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View Full Version : D&D 3.x Class 3.5 Complete Adventurer Class Makeovers [PEACH]



Falontani
2019-04-30, 12:00 AM
I have reworked the majority of the classes in Complete Adventurer while trying to stay within the theme of each class. They are all listed below
Animal Lord: When redesigning this class I felt that the majority of the class was working too hard to differentiate the various types of Animal Lords without giving them each the class that they deserved. I split each Animal Lord into the various Lord classes and changed the majority of each class, while trying to remain in theme of the basic layout.

Apelord I believe nearly every feature has been altered in some way.
Bearlord I believe nearly every feature has been altered in some way.
Birdlord I believe nearly every feature has been altered in some way.
Catlord I believe nearly every feature has been altered in some way.
Sharklord I believe nearly every feature has been altered in some way.
Wolflord I believe nearly every feature has been altered in some way.
Snakelord I believe nearly every feature has been altered in some way.

Beastmaster: When redesigning this class I realized that the actual beastmaster couldn't contribute very well, and that the animal companions that he was gaining were either worthless when gotten, or didn't scale well enough afterwards. The class features other than the first companion were almost nonexistent beforehand. I decided to give the Beastmaster a pack fighting focus, and increase the power of his animal companions so that they could contribute. I also thought it would be nice if this class could be taken by more people than just druids and rangers. I believe nearly every feature has been altered in some way.
Bloodhound: While redesigning this class it seemed that it was capable of doing what it set out to do by itself without assistance. Minor changes were all that I did to this class. Granted it stacking favored enemy, increased damage dealt to mark, and increased the Scent ability. Finally granted it true seeing against the bloodhound's mark.
Daggerspell Mage: When redesigning this class I felt that there wasn't enough emphasis on the fact that they are using knives and magic together. However most of the class seemed to be workable. I removed a requirement from entering the class, added in Dagger Magic, rolled several class features into Spell Dagger and improved the feature. Finally made some adjustments to Daggerspell Flurry.
Daggerspell Shaper: Much like Daggerspell Mage it was in a nearly completed place when I got to it, so I merely lifted a requirement and lowered overall sneak attack that it granted. Increased the Wild Shaping capabilities of the class.
More to come

aimlessPolymath
2019-04-30, 12:11 AM
1. Definitely.
2. Probably toss them in one big thread; this one's probably fine.
3. None? I haven't seen any of what you've done.
4. Looking forwards to what you can bring to the table.

Falontani
2019-04-30, 12:14 AM
Animal Lord is actually 8 classes that follow a very similar pattern and theme, however the classes are mutually exclusive.
Apelord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Climb 4
Feats: Improved Unarmed Strike




Apelord


D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect Primates, Wild Empathy



2

+2

+3

+3

+0

Treedweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Monkey



4

+4

+4

+4

+1

Speak with Primates



5

+5

+4

+4

+1

Summon Apes 1/day



6

+6

+5

+5

+2

Improved Aspect of the Monkey



7

+7

+5

+5

+2

Gone Bananas 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Apes 2/day, Gone Bananas 2/day



10

+10

+7

+7

+3

Visage of the Monkey



The Apelord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): An Apelord develops a bond with primates. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence primates. If an animal lord has the animal companion class feature, he adds his Apelord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
Ape, baboon, dire ape, monkey.

Detect Primates (Sp): Beginning at 1st level, an Apelord can detect the presence of any primates, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): An Apelord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If an Apelord has wild empathy from another class, his levels stack for determining the bonus.

Treedweller (Ex): An Apelord of second level gains a climb speed equal to his movement speed, and gains a +8 racial bonus on climb checks.

Low-Light Vision (Ex): At 2nd level, an Apelord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If an Apelord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Monkey (Ex): At 3rd level, an Apelord gains the Superior Unarmed Strike and Brachiation feats as a bonus feats. While fighting unarmed if the Apelord moves at least half his movement speed in a round he gains a +2 untyped bonus on attack and damage rolls. Most Apelords will either climb to be right above or jump over top their foe in order to gain the higher ground bonus as well.

Speak with Primates (Sp): Starting at 4th level, an Apelord can speak with primates, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Apes (Sp): Once per day starting at 5th level an Apelord may summon primates to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Apelord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any primate with their advancement rules in order to meet this requirement. For example if a Halfling Barbarian 5/Apelord 5 used Summon Apes he could summon 2 5 HD dire apes, 1 dire ape advanced to 10 HD, 2 apes advanced to 5 HD, or 1 ape advanced to 6 HD and one 4 HD ape. This class is only counting primates from MM1, ask your DM if other primates may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Monkey (Ex): Upon attaining 6th level in Apelord the Apelord gains Hammer Fist as a bonus feat, and gains Skirmish +1d6/+3. If the Apelord already possesses Skirmish his skirmish ability increases by the listed amount, and his Apelord levels stack with any single class that grants Skirmish to determine their Skirmish amount from that class. Finally the Apelord may now add his dexterity modifier or his strength modifier to his attack rolls when performing unarmed strikes, and either his Dexterity Modifier, or his Strength Modifier*1.5 to his damage rolls when performing unarmed strikes.

Gone Bananas (Sp): Once per day beginning at 7th level an Apelord may cast Enrage Animal (Spell Compendium, NOT the Enrage Animals from Champions of Ruin) and Animal Growth on a single primate as a swift action with a caster level equal to twice his Apelord level. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level an Apelord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with primates within this range.

Visage of the Monkey (Su): Upon reaching 10th level an Apelord’s type changes to Magical Beast [Shapechanger] and is counted as a primate. In addition he gains the ability to become a hybrid creature, taking on many aspects of the ape. The Apelord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Apelord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +10 str, +4 dex, +4 con, +2 wis, +3 natural armor, +10 ft movement speed, +10 ft climb speed. In addition the Apelord’s type changes to Magical Beast [Shapechanger] and is counted as an primate.

Falontani
2019-04-30, 12:36 AM
Bearlord:
Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Intimidate 4
Feats: Improved Toughness




Bearlord


D12


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect Ursines, Wild Empathy



2

+2

+3

+3

+0

Cavedweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Bear



4

+4

+4

+4

+1

Speak with Ursines



5

+5

+4

+4

+1

Summon Bears 1/day



6

+6

+5

+5

+2

Improved Aspect of the Bear



7

+7

+5

+5

+2

Mother Bear’s Fury 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Bears 2/day, Mother Bear’s Fury 2/day



10

+10

+7

+7

+3

Visage of the Bear



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Bearlord develops a bond with ursines. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence ursines. If a Bearlord has the animal companion class feature, he adds his Bearlord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
The animals represented by the Bearlord include: black bear, brown bear, dire bear, polar bear.

Detect Ursines (Sp): Beginning at 1st level, a Bearlord can detect the presence of any ursines, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Bearlord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Bearlord has wild empathy from another class, his levels stack for determining the bonus.

Cavedweller (Ex): A Bearlord of second level gains darkvision out to 60 ft, if he already had darkvision his darkvision extends by 60 ft. In addition he gains 1 additional hit point per Bearlord level he possesses.

Low-Light Vision (Ex): At 2nd level, a Bearlord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Bearlord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Bear (Ex): At 3rd level, a Bearlord gains 2 claw attacks that deal 1d6 damage if you are a medium creature. In addition if you successfully hit a creature of your size or smaller with a claw attack then you may attempt an opposed grapple check as a free action. If successful the creature is pulled into your square, is considered grappled, and takes damage as if hit with your claw each round that the grapple is maintained. If you take a -20 penalty on your grapple check you are not considered grappled. This ability counts as Improved Grab for all purposes.

Speak with Ursines (Sp): Starting at 4th level, a Bearlord can speak with ursines, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Bears (Sp): Once per day starting at 5th level a Bearlord may summon ursines to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Bearlord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any Ursine with their advancement rules in order to meet this requirement. For example if a Halfling Barbarian 5/Bearlord 5 used Summon Bears he could summon 2 black bears advanced to 5 HD, a 3 HD black bear and a brown bear advanced to 7 HD, a single brown bear advanced to 10 HD, a single polar bear advanced to 10 HD, 2 3 HD black bears and a black bear advanced to 4 HD, or any other combination of bears. This class is only counting ursines from MM1; ask your DM if other ursines may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Bear (Ex): Upon attaining 6th level in Bearlord the Bearlord gains a bite attack that deals 1d8 points of damage, DR 5/-, and the Barbarian Rage feature of a barbarian whose level equals your Bearlord level + your Barbarian level (if any). Finally while raging you may as a swift action usable once every 1d4 rounds goad enemies into attacking you, each enemy within 60 ft must make a will save DC (10+Bearlord level+Con mod) or on their next turn must target you with whatever abilities they would normally use, provoking attacks of opportunity as normal to attempt to reach or attack you. This is a Sonic Enchantment effect.

Mother Bear’s Fury (Sp): Once per day beginning at 7th level a Bearlord may cast Animal Growth on a single Ursine as a swift action with a caster level equal to twice his Bearlord level. The ursine for the next round/cl additionally gains +10 on attack rolls, the benefits of the haste spell, and 1d8/cl temporary hit points. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Bearlord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with ursines within this range.

Visage of the Bear (Su): Upon reaching 10th level an Bearlord’s type changes to Magical Beast [Shapechanger] and is counted as an ursine. In addition the Bearlord gains the ability to become a hybrid creature, taking on many aspects of the brown bear. The Bearlord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Bearlord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +16 str, +2 dex, +8 con, +2 wis, +5 natural armor, and +1 HP/Bearlord level.

Falontani
2019-04-30, 12:37 AM
Birdlord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Spot 4
Feats: Born Flyer




Birdlord


D8


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+0

+2

+2

Animal Bond, Detect Avians, Wild Empathy



2

+2

+0

+3

+3

Skydweller, Low-light Vision



3

+3

+1

+3

+3

Aspect of the Bird



4

+4

+1

+4

+4

Speak with Avians



5

+5

+1

+4

+4

Summon Avians 1/day



6

+6

+2

+5

+5

Improved Aspect of the Bird



7

+7

+2

+5

+5

Early Bird 1/day



8

+8

+2

+6

+6

Mental Communication



9

+9

+3

+6

+6

Summon Birds 2/day, Early Bird 2/day



10

+10

+3

+7

+7

Visage of the Bird



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Birdlord develops a bond with avians. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence ursines. If a Birdlord has the animal companion class feature, he adds his Birdlord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
eagle, giant eagle*, giant owl*, hawk, owl, raven.

Detect Avians (Sp): Beginning at 1st level, a Birdlord can detect the presence of any avians, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Birdlord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Bearlord has wild empathy from another class, his levels stack for determining the bonus.

Skydweller (Ex): A Birdlord of second level gains a fly speed equal to his movement speed with average maneuverability, and a +8 racial bonus on spot checks.

Low-Light Vision (Ex): At 2nd level, a Birdlord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Birdlord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Bird (Ex): At 3rd level, a Birdlord gains two talon attacks that deal 1d6 points of damage for a medium creature, and gains Flyby Attack as a bonus feat.

Speak with Avians (Sp): Starting at 4th level, a Birdlord can speak with avians, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Birds (Sp): Once per day starting at 5th level a Birdlord may summon ursines to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Birdlord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any Ursine with their advancement rules in order to meet this requirement. For example if a Halfling Barbarian 5/Birdlord 5 used Summon Bears he could summon birds. This class is only counting avians from MM1, ask your DM if other avians may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Bird (Ex): Upon attaining 6th level in Birdlord the Birdlord’s fly speed increases to 3x their land speed, and their maneuverability increases by one step. In addition, you gain Grace +2; if you have a class with Grace your Birdlord levels stack with a single grace granting class for determining your total amount of grace. Your critical threat profile on your talon attacks increases to 18-20*3 and on a critical hit targets must make a fortitude save DC (10+Birdlord level + Dex Mod) or be rendered blinded until a suitable eye replacement has been found. This ability works on any creature with eyes that are vulnerable to critical hits; however some creatures with an extraordinary amount of eyes may be immune or take reduced effect.

Early Bird (Sp): Once per day beginning at 7th level a Birdlord may cast Animal Growth and Jagged Tooth on a single Avian as a swift action with a caster level equal to twice his Birdlord level. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Birdlord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with avians within this range.

Visage of the Bird (Su): Upon reaching 10th level an Birdlord’s type changes to Magical Beast [Shapechanger] and is counted as an Avian. In addition the Birdlord gains the ability to become a hybrid creature, taking on many aspects of the giant eagle. The Birdlord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Birdlord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +8 str, +6 dex, +2 con, +2 wis, +5 natural armor, and he gains the evasion ability.

Falontani
2019-04-30, 12:38 AM
Catlord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Move Silently 4
Feats: Stealthy




Catlord


D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect Felines, Wild Empathy



2

+2

+3

+3

+0

Forestdweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Cat



4

+4

+4

+4

+1

Speak with Felines



5

+5

+4

+4

+1

Summon Cats 1/day



6

+6

+5

+5

+2

Improved Aspect of the Cat



7

+7

+5

+5

+2

Hunter’s Adrenaline 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Cat 2/day, Hunter’s Adrenaline 2/day



10

+10

+7

+7

+3

Visage of the Cat



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Catlord develops a bond with felines. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence felines. If a Catlord has the animal companion class feature, he adds his Catlord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
The animals represented by the Catlord include: Lions, tigers, panthers, cats, and so forth.

Detect Feline (Sp): Beginning at 1st level, a Catlord can detect the presence of any feline, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Catlord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Catlord has wild empathy from another class, his levels stack for determining the bonus.

Forestdweller (Ex): A Catlord of second level gains the ability to use the Hide skill while being observed in any natural terrain, may move at full speed while attempting to hide or move silently without penalty, and gains a +4 bonus to his hide skill.

Low-Light Vision (Ex): At 2nd level, a Catlord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Catlord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Cat (Ex): At 3rd level, a Catlord gains two claw attacks which deal 1d6 slashing damage (if medium). In addition the Catlord gains a special Rend attack, that deals an additional 2d6+1.5x str mod against any foe that is hit by both of the Catlord’s claw attacks. Finally the Catlord gains Weapon Finesse as a bonus feat.

Speak with Felines (Sp): Starting at 4th level, a Catlord can speak with felines, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Cats (Sp): Once per day starting at 5th level a Horselord may summon felines to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Catlord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any Feline with their advancement rules in order to meet this requirement. For example if a Halfling Barbarian 5/Catlord 5 used Summon Cats he could summon . This class is only counting cats from MM1; ask your DM if other equines may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Cat (Ex): Upon attaining 6th level in Catlord the Catlord gains the ability to make a pounce at the end of a charge attack performed against a creature that didn’t know of the Catlord’s location allowing the Catlord to perform a full attack against the (still flat-footed target) instead of a single attack, and gains Sneak Attack +1d6. If the Catlord already possesses Sneak Attack his Sneak Attack ability increases by the listed amount, and his Catlord levels stack with any single class that grants Sneak Attack to determine their Sneak Attack amount from that class. Finally the Catlord gains the ability to perform two Rake attacks during any round in which the Catlord performed a pounce, these rake attacks deal 1d4+½ str or dex mod damage.

Hunter’s Adrenaline (Sp): Once per day beginning at 7th level a Catlord may cast Animal Growth on a single Feline as a swift action with a caster level equal to twice his Catlord level. In addition the feline now deals an additional 2d6 points of sneak attack damage. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Catlord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with felines within this range.

Visage of the Cat (Su): Upon reaching 10th level a Catlord’s type changes to Magical Beast [Shapechanger] and is counted as a feline. In addition the Catlord gains the ability to become a hybrid creature, taking on many aspects of the cat. The Catlord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Catlord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +14 str, +4 dex, +6 con, +2 wis, +4 natural armor, and he gains the ability to make an Improved Grab as part of his bite attack, a Catlord may now employ her Rake attacks while in a grapple.

Falontani
2019-04-30, 12:39 AM
Sharklord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Swim 6
Feats: Improved Swimming




Sharklord


D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect Chondrichthyes, Wild Empathy



2

+2

+3

+3

+0

Oceandweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Shark



4

+4

+4

+4

+1

Speak with Chondrichthyes



5

+5

+4

+4

+1

Summon Sharks 1/day



6

+6

+5

+5

+2

Improved Aspect of the Shark



7

+7

+5

+5

+2

Sharknado 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Sharks 2/day, Sharknado 2/day



10

+10

+7

+7

+3

Visage of the Shark



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Sharklord develops a bond with equines. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence Chondrichthyes. If a Sharklord has the animal companion class feature, he adds his Sharklord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
The animals represented by the Horselord include: Sharks, megalodon, dire sharks.

Detect Chondrichthyes (Sp): Beginning at 1st level, a Sharklord can detect the presence of any Chondrichthyes, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Horselord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Sharklord has wild empathy from another class, his levels stack for determining the bonus.

Oceandweller (Ex): A Sharklord of second level gains a swim of twice his land speed, and gains the scent special quality. In addition he gains a +8 racial bonus to swim checks.

Low-Light Vision (Ex): At 2nd level, a Sharklord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Sharklord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Shark (Ex): At 3rd level, a Sharklord gains a bite attack that deals 1d12 points of damage (for a medium creature) if he didn’t already have a better bite attack. In addition the Sharklord gains the Improved Natural Attack (Bite) feat as a bonus feat (bringing a medium sharklord’s bite to 3d6). Additionally the Sharklord gains the aquatic subtype and the amphibious special quality.

Speak with Chondrichthyes (Sp): Starting at 4th level, a Sharklord can speak with Chondrichthyes, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Sharks (Sp): Once per day starting at 5th level a Sharklord may summon Chondrichthyes to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Sharklord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any Chondrichthyes with their advancement rules in order to meet this requirement. For example if a Halfling Barbarian 5/Horselord 5 used Summon Sharks he could summon . This class is only counting Chondrichthyes from MM1; ask your DM if other Chondrichthyes may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Shark (Ex): Upon attaining 6th level in Sharklord the Sharklord gains the Improved Grab ability with his bite, and may Rip and Shred enemies so grabbed for an additional bite damage (meaning a successful bite/grab will deal bite damage 3 times). In addition the Sharklord gains Swashbuckle +2d6, and if he possessed the Swashbuckle class feature before this point his levels in Sharklord stack with levels in a single class he possessed for determining his total Swashbuckle damage. For example a Swashbuckler 5/Sharklord 10 would have a total of +6d6 swashbuckle damage (4d6 from swashbuckler and 2d6 from sharklord.)

Sharknado (Sp): Once per day beginning at 7th level a Sharklord may cast Animal Growth on a single Chondrichthyes as a swift action with a caster level equal to twice his Sharklord level. In addition the shark becomes surrounded in a bubble of water, granting the Chondrichthyes a fly speed equal to his swim speed with good maneuverability for 24 hours. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Sharklord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with Chondrichthyes within this range.
Visage of the Shark (Su): Upon reaching 10th level an Sharklord’s type changes to Magical Beast [Shapechanger] and is counted as an Chondrichthyes. In addition the Sharklord gains the ability to become a hybrid creature, taking on many aspects of the Shark. The Sharklord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Sharklord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +10 strength, +4 dexterity, +4 constitution, +2 wisdom, +5 natural armor, and the Swallow Whole ability.

Falontani
2019-04-30, 12:41 AM
Wolflord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Climb 4
Feats: Track




Wolflord


D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect canids, Wild Empathy



2

+2

+3

+3

+0

Glacierdweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Wolf



4

+4

+4

+4

+1

Speak with canid



5

+5

+4

+4

+1

Summon Wolves 1/day



6

+6

+5

+5

+2

Improved Aspect of the Wolf



7

+7

+5

+5

+2

Dissaray of the Wolf Pack 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Wolves 2/day, Dissaray of the Wolfpack 2/day



10

+10

+7

+7

+3

Visage of the Wolf



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Wolflord develops a bond with canids. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence canids. If a Wolflord has the animal companion class feature, he adds his Wolflord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
The animals represented by the Wolflord include: Wolf, Dire Wolf, Riding Dog, Dog, etc.

Detect canids (Sp): Beginning at 1st level, a Wolflord can detect the presence of any canids, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Wolflord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Bearlord has wild empathy from another class, his levels stack for determining the bonus.

Glacierweller (Ex): A Wolflord of second level gains Cold Endurance and Snowrunner as bonus feats (even if they do not meet the prerequisites). In addition the wolflord gains Scent and a +4 bonus on survival checks.

Low-Light Vision (Ex): At 2nd level, a Wolflord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Wolflord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Wolf (Ex): At 3rd level, a Wolflord gains a bite attack that deals 1d8 points of damage (if medium). Anytime a Wolflord successfully hits with his bite attack he gains a free trip attempt on the target, that does not provoke attacks of opportunity, do not require him to roll an additional attack roll, and he does not have a chance of being tripped in retaliation if the trip fails.

Speak with canids (Sp): Starting at 4th level, a Wolflord can speak with ursines, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Wolves (Sp): Once per day starting at 5th level a Wolflord may summon canids to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Wolflord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any canid with their advancement rules in order to meet this requirement. For example if a Halfling Ranger 5/Wolflord 5 used Summon Wolves he could summon . This class is only counting canids from MM1; ask your DM if other canids may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Wolf (Ex): Upon attaining 6th level in Wolflord the Wolflord gains Improved Trip as a bonus feat (even if the wolflord doesn’t meet the prerequisites). If a wolflord of sixth level attacks a flanked and prone creature, his critical threat range increases by 4. Finally a wolflord gains a single favored enemy of his choice at a +6 bonus. If he has the Favored Enemy class feature from another class then he may choose a single class that he possessed to have his Wolflord levels stack with for determining favored enemy. For example a 5 ranger/10 wolflord would have up to a +14 favored enemy bonus on a single type of creature with up to 6 favored enemies.

Dissaray of the Wolfpack (Sp): Once per day beginning at 7th level a Wolflord may cast Animal Growth on a single canid as a swift action with a caster level equal to twice his Wolflord level. In addition the canid now has 1 mirror image per level in wolflord, each of which can move independently. Each mirror image may cause flanking separately, and may perform an attack as if they were the canid (dealing only 1d6 force damage instead of their usual damage). This effect lasts for 2 minutes per Wolflord level. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Wolflord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with canids within this range.

Visage of the Wolf (Su): Upon reaching 10th level an Wolflord’s type changes to Magical Beast [Shapechanger] and is counted as an canid. In addition the Wolflord gains the ability to become a hybrid creature, taking on many aspects of the Dire Wolf. The Wolflord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Bearlord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +14 str, +4 dex, +6 con, +2 wis, +3 natural armor, and +1 critical multiplier against prone creatures.

