve, as a full-round action, the God-Host can lock onto the aura of any intelligent being within her view. Activating this ability is a standard action, and while she concentrates on that being, the God-Host may tell any of the following: if that being lies, if it activates a supernatural or spell-like ability, if it changes alignment (but not what alignment it changes to), or if it becomes possessed. A God-Host may only read one aura at a time this way, and concentrating on the task takes a standard action each round to maintain. Activating Read the Soul provokes a will save (see The Monster Within), and maintaining it provokes a will save (see The Monster Within) every other round, though the God-Host enjoys a +2 bonus to these saves.
Scent the Occult (Su): As the God-Host infuses more of herself with the stolen power of her beast, its senses continue to bleed through into her own. At level twelve, her sense of smell sharpens and takes on a supernatural edge, allowing her to hound down magic by scent. This functions almost identically to the scent special quality, with the exception that she may only detect magical beings (that is, beings with supernatural or spell-like abilities, or those beings capable of casting spells, or beings created by magic, such as certain undead and constructs) and effects this way. A God-Host may track the movement of these beings and effects by scent, as well as being able to distinguish the type of magic she is dealing with (arcane or divine) and its source (inherent, learned, or granted). Note that a God-Host can only track where a spell or effect has been; she could, for example, follow the path of a programmed image, but she could not trace it back to its caster unless the image happened to pass near there. A God-Host can identify spells or magical items by scent, but doing so imposes a -8 penalty on the appropriate Knowledge (Arcana) or Spellcraft roll.
Aura of Divinity (Su): A god-host of 14th level or higher are surrounded with an aura of false divinity that inspires fear and awe. Enemies within 30 feet of the god-host must succeed on a Will save equal to 10+the god-host’s binder level or be affected as though by a crushing despair spell (caster level = binder level). Allies within 30 feet of the god-host are affected as though by a good hope spell.
Evil Eye (Su): Temporarily shifting her soul from behind her eyes, a God-Host of level fifteen or higher can allow her beast to glare out into the world, inflicting its hate and rage on unfortunate victims. Once per encounter, as a swift action that does not provoke attacks of opportunity, the God-Host may glare at her foe as a gaze attack. Her victim must succeed at a will save (DC 10 + ½ God-Host’s class level + the God-Host’s charisma modifier) or suffer a -6 profane penalty to all ability scores, skill checks, saving throws, and attack rolls for a number of rounds equal to the God-Host’s charisma modifier. This is a mind-affecting ability. Activating the Evil Eye provokes a will save (see The Monster Within), and the God-Host suffers a -2 penalty to this save.
Sense the Unseen (Su): The most profound sharpening of her senses, a God-Host of level sixteen or higher gains the ability to see even invisible or ethereal creatures. The God-Host sees these creatures as though they were not invisible, though ethereal creatures appear somewhat transparent and hazy. A God-Host may also sense the presence of nearby creatures on the Plane of Shadow, though she may only detect whether any such creatures are present within a forty foot radius of her, and not their exact type or location. Likewise, the God-Host may sense the presence of incorporeal creatures within forty feet of her, but not their exact type or location.
Shadowmental Fury (Su): At level twenty, the God-Host has mastered the most destructive and potent of her powers. By tapping into her own rage and fury and magnifying it with that of her beast, she becomes a beacon of dark spiritual energy, creating and releasing it at a prodigious rate. When she activates her Shadowmental Fury, the God-Host can make her Shadowmental Touch attacks as attack actions; that is, she may make as many Shadowmental Touch attacks as her base attack bonus allows. This effect lasts for a number of rounds equal to her Charisma modifier. Activating Shadowmental Fury provokes a will save (see The Monster Within), and the God-Host suffers a -4 penalty to this save.

Hashashin:

Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+2
+0
Sneak Attack +1d6, Hashashin’s Blade, Illiteracy
2
+1
+0
+3
+0
Evasion
3
+2
+1
+3
+1
Sneak Attack +2d6
4
+3
+1
+4
+1
Uncanny Dodge, Pulling Strings
5
+3
+1
+4
+1
Sneak Attack +3d6
6
+4
+2
+5
+2

7
+5
+2
+5
+2
Sneak Attack +4d6
8
+6/+1
+2
+6
+2
Improved Uncanny Dodge
9
+6/+1
+3
+6
+3
Sneak Attack +5d6
10
+7/+2
+3
+7
+3
Special Ability
11
+8/+3
+3
+7
+3
Sneak Attack +6d6
12
+9/+4
+4
+8
+4

13
+9/+4
+4
+8
+4
Sneak Attack +7d6, Special Ability
14
+10/+5
+4
+9
+4

15
+11/+6/+1
+5
+9
+5
Sneak Attack +8d6
16
+12/+7/+2
+5
+10
+5
Special Ability
17
+12/+7/+2
+5
+10
+5
Sneak Attack +9d6
18
+13/+8/+3
+6
+11
+6

19
+14/+9/+4
+6
+11
+6
Sneak Attack +10d6, Special Ability
20
+15/+10/+5
+6
+12
+6


Baalbek Royalty (AKA, related to a high-ranking member of the clergy or High Riders)
Hit Die: d6
Class Skills
The Hashashin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Knowledge (nobility and royalty) (int), 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: (8 + Int modifier) × 4.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
All of the following are class features of the Hashashin.
Weapon and Armor Proficiency: Hashashins are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Hashashins are proficient with light armor, but not with shields.
Illiteracy: See Barbarian class feature
Sneak Attack: If a Hashashin can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the Hashashin’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hashashin flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Hashashin levels thereafter. Should the Hashashin 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. A Hashashin can’t strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, a Hashashin can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. A Hashashin 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. The Hashashin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hashashin cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.
Hashashin’s blade (Sp): At any time, a Hashashin may retreat to a temple of Marduk and request the enchantment of his family blade. This blade is a masterwork dagger. This requires a human sacrifice worth the amount on the table below. The Hashashin must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp equivelent sacrificed in the temple. During this time, he must spend at least 8 hours each day kneeling before the statue of Marduk, or Marduk himself, not stopping to eat or rest. The values shown on the table below are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a Hashashin already has a +3 dagger, he can raise it to a +4 dagger by sacrificing 14,000 gp and spending two weeks in a temple. Before a Hashashin’s blade becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent spell-like powers do not cause it to be considered a magic weapon until those powers are awakened. A Hashashin who loses his blade is dishonored until he can recover them. He cannot enhance any other weapon in this way.

Weapon Bonus
Total Sacrifice Required
Minimum Character Level
+1
2,000 gp
4
+2
8,000 gp
7
+3
18,000 gp
9
+4
32,000 gp
11
+5*
50,000 gp
13
+6*
72,000 gp
14
+7*
98,000 gp
15
+8*
128,000 gp
16
+9*
162,000 gp
17
+10*
200,000 gp
18
*A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in. Example: A Hashashin who has a +4 dagger can transform it into a +4 thundering dagger with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus. (though what Hashashin would want to do that is a fair question)

Evasion (Ex): At 2nd level and higher, a Hashashin can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the Hashashin is wearing light armor or no armor. A helpless Hashashin (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Uncanny Dodge (Ex): Starting at 4th level, a Hashashin can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Hashashin already has uncanny dodge from a different class (a Hashashin with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge (see below) instead.
Pulling Strings: The Hashashin of this level can pull strings within the temple hierarchy to gain special benefits from the Temple of Marduk. He may use this ability to gain healing from Shogols for free when he enters the Temple of Marduk. The healing is complete and total, though does not cover disease, poison, magic, or level loss. He may use this ability a total of 7 times per week, and it only effects one target per use, so if he wanted to have an ally healed he could not have himself healed in the same use. The Hashashin may choose to expend seven uses of this ability to gain access to a single Truebound demon for the duration of the week. He may gain access to a demon with a number of HD equal to half his own, or several demons whose HD add up to half his own HD. See the Shogol for more details.
Improved Uncanny Dodge (Ex): A Hashashin of 8th level or higher can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another Hashashin the ability to sneak attack the character by flanking her, unless the attacker has at least four more Hashashin levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Hashashin level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Hashashin gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A Hashashin with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The Hashashin can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Hashashin can attempt to roll with the damage. To use this ability, the Hashashin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll— if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Hashashin’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the Hashashin still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless Hashashin (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the Hashashin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Hashashin’s attack of opportunity for that round. Even a Hashashin with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The Hashashin becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Hashashin may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the Hashashin’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Hashashin with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A Hashashin may gain a bonus feat in place of a special ability.

High Rider:

Level
BAB
Fort
Ref
Will
Special
1
+1
+2
+0
+0
Bonus Feat, Illiteracy
2
+3
+5
+2
+0
Conjurer’s Infusion
3
+4
+5
+3
+1

4
+6/+1
+8
+5
+1
Conjurer’s Infusion, Improved Initiative (+1)
5
+7/+2
+8
+5
+1

6
+9/+4
+11
+8
+1
Conjurer’s Infusion, Speed boost (+5 feet)
7
+10/+5
+11
+8
+2

8
+12/+7/+2
+14
+10
+2
Conjurer’s Infusion
9
+13/+8/+3
+14
+11
+3

10
+15/+10/+5
+17
+13
+3
Conjurer’s Infusion, Improved Initiative (+1)
11
+16/+11/+6/+1
+17
+13
+3

12
+18/+13/+8/+3
+20
+16
+3
Conjurer’s Infusion, Speed boost (+5 feet)
13
+19/+14/+9/+4
+20
+16
+4

14
+21/+16/+11/+6/+1
+22
+18
+4
Conjurer’s Infusion
15
+22/+17/+12/+7/+2
+22
+19
+5
Beguiled Slave
16
+24/+19/+14/+9/+4
+25
+21
+5
Conjurer’s Infusion, Improved Initiative (+1)
17
+25/+20/+15/+10/+5
+25
+21
+5

18
+27/+22/+17/+12/+7/+2
+28
+24
+5
Conjurer’s Infusion, Speed Boost (+5 feet)
19
+28/+23/+18/+13/+8/+3
+28
+24
+6

20
+30/+25/+20/+15/+10/+5
+31
+26
+6
Conjurer’s Infusion

Class Skills
The High Rider’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Diplomacy (Cha), Jump (Str), Ride (Dex), Knowledge (religion) (Int), Knowledge (nobility and royalty) (Int), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

d12

Class Features
All of the following are class features of the fighter.
Weapon and Armor Proficiency: A High Rider is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Temporary and real hit dices: On every level in which the High Rider gains a Conjurer’s infusion, he gains temporary hit dice per day instead of real hit dice. These are always used first, and cannot be healed by any means.
Bonus Feat: At 1st level, a High Rider gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character.
Illiteracy: See the Barbarian class featured.
Conjurer’s Infusion: At each level indicated on the table above, the High Rider gains a spell-like ability, granted by a conjurer. See the Imbue Magic Item class feature of the Conjurer for more details. For any differing details, refer to here rather than there.
Improved Initiative: At the indicated levels, the High Rider gains a bonus to initiative equal to the indicated values.
Speed Boost: At the indicated levels, the High Rider gains a boost to his land speed equal to the indicated value. If he is riding a horse, this bonus is instead applied to the horse.
Beguiled Slave: At 15th level, the High Rider is subjected to the Adorant’s Beguiled Slaves class feature.
False Power: in an anti-magic shell or similar effect, the High Rider looses much of his power. He looses access to all spell-like abilities, as well as the bonuses to land speed and improved initative provided by the class. All temporary hit dice gained by this class disappear until the High Rider leaves the range of the shell, though they retain any damage they have already received. Further, see the table below for the High Riders reals BAB, Fortitude, and Reflex bonuses, replacing those on the table above in an anti-magic shell. Finally, any ability modifiers gained through the even levels of High Rider vanish in an Anti-magic shell or similar effect.

The following are the changes to the High Rider’s stats within a anti-magic shell or similar effect
Level
Real BAB
Real Fort
Real Ref
1
+1
+2
+0
2
+1
+2
+0
3
+2
+3
+1
4
+2
+3
+1
5
+3
+4
+1
6
+3
+4
+1
7
+4
+5
+2
8
+4
+5
+2
9
+5
+6
+3
10
+5
+6
+3
11
+6/+1
+7
+3
12
+6/+1
+7
+3
13
+7/+2
+8
+4
14
+7/+2
+8
+4
15
+8/+3
+9
+5
16
+8/+3
+9
+5
17
+9/+4
+10
+5
18
+9/+4
+10
+5
19
+10/+5
+11
+6
20
+10/+5
+11
+6

petermcleod117
2018-04-17, 02:11 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)



Kerta Priest:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Invocations Known
1
+0
+0
+0
+2
Illiteracy, Eldritch Blast 1d6, invocation (least), Concentrators, Kerta Priest
1
2
+1
+0
+0
+3
Trapfinding
2
3
+2
+1
+1
+3
Damage reduction 1/cold iron, eldritch blast 2d6
2
4
+3
+1
+1
+4
Deceive item
3
5
+3
+1
+1
+4
Eldritch blast 3d6
3
6
+4
+2
+2
+5
New Invocation (least or lesser)
4
7
+5
+2
+2
+5
Damage reduction 2/cold iron, eldritch blast 4d6
4
8
+6/+1
+2
+2
+6
Marduk’s Grace
5
9
+6/+1
+3
+3
+6
Eldritch blast 5d6
5
10
+7/+2
+3
+3
+7
Dragon Ward 5
6
11
+8/+3
+3
+3
+7
Damage reduction 3/cold iron, eldritch blast 6d6, new invocation (least, lesser, or greater)
7
12
+9/+4
+4
+4
+8
Imbue item
7
13
+9/+4
+4
+4
+8

8
14
+10/+5
+4
+4
+9
Eldritch blast 7d6
8
15
+11/+6/+1
+5
+5
+9
Damage reduction 4/cold iron
9
16
+12/+7/+2
+5
+5
+10
New Invocation (least, lesser, greater, or dark)
10
17
+12/+7/+2
+5
+5
+10
Eldritch blast 8d6
10
18
+13/+8/+3
+6
+6
+11

11
19
+14/+9/+4
+6
+6
+11
Damage reduction 5/cold iron
11
20
+15/+10/+5
+6
+6
+12
Eldritch blast 9d6, Dragon Ward 10, Spellwraith
12

Hit Die: d6.
Starting age: as Cleric
Alignment: Kerta Priests may only be Lawful Evil

Class Skills
The Kerta Priest’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Search (Int), Disable Device (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifi er) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All the following are class features of the warlock.
Illiteracy: No members of the Temple of Marduk, or members of the society they rule, are permitted to learn how to read. To learn the complex techniques required to use their magic, they must be taught by members of the Zakiirum.
Weapon and Armor Proficiency: Kerta Priests are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for a Kerta Priest’s invocations are significantly more complex than those of a Warlock, a Kerta Priest can never any of his greater or dark invocations while wearing light armor without incurring the normal arcane spell failure chance. He may wear light armor while using all other forms of invocations, and may even wear medium armor when using least Invocations without a chance of spell failure. Like arcane spellcasters, a Kerta Priest wearing heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass Kerta Priest still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A Kerta Priest does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations. A Kerta Priest can use any invocation he knows at will, with the following qualifications: A Kerta Priest’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A Kerta Priest is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A Kerta Priest can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A Kerta Priest’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A Kerta Priest’s caster level with his invocations is equal to his Kerta Priest level. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Kerta Priest’s Wisdom modifier. Since spell-like abilities are not actually spells, a Kerta Priest cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A Kerta Priest begins with knowledge of one invocation, which must be of the lowest grade (least). As a Kerta Priest gains levels, he learns new invocations. At any level when a Kerta Priest learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a Kerta Priest can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a Kerta Priest can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a Kerta Priest can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Kerta Priests can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18 or the Complete Arcane, for details.
Concentrators: Kerta Priests are dependent on 5 inch wide obsidian spheres known as Concentrators for their power. At first level, the Kerta Priest is given a single Concentrator. This orb is infused with fell power by their god Marduk in a special process known only to high-ranking Kerta Priests. To use any of his least invocations, the Kerta Priest must equip the Concentrator, which will begin to orbit around his body in a manner similar to that of a Ioun stone. So long as the Concentrator is equipped in this way, the Kerta Priest may use his Invocations normally. Each concentrator functions normally for 33 day, after which the Kerta Priest must acquire a new one from another Kerta Priest or be issued one from the Grand Temple of Marduk. Each additional level of Invocation (lesser, greater, and dark) requires an additional Concentrator to function properly, so that to use Dark invocations the Kerta Priest must have four Concentrators equipped. The Kerta Priest is issued a total number of concentrators in a 33 day period equal to the total number of levels of invocations he can use +1 more at 20th level. If he looses any concentrators during that time, he must donate approximately 1000 gp to the temple to get a replacement. Their is a benefit to depending on Concentrators, however. For each additional Concentrator the Kerta Priest has equipped, he may extend the time required to use the invocation by one round. Doing so increases the chance of arcane spell failure by 5% per round of extension, but increases the effective caster level of all invocations by 1 for each round of extension. During this time, the Kerta Priest must remain completely stationary, and he must make a concentration check for each round of extension equal to [2(the level of the invocation x the number of rounds the invocation has already been extended) – the Kerta Priest’s level]. If the Kerta Priest fails any of the Concentration checks, he suffers arcane spell failure. The Kerta Priest can only have a number of concentrators equiped equal to the total levels of invocations he knows +1 at 20th level. Arcane spell failure is particularly dangerous for Kerta Priests. In addition to the regular affects, there is a 10% chance for each used concentrator that the Kerta Priest falls unconscious for 1d8 rounds and the area immediately around him becomes the center of a delayed blast fireball, cast as if by a sorcerer of the Kerta Priest’s level, dealing arcane damage rather than fire damage. Additionaly, there is a 5% chance per effective level of the Invocation that a Gate, as the spell cast by a cleric of the Kerta Priest’s level, opens into The Pit, unleashing an appropriate number of demons and devils. All concentrators are destroyed in the case of this affect and must be replaced.
Kerta Priest: Kerta Priests focus on their fiendish power, often neglecting physical health in the process. All of their invocations are gained one level earlier, and they gain the benefits of the Ability Focus, Empower Spell-Like Ability, and Quicken Spell-Like Ability feats at first level. In addition, the Kerta Priest can use all Invocations without they aid of concentrators, though they suffer a -2 penalty to their effective caster level if they do so. However, Kerta Priests suffer several penalties: at 10th level their land speed is halved, and at 1st, 5th, 10th, and 15th levels they suffer a -2 penalty to their dexterity, strength, constitution, and charisma. He may never increase these ability scores by any means except by becoming a Spellwraith at 20th level.
Eldritch Blast (Sp): The first ability a Kerta Priest learns is eldritch blast. A Kerta Priest attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the Kerta Priest rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the Kerta Priest’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Kerta Priest reaches 18th level or higher. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a Kerta Priest’s eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a Kerta Priest’s eldritch blast by 2. See page 303 of the Monster Manual.
Trapfinding: Kerta Priests can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Kerta Priests can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Kerta Priest who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it. A Kerta Priest who beats a trap's DC by 20 or more with a Disable Device check can create an identical trap of the same type from scratch, taking the same amount of time and materials. For all spell components, the Kerta Priest must use the Imbue Item ability (see below).
Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a Kerta Priest becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a Kerta Priest’s damage reduction improves.
Deceive Item (Ex): At 4th level and higher, a Kerta Priest has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Kerta Priest can take 10 even if distracted or threatened.
Marduk’s Grace (Su): Beginning at 8th level, a Kerta Priest may call upon Marduk for protection. Once per day, as a free action, he can enter a state that lasts for 2 minutes, extending to 4 minutes at level 13 and 8 minutes at level 18. While in this state, the Kerta Priest is effected as if by a Shield of Faith spell cast by a cleric of his level.
Dragon Ward (Su): At 10th level and higher, a Kerta Priest has resistance 5 against any two of the following energy types: acid, cold, electricity, and fire. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a Kerta Priest gains resistance 5 against the other two types of energy.
Imbue Item (Su): A Kerta Priest of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level. He also gains the ability to drain the XP from a living being item and use those points to create a magic item. The Kerta Priest must spend a day with the victim. After one day, the victim makes a will save (which he may purposely fail, see below) with a DC equal to the Kerta Priest’s level, failure indicating a permanently loss of a level, and the Kerta Priest imbues the XP it took to gain that level into a 5-inch wide obsidian sphere worth at least 500 gp or a series of such spheres, creating concentrators (if this brings the victim to level zero, he instantly dies and collapses into a pool of fluid organic material, and can never be brought back by any means). A given concentrator holds exactly 30,000 experience points, though it need only be invested with 1000 experience points to become a concentrator. The concentrator lasts 33 days, and holds all invested experience points in it for the same amount of time. At any time the Kerta Priest may extract experience points from the concentrator to invest it into a magic item, though it looses it’s status as a concentrator if it’s experience point count drops below 1000, destroying all of the remaining experience points. At 2nd level and every even numbered level thereafter, a fighter may come to a Kerta Priest to grant them a High Rider substitution level. To do so, the Kerta Priest must extract the experience points from the Fighter as normal, and then reinvest them (the experience points must come from the subject to gain the level, not from any other source). Doing so results in the substitution of the High Rider level for the fighter level. In place of a bonus feat, the High Rider gains a spell-like ability usable once per day. To grant a given spell-like ability, the Kerta Priest must succeed on a Spellcraft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells). Failure indicates that he cannot grant that spell and must use another. Although I have presented the High Rider as a full class for convenience, in reality every other level of the High Rider class is a substitution level, starting at second level. Thus, in order to advance in the class, the High Rider must meet with a Kerta Priest of appropriate power and request this infusion of power every even level. In Eldas, Kerta Priest cannot use this ability to create Golems (neither can Warlocks, for that matter).
Spellwraith: A Kerta Priest becomes a Spell Wraith. His body collapses in a pile of ooze, and his soul is released as a demonic entity. He gains a +4 to his strength, dexterity, constitution, and charisma scores (or rather, looses his accumulated penalties to these scores), and his type changes to outsider with the incorporeal subtype (and thus becomes incorporeal). His natural armor is reduced to 0. He gains a fly speed of 30 feet with perfect maneuverability and a deflection bonus equal to his wisdom modifier. He also gains the following abilities of a ghost: Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moan, Horrific Appearance, and Malevolence. As he does no possess the Manifestation ability of a ghost, he does not need to use it to use the Malevolence ability, instead simply triggering the will save. From this point onwards, he may only use his invocations on corporeal targets or utilize magical items while possessing a host, typically a hapless High Rider. He can no longer utilize concentrators, though he can still create them as normal or siphon their XP for item creation. Instead, he gains the ability to store the XP within his mass shifting spiritual mass, in a process identical to the process required to create a concentrator. For every 1000 experience points he stores within himself, he gains the benefits of possessing a single concentrator, to a maximum of five effective concentrators. Though he still suffers a chance of spell failure, this spell failure no longer runs the risk of producing the delayed blast fireball or gate affects. He can store a theoretically infinite amount of XP within himself, though all XP stored lasts for only 33 days, requiring further replenishment.

