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EdroGrimshell
2018-08-22, 07:15 PM
Index

Acolyte (http://www.giantitp.com/forums/showsinglepost.php?p=23316663&postcount=2)
Anima Priest (http://www.giantitp.com/forums/showsinglepost.php?p=23316664&postcount=3)
Bane-Blooded (http://www.giantitp.com/forums/showsinglepost.php?p=23316670&postcount=4)
Bloodstained (http://www.giantitp.com/forums/showsinglepost.php?p=23316673&postcount=5)
Capacitor (http://www.giantitp.com/forums/showsinglepost.php?p=23316674&postcount=6)
Cenobite (http://www.giantitp.com/forums/showsinglepost.php?p=23316676&postcount=7)
Cursed (http://www.giantitp.com/forums/showsinglepost.php?p=23316679&postcount=8)
Dauntless (http://www.giantitp.com/forums/showsinglepost.php?p=23316681&postcount=9)
Dreamer (http://www.giantitp.com/forums/showsinglepost.php?p=23316683&postcount=10)
Dreamtouched Adept (http://www.giantitp.com/forums/showsinglepost.php?p=23316685&postcount=11)
Echoed Mind (http://www.giantitp.com/forums/showsinglepost.php?p=23316689&postcount=12)
Feral (http://www.giantitp.com/forums/showsinglepost.php?p=23316693&postcount=13)
Fire Dancer (http://www.giantitp.com/forums/showsinglepost.php?p=24347137&postcount=48)
Heckler (http://www.giantitp.com/forums/showsinglepost.php?p=23316700&postcount=14)
Hero (http://www.giantitp.com/forums/showsinglepost.php?p=23316703&postcount=15)
Infusionist (http://www.giantitp.com/forums/showsinglepost.php?p=23316707&postcount=16)
Instructor (http://www.giantitp.com/forums/showsinglepost.php?p=23316712&postcount=17)
Ironclad (http://www.giantitp.com/forums/showsinglepost.php?p=23316713&postcount=18)
Mentat (http://www.giantitp.com/forums/showsinglepost.php?p=23316714&postcount=19)
Militiaman (http://www.giantitp.com/forums/showsinglepost.php?p=23316719&postcount=20)
Scholar (http://www.giantitp.com/forums/showsinglepost.php?p=23316721&postcount=21)
Soulfused (http://www.giantitp.com/forums/showsinglepost.php?p=23316725&postcount=22)
Soul Seeker (http://www.giantitp.com/forums/showsinglepost.php?p=23316728&postcount=23)
Spirit Healer (http://www.giantitp.com/forums/showsinglepost.php?p=23316733&postcount=24)
Stigmatist (http://www.giantitp.com/forums/showsinglepost.php?p=23316735&postcount=25)
Surger (http://www.giantitp.com/forums/showsinglepost.php?p=23316742&postcount=26)
Undying (http://www.giantitp.com/forums/showsinglepost.php?p=23316745&postcount=27)
Unyielding Soul (http://www.giantitp.com/forums/showsinglepost.php?p=23316747&postcount=28)
Witch Knight (http://www.giantitp.com/forums/showsinglepost.php?p=24347168&postcount=49)
Witchling (http://www.giantitp.com/forums/showsinglepost.php?p=24347135&postcount=47)

EdroGrimshell
2018-08-22, 07:16 PM
Acolyte

Entry Requirements
Skills: Knowledge (Religion) 6 Ranks
Feats: Any Domain Feat other than Knowledge Devotion

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
Spellcasting

1st
+0
+0
+0
+2
Devotion
+1 Divine Spellcasting

2nd
+1
+0
+0
+3
Faith
---

3rd
+2
+1
+1
+3
Conviction
+1 Divine Spellcasting
Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Profession, Sense Motive. 2 + Int Modifier Skill Points

Wpn/Arm Prof: An acolyte gains proficiency with their deity's Favored Weapon, if they worship a deity.

Devotion (Su): At 1st level, the acolyte selects one Domain feat they possess. At 1st and 3rd level they gain an additional use of the chosen Domain feat. At 2nd level they gain two additional uses of the chosen Domain feat.

Additionally, the acolyte gains the True Believer feat and an additional use of any other Domain feats they may obtain or possess.

Motes (Su): At 1st level, the acolyte gains some power from their devotion, represented by a number of motes equal to 3 + their Wis or Cha bonus plus an additional mote for every 6 ranks in Knowledge (Religion) they possess. Motes can be spent as if they were Turn/Rebuke Undead attempts, though they do not grant the ability to turn or rebuke undead. An acolyte to a good aligned deity spends these as Turn Undead while an acolyte to an evil aligned deity spends them as Rebuke Undead instead. An acolyte to a neutral aligned deity may choose either, but cannot change this once chosen.

All spent motes are regained each hour.

At 2nd level, the acolyte increases their maximum number of motes by 4 and at 3rd level they increase their maximum number of motes by an additional 5.

Faith (Su): Starting at 2nd level, the acolyte gains a +1 sacred (if their motes count as Turn attempts) or profane (if their motes count as Rebuke attempts) bonus to their saving throws as long as they have not expended their daily use of True Believer. This bonus increases to +2 at 3rd level.

The bonus from this ability stacks with similar bonuses.

Additionally, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer.

Conviction (Su): Starting at 3rd level, the acolyte may, at the start of each day, roll two d20s and record the results. At any time, they can swap the results of one of their recorded d20s with any other d20 they, an ally, or an enemy rolls. If they roll a 20, they may roll an additional die and record its results. This both rolls are 20s, the acolyte instead may roll three additional die and record their results. This additional rolls may be used in the same way as the original two.

By spending five motes, the Acolyte may reroll an expended die and record the results anew.

EdroGrimshell
2018-08-22, 07:17 PM
Anima Priest

Entry Requirements
Skills: Knowledge (Religion) 12 Ranks
Feats: Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will
Class Features: 2 Persistent Blessings (Stigmatist), Vigor (Unyielding Soul)

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Divine Resilience
1

2nd
+1
+3
+0
+3
Unyielding Blessing
2

3rd
+2
+3
+1
+3
Penance's Gift
3

4th
+3
+4
+1
+4
Anointed Soul
4

5th
+3
+4
+1
+4
Ardent Conviction
5
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Anima Priest does not gain any new weapon or armor proficiencies.

Divine Resilience (Su): When a Anima Priest invests essentia into the Azure Toughness feat, they gain a pool of points equal to the invested essentia multiplied by twice their class level. As a move action that does not provoke attacks of opportunity, the Anima Priest can spend any number of these points to gain a number of temporary hit points equal to the spent points.

Additionally, while damaged by Penance, the Anima Priest may use Vigor (Unyielding Soul) to gain Temporary Hit Points as a Full-Round Action.

Unyielding Blessing (Su): The first time the Anima Priest meditates to use the Vigor ability, they may select a number of Blessings equal to their class level. The Anima Priest gains the benefits of these blessings so long as they possess Temporary Hit Points. Additionally, the Anima Priest adds the following blessings to the list of blessings they may obtain:
Holy/Unholy Dodge: This blessing grants the Anima Priest the benefits of the Uncanny Dodge ability, as a Barbarian, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Uncanny Dodge ability.

Holy/Unholy Evasion: This blessing grants the Anima Priest the benefits of the Evasion ability, as a Monk, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Evasion ability.

Holy/Unholy Mettle: This blessing grants the Anima Priest the benefits of the Mettle ability, as a Hexblade, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Mettle ability.

Seraphic Barrier: While the Anima Priest possesses this blessing, if an attack only damages temporary hit points, any secondary effects the attack may have had do not affect them. This blessing may only be selected once.

Soul Growth: This blessing allows the Anima Priest to increase the essentia capacity of any one essentia receptacle by 1. When the Anima Priest uses a swift action to reinvest their essentia, they can choose to change what essentia receptacle benefits from this blessing. The effects of this blessing stack.
Penance's Gift (Su): At 3rd level, the Anima Priest gains the ability to share their blessings and resilience with their allies. As a standard action, the Anima Priest may take nonlethal damage up to the amount of temporary hit points they possess to grant all allies within 30ft an equal number of Temporary Hit Points. While both the Anima Priest and any ally possesses Temporary Hit Points while within 60ft of the Anima Priest, they gain the blessings the Anima Priest selected for Unyielding Blessing (see above) as well as their Persistent Blessings.

Additionally, if the Anima Priest possesses the Vitality or Hardened ability (Unyielding Soul), the Anima Priest's allies temporarily gain the benefits of these abilities when the Anima Priest grants them Temporary Hit Points so long as they possess Temporary Hit Points. Once they no longer have temporary hit points, they lose these benefits until they benefit from this class feature again.

Anointed Soul (Su): At 4th level, when the Anima Priest uses Penance to gain a Blessing, they add the damage taken from the use of Penance to the pool of points granted by Divine Resilience. Additionally, in place of taking damage when using Penance, the Anima Priest may take one point of essentia damage that lasts until the Anima Priest recovers their hit points lost to Penance.

Ardent Conviction (Su): At 5th level, the Anima Priest gains greater depths of spiritual strength born from their own resilience. As long as the Anima Priest possesses Temporary Hit Points, they gain Temporary Essentia equal to the essentia invested in the Azure Toughness feat. Additionally, the Anima Priest may invest their essentia into others, as if they were an essentia receptacle, with a touch, granting them two blessing for each point of essentia invested. If the essentia invested was Temporary Essentia, then the blessing is lost when the Anima Priest would otherwise lose the essentia. Essentia used in this way is automatically uninvested after 24 hours, but may be uninvested as a swift action if the Anima Priest is touching the individual.

EdroGrimshell
2018-08-22, 07:19 PM
Bane-Blooded

Entry Requirements
Skills: Autohypnosis 6 Ranks
Feats: Poison Healer

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+0
Tainted Health

2nd
+1
+3
+0
+0
Bleakblood

3rd
+2
+3
+1
+1
Blighted Health
Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.

Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.

Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.

Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.

Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.

Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.

EdroGrimshell
2018-08-22, 07:20 PM
Bloodstained

Entry Requirements
Base Attack Bonus: +3
Feats: Power Attack

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Bloodlust


2nd
+2
+3
+0
+0
Crimson Fury


3rd
+3
+3
+1
+1
Berserker

Class Skills: Climb, Intimidate, Listen, Jump, Spot, Swim. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Bloodstained does not gain any new weapon or armor proficiencies.

Bloodlust (Ex): Once per encounter, the Bloodstained may enter a state of supreme bloodlust that lasts for a number of rounds equal to 2 + the Bloodstained's class level. While in this state, each time the Bloodstained deals 10 or more damage with a melee weapon, they gain 5 temporary hit points. Temporary hit points gained from this ability stack with other forms of temporary hit points and last until the end of the encounter.

While in this state, the Bloodstained cannot fight defensively or take the total defense action, and each round theymust attack the nearest enemy creature if able.

Crimson Fury (Ex): While a second level or higher Bloodstained is in a state of Bloodlust, whenever the Bloodstained deals 15 or more damage with a melee weapon, they gain a bloodstain. For each bloodstain the Bloodstained has, they gain a +1 morale bonus to attack rolls. Bloodstains last for one minute, and each time the Bloodstained gains a bloodstain, the duration is reset to one minute.