Falontani
2019-04-30, 12:42 AM
Snakelord:Prerequisites: BAB +5
Any Neutral
Skills: Handle Animal 4, Knowledge Nature 2, Escape Artist 4
Feats: Poison Master




Snakelord


D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Animal Bond, Detect Serpentes, Wild Empathy



2

+2

+3

+3

+0

Jungledweller, Low-light Vision



3

+3

+3

+3

+1

Aspect of the Snake



4

+4

+4

+4

+1

Speak with Serpentes



5

+5

+4

+4

+1

Summon Snakes 1/day



6

+6

+5

+5

+2

Improved Aspect of the Snake



7

+7

+5

+5

+2

Snake’s Swiftness 1/day



8

+8

+6

+6

+2

Mental Communication



9

+9

+6

+6

+3

Summon Snakes 2/day, Snake’s Swiftness 2/day



10

+10

+7

+7

+3

Visage of the Snake



The animal lord’s class skills (and the key ability for each skill) are Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Animal Bond (Ex): A Snakelord develops a bond with serpentes. He gains a +4 bonus on Handle Animal and wild empathy checks made to influence serpentes. If a Snakelord has the animal companion class feature, he adds his Snakelord level to his effective druid level for the purpose of determining his animal companion’s bonus Hit Dice, special abilities, and so forth.
The animals represented by the Snakelord include: Vipers, Constrictors, and more.

Detect Serpentes (Sp): Beginning at 1st level, a Snakelord can detect the presence of any serpentes, as if using detect animals or plants with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Wild Empathy (Ex): A Snakelord can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a Snakelord has wild empathy from another class, his levels stack for determining the bonus.

Jungledweller (Ex): A Snakelord of second level gains a climb and swim speed equal to one half his movement speed. In addition the Snakelord gains blindsight equal to 5*½ his Snakelord level (max 25 ft at level 10).

Low-Light Vision (Ex): At 2nd level, a Snakelord gains low-light vision, allowing him to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.
If a Snakelord already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a human in conditions of shadowy illumination.

Aspect of the Snake (Ex): At 3rd level, a Snakelord gains a bite attack that deals 1d4 (assuming medium) points of damage, however the bite carries a poison which deals 1d8 con damage (assuming medium creature). In addition the Snakelord gains Spit Venom as a bonus feat.

Speak with Serpentes (Sp): Starting at 4th level, a Snakelord can speak with serpentes, as if using speak with animals with a caster level equal to his class level. This ability is always active, and if dispelled resumes 1d4 rounds later.

Summon Snakes (Sp): Once per day starting at 5th level a Snakelord may summon serpentes to aid him as if casting Summon Nature’s Ally V. The duration of this effect is equal to 1 minute per Snakelord level, and the combined total of HD summoned may not exceed your own HD, however you may advance any Serprente with their advancement rules in order to meet this requirement. For example if a Halfling Ninja 5/Snakelord 5 used Summon Snakes he could summon . This class is only counting Serpentes from MM1; ask your DM if other serpentes may be reasonable to summon with this feature. Upon reaching 9th level you may use this ability a second time per day.

Improved Aspect of the Snake (Ex): Upon attaining 6th level in Snakelord the Snakelord’s venom increases in potency, now dealing 2d6 con damage (assuming medium creature). The snakelord also gains Improved Grab added to their bite attack, and may constrict for 1d10 points of damage (assuming medium). Finally the Snakelord gains 3d6 Sudden Strike damage. If a Snakelord already possessed the Sudden Strike class feature then levels in Snakelord stack with a single class that the Snakelord already possessed for determining Sudden Strike Damage. For example a Ninja 7/Snakelord 10 would deal 12d6 points of sudden strike damage.

Snake’s Swiftness (Sp): Once per day beginning at 7th level a Snakelord may cast Animal Growth on a single Serpente as a swift action with a caster level equal to twice his Snakelord level. The serpente gains the Dual Actions feature for as long as he has Animal Growth. Upon reaching 9th level you may use this ability a second time per day.

Mental Communication (Su): Upon reaching 8th level a Bearlord gains the ability to communicate mentally out to a range of 100 ft, but may only communicate with ursines within this range.

Visage of the Snake(Su): Upon reaching 10th level an Snakelord’s type changes to Magical Beast [Shapechanger] and is counted as a serpente. In addition the Snakelord gains the ability to become a hybrid creature, taking on many aspects of the . The Snakelord may use this ability a number of times per day equal to ten times his class level, and each use lasts a minute. Activating this ability is a free action, and the Snakelord may choose to maintain this ability by using another use of the ability without conscious effort when the duration would end. This ability functions like the alternate form ability with the following adjustments: +14 str, +6 dex, +2 con, +2 wis, +4 natural armor, and Scent.

Falontani
2019-04-30, 12:43 AM
Prerequisites:
Handle Animal 8 ranks
Survival 4 ranks
Skill Focus: Handle Animal
Special: An Animal Companion, Wild Cohort, or some other special companion that has the Animal, Vermin, or Magical Beast Type

Special: If you are a Beast Heart Adept then your monstrous companion counts as a magical beast regardless of what it’s actual type is for the purposes of this class.


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Wild Empathy, Improved Companion



2

+2

+3

+3

+0

Closing In



3

+3

+3

+3

+1

Speak with Animals



4

+4

+4

+4

+1

Extra Companion



5

+5

+4

+4

+1

Pack Tactics



6

+6

+5

+5

+2

Tighten Circle



7

+7

+5

+5

+2

Extra Companion



8

+8

+6

+6

+2

Pack Feint



9

+9

+6

+6

+3

Vexing Flanker



10

+10

+7

+7

+3

Extra Companion, Wolfpack



The beastmaster’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
4+Int Mod





Wild Empathy (Ex): A beastmaster can improve the attitude of an animal. See the druid class feature, page 35 of the Player’s Handbook. If a beastmaster has wild empathy from another class, her levels stack for determining the bonus.

Improved Companion: Beastmaster levels stack with any other class levels that grant you the companion creature(s) that qualify you for this class. For Wild Cohort count your Beastmaster levels twice in addition to your other class levels. In addition you add three to your effective level in the class to determine your total level. Several examples:
Druid 5/Beastmaster 3 is an effective level 11 druid for his animal companion.
Ranger 5/Beastmaster 3 is an effective level 8 druid for his animal companion.
Druid 1/Ranger 4/Beastmaster 3 is an effective level 8 druid for his animal companion.
Druid 5/Beast Heart Adept 1/Beastmaster 1 is an effective level 9 for his animal companion, and effective Beast Heart Adept level 5 for his monstrous companion.
Rogue 5/Beastmaster 3 with the wild cohort feat is an effective level 14 for his Wild Cohort.

Closing In (Ex): Beginning at 2nd level while you and another creature with the Closing In class feature are threatening a creature, you are both considered flanking, regardless of actual position.

Speak with Animals (Sp): Starting at third level the Beast Master is considered to always have the spell Speak with Animals active with a caster level equal to their HD. If dispelled the ability automatically reactivates 1 minute later.

Extra Companion: Beginning at fourth level, and again at 7th and 10th levels you gain an additional companion. It may be any companion you have access to from the first list. This means if you are a druid you may only take druid level 1 companions for this choice, however if you are a multiclassed ranger/beast heart adept/beastmaster you may choose any companion that a level 1 druid could choose, or a 1st level beast heart adept could choose. You continue to use your effective level for each of them granting any bonuses you would apply normally.

Pack Tactics: At fifth level you and any companions that qualify for Improved Companion that you possess gain the feat Pack Tactics as a bonus feat, and do not need to meet any prerequisites for the feat.

Tighten Circle (Ex): All of your Improved Companions gain the class feature Closing In. In addition, for each creature with the Closing In class feature that is flanking the same creature you are flanking, they gain a +1 stacking unique bonus to their flanking bonus to attack rolls. (So if you and an animal companion are flanking each of you would gain a +4 bonus, if you and two animal companions are flanking then each of you would gain a +5 bonus, and so forth)

Pack Feint: At 8th level you gain Pack Feint as a bonus feat, even if you do not meet the prerequisites.

Vexing Flanker: At 9th level you and all of your Improved Companions gain the Vexing Flanker feat even if you do not meet the prerequisites.

Wolfpack: A 10th level beastmaster gains the Wolfpack tactical feat as a bonus feat, even if he does not meet the prerequisites.

For Ease



EDL

Bonus HD

Nat AC adj.

Str/Dex adj.

Bonus Tricks

Special



1-2

+0

+0

+0

1

Link, Share Spells



3-5

+2

+2

+1

2

Evasion



6-8

+4

+4

+2

3

Devotion



9-11

+6

+6

+3

4

Multiattack



12-14

+8

+8

+4

5




15-17

+10

+10

+5

6

Improved Evasion



18

+12

+12

+6

7




+3*

+2

+2

+1

+1




Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

EDL: The character’s effective druid level.


Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

*For every 3 EDL above 18 the animal companion gains these bonuses.





ECL

Nat AC adj

Int

Special



1-2

+1

6

Alertness, Improved Evasion, Share Spells, Empathic Link



3-4

+2

7

Deliver Touch Spells



5-6

+3

8

Speak with Master



7-8

+4

9

Speak with Animals of its Kind



9-10

+5

10




11-12

+6

11

Spell Resistance



13-14

+7

12

Scry on Familiar



15-16

+8

13




17-18

+9

14




19

+10

15




+2*

+1

+1





Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

*For every 2 ECL past 19 the familiar gains these bonuses.
**At ECL 21 and every 10 levels thereafter the epic familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.





ECL

Bonus HD

Natural Armor Adj.

Str/Dex Bonus

Bonus Tricks

Special



1-2

+0

+0

+0





3-5

+1

+1

+0

1

Evasion



6-8

+3

+3

+1

2




9-11

+5

+5

+2

3




12-14

+7

+7

+3

4

Devotion



15-17

+9

+9

+4

5




18

+11

+11

+5

6

Improved Evasion



+3*

+2

+2

+1

+1






Animal Companion Basics: Use the base statistics for a creature of the companion's kind, as given in the Monster Manual, but make the following changes.

ECL: The character's class levels and racial Hit Dice + Beastmaster level +3.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal cohort's base attack and base save bonuses. An animal cohort's base attack bonus is the same as that of a cleric or rogue of a level equal to the animal's HD. An animal cohort has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal cohort gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice (see the Monster Manual). The number listed is the current total of extra HD over and above the base creature's total. For example, a creature that normally has 1 HD but that is a wild cohort for a 6th-level character gains an additional 3 HD for a total of 4 HD.

Natural Armor: The number noted here is an improvement to the animal cohort's existing natural armor bonus. For example, a creature that normally has a natural armor bonus of +2 but that is a wild cohort for a 6th-level character gains an additional +3 bonus for a total natural armor bonus of +5.

Str/Dex Bonus: Add this value to the base creature's Strength and Dexterity scores. For example, a creature that normally has a Strength score of 10 but that is a wild cohort for a 15th-level character gains an additional +4 for a total Strength score of 14.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the character might choose to teach it (see the Handle Animal skill, Player's Handbook page 74). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The character selects these bonus tricks, and once selected, they can't be changed. For example, a wild cohort that belongs to an 11th-level character has a total of 3 bonus tricks.

Evasion (Ex): If an animal cohort is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal cohort's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal cohort takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

*For every 3 ECL above 18 the wild cohort gains this bonus.





ECL

Bonus HD

Natural Armor Adj.

Str/Con Bonus

Bonus Tricks

Special



1-2

+0

+0

+0

1

Link



3-4

+2

+2

+2

2

Evasion



5-6

+4

+4

+4

3

Devotion



7-8

+6

+6

+6

4




9

+8

+8

+8

5

Improved Evasion



+3*

+2

+2

+2

+1





Monstrous Companion Basics: Use the base statistics for a creature of the companion’s kind as given in the Monster Manual, but make the following changes.

Class Level: Use the character’s beast heart adept level.

Bonus HD: Add this number to the base creature’s existing Hit Dice. Extra Hit Dice improve a monstrous companion’s base attack bonus and base save bonuses, and grant it additional feats and skill points (for details, see Improving Monsters, MM 290). Monstrous companions do not increase in size as a result of these extra Hit Dice.

Natural Armor Adj.: Add this number to the base creature’s existing natural armor bonus.

Str/Con Adj.: Add this number to the base creature’s Strength score and Constitution score.

Bonus Tricks: The value in this column is the number of bonus tricks known by the monstrous companion, in addition to any other tricks the beast heart adept might teach it. These bonus tricks do not require training time or Handle Animal checks, and they do not count against the normal limit of tricks known by the monstrous companion. The beast heart adept selects these bonus tricks, and once selected, they cannot be changed. Only monstrous companions that have an Intelligence score of 1 or 2 must be taught to perform a trick; smarter monsters can be directed verbally.

Link (Ex): A beast heart adept can handle his monstrous companion as a free action, or push it as a move action. The beast heart adept gains a +4 circumstance bonus on monster empathy checks and Handle Animal checks regarding a monstrous companion.

Evasion (Ex): Beginning at 3rd level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save. See the monk class feature (PH 41).

Devotion (Ex): A monstrous companion’s devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): Beginning at 9th level, your monstrous companion can avoid damage from certain attacks with a successful Reflex save and take only half damage on a failed save. See the monk class feature (PH 42).

Falontani
2019-04-30, 12:45 AM
To qualify to become a bloodhound, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Gather Information 4 ranks, Move Silently 4 ranks, Survival 4 ranks.
Feats: Endurance, Track.

D10


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Mark (1), Swift Tracker, Favored Enemy



2

+2

+3

+3

+0

Nonlethal Force, Ready and Waiting



3

+3

+3

+3

+1

Bring’em Back Alive, Tenacious Pursuit, Scent



4

+4

+4

+4

+1

Hunter’s Dedication, Mark (2), Move Like the Wind



5

+5

+4

+4

+1

Crippling Strike, Track the Trackless



6

+6

+5

+5

+2

True Seeing, Shielded Mind, Improved Scent



7

+7

+5

+5

+2

Locate Creature, Mark (3)



8

+8

+6

+6

+2

Freedom of Movement



9

+9

+6

+6

+3

Uncanny Scent



10

+10

+7

+7

+3

Find the Path, Mark (4)



The bloodhound’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.





Favored Enemy (Ex): Bloodhound levels stack with levels in any other class which grants favored enemy, advancing that class’ favored enemy bonus at the normal level that it would advance. For example a Ranger 5/Bloodhound 4 would get his third favored enemy with 1 more ranger or bloodhound level.

Mark (Ex): A bloodhound can target, or mark, an individual foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark.
A bloodhound treats the mark as an additional favored enemy, gaining any bonuses he may possess against such an enemy, as well as adding his bloodhound level as a bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against his Mark. Likewise, he gets the bonus on attack rolls and weapon damage rolls against the Mark.. As a bloodhound gains levels, he gains additional abilities that can be used against a mark.

If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the bloodhound loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a mark only once a week. Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound can have one additional mark, but only if all the marks are chosen during the same process (see above). For example, a 4th-level bloodhound could mark two bugbears in the same group of prisoners, or the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a bloodhound gives up on apprehending any of his marks, all remaining marked creatures become unmarked as described above.

Swift Tracker (Ex): A bloodhound can move at his normal speed while following tracks. See the ranger class feature, page 48 of the Player’s Handbook.

Nonlethal Force (Ex): Starting at 2nd level, a bloodhound can use a melee weapon that deals lethal damage to deal nonlethal damage instead without taking the usual –4 penalty on his attack roll.

Ready and Waiting (Ex): Beginning at 2nd level, a bloodhound is ready for trickery at all times. He can, as a free action, ready an action against his mark, even outside of the initiative sequence. He may only have a single readied action at any time. If the mark triggers the bloodhound’s readied action at any point within the next 10 minutes, the bloodhound can carry out his readied action as if the two were engaged in combat (as long as the bloodhound is capable of carrying out that action). If the bloodhound is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.

Bring ’em Back Alive (Ex): At 3rd level and higher, a bloodhound can turn a potentially killing blow into an incapacitating one—all the better to bring a mark back for punishment. At the bloodhound’s option, any melee attack that would reduce a foe to –1 or fewer hit points reduces the foe to 0 hit points instead. A bloodhound must choose to use this ability immediately upon reducing his foe to –1 or fewer hit points, and before making any other action (or even continuing a full attack). In addition the bloodhound may now deal nonlethal damage to creatures normally immune to nonlethal damage. Undead and constructs brought to 0 hit points via nonlethal damage become inert for 1 hour, before regaining consciousness and healing all nonlethal damage. A raging bloodhound can’t use this ability.

Scent (Ex): At 3rd level, a bloodhound gains the scent ability (see page 314 of the Monster Manual).

Tenacious Pursuit (Ex): At 3rd level and above, a bloodhound tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march (see page 164 of the Player’s Handbook). In addition, a bloodhound tracking a mark can increase his own speed by 10 feet. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet, and it goes up to 30 feet at 9th level.

Hunter’s Dedication (Ex): Beginning at 4th level, a bloodhound adds his Constitution mod (if any) to saves made to resist the special attacks or spells of his mark.

Move Like the Wind (Ex): Starting at 4th level, a bloodhound can move stealthily even at a quick pace. He no longer takes a –5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Hide and Move Silently checks when running. (He takes the normal –20 penalty when attacking or charging.)

Crippling Strike (Ex): Starting at 5th level, a bloodhound can deliver strikes against his mark with such precision that each successful attack also deals 2 points of Strength damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. See the rogue class feature, page 51 of the Player’s Handbook.

Track the Trackless (Su): Starting at 5th level, a bloodhound can track a creature moving under the influence of pass without trace or a similar effect, though he takes a –20 penalty on his Survival checks when doing so.

Improved Scent: At 6th level the bloodhound gains Improved Scent as a bonus feat.

True Seeing (Su): This ability, gained at 6th level, functions like a True Seeing spell, except that it is constantly in effect, but only functions against the Bloodhound’s Mark.

Shielded Mind (Su): At 6th level, a bloodhound gains spell resistance against divination spells equal to 15 + his bloodhound level. This benefit does not stack with other forms of spell resistance.

Locate Creature (Sp): Once per day, a bloodhound of 7th level or higher can produce an effect identical to that of an Locate Creature spell with a caster level equal to the bloodhound’s character level to attempt to discern which way the mark has gone when a trail goes cold. The range for this effect is 1 mile instead of the traditional 400+40/level ft.

Freedom of Movement (Su): Starting at 8th level, a bloodhound can act normally regardless of magical effects that impede movement, as if he were affected by a freedom of movement spell. The effect lasts for a total time per day of bloodhound level+1 round per point of Wisdom. The effect occurs automatically as soon as it is applied, lasts until it runs out or is no longer needed, and can be used multiple times per day (up to the total daily limit of rounds).

Uncanny Scent: At 9th level, a bloodhound truly acts like the creature he is named after, gaining the Uncanny Scent feat as a bonus feat.

Find the Path (Sp): A 10th-level bloodhound can use find the path twice per day as the spell. His caster level is equal to his bloodhound level.

Falontani
2019-04-30, 12:46 AM
REQUIREMENTS
To qualify to become a daggerspell mage, a character must
fulfill all the following criteria.
Alignment: Any nonevil.
Skills: Concentration 8 ranks.
Feats: Weapon Focus (dagger), Two-Weapon Fighting.
Special: Arcane caster level 5th.

HD: D6



Lvl

BAB

Fort

Ref

Will

Special

Spellcasting



1

+0

+0

+2

+2

Daggercast, Dagger Magic

-



2

+1

+0

+3

+3

Invocation of the Knife

+1 level to existing arcane spellcasting class



3

+2

+1

+3

+3


+1 level to existing arcane spellcasting class



4

+3

+1

+4

+4

Sneak Attack +1d6

+1 level to existing arcane spellcasting class



5

+3

+1

+4

+4

Double Daggercast

+1 level to existing arcane spellcasting class



6

+4

+2

+5

+5


+1 level to existing arcane spellcasting class



7

+5

+2

+5

+5

Spell Dagger

+1 level to existing arcane spellcasting class



8

+6

+2

+6

+6

Sneak Attack +2d6

+1 level to existing arcane spellcasting class



9

+6

+3

+6

+6


+1 level to existing arcane spellcasting class



10

+7

+3

+7

+7

Daggerspell Flurry

+1 level to existing arcane spellcasting class



The daggerspell mage’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.




Weapon and Armor Proficiency: Daggerspell mages gain proficiency in the Whip Dagger and Mighty Whip Dagger.

Daggercast (Ex): Daggerspell mages seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell mage can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell mage holds anything other than a dagger, he must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally. In addition, a daggerspell mage can deliver a touch spell with a dagger attack (melee touch, normal melee attack, or even a thrown attack).

Dagger Magic: As a member of this class, you gain knowledge of additional spells (see the list below). If you were a caster who previously prepared spells (such as a wizard), you can prepare these spells like any other spell to which you have access. If you are a spontaneous caster (such as a sorcerer), these spells are available to you like any other spell you know. You cannot cast a spell of higher level than the maximum spell level you can cast. These spells become options for you when you gain access to the appropriate spell level.
1st: Blade of Blood, Persistent Blade, Lightning Blade*, Ice Knife
2nd: Whirling Blade, Cloud of Knives, Flame Dagger, Daggerspell Stance, Bladeweave, Ring of Blades*
3rd: Blade Storm, Spectral Weapon, Keen Edge, Weapon of Energy, Spiritual Weapon*
4th: Dancing Blade*, Sword of Deception*
5th: Blade Barrier
6th: Brilliant Blade
7th: Mordenkainen’s Sword*, Sword of Darkness*
8th: Blade Blade of Disaster*
*These spells sometimes have forms that are not daggers. These are daggers when cast by the Daggerspell Mage, although the effect is not changed.

Invocation of the Knife (Su): Beginning at 2nd level, daggerspell mages develop a strong mystical connection between their arcane spellcasting abilities and the daggers that they wield. Whenever a daggerspell mage casts an arcane spell that deals energy damage, he can turn half of the damage dealt by the spell into magic slashing damage rather than energy damage. Energy resistance does not apply to this damage, but damage reduction might. This power does not affect a creature’s ability to resist the affected spell with a saving throw or spell resistance. Using this ability does not require an action; its use is part of the action required to cast the affected spell. Only spells with a duration of instantaneous can be modified by this ability.