The Shogol:

Level
BAB
Fort
Ref
Will
Special
Utter
Incant
1
+0
+0
+0
+2
truenaming, Illiterate
2
2
2
+1
+0
+0
+3
Truebinding (least)
3
2
3
+1
+1
+1
+3
Word Wardings
4
3
4
+2
+1
+1
+4
2nd level truenaming
5
3
5
+2
+1
+1
+4
Dimensional Brackets
6
4
6
+3
+2
+2
+5
Truebinding (lesser)
7
4
7
+3
+2
+2
+5
3rd level truenameing
8
5
8
+4
+2
+2
+6
Unorthadox Bindings
9
5
9
+4
+3
+3
+6

10
6
10
+5
+3
+3
+7
4th level truenaming
11
6
11
+5
+3
+3
+7
Truebinding (Stantard)
12
7
12
+6/+1
+4
+4
+8
Overly Ambitious Techniques
13
7
13
+6/+1
+4
+4
+8
5th level truenaming
14
8
14
+7/+2
+4
+4
+9
Imposing Visage
15
8
15
+7/+2
+5
+5
+9
Enhanced Magic Circle
16
9
16
+8/+3
+5
+5
+10
6th level truenaming
17
9
17
+8/+3
+5
+5
+10
Truebinding (Greater)
18
10
18
+9/+4
+6
+6
+11

19
10
19
+9/+4
+6
+6
+11

20
11
20
+10/+5
+6
+6
+12
Truebinding (High)
21
11

Alignment: Lawful Good.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.
Class Skills: The Shogol’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidation (Cha), Bluff (Cha), Heal (Wis), Knowledge (religion) (Int), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Class Features
All of the following are class features of the Shogol class.
Weapon and Armor Proficiencies: A Shogol is proficient with all simple weapons, light armor, and medium armor. A Shogol is not proficient with any kind of shield.
Illiterate: No member of the Temple of Marduk or the society it rules may learn how to read, on pain of death.
Truenaming: You can use truenaming. At every class level, you learn additional truename effects, as shown on the table above. Your truenamer level for your truename effects is equal to your class level. To begin with, you may only select 1st level truename effects. At your 4th, 7th, 10th, 13th, and 16th class levels, you may begin to select from the next level of truename effects. Once you learn a truename effect, you know it. You cannot unlearn it or replace it at any time.
Truebinding (Ex): This ability works like the planar binding spell, except as noted here. In order to use the ability, you must know the truename of the being you wish to summon. The DC for the saving throw against this effect is equal to 10 + 1/2 your character level + your Charisma modifier. Your caster level for this effect is equal to your effective truenamer level. You may use this ability as much as you want, but you can only ever have a number of HD of creatures bound to you through it equal to twice your effective truenamer level.
At 2nd level, you may summon living nightmares of up to 3 HD.
At 6th level, you may summon living nightmares of up to 6 HD.
At 11th level, you may summon living nightmares of up to 12 HD.
At 17th level, you may summon living nightmares of up to 18 HD.
At 20th level, you may summon living nightmares of up to 25 HD.
A bound creature may use any of the normal techniques to escape, but they also have another avenue available to them. If a bound creature manages to discover your truename, they are no longer bound by the strictures of the summoning. They may depart (with their payment) or stick around to cause mayhem as they see fit. Further, upon the fiend’s discovery of his truename, the Shogol gains the Raayil template, becoming permanently possessed (but not controlled) by the fiend. No sane Shogol actively attempts to become a Raayil, and any who purposely attempt to do so in the presence of a High Rider of Aryff may find themselves persecuted by the temple. The bound spirit uses the statistics of a living nightmare (Secrets of Pact Magic) with the ability scores, supernatural abilities, and appearance of a Sheituun spirit listed on the Sheituun Spirits chart, as well as the demon or devil subtype.
Word Wardings (Ex): You may cause an effect similar to a magic circle spell at will, but only focused inward and in conjunction with your truebinding class feature. By succeeding on a DC 20 Truespeak check, you may also choose to add a calling diagram, as described in the magic circle against evil spell. Your word warding is equally effective against creatures of any alignment. Your caster level for this effect is equal to your Shogol level. If you fail on the Truespeak check to create the calling diagram, the entire truebinding fails, and you may not attempt to perform another truebinding for 10 minutes per HD of the creature you attempted to conjure. The magic circle always appears as a triangle inscribed in a circle.
Dimensional Brackets (Ex): Beginning at 5th level, your calling diagram also guards against dimensional travel as if a dimensional anchor spell had been incorporated into the creation. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 2.
Unorthodox Bindings (Ex): Beginning at 8th level, your calling diagrams become less traditional in structure. You gain a +5 truespeak bonus on your “caster level” check against a being attempting to escape a truebinding through spell resistance. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 3.
Overly Ambitious Techniques (Ex): At 12th level, you gain the ability to attempt to summon a being with 1 HD more than your normal maximum with your truebinding class feature. If you choose to do this, however, you must add 4 to the DC of the Truespeak check to create a calling diagram, if indeed you attempt to create one. At 9th level, you may instead summon a being with 2 HD more than your normal maximum, but you instead must add 10 to the DC of the Truespeak check.
Imposing Visage (Ex): Beginning at 14th level, your calling diagram allows you to appear much more intimidating and threatening to a creature conjured with your truebinding ability. You gain a +5 truespeak bonus on the opposed Charisma check inherent in the binding. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 6.
Enhanced Magic Circle (Ex): Beginning at 15th level, you may create a calling diagram that allows you to impose two tasks on a conjured creature. Whatever your first offer is, if it is accepted by the creature you may immediately impose a second task of equal difficulty on it. The two tasks cannot contradict each other, but the creature must complete both of them before it is released from your service. In order to activate this effect, you must create a calling diagram with your word warding class feature, and increase the DC of the Truespeak check to create it by 8.

Zakiir:

Level
Base attack bonus
Fortitude
Reflex
Will
Special
Unique Utterances per Day
Unique Incantations Per Day
1
+0
+0
+2
+2
Illiterate, Dark Knowledge (tactics) 3/day, Consign to memory, Facts and Figures
0
0
2
+1
+0
+3
+3
Poison Use, Streetsmart, Lore Mastery
0
0
3
+2
+1
+3
+3
Dark Knowledge 4/day, Encyclopedic Knowledge
0
0
4
+3
+1
+4
+4
Trade Secret, Amulet, Imbue Item, Still Mind, Pulling Strings
0
0
5
+3
+1
+4
+4
Dark Knowledge (puissance), Mental Resistance
0
0
6
+4
+2
+5
+5
Dark Knowledge 5/day, Improved Poison Use
0
0
7
+5
+2
+5
+5
Lore Mastery
0
0
8
+6/+1
+2
+6
+6
Dark Knowledge (foe), Trade Secret, Fast Research
0
0
9
+6/+1
+3
+6
+6
Dark Knowledge 6/day
0
0
10
+7/+2
+3
+7
+7
Slippery Mind
0
0
11
+8/+3
+3
+7
+7
Truenaming, Dark Knowledge (personal truename)
3
3
12
+9/+4
+4
+8
+8
Dark Knowledge 7/day, Trade Secret
3
3
13
+9/+4
+4
+8
+8
Lore Mastery
4
3
14
+10/+5
+4
+9
+9
Dark Knowledge (foreknowledge)
4
4
15
+11/+6/+1
+5
+9
+9
Dark Knowledge 8/day, Immediate Insight
5
4
16
+12/+7/+2
+5
+10
+10
Trade Secret
5
4
17
+12/+7/+2
+5
+10
+10
Awareness, Lore Mastery
6
5
18
+13/+8/+3
+6
+11
+11
Dark Knowledge 9/day, Mindblank
6
5
19
+14/+9/+4
+6
+11
+11

7
5
20
+15/+10/+5
+6
+12
+12
Trade Secret, Library that Lives
7
6

Hit Die: d6.
Class Skills
The zakiir’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Perform (oratory) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Absolute Limit Increase at Each Level After 10th: 2 + Cha modifier.
Class Features
All of the following are class features of the zakiir.
Weapon and Armor Proficiency: You are proficient in all simple weapons, and the following additional weapons: crossbow (any), garrote, greater blowgun, whip and widow’s knife. You are proficient in light armor, but not shields.
Illiteracy: No member of the Temple of Marduk, or citizen of the society under it’s rule, may learn how to read, at the risk of being killed by High Riders. This is not really a handicap for the Zakiir, however, as shall be seen below.
Consign to Memory: Zakiirs are memory men. They have trained their minds to such an impressive extent that, under natural circumstances, they can remember any piece of information which they are told to remember. They do this by breaking the information down into particular pieces which can be quickly re-organized into a contiguous whole. The typical use of this ability is economic: the average Zakiir is responsible for remembering every single monetary transaction in his village to prevent fraud. Zakiirs are also used as messengers, capable of learning the content of a letter word for word and relaying this information to an intended target somewhere else. More experienced Zakiirs often become story-tellers and living libraries, keeping the spirit of a village alive even in the most dire of times. Zakiir’s who reach 4th level and beyond, however, are used by the Temple of Marduk as teachers and spies, the second of which is described later. A Zakiir can be given any information and store it in their minds flawlessly, which means that a given Shogol could teach the Zakiir a number of important truenames and the Zakiir would remember them for him. Further, a Zakiir can be taught everything that a particular class needs to know in order to advance in that class, and often is. Rather than going to other members of their own orders, Conjurers often go to Zakiirs for training in their arts. While the Zakiir technically knows everything that the Conjurer needs to know to advance in that class, the Zakiir cannot make use of the information himself, due to a lack of context. A given Zakiir of 4th level or higher possesses the technical knowledge to teach a Conjurer or Shogol how to advance in levels of Conjurer or Shogol up to the current level which the Zakiir possesses. Further, if the player at any time forgets information which the Zakiir would have been present to hear, the DM must tell him what that information was, representing this infallible memory (unless the memory has been somehow removed by magical means.
Facts and Figures (Ex): A Zakiir may make a special facts and figures knowledge check with a bonus equal to her zakiir level + her Intelligence modifier to see whether she knows some relevant information about statistics, birth names, dates, or places. This check follows all the same rules and Difficulty Classes as a regular Knowledge skill check, and all of the zakiir’s class features which improve Knowledge skills also apply to this ability. You may make a special occult knowledge check with a bonus equal to your Zakiir level + your Intelligence modifier to see if you know some relevant information about local notable people, legendary items, or noteworthy places. (If you have 5 or more ranks in Knowledge (history), you receive a +2 bonus on this check). A successful knowledge check will not reveal the powers of a magic item but may give hints as to its general function. A Zakiir may not take 10 or take 20 on this second check; this sort of knowledge is essentially random. Facts and Figures may be used in place of bardic knowledge, lore, or a similar ability to qualify for a prestige class, feat, or other relevant venue. This is the only way anyone under the Temple of Marduk can learn truenames, making Zakiirs incredibly useful to Shogols.
Dark Knowledge: Three times per day, a Zakiir can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead. A Zakiir unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three Zakiir levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations and entities from the Far Realm, Knowledge (religion) covers undead and demonic outsiders, and Knowledge (the planes) applies to angelic outsiders and elementals. The DC of the check is 15. Most of the Zakiir’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature. The Zakiir’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the Zakiir must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The Zakiir knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, a Zakiir confronted by corruption eaters who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the Zakiir succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the Zakiir succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Puissance: Starting at 5th level, the Zakiir can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the Zakiir gain a +1 bonus on saving throws against the affected creature’s abilities. If the Zakiir succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the Zakiir succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, a Zakiir can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the Zakiir succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the Zakiir succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Personal Truename: you learn a creature’s truename. The time required to learn a name depends on how far away it is and your knowledge of it. Use the best time if multiple criteria are met: close range = one standard action; long range, audible or visible = 1 round; know intimately, not present = 1 minute; met once before, not present = 1 hour; never met, but possesses piece = 8 hours; never met, lack data, no piece = not possible.
Foreknowledge: Starting at 14th level, an Zakiir can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the Zakiir gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the Zakiir succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the Zakiir succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Poison Use: Zakiir are trained in the use of poisons, and as of 2nd level, never risk accidentally poisoning themselves when applying poison to a blade.
Streetsmart: When you reach 2nd level, you get a +2 competence bonus to Gather Information and Intimidate checks.
Lore Mastery: Upon reaching 2nd level, an Zakiir gains a +2 bonus to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the Zakiir can choose an additional Knowledge skill on which to gain the +2 bonus.
Trade Secrets: At every 4th level you learn a trade secret chosen from the list below.
Alchemy Dealer: Pay one‐half of the market price for raw materials needed to craft alchemical items.
Accurate: When you attack an armored opponent, your accuracy allows you to ignore 1 point of natural armor bonus to AC or 1 point of armor bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Agile: You receive a +1 dodge bonus to AC. This trade secret may be chosen more than once, and its effects stack.
Coolheaded: You may take 10 on Bluff and Diplomacy checks.
Improvised Materials: You can craft poisons and alchemical items from raw materials at hand instead of relying on specific ingredients. Doing so increases the Craft (poisonmaking) or Craft (alchemy) check DC by 5 but otherwise has no effect on the itemʹs potency.
Potion Dealer: Pay one‐half of the market price for raw materials needed to craft poisons or alchemical potions.
Poisonbane: You receive a +4 insight bonus to Craft (alchemy) checks when creating antitoxin and poison antidotes.
Poison Resistance: You receive a +4 bonus to saving throws against poisons.
Scorpion’s Touch: Add +1 to the save DC of all poisons applied by you. This trade secret may be chosen more than once, and its effects stack.
Skilled: Add one‐half your Zakiir level (rounded down) as a competence bonus to one of the following skills: Appraise, Bluff, Craft, Diplomacy, Heal, Perform, Profession, Sense Motive or Sleight of Hand. This trade secret may be chosen more than once, each time it applies to a different skill.
Smokestick Application: You can combine inhaled poisons and potions with smokesticks. All creatures within the area the smokestick covers (10‐ft. cube) are affected by the poison or potion you applied to the smokestick.
Versatile: Select any two non‐class skills. These are now considered class skills for you.
Encyclopedic Knowledge: Beginning at 3rd level, a Zakiir may make any kind of Knowledge check, even if she has 0 ranks in the skill.
Still Mind (Ex): Starting at 4th level, a Zakiir gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
Amulet: At 4th level, the Zakiir is issued an amulet by the Temple of Marduk. This amulet is presented as a gift to the Zakiir, and it is considered an insult to refuse. The amulet grants the Zakiir access to the Temple libraries (magically), and grants the Zakiir honorary membership in the priesthood of Marduk. No Conjurer, High Rider, Adorant, or Shogol belonging to the temple and lower than the rank of High Priest is permitted to attack the Zakiir directly unless attacked first, on pain of death. High Riders of 15th level or higher are actually incapable of doing so. In exchange, the Amulet binds the Zakiir to a specific code of conduct, which he can no longer break. The Zakiir must, from now on, report activity to the Temple which might concern it, including but not limited to the activity of Lexemes or Spawns of Tahthemat he notices, evidence of the written word, or any plans to overthrow the temple (planned attacks on any particular priest or priestess are not considered treasonous, so the Zakiir is permitted to aid in the throwing of a coup without reporting such information, though it is if priest in question is Zahir Aman himself). The DM determines what information is considered the Temple’s concern, and is encouraged to interpret it broadly. The Zakiir has a full day to report such information to the proper authorities before he begins suffering nonlethal damage each hour as if under the effect of an Adorant’s Beguiled Slaves ability. To send such information, the Zakiir merely needs to succeed on a DC 15 concentration check, and the information is instantly relayed through the amulet into the mind of another High Priest inside the temple complex. The medallion compels the Zakiir to tell the truth while making this report, although a canny Zakiir might find ways to ommit details or word things in such a way to decieve the listener. If the Zakiir attempts to take off the medallion for any reason, he immediately gains enough nonlethal damage to send him into a coma for the rest of the day. Such nonlethal damage is healed by 1 point every hour. If someone else attempts to remove the amulet, they suffer the same effect rather than the Zakiir. A Zakiir wearing the amulet is known as an Aryff priest. A Zakiir’s amulet may be imbued with spell-like abilities by a Conjurer at the Temple of Marduk. In order to do so, the Zakiir must make an animal or human sacrifice to Marduk at one of the temples, with the human or animal sacrifice’s monetary value equal to the gp value shown. The Zakiir must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per equivelent of 1,000 gp sacrificed in the shrine or temple (during which time the Amulet is safely removed by a Shogol who knows the Truename of the amulet and given to a Conjurer to enchant. The magic of the amulet prevents any Aryff from learning it’s truename or that of any other similar amulet while wearing it, though Shogols can learn it easily. Aryffs will find the word escapes their otherwise perfect memory as soon as they attempt to utter it, though oddly enough they find that they can teach the word to any Shogol who asks as if they knew it. Helping a Zakiir remove his amulet outside of the enchantment process is a treasonous offence, and the Zakiir may find himself turning in the one who was attempting to aid him as well as himself soon after a failed attempt). During this time, he must spend at least 8 hours each day kneeling before the statue of Marduk (or Marduk himself), not stopping to eat or rest. The values shown on the table below are the total value of the sacrifice required to imbue a single amulet with the spell-like ability of the listed spell level. After the infusion is complete, the Amulet is restored and cannot be taken off again until the next imbueing. The amulet’s powers and curse do not function for anyone other than the Zakiir for whom it was made for. If a Zakiir is known to have worn an Amulet is seen not wearing it outside the temple by any High Rider of 15th level or higher, said high rider is compelled to kill the Zakiir without question or mercy.

Spell Level
Total Sacrifice Required
Character Level
1
2,000 gp
4
2
8,000 gp
7
3
18,000 gp
9
4
32,000 gp
11
5
50,000 gp
13
6
72,000 gp
14
7
98,000 gp
15
8
128,000 gp
16
9
162,000 gp
17

Imbue Item: Zakiirs with the craft skill may use the spell-like abilities stored in their Amulets for the creation of a magic item in place of the spell typically used for that purpose. They still must pay the requisite monetary and experience cost to imbue the item. This also allows them to create alchemical items.
Pulling Strings: The Zakiir of this level who has become an Aryff can pull strings within the temple hierarchy to gain special benefits from the Temple of Marduk. He may use this ability to gain healing from Shogols for free when he enters the Temple of Marduk. The healing is complete and total, though does not cover disease, poison, magic, or level loss. He may use this ability a total of 7 times per week, and it only effects one target per use, so if he wanted to have an ally healed he could not have himself healed in the same use. The Zakiir may choose to expend seven uses of this ability to gain access to a single Truebound demon for the duration of the week. He may gain access to a demon with a number of HD equal to half his own, or several demons whose HD add up to half his own HD. See the Shogol for more details.
Mental Resistance (Ex): Zakiirs carry many dark secrets they would prefer remain secret. This, combined with a large amount of knowledge based on half‐truths and false rumors makes your mind unreliable to those who would seek to mentally affect it. At 5th level you receive a +2 morale bonus to saves made against telepathic powers and enchantment/charm spells.
Improved Poison Use (Ex): At 6th level, you can apply poison to a weapon as a free action without provoking attacks of opportunity.
Slippery Mind: This is exactly like the rogue special ability of the same name.
Fast Research (Ex): Beginning at 8th level, a Zakiir begins to house a vast repository of facts, names, dates, and places in her head. She may make a truename research check in half the normal time (30 minutes).
Intrinsic Almanac (Ex): Beginning at 9th level, a Zakiir gains a competence bonus on all her Knowledge checks equal to 1/2 her class level. In addition, she doubles all synergy bonuses granted by having ranks in Knowledge skills.
Truenaming: At 11th level, a Zakiir can use truenaming. At most class levels, she gains additional unique vocalizations per day, as shown on the table above. A Zakiir’s truenamer level for the purposes of her vocalizations is for all intents and purposes her Zakiir level - 10. However, she may take longer to speak a memorized phrase with more confidence. If a Zakiir takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization. If a Zakiir instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization. To begin with, a Zakiir may only learn 1st level truename effects. At her 15th and 18th levels she may begin to select from the next level of truename effects. A Zakiir only ever learns utterances and incantations. Although she is masterful at reciting memorized passages of truespeak, using a recitation requires modulations and inflections of the voice that can only be grasped through the extensive study of the Seriathorist. A Zakiir automatically knows every single vocalization which she has ever been taught. However, unpacking this information and putting it into practical format is another matter entirely. An 11th level Zakiir begins play with three 1st level utterances and three 1st level incantations which she is capable of using. Every day, a Zakiir must select a number of vocalizations to familiarize herself with for that day. This requires a full hour of mental unpacking. She must get a full rest (usually eight hours) before she may do this. Once she has unpacked the knowledge, she may select a number of unique utterances and vocalizations for the day as shown on the table above. A Zakiir must select at least one utterance and one incantation from each vocalization level available to her. If she does not, the number of unique vocalizations of that type (utterances or incantations) that the Zakiir may utilize for that day is reduced by 1. To use a vocalization, the Zakiir must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until unpacks her memory again after a full rest, she has access to the vocalizations selected, and may use them as much or as little as she likes.
Immediate Insight (Ex): Beginning at 15th level, a Zakiir reduces the time necessary to make any kind of Knowledge check by half. This includes her truename research checks, and stacks with her Fast Research class feature, meaning that such checks now take one quarter their original time (15 minutes).
Awareness (Ex): At 17th level, you are never caught flat‐footed and always act in the surprise round.
Mind Blank (Ex): At 18th level your mind becomes completely sealed against involuntary intrusion as per the mindblank spell. This spell‐like ability is always considered active.
The Library That Lives (Ex): At 20th level, a Zakiir has an incredible store of knowledge in her mind. She may always choose to take 20 on any kind of Knowledge check without increasing the time required for the skill check.

petermcleod117
2018-04-17, 02:14 PM
Priest of Amun-Horus-Re:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Maximum Spirit Level
Unique Utterances per Day
Unique Incantations Per Day
1
+0
+2
+0
+2
Bind Spirit, Domain Powers, Focal Device, Occult Knowledge
1
0
0
2
+1
+3
+0
+3
Binder Secret
1
0
0
3
+2
+3
+1
+3

2
0
0
4
+3
+4
+1
+4
Binder Secret
2
0
0
5
+3
+4
+1
+4

3
0
0
6
+4
+5
+2
+5
Binder Secret
3
0
0
7
+5
+5
+2
+5

4
0
0
8
+6/+1
+6
+2
+6
Binder Secret
4
0
0
9
+6/+1
+6
+3
+6

5
0
0
10
+7/+2
+7
+3
+7
Binder Secret
5
0
0
11
+8/+3
+7
+3
+7
Truenaming
6
3
3
12
+9/+4
+8
+4
+8
Binder Secret
6
3
3
13
+9/+4
+8
+4
+8

7
4
3
14
+10/+5
+9
+4
+9
Binder Secret
7
4
4
15
+11/+6/+1
+9
+5
+9

8
5
4
16
+12/+7/+2
+10
+5
+10
Binder Secret
8
5
4
17
+12/+7/+2
+10
+5
+10

9
6
5
18
+13/+8/+3
+11
+6
+11
Binder Secret
9
6
5
19
+14/+9/+4
+11
+6
+11

9
7
5
20
+15/+10/+5
+12
+6
+12
Binder Secret
9
7
6

Starting Age: As cleric.
Alignment: Any Lawful, but usually Lawful Evil
Starting Gold: 5d4 x 10 (125 gp).
Hit Die: d8.