Any time the Bloodstained gains temporary hit points from Bloodlust, they may make a special Intimidate check against the damaged target's Will save. If the Bloodstained beats the target's Will save, the target takes takes a stacking -1 morale penalty to their AC and Attack rolls for one minute, to a maximum penalty of the number of Bloodstains the Bloodstained possesses. Multiple successful uses of this ability reset the duration to one minute. This is a mind-affecting fear effect.

Berserker (Ex): At 3rd level, whenever the Bloodstained deals 20 or more damage with a melee weapon while in a state of Bloodlust, they increase the duration of their Bloodlust by one round.

Additionally, any time the Bloodstained deals enough damage to activate bloodlust, crimson fury, or berserker more than once (multiples of 10 for Bloodlust, multiples of 15 for Crimson Fury, and multiples of 20 for Berserker) they may activate the benefits of that class features once for each multiple.
A bloodstained deals 64 damage with a single unarmed strike. They activate Bloodlust's secondary ability six times, gaining 30 temporary hit points and may make six intimidate checks with Crimson Fury, activate Crimson Fury four times, gaining four bloodstains, and activates Berserker thre times, increasing the duration of their Bloodlust by 3 rounds.


NOTE: The damage to activate Bloodstained class features must be Bludgeon, Slashing, or Piercing damage. Any other type of damage does not count towards these class features.

EdroGrimshell
2018-08-22, 07:21 PM
Capacitor

Entry Requirements
Skills: Psicraft 6 Ranks
Feats: Psionic Body
Special: Must Possess a Power Point Pool.

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP
Manifesting


1st
+0
+0
+0
+2
Psychic Reserve
1
---

2nd
+1
+0
+0
+3
Psychic Body
3
+1 Manifester Level

3rd
+1
+1
+1
+3
Psychic Capacitor
6
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 4 + Int Modifier Skill Points

Wpn/Arm Prof: A capacitor gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the capacitor increases their manifester level by one. The capacitor does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the capacitor does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Psychic Reserve (Ex): At 1st level, the capacitor gains the ability to store power points internally, gaining a Psychic Reserve that can store a number of power points equal to the capacitor's ranks in Psicraft - 3. To use power points stored in their Psychic Reserve, the capacitor must expend their psionic focus. Unlike a cognizance crystal, a capacitor can spend power points from their Psychic Reserve at the same time they spend power points from another source.

Psychic Body (Su): At 2nd level, the capacitor heals one additional hit point from natural healing for every power point stored in their Psychic Reserve. The capacitor gains a +1 bonus on Autohypnosis and Concentration checks for every two power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Ability Checks for every three power points stored in their Psychic Reserve. The capacitor heals one additional point of Ability Damage or Ability Burn from natural healing for every five power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Fort and Ref saves for every six power points stored in their Psychic Reserve.

Additionally, when spending power points from their Psychic Reserve, the capacitor heals hit points equal to the power point spent x the capacitor's class level.

Psychic Capacitor (Ex): Starting at 3rd level, the capacitor no longer needs to expend their psionic focus to use the power points from their Psychic Reserve.

Additionally, the when spending power points from their Psychic Reserve, the capacitor gains temporary power points equal to half the power points (rounded down) spent that last until the end of the capacitor's next turn.

EdroGrimshell
2018-08-22, 07:23 PM
Cenobite

Entry Requirements
Skills: Concentration 6 Ranks
Feats: Psychic Meditation, Deep Psychic Meditation

Hit Die: d4


Level

BAB
Fort
Ref
Will
Special
Manifesting

1st
+0
+0
+0
+2
Charged Meditation
---

2nd
+1
+0
+0
+3
Deep Psychic Meditation
+1 Manifester Level

3rd
+2
+1
+1
+3
Focused Meditation
+1 Manifester Level

4th
+3
+1
+1
+4
Deep Psychic Meditation
+1 Manifester Level

5th
+3
+1
+1
+4
Focused Discharge
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.

Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minutes per manifester level (minimum 1 minute), rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.

Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.

Focused Meditation (Ex): Starting at 3rd level, the cenobite may spend a psychic charge as a move or standard action. Spending it as a move action activates a single energy center. Spending it as a standard action activates two energy centers.

Additionally, the cenobite only needs half an hour of meditation to gain a psychic charge.

Focused Discharge (Ex): Starting at 5th level, the cenobite may spend a psychic charge as a swift, move, or standard action. Spending it as a swift action activates a single energy center. Spending it as a move action activates two energy centers. Spending it as a standard action activates three energy centers.

Additionally, the cenobite only needs fifteen minutes of meditation to gain a psychic charge.

This ability supersedes the Focused Meditation ability.

EdroGrimshell
2018-08-22, 07:24 PM
Cursed

Entry Requirements
Base Attack Bonus: +2
Skills: Intimidate 6 Ranks
Feats: Daunting Presence

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Feed the Fear

2nd
+1
+0
+0
+3
Ominous Presence

3rd
+2
+1
+1
+3
Feed on Fear
Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.

Feed the Fear (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the target must roll twice on attack rolls, saving throws, skill checks, and ability checks and take the lesser result. Using this ability resets the duration of Daunting Presence.

Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

Ominous Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets.

Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft) and gains damage reduction against any attack made by a creature that is Shaken, Frightened, or Panicked equal to their class level.

Feed on Fear (Ex): At 3rd level, whenever the Cursed uses Daunting Presence successfully on a target, the target takes 1d6 points of nonlethal damage for every four ranks in Intimidate the Cursed possesses. If a target is knocked unconscious by this effect, the Cursed gains temporary hit points equal to the damage dealt and gains a +1 bonus to attack and damage rolls, saving throws, and armor class for one minute or increases the bonus by one and resets the time on this effect (to a maximum of +5).

Additionally, non-mindless creatures that are immune to fear effects or mind-affecting effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.

EdroGrimshell
2018-08-22, 07:26 PM
Dauntless

Entry Requirements
Skills: Craft (Armorsmithing) 4 Ranks
Feats: Toughness, Improved Toughness
Proficiencies: Must be proficient with at least one type of armor.

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+0
Armor Dampening, Tough

2nd
+1
+3
+0
+0
Ablative Armor

3rd
+2
+3
+1
+1
Hardened Armor
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).

Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.

Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).

Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.

Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.

Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.

Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the armor bonus of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.

Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.

EdroGrimshell
2018-08-22, 07:27 PM
Dreamer

Entry Requirements
Skills: Concentration 6 Ranks, Lucid Dreaming or Autohypnosis 3 Ranks
Feats: Mind Over Body
Special: Must possess the ability to dream OR possess the Dream Scion feat (Secrets of Sarlona).

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP

1st
+0
+0
+0
+2
Dream Trance, Dream Points
1

2nd
+1
+0
+0
+3
Dreamtouched
3

3rd
+1
+1
+1
+3
Dreamtouched
6
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Lucid Dreaming, Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A dreamer gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the dreamer increases their manifester level by one. The dreamer does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the dreamer does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Dream Trance (Su): As a standard action, a dreamer may spend one power point and expend their psionic focus to enter a Dream Trance. While in a Dream Trance the dreamer gains 1 dream point at the end of every round (see below). A Dream Trance lasts 2 + the dreamer's class level rounds. When a Dream Trance would end the dreamer may spend one power point (they cannot use a dream point in place of a power point for this ability) as a swift action to refresh the duration of the Dream Trance.

This ability counts as the Dream Scion for meeting prerequisites. A Dream Trance counts as a Dreamtouched State for the purposes of Dreamtouched feats (such feats do not extend the duration of the Dream Trance).

Dream Points: At the end of every round in which the dreamer maintains their Dream Trance, they gain 1 Dream Point, up to a maximum of the number of ranks in Lucid Dreaming the dreamer possesses. A dreamer in a Dream Trance may expend Dream Points in place of power points for any effect. However, they are not power points and thus she may not transfer them to others (ex: by the bestow power power) or store them in items (such as cognizance crystals).

Dream Points are not lost when a Dream Trance ends, but cannot be spent unless the dreamer is in a Dream Trance.

At 1st level, a dreamer may only spend one dream point at a time. At 2nd and 3rd level, the number of dream points they may spend at once increases by 2.

Dreamtouched: At 2nd and 3rd level, the dreamer gains a bonus Dreamtouched feat (Secrets of Sarlona). Additionally, if a Dreamtouched feat requires the dreamer to sacrifice a use of their Dreamtouched State, they may instead spend three power points.

Each time a dreamer gains a Dreamtouched Feat, they gain a single 1st or 2nd level psionic power that can only be used while the dreamer is in a Dream Trance.

EdroGrimshell
2018-08-22, 07:28 PM
Dreamtouched Adept

Entry Requirements
Skills: Knowledge (Arcana, The Planes, or Psionics) 8 Ranks and one of Lucid Dreaming, Autohypnosis, or Concentration 4 Ranks
Feats: Dream Scion and One Other Dreamtouched Feat

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Shallows Immersion

2nd
+1
+0
+0
+3
Dreamtouched Feat

3rd
+2
+1
+1
+3
Dream Immersion

4th
+3
+1
+1
+4
Dreamtouched Feat

5th
+3
+1
+1
+4
Nightmare Immersion
Class Skills: Autohypnosis, Concentration, Intimidate, Knowledge (Arcana/Psionics/The Planes), Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: A dreamtouched adept gains no new weapon or armor proficiencies.

Shallows Immersion (Ex): At 1st level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: This feat may be used without expending a use of your dreamtouched state.

Dream of Insight: This feat may be used without expending a use of your dreamtouched state.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept gains Superior Low-Light Vision, Darkvision out to 120ft, and Blindsense out to 60ft. These overwrite the Low-Light Vision, Darkvision, and Blindsense granted by Dream of Perception.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.
Dreamtouched Feats: At 2nd and 4th level, the dreamtouched adept gains a bonus Dreamtouched feat. They must still meet any prerequisites for the feat.

Dream Immersion (Ex): At 3rd level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: The dreamtouched adept gains Telepathy out to 60ft while in a dreamtouched state.

Dream of Insight: The bonus to Knowledge checks is increased to +15 and the dreamtouched adept may make one additional Knowledge check when using this ability.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept gains blindsight out to 30ft while in a dreamtouched state.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.
Nightmare Immersion (Ex): At 5th level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Dream of Contact: The dreamtouched adept may extend the benefits of the following feats to their allies within range of the dreamtouched adept's telepathy: Dream of Instinct, Dream of Perception, Dream of Strength, and Dream of the Moment. Allies do not gain the benefits of Shallows Immersion, Dream Immersion, or Nightmare Immersion for those feats.

Dream of Insight: The bonus to Knowledge checks is increased to +20 and the dreamtouched adept may make one additional Knowledge check when using this ability.

Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

Dream of Perception: The dreamtouched adept may use the Augury effect without ending their dreamtouched state. The dreamtouched adept may still only use Augury once per dreamtouched state.

Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

EdroGrimshell
2018-08-22, 07:29 PM
Echoed Mind

Entry Requirements
Skills: Concentration 9 Ranks
Feats: Subconscious Containment (http://dsp-d20-srd.wikidot.com/subconscious-containment), Psionic Meditation

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
PP
Manifesting


1st
+0
+0
+0
+2
Echoed Focus
2
---

2nd
+1
+0
+0
+3
Focused Mind
6
+1 Manifester Level

3rd
+1
+1
+1
+3
Psychic Echo
12
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: An echoed mind gains no new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the echoed mind increases their manifester level by one. The echoed mind does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the echoed mind does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their class level. These additional foci are gained as if with Subconscious Containment except the DC is increased by 5 for each additional Foci gained (20 for Subconscious, 25 for first Echoed Focus, 30 for second Echoed Focus, and 35 for their third Echoed Focus).

Focused Mind (Ex): Starting at 2nd level, the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.

Psychic Echo (Ex): The echoed mind gains the benefits of psionic feats that require maintaining psionic focus a number of times equal to the number of psionic foci they are currently maintaining (so Speed of thought would grant +20ft to move speed if the echoed mind had two psionic foci and +50ft if they had five psionic foci).

If a feat has a conditional bonus that is only active under certain conditions, such as the Duck and Weave (http://dsp-d20-srd.wikidot.com/duck-and-weave) feat, you must meet those conditions for each instance of the bonus (Ex: with Duck and Weave you'd need to move 20ft for a +4 bonus, 30ft for a +6 bonus, etc.).

NOTE: Yes, it is possible to expend multiple psionic foci on the same psionic feat to boost its effect, but the burst effect for that requires expending all five psionic foci, which you can gain a maximum of three of in a turn with this class (unless you break action economy in which case you have worse things to worry about) and even then would take a full round action and some decent rolling. I think it balances, personally.

EdroGrimshell
2018-08-22, 07:31 PM
Feral

Entry Requirements
Skills: Survival 6 Ranks
Special: One of the following conditions must be met;
Survived in the wild on their own for at least a year
Trained with a Mutator class or Druid that has experienced Drift (Complete Divine)
Been chosen by a deity or spirit of nature (includes several types of fey and magical beasts).

Hit Die: d8


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+0
Dire Form, Survivor

2nd
+1
+0
+0
+0
Adaptation

3rd
+1
+1
+1
+1
Wild Child

4th
+2
+1
+1
+1
Mythic Form

5th
+2
+1
+1
+1
Feral Ascendancy
Class Skills: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

Wpn/Arm Prof: The Feral gains no new weapon or armor proficiencies.

Dire Form (Ex): At first level, the Feral gains a mutator level equal to their class level as well as two mutations. At 2nd and 4th level, the Feral gains one additional mutation. At 3rd and 5th level, the Feral gains two additional mutations. The Feral may only select Basic, Innate, and Extraordinaire Mutations (http://www.giantitp.com/forums/showthread.php?240717-The-better-man-There-is-no-such-thing-base-class&p=13115715#post13115715) for this ability.

Survivor (Ex): The Feral gains Track as a bonus feat and gains a bonus on Survival checks equal to their class level.

Additionally, the Feral gains a +1 bonus to all Feral class skills (except Survival). This bonus increases by 1 at 3rd and 5th level. This does not apply to skills added to the class skills list by Mutations.

Adaptation (Ex): Starting at 2nd level, the Feral may, over the course of a week, replace one mutation with another. On making the decision to do so, the Feral loses access to the chosen mutation until the week is over when it is replaced by the new mutation.

Additionally, the Feral gains a bonus Mutator feat.

Wild Child (Ex): Starting at 3rd level, the Feral may substitute half their ranks in Survival for their ranks in any other Feral class skill and adds their Wisdom bonus (if any) to any checks made in this way.

Mythic Form (Ex): At 4th level, the Feral gains a single Teratomorph as the Evolutionist class feature. They may only choose a Teratomorph from the Teratomorph I list.

Additionally, the Feral gains a bonus Mutator feat.

Feral Ascendancy (Ex): When it would be beneficial, the Feral is treated as both an animal and their original type. Additionally, the Feral adds half of the non-mutator class levels they possess to their mutator level.

EdroGrimshell
2018-08-22, 07:33 PM
Heckler

Entry Requirements
Ability Score: Cha 13
Skills: Bluff 6 Ranks, Intimidate or Diplomacy 3 Ranks

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
Mockery, Taunting Smirk


2nd
+1
+0
+0
+3
Vicious Insult


3rd
+2
+1
+1
+3
Searing Retort

Class Skills: Bluff, Craft, Diplomacy, Gather Information, Intimidate, Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spot. 6 + Int Modifier Skill Points.

Wpn/Arm Prof: The Heckler gains no new weapon or armor proficiencies.

Mockery (Ex): A Heckler is capable of using cutting words and insults as a way to injure the fighting spirit and focus of their foes. As a standard action, the Heckler may target a single creature within 30ft that can both hear and understand them to make a special Bluff check. The target must succeed on a Will save against the Heckler's Bluff check or become Slighted for a number of rounds equal to the Heckler's ranks in Bluff - 3. While Slighted, the target takes a morale penalty to Will saves equal to the Heckler's Class level. Additional uses of this ability reset the duration.

This is a language-dependent, mind-affecting ability.

If the Heckler possesses Improved Feint, they may instead use Mockery as a move action.

Taunting Smirk (Ex): While a creature is Slighted, they take a morale penalty on attack rolls and saving throw DCs of attacks and abilities targeting the Heckler equal to their Cha bonus. The Heckler adds their Cha bonus on opposed skill checks made against creatures that are slighted.

Additionally, instead of resetting the duration of Mockery, the Heckler may deny the target their Dex mod to AC as if they had made a successful feint attempt.

Vicious Insult (Ex): Starting at 2nd level, when a slighted creature attacks the Heckler, they must make two attack rolls and take the worst of the two.

By sacrificing an attack of opportunity for the round, the Heckler may cause a slighted creature to take a penalty on attack rolls made against the Heckler equal to the Heckler's Cha bonus for 1 round.

Additionally, the Heckler may use Mockery as a move action instead of a standard action. If the Heckler possesses Improved Feint, they may instead use Mockery as a swift action.

Searing Retort (Ex): Any time a creature attacks a 3rd level Heckler and misses, the Heckler may sacrifice an attack of opportunity for the round to use Mockery as an immediate action. If the target is slighted, the Heckler may instead make them demoralized for as long as they are slighted.

Additionally, creatures normally immune to mind-affecting effects are not immune to Mockery or Vicious Insult, but instead gain a +4 bonus to their Will Save against the effect. Mockery loses its language dependence.

EdroGrimshell
2018-08-22, 07:34 PM
Hero

Entry Requirements
Base Attack Bonus: +5
Base Fortitude: +4
Base Will: +4
Special: Must be able to take Nonlethal Damage
Special: Must have survived an encounter with a creature of a higher CR than their own.

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+2
Tireless


2nd
+2
+3
+0
+3
Tenacity


3rd
+3
+3
+1
+3
Determination

Class Skills: Any ten skills as class skills, chosen on taking their first level of this class. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Hero gains proficiency with three martial weapons (or one exotic weapon) of their choice, with light and medium armor, and with shields (excluding tower shields).

Tireless (Ex): Whenever the Hero is subject to a negative status condition, they may take nonlethal damage to negate the effect. The Hero may do so at any time, even if they normally cannot take an action.

Additionally, the Hero heals nonlethal damage every ten minutes instead of every hour.


Status Condition

Nonlethal Damage

Ability Damage
5/Point

Ability Drain/Burn
15/Point

Blinded
15

Confused
10

Cowering
20

Dazed
5

Dazzled
2

Dead*
20

Deafened
15

Diseased
15

Energy Drain
20/Level

Entangled
15

Exhausted
10

Fascinated
7

Fatigued
5

Frightened
10

Nauseated
10

Panicked
15

Paralyzed
15

Petrified
20

Poisoned
10

Shaken
5

Sickened
5

Stunned
10

*This condition prevents instant death effects, it does not allow you to live when reduced below -10 hit points (unless you can go below this number normally) or when your Con is reduced to 0 or lower.

Tenacity (Ex): At 2nd level, the Hero gains the action points as described here (http://www.dandwiki.com/wiki/UA:Action_Points). If your campaign already uses Action Points, instead grant the Hero the Heroic Spirit (http://www.realmshelps.net/charbuild/feat/Heroic_Spirit) feat as a bonus feat.

Additionally, the Hero is immune to the Fatigued and Exhausted conditions.

Determination (Ex): At 3rd level, the Hero gains the ability to take 10 points of nonlethal damage in place of spending an action point.

Additionally, the Hero heals nonlethal damage every minute instead of every hour.

EdroGrimshell
2018-08-22, 07:35 PM
Infusionist

Entry Requirements
Skills: Concentration 6
Feats: Psycarnum Infusion
Special: Must possess an essentia pool.

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
PP
Essentia
Manifesting

1st
+0
+0
+0
+2
Extended Infusion
1
1
---

2nd
+1
+0
+0
+3
Expanded Infusion
3
2
+1 Manifester Level

3rd
+1
+1
+1
+3
Invested Infusion
6
3
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession. Psicraft, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The infusionist does not gain any new weapon or armor proficiencies.

Manifesting: At 2nd and 3rd level, the infusionist increases their manifester level by one. The infusionist does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the infusionist does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Int score).

Extended Infusion (Ex): At 1st level, the duration of the infusionist's Psycarnum Infusion feat extends by a number of rounds equal to the infusionist's class level. At 2nd level, the infusionist increases the number of rounds by an additional one.

When the infusionist uses the Psycarnum Infusion feat, he may spend one or more power points (up to 5 or half the infusionist's manifester level, whichever is higher) to increase the duration by an equal number of rounds.

Expanded Infusion (Ex): At 2nd level, the infusionist can select two incarnum receptacles when they use the Psycarnum Infusion feat. At 3rd level, the infusionist can select three incarnum receptacles.

Alternatively, the infusionist may reduce the number of essentia receptacles affected from Psycarnum Infusion by 1 to increase the capacity of the essentia receptacles affected from Psycarnum Infusion by 1. At 3rd level they may reduce the number of affected essentia receptacles by 2 and increase the capacity of the affected essentia receptacles by 2.

Invested Infusion (Ex): When Infusionist uses the Psycarnum Infusion feat, they may spend three power points to retain their psionic focus.

Additionally, as an immediate action, the Infusionist may spend six power points to use Psycarnum Infusion as part of the same action. Using Psycarnum Infusion in this way does not benefit from Expanded Infusion or Extended Infusion.

