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View Full Version : Prestige Class Contest V: With a Single Spell



JoshuaZ
2019-02-06, 07:39 PM
You'll be working under the theme of:
With a Single Spell


Rules

Entry must be a prestige class with 3-15 levels, and must be for the revised third (3.5) edition of Dungeons and Dragons. Entries may contain additional material such as specific feats or skill uses that interact with the prestige class but the central, unifying aspect should be the prestige class.
Entry must be original, and made for this contest.
Entry must be related to the theme.
Entry must be completed by March 10th.
Entry must be easy to read. (Templates will be provided.*)
Only one entry may be submitted by any given brewer (the entry may include several things, but they must be part of the same cohesive entry).

Breaking any of these rules will disqualify the entry.

*The Templates are in the chat thread here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I&p=22485380&viewfull=1#post22485380").

Chat Thread is here (http://www.giantitp.com/forums/showthread.php?539241-Prestige-Class-Contest-Chat-Thread-I). Please only post entries in this thread, the chat thread is for everything other than entries.

rferries
2019-02-07, 01:35 AM
The Prestidigitator
https://i.pinimg.com/originals/a5/31/4e/a5314e79a3f86b44fb44116742ad6c03.png
"I'm a one-trick pony, yes... but what a marvellous trick!"


Prestidigitation is a favoured spell of hedge-witches and court wizards alike - an incantation of surpassing practicality and entertainment. A prestidigitator learns to unlock the true power and versatility of this simple spell.

Prerequisites:
To become a prestidigitator, a character must fulfill all the following criteria.

Skills
Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.

Feats
Heighten Spell.

Spells
Ability to cast 3rd-level arcane spells. Ability to cast prestidigitation.

Hit Die: d4

Class Skills
The prestidigitator's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Perform (illusions) (Cha), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier

Table: The Prestidigitator


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st

+0



+0



+2



+2


Heightened Prestidigitation (1st), Master Prestidigitation

+1 level of existing arcane spellcasting class


2nd

+1



+0



+3



+3



+1 level of existing arcane spellcasting class


3rd

+1



+1



+3



+3


Heightened Prestidigitation (2nd)
+1 level of existing arcane spellcasting class


4th

+2



+1



+4



+4



+1 level of existing arcane spellcasting class


5th

+2



+1



+4



+4


Heightened Prestidigitation (3rd)
+1 level of existing arcane spellcasting class



Weapon and Armour Proficiencies
Prestidigitators gain no proficiency with any weapon or armor.

Heightened Prestidigitation (Ex)
Beginning at 1st level, a prestidigitator may use prestidigitation to duplicate the effects of other spells. Whenever she casts a prestidigitation spell heightened to 3rd level or higher, she may instead duplicate the effects of any other spell of 1st level or lower, with the following provisos:

The duplicated spell is treated as a spell of its effective level (rather than the level of the heightened prestidigitation) and any save DCs are based on the prestidigitator's relevant spellcasting ability modifier.

If a duplicated spell appears at different levels on different spell lists, default the spell level to the sorcerer/wizard, cleric, druid, bard, paladin, or ranger version, in that order.

If a duplicated spell has an XP cost, material component, or focus, the prestidigitator must meet that requirement. However, divine spells duplicated in this way are considered arcane spells for the prestidigitator (meaning that she does not need a divine focus to cast them).


At 3rd level, the prestidigitator may also use a prestidigitation spell heightened to 4th level or higher to duplicate the effect of any other spell of 2nd level or lower.

At 5th level, the prestidigitator may also use a prestidigitation spell heightened to 5th level or higher to duplicate the effect of any other spell of 3rd level or lower.

Master Prestidigitation (Sp)
At 1st level a prestidigitator may use prestidigitation at will as a spell-like ability.

Spellcasting (Ex)
When a new prestidigitator level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class in which she could cast 3rd-level spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which she could cast 2nd-level spells before she became a prestidigitator, she must decide to which class she adds each level of prestidigitator for the purpose of determining spells per day.


plane shift
summon monster 1
bestow curse
telekinesis
permanency

JoshuaZ
2019-02-07, 10:27 PM
Counterfactual Caster

"Do other versions of me exist in the same sense that I do? I don't know. Does it matter? Maybe at some deep moral level. But if my primary concern is the version of me that is me, then it doesn't hurt to borrow from those other versions. And maybe they are just as real as I am, and benefit from my own knowledge and power as I benefit from them. In that case, I can hardly begrudge them those benefits. "
- Alaran Goldenthorn, Counterfactual Caster, from his book "Counterfactual Casting: First Principles".

Many a powerful mage has used Mage's Lucubration to reach into their own past to regain a spell they have cast previously. Counterfactual Caster's study what worlds might be, and can use their magic to reach into past selves that are could-have-beens and thus gain spells and knowledge that some could-have-been version of themselves cast. Their actual self may not have a cast spell, but there's a potential, a possibility that some other version of themselves would have cast that spell. Instead of reaching just into their own past, a Counterfactual Caster reaches into the past of parallel versions of themselves which made slightly different choices. Stretching the limits of time and what it means for magic to exist, the more powerful Counterfactual Casters reach further into their actual past and at the same time reach further and further away from their own timestream.

ENTRY REQUIREMENTS
Feats: Heighten Spell, one other metamagic feat.
Spellcasting Able to cast Mage's Lucubration


Class Skills
The Counterfactual Caster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge(any)) (Int), Profession (Wis), and Spellcraft (Int).

Skills Points at Each Level: 2 + int

Hit Dice: d4

If playing under Pathfinder, Decipher Script is replaced with Linguistics, Concentration should be removed, and the hit die changed to d6.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st
+0
+0
+0
+2
Heightened Recall, Multiple Recall, Prepared Recall, Reach into the Past
-


2nd
+1
+0
+0
+3
Almost Prepared It, If Ifs and Buts Were Candy and Nuts
+1 level of existing arcane spellcasting class


3rd
+1
+1
+1
+3
Unimpeded Magic, What Was My Major Again?(+2)
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+4
Almost Bought It
+1 level of existing arcane spellcasting class


5th
+2
+1
+1
+4
Counterfactual Metamagic
+1 level of existing arcane spellcasting class


6th
+3
+2
+2
+5
What Was My Major Again?(+4)
+1 level of existing arcane spellcasting class


7th
+3
+2
+2
+5
Hypothetical Studies, One Down...
-


8th
+4
+2
+2
+6
Extreme Counterfactuals
+1 level of existing arcane spellcasting class


9th
+4
+3
+3
+6
For Want of a Nail, What Was My Major Again?(+6)
+1 level of existing arcane spellcasting class






Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting


1st
+0
+0
+0
+1
Heightened Recall, Multiple Recall, Prepared Recall, Reach into the Past
-


2nd
+1
+1
+1
+1
Almost Prepared It, If Ifs and Buts Were Candy and Nuts
+1 level of existing arcane spellcasting class


3rd
+1
+1
+1
+2
Unimpeded Magic, What Was My Major Again?(+2)
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+2
Almost Bought It
+1 level of existing arcane spellcasting class


5th
+2
+2
+2
+3
Counterfactual Metamagics
+1 level of existing arcane spellcasting class


6th
+3
+2
+2
+3
What Was My Major Again?(+4)
+1 level of existing arcane spellcasting class


7th
+3
+2
+2
+4
Hypothetical Studies, One Down...
-


8th
+4
+3
+3
+4
Extreme Counterfactuals
+1 level of existing arcane spellcasting class


9th
+4
+3
+3
+5
For Want of a Nail, What Was My Major Again?(+6)
+1 level of existing arcane spellcasting class




Weapon and Armor Proficiencies: A Counterfactual Caster gains no weapons or armor proficiencies.

Spellcasting: At every level other than first and seventh, when a new Counterfactual Caster level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Counterfactual Caster to the level of whatever other arcane spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.

Heightened Recall (ex): At first level, a Counterfactual Caster can apply the Heighten Spell metamagic to Mage's Lucubration. If they apply the Heighten Spell metamagic to Mage's Lucubration then they correspondingly increase the maximum level of spell they may recall with Mage's Lucubration. If for example they apply Heighten Spell to Mage's Lucubration twice then they can recall a spell of up to 7th level.

Multiple Recall (ex): You may cast one spell yesterday or perhaps you cast a lot of spells yesterday, so why should you only recall one spell?

At first level, a Counterfactual Caster may recall more than one spell with Mage's Lucubration. The additional spells total levels must sum to no more than the maximum spell level they may recall using Mage's Lucubration plus their Counterfactual Caster class level. For these purposes, cantrips count as 1/2 level spells.

Prepared Recall(ex): Sure, you didn't actually cast that spell yesterday, or the day before, or even the day before that. In fact, you might never have cast the spell at all. But you could have prepared that spell, and that has to count for something, right? At first level, a Counterfactual Caster treats any arcane spell they prepared as a valid spell for purposes of Mage's Lucubration whether or not they successfully cast the spell.

Reach into the Past(ex): You prepared spells yesterday but also the day before that, and the day before that. Why not reach a little further into the past? Or why not confuse the universe about what day was yesterday and what day was the day before yesterday? Maybe there's some version out there of you where the castings really were swapped. It just takes a little energy to convince reality that's how it went, right?

At first level, a Counterfactual Caster may choose to reduce the maximum level of spell they may recall using Mage's Lucubration by some number, up to their class level in Counterfactual Caster. When they do so, they increase the number of days in the past they may recall spells with using that casting of Mage's Lucubration.

Almost Prepared It(ex): Sure, you didn't actually prepare that spell, yesterday, or the day before, or the day before that. In fact, you might never have prepared that spell. But you could have prepared that spell, and that has to count for something, right?

At second level, when a Counterfactual Caster casts Mage's Lucubration may treat a spell as prepared if it was in a spellbook they had access to and studied during that time, even if they never prepared the spell. When they do so, the spell is treated as one level higher for purposes of the maximum level and number of spells they may recall using Mage's Lucubration.