Class Skills
The Priest of Amun-Horus-Re’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (nobility and royalty), Perform (act) (Cha), Perform (oratory) (Cha), Profession (Wis), and Speak Language (-).
Skill Points at 1st Level: (2 + Int modifier) x 2.
Absolute Limit Increase at Each Level After 10th: 2 + Cha modifier.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All the following are class features of the Priest of Amun-Horus-Re:
Weapon and Armor Proficiency: Spirit binders are proficient with all simple weapons and with light armor. They are also proficient with the Khopesh and Double Khopesh
Bind Spirit (Su): You learn how to bind Sheituun spirits once per day. The Sheituun spirits are shown on the Sheituun Spirits table. You always retain your size, creature type, and other statistics, except you gain the equivalent of a sheituun subtype. Magic that specifically mentions demons or devils (such as a Vrock’s dance of ruin) affects you in the same way that it would a demon or devil. Illumians, Duskfolk, and Malakuun are your favored enemies for the purpose of the Pact Favored Enemies feat. You treat Heliopolites and Heliopolite Nobles as your favored allies for the purpose of the Pact Favored Allies feat. If you succeed on your binding check by 10 or more, then you gain Spell Resistance equal to 5 + your binder level. Binding a Sheituun spirit otherwise follows the rules for binding spirits. The number and maximum level of spirit you bind is indicated on the table above under Maximum Spirit Level. Your binding check equals d20 + your class level + your Charisma modifier. The DC to resist one of your granted abilities equals 10 + ½ your class level + your Constitution modifier (a hearty body is required to effectively channel a spirit’s energy).
Focal Device: Priests of Amun-Horus-Re do not use binding seals, as is normally typical for a binder. Instead, they use special focal devices. These devices appear as holy symbols, taking the appearance of the symbol of the heliopolite god the device is meant to bind. Each focal device is of masterwork quality, and costs at least 100 gp per level of the intended spirit in addition to the cost inherent to a masterwork item. To bind the spirit, the priest merely needs to hold the focal device in his hand and speak the spirit’s heliopolite name aloud as a free action. However, to use a granted ability, you must grasp the item with one free hand and press the item as you would a holy symbol. You never suffer the physical sign or other pitfalls of sealing pacts; however, you do suffer the influence of the spirit during any round in which you use one of it’s supernatural powers. You are granted a +2 bonus to Spot and Listen checks while grasping the item. The charm item is robust. When infused with a spirit, it gains a bonus to hardness and hit points equal to 10 + your binder level. If the charm is destroyed, you immediately suffer 1d4 hit points damage per spirit level and the pact ends. Other binders may use the charm if they touch you and it at the same time. New Focal Devices must be made or purchased for each new spirit, but they can all be bought at a reasonable price from the House of Life, particularly by it’s members. If the spirit grants shape-shifting, the Priest may still benefit, even if the process robs him of his hands and thus the ability to grasp the focal device. When in an animal form, the symbol incorporates itself into the form, usually as an eye or other physical feature. In the absence of a binding circle, the Priest enters a trance when using Community Pact Magic, and is unable to move from the spot, though he can still speak and listen.
Domain Powers (Su): Each Sheituun spirit the Priest can bind grants a single domain power indicated on the table under the Heliopolite name. He may only gain a domain power from a spirit he bound with this class, and he can only gain one domain power per day. The power remains until the spirit that it is associated with leaves or is dispelled.
Occult Knowledge: Priests of Amun-Horus-Re tend to seek out and horde information gleaned from their gods, often spending many hours listening to them. The result of study is a hodgepodge of lore. Some Priests prefer to organize this lore into a personal set of journals, while others trust it will be at their fingertips when a situation demands it. Beginning at 1st level, you may make a special occult knowledge check with a bonus equal to your priest level + your Intelligence modifier to see if you know some relevant information about local notable people, legendary items, or noteworthy places. (If you have 5 or more ranks in Knowledge (history), you receive a +2 bonus on this check). Apply an additional +2 bonus when you have bound a spirit of the portal or magi constellation. A successful spirit knowledge check will not reveal the powers of a magic item but may give hints as to its general function. They will also never indicate the true nature of the spirit; it is in the spirit’s best interest’s that the Priest does not find out that it is a demon. A Priest may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Binder Secret: Every Priest of Amun-Horus-Re advances his career along a unique path. Often times, he acquires various secrets that enhance his health, senses, will-power, and even his very soul. At 2nd-level and every even level thereafter you may select either a pact magic feat of your choice that you qualify for or one of the secrets listed below. The level indicated in parentheses with each secret indicates the minimum class level required to select that secret. The secrets are supernatural and function only when you have bound a spirit. When a spell is mentioned, your effective caster level equals your binder level.
Here are ten secrets. More may exist.
Immunity to electricity
Immunity to poison
Resistance to cold 10, acid 10, and fire 10*
DR 5/cold iron, magic, or good*
Fast healing 2* (maximum 10 hit points per day per Priest of Amun-Horus-Re level)
+5 natural Armor Class
1/day summon 1 fiendish large monstrous scarab, fiendish huge viper snake, fiendish dire jackal, fiendish crocodile, fiendish hawk, or fiendish giant mantis for 1 round per binder level*
Improved Darkvision 60 feet (this ability allows you to see in both normal and magical darkness)
Immunity to fire
+2 Intelligence, +2 Strength
Telepathy 100 feet with all creatures that speak Abyssal, Celestial, or Infernal
* Benefits stack when selected more than once.
Truenaming: At 11th level, a Priest can use truenaming. At most class levels, she gains additional unique vocalizations per day, as shown on the table above. A Priest’s truenamer level for the purposes of her vocalizations is for all intents and purposes her Priest level - 10. However, she may take longer to speak a memorized phrase with more confidence. If a Priest takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization. If a Priest instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization. To begin with, a Priest may only learn 1st level truename effects. At her 15th and 18th levels she may begin to select from the next level of truename effects. A Priest only ever learns utterances and incantations. Although she is masterful at reciting memorized passages of truespeak, using a recitation requires modulations and inflections of the voice that can only be grasped through the extensive study of the Seriathorist. A Priest learns vocalizations from the walls of the Temples of Anu. An 11th level Priest begins play with three 1st level utterances and three 1st level incantations which she is capable of using. Every day, a Priest must select a number of vocalizations to familiarize herself with for that day. This requires a full hour of studying the temple walls. She must get a full rest (usually eight hours) before she may do this. Once she has studied, she may select a number of unique utterances and vocalizations for the day as shown on the table above. A Priest must select at least one utterance and one incantation from each vocalization level available to her. If she does not, the number of unique vocalizations of that type (utterances or incantations) that the Priest may utilize for that day is reduced by 1. To use a vocalization, the Priest must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until she studies again at the temple after a full rest, she has access to the vocalizations selected, and may use them as much or as little as she likes.
Prestige Classes: Taking levels in a prestige class or racial paragon class can advance your highest level (1st) spirit and your reserve spirit, but not other spirits that you can bind.

The Druid of Whispered Secrets:

Level
BAB
Fort
Ref
Will
Special
Murmurs
Maximum Breach Level
1
+0
+0
+0
+2
Disturbance, Pull From Beyond, Unearthly Will, Illiteracy
3
1
2
+1
+0
+0
+3
Disturbance, Subverted Insanity 1/day
4
1
3
+2
+1
+1
+3
Lesser Harbinger’s Mark, Never the Same
4
1
4
+3
+1
+1
+4
Disturbance, Subverted Insanity 2/day
5
2
5
+3
+1
+1
+4
Lesser Harbinger’s Mark, Never the Same
5
2
6
+4
+2
+2
+5
Bonus Feat, Disturbance
6
2
7
+5
+2
+2
+5
Lesser Harbinger’s Mark, Never the Same
6
3
8
+6/+1
+2
+2
+6
Disturbance, Subverted Insanity 3/day
7
3
9
+6/+1
+3
+3
+6
Harbinger’s Mark, Never the Same
7
3
10
+7/+2
+3
+3
+7
Bonus Feat, Disturbance
8
4
11
+8/+3
+3
+3
+7
Harbinger’s Mark, Never the Same
8
4
12
+9/+4
+4
+4
+8
Disturbance, Subverted Insanity 4/day
9
4
13
+9/+4
+4
+4
+8
Harbinger’s Mark, Never the Same
9
5
14
+10/+5
+4
+4
+9
Bonus Feat, Disturbance
10
5
15
+11/+6/+1
+5
+5
+9
Greater Harbinger’s Mark, Never the Same
10
5
16
+12/+7/+2
+5
+5
+10
Disturbance, Subverted Insanity 5/day
11
6
17
+12/+7/+2
+5
+5
+10
Greater Harbinger’s Mark, Never the Same
11
6
18
+13/+8/+3
+6
+6
+11
Bonus Feat, Disturbance
12
6
19
+14/+9/+4
+6
+6
+11
Greater Harbinger’s Mark, Never the Same
12
6
20
+15/+10/+5
+6
+6
+12
Disturbance, Otherworldly, Subverted Insanity 6/day
13
6


Hit Dice: d6

Class Skills:
The Druid of Whispered Secrets's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Ride (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (4 + Int modifier) X 4
Skills Points at Each Additional Level: 4 + Int modifier

CLASS FEATURES
Weapon Proficiencies: As a Druid of Whispered Secrets, you gain proficiency with all simple weapons and with light armor but not with shields.
Illiteracy: See Barbarian Class Feature
Murmurs (Su): You have access to three or more murmurs, tenuous connections to the far realms made by causal knowledge of its existence and contents. All murmurs are supernatural abilities with seven levels of power. The first level is insufficient to grant any game effects and the seventh overpowers the senses, rendering you all but useless. Otherwise, all murmurs grant a static penalty and penalty, the size of which depends on the murmur’s level. Furthermore, each murmur grants access to a small list of breaches and to a single incursion of your choice (no incursion may be learned more than once). The number of murmurs that you have access to is given on the table. At any given time, you may only have three active murmurs. Up to once per day, after 10 hours of rest and/or sleep, you may exchange a single first level active murmur for an inactive one. The level of a murmur decreases by one at the end of each week, if you wish it to (you make this choice independently for each murmur). A limited wish, wish, or miracle can also forcibly decrease the level of a murmur by 1 (no saving throw). You pay a steep price for the power that they wield, however. You requires two extra hours of sleep or meditation each night. Furthermore, you cannot be brought back from the dead by any means, including divine intervention. Druids believe this is because their spirit becomes a being of the Ginnumgap.
Disturbance (Su): You gain a number of disturbances, supernatural alterations to the world around you. Unlike murmurs, disturbances have no in game effect other than letting others locate you and being generally odd. The effects of a disturbance generally spread no further than 60 feet away from you. It is possible to suppress disturbances but doing so traps more of the chaotic energies within your head. For each suppressed disturbance, you take a –1 penalty to Will saves. As a standard action, you may suppress or reactivate any number of disturbances. You gain three murmurs at 1st level and gain an additional murmur at 2nd level and every even level afterwards. The DM may either allow you to choose one from the list (see the above post) or roll randomly.
Breaches (Su): Each murmur grants access to a number of supernatural abilities called breaches. Breaches are split into breach levels that behave like spell levels. Your xenotheurgy level dictates the highest level of breach that you can access, as given on the table below. Furthermore, to use a breach, the level of the murmur granting it must equal or surpass its breach level. Whenever you use a breach, make a Will Save (DC 12 + Breach Level + Murmur level of the murmur granting the breach). The DC is increased by +1 for each of that murmur’s breaches that have been used that day (multiple uses of a single breach don’t count). If you succeed, you gain a +1 breach bonus until the end of the day. If you fail, the level of the murmur is increased by one immediately after using the breach. A natural 1 on this saving throw always fails, even if a special ability, feat, spell, or magic item would prevent this. At the end of each day, for each murmur whose level was increased by breaches that day, you may make a Will save (DC 15 + Murmur Level) to reduce the level of that murmur by one. The DC is increased by +1 for each of that murmur’s breaches that was used that day (multiple uses of the same breach don’t count). Breaches are usable at will and take a standard action to use. While you are at half of their total hit points or lower, all of your breaches are empowered and you gain a +4 breach bonus. Otherwise, the save DC for breaches is 10 + the highest level of breach you have access to + the level of the murmur granting the breach.
Incursions (Ex): Each murmur grants access to a single incursion, a wave of aberrant energy that endlessly tries to force itself into the world through you. Incursions are extraordinary abilities and allow no saving throw. All incursions are large emanations centered on you. Much like a cerebrotic blot, each incursion has a large periphery area and a smaller marrow area. They last for 24 hours. Incursions cannot be ended prematurely but the effects of one incursion replace those of the last. Using an incursion requires a full-round action. The power of an incursion depends on the highest level of breach available (regardless of whether your murmurs are of high enough level to use such breaches). Even if you don’t wish to use an incursion, failing to use one can drive you insane. At the end of each day that you do not use any incursions, they must make a will save (15 + highest level among active murmurs) or have the level of one of your murmurs (your choice) increased by one. For each consecutive day in which this save is made, increase the DC by +1. Failing that, incursions can sometimes force their way out. While you are reduced below 0 hit points (but is alive), is insane (via depravity, unearthed arcana rules, or the insanity spell), or has a seventh level murmur, they constantly emit all incursions that they have access to. While using an incursion, your senses and personality are pushed aside by the waves of aberrant energy, imposing a penalty to all wisdom and charisma-based skill checks and ability checks equal to your xenotheurgy level.
Pull from Beyond (Su): As you gain power, energies from the far realms start keeping you alive. You remain alive until your hit points reach –10 –5 hit points/breach level you have access to (to a maximum of –40 hit points when you can access 6th level breaches). If you have access to abilities that keep you conscious under 0 hit points, they stop functioning at –10 hit points.
Unearthly Will (Ex): You gain Unnatural Will as a bonus feat. If you add your Charisma modifier to modify Will saves, add a +1 breach bonus. If you add your Intelligence modifier to Will saves, take a –1 breach penalty. Subverted Insanity: As you grow in power, you develop a deep reservoir of mental energy that you can call upon to keep yourself sane. Starting at 2nd level, a number of times per week equal to your class level, you may gain a +5 bonus to the will save you make for using a breach. Furthermore, once per day plus once per every 4 class levels they possess, you may use a single breach without risk of increasing your murmur level.
Never the Same (Ex): As time goes on, you gradually transform into something more than what you once were. At 3rd level and every odd level afterwards, choose a single skill in which you have at least 1 rank. You gain a +1 bonus in skill checks using that skill as your body deforms in some way. You decide the precise nature of the deformity (or improvement) but it should be related with the selected skill. These bonuses stack with each other, making the deformity more pronounced each time.
Lesser Harbinger’s Mark: In addition to warping your body, energies from the far realms grant you a bit of strength as well, strength that can manifest in a variety of ways. At 3rd level, and again at 5th and 7th level, choose one of the abilities listen below. None of these abilities may be taken more than once.
Mental Acuity (Ex): Your mind is stronger than most. You gain a +1 bonus to Will saves and whenever you may a successful will save against an effect that would affect you partially on a success, you instead ignore that effect altogether.
Extra Subverted Insanity: You gain an extra daily use of your subverted insanity class feature.
Martial Training: To lower your reliance on breaches in combat, you have taught yourself some more martial skills. You gain proficiency with martial weaponry, medium armor, and shields (but not with tower shields).
A Bit of Luck (Su): Using the conflicting energies within your head, you can alter probability in your favor. Twice per day, you may reroll any unsuccessful saving throw. You must take the result of the reroll, even if it is worse than the original.
Suppress the Voices (Ex): For a total number of rounds per day equal to your class level, you may reduce the level of a single murmur by 1. This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action.
Control the Flow (Ex): By concentrating, you can increase or decrease the flow of energy through your body. As a full action, you may gain a +2 breach bonus or a –2 breach penalty until the end of your next round (your choice each time).
Improved Suppression: You can suppress disturbances with less mental disruption. You take a penalty to Will saves equal to half of the disturbances suppressed (rounded up).
True Alteration: Your form warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
Canny Druid: The whispering voices in your head are granting you insights into the world around you. Starting at the level when this ability is chosen, each class level of Druid of Whispered Secrets grants you an additional 2 skill points. Furthermore, add two skills of your choice to the skill list of the Druid of Whispered Secrets.
Bonus Feats: At 6th level and every 4 levels afterwards, you gain a bonus feat, chosen from feats accessible to True Xenotheurgists.
Harbinger’s Mark: As you become stronger, the power that you siphon form the far realms increases as well. At 9th, 11th, and 13th level, choose one of the abilities listed below or from the list of Lesser Mark of the Harbinger abilities that you have not already selected. These abilities may not be selected more than once.
Slippery Mind (Ex): The flow of energy through your head makes it harder for outside sources to control your thoughts. If you are affected by an enchantment spell or effect and fail your saving throw, you may attempt it again 1 round later at the same DC. You gain only this one extra chance to succeed on the saving throw.
Subvert More Insanity: You gain an extra daily use and an extra weekly use of your subverted insanity class feature.
Mad Skill Mastery (Ex): The murmurs flowing through your mind grant you a bit more talent with your skills. You may take 10 when making any skill check that at least one of your active murmurs grants a bonus to, even if stress or distraction would normally prevent this.
Ignore the Voices (Ex): Requires Suppress the Voices: for a total number of rounds per day equal to your class level, you may completely ignore the effects of an active murmur (this does not prevent you from using breaches). This time need not be continuous. Starting this ability, changing which murmur is affected, or ending this ability is a swift action. These rounds stack with those gained from Suppress the Voices.
Abundance of Luck (Su): Requires A Bit of Luck: Your good fortune with resistance effects and controlling your breaches is magnified. You gain an additional number of rerolls per day equal to the ability modifier that is added to your Will save.
Conscious Incursion: Your senses and personality still rise to the surface even while using an incursion. The penalty to ability checks and skill checks while using incursions is reduced by an amount equal to half of your xenotheurgy level (rounded down).
Incursion’s Protection (Ex): While you are insane, are under 0 hit points (but are alive), or possess a 7th level murmur, the energies that you are forced to release help to defend you. You gain Damage Reduction 5/- and Energy Resistance 5 against acid, cold, electricity, fire, and sonic damage while in such a state.
True Transformation: Your body warps a bit as you command it to, increasing your abilities. Increase a single ability score of your choice by 1.
Emulate Magic (Su): Although true magic isn’t what a druid does, xenotheurgy comes close enough to emulate magic at times. You may use spell trigger and spell completion items as a spellcaster of your effective xenotheurgy level. For this purpose, you are treated as having access to every spell list and as being every type of caster (wizard, cleric, bard, etc.)
Greater Harbinger’s Mark: As you reach the pinnacle of your strength, your skill with xenotheurgy seems nearly as unearthly as the magic itself. At 15th, 17th, and 19th level, choose one of the abilities listed below or from the list of Lesser Harbinger’s Mark or Harbinger’s mark abilities that you have not already selected. These abilities may not be selected more than once.
Hold off Insanity: You gain one extra daily use and two extra weekly uses of your Subverted Insanity class feature.
Eyes Unclouded (Su): You see the world as it truly is, as if under the perpetual effects of a true seeing spell.
Hidden Anathema (Su): You are concealed from all forms of divination. Spells that would detect your presence, read your thoughts or emotions, find information about you, or discern your location fail. Divinations peering into the future do not take you into account and scrying effects are unable to detect you (though they can display the scene around you as if you weren’t there). Even epic or divine uses of divination meet with this failure.
Unhindered Incursion: Requires Conscious Incursion: you take no penalty to ability checks and skill checks while using an incursion.
Gift of the Ginnumgap (Su): Requires xenotheurgy level 17 or higher: once per week, you may either call upon beings from the far realms and entreat a miracle effect or force your control upon the energies in your head and make a wish effect. Either way, this ability has no XP cost but raises the level of all active murmurs by one. Alternatively, you may produce the effect of a Gate spell as a cleric of your xenotheurgy level, as a supernatural ability, and attempt to call through the gate Einherjar from Valhalla of the appropriate HD.
Wings of Heresy (Ex): You grow tainted and warped wings, granting you a fly speed of double your land speed (perfect maneuverability).
Pass on the Blessing/Curse (Su): By spending one week with another creature talking about the far realms and engaging in no more than light activity, you can ensure that they gain xenotheurgy. You may elect to give them access to one of the murmurs that you possess or you may decide randomly (as on the table above).
True Ascension: Your entire form is altered, increasing your capabilities. Increase a single ability score of your choice by 1.
Quick Alteration: You can change the abilities you have available with great haste may exchange active murmurs above 1st level. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
Otherworldly (Ex): Like it or not, a Druid of Whispered Secrets is changed by the far realms. At 20th level, they become a being almost completely of its design. Your creature type changes to outsider (do not recalculate hit points, skill points, base attack bonus, or saving throws) and gain darkvision out to 60 feet. You gain a +2 bonus to the ability score whose modifier is added to your Will saves.

Druid of Names:

Level
BAB
Fort
Ref
Will
Special
Unique Utterances per Day
Unique Incantations Per Day
Unique Recitations Per Day
1
+0
+0
+0
+2
Truenaming, Illiteracy, Discern the Sacred Song, Nature Sense
2
2
0
2
+1
+0
+0
+3
Woodland Stride
2
2
0
3
+1
+1
+1
+3
Trackless Step, Resist Nature’s Lure
3
2
0
4
+2
+1
+1
+4
2nd Level Truenaming
3
3
0
5
+2
+1
+1
+4
Bardic Knowledge
4
3
0
6
+3
+2
+2
+5

4
3
0
7
+3
+2
+2
+5
3rd Level Truenaming
5
4
0
8
+4
+2
+2
+6
Repeat the Names
5
4
0
9
+4
+3
+3
+6
Entreat the Forest Spirits
6
4
0
10
+5
+3
+3
+7
4th level truenaming
6
5
0
11
+5
+3
+3
+7
Recitations
7
5
1
12
+6/+1
+4
+4
+8

7
5
1
13
+6/+1
+4
+4
+8
5th level truenaming
8
6
1
14
+7/+2
+4
+4
+9
Venom Immunity
8
6
2
15
+7/+2
+5
+5
+9
Timeless Body
9
6
2
16
+8/+3
+5
+5
+10
6th Level Truenaming
9
7
2
17
+8/+3
+5
+5
+10

10
7
3
18
+9/+4
+6
+6
+11

10
7
3
19
+9/+4
+6
+6
+11

11
8
3
20
+10/+5
+6
+6
+12
Call the Wild Hunt
11
8
4

Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Wis modifier.
Class Skills: The Druid of Names’ class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Forgery (Int), Knowledge (all) (Int), Perform (oratory) (Cha), Diplomacy (Cha), Speak Language (n/a), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), and Truespeak (Int).