EdroGrimshell
2018-08-22, 07:37 PM
Instructor

Entry Requirements
Skills: Martial Lore 6 Ranks, Associated Skill of the Discipline selected for Martial Study 6 Ranks
Feats: Martial Study, Martial Stance

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
MK
MR
SK

1st
+1
+2
+0
+2
Training, Discipline
1
1
0

2nd
+2
+3
+0
+3
Stance Correction
0
0
0

3rd
+3
+3
+1
+3
Simplified Instruction
1
0
1

4th
+4
+4
+1
+4
Self Instruction
0
1
0

5th
+5
+4
+1
+4
Teacher's Pride, Trained Strike
1
0
0
Class Skills: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (History), Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The instructor is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

Training (Ex): An instructor does not fight alone, but cannot always expect to fight with those as skilled as themselves, as such, they learn how to train those they work with to fight alongside them. Over the course of an hour, the instructor may train a number of individuals up to their Int score - 10 and multiplied by their class level (Ex: A level 3 instructor with Int 13 would be able to train 9 individuals). Those trained by the instructor in this way gain an Instruction Point. This Instruction Point lasts for one day per class level the instructor possesses.

The maximum number of Instruction Points a creature may benefit from is equal to the Instructor's class level. A creature may not possess more than 5 Instruction Points. Instruction Points can only be granted to intelligent creatures.

Additionally, the instructor may take Martial Stance and Martial Study as many times as they wish. If the instructor has ranks in a discipline's associated skill of 9 or higher, they may take maneuvers from that discipline as well when taking Martial Study or Martial Stance.

Discipline (Ex): Anyone that possesses an Instruction Point gains Advantage on their attack and damage rolls, rolling twice for any attack or damage rolls and taking the better result. Additionally, once per encounter per Instruction Point they possess, they may take a swift action to gain a +1 circumstance bonus to their Attack Rolls and Armor Class and a +2 circumstance bonus to their damage rolls until the start of their next round. These benefits may be doubled by spending an instruction point.

Additionally, the Instructor may choose a number of weapons equal to their class level + their Intelligence bonus, any penalty for not being proficient with the chosen weapons is reduced by one for each instruction point the target creature possesses.

Stance Correction (Ex): Instructors know that a good foundation enhances the ability to fight. Starting at second level, the Instructor may designate a stance they know when using Training, whenever anyone benefiting from an Instruction Point the instructor granted them takes a swift action to use Discipline, they gain the benefits of the chosen Stance for one round. The instructor may designate a different stance every time they use Training and those benefiting from the Instruction Points may choose which stance to gain the benefits of when using Discipline, they may only gain the benefits of one stance at a time. They don't actually know the stance, simply gaining the benefits of it.

Additionally, a creature with at least two instruction points may spend a swift action to gain the benefits of a stance without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the stances they may gain the benefits of with this ability.

Simplified Instruction (Ex): An instructor can give their students a chance to use some of their own techniques by simplifying the technique for them to use. At 3rd level, the instructor gains the ability to impart a small amount of their skill when training others. When using Training, the instructor may choose one of their feats to impart to those they use Training on. Whenever a creature benefiting from Instruction Points spends a swift action to use Discipline, they gain the benefits of the chosen feat until the start of their next turn. The instructor may designate a different feat every time they use Training and those benefiting from the Instruction Points may choose which feat to gain the benefits of when using Discipline, they may only gain the benefits of one feat at a time. They don't actually have the feat, simply gaining the benefits of it.

Additionally, a creature with at least three instruction points may spend a swift action to gain the benefits of a feat without using Discipline. A creature with at least three instruction points gains an additional swift action each round that may only be used for abilities granted by Instruction Points.

When a creature loses an Instruction Point, for any reason, they remove one of the feats they may gain the benefits of with this ability.

Self Instruction (Ex): When an instructor of 4th level or higher uses Training to grant Instruction Points, the Instructor may gain an Instruction Point themselves. The Instructor may choose a single Boost when using Training. Any creature benefiting from Instruction points may use the chosen Boost when spending a swift action to use Discipline. The instructor may designate a different boost every time they use Training and those benefiting from the Instruction Points may choose which Boost to gain the benefits of when using Discipline, they may only gain the benefits of one Boost at a time. They don't actually know the Boost, simply gaining the benefits of it.

Additionally, a creature with at least four instruction points may gain the benefits of the chosen Boost once per encounter as a swift action without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the Boosts they may gain the benefits of with this ability.

Trained Strike (Ex): A 5th level Instructor may choose a single Strike when using Training. Any creature benefiting from Instruction points may use the chosen Strike in place of their next attack after spending a swift action to use Discipline. The instructor may designate a different Strike every time they use Training and those benefiting from the Instruction Points may choose which Strike to gain the benefits of when using Discipline, they may only gain the benefits of one Strike at a time. They don't actually know the Boost, simply gaining the benefits of it.

Additionally, a creature with at least five instruction points may use the chosen Strike once per encounter as if they knew it without using Discipline.

When a creature loses an Instruction Point, for any reason, they remove one of the Strikes they may gain the benefits of with this ability.

Teacher's Pride (Ex): An instructor's pride is to pass on their knowledge to their students so they may pass it on to their own students. Any individual trained consistently by the instructor for a month that never has less than one Instruction Point gains Martial Weapon Proficiency, Exotic Weapon Proficiency, Martial Study, or Martial Stance as a bonus feat, but may only select a weapon, maneuver, or stance that the instructor is able to use.

Additionally, the instructor may spend a month learning a new weapon proficiency, maneuver, or stance, gaining the appropriate feat to gain the selected option. The instructor must spend at least an hour a day, possess a means of studying what they wish to gain, and must possess an Instruction Point the entire time to gain the feat. If any of these requirements is skipped at any time, the instructor must restart from the beginning once more.


*Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.

EdroGrimshell
2018-08-22, 07:38 PM
Ironclad

Entry Requirements
Skills: Craft (Armorsmithing) 9 Ranks
Feats: Heavy Armor Optimization

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special


1st
+0
+2
+0
+0
Ironbound, Tough as Nails


2nd
+1
+3
+0
+0
Metallicize


3rd
+2
+3
+1
+1
Barricade

Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Ironclad gains proficiency with Simple and Martial Weapons as well as with Shields (including tower shields). (Note: They do not gain armor proficiency because the feat Heavy Armor Optimization requires Heavy Armor Proficiency)

Ironbound (Ex): While wearing medium or heavy armor, the Ironclad reduces the armor check penalty and increases the Max Dex Bonus of their armor by their Str bonus (if any).

Additionally, the Ironclad is able to move at full speed in medium and heavy armor, as if it were light armor, and may sleep in medium or heavy armor without penalty.

Tough as Nails (Ex): At each level, the Ironclad gains Toughness as a bonus feat. Additionally, while wearing medium or heavy armor, the Ironclad increases the Armor bonus of their armor by 1 for every two instances of Toughness they possess.

Metallicize (Ex): Starting at 2nd level, at the start of each turn while wearing medium or heavy armor, the Ironclad gains temporary hit points equal to the Armor bonus of their Armor + 1 for each instance of Toughness the Ironclad possesses. These temporary hit points last until the start of the Ironclad's next turn.

Barricade (Ex): Whenever a 3rd level Ironclad fights defensively, uses the total defense action, or uses combat expertise to gain at least +2 to their Armor Class, they increase the duration of any Temporary Hit Points they possess by one round and may stack Temporary Hit Points they gain for that round.

EdroGrimshell
2018-08-22, 07:39 PM
Mentat

Entry Requirements
Skills: Autohypnosis 6 Ranks
Feats: Psionic Talent

Hit Die: d4


Level

BAB
Fort
Ref
Will
Special
TPP
Manifesting


1st
+0
+0
+0
+2
Psionic Reservoir
1
---


2nd
+1
+0
+0
+3
Enhanced Cognition
4
+1 Manifesting Class


3rd
+1
+1
+1
+3
Patterned Mind
9
---

Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The Mentat does not gain any new weapon or armor proficiencies.

Psionic Reservoir (Su): At the start of each hour, the Mentat gains Temporary Power Points as shown on the table above. Temporary Power Points do not stack. Temporary Power Points gained from this ability last until they are spent.

Additionally, while the mentat possesses temporary power points, they gain a bonus on saves against psionic powers equal to their class level.

Enhanced Cognition (Ex): At 2nd level, the Mentat treats their primary manifesting stat (Intelligence for Psions, Charisma for Wilder, Etc.) as 4 higher for the purposes of bonus power points. At 3rd level, their primary manifesting stat is treated as 6 higher instead.

If the Mentat does not possess a manifester level, then they count as having a manifester level of one and may choose either their Intelligence, Wisdom, or Charisma as their primary manifesting stat for this ability.

Patterned Mind (Ex): At 3rd level, the Mentat adds half their levels in non-manifesting classes to their manifester level for the purposes of bonus power points only.

EdroGrimshell
2018-08-22, 07:41 PM
Militiaman

Entry Requirements
BAB: +2
Skills: Any Skill 6 Ranks, Martial Lore 3 Ranks
Feats: Martial Study

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
MK
MR
SK

1st
+1
+2
+0
+0
Limit Reserve
1
1
0

2nd
+2
+3
+0
+0
Fighting Spirit
0
0
0

3rd
+3
+3
+1
+1
Martial Clarity
1
0
1
Class Skills: Climb, Craft, Intimidate, Jump, Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The militiaman is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

Limit Reserve (Ex): At first level, the militiaman gains a Limit Reserve. The militiaman may, once per day, spend 15 minutes in exercise to roll a d20 and record the result, this is their Limit Reserve (these new rolls overwrite the old results). Any time the militiaman makes an attack roll, after seeing the result but before learning if the attack hit, they may swap their Limit Reserve with the attack roll (not including any modifiers). The militiaman may also swap a critical confirmation roll as if it were an attack roll.

At 2nd and 3rd level, the militiaman rolls an additional d20 when rolling for their Limit Reserve, recorded separately.

Additionally, the militiaman may take the Martial Study feat any number of times.

Fighting Spirit (Ex): At 2nd level, the militiaman gains the ability to, once per encounter, roll a d4 and add the result to each recorded d20 in their limit reserve, to a maximum of 20. If any recorded d20 in their limit reserve increases above 20, the militiaman regains one of their maneuvers for the encounter for each point above 20 it would be.

Additionally, the militiaman may now use their Limit Reserve on their Saving Throws in addition to their attack rolls.

At 3rd level, this may be used an additional time per encounter.

Martial Clarity (Ex): At 3rd level, the militiaman gains the ability to, when making an attack, reduce one of the numbers in their limit reserve by 10 to make the attack an automatic hit, removing the need to make an attack roll.

Additionally, the militiaman may now use their Limit Reserve on opposed Skill Checks in addition to their attack rolls and saving throws.


*Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.

EdroGrimshell
2018-08-22, 07:42 PM
Scholar

Entry Requirements
Skills: 18 Ranks Split Between at Least Three Knowledge Skills.
Feats: Knowledge Devotion, Master of Knowledge (Heroes of Horror)

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Knowledge Correlation

2nd
+1
+0
+0
+3
Scholastic Study

3rd
+1
+1
+1
+3
Scholastic Advantage
Class Skills: Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Forgery, Gather Information, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Search, Spellcraft, Use Magic Device, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A scholar gains no new weapon or armor proficiencies.

Knowledge Correlation (Ex): For every 6 ranks the scholar possesses in Knowledge skills, they gain a +1 Synergy Bonus to all Knowledge checks and may use all Knowledge skills as if they had a number of skill ranks equal to the Synergy Bonus. These virtual ranks do not count towards increasing the synergy bonus.