Some other prepared arcane casting classes may use an item other than a spellbook to prepare spells, such as storing spells in a familiar. A member of such a class should treat the relevant object or creature as a spellbook for purposes of this class feature.

If Ifs and Buts Were Candy and Nuts(ex): You could have bought some bat guano for your fireball spell, but that stuff is gross, so you didn't. But maybe some other version of you did buy it. At 2nd level, a Counterfactual Caster gains the Eschew Material Components feat.

Unimpeded Magic(ex): Even when your magic is blocked or interfered with, there is a possible version of you where that didn't occur, and you can reach forth a small amount of functioning arcane energy from that possible version.

At fourth level, whenever a Counterfactual Caster is in an anti-magic zone or similar area they may attempt to cast spells anyways. To successfully cast a spell in such a region they must make a caster level check with a DC of 10 + the caster level of the anti-magic zone + the level of the spell they wish to cast.

What Was My Major Again?(su): You slept through most of that class on Meta-Thaumaturgical Theory, but another version of you was responsible adult.

At third level, a Counterfactual Caster's repeated reaching into minds that might have been becomes more permanent and enduring, beyond just when they are stealing spells from their alternate versions. Their mind connects with potential other copies of themselves, some of which have studied things other than they have. They get a +2 bonus to all knowledge and spellcraft checks. At level 6 this become +4, and at level 9 this becomes +6. This also allows them to make knowledge checks which would normally require a skill rank even if they do not have any such ranks, although then the bonus from this class feature is reduced by half.

Almost Bought It(ex): At fourth level, Counterfactual Caster may ignore the need for any material component or focus if that component or focus has a cost less than 10 gp * their class level.

Counterfactual Metamagic(ex):
At fifth level, when a Counterfactual Caster recovers spells using Mage's Lucubration, they may apply metamagic feats they know to the spells as if they had been prepared with those metamagic feats. A spell recovered this way is treated for purposes of Mage's Lucubration as of a level it would be as if it had the metamagic adjustment. The Counterfactual Caster may also apply this to apply metamagic feats to spells they recover from alternate versions of themselves. No matter what, this ability cannot be used to to apply metamagic to make a spell of effective level higher than the highest level spell the Countercaster can cast.

Hypothetical Studies(ex): Sure, you never studied how to cast a spell without saying any words, but you could have, couldn't you?

At seventh level, when a counterfactual caster prepare spells once daily they may choose a metamagic feat or Spell Focus feat they meet the prerequisites for. They are treated as having that feat for 24 hours or until they next prepare spells, whichever is sooner. They cannot use this ability to qualify for other feats, prestige classes or the like.

One Down...(Ex): You might be about to trigger that trap, but maybe another version of you triggered it already. Sucks for them, but at least you got a warning.

At seventh level, a Counterfactual Caster may declare when making a saving throw that an alternate version of them experienced the same event a fraction of a second earlier, and they have learned from that experience. The Counterfactual Caster adds a +10 insight bonus to the saving throw. A Counterfactual Caster may declare you are doing so after the die roll has been found but before they know if it is a success or failure, but they may not use this ability after success or failure has been declared. Using this ability is essentially instantaneous and requires no action on their part. A Counterfactual Caster may use this ability once daily.

Extreme Counterfactuals(ex): Ok. You never prepared that spell. Heck, you never even saw that spell in your spellbook. Maybe you only have heard of that spell once years ago when you were having a drunken conversation with some other students way back when you were in Silverthorn's College of Arcane Studies (actually the branch campus in Rusty Helm). But some version of you might have been really struck by that conversation. In fact, maybe that alternate version was so struck that after you recovered from your hangover, you set out on a quest to find that spell.

At 8th level, a Counterfactual Caster can recover spells from more distant versions of themselves. When they use mage's lucubration this way, they may use mage's lucubration to recover any valid spell in their prepared spellcasting class whether or not they have studied the spell previously know it. Any such spell is treated as being two levels higher for purposes of the maximum level spell they may recover. Also, any such spell fades from their mind if you don't begin casting it in the next 1 minute, and they aren't capable of putting such spells into their spellbook or similar item since reality will only tolerate so much messing with what actually happened.

For Want of a Nail(ex): So, you aren't certain what would happen if you cast that spell? Lucky for you, some other version of you already found that out a fraction of a second ago.

At ninth level, Once daily when a Counterfactual Caster would cast a spell which has a time of a standard action or less to cast, they may choose to look at alternate realities where they cast that spell a fraction of a second sooner. They must declare that you are using this ability when they cast a spell. All rolls for the spell are then resolved (such as what beings died or made saves or even if they successfully cast the spell or were counterspelled or otherwise disrupted). They may then decide whether to go through with that action in which case the spell resolves just as that, or they may decide not to, in which case the spell is not cast. They may then choose to use the action differently, such as by casting a different spell or some other activity entirely.


Playing a Counterfactual Caster

Counterfactual Casters come in many types and personalities. One might be the ultimate procrastinator who finally reached enough magical power that all their procrastination finally doesn't matter any more. Another might be someone who has seriously studied various ideas about the multiverse. Another might be dedicated to gaining the most power they can, believing that in doing so they are paying back other versions of themselves.

Combat: A Counterfactual Caster will play frequently like any other prepared caster. They may sometimes have just the right spell slightly more often, but only if they give up other spells and actions to do so. Thus, a Counterfactual Caster may need to be more careful about running out of spells earlier in the day.

Advancement: Counterfactual Casters are interested in whatever magic boosts their own capabilities. Many Counterfactual Casters take the Practiced Spellcaster feat to make up partially for their lost caster levels. Many will search out spells even more than other wizards because the sheer fact that they have a spell written down gives them advantages even if they aren't likely to cast it.

Resources: While Counterfactual Casters have been around for a long time, they do not have any major organizations as of yet. Some may have allies or colleagues in the Society for Temporal Studies (see below) but most will have no special resources that a wizard would otherwise lack.

Counterfactual Casters in the world

"They don't seem to be all good or all evil, but they seem to demonstrate even more willingness to mess with the fabric of the universe than most wizards. If I understood enough from the last one who wouldn't shutup, they aren't just messing with our universe but with every possible universe. " - Telfana Silverblade, an elven paladin.

Counterfactual Casters have been around for at least three centuries, with the first clear explicit mention being by by Alaran Goldenthorn, an elven Archmage who apparently studied the skills and then wrote a book about it. Other stories and reports indicate that Counterfactual Casters may be much older.

Daily Life: A Counterfactual Caster may spend their time studying the most obscure arcane secrets, on the off-chance it will help some version of them. On the other hand, another Counterfactual Caster may take an attitude of "Party now, study later" and be confident that some of version of them is busy getting headache from some obscure arcane theorem.

Notables:
Temask Delt, of House Delt (N, Human Wizard 11/Counterfactual Caster 2), is the scion of a powerful noble house who became more interested in magic than the duties of his house, although even for magic he was not as devoted to his studies as his tutors thought he should have been. He rose to prominence when he helped defeat the evil lich Naleron. Temask had little interest in stopping Naleron in general, but he did object to the armies of demons Naleron was summoning into the city which were, as Temask put it, "totally harshing his groove." Few know of Temask's skills as a Counterfactual Caster, and thus far he has managed to keep that aspect of his abilities mostly secret. Temask's long-term ambition to become a powerful mage even as he spends most of his days partying, relying on other versions of himself that are more responsible.

Galen Senav (CG, half-elf conjurer 11/Counterfactual Caster 8), Galen is from a prominent family of elven mages. Galen is in fact, an illegitimate child, and it was his own fascination with the hypotheticals that maybe he could have been born a full elf, or maybe his father's family could have acknowledged him despite his ancestry, which led him down the path of counterfactual magic. Eventually, he became powerful enough that his family acknowledged him, but the resentment that it took him to the heights of extreme magical power before they accepted him is still a raw wound. He sometimes wonders if there is another version of him out there in the greater cosmos which has forgiven them.

Zevelon, (NE Human lich, necromancer 9/loremaster 2/Counterfactual Caster 9) is a typical evil lich, but with even more arrogance than most other powerful, evil wizards. He styles himself The One Who Knows All, and has used his access to counterfactual spells to appear like he has far more spells ready at will than he has. His repeated involvement in the most esoteric aspects of counterfactual magic and potential timelines has left his mind not fully sane, as he has trouble remembering what happened in his actual timeline; this insanity may be one major reason that none of his various plots have yet come to fruition. Currently, he is trying to find a way to actively take over the minds of all the various versions of him in whatever multiverse there is; he is aware that other versions would then be trying the same thing, but he is confident that he is the version which will get there first.

Alania Summerlilly Getorix of the Family of Getorix, (N, Human Aristrocrat 2/Wizard 11/Counterfactual Caster 3). Alania is a human wizard who rose to her current level of magical prowess the old fashioned way: by inheriting a massive fortune from her family allowing her to purchase all sorts of magical tomes. Realizing she would likely never have the ability to study all the magic she had access to, she became a Counterfactual Caster to be able to access at least some of it.

Organizations: The primary organization of Counterfactual Casters is the Society for Temporal Studies, commonly abbreviated the STS. However, while the STS was originally founded by Counterfactual Casters to exchange knowledge about their own magic, it has let in all sorts of mages and others with an interest in studying time-based magic. Now, while most of the leadership are Counterfactual Casters, most of the membership are not.


NPC Reaction

Most people will react to a Counterfactual Caster the same way they would to any other mage. Someone inclined to distrust mages may be more inclined to distrust someone who is apparently messing with the nature of time itself, but most people don't think that hard about these things. Members of religions involving balance or protecting the timestream may react more negatively, while members of religious interested in knowledge may find their abilities to be particular fascinating.

Counterfactual Casters in the Game

A Counterfactual Caster will generally function close to a wizard for most purposes. They will be slightly more likely to have just the right spell for any given moment, but they will also be slightly more likely to run out of spells too soon, especially if they start preparing many copies of Mage's Lucubration in their higher level spell slots.