Class Features
All of the following are class features of the Druid of Names.
Weapon and Armor Proficiency:
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Druids are proficient with shields (except tower shields) but must use only wooden ones.
Illiteracy: As the Barbarian class feature.
Discern the Sacred Song: Unlike a traditional Lexeme, a Druid of Names does not have a Glossary. Instead, the Druid must spend time meditating on the Sacred Song, the music produced at the crack of dawn by all Namesingers throughout the Elder Forests. Each Elder Forest has a special list of Vocalizations which tend to be most prominent in that particular forest, which the Druid of Names chooses from at the beginning of each day after one hour of meditation. She may select a number of unique utterances and vocalizations for the day as shown above, though they must be available on the list of the particular forest (and thus change as the druid moves from place to place). The Druid of Names must be at most 3 miles away from the forest in question, +1 mile for every three ranks in listen or concentration she has. A Druid of Names must select at least one utterance and one incantation from each vocalization level available to her. Each forest always has at least one vocalization of each type and level. To use a vocalization, the Druid of Names must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until dawn the next morning, she has access to the vocalizations selected, and may use them as much or as little as she likes. If a Druid of Names ever finds herself out of range of one of the forests, she may not change the vocalizations she currently has studied, but neither does she lose access to them. As a special case, if there is a Namesinger in the party, the Druid of Names need only listen to the Namesinger’s Truesong at dawn to change her vocalizations, though she may only choose from the vocalizations the Namesinger knows, and suffers the same penalties as a Lexeme for not memorizing a particular level of vocalization. Further, a Druid of Names who has spent sufficient time amongst the Lexemes of Aten or Anu (at least three months) and remained on good terms with them on average throughout that entire time may adopt the Glossary class ability of the Lexeme, so long as she knows either Anurian or Illumian and has spent 2 skill points to learn how to read and write. Note: Other areas are also covered in the Sacred Song at dawn. The Great Temple of Anu in Baalbek, Storm Mountain outside Heliopolis, and many of the larger and older Cathedrals in Vasharn all have Malakuun who sing the Sacred Song, and thus are able to grant it’s use to a druid. Further, places in the Far East often possess high Malakuun populations as well (often called Rakshasa by the Elan population and Hengeyokai by the Mishtai population).
Truenaming: A Druid of Names can use truenaming. At most class levels, she gains additional unique vocalizations per day. A Druid of Names’s truenamer level for the purposes of her vocalizations is for all intents and purposes her Druid of Names level. However, she may take longer to speak a memorized phrase with more confidence. If a Druid of Names takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization. If a Druid of Names instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization. To begin with, a Druid of Names may only learn 1st level truename effects. At her 4th, 7th, 10th, 13th, and 16th class levels, she may begin to select from the next level of truename effects. A Druid of Names only ever learns utterances and incantations.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 3th level, a druid gains a +4 bonus on saving throws against the Mind-Affecting abilities. On the other hand, She becomes more in tune with the Sacred Song. A Namesinger’s Fey Music and Truesong abilities add an additional +3 to all numerical benefits applied to the Druid of Names.
Bardic Knowledge: As the Bard class ability of the same name.
Repeat the Names: The Druid of Names has spent so much time meditating upon the Sacred Song that she learns how to repeat any vocalizations she has just heard. By succeeding on a listen check equal to the DC of the Truename she wishes to copy (including any augmentations added to the DC) so long as she can hear it, she may ape the Truename exactly as she heard it three rounds thereafter with a truename check of the same DC as the original. Any augmentations applied to the original remained applied to this new version, as well as any reversings, and the Druid of Names cannot augment or reverse this new truename in any way. Additionally, the Druid of Names can permanently learn any personal truename she has heard this way, though she may need to use trial and error to figure out whose it is.
Entreat the Forest Spirits: Druids of Names are known friends of the Malakuun and their new allies, the Light Elves. Many times have the forests been beset by Jotnar and Dark Elves, only to be saved by a few tribes attacking from the rear of the invading horde and splitting it’s attention in a desperate effort to protect the keepers of the Sacred Song. Many times have the Fey come to defend the tribes of the Forest Northmen from the ravages of those Kargathi who glory in carnage and bloodshed. At 9th level, you may call upon this friendship so long as you are at least a half mile into one of the Elder Forests. Since all of the “animals” in the Elder Forests are actually Malakuun in disguise, and more than a few of the trees are secretly Light Elf sentries, all the Druid need do is speak clearly his problem and ask for aid. The Druid of Names makes a Diplomacy check with a base DC of 15. Upon success, 5 HD worth of Malakuun or Light Elf reinforcements will instantly appear out of the forest to aid the druid. The Druid can attempt to gain more reinforcements by adding to the DC of the check. For every 5 points added to the DC, an additional 5 HD worth of reinforcements may be summoned. Bluff and intimidate checks never work, and attempts to use them permanently eliminate the Druid’s ability to summon reinforcements from that particular forest, and blacklist the Druid’s tribe. This ability may only be used once per week, and the reinforcements may only ever be used defensively. They will never leave the Valley of Elder Forests, and return to their home forest immediately upon the success of their task.
Recitations: Beginning at 11th level, the druid begins gaining access to Recitations, gained through the same method as he gains all other vocalizations. This represents the druid finally gaining a firm enough grasp on the nature of the Sacred Song to invoke the complex chants within them.
Venom Immunity (Ex): At 14th level, a druid gains immunity to all poisons.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Call the Wild Hunt: Upon achieving this level, the Druid of Names has achieved such a connection to the Sacred Song that she discerns what she can only understand as the personal Truename of the god of her gods, The Erkling. In reality, this is the “true nickname” of The Erkling (see the Namesinger). Regardless, the Druids of Names hold this name to be sacred beyond all others. During a time of true peril, a Druid of names may call out this sacred name and ask for aid, wherever she is. She must then succeed on a DC 30 diplomacy check. Upon success, a 20th level Light Elf Namesinger will be dispatched on horseback from High Forest, teleporting to the Druid’s location after eight rounds, already bound to the Spirit of the Erkling. As with the Entreat the Forest Spirits ability, the DC may be raised to summon additional reinforcements. For every 5 points the Druid raises the DC by, 5 HD worth of additional reinforcements are summoned, in the form of either Malakuun Namesingers in animal form or Light Elf Swordsages mounted on horseback. The Druid of Names may only use this ability once per month, and is encouraged to do so with much less frequency.

petermcleod117
2018-04-17, 02:17 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)




The Fey Trickster:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
1
+0
+0
+2
+0
Beguiling Stare, bonus language, mark of damnation, Fiendish abilities
2
+1
+0
+3
+0
Deceptive Attack +1d6
3
+2
+1
+3
+1
Infernal Patron, mass beguile
4
+3
+1
+4
+1
Infernal guise
5
+3
+1
+4
+1
Disguise soul’s aspect
6
+4
+2
+5
+2
Deceptive attack +2d6
7
+5
+2
+5
+2

8
+6/+1
+2
+6
+2
Infernal defence
9
+6/+1
+3
+6
+3

10
+7/+2
+3
+7
+3
Deceptive attack +3d6, infernal jaunt
11
+8/+3
+3
+7
+3

12
+9/+4
+4
+8
+4
Infernal influence
13
+9/+4
+4
+8
+4

14
+10/+5
+4
+9
+4
Deceptive attack +4d6
15
+11/+6/+1
+5
+9
+5
Sudden strike
16
+12/+7/+2
+5
+10
+5
Infernal escape
17
+12/+7/+2
+5
+10
+5

18
+13/+8/+3
+6
+11
+6
Deceptive attack +5d6
19
+14/+9/+4
+6
+11
+6

20
+15/+10/+5
+6
+12
+6
Infernal Aspect, infernal deception

Hit Die: d6.
Starting age as Rogue
Alignment: Chaotic Evil
Dökkálfar only

CLASS SKILLS
The Adorant's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier

CLASS FEATURES
All of the following are class features of the Fey Trickster.
Weapon and Armor Proficiency: A Fey Trickster is proficient with all simple weapons and light armor, but not with any shields.
Beguiling Stare (Su): As a standard action, the Fey Trickster can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 Fey Trickster's level + Fey Trickster's Cha modifier). The target receives a -1 penalty to this save if of the opposite gender. If this save fails, the target becomes beguiled until the end of the Fey Trickster's next turn. The Fey Trickster can use this ability at will, but she cannot attempt to use it against a single target more than once per day. A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The Fey Trickster's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the Fey Trickster's target succeeds in his save, he has no knowledge of the Fey Trickster's attempt to beguile him unless he makes a DC 20 Knowledge (religion) check. In the target's mind, he merely stared into her eyes for a moment. Beguiling stare is a mind-affecting ability.
Bonus Language: The Fey Trickster gains both Abyssal and Infernal as bonus languages
Mark of Damnation: A Fey Trickster pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the Fey Trickster dies, her soul is consigned to her master. Any attempt to return her to life ends in failure, as the Fey Trickster's master determines the fate of her soul. The Fey Trickster must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her Fey Trickster level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery. A Fey Trickster automatically and instantly returns to life upon succeeding on the check after making it in her own body and at full hit points, with no level loss. If she fails, however, she can never be returned to life by any means, and any speak with dead spell cast on her results in a moaning, sobbing sound emanating from the corpse for the duration of the spell. If the Fey Trickster was of 15th level or higher, it culminates with an effect identical to a wail of the banshee spell emanating from the corpse on the final round of the spell, with caster level equal to the Fey Trickster’s character level. The Fey Trickster never produces any information when spoken to thus.
Fiendish abilities: She gains the following spell-like abilities, with caster level equal to the Fey Trickster’s level, and the save DC is Charisma-based:
Character Level:
Abilities:
1-2
Darkness 3/day
3-4
Desecrate
5-6
Unholy Blight
7-8
Poison 3/day
9-10
Contagion
11-12
Control Weather
13-14
Command Undead, Unhallow
15-16
Horrid Wilting
17-18
Summon The Lost**
19-20
Soul Bind (if male) or Wail of the Banshee (if female)
**As Summon Monster I, except as stated here. The Fey Trickster summons the souls of it’s mother’s slaves, bound eternally to her service and will after death. All summoned undead have Dökkálfar racial traits applied to them. At 17th level it can summon 1d3 Dökkálfr Shadows or a Dökkálfr Wraith. At 18th level it can summon 1d4+1 Dökkálfr Shadows, 1d3 Dökkálfr Wraiths, or a Dökkálfr Spectre. At 20th level, it can summon 2d3 Dökkálfr Shadows, 1d4+1 Dökkálfr Wraiths, 1d3 Dökkálfr Spectres, or a Dökkálfr Devourer.
Deceptive Attack: If a Fey Trickster of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike. The Fey Trickster's attack deals extra damage against any target that is beguiled (as per the Fey Trickster's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Fey Trickster levels thereafter. The Fey Trickster never multiplies deceptive attack damage on a successful critical hit. The Fey Trickster cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage. This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the Fey Trickster's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy.
Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the Fey Trickster can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the Fey Trickster turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her Fey Trickster level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The Fey Trickster gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the Fey Trickster can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per Fey Trickster level. All creatures within this area must make Will saves (DC 10 + 1/2 Fey Trickster's level + Fey Trickster's Cha modifier), with those of the opposite gender again taking a -1 penalty to saves as before. Creatures that fail this save are beguiled for a number of rounds equal to the Fey Trickster's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the Fey Trickster's level. This is a mind-affecting ability.
Infernal Guise (Sp): By expending one use of her infernal patron ability, the Fey Trickster can use alter self as a sorcerer with a caster level equal to her Fey Trickster level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the Fey Trickster's alignment, the Fey Trickster may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the Fey Trickster. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her. After making a successful Charisma check, the Fey Trickster foils that specific opponent's attempts for 24 hours. If her check fails, the Fey Trickster cannot make another opposed check against that target for 24 hours.
Infernal Defense (Sp): The Fey Trickster can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the Fey Trickster can use displacement upon herself as a sorcerer with a caster level equal to her Fey Trickster level.
Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the Fey Trickster can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per Fey Trickster level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the Fey Trickster uses this ability, she disappears and re-appears in a small puff of what appears to be roiling shadow. If the Fey Trickster wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits. If the Fey Trickster makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.
Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the Fey Trickster can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her Fey Trickster level.
Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the Fey Trickster can use teleport as a sorcerer with a caster level equal to her Fey Trickster level, but with one important exception. The Fey Trickster can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.
Infernal Deception (Sp): By expending one use of her infernal patron ability, the Fey Trickster can use mislead as a sorcerer with a caster level equal to her Fey Trickster level.
Infernal Aspect: At 20th level the Fey Trickster's soul comes due to her master. Her ability scores are altered. She gains a +4 to wisdom, +2 to dexterity, +4 to strength, +4 to Charisma, and +2 to Constitution. Her darkvision extends to 180 feet. She gains energy resistance to acid 10, cold 10, and electricity 10, and damage reduction 10/cold iron. She becomes immune to poison, and gains a +1 natural armor bonus to her AC. She gains the ability to use her Alter Self Dökkálfar racial ability to increase her size to large, in addition to the other options of medium and small. If she has any levels in Warlock or takes any levels in warlock after this change, she gains the Beshadowed Blast lesser eldritch invocation for free and does not need to spend the normal standard action to use it, nor does she need to make a concentration check to use it. She gains two claw attack, though she retains the ability to use weapons. A Fey Trickster fighting without weapons uses both claws when making a full attack. If it has a hand free, it uses a claw as an additional secondary attack. When medium size, a Fey Trickster’s claw attack does 1d6 damage + 1d4 negative energy damage per Fey Trickster level. When small size, the claw attack does 1d4 damage + 1d4 negative energy damage per Fey Trickster level. When large size, the claw attack does 1d8 damage + 1d4 negative energy damage per Fey Trickster level. After achieving this level, she may freely multiclass as a warlock without penalty as if both Fey Trickster and Warlock were her favored classes simultaneously.

Ljosalfar Namesinger:

Level
BAB
Fort
Ref
Will
Special
Utter
Incant
Recitation
1
+0
+0
+0
+2
Truenaming, Fey Music
1
1
0
2
+1
+0
+0
+3

2
1
0
3
+1
+1
+1
+3
Fluid Tongue
3
2
1
4
+2
+1
+1
+4
2nd level truenaming
4
2
1
5
+2
+1
+1
+4
Truesing 2/day
5
3
1
6
+3
+2
+2
+5
Lingering Lyrics
6
3
2
7
+3
+2
+2
+5
3rd level truenameing
7
4
2
8
+4
+2
+2
+6

8
4
2
9
+4
+3
+3
+6
Shared Recitation
9
5
3
10
+5
+3
+3
+7
Truesing 4/day, 4th level truenaming
10
5
3
11
+5
+3
+3
+7

11
6
3
12
+6/+1
+4
+4
+8
Know Personal Truename
12
6
4
13
+6/+1
+4
+4
+8
5th level truenaming
13
7
4
14
+7/+2
+4
+4
+9
Deafening Speech
14
7
4
15
+7/+2
+5
+5
+9
Truesing 6/day
15
8
5
16
+8/+3
+5
+5
+10
6th level truenaming
16
8
5
17
+8/+3
+5
+5
+10

17
9
5
18
+9/+4
+6
+6
+11
Call the Erkling
18
9
6
19
+9/+4
+6
+6
+11

19
10
6
20
+10/+5
+6
+6
+12
Truesing 8/day, Perfect Dialect
20
10
6

Alignment: Any Good.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.
Class Skills: The truenamer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Ride (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perform (all) (Cha), Speak Language (n/a), and Truespeak (Int).

Class Features
All of the following are class features of the Namesinger class.
Weapon and Armor Proficiencies: A Namesinger is proficient with all simple weapons, light armor, and medium armor. A Namesinger is not proficient with any kind of shield.
Known Personal Truename (Ex): You know your truename. As such, you have a +4 bonus on Truespeak checks made to use truename effects on yourself.
Truenaming: You can use truenaming. At every class level, you learn additional truename effects. Your truenamer level for your truename effects is equal to your class level. To begin with, you may only select 1st level truename effects. At your 4th, 7th, 10th, 13th, and 16th class levels, you may begin to select from the next level of truename effects. Once you learn a truename effect, you know it. You cannot unlearn it or replace it at any time.
Fey Music: Once per day per Namesinger level, a Namesinger can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Fey music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la, and so forth), whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Namesinger level and a minimum number of ranks in the Perform skill to qualify; if a Namesinger does not have the required number of ranks in at least one Perform skill, he does not gain the Fey music ability until he acquires the needed ranks. Starting a Fey music effect is a standard action. Some Fey music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using Fey music that doesn’t require concentration, a Namesinger cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component (see Components, page 174), a deaf Namesinger has a 20% chance to fail when attempting to use Fey music. If he fails, the attempt still counts against his daily limit.
Countersong (Ex): A Namesinger with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Namesinger (including the Namesinger himself) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the Namesinger’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Namesinger’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Namesinger may keep up the countersong for 10 rounds.
Fascinate (Ex): A v with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Namesinger, and able to pay attention to him. The Namesinger must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Namesinger attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a Namesinger makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Namesinger cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Namesinger continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Namesinger to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Ex): A Namesinger with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Namesinger sing. The effect lasts for as long as the ally hears the Namesinger sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Ex): A Namesinger of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Namesinger. The Namesinger must also be able to see the ally. Depending on the task that the ally has at hand, the Namesinger may use his Fey music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the Namesinger concentrates, up to a maximum of 2 minutes. A Namesinger can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Ex): A Namesinger of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Namesinger’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Namesinger’s daily limit on Fey music performances. A Will saving throw (DC 10 + 1/2 Namesinger’s level + Namesinger’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Ex): A Namesinger of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Namesinger attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Namesinger must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Namesinger sings and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.
Song of Freedom (Ex): A Namesinger of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Namesinger level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Namesinger can’t use song of freedom on himself.
Inspire Heroics (Ex): A Namesinger of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three Namesinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Namesinger must sing and an ally must hear the Namesinger sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Namesinger sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Ex): This ability functions like suggestion, above, except that a Namesinger of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Fluid Tongue (Su): At 3rd level, Namesinger combine the fluidity of music with the powerful language of truespeak. While using his Fey music, a Namesinger may still use vocalizations as normal, even if it normally requires concentration. This does not allow him to maintain concentration on more than one effect at the same time unless he already possesses such ability, but it does allow him to use vocalizations that do not require concentration while concentrating on a Fey music effect.
Truesing (Su): At 5th level, the Namesinger learns the bread and butter of his trade, combining music and melody with his implacable lexicon. Twice per day, he may apply his Charisma modifier to a Truespeak check. Alternatively, he may make a Perform (sing) check in place of a Truespeak check, and add his Intelligence modifier to the roll. He may use this ability 4 times per day at 10th level, 6 times per day at 15th level, and 8 times per day at 20th level. This does indeed mean that he can use a regular skill (Perform) to cause the same effects that a Truespeak check would normally have. This also means that the Perform check can be augmented in many ways that a Truespeak check cannot be, as described at the beginning of this document.
Lingering Lyrics (Su): At 6th level, the Namesinger can leave his magical music ability lengthens his utterances. To use this ability, the Namesinger must expend as use of Fey music as part of speaking an utterance with an original duration of 5 rounds. The duration of the utterance changes to a duration of concentration. So long as the Namesinger maintains concentration, his syllables of power endure as well. To use this ability, the Namesinger must have at least 13 ranks in Perform (sing). Otherwise, this ability follows all of the rules that a normal Fey music ability does.
Shared Recitation (Su): At 9th level, the Namesinger can use his musical prowess to share his personal recitations with his allies. By expending a use of Fey music as a move action, he may grant all willing allies within 60 feet who can hear him the benefit of a recitation that he uses in the same round. This shared recitation lasts for up to 1 round/truenamer level, but requires concentration to maintain in addition to maintaining the recitation for himself.
Deafening Speech (Su): At 14th level, the Namesinger can combine his utterances with devastating sonic power. By expending a use of Fey music as a swift action as he delivers an utterance, the Namesinger may deal 10d6 sonic damage to the target. The target receives no save to avoid the damage, but the Truespeak DC to deliver the utterance is augmented by 2. This counts against the augmentations the Namesinger can apply to the utterance.
Call the Erkling: At 18th level, Ljósálfar Namesingers are spiritually strong enough to call upon their patron, the legendary Erkling of the High Forest. The Namesinger in question begins invoking the Erklings “true nicknamer” (see below) over and over again in conjunction with their own personal truename as a recitation. The base DC of this recitation is 10. For every round you keep up this recitation, your effective binder level goes up by 3 for the purpose of binding with The Erkling. As an augmentation, for every 5 points added to the truenaming DC, your effective binder level will increase by an additional level per round. Benefits only accumulate for seven rounds, though the recitation can be maintained for longer (though there is really no point in doing so). No effect is achieved during the course of the recitation or upon it’s failure. When you believe your effective binder level is up to the task, you immediately stop the recitation and make the binding check as a move action by speaking The Erkling’s True Name. The binding DC for The Erkling is 35. Upon success, you gain The Erkling’s racial skill bonus and racial abilities as well as many of its unique supernatural and extraordinary abilities. All abilities gained are treated as supernatural abilities. You never gain his spell-like abilities or spells. You may take on his sign if you choose (most Namesingers choose to do so as a sign of respect). You always retain your size, creature type, and other statistics, except that you gain the equivalent of an angel subtype. Magic that specifically mentions angels affects you in the same way it would an angel. Your personality also shifts: you are easily aroused to righteous action and in combat you focus attacks on demons, devils, and other evil outsiders before all other creatures (these are your favored enemies). You treat celestials and other good outsiders as your favored allies. If you succeed on your binding check by 10 or more, then you gain Spell Resistance equal to 5 + your binder level. If you fail your binding check, nothing happens. In fact, even if you succeed on your Binding Check, The Erkling may choose not to bind with you, or he may already be bound to someone else (as there is only one of him), or he may be busy defending the World Tree. DM’s discretion is advised. The Erkling provides a special benefit that other spirits do not, however. If you succeeded on your binding check by 20 or more, as a move action, you may relinquish any ongoing recitation to The Erkling. The Erkling maintains the recitation until you choose to have it stop as a free action. While it maintains the effect, however, you lose access to all of its granted abilities with a recharge time of 5 rounds, but this frees you to speak other vocalizations. The Erkling otherwise follows the rules for binding spirits.
Perfect Dialect (Ex): At 20th level, you may take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks, and does not mean that other classes can learn to take 10 on Truespeak checks through other class features such as Skill Mastery.