Spells per Day/Spells Known: Beginning at 2nd level, a daggerspell mage gains new spells per day at each level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming a daggerspell mage, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Sneak Attack (Ex): Beginning at 4th level, a daggerspell mage deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level. See the rogue class feature, page 50 of the Player’s Handbook. If a daggerspell mage gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Double Daggercast (Ex): As a daggerspell mage advances in level, the connection between his spellcasting abilities and his two-dagger fighting style strengthens.
At 5th level and higher, a mage can hold the charge for one touch spell for each dagger that he is holding in his hands. He must designate which dagger holds each touch spell at the time the spell is cast. If one of these daggers leaves the daggerspell mage’s hands, the spell immediately discharges harmlessly (unless the dagger is thrown by the daggerspell mage as an attack).

Spell Dagger (Su): When you cast a spell you may do one of the following:
You may turn the spell energy into a coating upon one of your daggers, which now deals Xd6 magic slashing damage instead of the normal damage dice the dagger did, where X is the level of spell used. This benefit lasts for a number of rounds equal to your Daggerspell Mage class level. The attack is now resolved as a touch attack, and continues to carry all the enchantments of the dagger, in addition it gains the Returning enchantment.
As part of casting the spell you may turn the spell's form into a dagger. If the spell normally required a target other than personal you now resolve the spell as a touch attack, if the spell dealt damage you may have it now do entirely magical slashing damage or its normal damage. In addition the spell is harder for others to identify and increases the dc to identify it by 10.

Daggerspell Flurry (Ex): A 10th-level daggerspell mage can blend spellcasting with a flurry of dagger attacks. When using this ability, a daggerspell mage may cast one spell (that he could normally cast) as a free action as part of a full attack with his daggers. Doing this has no effect on the spell’s effective level. A daggerspell mage must make at least one melee attack in any round in which he uses this ability, and he cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, he can still make the spell’s attack).
A daggerspell mage can use this ability a number of times per day equal to his Dexterity modifier (minimum 1).

Falontani
2019-04-30, 12:47 AM
REQUIREMENTS
To qualify to become a daggerspell shaper, a character
must fulfill all the following criteria.
Alignment: Any nonevil.
Skills: Concentration 8 ranks.
Feats: Weapon Focus (dagger), Two-Weapon Fighting.
Special: Wild shape class feature.





Lvl

BAB

Fort

Ref

Will

Special

Spellcasting



1

+0

+2

+2

+0

Daggercast, Wild Shape +1/day

-



2

+1

+3

+3

+0

Dagger Claws, Wild Shape Variance

+1 level of existing divine spellcasting class



3

+2

+3

+3

+1


+1 level of existing divine spellcasting class



4

+3

+4

+4

+1

Sneak Attack +1d6

+1 level of existing divine spellcasting class



5

+3

+4

+4

+1

Wild Shape +2/day

+1 level of existing divine spellcasting class



6

+4

+5

+5

+2


+1 level of existing divine spellcasting class



7

+5

+5

+5

+2

Fast Wild Shape

+1 level of existing divine spellcasting class



8

+6

+6

+6

+2

Enhanced Wild Shape, Sneak Attack +2d6

+1 level of existing divine spellcasting class



9

+6

+6

+6

+3

Wild Shape Variance

+1 level of existing divine spellcasting class



10

+7

+7

+7

+3

Daggerspell Flurry, Wild Shape +3/day

+1 level of existing divine spellcasting class



The daggerspell shaper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier.






Weapon and Armor Proficiency: Daggerspell shapers gain proficiency in the Whip Dagger and Mighty Whip Dagger.

Daggercast (Ex): Daggerspell shapers seamlessly blend the use of their twin daggers with powerful spellcasting abilities. A daggerspell shaper can cast a spell with somatic and material components even when holding a dagger in each hand. If a daggerspell shaper holds anything other than a dagger, she must have at least one hand free to cast a spell with somatic or material components. Casting a spell in this way still provokes attacks of opportunity normally.
In addition, a daggerspell shaper can deliver a touch spell with a dagger attack (either a melee touch attack or a normal melee attack, but not with a thrown dagger).

Wild Shape (Su): Your levels in daggerspell shaper stack with your other class levels that grant Wild Shape for the purpose of determining the number of daily uses, the maximum HD and size (but not creature type), and the duration of your wild shape ability. A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 5th level, and 10th level.

Wild Shape Variance (Su): At 2nd level, and then again at 9th level the Daggerspell Shaper may use wild shape to take a form one size larger or smaller than their usual limit to a maximum of fine or colossal.

Dagger Claws (Su): When a daggerspell shaper of 2nd level or higher uses wild shape, she adds any magical properties of daggers that she is holding in each hand into the natural attacks of her new form. The magic of a single dagger affects only the natural attacks made with the corresponding limb in the shaper’s animal form, not all her attacks. For example, a 2nd-level daggerspell shaper holding a +1 flaming dagger in one hand and a +2 keen dagger in the other hand transforms into a leopard.
The daggers affect the claw attacks of her new form as follows: One gains a +1 bonus on attack and damage rolls and also gains the flaming special ability, and the other gains a +2 bonus on attack and damage rolls and also gains the keen special ability. If the assumed form does not have a claw or slam attack with a limb that corresponds to the druid’s natural limbs, this ability has no effect. The bonuses from this ability last for the duration of the wild shape effect. When a shaper uses this ability, her natural weapons in animal form overcome damage reduction exactly as do the daggers that she was holding when she transformed. In the example above, the shaper would be able to overcome a foe’s damage reduction as if both of her natural weapons were magic.

Spells per Day/Spells Known: Beginning at 2nd level, a daggerspell shaper gains new spells per day at each level (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a daggerspell shaper, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Sneak Attack (Ex): Beginning at 4th level, a daggerspell shaper deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases by +1d6 at 8th level and every fourth level thereafter. See the rogue class feature, page 50 of the Player’s Handbook. If a daggerspell shaper gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Fast Wild Shape (Ex): Starting at 7th level, a daggerspell shaper can use her wild shape ability as a move action rather than as a standard action.

Enhanced Wild Shape (Su): Starting at 8th level, a daggerspell shaper can preserve the physical enhancements granted by her equipment even when in wild shape. Whenever the shaper uses wild shape, she retains any enhancement bonuses to Strength, Dexterity, or Constitution granted by any equipment she wears, even if the equipment can’t be worn normally by her new form.

Daggerspell Flurry (Ex): A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When using this ability, the shaper may cast one spell (that the daggerspell shaper could normally cast) as a free action as part of a full attack with her daggers. Doing this has no effect on the spell’s effective level. A daggerspell shaper must make at least one melee attack in any round in which she uses this ability, and she cannot make an attack with anything other than a dagger (although if a spell cast in conjunction with this ability requires an attack roll, she can still make the spell’s attack).
A daggerspell shaper can use this ability a number of times per day equal to her Dexterity bonus (minimum 1).

Falontani
2019-04-30, 12:48 AM
REQUIREMENTS
To qualify to become a ghost-faced killer, a character must fulfill all the following criteria:
Alignment: Any evil.
Base Attack Bonus: +5.
Skills: Hide 6 ranks, Concentration 4 ranks, Intimidate 8 ranks, Move Silently 6 ranks.
Feats: Improved Initiative, Power Attack.


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Ghost Step (Invisibility) 1/day



2

+2

+3

+3

+0

Sudden Strike +1d6



3

+3

+3

+3

+1

Ghost Step 2/day, Frightful Attack 1/day



4

+4

+4

+4

+1

Sudden Strike +2d6, Ghost Sight



5

+5

+4

+4

+1

Ghost Step (Greater Invisibility) 3/day



6

+6

+5

+5

+2

Sudden Strike +3d6, Frightful Attack 2/day



7

+7

+5

+5

+2

Ghost Step 4/day, Phantasmal Fright



8

+8

+6

+6

+2

Sudden Strike +4d6, Ghostly Might



9

+9

+6

+6

+3

Ghost Step (Etherealness Incorporeal) 5/day, Frightful Attack 3/day



10

+10

+7

+7

+3

Sudden Strike +5d6, Frightful Cleave



The ghost-faced killer’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.






Weapon and Armor Proficiency: Ghost-faced killers gain proficiency with Light Armor, and garrotes.

Ghost Step (Su): A ghost-faced killer can become invisible for 1 round once per day. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. A ghost-faced killer can use this ability one additional time per day for every odd class levels gained above 1st. At 5th level, a ghost-faced killer may instead choose to use Greater Invisibility, and at 9th level may instead become ethereal incorporeal in addition to becoming invisible when using ghost step.

Sudden Strike (Ex): If a ghost-faced killer of 2nd level or higher can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Whenever a ghost-faced killer’s target is denied her Dexterity bonus to Armor Class (if any) against his attack, the ghost-faced killer deals an extra 1d6 points of damage with his attack. The bonus damage increases by 1d6 every even class level. This ability otherwise works like the ninja ability described on page 8.

Frightful Attack (Su): Beginning at 3rd level, a ghost-faced killer can panic onlookers and even frighten his victim to death by making a sudden strike attack. Once per day, a ghost-faced killer can designate a melee sudden strike attack as a frightful attack. The ghost-faced killer must use his Power Attack feat on the attack and must take a penalty of at least –1 to his attack roll. If the attack deals damage to the target, the victim must make a Will save (DC 10 + ghost-faced killer’s class level + ghost-faced killer’s Cha modifier). If the victim succeeds, she is shaken for 1 round per class level of the ghost-faced killer; if she fails, she instantly dies of fear. Creatures immune to mind-affecting effects or immune to fear are immune to this frightful attack.
In addition, all creatures within 30 feet who see the frightful attack (not including the victim, the ghost-faced killer, or the ghost-faced killer’s allies) become panicked for 1 round per class level of the ghost-faced killer. A successful Will save (DC 10 + ghost-faced killer’s class level + ghost-faced killer’s Cha modifier + damage bonus from Power Attack on the frightful attack) causes them to only become shaken for 1 round instead.
A ghost-faced killer can use this ability one additional time per day for every three levels gained above 3rd (2/day at 6th level, 3/day at 9th level).

Ghost Sight (Su): Starting at 4th level, a ghost-faced killer can see ethereal and invisible creatures and objects as easily as he sees material creatures and objects.

Phantasmal Fright (Ex): Beginning at 7th level a ghost-faced killer is so adept at causing fear and demoralizing enemies, that his fear effects become piercing. This means that creatures immune to fear (not mind affecting effects) are no longer immune to fear effects applied by the Ghost-Faced Killer, but instead receive a +8 untyped bonus to saves against fear.

Ghostly Might (Su): Starting at 8th level, a ghost-faced killer can strike ethereal creatures and objects as easily as he can strike material creatures and objects. His weapons and natural attacks are all treated as ghost touch.

Frightful Cleave (Su): If a 10th-level ghost-faced killer slays a foe with his frightful attack (either from the damage dealt or because of a failed save against its fear effect), he gets an immediate extra melee attack against another target within reach. If the new target is denied dex to AC, this extra attack is also a frightful attack, though it doesn’t count against the ghost-faced killer’s daily limit of frightful attacks. This ability otherwise functions exactly as the Cleave feat (see page 92 of the Player’s Handbook.) If the ghost-faced killer possesses the Great Cleave feat, then he may continue activating the Frightful Cleave ability as long as creatures are within range and he continues to slay them with the attack.

Falontani
2019-04-30, 12:50 AM
REQUIREMENTS
To qualify to become a maester, a character must fulfill all the following criteria.
Race: Gnome.
Skills: Craft (any) 8 ranks and either Use Magic Device 4 ranks or Use Psionic Device 4 ranks.
Feats: Any two item creation feats.
Spells: Crafter Level 5th (any effective caster/manifester level for crafting works)



Lvl
BAB
Fort
Ref
Will
Special


1
+0
+0
+0
+2
Improved Crafter Level, Bonus Feat, Quick Crafting


2
+1
+0
+0
+3



3
+1
+1
+1
+3
Identification, Bonus Feat


4
+2
+1
+1
+4



5
+2
+1
+1
+4
Bonus Feat


6
+3
+2
+2
+5
Craft Master


The maester’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (psionics) (Int), Psicraft (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Psionic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.




Bonus Feats: At 1st, 3rd, and 5th level, a maester receives a bonus item creation feat. He must meet the prerequisites for this feat.

Quick Crafting (Ex): A maester can craft magic/psionic items in half the normal time required.

Improved Crafter Level: For every level in maester that a character possesses their effective level for crafting magical or psionic items increases by 1. This has no bearing on what spells, powers, or other abilities the Maester learns, nor does it increase the power of the spells/powers that he casts/manifests.

Identification (Sp): A maester of 3rd level or higher can determine the magical properties of a magic item by handling it for 1 minute and making a successful Spellcraft check (DC 10 + the item’s caster level). The maester can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the identify spell. In addition a maester of 3rd level or higher can determine the psionic properties of a psionic item by handling it for 1 minute and making a successful Psicraft check (DC 10 + the item’s caster level). The maester can’t take 10 on this check, nor can he retry the check (and thus he can’t take 20). This ability otherwise functions as the psionic identify power.

Craft Master: A 6th level Maester becomes a true master at creating his chosen item type. Choose one of the following:
Scribe Scroll: The Maester increases the caster level and DC of any scroll he crafts by 3, and gains the feat Magical Artisan: Scribe Scroll as a bonus feat.

Brew Potion: The Maester increases the caster level of any potion he brews by 5, and may produce two potions for the price of one whenever he creates potions. In addition he gains the Magical Artisan: Brew Potion feat as a bonus feat.

Craft Wondrous Items: The Maester increases the caster level of all wondrous items he crafts by 1, and increases his effective crafting level for creating them by an additional 2. In addition he gains the Magical Artisan: Craft Wondrous Items feat as a bonus feat.

Craft Arms and Armor: The Maester may create +1 weapons/armor/shields without expending gold/xp by simply working with a masterwork item for 8 hours. In addition when enchanting weapons/armor/shields he subtracts 1 from the enchantment bonus for the effective price (allowing him to treat a +5 vorpal blade as if it had a market price of 162,000 GP instead of 200,000 GP). Finally he gains the Magical Artisan: Craft Arms and Armor feat as a bonus feat.

Attune Gem: The Maester increases the caster level of attune gems he crafts by 3, and may now attune a gem by spending only a minute of time. In addition the Maester gains the feat Magical Artisan: Attune Gem as a bonus feat.

Bind Elemental: The Maester may now bind strange elementals to items, allowing him to craft new magic items (shown later). In addition the maester gains the feat Magical Artisan: Bind Elemental as a bonus feat.

Grafting feats: The Maester may now grow/construct the graft to be used in 24 hours, and may successfully graft the part in a process that takes only 8 hours. In addition the Maester gains the feat Magical Artisan: (Graft X Flesh, Construct Grafter, or Elemental Grafter as appropriate) as a bonus feat.

Craft Construct: The Maester increases the HD of any construct created with the Craft Construct feat by 1, and his effective crafter level increases by 2. In addition when repairing constructs using the Craft Construct feat he only needs to spend 5 GP per point of damage repaired. Finally the Maester gains the feat Magical Artisan: Craft Construct as a bonus feat.

Craft Contingent Spell: The Maester may apply two additional contingent spells to any creature over what they could normally possess, and any Contingent Spell created by you is harder to dispel, adding 5 to the effective caster level to dispel the contingent spell. In addition the Maester gains the Magical Artisan: Craft Contingent Spell feat as a bonus feat.

Craft Psionic Seal: The Maester may place two spells or powers to activate at the same time when the Psionic Seal is activated, the price for doing so is the same as creating a seal of the more pricey spell/power. In addition the Maester gains the feat Magical Artisan: Craft Psionic Seal as a bonus feat.

Craft Rod: When a Maester employs a rod as a melee weapon the rod is always considered a +5 weapon, in addition any rod crafted by a Maester may be used 1 additional time per day. Finally the Maester gains the feat Magical Artisan: Craft Rod as a bonus feat.

Craft Rune Circle: A Maester may create a temporary rune circle by spending 1 minute and drawing, etching, painting, etc the rune circle in place. A Rune Circle created with this method lasts for 1 hour per caster level, and can be destroyed prematurely by scuffing the circle (usually a standard action). The Rune Circle costs the same as a scroll of equal power to be crafted in this way. In addition the Maester gains the feat Magical Artisan: Craft Rune Circle as a bonus feat.

Craft Scepter: A Maester may create scepters with a third spell stored inside. Any time that they create a scepter they may place an additional spell of equal or lower level than all other spells already on the scepter, for free. In addition the Maester gains the feat Magical Artisan: Craft Scepter as a bonus feat.

Craft Skull Talisman: The Maester increases the caster level and DC of any Skull Talisman he crafts by 3, and gains the feat Magical Artisan: Craft Skull Talisman as a bonus feat.

Craft Staff: The Maester may apply enchantments on any staff that he creates as if the staff was also a weapon. For example, if the Maester were to create a Runestaff of Eyes (9,000 GP) he could apply the enchantments +1 and flaming upon the staff for free. If a charged staff ever dips below the price point for an enchantment, that enchantment is lost: for example a fully charged Staff of Fire costs 28,500 GP, and each charge is worth 570 GP, the staff could have +2 flaming enchantment on it (normally costing 18,000 GP). When the staff dipped to 31 charges (effective price of 17,670) the staff could no longer be a +3 enchantment, so could drop to a +1 flaming staff, or a +2 staff. In addition the Maester gains the feat Magical Artisan: Craft Staff as a bonus feat.

Craft Wand: The Maester may add a single metamagic feat that he knows to any wand that he creates for free. For example a Wand of Maximized Magic Missile (9th) would cost 6,750 GP, and a Wand of Split Ray Scorching Ray (11th) would cost 16,500 GP. In addition the Maester may now add his charisma modifier to the DC of any wand he uses. Finally the Maester gains the feat Magical Artisan: Craft Wand as a bonus feat.

Craft Infusion: The Maester may mix and match various ingredients into small bite sized bars. When crafting infusions you may permanently mix up to 4 different ingredients to gain the benefits of each at the time of consumption. In addition the Maester gains the feat Magical Artisan: Craft Infusion as a bonus feat.

Etch Schema: The Maester may create Major Schema, a schema with up to 7 levels of spells held within them. When someone activates a Major Schema they may choose to activate any or all the spells held within. A major schema costs the same amount as a minor schema of the same level, with a Major Schema of 7th level costing 42,000 GP to produce. In addition the Maester gains the feat: Magical Artisan: Etch Schema as a bonus feat.

Forge Ring: The Maester may wear an additional two rings. The Maester may also forge more powerful rings, able to craft rings with up to +12 in a single stat (costing the Maester 144,000 GP), +25 to a single skill (costing 62,500 GP), Rings of Protection up to +8 (128,000 GP), Rings of Natural Armor +8 (128,000), Rings of Resistance +12 (144,000), and other effects. Speak with your DM on what is okay. In addition the Maester gains the feat Magical Artisan: Forge Ring.

Inscribe Rune: The Maester may enchant bolts (like from the crossbow Ben) as Rune Bolts. A single Rune Bolt costs the same amount as the rune it is made of + any special material price of the bolt. The Rune Bolt triggers the moment that the bolt impacts centered on the bolt. If the Maester also has levels in the Runecaster class and is able to create runes that last for more than one use, the bolt’s magic keeps the bolt intact and can usually be harvested after the fight (unless the DM says you don’t find the particular bolt, you may find it again). The Maester may also tattoo runes upon himself and activate them using a mental action: Standard action has the normal price, Move action has 1.5x price, Swift action has 2x price, Immediate action has 3x price, Free action has 4x price, and inscribing a Rune that can be activated as a free action on other people’s turns costs 5x the normal price of a normal Rune. You may only activate 1 free action rune per round. Typically a Maester/Runecaster’s body will be covered with these types of runes.

Tattoo Magic: The Maester may enchant his body, or those of blood relatives using Tattoo Magic,creating permanent effects upon them. Using this tattoo magic in this way a humanoid character may have the following tattoos:
Heart tattoo: This tattoo in addition to any effects is linked to any other permanent tattoos you possess, this tattoo may hold any single enchantment and costs ½ as much as a normal enchantment, and also works as a continuous Status effect for the bearer of the tattoo
Body tattoo: This tattoo links directly to the Heart tattoo, and may be enchanted as a vest, armor, or robe. If this tattoo would normally be granted an AC bonus (like by giving the armor an enhancement bonus) it instead increases your natural armor class.
Arms tattoo: These tattoos are symmetrical, and can be enchanted as Bracers, Belt, Gloves, or shield. You may also enchant your unarmed strikes as a weapon in this fashion. This tattoo links to the Body tattoo.
Legs tattoo: These tattoos are symmetrical, and can be enchanted as Boots, Necklace, or Helmet. This tatoo links to the Body tattoo.
All of these tattoos must be linked to the Heart Tattoo (usually by way of the Body Tattoo) which is tattooed directly over where your heart is. These permanent tattoos if erased, destroyed, flayed, or otherwise removed from you return when you take a long rest, and if you take a long rest with them present you heal at 3x your normal recovery rate. These tattoos do not take your body slots, and can still possess the normal tattoos of tattoo magic.

Craft Cognizance Crystal: The Maester gains the ability to create Lesser Crystals, which work as normal Cognizance Crystals, but when depleted are turned to dust. These Lesser Crystals cost 10% the normal cost of the Cognizance Crystals. In addition the Maester may detonate these crystals by spending a full round action to begin the sequence, and then make a thrown attack as if with a splash weapon. During this process you may pour as much as double the normal power points into the crystal (making the crystal have 3x the normal power points.) When blown up in this manner the crystal does 1d6 force damage per point in the crystal (Fort save DC 10+Int mod for half) and all creatures adjacent take the same amount of damage and get both a fortitude save and a reflex save for half (if someone makes both saves they take 0 damage). In addition the Maester gains the feat Psionic Artisan: Craft Cognizance Crystal as a bonus feat.

Craft Dorje: The Maester gains the ability to make a melee touch attack with a dorje. If the Maester successfully hits the target with the dorje then he may spend 1 charge of the dorje to deal 1d6 force damage per spell level of the dorje, and may choose to activate the dorje, if the dorje’s power normally requires a to hit roll you do not need to roll it, if it has a saving throw they get a -2 penalty to the saving throw of the dorje. In addition the Maester may wield two dorjes at once, and when activating a dorje may spend a swift action and activate a second dorje. Finally the Maester gains the feat Psionic Artisan: Craft Dorje as a bonus feat.