Sage Lore (Ex): At each class level, the scholar gains 6 additional skill points that can only be spent on Knowledge skills.

Scholastic Study (Ex): By spending fifteen minutes studying or otherwise gathering information, a Scholar of at least 2nd level may gain a bonus as if he had rolled a 10 on the appropriate Knowledge check against that specific creature for the next hour. This may be extended to the next 8 hours if the scholar takes an hour to perform the research instead.

Additionally, the scholar may impart some of his knowledge to his allies. The scholar may spend a move action to grant all allies within 30ft the same insight bonus the scholar gained from a single use of knowledge devotion for two rounds.

Scholastic Advantage (Ex): Starting at 3rd level, the scholar applies the bonus from Knowledge Devotion to Bluff, Listen, Sense Motive, Spot, and Survival checks made against the target creature and doubles the bonus to damage from Knowledge Devotion.

Additionally, if the scholar used Scholastic Study on a creature and later used Knowledge Devotion in combat against the creature, the insight bonus granted stacks.

EdroGrimshell
2018-08-22, 07:43 PM
Soulfused

Entry Requirements
Skills: Knowledge (The Planes) 3 Ranks, Any other Skill 6
Special: Must possess an Essentia Pool

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Incarnum Ability
+1

2nd
+1
+3
+0
+3
Heightened Capacity (+1)
+0

3rd
+2
+3
+1
+3
Incarnum Aura
+1

4th
+3
+4
+1
+4
Heightened Capacity (+2)
+0

5th
+3
+4
+1
+4
Incarnum Ability
+1
Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Spot. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: Soulfused are proficient with all simple weapons and with light armor, but not with shields.

Incarnum Ability: The soulfused gains a bonus Incarnum Feat at 1st and 5th level.

Incarnum Development: The soulfused gains a point of essentia at 1st, 3rd, and 5th level.

Heightened Capacity: The essentia capacity of the soulfused's incarnum feats increases by 1 at 2nd and 4th level.

Incarnum Aura: A soulfused of 3rd level has an aura of incarnum around them. As a standard action, the soulfused may compress this aura into a single soulmeld of the soulfused's choice. This shaped soulmeld lasts for one minute per class level before unshaping, at which time it becomes an aura once more. The soulfused may choose to unshape this soulmeld at any time.

On shaping this soulmeld, the soulfused may bind it to a chakra it has open, if any.

While the Aura is active, the soulfused gains two Aura Points. Aura points may be invested into an essentia receptacle as if they were essentia. An essentia receptacle with aura points invested in it has its essentia capacity increased by the number of aura points invested in it. At 5th level, the soulfused gains one additional aura point while the Aura is active.

NOTE: Aura points invested into an ability where they can't be uninvested locks them in place. They can still be remove to shape a soulmeld but don't count towards the number of points in the ability until it unshapes.

EdroGrimshell
2018-08-22, 07:45 PM
Soul Seeker

Entry Requirements
Skills: Concentration 6 Ranks, Listen 6 Ranks, Spot 6 Ranks
Feats: Soulsight

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+0
+2
+2
Improved Soulsight
1

2nd
+1
+0
+3
+3
Extended Soulsight
2

3rd
+1
+1
+3
+3
Superior Soulsight
3
Class Skills: Concentration, Craft, Listen, Profession, Search, Sense Motive, Spot. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: A soul seeker gains no new weapon or armor proficiencies.

Improved Soulsight (Ex): The soul seeker may activate Soulsight as a swift action instead of a move action. The duration of the Soulsight feat also increased to one round per point of essentia invested into it instead of only a single round. Additionally, the soul seeker gains a bonus on Search, Spot, and Listen checks equal to twice the essentia invested in the Soulsight feat.

Extended Soulsight (Ex): The soul seeker's Soulsight reaches farther and more accurately than it otherwise would, the blindsense going out to 10ft per point of essentia invested into the feat instead of 5ft. The soul seeker may spend a swift action while they have blindsense from using the Soulsight feat to double its range for one round. They can repeat this with a move action to double it again so long as they have already used their swift action to do so.

Additionally, the soul seeker gains a constant Deathwatch effect on all living creatures within their blindsense granted by Soulsight. This only functions while the blindsense from Soulsight is active.

At 3rd level, the soul seeker gains the effects of the Status spell in addition to Deathwatch when their blindsense from Soulsight is active and may apply the effect to both living and nonliving creatures.

Superior Soulsight (Ex): When the soul seeker uses Soulsight, he gains blindsight out to half of the range of his blindsense. Additionally, the soul seeker gains an insight bonus to their AC equal to the essentia invested in the Soulsight feat against creatures he can sense with the Soulsight feat.

Additionally, the soul seeker gains the ability to detect both living and nonliving creatures as if they could bind a soulmeld to their Brow chakra.

EdroGrimshell
2018-08-22, 07:46 PM
Spirit Healer

Entry Requirements
Skills: Heal 6 Ranks
Feats: Healing Soul

Hit Die: d6


Level
BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+0
+2
Incarnum Healing
1

2nd
+1
+3
+0
+3
Incarnum Chirurgeon
2

3rd
+1
+3
+1
+3
Incarnum Vitality
3
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: A spirit healer gains no new weapon or armor proficiencies.

Incarnum Healing (Su): When the spirit healer invests essentia into the Healing Soul feat, they gain a pool of healing that acts much like the paladin's lay on hands ability equal to their class level x their Con mod x the amount of essentia invested in the Healing Soul feat. The healing from this class feature is not positive energy and can be used to heal living, undead, and construct creatures equally.

Additionally, the healing provided by Healing Soul is increased by the number of ranks the spirit healer has in the Heal Skill and may be expended to add to the pool of healing provided by the Incarnum Healing class feature or to heal a touched target.

This class feature can be affected by the Azure Touch feat.

Incarnum Chirurgeon (Su): The spirit healer may spend points of healing to convert a number of points of lethal damage into nonlethal damage equal to twice the number of spent points, this increases to three times the number of spent points at 3rd level.

The spirit healer can expend five points of healing to cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. The spirit healer can expend ten points of healing to remove the exhausted, nauseated, poisoned, or stunned condition from one individual. The spirit healer can spend fifteen points of healing to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. The spirit healer can expend twenty points of healing to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

The spirit healer can remove one or more conditions and heal damage with the same touch, so long as they expend the required number of points.

Additionally, each point of essentia invested in Healing Soul provides two uses per day instead of one.

Incarnum Vitality (Su): The spirit healer can spend healing from Incarnum Healing on an uninjured target. Should the target take damage afterwards, they begin to heal at a rate of 1 hit point per round until they've healed a number of hit points to bring them to their maximum or until they heal a number of hit points equal to the spent healing. This can apply to conditions that can be removed with Incarnum Chirurgeon, healing at a rate of one condition per round starting with the highest cost condition and continuing from there.

Healing spent to this effect lasts until the spirit healer's essentia is uninvested from the Healing Soul feat.

Additionally, the spirit healer may more easily heal others. The number of points spent to remove conditions with Incarnum Chirurgeon is reduced to 4, 8, 12, and 16 instead of 5, 10, 15, and 20 respectively.

EdroGrimshell
2018-08-22, 07:47 PM
Stigmatist

Entry Requirements
Alignment: Cannot be True Neutral
Skills: Knowledge (Religion) 6 Ranks
Feats: True Believer

Hit Die: d10


Level

BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+2
Penance, Blessings

2nd
+1
+3
+0
+3
Persistent Blessing

3rd
+1
+3
+1
+3
Persistent Blessing

4th
+2
+4
+1
+4
Persistent Blessing

5th
+2
+4
+1
+4
Persistent Blessing
Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Knowledge (Religion/The Planes), Profession, Sense Motive. 2 + Int Modifier Skill Points.

Wpn/Arm Prof: The stigmatist does not gain any new weapon or armor proficiencies.

Penance (Ex): In a minute long ritual, the stigmatist takes 1 point of damage and gains a Blessing (see below). For every blessing the stigmatist has, the damage taken from this ritual increases by 1. Damage inflicted by this ability bypasses temporary hit points and cannot be healed except by natural healing. The next time the stigmatist heals lethal damage through natural healing, they heal all the damage taken from Penance.

Blessings (Su): When using the Penance ability (see above), the stigmatist gains a blessing from the list below. A blessing lasts as long as the stigmatist possesses damage from the Penance ability. This ability counts as the ability to turn/rebuke undead and cast spells of 1/4 their character level for the purposes of qualifying for feats.

Blessed Armor: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their Armor Class. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

Blessed Body: This blessing grants the stigmatist the benefits of the Endure Elements spell as long as they possess the blessing. This blessing can be selected more than once, each time the stigmatist selects one type of energy damage (fire, electricity, acid, cold, or sonic) granting energy resistance 5 against the chosen energy or increasing the resistance chosen by 5. If a type of energy resistance would exceed 30 through this blessing, the stigmatist instead gains immunity to that energy type.

Blessed Skin: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the stigmatist damage reduction 2/the chosen alignment. This blessing can be selected more than once, increasing the damage reduction by 2 for each additional selection, to a maximum of 10.

Ceremonial Blessing: On selecting this blessing, the stigmatist selects one Ceremony feat they possess. They may grant the benefits of that Ceremony by paying the cost as a Penance instead of the normal costs. Using a Ceremony feat in this way causes the benefits to last until the Penance damage is healed rather than their normal duration. This blessing may only be chosen as a Persistent Blessing.

Detect Opposition: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the appropriate Detect spell for the chosen alignment (Detect Evil, Detect Good, Detect Law, Detect Chaos).

Divine Blessing: This blessing grants the stigmatist two Divine Charges. Divine Charges can be used in place of Turn/Rebuke Undead attempts for Divine feats and Domain feats. This blessing can be selected more than once, increasing the number of Divine Charges gained by 2.

Divine Insight: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Wis score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Divine Mind: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Int score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Divine Presence: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Cha score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Healing Hands: This blessing grants the stigmatist a pool of points equal to the hit points lost from the Penance ability. These points can be spent to heal an equal number of hit points of a touched target (including themselves). The stigmatist can choose to divide this healing among multiple recipients, and they don't have to use it all at once. Using this blessing is a standard action. Taking this blessing a second time allows the stigmatist to spend five points from this pool to heal one point of ability damage or remove one of the following conditions from a touched target: dazed, fatigued, or sickened. Taking this blessing a third time allows the stigmatist to spend ten points from this pool to remove one of the following conditions from a touched target: exhausted, nauseated, poisoned, or stunned. Taking this blessing a fourth time allows the stigmatist to spend fifteen points from this pool to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. Taking this blessing a fifth time allows the stigmatist to spend twenty points from this pool to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

Minor Miracle: On selecting this blessing, the stigmatist selects one 1st level or lower cleric or druid spell, the level of spell that can be selected increases by 1 at 3rd and 5th level. The stigmatist gains the selected spell as a spell-like ability that can be used once while they possess this blessing with a caster level of half their character level. The stigmatist may choose to expend this use to use the spell Augury instead of the selected spell. These spells may be used to fuel Reserve Feats. This blessing can be selected more than once, selecting a new spell or increasing the number of times they may use a previously selected spell by 1.