Malakuun Namesinger:

Level
BAB
Fort
Ref
Will
Special
Utter
Incant
Recitation
1
+0
+0
+0
+2
Truenaming, Fey Music
1
1
0
2
+1
+0
+0
+3

2
1
0
3
+1
+1
+1
+3
Fluid Tongue
3
2
1
4
+2
+1
+1
+4
2nd level truenaming
4
2
1
5
+2
+1
+1
+4
Truesing 2/day
5
3
1
6
+3
+2
+2
+5
Lingering Lyrics
6
3
2
7
+3
+2
+2
+5
3rd level truenameing
7
4
2
8
+4
+2
+2
+6

8
4
2
9
+4
+3
+3
+6
Shared Recitation
9
5
3
10
+5
+3
+3
+7
Truesing 4/day, 4th level truenaming
10
5
3
11
+5
+3
+3
+7
Know Personal Truename
11
6
3
12
+6/+1
+4
+4
+8
Say My Name and I am There
12
6
4
13
+6/+1
+4
+4
+8
5th level truenaming
13
7
4
14
+7/+2
+4
+4
+9
Deafening Speech
14
7
4
15
+7/+2
+5
+5
+9
Truesing 6/day
15
8
5
16
+8/+3
+5
+5
+10
6th level truenaming
16
8
5
17
+8/+3
+5
+5
+10

17
9
5
18
+9/+4
+6
+6
+11
Say My Name and I am There
18
9
6
19
+9/+4
+6
+6
+11

19
10
6
20
+10/+5
+6
+6
+12
Truesing 8/day, Perfect Dialect
20
10
6

Alignment: Any Good.
Hit Die: d6.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Cha modifier.
Class Skills: The truenamer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Ride (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perform (all) (Cha), Speak Language (n/a), and Truespeak (Int).

Class Features
All of the following are class features of the Namesinger class.
Weapon and Armor Proficiencies: A Namesinger is proficient with all simple weapons, light armor, and medium armor. A Namesinger is not proficient with any kind of shield.
Known Personal Truename (Ex): You know your truename. As such, you have a +4 bonus on Truespeak checks made to use truename effects on yourself.
Truenaming: You can use truenaming. At every class level, you learn additional truename effects. Your truenamer level for your truename effects is equal to your class level. To begin with, you may only select 1st level truename effects. At your 4th, 7th, 10th, 13th, and 16th class levels, you may begin to select from the next level of truename effects. Once you learn a truename effect, you know it. You cannot unlearn it or replace it at any time.
Fey Music: Once per day per Namesinger level, a Namesinger can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Fey music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies (fa-la-la, and so forth), whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Namesinger level and a minimum number of ranks in the Perform skill to qualify; if a Namesinger does not have the required number of ranks in at least one Perform skill, he does not gain the Fey music ability until he acquires the needed ranks. Starting a Fey music effect is a standard action. Some Fey music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using Fey music that doesn’t require concentration, a Namesinger cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component (see Components, page 174), a deaf Namesinger has a 20% chance to fail when attempting to use Fey music. If he fails, the attempt still counts against his daily limit.
Countersong (Ex): A Namesinger with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Namesinger (including the Namesinger himself) that is affected by a sonic or language-dependent magical attack (such as a sound burst or command spell) may use the Namesinger’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Namesinger’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Namesinger may keep up the countersong for 10 rounds.
Fascinate (Ex): A v with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Namesinger, and able to pay attention to him. The Namesinger must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Namesinger attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th level, three at 7th level, and so on). To use the ability, a Namesinger makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Namesinger cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Namesinger continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Namesinger to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Ex): A Namesinger with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Namesinger sing. The effect lasts for as long as the ally hears the Namesinger sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Ex): A Namesinger of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Namesinger. The Namesinger must also be able to see the ally. Depending on the task that the ally has at hand, the Namesinger may use his Fey music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the Namesinger concentrates, up to a maximum of 2 minutes. A Namesinger can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Ex): A Namesinger of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Namesinger’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Namesinger’s daily limit on Fey music performances. A Will saving throw (DC 10 + 1/2 Namesinger’s level + Namesinger’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Ex): A Namesinger of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Namesinger attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Namesinger must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Namesinger sings and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells such as sleep. Inspire greatness is a mind-affecting ability.
Song of Freedom (Ex): A Namesinger of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Namesinger level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Namesinger can’t use song of freedom on himself.
Inspire Heroics (Ex): A Namesinger of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet, allowing that creature to fight bravely even against overwhelming odds. For every three Namesinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Namesinger must sing and an ally must hear the Namesinger sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Namesinger sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Ex): This ability functions like suggestion, above, except that a Namesinger of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Fluid Tongue (Su): At 3rd level, Namesinger combine the fluidity of music with the powerful language of truespeak. While using his Fey music, a Namesinger may still use vocalizations as normal, even if it normally requires concentration. This does not allow him to maintain concentration on more than one effect at the same time unless he already possesses such ability, but it does allow him to use vocalizations that do not require concentration while concentrating on a Fey music effect.
Truesing (Su): At 5th level, the Namesinger learns the bread and butter of his trade, combining music and melody with his implacable lexicon. Twice per day, he may apply his Charisma modifier to a Truespeak check. Alternatively, he may make a Perform (sing) check in place of a Truespeak check, and add his Intelligence modifier to the roll. He may use this ability 4 times per day at 10th level, 6 times per day at 15th level, and 8 times per day at 20th level. This does indeed mean that he can use a regular skill (Perform) to cause the same effects that a Truespeak check would normally have. This also means that the Perform check can be augmented in many ways that a Truespeak check cannot be, as described at the beginning of this document.
Lingering Lyrics (Su): At 6th level, the Namesinger can leave his magical music ability lengthens his utterances. To use this ability, the Namesinger must expend as use of Fey music as part of speaking an utterance with an original duration of 5 rounds. The duration of the utterance changes to a duration of concentration. So long as the Namesinger maintains concentration, his syllables of power endure as well. To use this ability, the Namesinger must have at least 13 ranks in Perform (sing). Otherwise, this ability follows all of the rules that a normal Fey music ability does.
Shared Recitation (Su): At 9th level, the Namesinger can use his musical prowess to share his personal recitations with his allies. By expending a use of Fey music as a move action, he may grant all willing allies within 60 feet who can hear him the benefit of a recitation that he uses in the same round. This shared recitation lasts for up to 1 round/truenamer level, but requires concentration to maintain in addition to maintaining the recitation for himself.
Know Personal Truename: At 11th level, the Malakuun Namesinger knows his or her own personal truename.
Say My Name and I Am There (Su): At 12th level, a Malakuun Namesinger developes a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature’s location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.
Deafening Speech (Su): At 14th level, the Namesinger can combine his utterances with devastating sonic power. By expending a use of Fey music as a swift action as he delivers an utterance, the Namesinger may deal 10d6 sonic damage to the target. The target receives no save to avoid the damage, but the Truespeak DC to deliver the utterance is augmented by 2. This counts against the augmentations the Namesinger can apply to the utterance.
Perfect Dialect (Ex): At 20th level, you may take 10 on Truespeak checks. This is an exception to the rule that you can never take 10 on Truespeak checks, and does not mean that other classes can learn to take 10 on Truespeak checks through other class features such as Skill Mastery.

petermcleod117
2018-04-17, 02:20 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)

Rune Priest:

Level
BAB
Fort
Ref
Will
Special
Craft Reserve
Runes Known
1
+0
+0
+0
+2
Rune Priest Knowledge, Artisan Bonus, Trapfinding, Item Creation, Craft Skull Talisman, Runes
20
3
2
+1
+0
+0
+3
Stonecraft Expertise
40
3
3
+2
+1
+1
+3
Craft Wondrous Item
60
4
4
+3
+1
+1
+4
Bonus Feat
80
4
5
+3
+1
+1
+4
Craft Magic Arms and Armor, Retain Essence
100
5
6
+4
+2
+2
+5
Stone Shape
150
5
7
+5
+2
+2
+5
Craft Wand
200
6
8
+6/+1
+2
+2
+6
Bonus Feat
250
6
9
+6/+1
+3
+3
+6
Craft Rod
300
7
10
+7/+2
+3
+3
+7

400
7
11
+8/+3
+3
+3
+7
Shape Metal
500
8
12
+9/+4
+4
+4
+8
Stone Walk, Bonus Feat
700
8
13
+9/+4
+4
+4
+8
Skill Mastery
900
9
14
+10/+5
+4
+4
+9
Forge Ring
1200
9
15
+11/+6/+1
+5
+5
+9

1500
10
16
+12/+7/+2
+5
+5
+10
Bonus Feat
2000
10
17
+12/+7/+2
+5
+5
+10

2500
11
18
+13/+8/+3
+6
+6
+11

3000
11
19
+14/+9/+4
+6
+6
+11

4000
12
20
+15/+10/+5
+6
+6
+12
Bonus Feat
5000
12

Alignment: Any.
Hit Die: d6.
Class Skills
The Rune Priest’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (architecture and engineering) (Int), Knowledge (religion) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Truespeak (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Wis modifier.

CLASS FEATURES
All of the following are class features of the Rune Priest.
Weapon and Armor Proficiency: Rune Priests are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).
Runes: A Rune Priest is not a normal wielder of truenames. His power comes from the ability to imbue items with extraordinary infusions, through the use of special runes which capture the essence of names. Runes are extraordinary abilities; they are drawn from the artificer infusion list, with the following changes: these abilities now require no verbal component if they had one, never require a material component, and always involve a somatic component (tracing a rune on the intended object). The abilities do not require a spellcraft or concentration check, instead an artificer must make a Truename check with a DC equal to 5 x the level of the Rune. A Rune Priest may only learn 1st level Rune effects. At her 4th, 7th, 10th, 13th, and 16th class levels, she may begin to select from the next level of Rune effects. There is no limit to the number of Runes the Rune Priest may use per day. However, the Rune Priest is limited to a certain number of different runes known in a manner similar to a truenamer. A Rune Priest cannot augment his runes. Runes may only be used on constructs, living constructs, and inanimate objects. A Rune Priest may use a Truename check in place of a Spellcraft check any time a spellcraft check is required.
Craft Reserve: A Rune Priest receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the Rune Priest gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Rune Priest can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.
Rune Priest Knowledge: A Rune Priest can make a special Rune Priest knowledge check with a bonus equal to his artificer level + his Wis modifier to detect whether a specific item has a magical aura. The Rune Priest must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. A Rune Priest cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Rune Priest can learn no more about that object.
Artisan Bonus: A Rune Priest gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, a Rune Priest who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.
Trapfinding: Rune Priests can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rune Priests can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Conjurer who beats a trap's DC by 10 or more with a Disable Device check can study the trap, figure out how it works, and bypass it without disarming it. A Rune Priest who beats a trap's DC by 20 or more with a Disable Device check can create an identical trap of the same type from scratch, taking the same amount of time and materials. For all spell components, the Rune Priest must use the Item Creation ability (see below).
Item Creation (Ex): A Rune Priest can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Rune Priest must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, a Rune Priest would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The Rune Priest must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, a Rune Priest’s effective caster level equals his Rune Priest level +2. If the item duplicates a spell effect, however, it uses the Rune Priest’s actual level as its caster level. A Rune Priest can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite. A Rune Priest’s Runes do not meet spell prerequisites for creating magic items.
Bonus Feat: He gains Craft Skull Talisman at 1st Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, and Forge Ring at 14th level. In addition, a Rune Priest gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the Rune Priest must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.
Retain Essence (Su): At 5th level, a Rune Priest gains the ability to salvage the XP from a magic item and use those points to create another magic item. The Rune Priest must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the Rune Priest adds the XP it took to create the item to his craft reserve. These points are lost if the Rune Priest does not use them before gaining his next level. For example, a Rune Priest wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 ÷ 50) per charge. The Rune Priest is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.
Stonecraft Expertise: Beginning at 2nd level, a Rune Priest gains a bonus equal to his class level on Appraise and Craft checks related to objects made of stone.
Stone Shape (Sp): At 6th level, the Rune Priest gains Stone Shape as a spell-like ability usable at will as a Sorcerer equal to his character level.
Shape Metal (Sp): At 11th level, the Rune Priest gains Shape Metal as a spell-like ability usable at will as a Sorcerer equal to his character level.
Stone Walk (Su): At 12th level, Rune Priests can pass through stone and earth as if it were air. They can carry up to twice their own body weight with them in this manner. Rune Priests (and anyone carried with them) cannot breathe while within stone or earth and must hold their breath while traveling in this manner.
Skill Mastery: At 13th level, a Rune Priest can take 10 when making a Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Valkyrie:

Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
The Beast Within, Shadowmental Touch (1d6), Bonus Harrowed Feat
2
+1
+0
+0
+3
Two-World Eyes (Darkvision)
3
+2
+1
+1
+3
Shadowmental Touch (2d6)
4
+3
+1
+1
+4
Death Sight
5
+3
+1
+1
+4
Shadowmental Mantle, Shadowmental Touch (3d6), Bonus Harrowed Feat
6
+4
+2
+2
+5
Shadowmental Touch (Melee)
7
+5
+2
+2
+5
Glimpse the Soul, Shadowmental Touch (4d6)
8
+6/+ 1
+2
+2
+6
Dark Whispers
9
+6/+ 1
+3
+3
+6
Bestial Resilience 10, Shadowmental Touch (5d6)
10
+7/+ 2
+3
+3
+7
Two-World Eyes (Detect Magic), Bonus Harrowed Feat
11
+8/+ 3
+3
+3
+7
Shadowmental Touch (6d6)
12
+9/+ 4
+4
+4
+8
Read the Soul, Scent the Occult, Shadowmental Touch (Thrown)
13
+9/+ 4
+4
+4
+8
Shadowmental Touch (7d6)
14
+10/+5
+4
+4
+9
The Beast Without
15
+11/+6/+1
+5
+5
+9
Evil Eye, Shadowmental Touch (8d6), Bonus Harrowed Feat
16
+12/+7/+2
+5
+5
+10
Two-World Eyes (Magical Darkness), Sense the Unseen
17
+12/+7/+2
+5
+5
+10
Shadowmental Touch (9d6)
18
+13/+8/+3
+6
+6
+11
Bestial Resilience 20
19
+14/+9/+4
+6
+6
+11
Shadowmental Touch (10d6)
20
+15/+10/+5
+6
+6
+12
Shadowmental Fury, Bonus Harrowed Feat

Hit Die: d8.
Starting Gold: 3d4 x 10 gold.
Female
Einherjar

Class Skills: The Sheituun’s class skills (and the key ability for each skill) are as follows: Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Ride (dex), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier
Class Features:
Weapon and Armor Proficiency: Valkyries are proficient with all simple weapons, one martial weapon of their choice, and light armor.
The Beast Within (Su): The Valkyrie human willingly hosting an entity of the Ginnumgap in order to better serve her master, Odin. It is a being of elemental power, dark purpose, and terrible will, constantly fighting it for control of the host’s body and mind. Every time the Valkyrie uses her power, she risks losing control; whenever the Valkyrie uses one of it’s activated supernatural abilities from this class (as well as certain Harrowed feats – see feat descriptions for details), she must make a Will save (DC = 10 + the class level needed to use the ability) or lose control of her body to the host for one round per character level (the ability is still activated as intended; that is, Shadowmental Touch still attacks it target, Shadowmental Mantles still activate, et cetera). The Valkyrie may not choose to fail this save. If they succeed at the saving throw, they do not need to save again for that particular ability (or feat) for a number of rounds equal to their Charisma modifier. The beast knows it only has a limited amount of time in which to enjoy its freedom. While the Valkyrie is possessed in this manner, her player should treat her alignment as Chaotic Neutral, though in reality the beast has no alignment at all. Generally speaking, the host does not form long-term plans.
Shadowmental Touch (Su): The simplest expression of her power, the Valkyrie can unleash a ranged touch attack (max range 60 feet). At first level, the Valkyrie’s player chooses one of the following elements. This choice, once made, cannot be changed.
Dark Will: The Valkyrie is not infused with any particular element, but is instead possessed of a terrible will that manifests as a physical force. It is likely to be arrogant, stubborn, and incredibly forceful. The Valkyrie’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is force damage and half of which stems directly from mental power and is not subject to resistance of any kind. A creature struck by the Valkyrie’s Dark Will must succeed at a reflex save (DC 10 + ½ Valkyrie’s class level + the Valkyrie’s charisma modifier) or be pushed back five feet per ten damage dealt by the attack (rounded up) in any direction of the Valkyrie’s choosing (in a straight line) as well as being knocked prone (success indicates that they are merely moved five feet in any direction of their choosing). This movement does not provoke attacks of opportunity.
Activating Shadowmental Touch is a standard action. Regardless of the element chosen, a Valkyrie is immune to the damage and effects of her own Shadowmental Touch, though not those of other Valkyries. Activating Shadowmental Touch provokes a will save (see The Beast Within) At sixth level, as a swift action that does not provoke attacks of opportunity, the Valkyrie may infuse her melee weapon with her Shadowmental Touch, dealing Shadowmental Touch damage in addition to weapon damage for a single attack, as well as triggering the secondary effects of her Shadowmental Touch. This extra damage is not multiplied in the event of a critical hit. If the Valkyrie misses, the attack is not wasted, and remains imbued in her weapon until she strikes a being or object, dismisses the effect as a free action, or fails to use it within a number of rounds equal to her charisma modifier. Infusing her weapon provokes a will save (see The Beast Within), though striking with her weapon thereafter does not. At 12th level, the Valkyrie may charge a thrown weapon (but not a ranged weapon) with her Shadowmental Touch. Infusing the weapon provokes a Beast Within save, but throwing it does not. The weapon discharges upon striking a target, even if it takes multiple throws.
Bonus Harrowed Feat (Ex): At first level, and again at fifth level and every five levels thereafter, the Valkyrie may choose a bonus feat from among those labeled as Harrowed feats. She must still meet all prerequisites for the feat.
Two-World Eyes (Su): Starting at second level, the Valkyrie’s senses sharpen in a mostly mundane way; she gains darkvision out to a range of sixty feet (or her existing darkvision improves by sixty feet). Darkvision is exactly like normal vision, except that it is in black-and-white only, and the Valkyrie can function just fine with no light at all. Starting at tenth level, the Valkyrie can see magical auras and manifestations; she benefits from a constant detect magic effect. Additionally, the Valkyrie can sense those beings whose nature, like her beast’s, is formed of pure supernatural power; she automatically detects any creatures with the outsider type within her field of vision, as though she enjoyed the benefits of a true seeing spell. The Valkyrie automatically knows if the creature she perceives possesses the outsider type. Starting at sixteenth level, the Valkyrie’s darkvision functions even in magical darkness. Nothing short of an antimagic field (or similar effects) may foil this perception. A blind or otherwise visually-impaired Valkyrie still benefits from these abilities, but her sense of sight is limited only to the supernatural sense granted by this ability. Upon acquiring this ability, the Valkyrie’s eyes change to a deep, clearly inhuman color, such as blood red, dark violet, or even a kaleidoscopic rainbow of colors. Many Valkyries develop catlike slits for pupils, or other, stranger shapes. The Valkyrie’s Shadowmental Touch often changes color to match that of her eyes.
Death Sight (Su): As a Valkyrie’s power grows, she becomes more sensitive to resonances from the lands of the dead. Starting at fourth level, the Valkyrie develops a sort of second sight relating to the dead; when she sees a corpse, no matter how old it is, she can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than a number of days equal to the Valkyrie’s class level, she may converse with it as though using speak with dead as a cleric of her class level. A Valkyrie may only use this ability once on any given corpse. The Valkyrie may use this ability to determine if a corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving. Using Death Sight to speak with dead provokes a will save (see The Beast Within), though the Valkyrie enjoys a +2 bonus to this save.
Shadowmental Mantle (Su): As the Valkyrie’s power grows, she becomes more and more suffused with the dark elemental energies of the monster within her. With an act of will, the Valkyrie may force these energies from her skin, becoming wreathed in a protective layer of Shadowmental energy. Once per encounter, as a swift action that does no provoke attacks of opportunity, the Valkyrie may activate this ability. While this ability is active, she becomes shrouded in a raging manifestation of her Shadowmental energy. Any being striking her in melee with a natural or non-reach manufactured weapon takes Shadowmental Touch damage on their first successful attack, as well as suffering the secondary effect of the Valkyrie’s Shadowmental Touch. Additionally, while her Shadowmental Mantle is active, the Valkyrie has DR X/- against projectile attacks, where X is equal to her class level. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles). Using Shadowmental Mantle provokes a will save (see The Light Within), and lasts for a number of rounds equal to the Valkyrie’s charisma modifier. After gaining this ability, the Valkyrie’s footprints flicker and gutter with weak Shadowmental energy, adding a +5 circumstance bonus to those attempting to track her (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.
Glimpse the Soul (Su): The Valkyrie’s senses continue to expand past the mundane, giving her glimpses of the auras that all beings with souls possess. Starting at level seven, she may concentrate and scrutinize these auras in order to gain information about their bearers. As a full-round action, the Valkyrie may observe any being with a soul (including elementals, outsiders, and intelligent constructs) and make a sense motive check (DC = the creatures hit dice + its wisdom modifier). If she succeeds, the Valkyrie may learn one of the following: one component of the creature’s alignment (good-evil, law-chaos), its current mood, its relative intelligence (in general terms; “animal intelligence” “stupid” “clever” and “brilliant” would all be appropriate readings), or if it is currently bearing any objects containing trapped souls (including other Sheituun as well as God-Hosts, Priests of Amun-Horus-Re, Spawns of Tahthemat, Druids of Fiends, Conjurers, and Kerta Priests). The Valkyrie may attempt this check more than once on any given creature in a day, but each time she does, the DC increases by five. Using Glimpse the Soul provokes a will save (see The Beast Within), though the Valkyrie enjoys a +2 bonus to this save.
Dark Whispers (Ex): A Valkyrie can, in a limited fashion, project their mind and afflict others with dark whispers and desires. Starting at level eight, twice per encounter, the Valkyrie may activate this ability as a swift action that does not provoke attacks of opportunity. The Valkyrie designates a victim, who immediately begins hearing insidious, whispering, demanding voices in his head, forcing him to succeed at a will save (DC 10 + ½ Valkyrie’s class level + the Valkyrie’s charisma modifier) or go insane for a number of rounds equal to the Valkyrie’s charisma modifier. While insane, the victim suffers a -6 penalty to wisdom and is unable to tell friend from foe, lashing out violently against the nearest available victims. Victims who succeed at the will save are immune to further uses of this ability – by any Valkyrie – for 24 hours. This is a mind-affecting ability. Valkyries are immune to the effects of Dark Whispers. Activating this ability provokes a will save (see The Beast Within).
Bestial Resilience (Su): As her Shadowmental energy continues to infuse her body, she begins to develop a tolerance for it. At level nine, the Valkyrie gains resistance 10 to whatever form of damage her Shadowmental Touch deals (acid, cold, electricity, fire, or force). At level 18, this improves to resistance 20.
Read the Soul (Su): Starting at level twelve, as a full-round action, the Valkyrie can lock onto the aura of any intelligent being within her view. Activating this ability is a standard action, and while she concentrates on that being, the Valkyrie may tell any of the following: if that being lies, if it activates a supernatural or spell-like ability, if it changes alignment (but not what alignment it changes to), or if it becomes possessed. A Valkyrie may only read one aura at a time this way, and concentrating on the task takes a standard action each round to maintain. Activating Read the Soul provokes a will save (see The Beast Within), and maintaining it provokes a will save (see The Beast Within) every other round, though the Valkyrie enjoys a +2 bonus to these saves.
Scent the Occult (Su): At level twelve, her sense of smell sharpens and takes on a supernatural edge, allowing her to hound down magic by scent. This functions almost identically to the scent special quality, with the exception that she may only detect magical beings (that is, beings with supernatural or spell-like abilities, or those beings capable of casting spells, or beings created by magic, such as certain undead and constructs) and effects this way. A Valkyrie may track the movement of these beings and effects by scent, as well as being able to distinguish the type of magic she is dealing with (arcane or divine) and its source (inherent, learned, or granted). Note that a Valkyrie can only track where a spell or effect has been; she could, for example, follow the path of a programmed image, but she could not trace it back to its caster unless the image happened to pass near there. A Valkyrie can identify spells or magical items by scent, but doing so imposes a -8 penalty on the appropriate Knowledge (Arcana) or Spellcraft roll.
The Beast Without: At fourteenth level, the Valkyrie gains the ability to summon a single Pseudonatural Hippogriff (using the Pseudonatural template from the Epic Level Handbook) as a move action, with a number of HD equal to half her Valkyrie level. It appears in the nearest un-occupied square or, if possible, directly under her. This is the embodiment of the beast inside her. As such, it’s alignment is always chaotic neutral (though it responds to magic as if it had no alignment), and the Valkyrie cannot use any of her abilities which would normally prompt a Beast Within check while it exists. The Beast possesses the same charisma, wisdom, and intelligence scores as the Valkyrie. The Valkyrie has a telepathic link with the beast, and can give it orders. To determine if it follows such orders, roll a Beast Within check, failure indicating that the creature ignores the Valkyrie and does whatever it feels like doing at the moment. The Valkyrie can order it to re-enter her using this link, though suffers a -2 on her check to do so, and she must be adjacent to her beast to do so as well. Finally, the beast possesses the ability to produce the effect of a Gate spell as a supernatural ability 3 times per day, opening to one of three locations: Eldas, Valhalla, or the Ginnumgap.
Evil Eye (Su): A Valkyrie of level fifteen or higher can allow her beast to glare out at the world, inflicting its hate and rage on unfortunate victims. Once per encounter, as a swift action that does not provoke attacks of opportunity, the Valkyrie may glare at her foe as a gaze attack. Her victim must succeed at a will save (DC 10 + ½ Valkyrie’s class level + the Valkyrie’s charisma modifier) or suffer a -6 profane penalty to all ability scores, skill checks, saving throws, and attack rolls for a number of rounds equal to the Valkyrie’s charisma modifier. This is a mind-affecting ability. Activating the Evil Eye provokes a will save (see The Beast Within), and the Valkyrie suffers a -2 penalty to this save.
Sense the Unseen (Su): The most profound sharpening of her senses, a Valkyrie of level sixteen or higher gains the ability to see even invisible or ethereal creatures. The Valkyrie sees these creatures as though they were not invisible, though ethereal creatures appear somewhat transparent and hazy. A Valkyrie may also sense the presence of nearby creatures on the Plane of Shadow, though she may only detect whether any such creatures are present within a forty foot radius of her, and not their exact type or location. Likewise, the Valkyrie may sense the presence of incorporeal creatures within forty feet of her, but not their exact type or location.
Shadowmental Fury (Su): At level twenty, the Valkyrie has mastered the most destructive and potent of her powers. By tapping into her own rage and fury and amplifying it with the madness of her beast, she becomes a beacon of dark spiritual energy, creating and releasing it at a prodigious rate. When she activates her Shadowmental Fury, the Valkyrie can make her Shadowmental Touch attacks as attack actions; that is, she may make as many Shadowmental Touch attacks as her base attack bonus allows. This effect lasts for a number of rounds equal to her Charisma modifier. Activating Shadowmental Fury provokes a will save (see The Beast Within), and the Valkyrie suffers a -4 penalty to this save.