Craft Psicrown: The Maester gains +2 psionic bonus to intelligence, wisdom, and charisma while wearing a psicrown. Additionally the Maester may opt to do one of three things when crafting psicrowns:
Recharging Psicrown: costs 1.5x as much as a normal psicrown, but recharges it’s manifester level in power points per day, and is not destroyed when it reaches 0 power points.
Eldritch Psicrown: costs 2x as much as a normal psicrown, however it adds the powers to the wielder’s powers known, and adds it’s manifester level divided by 5 to the wielder’s manifester level. (So an Eldritch Psicrown created at manifester level 20 would add 4 to the wielder’s effective manifester level)
Cognizance Psicrown: costs the same amount as a normal psicrown. You may embed up to 3 Cognizance Crystals into the psicrown to recharge the psicrown by a number of points equal to the Cognizance Crystals. These Cognizance Crystals fuse to the Psicrown permanently and will slowly turn to a dull gray as the power points entombed within them are depleted, and they glow brilliantly when they are recharged. (this glow gives off bright light out to 10 ft)
Finally the Maester gains the feat Psionic Artisan as a bonus feat.

Craft Psionic Arms and Armor: The Maester may create +1 weapons/armor/shields without expending gold/xp by simply working with a masterwork item for 8 hours. In addition when enchanting weapons/armor/shields he subtracts 1 from the enchantment bonus for the effective price (allowing him to treat a +5 Coup de Grace blade as if it had a market price of 162,000 GP instead of 200,000 GP). Finally he gains the Psionic Artisan: Craft Psionic Arms and Armor feat as a bonus feat.

Craft Psionic Construct: The Maester increases the HD of any construct created with the Craft Psionic Construct feat by 2, and his effective manifester level increases by 1. In addition the Maester may craft permanent Astral Constructs. These permanent Astral Constructs cost:
3,000 for a level 1
9,000 for a level 2
15,000 for a level 3
42,000 for a level 4
81,000 for a level 5
132,000 for a level 6
195,000 for a level 7
270,000 for a level 8
357,000 for a level 9
Finally the Maester gains the feat Psionic Artisan: Craft Psionic Construct as a bonus feat.

Craft Universal Items: The Maester increases the manifester level of all universal items he crafts by 1, and increases his effective crafting level for creating them by an additional 2. In addition he gains the Psionic Artisan: Craft Universal Items feat as a bonus feat.

Scribe Tattoo: The Maester may create psionic tattoos of up to 5th level, and increases the manifester of any psionic tattoo he creates by 4. In addition the Maester gains the feat Psionic Artisan: Scribe Tattoo as a bonus feat.


I have a bunch of things for Bind Elemental, but the text wont fit...

Falontani
2019-04-30, 12:51 AM
Base Attack Bonus: +5.
Skills: Hide 10 ranks, Move Silently 10 ranks.
Feats: Improved Initiative.
Special: Evasion class feature.
Special: The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.



Lvl

BAB

Fort

Ref

Will

Special



1

+1

+0

+2

+0

Sneak Attack +1d6, Teamwork



2

+2

+0

+3

+0

Agility Training



3

+3

+1

+3

+1

Skill Teamwork +2



4

+4

+1

+4

+1

Sneak Attack +2d6



5

+5

+1

+4

+1

Teamwork Sneak Attack +1d6



6

+6

+2

+5

+2

Opportunist, Skill Teamwork +4



7

+7

+2

+5

+2

Sneak Attack +3d6



8

+8

+2

+6

+2

Improved Evasion, Teamwork Sneak Attack +2d6



9

+9

+3

+6

+3

Improved Teamwork, Skill Teamwork +6



10

+10

+3

+7

+3

Sneak Attack +4d6



The nightsong enforcer’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Additional Level: 4 + Int modifier.




Weapon and Armor Proficiency: Nightsong enforcers gain proficiency with the Garrote, Locking Garrote, and Ring Garrote. They also gain proficiency with light armor.

Sneak Attack (Ex): A nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 4th level, 3d6 points at 7th level, and 4d6 points at 10th level. See the rogue class feature, page 50 of the Player’s Handbook. If a nightsong enforcer gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Teamwork (Ex): Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong enforcer gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies.
At 9th level, a nightsong enforcer’s senses are honed so finely that she is aware of the location and status (as with the status spell) of all allies within 100 feet, even if they are not within sight, and may communicate with her allies within 100 ft as if each of them were able to cast

Agility Training (Ex): Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0), and increases the max dex bonus of any light armor worn by 2.

Skill Teamwork (Ex): At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, Escape Artist, Hide, Listen, Move Silently, and Spot checks. Allies must be able to see, hear, or otherwise communicate with the nightsong enforcer to gain this bonus.
At 6th level and again at 9th level this bonus increases by another +2 to a total of +6 at 9th level.

Teamwork Sneak Attack (Ex): Beginning at 5th level, a nightsong enforcer deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. Any ally of the infiltrator who is also flanking the enforcer’s opponent deals this extra damage as well. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level. See the rogue class feature, page 50 of the Player’s Handbook. If a nightsong enforcer or her ally gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Opportunist (Ex): Once per round, a nightsong enforcer of 6th level or higher can make an attack of opportunity against an opponent who has just been injured in melee by another character. See the rogue class feature, page 51 of the Player’s Handbook.

Improved Evasion (Ex): If a nightsong enforcer of 8th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.

Falontani
2019-04-30, 12:52 AM
Skills: Climb 10 ranks, Disable Device 5 ranks, Open Lock 5 ranks, Search 5 ranks.
Feats: Alertness.
Special: Evasion class feature.
Special: The character must undergo intensive training and tests with the Nightsong Guild before she can gain the class abilities.

Lvl
BAB
Fort
Ref
Will
Special
1
+0
+0
+2
+0
Teamwork Trap Sense +1, Trapfinding
2
+1
+0
+3
+0
Steady Stance, Teamwork Infiltration +2
3
+2
+1
+3
+1
Break Away, Trackless Step (self)
4
+3
+1
+4
+1
Detect Magic, Teamwork Sneak Attack +1d6, Teamwork Trap Sense +2
5
+3
+1
+4
+1
Defensive Roll, Grant Move Action 1/day
6
+4
+2
+5
+2
Improved Evasion, Skill Mastery, Specialized Tools, Teamwork Infiltration +4
7
+5
+2
+5
+2
Teamwork Trap Sense +3, Trackless Step (allies)
8
+6
+2
+6
+2
Teamwork Sneak Attack +2d6
9
+6
+3
+6
+3
Grant Move Action 2/day
10
+7
+3
+7
+3
Hide in Plain Sight, Teamwork Trap Sense +4, Teamwork Infiltration +10
The nightsong infiltrator’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 8 + Int modifier.
Weapon and Armor Proficiency: Nightsong infiltrators gain proficiency with all garrotes.

Teamwork Trap Sense (Ex): A nightsong infiltrator has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps, and +1 on spot checks to detect traps. All allies within 30 feet of the infiltrator also gain these bonuses (even if they already have trap sense from another class feature).
These bonuses increase to +2 at 4th level, to +3 at 7th level, and to +4 at 10th level.

Trapfinding (Ex): A nightsong infiltrator can find, disarm, or bypass traps with a DC of 20 or higher. She can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25 + the level of the spell used to create it). If her Disable Device result exceeds the trap’s DC by 10 or more, she discovers how to bypass the trap without triggering or disarming it.

Steady Stance (Ex): At 2nd level and higher, a nightsong infiltrator remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Teamwork Infiltration (Ex): Starting at 2nd level, a nightsong infiltrator can study a small area (typically up to 10 feet square, such as a doorway or guard post) in order to prepare for infiltrating that area. If the infiltrator spends 1 hour studying the area from a distance of no more than 60 feet, she gains a +2 competence bonus on Balance, Climb, Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble checks attempted in that area for the next 24 hours. All allies within 30 feet of the infiltrator gain the same bonus in that area. (The allies need not be present while the infiltrator studies the area.)
At 6th level, and then again at 10th level, this bonus increases by +2, to a maximum of +6 at 10th level.

Break Away (Ex): Skilled as she is, a nightsong infiltrator knows the sensibility of falling back from an unwinnable fight. Starting at 3rd level, she gains a +4 dodge bonus to Armor Class in any round during which she does nothing but move.
A nightsong infiltrator can grant this ability to an ally within 30 feet as a swift action (see Swift Actions and Immediate Actions, page 137). It lasts for 1 round.

Trackless Step (Ex): Beginning at 3rd level, a nightsong infiltrator cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
At 7th level and higher, a nightsong infiltrator can share this ability with up to one additional ally per class level. Designating an ally for trackless step requires a standard action and lasts for 24 hours or until the infiltrator dismisses the effect (a standard action).

Detect Magic (Sp): Starting at 4th level, a nightsong infiltrator can use detect magic at will. See the spell, page 219 of the Player’s Handbook.

Teamwork Sneak Attack (Ex): Beginning at 4th level, a nightsong infiltrator deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. Any ally of the infiltrator who is also flanking the infiltrator’s opponent deals this extra damage as well. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 8th level. See the rogue class feature, page 50 of the Player’s Handbook. If a nightsong infiltrator or her ally gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Defensive Roll (Ex): Starting at 5th level, a nightsong infiltrator can attempt to roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player’s Handbook.

Grant Move Action (Ex): Starting at 5th level, a nightsong infiltrator can direct and motivate her allies to act immediately. Once per hour, as a standard action, she can grant an extra move action to any or all of her allies within 30 feet (but not herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the infiltrator’s turn is over.
Starting at 9th level, a nightsong infiltrator can use this ability twice per hour.

Improved Evasion (Ex): If a nightsong infiltrator of 6th level or higher is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw and half damage if the saving throw fails.

Skill Mastery (Ex): At 6th level, a nightsong infiltrator has become so confident in the use of certain skills that she can use them reliably even under adverse conditions. When making a Climb, Disable Device, Open Lock, or Search check, she can take 10 even if stress and distractions would normally prevent her from doing so.

Specialized Tools (Ex): After studying an area (see teamwork infiltration, above), a nightsong infiltrator of 6th level or higher can prepare a special tool for a job. Doing this requires 1 hour, a DC 15 Craft check (the specific type of Craft specialty required is up to the DM; blacksmithing, leatherworking, or woodworking are all likely candidates), and a set of masterwork thieves tools for the Craft skill in question. Thieves tools used in this fashion are used up after 3 different craft checks.
The tools prepared by the infiltrator grants a +4 circumstance bonus on all checks made with the following skills: Climb, Disable Device, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Search, and Sleight of Hand. This bonus doesn’t stack with the circumstance bonus granted by any other set of tools (such as a disguise kit or masterwork thieves’ tools). The tools work only in the studied area, and it works until the area’s layout, traps, locks, etc are changed. The tools are considered masterwork for purposes of enchantment.

Hide in Plain Sight (Ex): A 10th-level nightsong infiltrator can can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook.

Falontani
2019-04-30, 12:55 AM
REQUIREMENTS
To qualify to become an Ollam, a character must fulfill all the following criteria.
Race: Dwarf
Alignment: Lawful Good or Lawful Neutral
Skills: Knowledge (history) 10 ranks, Knowledge (any other) 10 ranks, Perform (oratory) 5 ranks.




Lvl

BAB

Fort

Ref

Will

Special

0

1

2

3



1

+0

+0

+0

+2

Lore, Education, Knowledge Domain, Spellcasting, Granted Symbol

3

1

-

-



2

+1

+0

+0

+3

Motivate Intelligence

3

2

0

-



3

+1

+1

+1

+3

Knowledge Devotion, Improved Holy Symbol

3

2

1

-



4

+2

+1

+1

+4

Summon Keeper of Knowledge

3

3

2

0



5

+2

+1

+1

+4

Custom Class Feature Don’t Know Name, Greater Holy Symbol

3

3

2

1



The ollam’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (n/a), and Spellcraft (Int).
Skill Points at Each Level: 6 + Int modifier.





All of the following are class features of the ollam prestige class.
Weapon and Armor Proficiency: Ollams are proficient with all simple weapons, with 1 type of hammer, with all types of armor, and with shields.

Lore (Ex): An ollam has the ability to recall legends or information regarding various topics, just as a bard can with bardic knowledge. See the bardic knowledge class feature, page 29 of the Player’s Handbook. An ollam adds her class level and her Intelligence modifier to her lore check. If the character has a similar ability from another class (such as bardic knowledge), her ollam levels stack with class levels from that other class to determine the success of the lore check. In addition an ollam may substitute any knowledge, spellcraft, psicraft, or martial lore check with a Lore check.

Spellcasting (Sp): An ollam casts divine spells which are drawn from the ollam spell list (see below). Like a cleric, an ollam must choose and prepare her spells in advance. Unlike a cleric, an ollam cannot spontaneously cast cure or inflict spells. The ollam can select 1 single cleric domain that Moradin offers. An ollam doesn't gain bonus domain spells as a cleric does, but she adds the spells of her domain to her regular ollam spell list and can prepare these domain spells in place of her usual spells.

To prepare or cast a spell, an ollam must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ollam’s spell is 10 + the spell level + the ollam’s Intelligence modifier.

Ollams, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each ollam must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an ollam can prepare spells.

Like other spellcasters, an ollam can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Ollam. In addition, she receives bonus spells per day if she has a high Wisdom score.

When Table: The Ollam indicates that the ollam gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
An Ollam’s Caster Level is equal to 2x her ollam level + any spellcasting increases (see special).
Special: When advancing an ollam’s spellcasting level see the adept class for further spells per day. The ollam uses twice her class level to determine where she’s at on the list, but increases to it from other sources only increase it by 1 still. So a Factotum 8/Ollam 4/Contemplative 3 would be able to cast ollam spells at an equivalent level of 11th level, whereas a Factotum 8/Ollam 5/Contemplative 2 would be able to cast at an equivalent level of 12th level.

Granted Symbol: Each ollam must use a special holy symbol to Moradin that they are granted by their community upon adopting this class. This holy symbol is constructed from flametouched iron, and has the traditional anvil and fire placed inside a small book, that when opened bring the anvil to the forefront, indicating to all that knowledge is a devotion in and of itself, but leaves room for Moradin in the day to day.

Beginning at third level an ollam may use their holy symbol to produce the following effects once per day: Consecration, Zone of Truth, Calm Emotions, Peacebond, and a special version of Silence which allows speech, but only in a hushed tone, negating all sonic effects based on loud sounds within the area. All of these are centered on the Holy Symbol and last for up to 3 hours or until the Ollam moves the symbol out of the zone. Usually an Ollam will use this when attempting to teach young dwarves, or the dwarven battleragers.

Finally at fifth level an ollam may attempt to scribe a divine spell (that the ollam has successfully encountered and identified with a successful spellcraft check) not on the Ollam’s spell list into her holy symbol. If an ollam succeeds a knowledge history check DC 25+spell level + class modifier then the spell is added to the ollam’s spell list permanently. An ollam may only have up to her intelligence modifier number of spells added in this way, and any further additions require the ollam to first erase an old entry.
Class Modifiers:
Cleric: +2
Domain: +5
Druid: +10
Paladin: +3
Ranger: +12
Blighter: +15
Blackguard: +11
BoED class: +3
Other: See DM

If ever an Ollam loses their holy symbol for any reason then the ollam loses all spellcasting, all spells recorded within the symbol, and may not activate her zone ability. An ollam may craft (or have someone else craft) a new holy symbol, requiring 250 GP.

Knowledge Domain: An ollam possesses the knowledge domain. The ollam adds all spells from the knowledge domain to her ollam spell list, as well as adding it to any other spellcasting class she may possess.

Motivate Intelligence (Ex): An ollam projects an aura which affects all allies within 60 feet (including himself) who can hear the ollam. An ally must have an Intelligence score of 3 or higher and be able to understand the ollam’s language to gain the bonus. An ollam’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All allies benefiting from the aura add the Ollam’s intelligence modifier to all intelligence ability checks, intelligence skills, and saving throws against Figment Illusions.

Knowledge Devotion (Ex): An ollam gains the Knowledge Devotion feat as a bonus feat, and gains a special use of the knowledge devotion feat. Up to once per day per intelligence modifier the ollam may perform her knowledge devotion check at a -10 penalty, and give the insight bonuses that would be gained to an ally that is within the ollam’s aura.

Summon Keeper of Knowledge (Sp): An ollam of fourth level learns to call forth the keeper of knowledge. The Keeper of Knowledge is an ancestral earth elemental who has been collecting knowledge for Ollams for generations. The Keeper of Knowledge can be brought forth and dismissed with a standard action, and may stay with the Keeper of Knowledge for up to Ollam’s class level + intelligence modifier number of hours per day, after which time the Keeper of Knowledge returns to his studies. If the Keeper of Knowledge is ever slain he instead retreats to his studies to recover, and you remain unable to call the Keeper for 1 week. In all other ways the Keeper of Knowledge acts as a familiar for the Ollam.

Custom Class Feature Don’t Know Name (Su): An Ollam of fifth level gains the ability to remind others of spells, powers, and maneuvers that exist in the world. In effect the ollam may grant an ally that would otherwise be capable of casting the spell, manifesting the power, or activating the maneuver the ability to do so. To do this the ollam must make a knowledge check based on what type of ability they are granting to their ally with a DC = 25+level of the ability. If successful the ollam grants the ally that spell/power/maneuver for her class level number of hours. The ollam may only use this ability a number of times per day equal to her intelligence modifier, and no more than 5 times on a single ally in a single day. Spontaneous spellcasters gain the spell as a spell known temporarily, prepared spellcasters gain the ability to spontaneously convert a prepared spell into granted spell. Manifesters (other than erudite) just gain the power as a known power temporarily. Erudites gain the power as an additional unique power that they are able to manifest. Martial Initiators add the maneuver to the maneuvers that they may ready. If you attempt to grant a maneuver to someone that is not an initiator follow all the same rules for the feat Martial Study.

For Example: An ollam of 5th could attempt to remind a sorcerer of 12th level that the spell Disintegrate exists, and grant the sorcerer the ability to cast disintegrate as if it was a spell known for the next five hours. To do this the ollam must make a Knowledge Arcana check DC 31.


Ollam Spells:


0 Level
create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.

1st Level
bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, detect secret doors, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.

2nd Level
aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, detect thoughts, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.

3rd Level
animate dead, bestow curse, contagion, continual flame, clairaudience/clairvoyance, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.

4th Level
cure critical wounds, divination, minor creation, polymorph, restoration, stoneskin, wall of fire.

5th Level
baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.


Size/Type: Medium Elemental (Earth, Extraplanar)
Hit Dice: 21d8+63 (171 or half of master’s, whichever is better hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 23 (+12 natural, +1 dex), touch 11, flat-footed 22
Base Attack/Grapple: +15 (or master’s, whichever is better)/+18
Attack: Slam +22 (2d8+3)
Full Attack: 2 Slams +22 (2d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth Mastery, Push, Spells, Deliver Touch Spells
Special Qualities: DR 10/-, Elemental Traits, Darkvision 60 ft, Earth Glide, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +15, Ref +7, Will +13
Abilities: Str 16, Dex 12, Con 16, Int 30, Wis 24, Cha 16
Skills: Knowledge (Arcana) +34, Knowledge (Architecture/Engineering) +34, Knowledge (Dungeoneering) +34, Knowledge (Geography) +34, Knowledge (History) +34, Knowledge (Nature) +34, Knowledge (Religion) +35, Knowledge (The Planes) +34, Spellcraft +34, Psicraft +34, Martial Lore +34, Knowledge (Local: Your hometown) +35
Feats: Education, Knowledge Devotion, Breadth of Knowledge, Improved Natural Attack: Slam, Intuitive Attack, Subduing Strike, Touch of Golden Ice, Words of Creation


The Keeper of Knowledge casts spells as a wizard of half your character level, however is unable to bring his spellbook or spell components through the teleport. He has the following spells prepared:
CL 6
Cantrips (out of a total of 16 spells that can be prepared): Amanuensis, Read Magic, Read Magic, Detect Magic, Detect Magic, Candlelight, Candlelight, Mage Hand
1st (out of a total of 16 spells that can be prepared): Comprehend Languages, Alarm, Detect Weaponry, Hold Portal, Identify, Instant Search, Unseen Servant, Scholar’s Touch
2nd (out of a total of 14 spells that can be prepared): Arcane Lock, Chain of Eyes, Force Hammer, Force Hammer, Kelgore’s Grave Mist, Locate Object, Touch of Idiocy
3rd (out of a total of 12 spells that can be prepared): Anticipate Teleportation, Dispel Magic, Explosive Runes, Illusory Script, Secret Page, Sepia Snake Sigil, Shockwave, Shockwave


Yea, I completely redesigned it. It needed it. I highly suggest reading their fluff text.

Falontani
2019-04-30, 12:57 AM
Alignment: Lawful good. (if using Paladin of Freedom you may change this to Chaotic Good)
Base Attack: +5.
Skills: Gather Information 4 ranks, Knowledge (religion) 2 ranks, Sense Motive 8 ranks.
Feats: Power Attack.
Special: Detect evil class feature or Detect opposition (queued to detect evil)
Special: Turn undead class feature.
Special: Sneak attack class feature.





The Shadowbane Inquisitor


Lvl

BAB

Fort

Ref

Will

Special




1
+1

+2

+0

+0

Absolute Conviction, Devoted Inquisitor, Strength of Conviction




2
+2

+3

+0

+0

Pierce Shadows, Divine Stealth, Inquisition




3
+3

+3

+1

+1

Improved Sunder




4
+4

+4

+1

+1

Bonus Feat




5
+5

+4

+1

+1

Merciless Purity




6
+6

+5

+2

+2

Bonus Feat




7
+7

+5

+2

+2

Improved Divine Stealth




8
+8

+6

+2

+2

Bonus Feat




9
+9

+6

+3

+3

Righteous Fervor




10
+10

+7

+3

+3

Burning Light, Bonus Feat



The shadowbane inquisitor’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Weapon and Armor Proficiency: Shadowbane inquisitors are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Absolute Conviction (Ex): Should a shadowbane inquisitor’s alignment ever change from lawful good (or chaotic good) for any reason, he may not take additional levels in this prestige class, but he does not lose any class abilities from levels already attained.

Devoted Inquisitor (Ex): When you successfully use your sneak attack ability and your smite evil ability against the same foe in a single attack, you can potentially daze your foe. An opponent affected by both abilities must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier) or be dazed for 1 round. In addition, you can multiclass freely between the paladin and rogue classes. You must still remain lawful good (or chaotic good for paladin of freedom) in order to retain your paladin abilities and take paladin levels. You still face the normal XP penalties for having multiple classes more than one level apart.