Miraculous Alacrity: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Dex score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Miraculous Endurance: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Con score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Miraculous Strength: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Str score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

Sacred/Profane Resistance: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their saving throws. This blessing an be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

Sacred/Profane Skill: On selecting this blessing, the stigmatist chooses one ability score. This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their skill checks with skills based on the chosen ability score. This blessing can be selected more than once, selecting a new ability score or increasing the bonus for an existing one by 1 for each additional selection, to a maximum bonus of +5.

Seraphic Gift: On selecting this blessing, the stigmatist chooses one Domain feat or Divine feat. This blessing grants the selected feat as a bonus feat. If the stigmatist possesses the Minor Miracle blessing, they can instead select a Reserve feat that the spell from their Minor Miracle qualifies them for. Should the stigmatist no longer qualify for a selected Reserve feat selected with this blessing, such as using the spell from Minor Miracle, they lose the blessing that granted the reserve feat as well.

Sublime Offense: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their damage rolls. This blessing can be selected more than once, increasing the bonus by 2 for each additional selection, to a maximum bonus of +20.

Sublime Speed: This blessing grants the stigmatist a +10ft Sacred (if Good or Neutral) or Profane (if Evil) bonus to all movement modes. This blessing can be selected more than once, increasing the bonus by 5ft for each additional selection, to a maximum bonus of +30ft.

Sublime Warrior: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their attack rolls. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5. The fifth time this blessing is selected, the stigmatist may make an additional attack at their highest base attack bonus at a -5 penalty during a full attack.

Persistent Blessing (Ex): At every level except 1st, the stigmatist selects one blessing. They automatically gain that blessing whenever they gain at least one blessing. These blessings do not count towards the number of blessings they possess for the amount of damage they take from Penance. These blessings still count towards the limit on the number of times the blessing can be selected.

EdroGrimshell
2018-08-22, 07:49 PM
Surger

Entry Requirements
Skills: Concentration 6 Ranks
Feats: Overchannel
Manifesting: Must know one or more first level powers

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special
PP
Manifesting

1st
+0
+0
+0
+2
Surging Psyche
1
+1 Manifester Level

2nd
+1
+0
+0
+3
Channeled Insurgence
3
---

3rd
+2
+1
+1
+3
Oversurge
6
+1 Manifester Level
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

Wpn/Arm Prof: A surger gains no new weapon or armor proficiencies.

Manifesting: At 1st and 3rd level, the surger increases their manifester level by one. The surger does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the surger does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Cha score).

Surging Psyche (Ex): A surger possesses a measure of their psionic power separate from power points called a Surge Count. A surger's Surge Count defaults to 0. As a swift action, the surger may increase their Surge Count by 1. A surger may have a Surge Count of up to 1 + 3 x their class level.

Whenever the surger uses the Overchannel feat, they may increase their Surge Count by the amount they increased their manifester level with the feat.

While the surger's Surge Count is greater than 0, they suffer a penalty to Concentration checks equal to their Surge Count but gain a bonus on Will Saves of equal value. While the surger's Surge Count is 4 or higher, they increase their effective manifester level by one, this increases by an additional one at Surge Counts 7 and 10. While the surger's Surge Count is 7 or higher, the surger is treated as if they were psionically focused (they may not expend this psionic focus but may gain and expend their normal psionic focus). While the surger's Surge Count is 10, the surger may, as a swift action, gain psionic focus without needing to make a Concentration check.

At the start of an encounter, the surger can choose to increase their Surge Count by their class level - 1, taking no action to do so.

A surger may also choose to set their Surge Count to 0 as a swift action.

Maintaining a Surge Count is draining when not in a high stress situation. A surger that maintains a surge count greater than 0 for one minute when not threatened by an enemy or in a stressful situation (any situation that would prevent the surger from taking 10 on a skill check) becomes fatigued. If the surger is already fatigued they become exhausted. If the surger is already exhausted they fall unconscious and their Surge Count is set to 0.

Channeled Insurgence (Su): As long as a 2nd level or higher surger's Surge Count exceeds 0, they may spend a swift action each round to channel their unstable mental energies into a power, charging it. When first using this ability, the surger must choose a single power to Channel. While Channeled, the power may not be manifested and has a Power Count of 0. When the surger spends a swift action to charge the Channeled power, they increase its Power Count by their Surge Count, to a maximum of the surger's manifester level with the Channeled power. At any time, as long as the Power Count of the power exceeds the minimum power points needed to manifest it, the surger may discharge the Channeled power, manifesting the power as if they had spent a number of power points on it equal to the Power Count it possessed before being discharged.

The surger may use Overchannel with the Channeled power, but must choose the manifester level increase when they first channel the power and take damage when they discharge the Channeled power.

Oversurge (Su): As a free action, when discharging a Channeled power, a 3rd level or higher surger may lower their surge count to increase the effective manifester level and number of power points spent on the power by the amount their Surge Count was lowered.

Using an Oversurge is a mentally draining endeavor. After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for five minutes, at which point the exhausted condition is reduced to fatigued and the surger may increase their surge count again. The Fatigued condition persists for another 5 minutes, whether the surger rests or not.

EdroGrimshell
2018-08-22, 07:50 PM
Undying

Entry Requirements
Feats: Diehard
Special: Must have had a near death experience (been reduced to 0 or fewer hit points)

Hit Die: d10


Level
BAB
Fort
Ref
Will
Special

1st
+0
+2
+0
+2
Walk the Razor's Edge

2nd
+1
+3
+0
+3
Knock on Death's Door

3rd
+2
+3
+1
+3
Walk with the Reaper

4th
+3
+4
+1
+4
Open the Black Gates

5th
+3
+4
+1
+4
Walk into Oblivion
Class Skills: Autohypnosis, Balance, Concentration, Craft, Heal, Intimidate, Jump, Profession, Survival, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The Undying does not gain any new weapon or armor proficiencies.

Walk the Razor's Edge (Ex): While below 75% of their maximum hit point total, the Undying gains a +1 morale bonus to their Armor Class, Saving Throws, and Skill Checks. While below 50% of their maximum hit point total, the bonus increases by 1. While below 25% of their maximum hit point total, the bonus increases by an additional 1. While at or below 1 hit point per class level, the bonus increases by an additional 1. While at or below 1 hit point, the bonus increases by an additional 1.

Additionally, while below 50% their maximum hit point total, the Undying gains a +10ft morale bonus to all movement modes.

Knock on Death's Door (Ex): Starting at 2nd level, the Undying no longer dies at -10 hit points, instead dying at a number of negative hit points equal to 10 x their class level (-20 at 2nd level, -30 at 3rd level, etc). The Undying benefits from the Diehard feat until they would die, rather than up to -9 hit points. The Undying stabilizes automatically when reduced below 0 hit points and is immune to the disabled condition.

Walk with the Reaper (Ex): Starting at 3rd level, the Undying does not fall unconscious from nonlethal damage unless they have a number of points equal to half their maximum hit point total + the Undying's current hit point total. The Undying no longer takes damage for taking a standard action while disabled or dying.

Additionally, while below 25% their maximum hit point total, the Undying gains spell resistance equal to twice their class level + twice the morale bonus granted by Walk the Razor's Edge.

Open the Black Gates (Ex): At 4th level, the Undying gains a Threshold Pool with points equal to 10 x their class level. Whenever the Undying would take damage, they may spend any number of points from their Threshold Pool to reduce damage they would take by an equal amount, taking nonlethal damage equal to half the damage prevented.

A Undying's Threshold Pool refreshes at a rate of 1 point per minute.

Walk into Oblivion (Ex): The bonus from Walk the Razor's Edge is doubled. The Undying adds half the bonus from Walk the Razor's Edge to Attack and Damage Rolls.

Additionally, while the Undying is at or below 1 hit point per class level, they gain hardness equal to the morale bonus granted by Walk the Razor's Edge. Adamantine cannot overcome the hardness granted by this ability.

EdroGrimshell
2018-08-22, 07:51 PM
Unyielding Soul

Entry Requirements
Skills: Any Skill 6 Ranks
Feats: Azure Toughness, Incarnum-Fortified Body

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
Essentia

1st
+0
+2
+2
+0
Vigor, Resilience
1

2nd
+1
+3
+3
+0
Vitality
2

3rd
+2
+3
+3
+1
Hardened
3
Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

Wpn/Arm Prof: an unyielding soul gains no new weapon or armor proficiencies.

Vigor (Ex): The unyielding soul may spend one minute to regain the temporary hit points granted by the Azure Toughness feat.

Additionally, the unyielding soul gains twice as many temporary hit points from the Azure Toughness feat.

Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

Additionally, while the unyielding soul possesses temporary hit points, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.

Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.

Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.

Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

Additionally, as long as they possess temporary hit points, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-) and stacks with other sources of similar damage reduction (such as that from a Barbarian).

*Vitality's secondary effect essentially heals one hit point at the cost of one damage to your temp hp and one point of nonlethal damage. It is technically a net loss (2 damage for one point of healing), but allows the unyielding soul to heal over the course of hours rather than days without magical aid.

EdroGrimshell
2018-08-23, 05:28 PM
All set with the current classes, will add new ones over time and link them in the index on the first post.

Currently working on a set based on the Dragonblood Subtype and the Dragonblooded Feat from the Dragon Magic book.

aimlessPolymath
2018-08-24, 12:02 AM
I'm glad to see you back- you're one of my favorite homebrewers!

EdroGrimshell
2018-08-24, 04:41 AM
I'm glad to see you back- you're one of my favorite homebrewers!

Glad to be back. I have a lot of fun with this project, so getting back into it after so long is great.

EdroGrimshell
2018-09-03, 04:15 AM
So, that series of dragonblood PrCs I mentioned? Yea, turns out they didn't work on their own, so I combined them into a single PrC. I just need a name for the class and it'll be complete.

It's based on Draconic Aura and possesses a class feature that gives it uses of a selection of cantrips as spell-like abilities (al la duskblade) based on its Charisma bonus. These are used to fuel its more offensive abilities and give it some defense depending on how it is statted, as the cantrips can be used to fuel draconic feats as if they were a higher level spell (up to 3rd normally and not exceeding an effective level of 7th pre epic level). It gets bonus draconic feats every level (draconic heritage at first level unless it already has it) and a few extra auras for the Draconic Aura feat.

Its main ability, however, is the ability to convert its maximum health total into power, both to bolster themselves and their allies. This can range from adding elemental damage to their attacks and the attacks of any allies within their aura's radius, to elemental shields, to increased potency of their spell-like abilities, to gaining more draconic feats.

If anyone has a name that does not include the term Dragonfire, I'm all ears.

aimlessPolymath
2018-09-08, 01:04 AM
Drakeblood:

The Form ability seems busted, but I can't find a feat that would break it, so it's probably fine. It's fairly versatile.

Can Arcane Attunement really boost *any* source of elemental damage of the right type? It's not OP, it's just unusual to be able to boost sources that don't originate from you.