One substantial difficulty with a Counterfactual Caster is that their large spell selection can potentially slow a game down. A player playing one should generally be encouraged to have a list of pre-existing spells they may decide to drag out from other versions of themselves, rather than go splatbook diving in the middle of combat or another situation.

Adaptation: In the Eberron setting, some of the wizards at the Towers of Arcanix may be Counterfactual Casters. It is possible that Vol has studied the magic with some interest, seeking to unlock her Dragonmark using the possible versions of her that are still living.

In Forgotten Realms/Faerun, Counterfactual Casters may be closely associated with a specific deity of magic, such as Azuth or Mystra. Oghma's focus on knowledge may also cause some to be associated with that god.

In Golarion, Counterfactual Casters may be found among other groups which are generally interested in knowledge, such as the Pathfinder Society and the Magaambya. There may be arcane spellcasters among the Cult of the Failed who try to reach out to the possible worlds where some who did not pass the test of the Starstone did in fact do so and ascended to godhood. Some members of the Harbinger's of Fate may have studied the way of the Counterfactual Casters to specifically understand the cause of the failure of prophecy by trying to access alternate worlds where prophecies and omens have still functioned. At the same time, there may be some people who quietly suspect that Counterfactual Casters becoming more common somehow unhinged the timestream resulting in that very failure.

In Midgard, some of the people who have studied Counterfactual Casting may be doing so to try to recreate the powerful forms of time magic which were lost during the Great Mage War. Others may be concerned that such actions could reach out to hypothetical potential worlds where the Old Ones are not fully frozen in time.

Encounters: PCs might encounter a Counterfactual Caster the same way they'd encounter any other mage, possibly as a villain or as a potential ally depending on their goals and the PC goals. For example, a powerful Counterfactual Caster might wish to locate a dangerous artifact which can be used modify the past, or to increase their own reach into potential realities. They may hire the PCs to locate it or may come into conflict with PCs who wish to find the object themselves.

Counterfactual Caster feats
Note: Some of these feats are 3.5 specific and some are Pathfinder specific while others could be used for either with no adjustment. If a feat is specific to one of them I have noted it with a (3.5) or (PF) after.


Counterfactual Atoms
Sometimes when a spell is formed, an arcane atom is almost sheered off the spell, and that's just as good for you.
Prerequisites: Must have the Arcane Atoms class feature (http://www.giantitp.com/forums/showsinglepost.php?p=22550878&postcount=15). Must have the Multiple Recall and Reach into the Past class features.
Benefit: This feat has three benefits. First, you may attach atomos to a Mage's Lucubration. For every 3 atomos points spend this way, the Mage's Lucubration is heightened by one level to the maximum of the highest level spell you can cast. Second, you count Atomos Mage levels as Counterfactual Caster levels for purposes of the Reach Into the Past class feature, and you count Counterfactual Caster levels as Atomos Mage levels for purposes of determining the maximum number of Atomos points you get and the maximum number you may spend on a spell. Third, whenever you recall a spell using Mage's Lucubration, you treat that spell as one level higher than it would be for purposes of the maximum number of Atomos points you may spend on that spell.


Counterfactual Combat Training (PF)
You don't have much training with pointy things, but some version of you does.
Prerequisites: Hypothetical Studies class feature. Either Weapon Focus with a simple weapon or proficiency with a martial weapon.
Benefit: This feat provides three benefits. First, you count levels in Counterfactual Caster as fighter levels
for purposes of qualifying for fighter bonus feats. Second, Hypothetical Studies applies to any feat that is a fighter bonus feat.
Third, you get a +1 bonus to all attack rolls with simple or martial weapons.

Yes, that last ability is somewhat powerful, but you have to be well below a fighter in BAB before you can take this feat, so it seems balanced.


Epic Counterfactual Casting [epic]
Your ability to reach into alternate worlds has reached even beyond levels which would be considered legendary.
Prerequisites: For Want of a Nail, Multiple Recall, and Reach into the Past class features. Epic Heighten Spell
Benefit: You treat your Counterfactual Caster level as 2 levels higher for purposes of Multiple Recall and Reach into the Past and they may use For Want of a Nail an extra time daily (and no, this does allow you to use For Want of a Nail more than once on the same action).
Special: You may take this feat multiple times. Its effects stack.


Nomen Temporis [truename] (3.5)
You have learned the secret name of the branching river that is time.
Prerequisites: 5 ranks in Truenaming, Multiple Recall, Reach Into the Past class features. Able to use an utterance.
Benefit: First, you add three times your levels in Counterfactual Caster to to your absolute limit,
and you count Counterfactual Caster levels as truenaming levels for purposes of determining the maximum you may augment any truenaming effect.
Second, whenever you cast Mage's Lucubration, you may choose to gain temporary knowledge of a truenaming recitation, incantation or
or utterance of a level you would otherwise be able to. You treat this as a spell of its corresponding level
(so an utterance of 2nd level would count as recalling a second level spell and so on); truenaming effects gained
this way last 1 minute before you cease to remember them. Third, you may once daily attempt to pronounce the Secret Name of the Branching River of Time; this is a DC 30 truenaming check. If you succeed, you immediately gain the benefits of a Mage's Lucubration spell as it has been heightened to one level beyond the highest level spell you can cast (and thus, you can potentially use this to recall spells of your highest level).
Note: This uses's The Way Words Work version of Truenaming (http://www.giantitp.com/forums/showthread.php?90961-The-Way-Words-Work-(or-Truenaming-that-doesn-t-make-me-cry-myself-to-sleep-at-night)).

Shards of Time (PF)
Some reach into alternate worlds through arcane magic, others through incredible martial training and meditation. You can do so through both.
Prerequisites: Multiple Recall and Heightened Recall class features. Able to use a martial strike from the Riven Hourglass discipline (https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/riven-hourglass-maneuvers/). Able to use a martial stance.
Benefit: This feat provides three benefits. This feat provides three benefits. First, you count levels of Counterfactual Caster as full martial levels for purposes of your martial initiator level for the Riven Hourglass discipline. Second, whenever you cast Mage's Lucubration you may immediately gain knowledge of some set of martial maneuvers you meet the prerequisites for (allowing some maneuvers gained this way to qualify for other maneuvers). Any such maneuver may be used once in the next one minute before the maneuver fades, but they are all treated as extra readied maneuvers. For purposes of Mage's Lucubration, each such maneuver is treated as a spell of its corresponding level. Third, whenever you cast Mage's Lucubration, you may as a free action change to a martial stance you know; you must be either entering or exiting a stance from the Riven Hourglass discipline.

Subjunctive Psionics [psionic]
You may not have studied a specific form of psionic power, but some version of you has.
Prerequisites: Multiple Recall class features. Able to manifest a first level psionic power.
Benefit: This feat provides three benefits. First, whenever you cast Mage's Lucubration you may expend your psionic focus to effectively increase the total number of spell levels you may recall by 2. Second, you may when you cast Mage's Lucubration choose to temporarily gain psionic powers. These psionic powers must be from the psion/wilder list or from a class you would otherwise have access to. Each such power lasts 1 minute in your mind before fading. During that minute you may manifest the powers as usual. For purposes of Mage's Lucubration, each such power counts as a spell of its corresponding level.

Temporal Arcana (PF)
When you reach into other versions of yourself you can gain residual temporal energy. At the same time, you are able to force temporal energy into your spells to more easily reach out to possible versions of yourself.
Prerequisites: Must have access to a pool of motes of time, such as from the Time Thief class (https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/time-thief/) or the Chronothurge Adept feat (http://thatboomerkid.tumblr.com/post/88400240461/chronothurge-adept-pathfinder-time-thief-feat). Must have the Reach into the Past and Multiple Recall class features.
Benefit: This feat provides three benefits. First, whenever you cast Mage's Lucubration you may spend motes of time to heighten the spell further; for every two motes you spend, the spell is heightened one level. You cannot use this to heighten Mage's Lucubration beyond the highest level spell you can cast. Second, whenever you use Mage's Lucubration and have spell levels remaining that you did not use to recall you gain that many motes of time. For example, if you cast an unheightened Mage's Lucubration and recalled a 2nd level spell; you would then gain 4 extra motes of time. Motes gained this way cannot exceed your usual maximum number of motes. Third, if you have the Hypothetical Studies class feature then you may choose to apply it to then feat which has having motes of time as a prerequisite.

Worlds Beyond, All Undead (3.5)
There are possible worlds very close to our own where life has been either nearly wiped out or completely infected by undead growth, where valleys of green grass have been replaced with pulsing fields of undead flesh. You can reach into those possible worlds and pull out some of their necromantic energies.
Prerequisites: Mother Cyst feat (from Libris Mortis). Either Spell Focus(necromancy) or wizard specialization in necromancy. Multiple Recall class feature.
Benefit: You treat all spells which require a Mother Cyst as a focus as one level lower than they would be for purpose of Mage's Lucubration (to a minimum of 0th level). If you have the Hypothetical Studies class feature, you
may use it for any feat which has a Mother Cyst as a prerequisite. See here (http://www.giantitp.com/forums/showthread.php?244293-The-Creeping-Tendrils-of-Undeath-(3-5-PEACH)) for relevant spells and feats beyond those in Libris Mortis.

Counterfactual Caster items and artifacts

Scarab of Other Worlds
A Scarab of Other Worlds resembles a small dull-blue scarab with a silver chain; it is worn around the neck and takes up the corresponding slot. When a scarab is worn by a prepared spellcaster for at least 24 hours they may then gain its benefits. Once daily, when a prepared spellcaster prepares a spell they may choose two other spells that they could also prepare whose level is no higher than the level of the spell in question. Then, they may at any time as a swift action declare that a nearby version of them would have prepared one of the other two spells. The chosen spell is then swapped out. They may use this ability once daily.

The full benefit of the Scarab of Other Worlds only applies to a Counterfactual Caster. A Counterfactual Caster treats any of the three spells as if they had been prepared for Prepared Recall. Furthermore, as long as the level of the spell prepared is not the highest level spell the Counterfactual Caster can cast, they may make the declaration as a free action rather than a swift action.