In addition as a Shadowbane Inquisitor all levels in paladin (or paladin of freedom), rogue, and Shadowbane Inquisitor stack for determining the Shadowbane Inquisitor’s Smite Evil damage, the number of uses of Smite Evil you possess, your sneak attack damage, and your lay on hands pool.

Strength of Conviction (Ex): Whenever you activate a smite ability that normally requires you to target a creature of a specific alignment you instead mark the creature as "corrupt" in your eyes, and the smite goes off as if they were whatever alignment you believed you were smiting. So a Lawful Good Paladin of the Silver Flame with levels in this class could smite a neutral good cleric of the sovereign host with their smite evil ability, and still gain the bonuses to hit and damage that their smite evil would have given them. Forevermore any creature you smite is considered “corrupt” for all abilities in this class.

Pierce Shadows (Su): A shadowbane inquisitor can spend one of his daily uses of his turn undead ability to look into the darkness. This causes the shadowbane inquisitor’s eyes to glow with a divine light, casting shadowy illumination out to 5 ft. The shadowbane inquisitor may now see in even magical darkness out to a range of 20 feet plus 5 feet per class level of the inquisitor. This sight lasts for 10 minutes per inquisitor class level. While using the Pierce Shadows, the shadowbane inquisitor’s detect evil (or detect opposition) works as normal, however it also detects any creature that has been marked as “corrupt”.

Divine Stealth (Su): Starting at 2nd level, a shadowbane inquisitor can channel some of his divine spell power to become stealthier. To do this, he must lose a prepared divine spell from memory (or give up a potential spell slot for the day if he casts spells as a sorcerer). He gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to his Charisma bonus (if any) plus the level of spell given up in this manner. In addition he decreases the armor check penalty of any worn armor by his charisma modifier for the same duration.
At 7th level, the bonus increases to +8.
Using this ability is a swift action that does not provoke attacks of opportunity (see Swift Actions and Immediate Actions, page 137).

Inquisition (Su): Beginning at 2nd level, a shadowbane inquisitor may choose to cause pain to any creature he touches by spending some of his Lay on Hands pool. To use Inquisition you must first successfully hit your target with a touch attack. Then you may use your lay on hands pool as if you were healing the target, but instead of healing them, they suffer nonlethal damage. The use of this ability allows you to deal sneak attack damage even if the target is otherwise not a valid target for sneak attack. In addition depending on how much of your pool you spend you gain bonuses to this attack:
1-10 points: +2 circumstance bonus on intimidation checks made in conjunction with torture
11-20 points: +4 circumstance bonus on intimidation checks made in conjunction with torture, +1d6 sneak attack
21-30 points: +6 circumstance bonus on intimidation checks made in conjunction with torture, +2d6 sneak attack
31-40 points: +8 circumstance bonus on intimidation checks made in conjunction with torture, +3d6 sneak attack, the creature must make a will save (DC 10+shadowbane inquisitor level+cha mod) or become shaken for 1 minute/shadowbane inquisitor level
41-50 points: +10 circumstance bonus on intimidation checks made in conjunction with torture, +4d6 sneak attack, the creature must make a will save (DC 10+shadowbane inquisitor level+cha mod) or become frightened for 1 minute/shadowbane inquisitor level
51+: +14 circumstance bonus on intimidation checks made in conjunction with torture, +5d6 sneak attack, the creature must make a will save (DC 10+shadowbane inquisitor level+cha mod) or become frightened while within the presence of the shadowbane inquisitor (this effect is permanent, and only a successful Profession Therapist check DC = the damage dealt with this attack will remove this condition, however effects that remove fear work temporarily, blocking their fear for 1 round per level of the spell removing the fear.)
Finally anyone you successfully employ your Inquisition ability is counted as “corrupt” for the purposes of this class.

Improved Sunder: A third level shadowbane inquisitor gains Improved Sunder as a bonus feat.

Bonus Feat: A shadowbane inquisitor of fourth level may select a Divine Feat, or a feat that requires Smite as a bonus feat, although the shadowbane inquisitor must still meet the prerequisites for the feat. The Shadowbane Inquisitor gains another such feat at every following even level (6, 8, 10, etc).

Merciless Purity (Su): Beginning at 5th level, a shadowbane inquisitor benefits when his enemies perish. Upon the death of a creature that the inquisitor has designated as corrupt, he gains a +1 sacred bonus on his Fortitude and Reflex saves for the next 24 hours. The inquisitor designates a creature as "corrupt" by using his smite ability, or his Inquisition ability against the creature. The inquisitor need not kill the creature himself. An inquisitor can benefit from this ability only once per day per cha mod; subsequent deaths of creatures that he has designated as "corrupt" grant no special benefit.

Righteous Fervor (Su): When an inquisitor of 9th level or higher designates a creature as corrupt, he gains a +1 sacred bonus on attack and damage rolls against that creature for the rest of the encounter. This ability stacks up to ½ the inquisitor’s class level. The inquisitor designates a creature as "corrupt" by using his smite ability, or his Inquisition ability against the creature. This bonus does not apply to the smite attempt itself, only to subsequent attacks against the same creature made in that encounter.
Burning Light (Su): At 10th level and higher, an inquisitor gains a gaze attack. The gaze attack only targets “corrupt” creatures or creatures his detect evil (or detect opposition) detect within his Pierce Shadows ability. All such creatures within the area take 4d6 points of damage. This damage results directly from divine power and is not subject to being reduced by energy resistance. A simple undetectable alignment spell protects from this spell unless the creature has been marked as “corrupt”.




FALLEN INQUISITORS
Like paladins, shadowbane inquisitors occasionally fall into darkness and evil. The light of self-righteousness burns strongly within an inquisitor, and he never faces the self-doubt or moral dilemmas that heroes of less conviction must deal with. It is this overwhelming confidence in his own ability to define what is right and wrong, however, that sometimes leads an inquisitor into darkness. The path of the inquisitor is long and dangerous, and those who complete it are among the most powerful and persistent opponents of evil. But those who fall, having known the heights of purity, become evil beyond reckoning. Convinced of their own moral purity, fallen inquisitors pursue their vile agenda without ever feeling doubt, and they are often charismatic enough to draw others into their wicked plans. Should an inquisitor who also has paladin levels ever gain levels in the blackguard class, his shadowbane inquisitor levels stack with his paladin levels when determining the number of extra abilities that the blackguard gains for having paladin levels. For example, if a 5th-level paladin/1st-level rogue/5th-level shadowbane inquisitor takes a level of blackguard, he gains extra blackguard class abilities as if he were a fallen paladin of 10th level.


Adaption: If you are in the Eberron Campaign Setting then with DM permission this class should be available to any member of a good aligned religion who otherwise meets the prerequisites of this class, regardless of your actual alignment. Some work will have to be done to allow Paladins of Tyranny and the like, but should not be difficult.

Falontani
2019-04-30, 12:58 AM
Alignment: Lawful good, Neutral good, or Lawful Neutral
Skills: Search 4 ranks, Sense Motive 8 ranks, Spot 4 ranks.
Special: Detect evil class feature or ability to cast detect chaos/evil as a divine spell.
Special: Sneak attack +1d6.
Special: Must be able to cast divine spells of at least 1st level.




Lvl

BAB

Fort

Ref

Will

Special

Spellcasting



1

+0

+0

+2

+2

Sacred Strike, Detect Evil, Divine Stealth

+1 level of existing divine spellcasting class



2

+1

+0

+3

+3

Unwavering Eyes of Truth +4

-



3

+2

+1

+3

+3


+1 level of existing divine spellcasting class



4

+3

+1

+4

+4

Divine Barrier

+1 level of existing divine spellcasting class



5

+3

+1

+4

+4

Unwavering Eyes of Truth +8

-



6

+4

+2

+5

+5


+1 level of existing divine spellcasting class



7

+5

+2

+5

+5

Improved Divine Stealth

+1 level of existing divine spellcasting class



8

+6

+2

+6

+6

Unwavering Eyes of Truth +12

-



9

+6

+3

+6

+6


+1 level of existing divine spellcasting class



10

+7

+3

+7

+7

Opportunist

+1 level of existing divine spellcasting class



The shadowbane stalker’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.




Weapon and Armor Proficiency: Shadowbane stalkers gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: A shadowbane stalker continues training in divine spellcasting as well as learning. At each level gained in the shadowbane stalker class except for 2nd, 5th and 8th, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a shadowbane stalker, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Sacred Strike (Su): A Shadowbane Stalker is able to turn some of her divine energy into increasing her ability to sneak attack. She adds half of her caster level to her effective rogue level to determine sneak attack. She may gain no more than 10d6 sneak attack from this ability. For Example: Rogue 3/Cleric 4/Shadowbane Stalker 1 would have 3d6 sneak attack.

Detect Chaos (Sp): A shadowbane stalker can use detect chaos at will. See the spell, page 218 of the Player’s Handbook.

Sacred Stealth (Su): A shadowbane stalker can channel some of her divine spellpower to become stealthier. To do this, she must lose a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer). She gains a +4 sacred bonus on Hide and Move Silently checks for a number of minutes equal to her Charisma bonus (if any) plus the level of spell given up in this manner.
At 7th level, the bonus increases to +8.
Using this ability is a swift action that does not provoke attacks of opportunity.

Unwavering Eyes of Truth (Su): A shadowbane stalker trains diligently to detect subterfuge and the misdirection of others. At 2nd level and higher, she gains a +4 sacred bonus on Search, Sense Motive, and Spot checks. This bonus increases by 4 at level 5 and every third level thereafter.

In addition a shadowbane stalker may spend a turn attempt as a free action to allow her to see even the most obscure truths. Doing so grants her True Seeing, Detect Law, Detect Chaos, Detect Good, Detect Evil, Arcane Sight, and briefly causes all within her sight to be affected by Know Opponent, Know Vulnerabilities, and Zone of Truth. Each of these have their range set to 120 ft cone shaped emanation. A shadowbane stalker using this ability may simultaneously concentrate on each spell, and each individual within the area. If a creature fails to register as lawful, chaotic, evil, or good then the shadowbane stalker may expend a prepared divine spell from memory (or give up a potential spell slot for the day if she casts spells as a sorcerer) to attempt to dispel any spell which conceals alignment as if casting Greater Dispel Magic with a caster level equal to three times her Shadowbane Stalker level+the level of the spell expended.
Finally at 8th level when a shadowbane stalker spends a turn attempt to activate Unwavering Eyes of Truth they gain the benefits of Analyze Dweomer, Detect Thoughts, Find Traps, and Instant Search as well as all of the other abilities. This ability only lasts 1 round, during which your eyes shine as if they are glowing rainbows of light.

Divine Barrier (Su): A fourth level Shadowbane Stalker may store spell energy into an ablative barrier around themselves that works akin to stoneskin. The barrier grants you DR 20/-. The barrier may absorb up to 3 points of damage per spell level. The shadowbane stalker may only have up to 2*her class level of spell levels in the barrier at any time, and it takes 1 minute of prayer to transfer a prepared divine spell (or give up a potential spell slot for the day if she casts spells as a sorcerer) into the barrier. Any creature with Improved Uncanny dodge who possess an effective rogue level four higher than the Shadowbane Stalker’s caster level may ignore the barrier during a sneak attack.

Opportunist (Ex): Once per round, a Shadowbane Stalker of 10th level can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Shadowbane Stalker’s attack of opportunity for that round. Even a shadowbane stalker with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Falontani
2019-04-30, 01:00 AM
Base Attack Bonus: +3.
Skills: Hide 8 ranks, Move Silently 8 Ranks, Sleight of Hand 4 ranks.
Special: Manifester level 3rd.
Special: Able to manifest concealing amorpha.




Lvl

BAB

Fort

Ref

Will

Special

Manifesting



1

+0

+0

+2

+2

Mental Prowess, Mind Thrust

+1 level of existing manifesting class



2

+1

+0

+3

+3

Sneak Attack +1d6, Psionic Sneak Attack

+1 level of existing manifesting class



3

+2

+1

+3

+3

Concussion Blast

-



4

+3

+1

+4

+4

Mind Drain

+1 level of existing manifesting class



5

+3

+1

+4

+4

Sneak Attack +2d6, Cloud Mind

+1 level of existing manifesting class



6

+4

+2

+5

+5

Improved Mind Drain

-



7

+5

+2

+5

+5

Sneak Attack +3d6, Mass Cloud Mind

+1 level of existing manifesting class



8

+6

+2

+6

+6

Greater Mind Drain

+1 level of existing manifesting class



9

+6

+3

+6

+6


-



10

+7

+3

+7

+7

Mind Stab

+1 level of existing manifesting class



A shadowmind’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.




Mental Prowess: A shadowmind has had extensive training in versatility and stealth. The following powers are added to their powers known at the specified levels:
1st—adrenaline boost, burst, catfall, chameleon, control light, dimensional pocket, mighty spring, offensive prescience, sensory gloom
2nd—animal affinity, clairvoyant sense, cloud mind, concealing amorpha, constrictor's touch, dream lock, psionic knock, psionic levitate, thought shield
3rd—danger sense, greater concealing amorpha, escape detection, evade burst, psionic darkvision, touchsight
4th—aura sight, psionic dimension door, psionic freedom of movement, psionic modify memory, steadfast perception, trace teleport
5th—adapt body, ethereal agent, psionic true seeing, shatter mind blank
6th—mass cloud mind, retrieve, temporal acceleration
7th—psionic sequester, psionic phase door
8th—psionic mind blank
9th—metafaculty

Mind Thrust (Ps): A shadowmind of first level may use the power Mind Thrust as a psilike ability 3 times per day with a manifester level of twice his shadowmind level. In addition Mind Thrust is added to the Shadowmind’s powers known list, and when manifested, the cost of mind thrust
is reduced by the shadowmind’s class level, to a minimum of 1 power point. The effect of this
power is still restricted by the shadowmind’s manifester level.

Powers Known: At every level indicated on the accompanying table, a shadowmind gains additional power points per day and access to new discovered powers as if she had also gained a level in whatever psionic manifesting 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. If a character had more than one psionic class before becoming a shadowmind, she must decide to which class to add the new level of shadowmind for the purpose of determining power points per day, powers known, and manifester level.

Sneak Attack (Ex): Beginning at 2nd level, a shadowmind deals an extra 1d6 points of damage when flanking an opponent or any time the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level and 3d6 points at 7th level. See the rogue class feature, page 50 of the Player’s Handbook. If a shadowmind gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.

Psionic Sneak Attack (Su): Whenever a shadowmind of at least 2nd level deals damage with a power that normally offers a will save, he may add his sneak attack damage to the damage dealt if the target is flanked, flat footed, denied their dexterity bonus, or dazed and within 30 ft. The Shadowmind may use mind drain with this attack.

Concussion Blast (Ps): A shadowmind of third level may use the power Concussion Blast as a psilike ability 2 times per day with a manifester level of twice his shadowmind level. In addition Concussion Blastis added to the Shadowmind’s powers known list, and when manifested as a psilike ability or as a power forces the target(s) to make a will save or be dazed for 1 round.

Mind Drain (Ex): At 4th level a shadowmind’s successful sneak attack drains power points from her target equal to its manifester level (minimum 1). If this attack reduces her target to 0 power points, the opponent also loses any psionic focus. A target that has no power points when she makes the sneak attack is not affected by this feat. She can't use this feat on the same target more than once per round. Using this feat reduces her sneak attack damage by 1d6.

Cloud Mind (Ps): At 5th level, a shadowmind adds cloud mind to her repertoire (if she doesn’t already know it). Once per day, she can manifest cloud mind at a reduced power point cost. The cost of cloud mind is reduced by the shadowmind’s class level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind’s manifester level.
Improved Mind Drain (Ex): A shadowmind of 6th level gains any power points drained from an opponent by her Mind Drain ability as temporary power points that last for a number of rounds equal to your shadowmind level.

Mass Cloud Mind (Ps): At 7th level, a shadowmind adds mass cloud mind to her repertoire (if she doesn’t already know it). Once per day, she can manifest mass cloud mind at a reduced power point cost. The cost of mass cloud mind is reduced by the shadowmind’s level, to a minimum of 1 power point. The effect of this power is still restricted by the shadowmind’s manifester level.

Greater Mind Drain (Ex): A shadowmind of 8th level that employs the Mind Drain ability may deal 1 point of mental stat damage per sneak attack die to any creature that is reduced to 0 or who had no power points. This mental stat damage is in whatever combination of stats that the shadowmind wishes.

Mind Stab (Su): A 10th-level shadowmind can combine a precise blow with a burst of mental energy, removing her presence from the mind and memory of her victim even as she stabs him. Once per round as a free action, immediately after successfully dealing sneak attack damage to an opponent, a shadowmind can manifest cloud mind against that opponent. If the shadowmind also employs psionic sneak attack during the strike then it can occur more than once per round.

Falontani
2019-04-30, 01:01 AM
Skills: Bluff 8 ranks, Diplomacy 4 ranks, Disguise 8 ranks, Forgery 4 ranks, Gather Information 4 ranks, Sense Motive 4 ranks.
Feat: Skill Focus (Bluff), Skill Focus (Disguise), or Deceptive
Special: Must have lived as another person for at least a month



Lvl

BAB

Fort

Ref

Will

Special



1

+0

+0

+2

+0

Cover Identity, Undetectable Alignment, Jack of All Trades



2

+1

+0

+3

+0

Quick Change, Scrying Defense



3

+2

+1

+3

+1

Magic Aura, Keen Mind



4

+3

+1

+4

+1

Cover Identity, Slippery Mind



5

+3

+1

+4

+1

Dispel Scrying



6

+4

+2

+5

+2

Betrayal



7

+5

+2

+5

+2

Cover Identity, Deep Cover



8

+6

+2

+6

+2

Two Places at Once



The spymaster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 8 + Int modifier.




Weapon and Armor Proficiency: Spymasters gain no proficiencies with weapons or armor.

Cover Identity (Ex): A spymaster has one specific cover identity (such as “Murek, the tailor from Sumberton”). While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks.
A spymaster can add an additional cover identity to her repertoire at 4th level and every third level thereafter. Should a spymaster wish to “retire” a cover identity and develop a new one, she must spend one week rigorously practicing subtle vocal intonations and body language before she earns the bonuses. A spymaster gains a +4 circumstance bonus on a single skill relating to their cover identity, chosen by the DM. A cover identity may grant a skill as a class skill while the cover is maintained, but the Spymaster must be using their cover identity for the majority of the level in order to gain this benefit. Finally a Spymaster is adept at “faking it” when using items that they are not normally proficient with, they halve the penalties for using any item that they are not proficient with, and may take feats as if they were proficient with the item, however this does not qualify as being proficient for purposes of entering different classes.

Undetectable Alignment (Ex): The web of different identities and agendas inside a spymaster’s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an undetectable alignment spell, except that it is always active, and registers the spymaster’s cover identity if she is under cover

Jack of All Trades (Ex): You gain Jack of All Trades as a bonus feat.

Quick Change (Ex): By 2nd level, a spymaster has become adept at quickly switching from one identity to another. She now can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.

Scrying Defense (Ex): Starting at 2nd level, a spymaster adds her class level to Will Saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.

Magic Aura (Sp): At 3rd level, a spymaster gains the ability to use Nystul’s magic aura at will with a caster level equal to her class level. Most spymasters use this ability to shield their own magic items from detection.

Keen Mind (Ex): At 3rd level, a spymaster may add her intelligence modifier to her Will Saves. Through intense memory exercises, a spymaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The spymaster adds her spymaster level + her Int modifier to a lore check, which functions otherwise exactly like a bardic knowledge check. See page 28 of the Player’s Handbook for more information on bardic knowledge. If a spymaster has levels in bard, loremaster, or another class that grants an ability similar to bardic knowledge, those class levels stack for the purpose of determining the efficacy of this aspect of eidetic memory. See The Table below for additional example DCs for recalling or knowing a particular fact.
A spymaster can also commit an item to memory with perfect accuracy. He can store a number of items equal to her spymaster level + her Int modifier.The spymaster can drop older items in favor of new ones. Dropped items can be recalled as if they were other types of memories, using the DCs on The Table below.
.
Slippery Mind (Ex): Starting at 4th level, a spymaster has a second chance to wriggle free from any enchantment spells and effects. See the rogue class feature, page 51 of the Player’s Handbook.

Dispel Scrying (Su): At 5th level and higher, a spymaster can dispel a scrying sensor as if casting a targeted greater dispel magic. Her caster level is equal to her class level + 10. She can use this ability a number of times per day equal to 3 + her Intelligence modifier.

Betrayal (Ex): A Spymaster of 6th level is a master at betraying those who believed they were close to the Spymaster. After watching a creature in combat or in training while maintaining a cover you may negate the use of that creature’s Base Attack Bonus for a number of rounds equal to your charisma modifier. You may only make use of Betrayal against a creature once ever, and if they have seen you make use of Betrayal before, the duration is halved.
Ex: You have watched your ally in combat before, and they have never witnessed you use your Betrayal ability. For a number of rounds equal to your charisma modifier they are treated as having a 0 Base Attack Bonus for attack rolls, number of attacks, and opposed checks. They may not use combat expertise nor power attack. They gain no benefit of their base attack bonus for grappling or the opposed roll for feinting.

Deep Cover (Ex): At 7th level, a spymaster becomes able to quiet her mind and completely immerse herself in her cover identity. While she operates under deep cover, divination spells detect only information appropriate to her cover identity; they reveal nothing relating to her spymaster persona. This ability otherwise works as Mind Blank.

Two Places at Once (Sp): At 8th level, a spymaster is able to appear to be at two places at once. In reality this is several spells layered atop each other. The spymaster is able to set up an illusion of herself in one of her covers or as her normal identity. The spymaster is able to manipulate the illusion from any range. Manipulating the illusion in this way requires the Spymaster to perform any actions the illusion would make. Anyone may attempt a sense motive against the Spymaster’s disguise check with a +10 bonus while the spymaster manipulates her illusion. As an immediate action the spymaster may switch positions with the illusion; doing so causes the spymaster to don the guise of the illusion (if she has the equipment with her she switches the equipment instantaneously, otherwise the equipment is still illusory). Her illusion shifts to her previous position and dons the identity that the spymaster previously had donned. At any time a Spymaster may speak through, and hear through her illusion, although she must verbally speak in order to speak through the illusion, which may seem out of character.