Awakened:

Currently, just missing Metacreativity as a Secret equivalency. Maybe some form of terrain manipulation- generating obstructing terrain/fog?

Awakening might want to have some base effect.

Energy Snap is only valuable if you have the ability to make weapon attacks, but this has poor BAB- its damage is way too low otherwise. (Unless you rule you can Power Attack and full attack with it or something?) Maybe have it scale based on manifester level to some extent?

Would appreciate some form of levitation as well- perhaps Elocator based?

EdroGrimshell
2018-09-08, 03:06 PM
Drakeblood:

The Form ability seems busted, but I can't find a feat that would break it, so it's probably fine. It's fairly versatile.

Can Arcane Attunement really boost *any* source of elemental damage of the right type? It's not OP, it's just unusual to be able to boost sources that don't originate from you.

Form was the one I was worried about, but I looked at all the Draconic Feats before adding it, there's nothing really game breaking to them.

Any source you personally use, so if you have a Red Dragon ancestry and throw an alchemist's fire, you can boost the fire damage from that with Arcane Attunement. But, you can't boost the fire damage of someone else's flaming greatsword.


Awakened:

Currently, just missing Metacreativity as a Secret equivalency. Maybe some form of terrain manipulation- generating obstructing terrain/fog?

Awakening might want to have some base effect.

Energy Snap is only valuable if you have the ability to make weapon attacks, but this has poor BAB- its damage is way too low otherwise. (Unless you rule you can Power Attack and full attack with it or something?) Maybe have it scale based on manifester level to some extent?

Would appreciate some form of levitation as well- perhaps Elocator based?

Yea, trinkets (from the Mind's Eye Article that gave Psions ACFs) didn't seem good enough as a secret compared to the rest and was not easy to upgrade.

I made this class quickly, so it's unfinished at best, any suggestions would be welcome.

Would it be better if it could be added to any form of attack? Including manifested powers?

That might be something I'll add in once I get a second ability for each "Discipline" of psionics. That'd be a great one to add to the Psychoportation discipline options

aimlessPolymath
2018-09-08, 04:38 PM
Energy Snap adding to ability use is interesting, making it a sort of pseudo-metapsionic ability. I like that it would work with non-damaging powers. I might limit it to the first round of damage, though, since it has potential to greatly multiply damage for powers that deal damage over time.

edit: Hold on, do you mean attack rolls for powers? I actually don't know that there are a lot- Energy Ray and Crystal Shard, but not a lot of ray-type powers that I can think of.

EdroGrimshell
2018-09-08, 05:36 PM
Energy Snap adding to ability use is interesting, making it a sort of pseudo-metapsionic ability. I like that it would work with non-damaging powers. I might limit it to the first round of damage, though, since it has potential to greatly multiply damage for powers that deal damage over time.

edit: Hold on, do you mean attack rolls for powers? I actually don't know that there are a lot- Energy Ray and Crystal Shard, but not a lot of ray-type powers that I can think of.

No no, you got it right the first time. Having a Mind Thrust cause Brain Freeze is a funny thought.

EDIT: Made the modifications, it applies at 5th level.

Quarian Rex
2018-09-19, 02:53 AM
I'm a big fan of these classes. Short but to the point, offering interesting and novel mechanics balanced to fit into just about any game. Great job.

I do have a question about the Stigmatist though. For the Penance ability, do you mean for the HP cost to be 3 HP per Blessing (three blessings would have a total cost of 9 HP) or to have the cost actually raise cumulatively by 3 for every additional blessing (three blessings would have a total cost of 18 HP)? The wording isn't completely clear on this (though I'm, willing to bet that it is the later). If it is the later, are you sure? You have this balanced around selecting blessings many, many times to get a meaningful bonus and that cost increase is insane. Selecting 10 blessings (say, to max out Sublime Offense) would cost 165 HP! That is just nuts.

EdroGrimshell
2018-09-19, 04:32 AM
I'm a big fan of these classes. Short but to the point, offering interesting and novel mechanics balanced to fit into just about any game. Great job.

I do have a question about the Stigmatist though. For the Penance ability, do you mean for the HP cost to be 3 HP per Blessing (three blessings would have a total cost of 9 HP) or to have the cost actually raise cumulatively by 3 for every additional blessing (three blessings would have a total cost of 18 HP)? The wording isn't completely clear on this (though I'm, willing to bet that it is the later). If it is the later, are you sure? You have this balanced around selecting blessings many, many times to get a meaningful bonus and that cost increase is insane. Selecting 10 blessings (say, to max out Sublime Offense) would cost 165 HP! That is just nuts.

The later, I am reworking it do to some work on a Blood Mage style Base Class that uses a similar mechanic, which I am finding to be too much HP lost for it to properly work, so I'm thinking of reducing it from 3 to 1 with it still increasing in cost (3 blessings would cost 6, the first costing 1, the second costing 2, and the third costing 3). Far less likely to snowball into crazy numbers. Does weaken the healing option, but that was honestly a bit strong as it was.

I am taking requests, specifically for classes that expand on some less used or interesting feats.

Quarian Rex
2018-09-19, 11:21 PM
The later, I am reworking it do to some work on a Blood Mage style Base Class that uses a similar mechanic, which I am finding to be too much HP lost for it to properly work, so I'm thinking of reducing it from 3 to 1 with it still increasing in cost (3 blessings would cost 6, the first costing 1, the second costing 2, and the third costing 3). Far less likely to snowball into crazy numbers. Does weaken the healing option, but that was honestly a bit strong as it was.


Glad to hear, the new math seems much more usable, looking forward to the blood magic class. As a general thought on blood magic/HP sacrificing classes, any thoughts on increasing the HD? The d6 on the Stigmatist was very noticeable to me. Kind of struck me as making a Psionisist but not providing any PPs. Perhaps a general design consideration for such classes should be a higher than average HD to accommodate usage of the class features.

Thoughts?

EdroGrimshell
2018-09-20, 04:52 AM
Glad to hear, the new math seems much more usable, looking forward to the blood magic class. As a general thought on blood magic/HP sacrificing classes, any thoughts on increasing the HD? The d6 on the Stigmatist was very noticeable to me. Kind of struck me as making a Psionisist but not providing any PPs. Perhaps a general design consideration for such classes should be a higher than average HD to accommodate usage of the class features.

Thoughts?

Planning on it, though the Blood Mage will have a d8 due to how it casts (it gains Temp HP and uses that to cast, though it dipping into normal HP reserves can be done, it's a little more lasting than the Temp HP version)

The stigmatist is likely going to upgrade to d10 HD (likely having a similar effect on the Azure Priest PrC)

Quarian Rex
2018-09-20, 12:58 PM
Planning on it, though the Blood Mage will have a d8 due to how it casts (it gains Temp HP and uses that to cast, though it dipping into normal HP reserves can be done, it's a little more lasting than the Temp HP version)

The stigmatist is likely going to upgrade to d10 HD (likely having a similar effect on the Azure Priest PrC)

This makes me quite happy.

Thanks again for making these. All your classes, but especially ones like the Stigmatist, Undying, and the Instructor, fill niches in the game that have gone almost completely untouched. I have never seen a martial buffer whose mechanics are as elegantly appropriate as that of the Instructor. Doing that while keeping the mechanics relatively simple and balanced is a feat. Keeping most of the classes relatively short was a great move as well, allowing these unique concepts to actually fit into a variety of character concepts.

Your work is appreciated.

EdroGrimshell
2018-09-20, 01:55 PM
This makes me quite happy.

Thanks again for making these. All your classes, but especially ones like the Stigmatist, Undying, and the Instructor, fill niches in the game that have gone almost completely untouched. I have never seen a martial buffer whose mechanics are as elegantly appropriate as that of the Instructor. Doing that while keeping the mechanics relatively simple and balanced is a feat. Keeping most of the classes relatively short was a great move as well, allowing these unique concepts to actually fit into a variety of character concepts.

Your work is appreciated.

I'm actually working on a Scholar/Instructor class to expand on it, kinda like a monster hunter that teaches people how to deal with said monsters. The combo would make a great support character while being almost completely mundane in nature, which you don't see too often.

I'm hoping to get a few more PrCs out soon, I've got a couple in the works that might be fun, but I'm open to suggestions for combo PrCs that combine existing ones.

Also, always good to hear your work is appreciated! Thank you. :smallbiggrin:

EdroGrimshell
2018-09-29, 04:55 PM
So, I'm reworking some of my older PrCs, specifically the Militiaman and the Acolyte (going to be combined with some ideas for an old class I was working on)

I've added a new secret to the Awakened for Metacreativity, and will be working on additional ones for each discipline.

And finally, I'm working on some combo PrCs, ones that combine some existing ones. I have the Slayer in the works, which combines Scholar and Instructor, the War Leader, which combines the new Militiaman I have in mind and the Instructor, and the Priest, which combines the Acolyte and the Stigmatist.

EDIT: Militiaman has been changed.
2nd EDIT: Acolyte has been changed.
3rd EDIT: Minor update, working (and finished minus formatting) a new PrC called the witchling, which is a rather simple status condition focused class with its primary ability being Evil Eye (has the potential to cause both Fatigued and Sickened on a target). This will have a combo PrC to combine it with the Cursed and another to combine it with the Heckler. Potentially a triple combo if I'm feeling ambitious.

Amechra
2018-09-30, 01:35 PM
Long time no see.

I have comments to make. I was going to make this long form, but I think what I was actually trying to say would get lost.

1. You have the bad habit of shoving multiple unrelated abilities together into one ability, and "hiding" upgrades inside abilities. For example, your new Acolyte's table looks clean and neat, but the actual stuff you get at each level is:

1st. 3+Wis Motes/Hour. Primary Domain Feat +1/day, new Domain feat 2/day, +1 level of spellcasting.
2nd. +4 Motes/Hour. Primary Domain Feat +2/day, new Domain feat 2/day, +1 AC/Saves, once/encounter True Believer use.
3rd. +5 Motes/Hour. Primary Domain Feat +1/day, new Domain feat 2/day, +2 AC/Saves, spend 3 motes to make a die explode, +1 level of spellcasting.

This makes your classes incredibly dense, which can make it kinda hard to remember what you get when.

2. You love your extra die rolls, huh :p? The Bloodstained is possibly the biggest sinner here, since each of the special intimidate checks Crimson Fury gives you is two extra d20 rolls. And thanks to Berserker, you'll be tossing out two or more of those checks per attack. That's just - bleh. It needs to be streamlined.

3. You also really like abilities that refresh hourly. That's pretty unidiomatic for 3.5, and greatly modifies the expected pace of resource expenditure. Just wanted to point this one out - I'm aware that your PrCs are intended to be a bit more experimental.

EdroGrimshell
2018-09-30, 03:12 PM
Long time no see.

Indeed it has been. Good to see ya!