A Scarab of Other Worlds can only apply to prepared spells of at most a given level. There are nine levels of such Scarabs, each which can apply to that level of spells or below.

Strong transmutation and Conjuration; CL 17th; Craft Wondrous Item, creator must have at least one level in Counterfactual Caster and must be able to cast spells of the spell level of the scarab; Price 1,500 gp (1st), 6,000 gp (2nd), 13,500 gp (3rd), 24,000 gp (4th), 37,500 gp (5th), 54,000 gp (6th), 75,000 gp (7th), 96,000 gp (8th), 120,000 gp (9th).

The Book of Worlds that Could have Been (minor artifact)
At least three copies of this book have been determined to exist, each of which bears little physical resemblance to the others. One copy is what appears to be scrawls in a small black diary, another copy is a heavy book with a thick leather cover and a chain attached. The third copy appears to be a simple paper book but with signs of both fire damage and water damage. Some say that each copy of the book is somehow really the same book, but different possible versions of it in different universes.

Each version of the book has the same magical properties. Anyone who reads the book for 8 hours may change any choices they made in entering their last level. This includes what class level one took, skill points allocated, feats chosen, etc. No being may benefit from this ability more than once. Second, if a Counterfactual Caster studies the book for 30 days, they gain additional insight into the nature of possible worlds. They immediately gain one additional level in Counterfactual Caster, or if they are a tenth level Counterfactual Caster, they may instead gain one level in any class or prestige class which they qualify for. At the DM's discretion, this last ability may also apply in a similar fashion to other arcane spellcasting classes which deal with possible worlds or other timelines.

Lanth Sor
2019-02-19, 09:38 AM
Accursed
https://i.pinimg.com/564x/c0/62/36/c0623658f1672695bc5a3800a390eca9.jpg


Prerequisites
Special: Must be effected by a curse, such as the bestow curse spell, geas, or hex blade's curse.

Class Core
HD: d8
Class Skills: The Accursed’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Swim (Str).
Skill Points: 6 + Int modifier (Multiply skill points by Χ4 at 1st character level for 3.5 characters.)


LevelBABFortRefWillSpecial--
1st
+0
+0
+0
+2
Cursed, Jinx
2
Ire

2nd
+1
+0
+3
+3
Unleash Curse
3
Ire

3rd
+2
+1
+1
+3
-
4
Ire

4th
+3
+1
+1
+4
-
6
Bane

5th
+3
+1
+1
+4
-
7
Bane

6th
+4
+2
+2
+5
-
8
Bane

7th
+5
+2
+2
+5
-
10
Spite

8th
+6
+2
+2
+6
-
11
Spite

9th
+6
+3
+3
+6
-
12
Spite

10th
+7
+3
+3
+7
-
14
Blaspheme

11th
+8
+3
+3
+7
-
15
Blaspheme

12th
+9
+4
+4
+8
-
16
Blaspheme

13th
+9
+4
+4
+8
-
18
Damnation

14th
+10
+4
+4
+9
-
19
Damnation

15th
+11
+5
+9
+9
-
20
Damnation


Class Features
Weapon and Armor proficiencies: The accursed gains proficiency with all simple weapons, chains, and whips, as well as light armor if not they are not already proficient in these weapons and armor.

Cursed (Su): The accursed binds its very being in curses allowing it to accommodate several curses at one time while only suffering minor penalties. Any Curse that targets the Accursed has its duration changed to permanent while on the Accursed. If a curse is transferred to another target the duration returns to normal. The accursed halves any penalties from curses effecting them. If the accused is ever not effected by a curse they loose access to all Accursed class features until they are the target of a new curse. The accursed is able to ignore class level(min. charisma modifier) curses currently effecting them. Changing which curses are ignored is a swift action.

Jinx (Su): The accursed is an eclectic mess of curses and knows how to manipulate and even curse others. Starting at the accursed can transfer a curse currently effecting them to another. The save DC is the curses DC when the accursed was targeted or 10+1/2 HD+Charisma Modifier which ever is higher. The accursed's caster level is equal to their HD.

Curses (Su): The accursed learns to inflict curses on others, while the early curses are focused on single targets later curses can effect bloodlines or even whole countries.



Dim Sight
Action: Standard or 1 round Range: Medium(100ft + 10 per caster level)
Save: Will Negates Duration: 1 min per HD.

The eyes of the target wash black as the world becomes darker. The target treats all lighting as if it was 2 steps lower.

Augmentations
Blinding: The curse inflicts blindness upon a target.
Enduring: The duration of this curse increase to 10 min per HD if 1 curse is consumed. The duration of this curse increases to 1 hour per HD if 2 curses are consumed. The duration increase to permanent if 3 curses are consumed.

Mind Fog
Action: Standard or 1 round Range: Medium(100ft + 10 per caster level)
Save: Will Negates Duration: 1 min per HD.

A fog comes over the mind of the target causing them to be accident prone. The target -1 to attacks, AC, saves and all skill and ability checks.

Augmentations
Thicken Fog: The curse inflicts blindness upon a target.
Enduring: The duration of this curse increase to 10 min per HD if 1 curse is consumed. The duration of this curse increases to 1 hour per HD if 2 curses are consumed. The duration increase to permanent if 3 curses are consumed.

MrNobody
2019-02-19, 04:06 PM
Deadspeaker

Come on Alhandra, talk to me now: what did you do? Which were your highest thoughts? Which your deepest desires? Tell me who you have been and i'll make your legend live again.

Erkalthol, cleric of Kelemvor and Deadspeaker

ENTRY REQUIREMENTS
Skills:Knowledge (religion) 8 ranks, Spellcraft 8 ranks
Feats:Spell focus (necromancy)
Spellcasting:ability to cast 3rd level spells.
Special:must be able to cast "speak with dead".

Class Skills
The Class Name's class skills (and the key ability for each skill) are are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d8

BAB: as cleric.
Saving throw: as cleric

Weapon and Armor Proficiencies: A Deadspeaker doesn't gain any additional proficiency with weapons and armors.

Spellcasting: At each level, except 1st and 6th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Deadspeaker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Improved speak with dead. Starting at 1st level, everytime a Deadspeaker casts speak with dead he casts an improved version instead, which modifies the spell as follows. The spell lasts 10 minutes per caster level, the caster can ask 1 question per caster level; the spell also loses the "language dependent" descriptor, since the comunication between the dead and the caster becomes telepathic.


Dead talk (Sp): upon attaining its first level as Deadspeaker, the PC learns how to gain more than few informations when talking to a dead creature. While he extract from the dead body the remnants of who he was and what he could do in life he also gains those abilities for a short amount of time.

To activate this effects he must first cast speak with dead on a dead creature. If the CR of the creature is equal to his CL or less he can freely use the effects of Dead talk. Otherwise he must first make a caster level check with DC equal to 10+ creature's CR. On a failed check he can't use the effect of Dead Talk but can ask the question given from the spell as usual.

At each level in Deadspeaker the character unlocks a new effect. To use one effect the pc must trade off some of the questions given by the spell (how many questions he must trade for each effect is show in the description of the effect).
These effects lasts as long as lasts the spell.
The Deadspeaker can activate these effects anytime until the spells lasts, but to do this it must be adjacent to the corpse he chose to cast the spell on. If one or more questions remain unasked and the Deadspeaker doesn’t want to use them to activate one effect he can regularly ask those question to the corpse, as for the standard effect of the spell

A Deadspeaker can use more than one effect at a time, as long as he has enough questions to trade.
In addition, effects signed with * can be activated more than once at a time.
For example a Deadspeaker that obtains 10 questions could spend them to gain one feat and swap ranks in three different skills.

By activating this effect you become as skilled as the dead was in life. Select a skill: swap your ranks in that skill with the ranks the dead had in that same skill when alive. That skill also becomes a class skill if it were for the dead. You can overcome your rank/ PC level limit in this way as long as the spell lasts.

Looking deep into the family history of the dead you become briefly part of its family tree.
You lose your type, subtype and race along with any benefit connected to them and gain type, subtype and race of the dead as well as the related benefits . Do not reroll hit-points, don't adjust BAB, saving Throws and skill points.

You gain a special insight on the mundane abilities of the dead. Select an extraordinary special attack, special quality or class feature the dead had in life: you gain that special attack, special quality or class feature.
If this attack/quality/feature is usable a limited amount of times, you can use it a number of times equal to your Wis modifier or to the maximum allowed to the dead in life, whichever is lower.

Describing to you it's own areas of expertise, the dead lends you its talent.
Select a feat the dead had in life: gain that feat as bonus feat.
You must not meet the prerequisite to gain a feat in this way.

By remembering what the dead looked like you become way more similar to it.
Swap you Strenght, Dexterity and Constitution base scores with the ones of the dead. You also swap permanent bonuses (like racial and inherent bonuses) but retaing temporary bonuses given by items, spells and similar sources.
You also gain the appearence, size and natural attacks of the dead, effectively morphing in a copy of it.

Magical item adapt to your new form, the rest simply merge in it until you revert back to your original form


You connect with the mind of the dead, starting to think just like it when it was alive.
Swap you Intelligence, Wisdom and Charisma base scores with the ones of the dead. You also swap permanent bonuses (like racial and inherent bonuses) but retaing temporary bonuses given by items, spells and similar sources.
You also change your alignment with the one the dead had in life and gain its same auras.

You don't need to atone if this change of alignment cause you to brake vows, code of conduct or similar other codes.

. Select a supernatural special attack, special quality or class feature the dead had in life: you gain that special attack, special quality or class feature.
If this attack/quality/feature is usable a limited amount of times, you can use it a number of times equal to your Wis modifier or to the maximum allowed to the dead in life, whichever is lower.]

Select a spell-like special attack, special quality or class feature (except spellcasting) the dead had in life: you gain that special attack, special quality or class feature.
If this attack/quality/feature is usable a limited amount of times, you can use it a number of times equal to your Wis modifier or to the maximum allowed to the dead in life, whichever is lower.