Archivist:

Level
BAB
Fort
Ref
Will
Special
Unique Utterances per Day
Unique Incantations Per Day
Unique Recitations Per Day
1
+0
+0
+0
+2
Truenaming, Scriptures, Name of Life, Special Training
2
2
0
2
+1
+0
+0
+3
Confident Speaker, Bonus Feat
2
2
0
3
+1
+1
+1
+3
Encyclopedic Knowledge
3
2
0
4
+2
+1
+1
+4
2nd Level Truenaming
3
3
0
5
+2
+1
+1
+4
Facts and Figures
4
3
0
6
+3
+2
+2
+5
Bonus Feat
4
3
0
7
+3
+2
+2
+5
3rd Level Truenaming
5
4
0
8
+4
+2
+2
+6
Bonus Feat
5
4
0
9
+4
+3
+3
+6
Intrinsic Almanac
6
4
0
10
+5
+3
+3
+7
4th level truenaming
6
5
0
11
+5
+3
+3
+7
Recitations
7
5
1
12
+6/+1
+4
+4
+8
Bonus Feat
7
5
1
13
+6/+1
+4
+4
+8
5th level truenaming
8
6
1
14
+7/+2
+4
+4
+9
Intuitive Knowledge
8
6
2
15
+7/+2
+5
+5
+9
Immediate Insight
9
6
2
16
+8/+3
+5
+5
+10
6th Level Truenaming
9
7
2
17
+8/+3
+5
+5
+10

10
7
3
18
+9/+4
+6
+6
+11
Bonus Feat
10
7
3
19
+9/+4
+6
+6
+11

11
8
3
20
+10/+5
+6
+6
+12

11
8
4

Alignment: Any lawful, usually lawful good.
Hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Absolute Limit Increase at Each Level: 2 + Wis modifier.
Class Skills: The Archivist's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (all) (Int), Diplomacy (Cha), Intimidation (Cha), Heal (Wis), Perform (oratory) (Cha), Speak Language (n/a), and Truespeak (Int).

Class Features
All of the following are class features of the Archivist.
Weapon and Armor Proficiencies: an Archivist is proficient with all simple weapons and light armor. an Archivist is not proficient with any kind of shield.
Scriptures: Archivists learn truenaming by studying the sacred scriptures of their faiths. By reading carefully, and studying hidden meanings and interpretations, an Archivist slowly uncovers various truenames hidden the texts. An Archivist does not automatically learn new vocalizations every time she levels up. Instead, she must find a location where she can research truespeech. This means going to a seminary to discuss the writings, or even learning directly from the High Priest of Anu himself by listening to one of his homilies. After a full day of studying in such a location, she is able to access a new vocalization from her Scriptures. There is no limit to the number of vocalizations an Archivist may have in her Scriptures at any one time. A 1st level Archivist begins play able to access three 1st level utterances and three 1st level incantations from her scriptures. Every day, an Archivist must select a number of vocalizations to familiarize herself with for that day. This requires a full hour of reading her scriptures. She must get a full rest (usually eight hours) before she may study her scriptures. Once she has studied it, she may select a number of unique utterances and vocalizations for the day as shown on the table above. An Archivist must select at least one utterance and one incantation from each vocalization level available to her. If she has not interpreted any vocalizations of a particular level in her glossary, the number of unique vocalizations of that type (utterances or incantations) that the Archivist may study for that day is reduced by 1. To use a vocalization, the Archivist must succeed on a Truespeak check to speak it correctly, just like a truenamer. Until she studies her scriptures again after a full rest, she has access to the vocalizations selected, and may use them as much or as little as she likes. If an Archivist ever loses her scriptures, she may not change the vocalizations she currently has studied, but neither does she lose access to them. An Archivist may receive a copy of her holy scriptures at any seminary where she normally studies for free. An Archivist may compare interpretations of his holy scripture with that of another Archivist, though because this is an informal interaction such an Archivist must succeed on a knowledge (religion) check with a DC of 15 + twice the vocalization level. Such an Archivist gains the vocalization after one hour of conversation with the other Archivist. No Archivist can be tricked into sharing interpretations against his will, but they will often enthusiastically explain of their own accord anyway. Finally, Archivists can share styles of learning with Kabbalists and Druids of Names. An Archivist who learns Illumian and spends 2 skill points may learn vocalizations from the prophet Roshnar. An Archivist may learn how to tap the Sacred Song of the Druid of Names by spending 2 skill points and taking an apprenticeship with a Druid of Names, gaining the ability to automatically learn vocalizations through daily meditation as a druid of names does, provided they are in range of a suitable Malakuun population.
Truenaming: an Archivist can use truenaming. At most class levels, she gains additional unique vocalizations per day, as shown on the table above. An Archivist’s truenamer level for the purposes of her vocalizations is for all intents and purposes her Archivist level. However, she may take longer to speak a memorized phrase with more confidence. If an Archivist takes a standard action (instead of a move actions) to speak a vocalization, she gains a +1 bonus to her effective truenamer level for this one vocalization. If an Archivist instead takes a full-round action to speak a vocalization, she gains a +2 bonus to her effective truenamer level for this one vocalization. To begin with, an Archivist may only learn 1st level truename effects. At her 4th, 7th, 10th, 13th, and 16th class levels, she may begin to select from the next level of truename effects. an Archivist only ever learns utterances and incantations. Although she is masterful at reciting memorized passages of truespeak, using a recitation requires modulations and inflections of the voice that can only be grasped through the extensive study of the truenamer.
Name of Life (Ex): At first level, an Archivist can create a golem. He must spend the requisite construction and XP costs to do so, and possess the Craft Construct Feat (he may take the craft construct feat even if he does not meet the prerequisites). However, he need not cast any of the requisite spells to do so. Instead, the Archivist must succeed on a DC 15 truenaming check, + the sum of the levels of each spell normally required to animate the golem. He may use his truenamer level as his caster level for the purpose of creating golems. The animation of the Golem merely requires the Archivist to breath the Golem’s new name into it, investing the requisite XP as he does so. The Golem always has a neutral ethical component to their alignment, and shares the moral alignment of it’s alignment with it’s creator. Further, it possess the same mental ability scores as it’s creators (int, wis, cha), and is always friendly to it’s creator. It can understand human speech, but cannot speak, and is under no compulsion to obey the commands of it’s master (thus requiring a diplomacy or intimidation check to command). By increasing the DC by 15, the Archivist may permanently imbue any Golem which possesses wings with the ability to fly at a speed equal to it’s land speed with average manueverabilty. Failure of the check results in the instant disintegration of the vessel desired to host the Golem. Note that the Golem need not be created by the Archivist himself. Indeed, the Church of Anu has long maintained the practice of statue making for just this purpose. Many temples of Anu have a number of stone and metal statues of winged Malakuun and notable figures in it’s history, gargoyles, and even stained glass windows, many of which may be of suitable quality to produce a Golem (this is particularly the case for those temples which are close to Vasharath). Some of these are created by Archivists, but most are the work of Experts with the Craft Construct feat. Note, however, that these are used only for defensive purposes, and the Temple of Anu will take note if the player starts running off with their statues unannounced.
Special Training: At 1st level, the Archivist may select three domain powers from the following list of domains: Celerity, Community, Courage, Craft (Skill Focus +4, no spell bonus), Destiny, Endurance, Exorcism, Glory, Mysticism, Protection, Repose, War (Mace, Staff, Longsword, or Longbow), and Weather. This represents the Archivist gaining special training by her church, or being invested with a particular holy power by the High Priest of Anu. Alternatively, he may gain the Imbue Item ability of the Warlock in place of a single domain power.
Confident Speaker (Ex): Because an Archivist learns vocalizations through rote memorization instead of studying the roots of the language itself, her vocalizations are much more reliable than a truenamer’s when she takes the time to say them properly. Beginning at 2nd level, whenever an Archivist uses a standard or full-round action to speak a vocalization, she gains a competence bonus on her Truespeak checks equal to 1/2 her class level. This bonus applies only to vocalizations learned through this class. She adds this same bonus to her absolute limit.
Bonus Feats: The Archivist gains bonus feats at the levels indicated.
Encyclopedic Knowledge (Ex): Beginning at 3rd level, an Archivist may make any kind of Knowledge check, even if she has 0 ranks in the skill.
Facts and Figures (Ex): Beginning at 5th level, an Archivist may make a special facts and figures knowledge check with a bonus equal to her Archivist level + her Intelligence modifier to see whether she knows some relevant information about statistics, birth names, dates, or places. This check follows all the same rules and Difficulty Classes as a regular Knowledge skill check, and all of the Archivist’s class features which improve Knowledge skills also apply to this ability. You may make a special occult knowledge check with a bonus equal to your archivist level + your Intelligence modifier to see if you know some relevant information about local notable people, legendary items, or noteworthy places. (If you have 5 or more ranks in Knowledge (history), you receive a +2 bonus on this check). A successful knowledge check will not reveal the powers of a magic item but may give hints as to its general function. An Archivist may not take 10 or take 20 on this second check; this sort of knowledge is essentially random. Facts and Figures may be used in place of bardic knowledge, lore, or a similar ability to qualify for a prestige class, feat, or other relevant venue.
Intrinsic Almanac (Ex): Beginning at 9th level, an Archivist gains a competence bonus on all her Knowledge checks equal to 1/2 her class level. In addition, she doubles all synergy bonuses granted by having ranks in Knowledge skills.
Recitations (Ex): Beginning at 11th level, the Archivist begins gaining access to Recitations, gained through the same method as he gains all other vocalizations. This represents the Archivist finally gaining a firm enough grasp his scriptures to invoke the complex chants within them.
Intuitive Knowledge (Ex): At 14th level, the Archivist gains the ability to use her wisdom modifier in place of her intelligence modifier for all intelligence-based checks.
Immediate Insight (Ex): Beginning at 15th level, an Archivist reduces the time necessary to make any kind of Knowledge check by half. This includes her truename research checks.

petermcleod117
2018-04-17, 02:22 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)



The Dhampyr:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
1
+0
+0
+2
+0
Beguiling Stare, bonus language, mark of damnation, Lycanthropy, Wild Empathy
2
+1
+0
+3
+0
Deceptive Attack +1d6, Tracking
3
+2
+1
+3
+1
Infernal Patron, mass beguile
4
+3
+1
+4
+1
Infernal guise
5
+3
+1
+4
+1
Disguise soul’s aspect
6
+4
+2
+5
+2
Deceptive attack +2d6
7
+5
+2
+5
+2

8
+6/+1
+2
+6
+2
Infernal defense
9
+6/+1
+3
+6
+3

10
+7/+2
+3
+7
+3
Deceptive attack +3d6, infernal jaunt
11
+8/+3
+3
+7
+3

12
+9/+4
+4
+8
+4
Infernal influence
13
+9/+4
+4
+8
+4

14
+10/+5
+4
+9
+4
Deceptive attack +4d6
15
+11/+6/+1
+5
+9
+5
Sudden strike
16
+12/+7/+2
+5
+10
+5
Infernal escape
17
+12/+7/+2
+5
+10
+5

18
+13/+8/+3
+6
+11
+6
Deceptive attack +5d6
19
+14/+9/+4
+6
+11
+6

20
+15/+10/+5
+6
+12
+6
Infernal Aspect, infernal deception

Hit Die: d6.
Starting age as Rogue
Alignment: Lawful Evil
Must be of Highborn stock

CLASS SKILLS
The Dhampyr's class skills (and the key ability for each skill) are Survival (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Disguise (Cha), Escape Artist (Dex), Spot (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), Listen (Wis), Search (Int), Knowledge (nobility and royalty) (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier

CLASS FEATURES
All of the following are class features of the Dhampyr.
Weapon and Armor Proficiency: A Dhampyr is proficient with all simple weapons and light armor, but not with any shields. They are also proficient with all of a Fiendish Dire Wolf’s natural attacks.
Beguiling Stare (Su): As a standard action, the Dhampyr can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 Dhampyr's level + Dhampyr's Cha modifier). The target receives a -1 penalty to this save if of the opposite gender. If this save fails, the target becomes beguiled until the end of the Dhampyr's next turn. The Dhampyr can use this ability at will, but she cannot attempt to use it against a single target more than once per day. A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The Dhampyr's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the Dhampyr's target succeeds in his save, he has no knowledge of the Dhampyr's attempt to beguile him unless he makes a DC 20 Knowledge (religion) check. In the target's mind, he merely stared into her eyes for a moment. Beguiling stare is a mind-affecting ability.
Bonus Language: The Dhampyr gains both Abyssal and Infernal as bonus languages
Mark of Damnation: A Dhampyr pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the Dhampyr dies, her soul is consigned to her master. Any attempt to return her to life ends in failure, as the Dhampyr's master determines the fate of her soul. The Dhampyr must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her Dhampyr level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery. A Dhampyr automatically and instantly returns to life upon succeeding on the check after making it in her own body and at full hit points, with no level loss. If she fails, however, she can never be returned to life by any means (see the Highborn racial template, under Hellbound, for more details).
Lycanthropy: A Dhampyr may shapechange into a Fiendish Dire Wolf, gaining all of the abilities of the wolf, in addition to those of the Dhampyr class and the Highborn racial template, and possesses the same hit points and ability scores of the Dhampyr. She may change back and forth from this form at will, though she may only stay in that form for a number of hours equal to her character level. If she fails to shapechange back by the end of this time period (for example, if she forgets to change back or if she falls unconscious in wolf form), she immediately exchanges all levels in the Dhampyr class for levels in the Wereworg class permanently. Children of two Dhampyrs in wolf form are awakened Fiendish Dire Wolves with the Highborn template, who are capable of taking the Wereworg class. A child of a Dhampyr in wolf form and a wolf is a dire wolf, and the child of said Dhampyr and a dire wolf is a Fiendish Dire Wolf.
Wild Empathy (Ex): A dhampyr in wolf form can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dhampyr rolls 1d20 and adds her dhampyr level and her Charisma modifier to determine the wild empathy check result. To use wild empathy, the dhampyr and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A dhampyr can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check unless it is a wolf-like being. She takes an additional -2 penalty with dog-like magical beast.
Deceptive Attack: If a Dhampyr of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike. The Dhampyr's attack deals extra damage against any target that is beguiled (as per the Dhampyr's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Dhampyr levels thereafter. The Dhampyr never multiplies deceptive attack damage on a successful critical hit. The Dhampyr cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage. This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the Dhampyr's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy. If the Dhampyr is using this ability in wolf form, she may choose to deliver this attack with a bit. If she does so, she regains hit points as if she had drank an ounce of the target’s blood for every extra d6 of damage the attack deals. (see the Highborn racial template under Fiendish Aspect for more details.)
Tracking: At second level, the Dhampyr gains Track as a bonus feat.
Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the Dhampyr can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the Dhampyr turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her Dhampyr level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The Dhampyr gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the Dhampyr can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per Dhampyr level. All creatures within this area must make Will saves (DC 10 + 1/2 Dhampyr's level + Dhampyr's Cha modifier), with those of the opposite gender again taking a -1 penalty to saves as before. Creatures that fail this save are beguiled for a number of rounds equal to the Dhampyr's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the Dhampyr's level. This is a mind-affecting ability.
Infernal Guise (Sp): By expending one use of her infernal patron ability, the Dhampyr can use alter self as a sorcerer with a caster level equal to her Dhampyr level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the Dhampyr's alignment, the Dhampyr may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the Dhampyr. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her. After making a successful Charisma check, the Dhampyr foils that specific opponent's attempts for 24 hours. If her check fails, the Dhampyr cannot make another opposed check against that target for 24 hours.
Infernal Defense (Sp): The Dhampyr can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the Dhampyr can use displacement upon herself as a sorcerer with a caster level equal to her Dhampyr level.
Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the Dhampyr can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per Dhampyr level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the Dhampyr uses this ability, she disappears and re-appears in a small puff of roiling, foul-smelling mist. If the Dhampyr wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits. If the Dhampyr makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.
Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the Dhampyr can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her Dhampyr level.
Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the Dhampyr can use teleport as a sorcerer with a caster level equal to her Dhampyr level, but with one important exception. The Dhampyr can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.
Infernal Deception (Sp): By expending one use of her infernal patron ability, the Dhampyr can use mislead as a sorcerer with a caster level equal to her Fey Trickster level.
Infernal Aspect: At 20th level the Dhampyr's soul comes due to her master. She gains the half-fiend template with the appropriate level adjustment. Her alignment shifts to evil unless already evil. In any case, she becomes her master's willing thrall.