The Table



Types of Memories

DC



Recall obvious detail or common knowledge: the gist of a conversation; silver weapons hurt lycanthropes, what kinds of people attended an event

10



Recall important detail or specialized knowledge: key phrases of a
conversation; fiendish creatures have cold resistance, important people that should have been at an event who were absent.

15



Recall noticeable detail or esoteric knowledge: word-for-word recollection of key portions of a conversation; which spells affect a particular kind of golem, that someone was looking for a specific person at an event.

20



Trivial detail or obscure knowledge: word-for-word recollection of an entire conversation; the resistances and immunities of various outsiders, slight facial expressions made at a particular word or event.

25

Falontani
2019-04-30, 01:05 AM
Prerequisites:
Base Attack Bonus: +5.
Skills: Bluff 5 ranks, Intimidate 5 ranks, Knowledge
(local) 5 ranks.
Feats: Combat Expertise, Improved Feint.



Streetfighter

HD: D8



Level

BAB

Fort

Ref

Will

Special



1

+1

+2

+0

+0

Always Ready +1, Unarmed Strike, Streetwise



2

+2

+3

+0

+0

Unarmed Fighter



3

+3

+3

+1

+1

Always Ready +2, Riposte



4

+4

+4

+1

+1

Stand Tough



5

+5

+4

+1

+1

Always Ready +3, Superior Unarmed Fighter



The streetfighter’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.





Weapon and Armor Proficiency: Streetfighters gain proficiency with unarmed strikes, Gauntlets, Spiked Gauntlets, and Bladed Gauntlets.

Always Ready (Ex): A streetfighter knows that an attack can come from any quarter, and that an innocuous conversation can turn into a deadly fight in an instant. Accordingly, he gains a +1 competence bonus on initiative checks and reflex saves. This bonus increases to +2 at 3rd level and to +3 at 5th level.

Streetwise (Ex): A streetfighter knows how to survive in dangerous urban areas; he gains a +4 competence bonus on Gather Information and Knowledge (local) checks.

Unarmed Strike: A streetfighter is an adept combatant even when surprised without his weapons. A streetfighter gains Improved Unarmed Strike, and Superior Unarmed Strike as bonus feats. In addition he may use unarmed strike damage dice while wearing gauntlets of any kind, while still benefiting from the gauntlets.

Unarmed Fighter: A streetfighter of second level gains the benefits of two weapon fighting, improved two weapon fighting, and two weapon defense while fighting unarmed or wielding gauntlets. If the unarmed fighter has any other weapon he does not receive these benefits.

Riposte: At third level, you gain Riposte as a bonus feat.

Stand Tough (Ex): A streetfighter’s toughness has been honed by years of hard living and dirty fighting. Starting at fourth level, when he would be damaged in combat (from a weapon or some other blow, but not from a spell or special ability), he can attempt to shake off the damage. To do this, he must attempt a Fortitude saving throw against a DC equal to the damage dealt. If the save succeeds, he takes nonlethal damage equal to half the amount of damage the blow would have dealt, and the other half as lethal. If the save fails, he takes damage normally. A streetfighter need not be aware of the impending attack to use this ability.

Superior Unarmed Fighter: At fifth level, a streetfighter gains the benefits of greater two weapon fighting and improved two weapon defense while fighting unarmed or wielding gauntlets. If the unarmed fighter has any other weapon he does not receive these benefits.

Falontani
2019-04-30, 01:06 AM
Prerequisites:
Base Attack Bonus: +6
Feats: Dodge, Mobility, Spring Attack, Two-Weapon Fighting




Level

BAB

Fort

Ref

Will

Special



1

+1

+2

+0

+0

Improved Two-Weapon Fighting, Tempest Defense +1



2

+2

+3

+0

+0

Ambidexterity (-3/-1), Two-Weapon Versatility



3

+3

+3

+1

+1

Tempest Defense +2, Bonus Feat



4

+4

+4

+1

+1

Ambidexterity (-2/-0), Two-Weapon Spring Attack



5

+5

+4

+1

+1

Tempest Defense +3



6

+6

+5

+2

+2

Perfect Ambidexterity, Bonus Feat, Perfect Two-Weapon Versatility



2+Int: Balance, Climb, Craft, Jump, Sleight of Hand, Tumble






Weapon and Armor Proficiency: The Tempest gains no proficiencies with any weapon or armor.

Improved Two-Weapon Fighting: The Tempest gains Improved-Two Weapon Fighting as a bonus feat, ignoring Prerequisites.

Tempest Defense (Ex): When wielding a double weapon or two weapons, (not including natural weapons or unarmed strikes), a tempest gains a +1 untyped bonus to armor class. This bonus improves by +1 at every odd level.

Ambidexterity (Ex): For a tempest of 2nd level or higher, her attack penalties for fighting with two weapons are lessened by 1 (from -4 to -3, or from -2 to -1 if the off-hand weapon is a light weapon). At 4th level, the penalties lower by another 1. The character loses this ability when fighting in medium or heavy armor.

Two-Weapon Versatility (Ex): When a tempest of 2nd level or higher fights with two weapons, her weapons gain the Aptitude Weapon Special Ability (Tome of Battle, pg. 148).

Bonus Feat: At 3rd level, and every 3rd level thereafter, the tempest gains a bonus feat with either ‘Two-Weapon’ in its name or have Spring-Attack as a prerequisite (eg. Bounding Assault and Rapid Blitz). They still must meet all prerequisites for the feat, including ability score and base attack bonus minimums.

Two-Weapon Spring Attack (Ex): When a 4th-level Tempest makes a spring attack she can attack once each with two different weapons as an attack action. The character loses this ability when fighting in medium or heavy armor. If the Tempest has Bounding Assault or Rapid Blitz, she can make an additionally attack from her off-hand weapon with the same penalties.

Perfect Ambidexterity (Ex): A 6th-level Tempest no longer suffers any penalties from Two-Weapon Fighting.

Perfect Two-Weapon Versatility (Su): A 6th-level Tempest fights with two weapons; their fluid strikes leave a residue of the more powerful magic item the Tempest has into her off-hand. This allows the Tempest to pass some of the enchantments from her main weapon to her offhand weapon. While attacking the same target with both weapons, the shortsword can be treated as up to -2 to of the enhancement value of the Main hand weapon. For example, the Tempest has a +5 keen Longsword of Icy Burst in his main hand, and a +1 shortsword in his offhand. (Eg. +3 Keen Shortsword of Icy Burst, +5 Keen Shortsword, +4 Shortsword of Icy Burst, ETC.) The off-hand needs to be at least a masterwork weapon and cannot have an enchantment value of more than -2 of the main weapon.

Falontani
2019-04-30, 01:08 AM
To qualify to become a thief-acrobat, a character must fulfill all the following criteria.
Skills: Balance 8 ranks, Climb 8 ranks, Jump 8 ranks, Tumble 8 ranks.
Special: Evasion class feature.


Level

BAB

Fort

Ref

Will

Special



1

+0

+0

+2

+0

Fast Acrobatics, Kip Up, Sturdy Stance



2

+1

+0

+3

+0

Agile Fighting +1/+2, Lightfoot



3

+2

+1

+3

+1

Acrobatic Charge, Defensive Roll



4

+3

+1

+4

+1

Agile Fighting +2/+4, Skill Mastery



5

+3

+1

+4

+1

Improved Evasion, Staff Lunge



6

+4

+2

+5

+2

Agile Fighting +3/+6, Freedom of Movement



The thief-acrobat’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.




Weapon and Armor Proficiency: Thief-acrobats gain proficiency with the quarterstaff, longstaff, double bladed staff, and any other exotic staff.

Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using her acrobatic talents. She ignores the normal –5 penalty when making a Balance check while moving at her full normal speed. She can climb at half her speed as a move action without taking a –5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal –10 penalty on her Tumble check.

Kip Up (Ex): A thief-acrobat can stand up from a prone position as a free action that doesn’t provoke attacks of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load.

Steady Stance (Ex): A thief-acrobat remains stable on her feet when others have difficulty standing. She is not considered flat-footed while balancing or climbing, and she adds her class level as a bonus on Balance or Climb checks to remain balancing or climbing when she takes damage.

Agile Fighting (Ex): A whirling, spinning thief-acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to Armor Class.
When fighting defensively or using total defense, this bonus doubles to +2. At 4th level, and every even level thereafter, the base bonus increases by 1 (to +2 and +3, etc).
In addition, a thief-acrobat takes no penalty to her Armor Class or on her melee attack rolls when kneeling, sitting, or prone.
This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load.

Lightfoot (Ex): A second level thief-acrobat excels at combining movement in any dimension with combat. He gains the following maneuvers:
Vault: While wielding a staff or a ten foot pole you may spend a move action to vault. You do not double the DC of your jump check if you do not have a running start. If you land in a square occupied by an opponent you may immediately fall prone and attempt a tumble check to not provoke an attack of opportunity.
Dive: Instead of a 5 ft step you may attempt a dive, perform a tumble check against the target's touch ac, if successful move through the target's area to the other side, you are considered flanking with yourself until the end of your turn. You may make a full attack after a dive. If you are wielding a staff you may attempt a trip attempt as part of the Dive, following all the normal rules, but gaining a +4 bonus on your trip attempt.
High-Ground?: As a swift action you may attempt a balance check dc 30. If successful you may leap atop your staff or 10 ft pole and balance atop it. While employing this maneuver you gain a high ground advantage against any creatures on the ground (even those that would still be taller than you). If you are struck you must make a balance check dc = to the damage taken or fall prone. If you used your staff to employ this maneuver and then attack with your staff you keep the benefits of this maneuver only for that attack.
Cracking Staff: to employ this maneuver you must first have the high ground, and be about to make a melee strike with a staff, you lose your high ground bonus to hit, but gain +5 damage if your attack is successful.

Acrobatic Charge (Ex): Starting at 3rd level, a thief-acrobat can charge in situations where others cannot.
She can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables her to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstance, she may still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain.

Defensive Roll (Ex): Beginning at 3rd level, once per day per thief-acrobat level, a thief-acrobat can roll with a potentially lethal blow to take less damage from it than she otherwise would. See the rogue class feature, page 51 of the Player’s Handbook.

Skill Mastery (Ex): At 4th level, a thief-acrobat has become so confident in the use of certain skills that she can use them reliably even under adverse conditions.
When making a Balance, Climb, Jump, or Tumble check, she can take 10 even if stress and distractions would normally prevent her from doing so.

Improved Evasion (Ex): A 5th-level thief-acrobat can avoid damage from certain attacks with a successful Reflex save and takes only half damage on a failed save. See the monk class feature, page 42 of the Player’s Handbook.

Staff Lunge (Ex): While wielding a staff a thief-acrobat may consider any attack after a Vault maneuver a charge attack, and may make a full attack as part of charge. She retains her standard action, and may choose to do any action she would be able to do with it other than perform another Staff Lunge.

Free Movement (Ex): At 6th level, a thief-acrobat can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A thief-acrobat loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Falontani
2019-04-30, 01:10 AM
Prerequisites:
Alignment: Any nonevil.
Base Attack Bonus: +4.
Skills: Gather Information 8 ranks, Intimidate 4 ranks, Knowledge (local) 8 ranks, Search 4 ranks, Sense Motive 8 ranks.
Feats: Alertness.




Level

BAB

Fort

Ref

Will

Special



1

+0

+2

+2

+2

Bag of Useful Things, Use Anything



2

+1

+3

+3

+3

Smite the Guilty 1/day, Quick Search



3

+2

+3

+3

+3

Bag of Additional Things



4

+3

+4

+4

+4

Smite the Guilty 2/day, Quick Hide



5

+3

+4

+4

+4

Bag of Many Items, In Here Somewhere



6

+4

+5

+5

+5

Smite the Guilty 3/day, Quick Justice



7

+5

+5

+5

+5

Bag of Superfluous Items



8

+6

+6

+6

+6

Smite the Guilty 4/day, Quick Draw



9

+6

+6

+6

+6

Bag of Literally Many Items



10

+7

+7

+7

+7

Smite the Guilty 5/day, Quick Stop, Above the Law



The vigilante’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha) and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.




Weapons and Armor Proficiency: Vigilantes gain proficiency with Improvised Items*, Gnome Battle Cloak

*Vigilantes don't take penalties for the weapon or tool they're using being an improvised one. They treat them as normal items of the same type (although if they get bonuses to using improvised weapons, they can still claim those).

Bag of Useful Items (Ex): A Vigilante is gifted with, steals, inherits or otherwise obtains a special backpack when they attain their first level. This backpack is henceforth a Bag of Useful Items. A replacement Bag of Useful Items can be found within 24 hours of losing the last one.

Bags of Useful Items can contain normal items much as any other container can, but they also contain some hidden items that needn't be revealed until they are used. Each day, the Vigilante can withdraw items from the bag whose value totals no more than the Vigilante's level squared in platinum pieces (Remember that 1pp=10gp=100sp=1000cp). However, these items must be items whose use is in some way limited, or they will break after just three uses (or an hour of continuous use), and they are not of high enough quality to sell or use as spell components (material or focus); money withdrawn from the bag is clearly fake when examined closely but could be used as a distraction. Items that couldn't reasonably fit in the bag can't be withdrawn from it, but items whose total weight could not possibly have been carried between them, or which could not collectively have fit in the bag, can be withdrawn separately. Don't ask how she does it. DMs should be reasonable when deciding what can be drawn from the bag and what can't; flooding a room with 1000 cplv-1/2 (unit cancellation is weird) is probably not acceptable.

Items withdrawn from the bag invariably sustain some kind of damage or degrade overnight, making them unusable.

Examples of items which can be withdrawn from the bag include arrows, tools (which will break after 3 uses), weapons (which will break after 3 uses), potions, partially-charged wands, feather tokens, ropes (which break after an hour's use), grappling hooks, sunrods, healers kits, a change of clothes (which will break after an hour wearing them), food or drink, candles, caltrops, blankets, ladders (which break after an hour's use), locks (which will only hold a door for an hour before degrading, but that might still be of use), or a Necklace of Fireballs. This list is by no means exhaustive, and a player who comes up with more inventive ideas ("I pull a sled out of the bag and go sledding down the mountain!") shouldn't be discouraged! Further, just because an item isn't listed in Equipment and Special Materials doesn't mean it can't be pulled out of the bag (or, gods forbid, bought in a town); just be reasonable about the cost.

Use Anything (Ex): Vigilantes can use almost any item without the required skills to do so. They can take 10 on checks to use items (such as Use Magic Device checks) and can use them untrained. They can use items even if they would normally be barred by class, race, alignment or skill rank restrictions.

Quick Search (Ex): Starting at 2nd level, a vigilante can search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side as a move action, rather than as a full-round action. In addition during any other search check the vigilante halves the time it takes.

Smite the Guilty (Su): Starting at 2nd level, a vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city (or any city in which he has at least 8 ranks in knowledge local). He can use this ability once per day. He adds his Intelligence bonus (if any) to his melee attack roll and deals an extra 2 points of damage per vigilante level.
The smite attack must occur within three days of the crime; otherwise, the benefits of this ability no longer apply. A vigilante can use this ability multiple times against the same miscreant and in response to the same incident, so long as all such uses occur within the time limit. Should a vigilante mistakenly try to punish someone who is not guilty of the crime witnessed (or the crime isn’t a crime in the area), the benefits do not apply, but the attempt still counts against the number allowed per day.
A vigilante can use this ability an additional time per day at 4th level and every even level thereafter.


Bag of Additional Items (Ex): Beginning at third level your effective Vigilante level increases by one for the purposes of your Bag of Useful Items.

Quick Hide (Ex): At 4th level and higher, a vigilante can use Bluff to create a diversion to hide as a move action, rather than as a standard action. He gains a +4 bonus on Bluff checks made for this purpose.

Bag of Many Items (Ex): Beginning at fifth level your effective Vigilante level increases by two for the purposes of your Bag of Useful Items.

In Here Somewhere (Ex): Beginning at fifth level grabbing an item from your Bag of Useful Items no longer provokes attacks of opportunity.

Quick Justice (Ex): Starting at sixth level a Vigilante gains a bonus to their movement speed equal to 5*½ their vigilante level, rounded down. In addition the Vigilante may use Sense Motive to get a hunch as a full round action rather than taking a minute. Finally you gain a +4 competence bonus on checks made to torture, bluff, or otherwise garner information from someone.

Bag of Superfluous Items (Ex): Beginning at seventh level your effective Vigilante level increases by three for the purposes of your Bag of Useful Items.

Quick Draw (Ex): At eighth level you gain Quick Draw as a bonus feat. In addition you may grab an item from your Bag of Useful Items as a swift action.

Bag of Literally Too Many Items (Ex): Beginning at ninth level your effective Vigilante level increases by four for the purposes of your Bag of Useful Items.

Quick Stop (Sp): At tenth level a Vigilante may cast the following spells as spell like abilities once per day, each as an immediate action: Chained Greater Dispel Magic, Dimensional Lock, Mass Hold Monster, and Transfix. Your caster level on these spell like abilities is equal to your HD, and the save DCs are intelligence based. The duration of Dimensional Lock is reduced to 1 hour/level.

Above the Law (Ex): By tenth level your mission is deemed more important than even the law. You can literally get away with murder, along with breaking and entering, burglary, and many other criminal offences so long as you do not abuse this privilege.
Special: Not even this authority will allow you to get away with certain crimes: Damaging or destroying someone's soul, arson on a large scale, rape or sexual assault of any type under any circumstances, and extremely cruel torture are the types of crimes for which you will still be tried. Some societies may have different priorities (An evil theocracy may decide that you are cleared for torture but not for blasphemy), however.

Falontani
2019-04-30, 01:11 AM
Skills: Diplomacy 4 ranks, Intimidate 4 ranks, Perform (any) 10 ranks.
Spells: Arcane caster level 1st




Lvl

BAB

Fort

Ref

Will

Special

Spellcasting



1

+0

+0

+0

+2

Virtuoso Performance (Fascination), Virtuoso Performance (Sustaining Song), Magician of the Song

-



2

+1

+0

+0

+3

Sonic Blast, Born of Three Thunders

+1 level of existing arcane spellcasting class



3

+1

+1

+1

+3

Virtuoso Performance (Emotional Melody)

+1 level of existing arcane spellcasting class



4

+2

+1

+1

+4

Sound Burst, Sonic Power +1

+1 level of existing arcane spellcasting class



5

+2

+1

+1

+4

Virtuoso Performance (Suggestive Song)

+1 level of existing arcane spellcasting class



6

+3

+2

+2

+5

Resonating Bolt, Sonic Boom

+1 level of existing arcane spellcasting class



7

+3

+2

+2

+5

Virtuoso Performance (Keening Cacophony)

+1 level of existing arcane spellcasting class



8

+4

+2

+2

+6

Lion’s Roar, Sonic Power +2

+1 level of existing arcane spellcasting class



9

+4

+3

+3

+6

Virtuoso Performance (Enthralling Tune)

+1 level of existing arcane spellcasting class



10

+5

+3

+3

+7

Dirge, Voice of the Gods

+1 level of existing arcane spellcasting class



The virtuoso’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Perform (Cha), Spellcraft (Int),Tumble (Dex), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.




Weapon and Armor Proficiency: Virtuosos gain no proficiency with any weapon or armor.

Bardic Music: Virtuoso levels stack with bard levels for the purpose of determining the virtuoso’s daily uses of his bardic music abilities (if any) and the value of the bonus granted by inspire courage (if the virtuoso has that bardic music ability). For example, a 10th-level bard/4th-level virtuoso could use bardic music fourteen times per day, and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls.

Virtuoso Performance (Su): A virtuoso can use his Perform skill to create magical effects on those around him. He can use this ability once per day per virtuoso level. He can use any form of performance as part of this ability. Although many of the names refer to musical performances, a virtuoso isn’t actually so limited—for example, an actor could perform a “sustaining soliloquy” or “sustaining dance” rather than a sustaining song. Each ability requires both a minimum virtuoso level and a minimum number of ranks in any Perform skill to qualify. If a virtuoso does not have the required number of ranks in at least one Perform skill, he does not gain the virtuoso performance ability until he acquires the needed ranks. Starting a virtuoso performance effect is a standard action.
Some virtuoso performance abilities require concentration, which means that the virtuoso must take a standard action each round to maintain the ability.
Unlike with bardic music, virtuoso performance doesn’t restrict a virtuoso’s spellcasting or magic item activation. If a virtuoso’s performance requires sound, a deaf virtuoso has a 20% chance to fail when attempting to use virtuoso performance. If he fails, the attempt still counts against his daily limit. If a virtuoso has the bardic music class feature, he can spend two daily uses of bardic music to deliver a virtuoso performance.

Fascination (Su): A virtuoso can deliver a performance that sways the attitude of his audience. Each creature to be affected must be within 90 feet, able to see and hear the virtuoso, and able to pay attention to him. The distraction of a nearby combat or other dangers prevents the ability from working.

To use the ability, the Virtuoso makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the virtuoso cannot attempt to use fascination on that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the virtuoso continues to play and concentrate. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. After performing to a creature under the effects of Fascination for two consecutive rounds the creature must make a new will save or become Charmed as the Charm Monster spell. If you continue performing for a further minute you may attempt a diplomacy check against the target using your Perform skill instead of the diplomacy skill. Fascinate is an enchantment (compulsion), mind-affecting ability.

Sustaining Song (Su): A virtuoso with at least 11 ranks in a Perform skill can sustain his dying allies, assisting their recovery. Each round that the song continues, all allies within 90 feet of him automatically become stable (if dying), regain 1 hit point (if stable and between –1 and –9 hit points), or gain Fast Healing equal to the Virtuoso’s Class level (Max Fast Healing 10 at level 10). This is a mind-affecting ability.

Emotional Melody (Su): A virtuoso of 3rd level or higher with at least 13 ranks in a Perform skill can use his performance to affect creatures within 90 ft with an emotion. To use the ability, the Virtuoso makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the virtuoso cannot attempt to use Emotional Melody on that creature again for 24 hours. He may choose from the following emotions:
Despair: Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This emotion counters and dispels Good Hope.
Fear: Each affected creature in the area to become gripped with fear, causing them to become panicked. If cornered, a panicked creature begins cowering.
Friendship: The enchanted creatures react more positively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally.
Hate: The enchanted creatures react more negatively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile).
Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This emotion counters and dispels Crushing Despair.
Rage: Each affected creature flies into a rage, which acts exactly like a barbarian’s rage, except that it ends automatically if the virtuoso stops performing. If the creature already has the ability to rage, she can choose to apply the full effect of her own rage, without spending one of her daily uses of rage.
During any Emotional Melody the Virtuoso may choose to apply a different emotion to a number of creatures equal to the virtuoso’s class level + charisma modifier (minimum 1). These effects never affect the virtuoso, and only last as long as the virtuoso continues performing.