Exchanging arcane secrets with the dead, you augment your magical power. Select a spell of any level you can cast from the prepared spells/ spells known list the dead had before dying.

If you are a spontanous caster, add that spell to your list of spell known for the duration of this effect.

If you prepare spells you instead gain an extra spell slot in which you can instantly prepare that spell once. In this second case you can even chose a spell originally affected by metamagic as long as the augmented level is a spell level you are able to cast.

In both cases, if the spell is on the spell list of your class you can prepare it at that level. Otherwise you must prepare it/ add it to the spell known list at the same level of the list of the spellcasting class of the dead.

With a total connection with the dead, you become a clone of its living self for a while.

You lose everything,from appearence to mind, from race to classes, from alignment to ability scores. In all regards, swap your character sheet with the one of the dead as long as the effect lasts. You are now him.

You don't gain any item on the dead character sheet and retain your own. Magical item adapt to your new form, the rest simply merge in it until you revert back to your original form.

Also, you retain your own memories but also gain access to all the memories the dead gathered until the very last moment of its life. Those memories fades to nothingness when this effect ends.

No skill, feat, or other feature obtained from this ability can be used to meet Prerequisites of feat, classes and such.

Greater speak with dead: Starting at 6th level, everytime a Deadspeaker casts speak with dead he casts a greater version instead, which modifies the spell as follows. The spell can now be cast on a dead that was targeted by this spell once: however a single dead can't be target of multiple casting of this spell at once. Dead creatures whose alignment is different from the caster's alignment don't gain a saving throw against the spell. The spell can also now be cast on undead creatures: mindless undeads don't gain a saving throw while others do. Undead under control of another creature can use their master's modifier instead of their own, if it's higher.

This benefit stacks with improved speak with dead.

Unavenger
2019-02-21, 05:41 PM
If mods want proof that I have the original creator of these classes' permission to continue the series, then it can be reached on Myth-Weavers or Discord.


The Forerunner

https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/5a28110fec212d90527e8205/1512575257750/sagittariusF.jpg?format=750w
Image: Advachiel, Angel of Saggitarius by Peter Mohrbacher

"Out of the night that covers me,
Black as the Pit from pole to pole,
I thank whatever gods may be
For my unconquerable soul.

In the fell clutch of circumstance
I have not winced nor cried aloud,
Under the bludgeonings of chance
My head is bloody, but unbowed.

Beyond this place of wrath and tears
Looms but the horror of the shade,
And yet the menace of the years
Finds, and shall find me, unafraid.

It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul."
- William Ernest Henley, Invictus: The Unconquerable

The forerunner's task is to win a battle with a single spell. To them, that means empowering themselves with their most powerful spell before wading into the thick of the fight.

Adventures: Forerunners are spellcasters like any other, and still adventure much as members of their prior class.

Characteristics: Forerunners generally use powerful spells to augment themselves, then allow the benefit of those spells to carry them through the fight

Alignment: Any.

Religion: Gods of evolution or change are common among forerunners

Background: A forerunner is usually a magical champion, able to fight as well as cast spells.

Races: Any.

Other Classes: Members of other classes usually treat the forerunner as a member of his previous class.

Role: Forerunners have the same versatility as any spellcaster, but usually use a single spell to augment their fighting capability before charging into the fray.

Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme.

ENTRY REQUIREMENTS
Spellcasting: Must be capable of casting fourth-level spells.
Feats: Arcane Thesis or Extend Spell.



Level
BAB
Fort
Ref
Will
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Elite Spellcasting
1
—
—
—
—
—
—
—
—
—


2nd
+1
+0
+0
+3

1
1
—
—
—
—
—
—
—
—


3rd
+1
+1
+1
+3

1
1
1
—
—
—
—
—
—
—


4th
+2
+1
+1
+4

1
1
1
1
—
—
—
—
—
—


5th
+2
+1
+1
+4

2
1
1
1
1
—
—
—
—
—


6th
+3
+2
+2
+5

2
2
1
1
1
1
—
—
—
—


7th
+3
+2
+2
+5

2
2
2
1
1
1
1
—
—
—


8th
+4
+2
+2
+6

2
2
2
2
1
1
1
1
—
—


9th
+4
+3
+3
+6

3
2
2
2
2
1
1
1
1
—


10th
+5
+3
+3
+7

3
3
2
2
2
2
1
1
1
1



Class Skills
The forerunner's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Swim (Str).
Skills Points at Each Level: 2 + int

Weapon and Armour Proficiency: The forerunner is proficient in simple weapons, but gains no proficiency in armour or shields.

Elite Spellcasting
The forerunner gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

Further, the forerunner gains elite spells from the forerunner elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Forerunner. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a forerunner can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/apothecary who learns cure severe wounds (elite cure serious wounds) can swap out his cure serious wounds spell known for another third-level spell known.

Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

An apothecary can learn an elite spell even if he can't learn the nonelite version of the same spell. A wizard/forerunner can learn divine might (elite divine power), for example. A forerunner who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.

No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

A cleric cannot spontaneously cast elite spells with "Cure" in their name unless the cleric in question knows those spells, most likely because that cleric is an apothecary.

Forerunner Elite Spell List

0lvl

Assistance (Elite Guidance): +5 on single attack roll, saving throw, skill check, ability check, or damage roll.
Resilience (Elite Resistance): Subject gains +2 on saving throws and can re-roll one during the duration.
Temperance (Elite Virtue): Subject gains 1 temporary hp/level.

1st

Assume Appearance (Elite Disguise Self): You are indistinguishable from a creature.
Divine Shield (Elite Shield of Faith): Shield grants +2 or more AC and damage reduction.
Enlarge Monster (Elite Enlarge Person): As enlarge person, but two sizes and no type restriction.
Farstrider (Elite Longstrider): +10 movement speed and free movement.
Feign Alignment (Elite Undetectable Alignment): Misrepresents alignment for 24 hours.
Greatstaff (Elite Shillelagh): Your club or staff becomes stronger and can knock enemies back.
Gift of God (Elite Divine Favour): You get +1 per two levels on attack and damage rolls and spell is cast faster.
God's Own Sling (Elite Magic Stone): Three stones become catapult rocks when thrown.
Power Fang (Elite Magic Fang): +1 bonus and +1 special quality.
Power Weapon (Elite Magic Weapon): +1 bonus and +1 special quality.
Reduce Monster (Elite Reduce Person): As reduce person, but two sizes and no type restriction.
Reflect Energy (Elite Resist Energy): Energy damages user if hostile.
Speed of Sound (Elite Expeditious Retreat): Gain +30 movement speed and free movement.

2nd

Afterimage (Elite Blur): Attacks miss subject 50% of the time.
Cheetah's Grace (Elite Cat's Grace): +8 to dexterity and re-roll dexterity rolls.
Chosen One (Elite Heroism): Heroism, plus expend to save against a powerful attack.
Elephant's Strength (Elite Bull's Strength): +8 to strength and re-roll strength rolls.
Fury (Elite Rage): Rage as a barbarian of your level.
Gopher's Endurance (Elite Bear's Endurance): +8 to constitution and re-roll constitution rolls.
Osprey's Splendour (Elite Eagle's Splendour): +8 to charisma and re-roll charisma rolls.
Polymorph Self (Elite Alter Self): As alter self, but not type-restricted.
Proof Against Arrows (Elite Protection From Arrows): DR/- against ranged attacks.
Proof Against Energy (Elite Protection From Energy): Protects against unspecified energy type.
Spider Skitter (Elite Spider Climb): Walk on walls and ceilings as though you were gravitationally attracted to them.
Tawny's Wisdom (Elite Owl's Wisdom): +8 to wisdom and re-roll wisdom rolls.
Treeskin (Elite Barkskin): Higher natural armour bonus, and DR/adamantine.
Weasel's Cunning (Elite Fox's Cunning): +8 to intelligence and re-roll intelligence rolls.

3rd

Critical Edge (Elite Keen Edge): Double weapon's original threat area and extra damage on a critical.
Dislocated Image (Elite Displacement): Attacks miss subject 75%.
Flicker (Elite Blink): You disappear when attacked but are always able to make attacks.
Power Fang, Greater (Elite Greater Magic Fang): +1 per four levels to enhancement bonus and special qualities.
Power Weapon, Greater (Elite Greater Magic Weapon): +1 per four levels to enhancement bonus and special qualities.
Last Hope (Elite Good Hope): As good hope, also saves subjects from deadly attacks.
Speed of Light (Elite Haste): Subjects are even faster.
Supplication (Elite Prayer): Allies re-roll most failures 1/round; enemies re-roll most successes.
Treant Shape (Elite Tree Shape): Become a tree, only you can act as a treant.

4th

Death Shield (Elite Death Ward): Protects against more effects for longer.
Divine Might (Elite Divine Power): You gain more BAB than you have levels.
Holy Avenger (Elite Holy Sword): Weapon becomes +5, deals +2d6 damage against evil, grants Holy Avenger benefits.
Megamorph (Elite Polymorph): Gives one willing subject a new elite form, with some restrictions.
Unholy Destroyer (Elite Unholy Sword): Weapon becomes +5, deals +2d6 damage against good, grants similar benefits to Holy Avenger.

5th

Chosen One, Greater (Elite Greater Heroism): Greater Heroism, plus reduce benefit to save against a powerful attack.
Eternalize (Elite Permanency): Make certain elite spells permanent.
Wrath of God (Elite Righteous Might): Increases your size and power even more.

6th

Dinner of Champions (Elite Heroes' Feast): Feast is faster and better.
Rock Skin (Elite Stoneskin): DR/- lasts for the full duration and spell has no material cost.
Warrior Form (Elite Transformation): Become a combat machine. No material cost.

7th

Aether Guard (Elite Ethereal Jaunt): Become ethereal but can manifest like a ghost.
Monument (Elite Statue): Creature can turn into an inspiring monument or back into normal form.