The wereworg:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
1
+0
+0
+2
+0
Beguiling Stare, bonus language, mark of damnation, Lycanthropy, Wild Empathy
2
+1
+0
+3
+0
Deceptive Attack +1d6, Tracking
3
+2
+1
+3
+1
Infernal Patron, mass beguile
4
+3
+1
+4
+1
Infernal guise
5
+3
+1
+4
+1
Disguise soul’s aspect
6
+4
+2
+5
+2
Deceptive attack +2d6
7
+5
+2
+5
+2

8
+6/+1
+2
+6
+2
Infernal defense
9
+6/+1
+3
+6
+3

10
+7/+2
+3
+7
+3
Deceptive attack +3d6, infernal jaunt
11
+8/+3
+3
+7
+3

12
+9/+4
+4
+8
+4
Infernal influence
13
+9/+4
+4
+8
+4

14
+10/+5
+4
+9
+4
Deceptive attack +4d6
15
+11/+6/+1
+5
+9
+5
Sudden strike
16
+12/+7/+2
+5
+10
+5
Infernal escape
17
+12/+7/+2
+5
+10
+5

18
+13/+8/+3
+6
+11
+6
Deceptive attack +5d6
19
+14/+9/+4
+6
+11
+6

20
+15/+10/+5
+6
+12
+6
Infernal Aspect, infernal deception

Hit Die: d6.
Starting age as Rogue
Alignment: Lawful Evil
Must be of Highborn stock

CLASS SKILLS
The wereworg's class skills (and the key ability for each skill) are Survival (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Disguise (Cha), Escape Artist (Dex), Spot (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Move Silently (Dex), Listen (Wis), Search (Int), Knowledge (nobility and royalty) (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier

CLASS FEATURES
All of the following are class features of the wereworg.
Weapon and Armor Proficiency: A wereworg is proficient with all simple weapons and light armor, but not with any shields. They are also proficient with all of a Fiendish Dire Wolf’s natural attacks.
Beguiling Stare (Su): As a standard action, the wereworg can stare into her target's eyes and attempt to hypnotize him through the force of her infernal gaze. The target of this ability must make a Will save (DC 10 + 1/2 wereworg's level + wereworg's Cha modifier). The target receives a -1 penalty to this save if of the opposite gender. If this save fails, the target becomes beguiled until the end of the wereworg's next turn. The wereworg can use this ability at will, but she cannot attempt to use it against a single target more than once per day. A beguiled character loses his Dexterity bonus to Armor Class. He also suffers a -2 penalty on all Will saves and a -5 penalty on all Sense Motive checks. The wereworg's infernal power overwhelms the target's mind, leaving his thoughts foggy and his body leaden. If the wereworg's target succeeds in his save, he has no knowledge of the wereworg's attempt to beguile him unless he makes a DC 20 Knowledge (religion) check. In the target's mind, he merely stared into her eyes for a moment. Beguiling stare is a mind-affecting ability.
Bonus Language: The wereworg gains both Abyssal and Infernal as bonus languages
Mark of Damnation: A wereworg pledges her soul to an infernal power, be it a demon, devil, or similar baleful lord. When the wereworg dies, her soul is consigned to her master. Any attempt to return her to life ends in failure, as the wereworg's master determines the fate of her soul. The wereworg must make a DC 25 Bluff or Diplomacy check (her choice) to return to the living. She gains a bonus on this check equal to half her wereworg level, as the dark lords of the Outer Planes prefer to let their more accomplished and skilled pawns return to the Material Plane to wreak further misery. A wereworg automatically and instantly returns to life upon succeeding on the check after making it in her own body and at full hit points, with no level loss. If she fails, however, she can never be returned to life by any means (see the Highborn racial template, under Hellbound, for more details).
Lycanthropy: A Wereworg’s natural form is that of a Fiendish Dire Wolf: he gains all of the abilities of the wolf, in addition to those of the Highborn racial template. The Wereworg gains the ability to shapechange into a Hybrid form. This form possesses all of the traits of the Fiendish Dire Wolf, but can also do anything that a human is normally capable of doing, such as speaking verbally and picking up and manipulating objects. She may change back and forth from this form at will, though she may only stay in hybrid form for a number of hours equal to her character level. If she fails to shapechange back by the end of this time period (for example, if she forgets to change back or if she falls unconscious in hybrid form), she is forcefully changed back as if by the Baleful Polymorph spell cast by a sorcerer of her Wereworg level, no save. Children of two Wereworgs in are awakened Fiendish Dire Wolves with the Highborn template, who are capable of taking the Wereworg class. A child of a Wereworg in wolf form and a wolf is a dire wolf, and the child of said Wereworg and a dire wolf is a Fiendish Dire Wolf.
Wild Empathy (Ex): A wereworg in wolf form can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wereworg rolls 1d20 and adds her wereworg level and her Charisma modifier to determine the wild empathy check result. To use wild empathy, the wereworg and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A wereworg can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check unless it is a wolf-like being. She takes an additional -2 penalty with dog-like magical beast.
Deceptive Attack: If a wereworg of at least 2nd level can lull an opponent into dropping his defenses, she can make a sudden, devastating strike. The wereworg's attack deals extra damage against any target that is beguiled (as per the wereworg's beguiling stare ability) or against targets that she successfully feints. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four wereworg levels thereafter. The wereworg never multiplies deceptive attack damage on a successful critical hit. The wereworg cannot use this ability with ranged weapons, nor can she use it to deal nonlethal damage. This bonus damage applies against all creatures, even those immune to critical hits or sneak attacks. The speed and sudden nature of the wereworg's attack allows her to make a telling blow, rather than a strike against a specific spot in her opponent's anatomy. She may choose to deliver this attack with a bit. If she does so, she regains hit points as if she had drank an ounce of the target’s blood for every extra d6 of damage the attack deals. (see the Highborn racial template under Fiendish Aspect for more details.)
Tracking: At second level, the wereworg gains Track as a bonus feat.
Infernal Patron (Su): Owing to her close connection to an infernal patron or similar, sinister master, the wereworg can channel the energies of the Lower Planes to aid her in clouding the minds of others. In a manner similar to how a cleric calls upon the power of his deity the wereworg turns to her master for aid. She can call upon her patron's aid a number of times per day equal to 1/2 her Wereworg level + Charisma modifier. Channeling this energy and using it to power her abilities is a standard action. The wereworg gains the ability to use this power in a number of different ways.
Mass Beguile (Su): At 3rd level, the wereworg can use her infernal patron ability to cloud the minds of her enemies. She channels her power into a 30-foot burst, with a range of 100 feet + 10 feet per wereworg level. All creatures within this area must make Will saves (DC 10 + 1/2 wereworg's level + wereworg's Cha modifier), with those of the opposite gender again taking a -1 penalty to saves as before. Creatures that fail this save are beguiled for a number of rounds equal to the wereworg's Charisma bonus, with a minimum of 1 round. This power affects only those creatures with Hit Dice less than or equal to the wereworg's level. This is a mind-affecting ability.
Infernal Guise (Sp): By expending one use of her infernal patron ability, the wereworg can use alter self as a sorcerer with a caster level equal to her wereworg level.
Disguise the Soul's Aspect (Su): Whenever an opponent attempts to use a spell capable of determining or detecting the wereworg's alignment, the wereworg may expend one of her daily infernal patron uses to make a Charisma check opposed by the Sense Motive of the person attempting to discern her alignment. If she succeeds, she picks the alignment that the caster detects. In some cases, this might lead the caster to detect nothing. For example, Abelard the paladin attempts to use detect evil on the area occupied by Joreena the wereworg. Joreena's Charisma check beats Abelard's, and she decides to detect as lawful good. Thus, Abelard's ability does not detect her. After making a successful Charisma check, the wereworg foils that specific opponent's attempts for 24 hours. If her check fails, the wereworg cannot make another opposed check against that target for 24 hours.
Infernal Defense (Sp): The wereworg can call upon her foul patron to protect her from attacks. By expending one of her uses of her infernal patron ability, the wereworg can use displacement upon herself as a sorcerer with a caster level equal to her wereworg level.
Infernal Jaunt (Sp): By expending one of her uses of her infernal patron ability, the wereworg can slide through planar space in a manner similar to a dimension door. She can use this ability to travel a total of 10 feet + 5 feet per wereworg level. She activates this ability as a move action and may take her other actions as normal after arriving at her destination. When the wereworg uses this ability, she disappears and re-appears in a small puff of roiling, foul-smelling mist. If the wereworg wears a cloak of the mountebank, the cloak adds 100 feet to her daily use of this ability in addition to its normal benefits. If the wereworg makes a melee attack immediately after using her infernal jaunt ability, she gains the benefits of her deceptive attack damage against her foe.
Infernal Influence (Sp): By expending one of her uses of her infernal patron ability, the wereworg can use confusion against a single target (rather than as an area of effect ability). She otherwise uses the spell as a sorcerer with a caster level equal to her wereworg level.
Infernal Escape (Su): By expending two of her uses of her infernal patron ability, the wereworg can use teleport as a sorcerer with a caster level equal to her wereworg level, but with one important exception. The wereworg can only use this ability on herself. She cannot transport any other creature except a familiar, if she has one from levels in an appropriate class.
Infernal Deception (Sp): By expending one use of her infernal patron ability, the wereworg can use mislead as a sorcerer with a caster level equal to her Fey Trickster level.
Infernal Aspect: At 20th level the wereworg's soul comes due to her master. She gains the half-fiend template with the appropriate level adjustment. Her alignment shifts to evil unless already evil. In any case, she becomes her master's willing thrall.

petermcleod117
2018-04-17, 02:24 PM
OK, I was previously asked to share some of my custom base classes I made which use a non-vancian magic system.
So, here it goes (they aren't likely to be balanced, so... yeah)


Sheituun:

Level
BAB
Fort
Ref
Will
Special
Supernatural Abilities
1
+0
+0
+0
+2
The Light Within, Shadowmental Touch (1d6), Bonus Harrowed Feat, Exorcism Vulnerability, Holy Water Vulnerability, Consecrated Ground Vulnerability, Death and Return, Focal Constellation, Chosen Domain
0
2
+1
+0
+0
+3
Two-World Eyes (Darkvision), Supernatural Abilities
1
3
+2
+1
+1
+3
Shadowmental Touch (2d6)
1
4
+3
+1
+1
+4
Death Sight
1
5
+3
+1
+1
+4
Shadowmental Mantle, Shadowmental Touch (3d6), Bonus Harrowed Feat
2
6
+4
+2
+2
+5
Shadowmental Touch (Melee)
2
7
+5
+2
+2
+5
Glimpse the Soul, Shadowmental Touch (4d6)
3
8
+6/+ 1
+2
+2
+6
Dark Whispers
3
9
+6/+ 1
+3
+3
+6
Bestial Resilience 10, Shadowmental Touch (5d6)
3
10
+7/+ 2
+3
+3
+7
Two-World Eyes (Detect Magic), Bonus Harrowed Feat
4
11
+8/+ 3
+3
+3
+7
Shadowmental Touch (6d6)
4
12
+9/+ 4
+4
+4
+8
Read the Soul, Scent the Occult, Shadowmental Touch (Thrown)
5
13
+9/+ 4
+4
+4
+8
Shadowmental Touch (7d6)
5
14
+10/+5
+4
+4
+9
Aura of Divinity
6
15
+11/+6/+1
+5
+5
+9
Evil Eye, Shadowmental Touch (8d6), Bonus Harrowed Feat
6
16
+12/+7/+2
+5
+5
+10
Two-World Eyes (Magical Darkness), Sense the Unseen
7
17
+12/+7/+2
+5
+5
+10
Shadowmental Touch (9d6)
7
18
+13/+8/+3
+6
+6
+11
Bestial Resilience 20
7
19
+14/+9/+4
+6
+6
+11
Shadowmental Touch (10d6)
8
20
+15/+10/+5
+6
+6
+12
Shadowmental Fury, Bonus Harrowed Feat
8

Hit Die: d8.
Starting Gold: 3d4 x 10 gold.
Alignment: Any evil, typically chaotic evil

Class Skills: The Sheituun’s class skills (and the key ability for each skill) are as follows: Craft (Int), Decipher Script (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Intelligence Modifier) x 4
Skill Points Per Level After First: 4 + Intelligence Modifier
Class Features:
Weapon and Armor Proficiency: Sheituun are proficient with all simple weapons, one martial weapon of their choice, and light armor.
The Light Within (Su): The Sheituun is a demon which possesses hapless mortals. It is a being of elemental power, dark purpose, and terrible will, constantly fighting it for control of the host’s body and mind. Every time the Sheituun uses it’s power through it’s host, it risks losing control; whenever the Sheituun uses one of it’s activated supernatural abilities from this class (as well as certain Harrowed feats – see feat descriptions for details), she must make a Will save (DC = 10 + the class level needed to use the ability) or lose control of her body to the host for one round per character level (the ability is still activated as intended; that is, Shadowmental Touch still attacks it target, Shadowmental Mantles still activate, et cetera). The Sheituun may not choose to fail this save. If they succeed at the saving throw, they do not need to save again for that particular ability (or feat) for a number of rounds equal to their Charisma modifier. The host knows it only has a limited amount of time in which to enjoy its freedom. While the Sheituun is possessed in this manner, her player should treat her alignment as Chaotic Good, even though the actual alignment of the host might be different. Generally speaking, the host does not form long-term plans. It has no memory of what happened while the Sheituun is in control, only knowing that it is being controlled. It may attempt to directly negate whatever the Sheituun was just doing, but will never attempt suicide. The host does not have access to any of the Sheituun’s abilities, and indeed is not even aware that the Sheituun is possessing him. Any ongoing supernatural ability related to this class which the Sheituun has active immediately ends upon failure of this save, leaving the Sheituun in an exceedingly vulnerable position.
Shadowmental Touch (Su): The simplest expression of her power, the Sheituun can unleash a ranged touch attack (max range 60 feet). At first level, the Sheituun’s player chooses one of the following elements. This choice, once made, cannot be changed.
Hellfire: The Sheituun is suffused with unholy, chaotic flame. She is likely to be destructive, violent, and impatient, like a malevolent wildfire. The Sheituun’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is fire and half of which stems directly from unholy power and is not subject to any kind of resistance. Hellfire can ignite objects and beings on fire as though it were alchemist’s fire; a being who fails a reflex save (DC 10 + ½ Sheituun class level + the Sheituun’s charisma modifier) ignites in unholy flame, lasting for a number of rounds equal to the Sheituun’s class level or until they douse themselves in water or succeed at a reflex save (DC 10 + ½ Sheituun’s class level + the Sheituun’s charisma modifier) to put it out.
Insidious Venom: The Sheituun is suffused with a horrible, toxic malice. It is likely to be patient, cruel, and vengeful. The Sheituun can deal 1d3 points of damage per two class levels, which stems directly from unholy power and is not subject to resistance of any kind, and 1d3 points of strength damage per two class levels. Insidious Venom permeates its victims’ lungs, forcing them succeed at a reflex save (DC 10 + ½ binder level + the binder’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the Sheituun’s turn. This includes both unholy and strength damage.
Frigid Hate: The Sheituun is suffused with creeping, slithering cold, unfeeling and unforgiving. It is likely to be methodical, sadistic, and cunning. The Sheituun’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is cold and half of which stems directly from unholy power and is not subject to resistance of any kind. Creatures struck by Frigid Hate must succeed at a fortitude save (DC 10 + ½ Sheituun class level + the Sheituun’s charisma modifier) or suffer a -2 penalty to attack rolls, reflex saves, and dexterity-based skill checks for a number of rounds equal to the Sheituun’s class level. Frigid Hate may freeze five cubic feet of liquid per d6 of damage it deals, provided that said liquid is not a living being (thus, a Sheituun could freeze a pond, but not a water elemental).
Caustic Fury: The Sheituun is a spiteful, acidic thing, suffused with the worst elements of the earth beneath her feet. It is likely to be patient, unforgiving, and implacable. The Sheituun’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is acid and half of which stems directly from unholy power and is not subject to resistance of any kind. Caustic fury clings to its victims, forcing them succeed at a reflex save (DC 10 + ½ Sheituun’s class level + the Sheituun’s charisma modifier) or suffer half of the damage dealt (rounded down) the following round at the beginning of the Sheituun’s turn.
Thunderous Rage: The Sheituun is infused with rotting wind and sickly lightning. It is likely to be devious, fickle, and tempestuous. The Sheituun’s Shadowmental Touch deals 1d6 points of damage per two class levels (starting at level one), half of which is electricity and half of which stems directly from unholy power and is not subject to resistance of any kind. The Shadowmental Touch is accompanied by a raging thunderclap, forcing all those within five feet of the victim to succeed at a fortitude save (DC 10 + ½ Sheituun’s class level + the Sheituun’s charisma modifier) or be deafened for 1d4+1 rounds (this is a sonic effect).
Activating Shadowmental Touch is a standard action. Regardless of the element chosen, a Sheituun is immune to the damage and effects of her own Shadowmental Touch, though not those of other Sheituuns, even those who have chosen the same element. Activating Shadowmental Touch provokes a will save (see The Light Within) At sixth level, as a swift action that does not provoke attacks of opportunity, the Sheituun may infuse her melee weapon with her Shadowmental Touch, dealing Shadowmental Touch damage in addition to weapon damage for a single attack, as well as triggering the secondary effects of her Shadowmental Touch. This extra damage is not multiplied in the event of a critical hit. If the Sheituun misses, the attack is not wasted, and remains imbued in her weapon until she strikes a being or object, dismisses the effect as a free action, or fails to use it within a number of rounds equal to her charisma modifier. Infusing her weapon provokes a will save (see The Light Within), though striking with her weapon thereafter does not. At 12th level, the Sheituun may charge a thrown weapon (but not a ranged weapon) with her Shadowmental Touch. Infusing the weapon provokes a Light Within save, but throwing it does not. The weapon discharges upon striking a target, even if it takes multiple throws.
Bonus Harrowed Feat (Ex): At first level, and again at fifth level and every five levels thereafter, the Sheituun may choose a bonus feat from among those labeled as Harrowed feats or Pact Magic feats. She must still meet all prerequisites for the feat.
Exorcism Vulnerability: While a Sheituun is not vulnerable to turning unless inhabiting a host that is also vulnerable to turning, it is HIGHLY vulnerable to exorcism. A successful exorcism on the Sheituun temporarily drives out the spirit, causing the host to revert to it’s natural state with no supernatural powers for a number of rounds equal to the Exorcist’s level. If the exorcism check succeeds on a natural 20, the Sheituun is cast out from the host’s body permanently. The Exorcist gains a +5 to this check if the Sheituun is currently suffering from the effects of “The Light Within” (see above).
Holy Water Vulnerability: While the Sheituun is not harmed by Holy Water unless it’s host would be, it does possess a certain vulnerability to the sacred fluid. Every time the Sheituun is directly exposed to Holy Water, it must make a Light Within save. They suffer a minus 5 to this save if the fluid is ingested, and an additional minus 5 if the fluid is the sacred fire used in the binding ceremony of Anu.
Consecrated Ground Vulnerability: Sheituun will find themselves unable to enter areas of sacred ground. Other people can bring them in, but they will never enter willingly, and they will attempt to leave as soon as possible. They suffer a -5 penalty to Light Within saves while on consecrated ground.
Focal Constellation: The Sheituun chooses a single constellation from Secrets of Pact Magic, excluding the Angel, Dragon, and Tree constellations. He is treated as if permanently bound to a spirit of half his Sheituun level (max level 9) of that constellation for the purpose of all feats and other considerations. In place of all mentions of binding checks, substitute Light Within checks. This results in a special case for Community Pact Magic. If the Sheituun gains the Community Pact Magic feat, he may at any time attempt a “Community Pact”. He begins to meditate within a pentagram for about one minute. At the end of the minute, he makes a Light Within check. Failure results in the normal effects of a Light Within check. Success results in the Sheituun producing the effects of a successful community pact as if he had made the requisite binding check. He looses all other supernatural abilities related to this class as if he had failed a Light Within check, but remains in control of his body. The pact’s radius extends from the point from which he was meditating.
Death and Return: If the host dies, it can be ressurected as normal. However, the Sheituun does not return in the host’s body. The host becomes a free-willed being, retaining the levels it possessed before becoming the Sheituun’s host. Further, if the Sheituun is exorcised, it cannot return to the host automatically. In order to advance further in levels of this class, the Sheitunn must be introduced into a new host by his followers. A binding circle must be drawn around the intended host by an Anurian Binder (or any other Sheituun binder who uses a binding circle), and a human sacrifice is made worth a number of HD equal to the Sheituun’s character level. The Sheituun may then make a possession attempt on the host, treating itself as an outsider with a number of HD equal to his character level. The host can always make a will save, even if unconscious. Many cults drug the intended host to decrease it’s will save, using the drugs listed in the Book of Vile Darkness. However, Vasharan cultists have found themselves without access to the traditional drugs. Instead, they force-feed the host (who is often evil aligned) some of the fiery ichor of Anu, procured by it’s members covertly from an unsuspecting Priest of Anu, reducing the subject’s will saves to zero as per the rules listed under Pact Spirit Anu. In this way, the Sheituun can always come back to life so long as he has a cult willing to summon his spirit back to the world of the living. The presence of such intense evil in the host’s body causes a reaction in the host’s soul, causing it to reflexively act in what might seem to be altruistic ways when it gains control of itself. The Sheituun does not benefit from any of the host’s character levels, but it does benefit from any racial abilities and racial physical ability score adjustments. All of it’s mental ability scores carry from the previous host (who it never actually applied to), as well as mental and physical ability score adjustments from this class or the Warlock or Witch classes. Levels from the Warlock and Witch classes also carry over into the new host in addition to levels in this class.
Chosen Domain: The Sheituun chooses a single domain. Any Priests of Amun-Horus-Re who bind the Sheituun gain access to the domain power while bound to the Sheituun (see below). No other benefits are added.
Two-World Eyes (Su): Starting at second level, the Sheituun’s senses sharpen in a mostly mundane way; she gains darkvision out to a range of sixty feet (or her existing darkvision improves by sixty feet). Darkvision is exactly like normal vision, except that it is in black-and-white only, and the Sheituun can function just fine with no light at all. Starting at tenth level, the Sheituun can see magical auras and manifestations; she benefits from a constant detect magic effect. Additionally, the Sheituun can sense those beings whose nature, like her beast’s, is formed of pure supernatural power; she automatically detects any creatures with the outsider type within her field of vision, as though she enjoyed the benefits of a true seeing spell. The Sheituun automatically knows if the creature she perceives possesses the outsider type. Starting at sixteenth level, the Sheituun’s darkvision functions even in magical darkness. Nothing short of an antimagic field (or similar effects) may foil this perception. A blind or otherwise visually-impaired Sheituun still benefits from these abilities, but her sense of sight is limited only to the supernatural sense granted by this ability. Upon acquiring this ability, the Sheituun’s eyes change to a deep, clearly inhuman color, such as blood red, dark violet, or even a kaleidoscopic rainbow of colors. Many Sheituun develop catlike slits for pupils, or other, stranger shapes. The Sheituun’s Shadowmental Touch often changes color to match that of her eyes.
Supernatural Abilities: Beginning at 2nd level, the Sheituun selects one granted ability from among the 1st-level spirits listed in Secrets of Pact Magic (including demon and devil spirits). You permanently acquire this ability as your own. You cannot lose or replace the ability (but see below). Beginning at 5th level and at every few levels thereafter, you can select one additional granted ability. In all cases, the supernatural ability is subject to the following restrictions: any ability must be chosen from a spirit of half the Sheituun’s level, rounded down. For example, at 5th level you have access to 2nd-level spirits. You may select one ability from any 1st or 2nd level spirit. You may not choose to gain a supernatural ability of a spirit with an alignment shift towards any good alignment. You can also choose this supernatural ability from the list of Sheituun spirits, with a spirit level equal to half your Sheituun level. At 10th level and again at 20th level, you may lose one of your choices for another ability of a spirit of the same level. This ability is not “gained” so much as the Sheituun becomes powerful enough to manifest it through the host’s body. Using these abilities provokes a “Light Within” save. Capstone abilities are treated as if they belonged to a spirit one level higher than listed, and the Sheituun may never choose a spirit companion as a supernatural ability.
Death Sight (Su): As a Sheituun’s power grows, she becomes more sensitive to resonances from the lands of the dead. Starting at fourth level, the Sheituun develops a sort of second sight relating to the dead; when she sees a corpse, no matter how old it is, she can instantly tell how long it has been dead, and what, in general, killed it (examples might include poison, lacerations, magical fire, and divine punishment). Additionally, if the corpse has been dead less than a number of days equal to the Sheituun’s class level, she may converse with it as though using speak with dead as a cleric of her class level. A Sheituun may only use this ability once on any given corpse. The Sheituun may use this ability to determine if a corpse is or is not undead, and by what means (infection, spell, transformative process, et cetera) it joined the ranks of the unliving. Using Death Sight to speak with dead provokes a will save (see The Light Within), though the Sheituun enjoys a +2 bonus to this save.
Shadowmental Mantle (Su): As the Sheituun’s power grows, her host becomes more and more suffused with the dark elemental energies of the monster within her. With an act of will, the Sheituun may force these energies from her skin, becoming wreathed in a protective layer of Shadowmental energy. Once per encounter, as a swift action that does no provoke attacks of opportunity, the Sheituun may activate this ability. While this ability is active, she becomes shrouded in a raging manifestation of her Shadowmental energy. Any being striking her in melee with a natural or non-reach manufactured weapon takes Shadowmental Touch damage on their first successful attack, as well as suffering the secondary effect of the Sheituun’s Shadowmental Touch. Additionally, while her Shadowmental Mantle is active, the Sheituun has DR X/- against projectile attacks, where X is equal to her class level. This damage reduction counts against conjured projectiles (such as acid arrows), but not against rays or force effects (such as magic missiles). Using Shadowmental Mantle provokes a will save (see The Light Within), and lasts for a number of rounds equal to the Sheituun’s charisma modifier. After gaining this ability, the Sheituun’s footprints flicker and gutter with weak Shadowmental energy, adding a +5 circumstance bonus to those attempting to track her (with obvious exceptions made for common sense, such as cold energy in the arctic tundra), even when the ability is not active.
Glimpse the Soul (Su): The Sheituun’s senses continue to expand past the mundane, giving her glimpses of the auras that all beings with souls possess. Starting at level seven, she may concentrate and scrutinize these auras in order to gain information about their bearers. As a full-round action, the Sheituun may observe any being with a soul (including elementals, outsiders, and intelligent constructs) and make a sense motive check (DC = the creatures hit dice + its wisdom modifier). If she succeeds, the Sheituun may learn one of the following: one component of the creature’s alignment (good-evil, law-chaos), its current mood, its relative intelligence (in general terms; “animal intelligence” “stupid” “clever” and “brilliant” would all be appropriate readings), or if it is currently bearing any objects containing trapped souls (including other Sheituun as well as God-Hosts, Priests of Amun-Horus-Re, Spawns of Tahthemat, Druids of Fiends, Conjurers, and Kerta Priests). The Sheituun may attempt this check more than once on any given creature in a day, but each time she does, the DC increases by five. Using Glimpse the Soul provokes a will save (see The Light Within), though the Sheituun enjoys a +2 bonus to this save.
Dark Whispers (Ex): A Sheituun can, in a limited fashion, project their mind and afflict others with dark whispers and desires. Starting at level eight, twice per encounter, the Sheituun may activate this ability as a swift action that does not provoke attacks of opportunity. The Sheituun designates a victim, who immediately begins hearing insidious, whispering, demanding voices in his head, forcing him to succeed at a will save (DC 10 + ½ Sheituun’s class level + the Sheituun’s charisma modifier) or go insane for a number of rounds equal to the Sheituun’s charisma modifier. While insane, the victim suffers a -6 penalty to wisdom and is unable to tell friend from foe, lashing out violently against the nearest available victims. Victims who succeed at the will save are immune to further uses of this ability – by any Sheituun – for 24 hours. This is a mind-affecting ability. Sheituun are immune to the effects of Dark Whispers. Activating this ability provokes a will save (see The Light Within).
Bestial Resilience (Su): As her Shadowmental energy continues to infuse her host, the host begins to develop a tolerance for it. At level nine, the Sheituun gains resistance 10 to whatever form of damage her Shadowmental Touch deals (acid, cold, electricity, fire, or force). At level 18, this improves to resistance 20.
Read the Soul (Su): Starting at level twelve, as a full-round action, the Sheituun can lock onto the aura of any intelligent being within her view. Activating this ability is a standard action, and while she concentrates on that being, the Sheituun may tell any of the following: if that being lies, if it activates a supernatural or spell-like ability, if it changes alignment (but not what alignment it changes to), or if it becomes possessed. A Sheituun may only read one aura at a time this way, and concentrating on the task takes a standard action each round to maintain. Activating Read the Soul provokes a will save (see The Light Within), and maintaining it provokes a will save (see The Light Within) every other round, though the Sheituun enjoys a +2 bonus to these saves.
Scent the Occult (Su): At level twelve, her sense of smell sharpens and takes on a supernatural edge, allowing her to hound down magic by scent. This functions almost identically to the scent special quality, with the exception that she may only detect magical beings (that is, beings with supernatural or spell-like abilities, or those beings capable of casting spells, or beings created by magic, such as certain undead and constructs) and effects this way. A Sheituun may track the movement of these beings and effects by scent, as well as being able to distinguish the type of magic she is dealing with (arcane or divine) and its source (inherent, learned, or granted). Note that a Sheituun can only track where a spell or effect has been; she could, for example, follow the path of a programmed image, but she could not trace it back to its caster unless the image happened to pass near there. A Sheituun can identify spells or magical items by scent, but doing so imposes a -8 penalty on the appropriate Knowledge (Arcana) or Spellcraft roll.
Aura of Divinity (Su): Sheituun of 14th level or higher are surrounded with an aura of false divinity that inspires fear and awe. Enemies within 30 feet of the Sheituun must succeed on a Will save equal to 10+the Sheituun’s binder level or be affected as though by a crushing despair spell (caster level = binder level). Allies within 30 feet of the Sheituun are affected as though by a good hope spell.
Evil Eye (Su): A Sheituun of level fifteen or higher can glare out at the world, inflicting its hate and rage on unfortunate victims. Once per encounter, as a swift action that does not provoke attacks of opportunity, the Sheituun may glare at her foe as a gaze attack. Her victim must succeed at a will save (DC 10 + ½ Sheituun’s class level + the Sheituun’s charisma modifier) or suffer a -6 profane penalty to all ability scores, skill checks, saving throws, and attack rolls for a number of rounds equal to the Sheituun’s charisma modifier. This is a mind-affecting ability. Activating the Evil Eye provokes a will save (see The Light Within), and the Sheituun suffers a -2 penalty to this save.
Sense the Unseen (Su): The most profound sharpening of her senses, a Sheituun of level sixteen or higher gains the ability to see even invisible or ethereal creatures. The Sheituun sees these creatures as though they were not invisible, though ethereal creatures appear somewhat transparent and hazy. A Sheituun may also sense the presence of nearby creatures on the Plane of Shadow, though she may only detect whether any such creatures are present within a forty foot radius of her, and not their exact type or location. Likewise, the Sheituun may sense the presence of incorporeal creatures within forty feet of her, but not their exact type or location.
Shadowmental Fury (Su): At level twenty, the Sheituun has mastered the most destructive and potent of her powers. By tapping into her own rage and fury, she becomes a beacon of dark spiritual energy, creating and releasing it at a prodigious rate. When she activates her Shadowmental Fury, the Sheituun can make her Shadowmental Touch attacks as attack actions; that is, she may make as many Shadowmental Touch attacks as her base attack bonus allows. This effect lasts for a number of rounds equal to her Charisma modifier. Activating Shadowmental Fury provokes a will save (see The Light Within), and the Sheituun suffers a -4 penalty to this save.