Suggestive Song (Su): A virtuoso of 5th level or higher with at least 15 ranks in a Perform skill can use his performance to affect creatures within 90 ft with a desire to do as you command (1-2 short sentences only). To use the ability, the Virtuoso makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the virtuoso cannot attempt to use Suggestive Song on that creature again for 24 hours.
If a creature saves against the effect then the creature attempts to obey to the best of it’s capabilities with the command on their next turn, after which they know what you have done.
If the creature fails the saving throw then they must obey your command to the best of their capabilities for a number of rounds equal to your ranks in the perform skill used. The creature may attempt a new will saving throw at the end of each round for the duration.
If the creature fails by 5 or more then the creature must obey your command to the best of their capabilities for a number of hours equal to your ranks in the perform skill used. If the command is open ended or can be done for longer then the creature continues to do so for the duration. If the command can be completed (for example, “Craft for me a sword of the highest standards.”) then the creature continues to do so until the task is completed or the duration ends, whichever occurs first.
Finally any order to harm oneself (unless targeted at a masochist) grants the creature a +20 to their will save. When activating the Suggestive Song the Virtuoso may exempt a number of targets equal to the virtuoso’s class level + charisma modifier (minimum 1). Performing a Suggestive Song is a full-round action.

Keening Cacophony (Su): A virtuoso of 7th level or higher with at least 17 ranks in a Perform skill can create a discordant melody so disruptive that even the most focused creatures lose focus. All creatures within 90 ft of the virtuoso who witness the Keening Cacophony must attempt a concentration check DC = the virtuoso’s Perform check. Any creature who fails becomes dazed for 1 round and loses concentration on any spells, powers, or effects that require concentration. In addition if the creature is an arcane spellcaster then they lose 1 prepared spell or spell slot of their highest level randomly. If the creature is a psionic manifester then they lose their manifester level in power points. If the creature is a meldshaper 1 random soulmeld becomes disrupted for 1d4 rounds. If the creature is an initiator their stance is disrupted for 1d4 rounds. A virtuoso may continue to perform the Keening Cacophony, however it disrupts even their own work eventually, each consecutive round that the virtuoso continues performing the Keening Cacophony his perform check is made at a stacking -3 penalty.

Enthralling Tune (Su): A virtuoso of 9th level or higher with at least 19 ranks in a perform skill may create a bond with a creature so powerful that it effectively makes the target their pet. First the virtuoso must successfully target the creature with their Fascination ability. If the virtuoso successfully charms the target then playing for an additional minute forces the creature to make a final will save, if failed then the creature becomes Dominated as the Dominate Monster spell with a caster level equal to the virtuoso’s ranks in the perform skill used. A virtuoso may only have up to her charisma modifier number of creatures dominated with this ability at a time.

Magician of the Song: At each level gained in virtuoso the virtuoso may choose to learn 1 new [Sonic] spell and 1 new [Language Dependant] spell of up to the highest spell level he can cast. If the spell is on his spell list he gains is as a spell 1 level lower than usual (minimum first). If the spell is on the bard spell list he gains it as a spell of that spell level (unless he is a bard). If the spell is on the wiz/sorc spell list he gains the spell of that spell level +1 (unless he is a wiz/sorc). If the spell is on any other arcane spell list he gains the spell of that spell level +2. If the spell is only on a divine spell list he gains the spell of that spell level +3. For example, if you are an 8/3 bard/virtuoso you may cast up to 4th level spells. When you obtained your third level of virtuoso you chose to learn Deafening Clang a first level [Sonic] Paladin spell, you would learn it as a 4th level bard spell.

Sonic Blast (Sp): At second level a virtuoso is able to cast sonic blast as a spell like ability once per day. At fourth level and every even level thereafter he may cast sonic blast an additional time per day. His caster level for this spell like ability is equal to his number of ranks in a perform skill of his choice. Unlike most spell like abilities, this spell like ability does have a verbal component.

Born of Three Thunders (Ex): At second level a virtuoso gains the metamagic feat Born of Three Thunders even if he doesn’t meet the prerequisites for it. He may apply the metamagic spontaneously to any [Sonic] spell he casts without preparing it ahead of time or increasing the time to cast the spell. He may apply Born of Three Thunders to any spell like ability that would otherwise qualify for being a Born of Three Thunders spell.

Sound Burst (Sp): At fourth level a virtuoso gains the ability to cast Sound Burst as a spell like ability once per day. At sixth level and each even level thereafter he may cast Sound Burst an additional time per day. His caster level for this spell like ability is equal to his number of ranks in a perform skill of his choice. Unlike most spell like abilities, this spell like ability does have a verbal component.

Sonic Spell Power (Ex): At fourth level a virtuoso gains the ability to cast any [Sonic] Spell with +1 caster level. This improves by +1 at 8th level and every four levels thereafter.

Resonating Bolt (Sp): At sixth level a virtuoso gains the ability to cast Resonating Bolt as a spell like ability once per day. At eighth level and every even level thereafter he may cast Resonating Bolt one additional time per day. His caster level for this spell like ability is equal to his number of ranks in a perform skill of his choice. Unlike most spell like abilities, this spell like ability does have a verbal component.

Sonic Boom (Ex): Whenever a virtuoso casts a [Sonic] spell or spell like ability he may deal 1d4 points of sonic damage to all creatures within 5 ft. of himself, and he performs a bull rush check against each foe. His modifier for this bull rush check is his perform check + his size modifier. Any creature who is successfully bull rushed is knocked back 5 ft and knocked prone. This ability works even if the spell is dispelled or does not do anything (like because you are in an antimagic field).

Lion’s Roar (Sp): At eighth level a virtuoso gains the ability to cast Lion’s Roar as a spell like ability once per day. At 10th level and every even level thereafter he may cast Lion’s Roar one additional time per day. His caster level for this spell like ability is equal to his number of ranks in a perform skill of his choice. Unlike most spell like abilities, this spell like ability does have a verbal component.

Dirge (Sp): At tenth level a virtuoso gains the ability to cast Dirge as a spell like ability once per day. When he casts Dirge in this way the dirge has the following modifications: 1 standard action to cast, no spell resistance, duration is Concentration, the effect targets all creatures within 50 ft of you instead of just enemies, and targets take 2 points of str, dex, and con damage each round that they fail their save. His caster level for this spell like ability is equal to his number of ranks in a perform skill of his choice. Unlike most spell like abilities, this spell like ability does have a verbal component.

Voice of the Gods (Ex): Beginning at tenth level a virtuoso’s voice becomes so powerful that even Silence and Deafness can’t stop her words from reaching you. Creatures that normally can not hear for any reason are able to hear the virtuoso, and are not immune to her [Sonic] spells or spell like abilities. This does not break immunity to sonic damage, nor any immunity to enchantment, just the immunity to [Sonic].

Falontani
2019-04-30, 01:16 AM
Skills: Ride 9 ranks.
Feats: Mounted Combat, Track.
Special: Must have an animal, vermin, or magical beast large enough and capable of being your mount as a special companion (eg paladin mount, animal companion, monstrous companion, vermin companion, etc)




Level

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Special Companion, Ride Bonus, Bonded Connection



2

+2

+3

+3

+1

Wild Plains Swiftness, Adaptability



3

+3

+3

+3

+1

Wild Plains Offensive, Bonus Feat



The wild plains outrider’s class skills (and the key ability for each skill) are Balance (Dex), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 4 + Int modifier.




Weapon and Armor Proficiency: Wild plains outriders gain no proficiency with any weapon or armor.

Special Companion: A wild plains outrider adds his outrider class levels to his effective level in any one class that grants you a special companion creature capable of being your mount. This ability only progresses your special companion creature from that class, and does not grant any further class abilities nor does it advance your spellcasting.

Ride Bonus (Ex): A wild plains outrider gains a competence bonus equal to his class level on all Ride checks, as well as on Handle Animal checks made in conjunction with his special companion.

Bonded Connection (Su): A wild plains outrider creates a special connection with any one special companion creature capable of being the wild plains outrider’s mount. This process takes 1 week of bonding and requires both parties to be willing. This bond creates a telepathic bond with the creature out to a range of 1 mile per class level. It grants you special companion Intelligence equal to 15+level in this class. Finally your mount may choose to use your BAB, Base Saves, and skill ranks, or its own, whichever is higher (it chooses whether to employ it’s own or your own separately). Finally both you and your special companion gain the ability to cast Shield Other on the other at a range of up to 1 mile/class level as a free action. The duration of the shield is as long as both are willing. Finally you may add the Warbeast template to your special companion even if your special companion is not an animal or vermin. The downsides of this ability is that if your special companion dies you take a toll of -2 constitution for 1 week, and a loss of 100*HD xp permanently.

Wild Plains Swiftness (Ex): A wild plains outrider knows how to draw every bit of speed possible from a mount. At 2nd level and higher, a wild plains outrider (while mounted) increases his mount’s base speed by 10 feet. This increase affects every movement mode the mount has, including burrow, climb, fly, land, and swim speeds.

Adaptability (Ex): The bonded companion of a wild plains outrider is more powerful than the average mount. At second level the special companion that has a bonded connection gains +2 to any stat of your choice.

Wild Plains Offensive (Ex): Starting at 3rd level, a wild plains outrider can make a full attack as long as his mount takes only a single move action. This ability does not prevent the mount from making attacks on it’s own if it would normally do so.

Bonus Feat (Ex): At 3rd level a wild plains outrider gets a bonus feat related to his mount. In addition the mount gains a bonus feat.

Falontani
2019-04-30, 01:17 AM
D6


Ninja


Lvl

BAB

Fort

Ref

Will

Special



1

+0

+0

+2

+0

Ki Power, Sudden Strike +1d6, Trapfinding, Unarmored Defense



2

+1

+0

+3

+0

Ghost Step (Invisible)



3

+2

+1

+3

+1

Sudden Strike +2d6, Poison Use



4

+3

+1

+4

+1

Great Leap, Tools of the Trade



5

+3

+1

+4

+1

Sudden Strike +3d6, Unarmored Defense +1



6

+4

+2

+5

+2

Acrobatics +2, Ki Dodge



7

+5

+2

+5

+2

Sudden Strike +4d6, Speed Climb



8

+6/+1

+2

+6

+2

Ghost Strike, Masterwork Tools of the Trade



9

+6/+1

+3

+6

+3

Sudden Strike +5d6, Improved Poison Use



10

+7/+2

+3

+7

+3

Unarmored Defense +2, Ghost Step (Ethereal)



11

+8/+3

+3

+7

+3

Sudden Strike +6d6, Bleeding Attack (1 point)



12

+9/+4

+4

+8

+4

Acrobatics +4, Evasion, Superior Tools of the Trade



13

+9/+4

+4

+8

+4

Sudden Strike +7d6, Greater Poison Use



14

+10/+5

+4

+9

+4

Ghost Mind, Improved Speed Climb



15

+11/+6/+1

+5

+9

+5

Sudden Strike +8d6, Unarmored Defense +3, Slicing Attack (2 points)



16

+12/+7/+2

+5

+10

+5

Ghost Sight, Ghost Step (Immediate)



17

+12/+7/+2

+5

+10

+5

Superior Poison Use, Sudden Strike +9d6



18

+13/+8/+3

+6

+11

+6

Acrobatics +6, Greater Ki Dodge



19

+14/+9/+4

+6

+11

+6

Sudden Strike +10d6, Implacable Attack (3 points)



20

+15/+10/+5

+6

+12

+6

Unarmored Defense +4, Ghost Walk



A ninja’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points per Level: (8 + Int modifier) (× 4 at first).




Weapon and Armor Proficiency: Ninjas are proficient with all simple weapons, plus the garrote, hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Power (Su): A ninja can channel her ki to manifest special powers of stealth, mobility, and lethality. She can use her ki powers a number of times per day equal to (1+wis mod)*Ninja level. Ki powers can be used only if a ninja is wearing no armor and is unencumbered.
As long as a ninja’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.
A ninja’s ki powers are bleeding attack, ghost step, ki dodge, ghost strike, greater ki dodge, ghost walk, implacable attack, and slicing attack. Each power is described under a separate entry below.

Sudden Strike (Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a ninja’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the ninja deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two ninja levels thereafter. A ninja can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A ninja can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.
A ninja can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Trapfinding (Ex): A ninja can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Ghost Step (Su): Starting at 2nd level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity.
At 10th level, a ninja can become ethereal when using ghost step instead of becoming invisible. At 16th level, a ninja may use this ability as an immediate action.

Poison Use (Ex): At 3rd level and higher, a ninja never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su): At 4th level and higher, a ninja always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Tools of the Trade (Ex): At 4th level a ninja is able to craft her tools to the perfection her masters desire. Choose one of the following:
Trapper: You gain a +4 competence bonus to Craft (Trapmaking) and may craft them in half the time. Each Craft (Trapmaking) check takes only 4 hours to complete, and she may still take up to 8 hours crafting per day (enabling her to make two Craft (Trapmaking) checks per day.
Poisoner: You gain a +4 competence bonus to Craft (Poisonmaking) and may craft them in half the time. Each Craft (Poisonmaking) check takes only 4 hours to complete, and she may still take up to 8 hours crafting per day (enabling her to make two Craft (Poisonmaking) checks per day.
Weapon Master: You gain a +4 competence bonus to Craft (Weaponsmith) and may craft them in half the time. Each Craft (Weaponsmith) check takes only 4 hours to complete, and she may still take up to 8 hours crafting per day (enabling her to make two Craft (Weaponsmithing) checks per day.

Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

Ki Dodge (Su): At 6th level and higher, a ninja can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a ninja activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is an immediate action that does not provoke attacks of opportunity.
See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Speed Climb (Ex): A ninja of 7th level can move across vertical or horizontal surfaces as easily as she moves across the ground. In addition she may move atop liquid surfaces as if they were simply difficult terrain. At 14th level she no longer considers liquid surfaces as difficult terrain.

Ghost Strike (Su): At 8th level and higher, a ninja can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).
Activating the ghost strike ability is a swift action that does not provoke attacks of opportunity. It lasts until the end of the round.

Masterwork Tools of the Trade (Su): By 8th level you have learned tricks when crafting your tools. This is an improvement to your previous choice:
Trapper: You may now craft magical traps as if you had the relevant Item Creation feats and you may provide the spells with a successful Craft (Trapmaking) check DC 15+CL of the spell. When crafting magical traps you take only half the time necessary to create them, although you still must pay the XP and Gold costs as normal.
Poisoner: You may now craft magical poisons as if you had the relevant Item Creation feats and you may provide the spells with a successful Craft (Poisonmaking) check DC 15+CL of the spell. When crafting magical poisons you take only half the time necessary to create them, although you must still pay the XP and Gold costs as normal.
Weapon Master: You may now craft magical weapons as if you had the relevant Item Creation feats and you may provide the spells with a successful Craft (Weaponsmithing) check DC 15+CL of the spell. When crafting magical weapons you take only half the time necessary to create them, although you must still pay the XP and Gold costs as normal.

Improved Poison Use (Ex): Starting at 9th level, a ninja can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Bleeding Attack (Ex): Beginning at 11th level, a ninja may spend a number of Ki Points to cause all attacks made with piercing or slashing melee or thrown weapon within 1 round bleed for 1 point of damage for a number of rounds equal to the amount of Ki Points spent. This bleed damage is cumulative, so if you activate this ability by spending 3 ki points and hit someone 3 times they will take 3 damage at the start of your turn for the next 3 rounds.

Evasion (Ex): Beginning at 12th level, a ninja can avoid damage from certain attacks with a successful Reflex save. (See the monk class feature, page 41 of the Player’s Handbook.) A ninja’s use of evasion differs slightly from a monk’s use in that a ninja can use evasion only if she is wearing no armor and is carrying no more than a light load.

Superior Tools of the Trade (Ex): You are a master of the tools you create, and gain specific bonuses when using them:
Trapper: When a trap you have set goes off you may choose to increase the damage by 50%, increase the DC by 3, extend the effects of the trap, or increase the DC to find/disable the trap by 5. Any trap that you create increases their to hit by +1, the damage they deal by +1/dice, and their DC by 1.
Poisoner: You gain Ability Focus: Poison for any poison you have created. In addition when you employ a poison you have used you may choose to delay the effects of the poison by up to 1 hour, increase the damage the poison deals by 50%, or make the poison resistant to magic (requiring them to beat your Craft (Poisonmaking) check with a CL check to remove the poison). Any poison that you create deals +1 damage and has +1 to the DC.
Weapon Master: You gain weapon focus and weapon specialization whenever you wield a weapon that you have crafted. Any weapon that you have crafted has +3 hardness, inflicts 1 more damage per hit, and has +20 Hit Points.

Greater Poison Use (Ex): Starting at 13th level, a ninja can apply poison to a weapon as a swift action.

Ghost Mind (Su): At 14th level, a ninja gains a special resistance to spells of the scrying subschool. To detect or see a ninja with such a spell, the caster must make a caster level check (DC 20 + the ninja’s class level). In the case of scrying spells (such as arcane eye) that scan the ninja’s area, a failed check indicates that the spell works but the ninja simply isn’t detected. Scrying attempts targeted specifically at the ninja do not work at all if the check fails.

Slicing Attack (Ex): At 15th level, a ninja’s Bleeding Attack now deals 2 points of bleed damage per round instead of 1. This ability costs 2 ki points per round instead of 1.

Ghost Sight (Su): At 16th level and higher, a ninja can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Superior Poison Use (Ex): Starting at 17th level, a ninja can apply poison to a weapon as a free action, multiple times per round.

Greater Ki Dodge (Su): Starting at 18th level, a ninja’s ki dodge ability grants total concealment (50% miss chance).

Implacable Attack (Ex): At 19th level, a ninja’s Bleeding Attack now deals 3 points of bleed damage per round instead of 2. This ability costs 3 ki points per round instead of 1.

Ghost Walk (Su): A 20th-level ninja can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the ninja’s class level.

Falontani
2019-04-30, 01:19 AM
D6


Spellthief




Spellcasting


Lvl

BAB

Fort

Ref

Will

Special


0th

1st

2nd

3rd

4th

5th


1

+0

+0

+2

+2

Steal Spell (0-1st), Sneak Attack +1d6, Trapfinding, Spellgrace +1

-

-

-

-

-

-



2

+1

+0

+3

+3

Steal Spell Effect, Detect Magic, Spell Reflection

-

-

-

-

-

-



3

+2

+1

+3

+3

Steal Energy Resistance 10

-

-

-

-

-

-



4

+3

+1

+4

+4

Steal Spell (2nd), Spells

2

-

-

-

-

-



5

+3

+1

+4

+4

Sneak Attack +2d6, Spellgrace +2, Steal Spell-like Ability

3

0

-

-

-

-



6

+4

+2

+5

+5

Steal Spell (3rd), Arcane Sight

3

1

-

-

-

-



7

+5

+2

+5

+5

Steal Energy Resistance 20, Absorb Spell

3

2

0

-

-

-



8

+6/+1

+2

+6

+6

Steal Spell (4th)

3

2

1

-

-

-



9

+6/+1

+3

+6

+6

Sneak Attack +3d6, Improved Spell Reflection

3

3

2

-

-

-



10

+7/+2

+3

+7

+7

Steal Spell (5th), Spellgrace +3

3

3

2

0

-

-



11

+8/+3

+3

+7

+7

Steal Energy Resistance 30

3

3

3

1

-

-



12

+9/+4

+4

+8

+8

Steal Spell (6th), Greater Arcane Sight

3

3

3

2

-

-



13

+9/+4

+4

+8

+8

Sneak Attack +4d6, Discover Spells

3

3

3

2

0

-



14

+10/+5

+4

+9

+9

Steal Spell (7th)

3

3

3

3

1

-



15

+11/+6/+1

+5

+9

+9

Spellgrace +4, Steal Spell Resistance

3

3

3

3

2

-



16

+12/+7/+2

+5

+10

+10

Steal Spell (8th)

3

3

3

3

2

0



17

+12/+7/+2

+5

+10

+10

Sneak Attack +5d6

4

3

3

3

3

1



18

+13/+8/+3

+6

+11

+11

Steal Spell (9th)

4

3

3

3

3

2



19

+14/+9/+4

+6

+11

+11

Mettle, Evasion

4

3

3

3

3

2



20

+15/+10/+5

+6

+12

+12

Spellgrace +5, Absorb Spell (Immediate Casting)

4

4

3

3

3

3



A spellthief’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points per Level: (6 + Int modifier) (× 4 at first).




Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields. Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (see page 123 of the Player’s Handbook) if the spell in question has a somatic component (most do). A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters (see the steal spell ability, below).
Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.
The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn’t available, the stolen spell (or spell slot) is determined randomly from among those the target has available.
For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn’t lose any other magic missile spells she might also have prepared).
After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn’t have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.
Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.
As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).
At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.
A spellthief can’t apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.
For example, a spellthief of 6th level or higher could steal a wizard’s empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn’t steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn’t steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.
This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player’s Handbook. If a spellthief gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Spellgrace (Su): A spellthief gains a +1 unique bonus on his saves against spells. This bonus improves by +1 at 5th level, and every 5th level thereafter (10th, 15th, etc.).

Steal Spell Effect (Su): Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action. The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn’t present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can’t steal a spell effect if its caster level exceeds his class level + his Charisma modifier.
Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell’s duration expires, whichever comes first). If the spell effect’s duration hasn’t expired by this time, the spell effect returns to the creature that originally benefited from it.
A spellthief who steals a spell that could not ordinarily be cast upon the spellthief (such as an animal growth spell if the spellthief is not of the animal type, or a shield spell since the shield spell is a personal spell) gains no benefit from the effect, however the original creature still loses the benefit of the spell for 1 minute per class level (or until the spell’s duration expires, whichever comes first).

Detect Magic (Sp): A spellthief of 2nd level or higher constantly has the benefits of Detect Magic with a caster level equal to his Spellthief level. If the spell is dispelled then it resumes 1d4 rounds later requiring no action on the spellthief’s part.