1. You have the bad habit of shoving multiple unrelated abilities together into one ability, and "hiding" upgrades inside abilities. For example, your new Acolyte's table looks clean and neat, but the actual stuff you get at each level is:

1st. 3+Wis Motes/Hour. Primary Domain Feat +1/day, new Domain feat 2/day, +1 level of spellcasting.
2nd. +4 Motes/Hour. Primary Domain Feat +2/day, new Domain feat 2/day, +1 AC/Saves, once/encounter True Believer use.
3rd. +5 Motes/Hour. Primary Domain Feat +1/day, new Domain feat 2/day, +2 AC/Saves, spend 3 motes to make a die explode, +1 level of spellcasting.

This makes your classes incredibly dense, which can make it kinda hard to remember what you get when.

Oh, I know, my classes are sometimes designed that way because of how short they are. None of them are really too powerful for it, and if they do get stronger abilities, I tend to reduce what they get from the class.

I have a game where I'm playtesting these changes, so if they end up too powerful or slow or whatever, I'll modify them.


2. You love your extra die rolls, huh :p? The Bloodstained is possibly the biggest sinner here, since each of the special intimidate checks Crimson Fury gives you is two extra d20 rolls. And thanks to Berserker, you'll be tossing out two or more of those checks per attack. That's just - bleh. It needs to be streamlined.

Yea, Bloodstained is one I made in a few hours, compared to the others which I made over the course of a few days, it kinda shows. I've been trying to rework it but it just doesn't click in my head.

Other classes, I just try to keep things balanced, that's my main concern, a bit more so than being streamlined. Die rolls let you have a little more balance in that regard. I do try to find other methods to balance it out, it's just... a little more difficult.

Plus, these classes are based on skills and feats, for the most part, so having them not use those skills and feats seem like bad form to me.


3. You also really like abilities that refresh hourly. That's pretty unidiomatic for 3.5, and greatly modifies the expected pace of resource expenditure. Just wanted to point this one out - I'm aware that your PrCs are intended to be a bit more experimental.

Yep, it's an unusual balance that actually works fairly well in game. It lets people 'Go Nova' and know they'll get a refresh, but it's not so soon as to be able to do so all the time.

EdroGrimshell
2020-01-10, 07:37 AM
Witchling

Entry Requirements
Skills: Knowledge (Arcana) 6 Ranks, Intimidate 3 Ranks
Feats: Force of Personality

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+0
+2
Jinx, Evil Eye

2nd
+1
+0
+0
+3
Witchfire

3rd
+1
+1
+1
+3
Dire Brand
Class Skills: Concentration, Craft, Intimidate, Knowledge (Arcana), Listen, Profession, Search, Spot. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The witchling does not gain any new weapon or armor proficiencies.

Jinx (Su): The witchling may, once per day, spend 15 minutes in meditation to roll a d20 and record the result, this is their Jinx Value (new rolls will overwrite the old results). Whenever a hostile creature within 30ft of the witchling rolls a d20 for an attack roll, ability check, or skill check, the witchling may choose to swap the roll with their Jinx Value, replacing their Jinx Value with the targeted roll. This may only be done once per round.

Several witchling abilities reduce their Jinx Value, these abilities cannot reduce the Value below 1, and if an ability would reduce it below 1, it cannot be used.

At 2nd level, the witchling may use this ability on allies as well. This may not target the witchling.

At 3rd level, the witchling may use this ability on Saving Throws and Critical Confirmation rolls.

Evil Eye (Su): As a standard action, the witchling may lower their Jinx Value by 1 to place a hex on a target they can see. The target must make a Fortitude saving throw (DC 10 + Half the Witchling's Character Level + the Witchling's Cha Mod) or be sickened for one minute. If the witchling also possesses Daunting Presence, they may use that feat as part of the same action as using this ability by lowering their Jinx Value by an additional 1.

Witchfire (Su): Starting at 2nd level, as a swift action, the witchling may conjure a baleful, flame-like energy to their hand by reducing their Jinx Value by 1. This witchfire sheds light as a torch and can be used to make a melee touch attack to deal 1d6 points of damage. The witchling may disperse their witchfire as a free action.

As a standard action, the witchling may reduce their Jinx Value by 2 while holding their witchfire to excite it to either make a touch attack or fire a ray of energy (60ft range) that deals 2d6 points of damage plus an additional amount of damage equal to their Cha bonus (if any) on a successful melee or ranged touch attack (respectively). This is in addition to the 1d6 damage from using witchfire to attack normally.

The witchling may reduce their Jinx Value by 2 when using Evil Eye or making an attack with witchfire to force the target to succeed on a Fortitude saving throw (DC 10 + Half the Witchling's Character Level + the Witchling's Cha Mod) or become fatigued for one minute.

Dire Brand (Su): At 3rd level, the witchling gains the ability to place a brand on any creature that fails a saving throw against Evil Eye or Witchfire. This brand lasts for 1 hour and allows the witchling to use Jinx on the branded individual as long as they are within 1 mile of the witchling. Additionally, the witchling may target a branded individual with Evil Eye without needing to see them, though if they cannot see the creature, the duration of the brand is not refreshed.

EdroGrimshell
2020-01-10, 07:38 AM
Fire Dancer

Entry Requirements
Skills: Perform (Dance) 6 Ranks
Feats: Weapon and Torch

Hit Die: d6


Level

BAB
Fort
Ref
Will
Special

1st
+0
+0
+2
+0
Flame Dance

2nd
+1
+0
+3
+0
Heat Haze

3rd
+2
+1
+3
+1
Blazing Steps
Class Skills: Balance, Bluff, Craft, Jump, Perform, Sleight of Hand, Tumble. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The fire dancer does not gain any new weapon or armor proficiencies.

Flame Dance (Ex): The primary ability of the fire dancer is their use of an open flame to hide their movements and disorient foes. While wielding a torch or similar source of light, the fire dancer gains a +1 dodge bonus to their AC for every 4 ranks in Perform (Dance) they possess, may add their Cha Bonus (if any) to attack rolls made with the a torch or similar source of light, and increase damage from such attacks by their class level + their Cha Bonus (if any).

Heat Haze (Ex): Any time a 2nd level or higher fire dancer is attacked, they may use an immediate action to make an attack with a torch or similar source of light as if they were using Weapon and Torch. This attack resolves before the attack roll is made. If the attack misses, the attacker is set on fire.

Additionally, the fire dancer gains fire resistance 5.

Blazing Steps (Ex): A fire dancer that moves at least 10ft in a round increases any fire damage they deal by 1d6 and adds one additional round to the dazzled effect inflicted by Weapon and Torch for every 10ft moved in that round. This may be applied to similar sources of damage as long as they would qualify for Weapon and Torch.

Additionally, the fire dancer increases their fire resistance to 10.

EdroGrimshell
2020-01-10, 08:27 AM
Witch Knight

Entry Requirements
BAB: +5
Skills: Knowledge (Arcana) 9 Ranks, Intimidate 9 Ranks, Martial Lore 6 Ranks
Class Features: Witchfire (Witchling), Fighting Spirit (Militiaman)

Hit Die: d8


Level

BAB
Fort
Ref
Will
Special
MK
MR
SK

1st
+1
+2
+0
+2
Hexer's Reserve, Witchfire Infusion
1
0
0

2nd
+2
+3
+0
+3
Malefic Initiate
0
1
0

3rd
+3
+3
+1
+3
Baleful Presence
1
0
1
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Martial Lore, Profession, Ride, Search, Spot, Swim. 4 + Int Modifier Skill Points.

Wpn/Arm Prof: The witch knight does not gain any new weapon or armor proficiencies.

Hexer's Reserve: A witch knight uses both martial prowess and malicious magics to combat their foes, learning to meld them into a seamless whole. The witch knight is able to use their Limit Reserve as their Jinx Value and their Jinx Value as their Limit Reserve. Any effect that reduces their Jinx Value only affects a single die at a time.

Witchfire Infusion (Su): When a witch knight conjures witchfire, they may choose to infuse their weapon with it. This adds the damage dealt by witchfire to their weapon as long as they maintain the witchfire. The witch knight may increase the damage of their witchfire as part of the same action used to initiate a boost maneuver, applying the extra damage to all attacks made that round. If a creature fails a Fortitude save to resist the fatigue from witchfire or evil eye, the witch knight may increase one of their limit reserve die by 2.

Additionally, those affected by Dire Brand take an additional 2d6 points of damage from any attack made by the witch knight's witchfire, including attacks made with a weapon infused with witchfire.

Malefic Initiate (Su): Any time a 2nd level or higher witch knight inflicts the Shaken, Frightened, Panicked, Sickened, Nauseated, Fatigued, or Exhausted condition on a creature, they may regain a single maneuver of their choice. Alternatively, the witch knight may choose a maneuver and reduce their jinx value or limit reserve by the level of the chosen maneuver to regain the maneuver.

Baleful Presence (Su): At 3rd level, the witch knight may project an aura of ill fortune as a swift action by reducing their Jinx Value or Limit Reserve by 3. This aura extends out to 20ft and lasts until the start of their next turn, though they may reduce their Jinx Value by 3 to maintain the effect for an additional turn without taking an action. All creatures that are Shaken, Frightened, Panicked, Sickened, Nauseated, Fatigued, or Exhausted must roll twice for any attack rolls, critical confirmation rolls, ability checks, skill checks, or saving throws made while within the aura and take the lower roll. The witch knight may use Jinx on either of these rolls.

Those under the effects of Dire Brand also suffer from this effect and take a -2 penalty to all such rolls if they also suffer from one of the requisite status conditions.


*Add the associated skill of the Discipline the Witch Knight chose with Martial Study as a Militiaman to their skill list.

Amechra
2020-01-14, 11:24 AM
Playing a Witch Knight looks pretty fun. The one question I have is whether or not Malefic Initiate should require you to take an action to recover maneuvers via dumping your Jinx Value - technically they don't have the clause that prevents them from dumping your Jinx Value below 1...

EdroGrimshell
2020-01-15, 02:10 AM
Playing a Witch Knight looks pretty fun. The one question I have is whether or not Malefic Initiate should require you to take an action to recover maneuvers via dumping your Jinx Value - technically they don't have the clause that prevents them from dumping your Jinx Value below 1...

Yes, but the jinx ability itself says if an ability would drop the value below 1, it doesn't work, which essentially makes it impossible to reduce your limit reserve as well.

Amechra
2020-01-15, 11:27 PM
Yes, but the jinx ability itself says if an ability would drop the value below 1, it doesn't work, which essentially makes it impossible to reduce your limit reserve as well.

Technically, that feature only talks about Witchling abilities... :smallbiggrin:

aimlessPolymath
2020-01-15, 11:51 PM
I'm having some trouble parsing the first paragraph of Fire Dancer's Heat Haze.


This attack resolves before the attack roll is made. If the attack misses, the attacker is set on fire.
My read is "This attack resolves before the triggering attack roll is made. If the triggering attack misses, the attacker is set on fire", rather than relying on your own attack missing. Is that right?

AvatarVecna
2020-01-16, 12:03 AM
Saw this thread popped up and searched it for a concept I've been thinking about a lot recently, and was saddened to see it not something this project can pull off...so figured I'd suggest it:

Could you make something specializing in mundane crafting along the lines of these? Something that can craft mundane items cheaper or faster, or can maybe craft magic items appropriate to their craft type, or maybe can upgrade existing mundane items without making them magical?