8th

Adamantine Body (Elite Iron Body): Your body becomes living adamantine.
Magical Blank (Elite Mind Blank): Protects against elite divinations and enchantments.
Megamorph Any Object (Elite Polymorph Any Object): Changes any subject into something elite.
Proof Against Spells (Elite Protection From Spells): Bonus is +10, applies to spell attack rolls, and there's no material or focus cost.

9th

Foreknowledge (Elite Foresight): Near-omniscience with regards to your own safety.
Multimegamorph (Elite Shapechange): Change elite forms every round.
Paradox (Elite Time Stop): Act for longer and durations don't run down.

Adamantine Body (Elite Iron Body)
Level: Forerunner E8
You become living adamantine, strong and durable.

Adamantine body works as iron body except that it gives DR 20/epic and adamantine, you gain all of the immunities of the construct type, the ability score changes become +12 strength, -2 dex, +4 con, your speed is not reduced, and your unarmed attacks deal damage and threaten critical hits as a heavy flail of your size.

Aether Guard (Elite Ethereal Jaunt)
Level: Forerunner E7
You set up a defensive watch on the ethereal plane.

Aether guard works as ethereal jaunt except that during the spell's duration, you can manifest as a ghost can.

Afterimage (Elite Blur)
Level: Forerunner E2
You move blindingly fast, making it almost hopeless to try to aim at you.

Afterimage works like blur except that the miss chance is 50%, not 20%.

Assistance (Elite Guidance)
Level: Apothecary E0, Forerunner E0
You grant a creature assistance with some task it will take in the near future.

Assistance works like guidance except that it provides a +5 bonus to a single attack or damage roll, saving throw, or skill or ability check other than an initiative check.

Assume Appearance (Elite Disguise Self)
Level: Forerunner E1, Terror E1
Saving Throw: None or Will Disbelief, see text
You can completely change your appearance.

You take on an appearance of another creature, a little like disguise self. However, no save is allowed to recognise it and the disguise is perfect. You are not limited in the extend of your appearance change except that the illusion will become obvious if you attempt to add large numbers of extra limbs you can't concentrate well enough on to control properly, or if you appear a lot bigger than you are. Creatures can still disbelieve the illusion if they walk straight through what's meant to be a solid creature!

Elite spells like assume apparance are difficult to resist fully. The spell covers its own magical aura, so simply using detect magic isn't enough to defeat it. Using a stronger effect like true seeing allows you to save to disbelieve the illusion but doesn't defeat it automatically.

Cheetah's Grace (Elite Cat's Grace)
Level: Forerunner 2
You grant a creature exceptional alacrity.

This spell works just like cat's grace except that the bonus to dexterity is +8 and for the duration the target can re-roll any failed dexterity-based attack roll, skill check or ability check, and any failed reflex save. Because you can't pass or fail initiative rolls, these can't be re-rolled with the spell.

Chosen One (Elite Heroism):
Level: Forerunner E2
You choose an ally for a heroic task.

Chosen one works just like heroism except that if the subject would be reduced to -1 or fewer hit points, or slain outright, they are instead reduced to 0 hit points, if their number of negative levels is equal to or greater than their level it becomes their level minus one, and the spell's effect ends.

Chosen One, Greater (Elite Greater Heroism):
Level: Forerunner E5
You choose an ally for an especially heroic task.

Chosen one works just like greater heroism except that if the subject would be reduced to 0 or fewer hit points, or slain outright, they are instead reduced to 1 hit point, if their number of negative levels is equal to or greater than their level minus one it becomes their level minus two, and the spell's effect becomes that of chosen one for the rest of the duration..

Critical Edge (Elite Keen Edge):
Level: Forerunner E3
You sharpen a weapon exceptionally much, or add extra weight to the end of a bludgeon.

Critical edge works like keen edge except that it affects any weapon (not just a manufactured piercing or slashing weapon), that the threat range is tripled rather than doubled, and that the critical multiplier is increased - the new critical multiplier is double the original multiplier, minus 1. (*2 to *3, *3 to *5, *4 to *7, and so on).

Death Shield
Level: Apothecary E4, Forerunner E4
Duration: 1 hour/level
You protect a creature against deadly attacks.

Death shield works like death ward except as noted above and that the creature is also immune to ability damage and drain as well as to curses and abilities which reduce their hit point maximum, ability scores or effective level.

Dinner of Champions (Elite Heroes' Feast)
Level: Apothecary E6, Forerunner E6
Casting Time: 1 minute
Effect: Feast for up to 10 creatures/level
Duration: 45 minutes plus 16 hours; see text
You bring forth a massive feast for many to dine upon.

Dinner of champions works like heroes' feast except as noted above and that creatures who partake in the feast are cured of diseases, sickness, nausea, fatigue, fear effects, exhaustion, and poison and are immune to the same for the duration, and that rather than gaining temporary hit points directly, they are healed for 2d8+1/level hit points (no level limit) and any healing in excess of their maximum health is gained as temporary hit points. The morale bonus on attack rolls and will saves is +3.

Elite spells like dinner of champions are difficult to resist fully. The spell heals damage that would normally be difficult or impossible to heal magically without issue, and even restores hit points which have been lost to a creature such as a shape of fire.

Dislocated Image (Elite Displacement)
Level: Forerunner E3
Your image moves to make attacks more difficult.

Dislocated image works like displacement except that the miss chance is 75%.

Elite spells like dislocated image are difficult to resist fully. A true seeing effect reduces the miss chance to 25% instead of negating it.

Divine Might (Elite Divine Power)
Level: Forerunner E4
You become a champion of your chosen cause, striking with divine fury.

Divine might works like divine power except that your base attack bonus becomes 1.5 times your character level, potentially giving you more than four attacks per round, and that you get a +6 enhancement bonus to dexterity and constitution as well as strength.

Divine Shield (Elite Shield of Faith)
Level: Forerunner E1
You create a shield which deflects and weakens attacks.

Divine shield works like shield of faith except that the AC bonus has no type (so it stacks with deflection bonuses to AC, except with those from shield of faith, and isn't ignored by anything that ignores deflection bonuses) and the spell also grants DR/- equal to the AC bonus.

Elephant's Strength (Elite Bull's Strength)
Level: Forerunner E2
You grant a creature exceptional might.

This spell works just like bull's strength except that the bonus to strenght is +8 and for the duration the target can re-roll any failed strength-based attack roll, skill check or ability check.

Enlarge Monster (Elite Enlarge Person)
Level: Forerunner E1
You can make the most ordinary of creatures huge with this spell.

Enlarge monster works as enlarge person except that there is no type restriction, and the target increases two size categories, not just one. This entails a further +2 to strength and -2 to dexterity, and that the height doubles again and weight is multiplied by eight again.

Eternalize (Elite Permanency)
Level: Forerunner E6
You make another elite spell permanent.

Eternalize works just like permanency except that it can make elite spells permanent, and when used to make a nonelite spell permanent, the experience price for doing so is halved. The experience cost to eternalize an elite spell is the same as the experience cost to make a nonelite spell permanent with permanency.

Elite spells like eternalize are difficult to resist fully. If a creature attempts to dispel the permanent spell, they need to make two separate dispel checks: one against the original spell and one against the eternalize spell. Failing either check means the spell is not dispelled.

Farstrider (Elite Longstrider)
Level: Forerunner E1
You become faster and surer of step.

This spell works just like longstrider, except that in addition, you can move ten feet once per round as a free action, or you can move five feet as a free action without provoking attacks of opportunity. You may take either of these types of movement in addition to a five-foot step.

Feign Alignment (Elite Undetectable Alignment)
Level: Forerunner E1
You misrepresent the alignment of an object or creature.

This spell works as undetectable alignment except that anyone trying to detect the alignment of the target is either given no result or a result of your choice. You can specify at the time of casting what type of creatures get what result - you might, for example, specify that clerics and paladins get their own alignment as a result and other characters get no result.

Elite spells like feign alignment are difficult to resist. Nonelite effects cannot bypass the protection it grants.

Flicker (Elite Blink)
Level: Forerunner E3
You time your blinks between the material and ethereal planes with a level of accuracy.

Flicker works like blink except that you can control the flickering perfectly so long as it's your own turn or you're making an attack of opportunity. Attacks of opportunity against you will always miss unless you want them to hit, your attacks aren't subject to the miss chance, you move at full speed, and you only have a 50% chance of materialising inside an object if you end your turn there.

Foreknowledge (Elite Foresight)
Level: Forerunner E9
You can predict the attacks of your enemies with perfect precision.

Foreknowledge works like foresight except that the insight bonus to AC and reflex saves is +10, and you can detect each creature within 1 mile who has hostile intent, as well as every spell cast within that range intended to harm you or facilitate harming you; you also identify those creatures and spells without needing a knowledge or spellcraft check. These benefits are conferred to you regarding the target if they're another creature, but as with foresight, the insight bonuses are only if you cast the spell on yourself.

Fury (Elite Rage)
Level: Forerunner E2
You incite a wild rage in the targets.

Fury works like rage except that the targets rage as barbarians of a level equal to their hit dice, to a maximum of your caster level. They still aren't fatigued at the end of the rage.

Elite spells like fury are difficult to resist fully. Nonelite emotion-suppressing effects don't affect it.

Gift of God (Elite Divine Favour)
Level: Forerunner E1
Casting Time: 1 swift action
You infuse yourself with the gift of a deity or a cause.

Gift of god works like divine favour except as noted above and that the bonus is +1 per 2 levels (minimum +1, maximum +10)

God's Own Sling (Elite Magic Stone)
Level: Leveller E1
You cause stones to become mighty boulders when hurled.

This spell works a little like magic stone, but the stones resize into +3 boulders when tossed, dealing 6d6+3 damage to each creature struck and acting like splash weapons (and therefore dealing 9 damage to adjacent creatures). The boulders deal double damage against objects and a building in the boulder's square always takes the direct hit damage. Each boulder becomes nonmagical upon striking the target.

Gopher's Endurance (Elite Bear's Endurance)
Level: Forerunner E2
You grant a creature exceptional resilience.