Special Note: Any children that the Sheituun’s host has with another being of it’s race gains the half-fiend template, though all granted spell-like abilities are customized to match the element type of the Shadowmental Touch. The child also possesses the Eldjotnar’s ability of Alter Self.
Sheituun of 15th level and higher may, at will, transform any willing human being into a Highborn.
Sheituun is always considered to the favored class of whomever takes it.
Sheituuns may take the Warlock or Witch class, regardless of those class’s requirements.
Sheituun who are currently expelled from a host (whether due to exorcism or the death of the host may be summoned by Shogols or bound by Anurian Spirit Binders, Heliopolites, or Priests of Amun-Horus-Re. Shogols summon them based on their HD, resulting in a Living Nightmare (see Secrets of Pact Magic). The living nightmare has the HD of the Sheituun, as well as the supernatural abilities granted by the Supernatural Abilities class feature. The living nightmare also possesses any levels of Warlock or Witch it possessed. The living nightmare is an evil outsider with the demon or devil subtype, and appears how the Sheituun imagines it’s true self to look like. For binders, the Sheituun is treated as a spirit with a level equal to half his class level (max 9) of the constellation the Sheituun chose for his own, and grants the supernatural abilities granted by the Supernatural Abilities class feature. The capstone granted ability is the one normal for all other spirits listed on the Sheituun Spirits chart. While bound, the Sheituun cannot be returned to life, and only one Sheituun can be bound at a time. The Sheituun’s influence is whatever the player wants it to be at the time, and can change on a whim. His physical sign mirrors the appearance of the Living Nightmare form, and if an Anurian Binder’s binding seal is disrupted while binding this spirit, it produces the living nightmare form of the Sheituun for 24 hours. Priests of Amun-Horus-Re gain access to the Sheituun’s granted domain when binding him.

Anurian Binder:

Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Maximum Spirit Level
Bonus Spirit Levels
1
+0
+2
+0
+2
Reserve Spirit, Unstable Binding, Bonus Pact Magic Feat
1

2
+1
+3
+0
+3
Intuit Spirit, Binder Secret
1

3
+2
+3
+1
+3
Familiar
2

4
+3
+4
+1
+4
Binder Secret
2

5
+3
+4
+1
+4

3

6
+4
+5
+2
+5
Binder Secret
3
1
7
+5
+5
+2
+5

4
2
8
+6/+1
+6
+2
+6
Binder Secret
4
3
9
+6/+1
+6
+3
+6
Lichdom
5
4
10
+7/+2
+7
+3
+7
Binder Secret
5
5
11
+8/+3
+7
+3
+7

6
6
12
+9/+4
+8
+4
+8
Binder Secret
6
7
13
+9/+4
+8
+4
+8

7
8
14
+10/+5
+9
+4
+9
Binder Secret
7
9
15
+11/+6/+1
+9
+5
+9

8
10
16
+12/+7/+2
+10
+5
+10
Binder Secret
8
11
17
+12/+7/+2
+10
+5
+10

9
12
18
+13/+8/+3
+11
+6
+11
Binder Secret
9
13
19
+14/+9/+4
+11
+6
+11

9
14
20
+15/+10/+5
+12
+6
+12
Binder Secert
9
15

Starting Age: As cleric.
Alignment: Any non-lawful, but usually Chaotic Evil.
Starting Gold: 5d4 x 10 (125 gp).
Hit Die: d8.

Class Skills
The Anurian Binder’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (act) (Cha), Perform (oratory) (Cha), Profession (Wis), and Speak Language (-).
Skill Points at 1st Level: (2 + Int modifier) x 2.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All the following are class features of the Anurian Binder:
Weapon and Armor Proficiency: Spirit binders are proficient with all simple weapons and with light armor.
Illiterate: See barbarian class feature
Bind Spirit (Su): You learn how to bind Sheituun spirits once per day. You gain the Sheituun’s sign, as detailed on the Sheituun Spirits table. Your alignment shifts towards Chaotic Evil. You constantly feel the urge to engage of wanton acts of cruelty of destruction while bound to the spirit. You always retain your size, creature type, and other statistics, except you gain the equivalent of a Sheituun subtype. Magic that specifically mentions demons or devils (such as a Vrock’s dance of ruin) affects you in the same way that it would a demon or devil. Malakuun, Elves, members of the Temple of Marduk, and members of the Temple of Anu are your favored enemies for the purpose of the Pact Favored Enemies feat, and the spirits will urge you to target them above all other targets. You treat evil outsiders, Anurian Binders, Sheituun, Dhampyrs, Spawn of Tahthemat, and Adjerants as your favored allies for the purpose of the Pact Favored Allies feat. If you succeed on your binding check by 10 or more, then you gain Spell Resistance equal to 5 + your binder level. Binding a Sheituun spirit otherwise follows the rules for binding spirits. The number and maximum level of spirit you bind is indicated on the table above under Maximum Spirit Level. Your binding check equals d20 + your class level + your Charisma modifier. The DC to resist one of your granted abilities equals 10 + ½ your class level + your Constitution modifier (a hearty body is required to effectively channel a spirit’s energy).
Unstable Binding: A Sheituun agrees to binding only in order to better interact with the world. If another opportunity presents itself, one which is perhaps more permanent in nature, it will grasp onto it desperately. In the event that your binding circle becomes physically disrupted before a pact is completed, you fail the binding check and the spirit’s manifestation becomes a free corporeal creature that acts of its own accord, remaining until destroyed or until 24 hours elapses. In effect, you summon the demon you were attempting to bind, and it is under no compulsion to follow your orders (though you can still attempt a diplomacy check). The demon uses the statistics of a living nightmare (Secrets of Pact Magic) with the ability scores, supernatural abilities, and appearance of the demon, as well as the demon or devil subtype, rather than the statistics listed in the monster manual.
Bonus Pact Magic Feat: The Anurian Binder gains a bonus pact-magic related feat at 1st level.
Familiar: A binder of 3rd level or higher who possesses the ability to bind an imp or a quasit may attempt to gain a familiar. The binding ritual is started as usual, except a living animal of some sort is placed within the binding circle during the ritual, usually one which the fiend is used to taking the shape of (such as a cat or a bat). Upon success, the Imp or Quasit becomes your familiar indefinitely, possessing the animal. It looses it’s shape-changing abilities. If it is killed, the Binder may bring it back by repeating the ritual with a new animal. The fiend is by no means compelled to obey the binder; however, the bond between the two tends to increase the fiend’s own power, so it will tend to try to keep the binder alive and further his interests. As such, it will tend to have an attitude of friendly toward the binder and his companions, provided the binder’s companions are not good outsiders or followers of El. The familiar will never willingly walk onto consecrated ground, is harmed by holy water, and can be expelled from it’s host via exorcism. While within 1 mile of each other, the binder gains a +3 bonus to binding checks and to bluff/diplomacy checks with evil outsiders. For each level the Binder advances in this class, the familiar advances as shown on the table below:
Binder Class Level
HD
Fort
Ref
Will
Int
Wis
Cha
Natural Armor Adjustment
Special
3-4
3
+3
+6
+4
-
-
-
-

5-6
4
+4
+6
+5
+1
+1
+1
+1

7-8
5
+4
+6
+5
+1
+1
+1
+2
Evasion
9-10
6
+5
+7
+6
+2
+2
+2
+3

11-12
7
+5
+7
+6
+2
+2
+2
+4
Telepathy 100 feet
13-14
8
+6
+7
+7
+3
+3
+3
+5

15-16
9
+6
+8
+7
+3
+3
+3
+6
Alertness
17-18
10
+7
+8
+8
+4
+4
+4
+7

19-20
11
+7
+8
+8
+5
+5
+5
+8
Improved Evasion
HD indicates the total number of d8 Hit Dice the Familiar has, starting with the original 3d8. This affects the caster level of the Familiar’s spell-like abilities.
Fort, Ref, and Will refer to the Familiar’s bonus to Fortitude, Reflex, and Will saves. This supersedes the Familiar’s original saves.
Int, Wis, and Cha indicate bonuses to Intelligence, Wisdom, and Charisma respectively as the Binder advances in levels.
Evasion (Ex): If the Familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Telepathy (Su): The Familiar gains the ability to telepathically communicate with its legate within 100 feet.
Alertness (Ex): The presence of the familiar sharpens its master’s senses. While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Reserve Spirit: Once per day, you may bind a spirit in addition to any other spirits you can normally bind. You choose this spirit from among those you are normally able to bind. When you bind this spirit, you do so as if you had failed the binding check by 1 point. You cannot apply any feats, spells, or class abilities to influence this result. Moreover, you do not gain the spirit’s abilities immediately. Instead, you can call upon the spirit once per day as a standard action. Doing so grants you the spirit’s abilities for 2 minutes, after which time you are fatigued. If you are already fatigued, you are exhausted instead. You can bind any spirit in reserve that you have access to by virtue of levels in this class, but not from other classes.
Intuit Spirit (Ex): As a free action, you can attempt to identify which spirit (or spirits) a creature has bound, but only if the physical sign is visible within line of sight. Specifically, you gain a +2 bonus on Knowledge (religion) checks to identify the spirit’s name, but gain no other insights (You also gain the ability to use Knowledge (religion) checks in place of Knowledge (arcana) checks to determine a spirit’s name). You know the spirit only by it’s name according to the faith of the Anurian people, and this only works on the spirits of evil outsiders. The bonus increases by +1 for every two class levels after 2nd level.
Binder Secret: Every Anurian Binder advances his career along a unique path. Often times, he acquires various secrets that enhance his health, senses, will-power, and even his very soul. At 2nd-level and every even level thereafter you may select either a pact magic feat of your choice that you qualify for or one of the secrets listed below. The level indicated in parentheses with each secret indicates the minimum class level required to select that secret. The secrets are supernatural and function only when you have bound a spirit. When a spell is mentioned, your effective caster level equals your binder level.
Here are ten secrets. More may exist.
Immunity to electricity
Immunity to poison
Resistance to cold 10, acid 10, and fire 10*
DR 5/cold iron, magic, or good*
Fast healing 2* (maximum 10 hit points per day per Anurian Binder level)
+5 natural Armor Class
1/day summon 1 fiendish large monstrous scarab, fiendish huge viper snake, fiendish dire jackal, fiendish crocodile, fiendish hawk, or fiendish giant mantis for 1 round per binder level*
Improved Darkvision 60 feet (this ability allows you to see in both normal and magical darkness)
Immunity to fire
+2 Intelligence, +2 Strength
Telepathy 100 feet with all creatures that speak Abyssal, Celestial, or Infernal
* Benefits stack when selected more than once.
Bonus Spirits: Beginning at 6th level you may bind one 1st-level spirit of your choice that you qualify for in addition to any other spirits bound for the day. At 7th level and each level thereafter, you acquire one additional level that you may use to bind one or more additional spirits whose level (or levels) total no more than the number of bonus levels indicated in the table. Moreover, no single spirit may exceed the maximum level of spirit you can normally bind.
Lichdom: The anurian binding tradition is a manifestation of the terrifying ambition, drive, and jealousy which drove humanity to their fall. And the Lich is the very pinnacle of the art. At any time, the Anurian Binder may undergo a special ritual to achieve immortality. The binder must craft a specialized vessel for his own soul, of masterwork quality and worth at least 120000 gp. The binder does not need to expend any XP to complete the ritual; there is still a steep price, however, as shall be explained shortly. The binder then binds at least three spirits, whose levels must add up to at least 9. The check for binding these spirits is added together rather than f
Prestige Classes: Taking levels in a prestige class or racial paragon class can advance your highest level (1st) spirit and your reserve spirit, but not other spirits that you can bind.

So yeah, that's it

aimlessPolymath
2018-04-17, 03:31 PM
I'll try and give this a read, but.... the formatting is problematic right now.

If you could add a new line before each new class feature, that would be massively helpful. Bolding the title of each feature would also be a huge help, but not as needed.

There is a whole lot to unpack here. I see:
-Xenotheurgy
-Invocations
-Truenaming
-That one class from Dragon Magic, four times
-Bardic music
-Artificer
-Harrowed(Three times)
-Pact magic two or three times

I'll need some time to turn this into an understandable schema.

Edit: Adorant: DM + Bardic music
Conjurer: Warlock + Concentrators
God Host: Harrowed + pact magic (possibly lesser?)
Hashashin: Rogue, but with a magic weapon
High Rider: A strictly better fighter
Kerta Priest: Warlock + Concentrators. I'm not sure how this is significantly different from the Conjurer.
Shogol: Truenaming + Planar Ally + some neat truebinding stuff.
Zakiir: Dark Knowledge + rogue tricks?
Priest of AHR: Pact Magic + a neat focal item + domain powers
Druid of Whispers: Xenotheurgy
Druid of Names: Truenaming plus a bit
Fey Trickster: DM + half-fiend SLAs. Bizarre that it keeps mentioning infernal patrons, despite the name.
Elf Nameshaper: Truenaming + Bardic Music
Angel Namesinger: Truenaming + Bardic Music... again?
Runepriest: Stone-themed artificer
Valkyrie: Harrowed. Would need to do a compare+contrast against the God Host.
Archivist: Straight truenaming + Lore
Dhampyr: DM class + some minor ranger features
Wereworg: DM class ... the same thing as Dhampyr?
Sheituun: Harrowed + Pact Magic + more focus on the possessing being.
Anurian Binder: Pure binder.

There seems to be a great deal of similarity between the classes, which I think is somewhat unnecessary. Have you considered merging some of them for simplicity of use by making them archetypes of each other?

petermcleod117
2018-04-17, 03:48 PM
I'll try and give this a read, but.... the formatting is problematic right now.

If you could add a new line before each new class feature, that would be massively helpful. Bolding the title of each feature would also be a huge help, but not as needed.

There is a whole lot to unpack here. I see:
-Xenotheurgy
-Invocations
-Truenaming
-That one class from Dragon Magic, four times
-Bardic music
-Artificer
-Harrowed(Three times)
-Pact magic two or three times

I'll need some time to turn this into an understandable schema.

I can make a Google Docs folder and make a shareable link, so you can see the classes in the way they were originally formatted, if that will help.

aimlessPolymath
2018-04-17, 03:57 PM
That would be helpful, yeah.

I edited my previous post, but some thoughts:

-There seems to be a great deal of similarity between the classes, which I think is somewhat redundant. Have you considered merging some of them for simplicity of use by making them archetypes of each other?
-There's a lot of copy+paste, which tends to bloat up the text significantly. Consider compressing duplicated features into "The X gains Bardic Music, as the X. However, [changes]"

petermcleod117
2018-04-17, 04:21 PM
That would be helpful, yeah.

I edited my previous post, but some thoughts:

-There seems to be a great deal of similarity between the classes, which I think is somewhat redundant. Have you considered merging some of them for simplicity of use by making them archetypes of each other?
-There's a lot of copy+paste, which tends to bloat up the text significantly. Consider compressing duplicated features into "The X gains Bardic Music, as the X. However, [changes]"

Yeah, sorry about that. I originally intended to have each class be a seperate document, so that a player who is playing one variant of a class would have to look at the others, especially since I wanted to keep some things a secret.

I will set up the google drive folder after my enrollment appointment is over.

Also, the whole thing with the fey is that I actually removed the Fey type: they're all native outsiders now. Elves are Half-Celestials and Dark Elves are Helf-Fiends, except that they both have stronger celestial or demonic heritage due to generations of inbreeding. I based this off the norse myth that the dark elves were the result of a nature goddess breeding with dwarves.

the dhampyr-wereworg duality was intentional. They are effectively the same class, except the wereworg is the reverse in terms of shapechanging. That's because it's linked to two different races which are mirrors of each-other.

petermcleod117
2018-04-17, 06:11 PM
That would be helpful, yeah.

I edited my previous post, but some thoughts:

-There seems to be a great deal of similarity between the classes, which I think is somewhat redundant. Have you considered merging some of them for simplicity of use by making them archetypes of each other?
-There's a lot of copy+paste, which tends to bloat up the text significantly. Consider compressing duplicated features into "The X gains Bardic Music, as the X. However, [changes]"

OK, here is the link to the google drive folder: https://drive.google.com/drive/folders/1Jb7IJhMsye7af_jvzX9ciTU9ZRY5IauO?usp=sharing
i am uploading the documents right now

I included both the stuff I finished and the stuff I haven't, as well as races and a some very empty affiliations. THe setting is only half-complete.

aimlessPolymath
2018-04-17, 07:21 PM
I originally intended to have each class be a seperate document, so that a player who is playing one variant of a class would have to look at the others, especially since I wanted to keep some things a secret.

Iiiinteresting.

I'm honestly not sure what to think.

How do you expect character creation to work?


the dhampyr-wereworg duality was intentional. They are effectively the same class, except the wereworg is the reverse in terms of shapechanging. That's because it's linked to two different races which are mirrors of each-other.
This really rubs me the wrong way. It's as though instead of creating a Wizard class, someone created nine different Wizard classes, each of a different specialization, but otherwise identical. It's not wrong, per se, and it gives you a lot of control over what characters can and can't do (e.g specifically excluding Illusion specialists, or generalists, or defining specific traditions consisting of sets of banned schools/ specialist schools / ACFs), but it's very unusual.

Edit:
On compression, you can say that "The X gains bardic music as a bard, except X" to compress things down a bit. I admit that this is less important if someone only looks at one class at a time, though.

Double Edit: The tables look pretty nice! Spacing is somewhat inconsistent, though.

khadgar567
2018-04-18, 07:10 AM
do us a favor and use spacing and bolding in the forum posts please