This spell works just like bear's endurance except that the bonus to constitution is +8 and for the duration the target can re-roll any failed constitution-based attack roll, skill check or ability check, and any failed fortitude save.

Greatstaff (Elite Shillelagh)
Level: Forerunner E1
Your weapon becomes deadly in your hands.

Greatstaff works like shillelagh except that the weapon deals damage as if three sizes larger, and whenever you hit an enemy with that weapon you may attempt a bull rush against them without requiring any actions or provoking attacks of opportunity.

Holy Avenger (Elite Holy Sword)
Level: Forerunner E4
Your weapon becomes exceptional against evil.

Holy avenger works like holy sword except that the weapon gains all of the benefits of a holy avenger (except that it becomes a weapon of its base type, not a longsword), even granting the benefits normally only given to paladins to any good wielder. If the wielder really is a paladin, the weapon becomes a +5 holy evil-outsider-bane weapon of speed and the spell resistance it grants is 11+the wielder's level.

Last Hope (Elite Good Hope)
Level: Forerunner E3
You choose a team for a heroic task.

Last hope works just like good hope except that the first time a subject would be reduced to -1 or fewer hit points, or slain outright, they are instead reduced to 0 hit points, if their number of negative levels is equal to or greater than their level it becomes their level minus one, and the spell's effect ends for them, but continues for the others (though it only saves one creature in this way).

Magical Blank (Elite Mind Blank)
Level: Forerunner E8
You blank out even elite effects.

Magical blank works just as mind blank except that it negates even elite spells - in general, ignore any part of an elite spell that begins by telling you that it is difficult to resist fully when checking if it's blocked by magical blank.

Megamorph (Elite Polymorph)
Level: Forerunner E4
You change a creature into an elite shape.

Megamorph works just like polymorph except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the megamorphed creature is instead immune to that type of damage.

Megamorph Any Object (Elite Polymorph Any Object)
Level: Forerunner E8
You change anything into an elite shape.

Megamorph any object works just like polymorph any object except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the creature is instead immune to that type of damage (even if the spell's duration is permanent).

Monument (Elite Statue)
Enchantment Transmutation [Mind-Affecting]
Level: Forerunner E7
A creature of your choice can change into an inspiring statuary and back at will.

Monument has two effects. The transmutation effect (which isn't mind-affecting) is the same as that of statue except as noted above and that the hardness granted is 15. The mind-affecting enchantment part of the effect gives a +5 morale bonus to attack and damage rolls to allies of the monument within 10 feet of it.

Multimegamorph (Elite Shapechange)
Level: Forerunner E9
You change into a variety of elite shapes.

Multimegamorph works just like shapechange except that it allows the subject to take elite forms. If an elite form is taken which absorbs a type of damage, the multimegamorphed creature is instead immune to that type of damage.

Osprey's Splendour (Elite Eagle's Splendour)
Level: Forerunner E2
You grant a creature exceptional charm.

This spell works just like eagle's splendour except that the bonus to charisma is +8 and for the duration the target can re-roll any failed charisma-based attack roll, skill check or ability check.

Paradox (Elite Time Stop)
Level: Forerunner E9
You move exceptionally fast in just a moment.

Paradox works just like time stop except that it lasts for 1d4+3 rounds and that the durations of beneficial spells on yourself don't run down while time is stopped. Harmful spells on yourself do run down, but have no affect for that time.

Polymorph Self (Elite Alter Self)
Level: Forerunner E2
You change into another creature vastly different to yourself.

Polymorph self works like alter self except that you can become a creature of any type, not just your own.

Power Fang (Elite Magic Fang)
Level: Forerunner E1
You empower the chosen natural weapon.

Power fang works just like magic fang except that the weapon also gets a +1-equivalent special weapon quality.

Power Fang, Greater (Elite Greater Magic Fang)
Level: Forerunner E3
You greatly empower the chosen natural weapon.

Greater power fang works just like greater magic fang except that each weapon also gets special weapon qualities of total bonus equivalent equal to the enhancement bonus granted to the weapon.

Power Weapon (Elite Magic Weapon)
Level: Forerunner E1
You empower the chosen weapon.

Power weapon works just like magic weapon except that the weapon also gets a +1-equivalent special weapon quality.

Power Weapon, Greater (Elite Greater Magic Weapon)
Level: Forerunner E3
You greatly empower the chosen weapon.

Greater power weapon works just like greater magic weapon except that the weapon also gets special weapon qualities of total bonus equivalent equal to the enhancement bonus granted to the weapon.

Proof Against Arrows (Elite Protection From Arrows)
Level: Forerunner E2
Duration: 1 hour/level
You grant the target exceptional protection against any ranged attacks.

Proof against arrows works like protection from arrows except as noted above and that it gives DR 10/- against ranged weapons for the entire duration, not DR 10/magic with a limit of 10/level damage negated.

Proof Against Energy (Elite Protection From Energy)
Level: Forerunner E3
You grant the target protection against all energy damage.

Proof against energy works like protection from energy except that you do not have to specify a type of energy damage to resist and the maximum is 240 at 20th level.

Elite spells like proof against energy are difficult to resist fully. Any methods which bypass energy immunity are only 50% effective against it: for example, a searing fireball would normally deal half damage and the other half would count against the 12 damage/level that the spell protects against; instead if deals a quarter damage and the other three quarters are protected against.

Proof Against Spells (Elite Protection From Spells)
Level: Forerunner E8
Components: V, S
You ward the creature against all manner of spells.

Proof against spells works like protection from spells except that the bonus is +10, and the warded creature gets a +10 bonus to armour class against spells and spell-like abilities.

Reduce Monster (Elite Reduce Person)
Level: Forerunner E1
You can make the most ordinary of creatures tiny with this spell.

Reduce monster works as reduce person except that there is no type restriction, and the target decreases two size categories, not just one. This entails a further -2 to strength and +2 to dexterity, and that the height halves again and weight is divided by eight again.

Reflect Energy (Elite Resist Energy)
Level: Forerunner E1
You reflect energy on your attacker.

Reflect energy works just like resist energy except that any damage that is negated by the spell's effects, if the damage was dealt by a creature hostile to the warded creature, is dealt to the attacker. The damage type doesn't change, so a red dragon would not take any damage from its own breath weapon being reflected back at it.

Elite spells like reflect energy are difficult to resist fully. The damage resistance can be bypassed partially or fully, but the full amount of damage is reflected anyway and it continues to bypass resistances. For example, if someone dealt 8 points of fire damage ignoring fire resistance to a target warded with reflect energy (fire), then the user of the attack would take 8 points of fire damage, also ignoring fire resistance.

Resilience (Elite Resistance)
Level: Forerunner E0
You toughen a creature's resolve and quicken its reactions.

Resilience works like resistance except that the bonus is +2 and once during the duration, the warded creature can re-roll a failed saving throw and take the better result.

Rock Skin (Elite Stoneskin)
Level: Forerunner E4
Components: V, S
Duration: 10 minutes/level
You cause a creature's skin to become exceptionally hard.

Rock skin works just like stoneskin except as noted above and that the damage reduction lasts for the duration.

Speed of Light (Elite Haste)
Level: Forerunner E3
You make creatures move at exceptional speed.

Speed of light works like haste except that the speed increase is 60 feet, to a maximum of triple the creature's normal movement speed, and that each creature, once during the duration, may take an extra move or standard action during their turn.

Speed of Sound (Elite Expeditious Retreat)
Level: Forerunner E1

This spell works just like expeditious retreat, except that in addition, the target can move up to thirty feet once per round as a free action, or they can move up to fifteen feet as a free action without provoking attacks of opportunity. They may take either of these types of movement in addition to a five-foot step.

Spider Skitter (Elite Spider Climb)
Level: Forerunner E2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You allow a creature to walk on ceilings and walls just as they can walk on the floor.

Spider skitter works only vaguely like spider climb: instead of granting a climb speed, the spell sets the target's land speed to 20 feet if it is lower and allows them to walk on walls or ceilings as well as they can on the floor, as though pulled towards them by gravity.

Supplication (Elite Prayer)
Level: Forerunner E3
You bring favour to your allies and disfavour to your enemies.

Supplication works like prayer, except that the first time per round an ally fails an attack roll, saving throw or skill check or rolls the lowest possible result on a weapon damage roll (so long as the weapon's damage die is actually a die, not 1), that creature re-rolls that check and takes the higher result. The first time per round an enemy passes an attack roll, saving throw or skill check or rolls the highest possible result on a weapon damage roll (perhaps because they made a coup de grace attack so they didn't need to pass an attack roll first) they re-roll that roll and take the worse result. For example, you can't cause an ally who would have barely failed a use magic device check to have a magical mishap, or an enemy who hit without threatening a critical hit to re-roll and threaten a critical hit.

Tawny's Wisdom (Elite Owl's Wisdom)
Level: Forerunner E2
You grant a creature exceptional sagacity.

This spell works just like owl's wisdom except that the bonus to wisdom is +8 and for the duration the target can re-roll any failed wisdom-based attack roll, skill check or ability check, and any failed will save.

Temperance (Elite Virtue)
Level: Apothecary E0, Forerunner E0
Duration: 10 minutes/level
You grant a creature the ability to resist damage a while

Temperance works like virtue except as noted above, that the temporary hit points gained are 1/level, and that any damage the creature takes is reduced by 1 until the temporary hit points run out or the spell ends.

Treant Shape (Elite Tree Shape)
Level: Forerunner E2
You appear just like a tree, until you attack.

Treant shape works just like tree shape except that while in tree form you can move and make slam attacks as though you were a treant (using the treant's attack and damage bonuses) but don't gain any of the treant's other statistics.

Treeskin (Elite Barkskin)
Level: Forerunner E2
You make a creature's skin become as hard as wood.

Treeskin works like barkskin except that the AC bonus is 3, plus 1 per 3 levels after 3rd (maximum +8) and that the subject also benefits from DR/adamantine equal to the AC bonus.

Unholy Destroyer (Elite Unholy Sword)
Level: Forerunner E4
Your weapon becomes exceptional against good.

Unholy destroyer works like unholy sword except that the weapon gains all of the benefits of a holy avenger (except that it becomes a weapon of its base type, not a longsword, and that it is unholy, not holy), even granting the benefits normally only given to paladins to any evil wielder. If the wielder really is a paladin (presumably a paladin of slaughter or tyranny) or a blackguard, the weapon becomes a +5 unholy good-outsider-bane weapon of speed and the spell resistance it grants is 11+the wielder's level.

Warrior Form (Elite Transformation)
Level: Forerunner E6
Casting Time: 1 swift action
Duration: 2 rounds/level
You take on the form of a mighty warrior.

Warrior form works like transformation, except as noted above and for the following. The bonus to strength, dexterity and constitution is +10. You gain proficiency in all armour and shields. Your base attack bonus becomes 1.5 times your character level, potentially giving you more than four attacks per round.

When you cast the spell, for each weapon, armour or shield you have equipped you may change its base item type to any other base item type of the same weapon size (you could change a +3 speed quarterstaff into a +3 speed greatsword or +3 speed longbow but not a +1 vorpal greatsword, +3 flaming frost shock longbow, or +3 speed short sword). If you have free hands, you may have nonmagical weapons or shields of any base item type appear in those hands (so long as you can wield them in those hands; if you are not wearing armour, you may have nonmagical armour of any base armour type appear on your body. The altered equipment reverts to its normal type an the summoned equipment disappears when the spell ends.

Weasel's Cunning (Elite Fox's Cunning)
Level: Forerunner E2
You grant a creature exceptional intellect.

This spell works just like fox's cunning except that the bonus to intelligence is +8 and for the duration the target can re-roll any failed intelligence-based attack roll, skill check or ability check.

Wrath of God (Elite Righteous Might)
Level: Forerunner E5
You tower above your enemies.

This spell works like righteous might except that you increase straight to colossal size, gaining a +16 size bonus to strength and +8 size bonus to your constitution (irrespective of the actual number of size categories changed). The damage reduction you gain becomes DR/-.

Indigo Knight
2019-02-26, 08:28 AM
Adjudicator of the Sky Tower


REQUIREMENTS
Base Attack Bonus: +3
Skills: Arcana 8 ranks , Spellcraft 8 ranks
Spellcasting: Must be able to cast dispel magic or use dispel magic as a spell-like ability.
Special: Must be proficient with at least one martial weapon.
Special: The character must enter service and be in good standing with the Enforcer's Guild of the Sky Tower.


Class Skills
The Class Name's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Skills Points at Each Level: 2 + int

Hit Dice: d8



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Reactive Senses, Spell Sense, Spell Immunity, Spell Hate, Special Ability



2nd

+2

+3

+0

+0
Special Ability



3rd

+3

+3

+1

+1
Special Ability



4th

+4

+4

+1

+1
Special Ability



5th

+5

+4

+1

+1
Special Ability



6th

+6

+5

+2

+2
Special Ability






Any spellcasting ability that was previously possessed is forever forsaken. Instead, the character's sum of spells per day (prepared or not) is equal to the number of dispel magic attempts per day – regardless of spell slots level's. from hereonafter, any new level in a spellcasting class will contribute to the calculation of dispel magic attempts per day instead of bestowing spellcasting capabilities.

The character's dispel magic use is as the spell dispel magic with the following changes:

Dispel Magic
Abjuration
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells, as well as spell-like effects, that have been cast on a creature, object or an area, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired.
The DC for each check is 15 + the spell's caster level.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: Make a dispel check (1d20 + base attack bonus) against ongoing spell currently in effect. A successful dispel against a summoned creature will banish the creature. A successful dispel against an item will suppress the item's magical properties for an hour.
Counterspell: Make a dispel check (1d20 + base attack bonus) against a spellcaster while said target is casting. A successful dispel will stop the target from casting, fizzle the attempt and expend the associated spell slot that was used.
Area Dispel: Make a dispel check (1d20 + base attack bonus) against an area of 20-foot radius centered on chosen target. The single check is used against each ongoing spell effect within the area. Magic items are not affected by an area dispel. A successful check suppress the effect for number of rounds equal to the difference between the DC for that effect and the rolled check.
Note: The effect of a spell with an instantaneous duration cannot be dispelled, only countered while being casted. 


Reactive Senses - Once per round, character may counterspell a target that is casting, even if while not reading an action to do so. This counterspell action takes the place of the next turn. This can't be done if flat-footed.
Spell Sense – character can sense magic as if using Detect magic at will.
Spell Immunity – character is immune to all spells targeted at himself (including friendly ones). Effectively possessing unbeatable spell resistance against all spells, spell-like abilities or supernatural effects.
Spell Hate - Character suffers -1 penalty on attack rolls for each foe with spell casting capabilities (spells or spell-like ability) for any attack which doesn't target a creature with spell casting capabilities.


Special Ability: Every level, gain a special ability of your choice from among the following.
Note: Unless otherwise noted in the ability itself, the use of the abilities is restricted to only one choice for each dispel use or attack on a casting hostile, whichever applies, and cannot be used simultaneously coupled with another ability.

Control Magic – on a successful use of dispel magic against ongoing summoned effect, take control of said effect.
Spellsteal - on a successful use of dispel magic against ongoing effect, dismiss existing effect and reapply it, as if casting exact same spell yourself, with your choice of spell target.
Spell Absorb – on a successful use of dispel magic, gain temporary hit points equal to 5 times the target spell dispelled or countered.
Spell Recharge – on a successful use of dispel magic, gain spell slot equal to target spell dispelled.

Backshock – on a successful attack against casting target, stun the caster for number of rounds equal to target's spell he was casting.
Feedback – on a successful attack against casting target, target loses a prepared (or available) spell slot of up to damage done, divided by 5, rounded down.
SpellSmite - on a successful attack against casting target, roll to attack twice and choose the better result, as well as double the damage inflicted.
Mark of the Apostate – on a successful attack against casting target, place a curse on the caster. Curse lasts for number of rounds equal to target's spell he was casting. Cursed creature takes a —4 penalty to caster level for any spells, or spell-like abilities it casts or uses.

Powerful Dispel – add a +4 bonus to dispel checks. This ability can be used in addition to other special abilities.

JoshuaZ
2019-03-06, 08:01 AM
Bump and reminder entries should be in by March 10 (this Sunday).

Southern Cross
2019-03-09, 02:53 AM
Lightning Bolter
REQUIREMENTS
Base Attack Bonus: +3
Skills: Knowledge (Arcana) 8 ranks , Knowledge (Nature) 8 ranks , Spellcraft 8 ranks
Spellcasting: Must be able to cast lightning bolt or use lightning bolt as a spell-like ability.
Special: Must have two or more +1 level metamagic feats


Class Skills
The Lightning Bolter's class skills (and the key ability for each skill) are Bluff (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana), Knowledge (nature), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str).
Hit Dice: d4
Skills Points at Each Level: 2 + int
Table: The Lightning Bolter


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day


1st

+0



+0



+2



+2


Bonus Slot (lightning bolt ), Modify Spell (lightning bolt only)

+1 level of existing arcane spellcasting class


2nd

+1



+0



+3



+3


Variable Energy Type
+1 level of existing arcane spellcasting class


3rd

+1



+1



+3



+3


Improved Minor Metamagic
+1 level of existing arcane spellcasting class


4th

+2



+1



+4



+4


Multiple Improved Minor Metamagics
+1 level of existing arcane spellcasting class


5th

+2



+1



+4



+4


Quick as Lightning (3/day)
+1 level of existing arcane spellcasting class



Weapon and Armour Proficiencies
Lightning Bolters gain no proficiency with any weapon or armor.

Bonus Slot (lightning bolt), (Ex)
Beginning at 1st level, a Lightning Bolter gains an additional 3rd-level spell slot that may only be used to cast lightning bolt . If the lightning bolter must prepare spells, the lightning bolter can automatically prepare lightning bolt from memory, as per read magic.

Modify spell (Sp)
At 1st level a Lightning Bolter may use expend two spell slots to modify any lightning bolt cast. The second spell slot need not be prepared with lightning bolt but is expended as normal. Modifying lightning bolt gives the lightning bolter the power to emulate ONE of the following metamagic feats on lightning bolt without altering the spell level or casting time: Empower Spell, Extend Spell, Silent Spell, Still Spell,Twin Spell, or Widen Spell.
Variable Energy Type(Sp)
At 2nd level, a Lightning Bolter may alter the lightning bolt cast to be one of the following energy types: acid, cold, electricity, fire or sonic.
Improved Minor Metamagics(Sp)
At 3rd level, a Lightning Bolter may add ONE +1 level metamagic feat to the lightning bolt cast without altering the spell level or casting time: The lightning bolter must already have the feat in question.
Multiple Improved Minor Metamagics(Sp)
At 4th level a Lightning Bolter may add two +1 level metamagics feat to modify any lightning bolt cast without altering the spell level or casting time: The lightning bolter must already have the feats in question.
Quick as Lightning (3/day)(Sp)
At 5th level a Lightning Bolter can cast a quickened lightning bolt 3 times a day without increasing level or casting time. However the Lightning Bolter must expend two 3rd-level spell slots to do so, and consequently cannot use the Modify Spell class feature on that lightning bolt .

Spellcasting (Ex)
When a new Lightning Bolter level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class in which she could cast 3rd-level spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which she could cast 2nd-level spells before she became a Lightning Bolter, she must decide to which class she adds each level of Lightning Bolter for the purpose of determining spells per day.

JoshuaZ
2019-03-20, 07:55 PM
And we're now at our deadline (actually a little past it). Voting thread will be up shortly.

Edit: And voting thread is now up here (http://www.giantitp.com/forums/showthread.php?583810-Prestige-Class-Contest-Voting-Thread-IV-With-a-Single-Spell&p=23790165).