Spell Reflection (Su): A Spellthief of 2nd level has learned to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection. If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

Steal Energy Resistance (Su): Beginning at 3rd level, a spellthief can siphon off some or all of a target’s resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.
Simultaneously, the target creature’s resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.
If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn’t possess, the stolen type of resistance is determined randomly from those possessed by the target.
The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.
A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature’s resistance to fire by twice as much).
At 7th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 11th level he can steal resistance 30 to an energy type.

Spells: Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player’s Handbook).

To learn or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief’s spell is 10 + spell level + spellthief’s Cha modifier. Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1, page 8 of the Player’s Handbook). When Table 1–3 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
A spellthief’s selection of spells is extremely limited.
A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1–4: Spellthief Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1–4 are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief’s class spell list.
Upon reaching 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
At 4th level and higher, a spellthief’s caster level for spells is his spellthief level minus 3.

Steal Spell-Like Ability (Su): At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature’s spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target’s spell-like abilities. If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action.
This spell-like ability can originate from the target’s class, race, template, or any other source, and can be of any level up to a maximum of one-half the spellthief’s class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can’t steal the ability. If the target can’t use its ability at the present time (such as a summoned demon’s summon ability), the spellthief can’t steal it.
A spellthief can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 10 minutes per class level of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability (or the spell-like ability is lost), the target cannot use the stolen ability.

Arcane Sight (Sp): Beginning at 6th level, a spellthief can use arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Absorb Spell (Su): Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the spellthief as a target, not effect or area spells. A spellthief can’t absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).
To absorb a spell that targets him, a spellthief must succeed on a level check (1d20 + spellthief class level) against a DC of 10 + the spell’s caster level. Failure indicates that the spell has its normal effect. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.
At 20th level or higher, a spellthief can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Improved Spell Reflection (Su): A Spellthief of 9th level has learned to reflect magical attacks back on their caster. If an enemy targets you with spell or spell-like ability which requires an attack roll, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard targeted you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
You can use this ability a number of times per day equal to 1 + your CHA modifier (minimum 1/day).

Greater Arcane Sight (Sp): Beginning at 12th level, a spellthief can use greater arcane sight as a swift or immediate action a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his spellthief class level.

Discover Spells (Ex): A spellthief of 13th level or higher who steals a spell from a spellcaster with his steal spell ability or absorb spell automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the spellthief to better choose which spells to steal on subsequent attacks.
For example, a 13th-level spellthief who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature’s spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target’s spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.
The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief’s Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can’t use this ability on the same creature again until the creature’s stolen spell resistance returns.

Mettle (Ex): At 19th level and higher, a spellthief can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping spellthief does not gain the benefit of mettle.

Evasion (Ex) At 19th level and higher, a spellthief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless spellthief does not gain the benefit of evasion.







Level

Spellthief Spells Known



0

1st

2nd

3rd

4th

5th


1st

-








2nd

-








3rd

-








4th

4

-







5th

5

2

-






6th

6

3

-






7th

6

3

2

-





8th

6

4

3

-





9th

6

4

3

-





10th

6

4

4

2

-




11th

6

4

4

3

-




12th

6

4

4

3

-




13th

6

4

4

4

2

-



14th

6

4

4

4

3

-



15th

6

4

4

4

3

-



16th

6

4

4

4

4

2



17th

6

4

4

4

4

3



18th

6

4

4

4

4

4



19th

6

4

4

4

4

4



20th

6

4

4

4

4

4

Falontani
2019-04-30, 01:21 AM
D8


Lvl

BAB

Fort

Ref

Will

Special



1

+1

+2

+2

+0

Weapon Finesse, Combat Expertise



2

+2

+3

+3

+0

Swashbuckle +1d6, Grace +1



3

+3

+3

+3

+1

Insightful Strike



4

+4

+4

+4

+1

Improved Feint



5

+5

+4

+4

+1

Parry



6

+6

+5

+5

+2

Swashbuckle +2d6



7

+7

+5

+5

+2

Acrobatic Charge



8

+8

+6

+6

+2

Improved Flanking



9

+9

+6

+6

+3

Swift Feint



10

+10

+7

+7

+3

Swashbuckle +3d6



11

+11

+7

+7

+3

Lucky, Grace +2



12

+12

+8

+8

+4

Riposte



13

+13

+8

+8

+4

Acrobatic Skill Mastery



14

+14

+9

+9

+4

Swashbuckle +4d6



15

+15

+9

+9

+5

Weakening Critical



16

+16

+10

+10

+5

Superior Parry



17

+17

+10

+10

+5

Slippery Mind



18

+18

+11

+11

+6

Swashbuckle +5d6



19

+19

+11

+11

+6

Wounding Critical



20

+20

+12

+12

+6

Grace +3



Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Jump, Knowledge (Geography), Listen, Luck, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope, and Use Magical Devices
6+int mod





Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, with light armor, and shields. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored and unencumbered.

Weapon Finesse (Ex): A swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.

Combat Expertise (Ex): A swashbuckler gains Combat Expertise as a bonus feat at 1st level even if she does not qualify for the feat.

Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves and attack rolls, as well as gaining +10 movement speed at 2nd level. This bonus increases to +2/+15 at 11th level and to +3/+20 at 20th level. A swashbuckler loses this bonus when wearing medium or heavy armor, when carrying a medium or heavy load, or using a heavy or exotic shield.

Swashbuckle (Ex): A swashbuckler trains in a very unique style of combat, usually reserved to fencers. By 2nd level while you are facing an enemy while you have no allies within 10 feet of your enemy you may strike blows that you normally could not. These blows seem to be your way of showing off to your opponent, or to those who watch you fight. Regardless of where your motivation comes from, when these criteria are met you deal an additional 1d6 damage. Creatures immune to critical hits are immune to this damage. This damage increases at level 6, and every four levels thereafter.

Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Feint (Ex): At 4th level, a swashbuckler gains Improved Feint as a bonus feat, if she already possesses this feat she may gain a new feat.

Parry (Ex): At 5th level, a swashbuckler becomes able to parry many blows that a normal person couldn’t. You may activate a Parry a number of times per encounter equal do 3 + your intelligence modifier. When attempting to parry against a creature roll an attack roll opposed by your opponent’s melee attack roll. For every size category above medium you are you gain a +4 bonus on this roll, for every size category below medium you are you gain a -4 penalty to this roll. If you are wielding a light weapon you gain a -2 penalty on this roll, if you are wielding a two handed weapon you gain a +2 bonus on this roll. These bonuses and penalties apply to your opponent as well. Finally if you are wielding an off hand weapon or a buckler you as the defender may add +4 to your attack roll. If your result is greater than your opponent’s roll then you have successfully parried the blow and suffer no damage from the attack.

Acrobatic Charge (Ex): A swashbuckler of 7th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)

Swift Feint (Ex): At 9th level a swashbuckler may feint as a swift action, if the creature fails their opposed roll against feint they are considered flat footed.

Lucky (Ex): Many swashbucklers live by the credo "Better lucky than good." Once per encounter, a swashbuckler of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw as a luck check.

Riposte (Ex): At 12th level a swashbuckler’s ability to parry unlocks it’s second form, the riposte. Whenever you successfully parry an attack you may spend an immediate action to perform an attack targeting the creature whom you just parried. If you are currently further away than your reach allows you may lunge up to 10 ft during the attack, ending at the maximum range you can attack from.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.

Weakening Critical (Ex): A swashbuckler of 15th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.

Superior Parry (Ex): At 16th level when you attempt to parry a strike you may add your intelligence modifier to your attack roll for both the parry and the riposte. In addition, you may now parry ranged attacks as well.

Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.

Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.


1. This class if obviously from Complete Warrior, not Complete Adventurer.
2. This class is part of my luck overhaul, which is not present here.
3. The only reason I am posting this class is because another class references an ability from my modified version of Swashbuckler. O.o

Falontani
2019-04-30, 01:45 AM
I am done posting the modified classes, I am heading to bed. If a class from Complete Adventurer was not present, it was because I believed it was fine where it was. Please feel free to absolutely rip all of this to shreds. Its my first real public homebrew that I'm truly posting, and I want to know where it stands! If it is good AND liked I may post other homebrew I have done in the past, or more homebrew that I do in the future. I am willing to make edits to classes based off of feedback. Please give me feedback, I'm desperate...

aimlessPolymath
2019-04-30, 11:23 AM
Alright.

I wasn't really prepared for you to also hit the prestige classes, to be honest, and I'm a lot less familiar with how to evaluate prestige classes in general, so I'm going to skim them later.

Classes: I will be reading with reference to this (http://www.giantitp.com/forums/showthread.php?269440-Why-Each-Class-Is-In-Its-Tier-(Rescued-from-MinMax)).
Ninja:
-Skills look like they got a major bump, which is very good.
-Ki points are massively increased, to the point where it's not particularly useful to track round-by-round usage by level 5; you're going to have about 15-20 uses/day by then, and using them one at a time. Ghost Step is essentially unlimited in combat (okay, they do need it, but still).
-Despite this, Ki Dodge is still useless; it's an immediate action, meaning if you do this, you can't go invisible next turn.
-Ghost Strike has actually been almost sidegraded; it's now more usable to hit ghosts, but the ability to combine it with Ghost Step to attack from the ethereal plane is shut down due to competing for swift actions.
-Item-crafting: AFAIK there are no rules for magical poisons, sadly. If there were, they would probably be effectively the only possible choice, since you're unable to carry traps with you, and
-Bleeding Attack: Not a fan of this, and it's difficult for me to pin down why. It's a combination of the following: It's the single most expensive ability in this class's arsenal, with essentially no competition for cost (2-5x the cost of invisibility); it's a straight damage ability that scales essentially linearly with expenditure making it "bursty", but because it scales duration, you need to have a very good idea of when the encounter ends/how much hp your opponent has to make it "efficient"...

I think that the item crafting ability and skill points are a big upgrade, but the essential problems of the ninja haven't really been addressed: Significant MAD (at low levels; it's awkward as you level up, since you actually need Wis less and less: I would swap (1+Wis)* level for 2 + (2*level) or something, like Pathfinder did with barbarian rage rounds), a too-high reliance on swift actions, and a general vulnerability to creatures that are either immune to sneak attacks or can see invisibility.

I would trade out Bleeding Attack for a set of improvements to Ghost Step, personally; an ability that extends the duration of its invisibility, so you can walk around invisible all the time; an ability that lets you silence your steps or attacks (like that one Whisper Gnome feat), giving you the ability to make stealthy kills or maybe shut down spellcasters; an ability that renders you immune to Blindsight/See Invisibility/Scent/etc. while invisible. If the class trades the utility of a rogue for better stealth abilities and mobility, it should have some stealth abilities that can't be replicated by a ring of invisibility.

Ki Dodge is essentially unfixable since it competes for swift actions. I suggest you replace it wholesale with something else.

If you have rules on crafting magical poisons, I would link them.

Spellthief:
It's still a Charisma caster, which I think is a mistake; it can't be a skillmonkey, have reasonable physical stats, and still have Charisma for casting.. I'd switch to Int. Add Knowledge skills so it can identify what spells/abilities different monsters have access to, so that it can steal them (Important!).
Upgrade Sneak Attack progression; at least to 1d6/3 levels.

nonsi
2019-04-30, 12:32 PM
Alright.

I wasn't really prepared for you to also hit the prestige classes, to be honest, and I'm a lot less familiar with how to evaluate prestige classes in general, so I'm going to skim them later.

Classes: I will be reading with reference to this (http://www.giantitp.com/forums/showthread.php?269440-Why-Each-Class-Is-In-Its-Tier-(Rescued-from-MinMax)).
Ninja:
-Skills look like they got a major bump, which is very good.
-Ki points are massively increased, to the point where it's not particularly useful to track round-by-round usage by level 5; you're going to have about 15-20 uses/day by then, and using them one at a time. Ghost Step is essentially unlimited in combat (okay, they do need it, but still).
-Despite this, Ki Dodge is still useless; it's an immediate action, meaning if you do this, you can't go invisible next turn.
-Ghost Strike has actually been almost sidegraded; it's now more usable to hit ghosts, but the ability to combine it with Ghost Step to attack from the ethereal plane is shut down due to competing for swift actions.
-Item-crafting: AFAIK there are no rules for magical poisons, sadly. If there were, they would probably be effectively the only possible choice, since you're unable to carry traps with you, and
-Bleeding Attack: Not a fan of this, and it's difficult for me to pin down why. It's a combination of the following: It's the single most expensive ability in this class's arsenal, with essentially no competition for cost (2-5x the cost of invisibility); it's a straight damage ability that scales essentially linearly with expenditure making it "bursty", but because it scales duration, you need to have a very good idea of when the encounter ends/how much hp your opponent has to make it "efficient"...

I think that the item crafting ability and skill points are a big upgrade, but the essential problems of the ninja haven't really been addressed: Significant MAD (at low levels; it's awkward as you level up, since you actually need Wis less and less: I would swap (1+Wis)* level for 2 + (2*level) or something, like Pathfinder did with barbarian rage rounds), a too-high reliance on swift actions, and a general vulnerability to creatures that are either immune to sneak attacks or can see invisibility.

I would trade out Bleeding Attack for a set of improvements to Ghost Step, personally; an ability that extends the duration of its invisibility, so you can walk around invisible all the time; an ability that lets you silence your steps or attacks (like that one Whisper Gnome feat), giving you the ability to make stealthy kills or maybe shut down spellcasters; an ability that renders you immune to Blindsight/See Invisibility/Scent/etc. while invisible. If the class trades the utility of a rogue for better stealth abilities and mobility, it should have some stealth abilities that can't be replicated by a ring of invisibility.

Ki Dodge is essentially unfixable since it competes for swift actions. I suggest you replace it wholesale with something else.

If you have rules on crafting magical poisons, I would link them.

Spellthief:
It's still a Charisma caster, which I think is a mistake; it can't be a skillmonkey, have reasonable physical stats, and still have Charisma for casting.. I'd switch to Int. Add Knowledge skills so it can identify what spells/abilities different monsters have access to, so that it can steal them (Important!).
Upgrade Sneak Attack progression; at least to 1d6/3 levels.


Offtopic: the only way I know of effectively dealing with MAD is to grant an ability increase at each level. To prevent abuse by SAD classes, I propose limiting racial ability-cap increase to +1 per 4 levels (e.g. humans can have an ability cap of 19/20/21/22/23 at levels 4/8/12/16/20 respectively) and to restrict increase of a specific ability score to once every 2 levels at most. If also applied to magical enhancements, as a by-product, this will also shift character power from gear to level advancement, which is a good thing, because it'll prevent power abuse via gear as well.

nonsi
2019-04-30, 12:38 PM
I have reworked the majority of the classes in Complete Adventurer while trying to stay within the theme of each class. Questions:
1. Are people interested in viewing my changes
2. Would people like a separate thread for each of them, or would one big post be good?
3. Thoughts and concerns moving forward?
4. Please, if I show these I want honest brutal feedback. My goal is to bring everything up to ~ the same level as Tome of Battle

I believe that it would serve anyone who uses the content of this thread if you could comment in each class what its revision comes to fix, as well as bolding the changes from the official classes in the class' tables.
For better readability, you might wanna also bold the names of the class features in the feature descriptions, as well as spreading them apart with blank lines.

Blue Jay
2019-04-30, 12:49 PM
I have reworked the majority of the classes in Complete Adventurer while trying to stay within the theme of each class. Questions:
1. Are people interested in viewing my changes
2. Would people like a separate thread for each of them, or would one big post be good?
3. Thoughts and concerns moving forward?
4. Please, if I show these I want honest brutal feedback. My goal is to bring everything up to ~ the same level as Tome of Battle

This is awesome. I've always liked the Animal Lords, and wished they weren't so restricted. Everything they have is 1/day or 1 minute/level or whatever: it's just so limited. And why the crap do apes have claw attacks, anyway?

Anyway, for your specific Animal Lord sub-classes, here are some of my thoughts:
Aesthetics: I guess this is just a pet peeve, so take it for what it's worth; but I think it's weird to use the modern taxonomic names for animals in a fantasy setting, especially the ones that aren't direct importations from Latin, like "chondrichthyes." My preference would be to just use the common names, like "ape" or "cat"; or, perhaps archaic common terms, like "fowl" or "serpent."
Summons: These would be more useful if they were granted in series, so you get weak ones earlier (when they might not be entirely obsolete). Since you're using HD limits in the calculations already, maybe instead of limiting it to "X uses per day with Y HD per use," you could just make it "X*Y HD/day," which would give it more flexibility.
Visages: Are the stat bonuses here just equal to the animals' racial stat modifiers? It looks like they are.
Apelord: I feel like slam attacks would be more in keeping with the overall theme of your other classes than unarmed strikes. Hammer Fist is neat, but I kind of wish it would deal double base damage plus 1.5x Str modifier. Also, if you're looking for typo edits, the Apelord entry also doesn't have the line "The animals represented by the Apelord include" on it, like the others do.
Birdlord: It bothers me a little that the birdlord's hit dice and save bonuses are different from all the rest. Not something to get worked up over, but still.
Others: I haven't actually looked at the others with much depth yet, but I'll try to get to them later.


Also, I have a couple comments on the Beastmaster:

Examples: I think one of your examples needs a correction: "Druid 1/Ranger 4/Beastmaster 3 is an effective level 8 druid for his animal companion." Shouldn't this be effective level 9? 1 from druid, +2 from ranger, +3 from beastmaster, +3 bonus from beastmaster = 9.
Extra Companions: When you say "continue to use your effective level," you mean "use the same effective druid level as your other companions"? I think that might be a bit excessive. Maybe you should only start counting beastmaster levels from the level you get the companion (so each one is effectively 3 levels behind the previous one), but that does make your later companions more and more useless. So, perhaps you could just remove the +3 bonus from the extras, and have them just count your unboosted effective druid level?
Closing In: Instead of defining the benefits in terms of who has the Closing In class feature, I think it would be better (and clearer) if you just defined the beastmaster and his animal companions as a "pack," and applied the benefits based on pack membership (e.g., "Tighten the Circle" would change to "Your flanking bonus increases by a number equal to the number of other pack members flanking the same creature"). Because, it doesn't seem like this Closing In feature is actually going to do anything until you get Tighten the Circle at 6th level, because it's highly unlikely that you'll be playing alongside anyone else with Closing In until that point.
Tighten Circle: When you say, "for each creature with the Closing In class feature that is flanking the same creature you are flanking..." it looks like you're allowing the beastmaster to count herself too? That feels a little weird to me, like it's a break from the usual, intuitive way this sort of thing is done. I'd also suggest you apply this bonus to Aid Another checks in combat, just because it's thematically appropriate, not overpowering, and provides a little sliver of extra nuance to it.

Falontani
2019-04-30, 01:46 PM
I believe that it would serve anyone who uses the content of this thread if you could comment in each class what its revision comes to fix, as well as bolding the changes from the official classes in the class' tables.
For better readability, you might wanna also bold the names of the class features in the feature descriptions, as well as spreading them apart with blank lines.

That's a good idea. I'll see if I can do that when I get some time. Last night I was trying to get everything out here before I went to bed. I might have time to do that tomorrow.

Falontani
2019-05-07, 12:06 PM
Got some of the classes updated with cliff notes in OP.

Blue Jay
2019-05-07, 10:52 PM
I have reworked the majority of the classes in Complete Adventurer while trying to stay within the theme of each class. They are all listed below
Animal Lord: When redesigning this class I felt that the majority of the class was working too hard to differentiate the various types of Animal Lords without giving them each the class that they deserved.

I think you did a great job with this. I personally kind of like the way the original class was made generic, just because it makes it easy to create new versions on the fly. But, your way also works well.


Bloodhound: While redesigning this class it seemed that it was capable of doing what it set out to do by itself without assistance. Minor changes were all that I did to this class. Granted it stacking favored enemy, increased damage dealt to mark, and increased the Scent ability. Finally granted it true seeing against the bloodhound's mark.

All good changes. I've always felt like the Mark ability is too restrictive. I wouldn't limit them to 1/week: maybe 1/day, but not 1/week. I also wouldn't assess an XP penalty for dropping a mark: I would just say it's impossible to drop a mark within a certain time period after declaring the mark, so you have to "commit" to a mark for at least 24 hours (maybe longer than that is better). And when they gain the ability to choose multiple marks, I wouldn't require that they all be selected at the same time: maybe give them 1 "wild card" Mark that they can choose and drop separate from the others, but all the others have to be selected and/or dropped simultaneously.

Falontani
2019-05-07, 11:09 PM
I think you did a great job with this. I personally kind of like the way the original class was made generic, just because it makes it easy to create new versions on the fly. But, your way also works well.
Thank you.


All good changes. I've always felt like the Mark ability is too restrictive. I wouldn't limit them to 1/week: maybe 1/day, but not 1/week. I also wouldn't assess an XP penalty for dropping a mark: I would just say it's impossible to drop a mark within a certain time period after declaring the mark, so you have to "commit" to a mark for at least 24 hours (maybe longer than that is better). And when they gain the ability to choose multiple marks, I wouldn't require that they all be selected at the same time: maybe give them 1 "wild card" Mark that they can choose and drop separate from the others, but all the others have to be selected and/or dropped simultaneously.

That probably shouldn't have gotten past me. Good idea and I'll edit it when I get home. Probably give a time limit of 3 days before selecting a new mark, unless you have caught/killed the previous mark. And drop the xp penalty. As for the multiple marks, I kind of like the idea of choosing them all at once, kind of like accepting the bounties all at once type of deal.

Blue Jay
2019-05-10, 11:57 AM
As for the multiple marks, I kind of like the idea of choosing them all at once, kind of like accepting the bounties all at once type of deal.

Yeah, I suppose so. But, I'm also imagining cases where a new "person of interest" emerges as an investigation proceeds. Or cases where there's lots of dramatic potential in cultivating a long-term grudge while continuing to go about your daily contract work.

I guess you're right to worry about letting it be too permissive, though. It shouldn't be like toggling a bane property on and off at a whim: it should be something that requires some kind of commitment and investment. But I just don't know if the "all marks simultaneously" restriction really serves that purpose well: I think your 3-day commitment, plus the 10-minute activation time already does that.

But that's just my theoretical opinion: I've never seen a Bloodhound in play before, so it's not like my idea comes from a place of experience and wisdom or anything.

Another random idea might be to somehow tie in a skill check. Like, "to activate this ability, you must succeed on a DC __ Gather Information check (which requires 1d4+1 hours) to collect useful information about your quarry" or something similar. Then probably allow Survival instead of Gather Information, but with the same time restrictions.

-----

Also, if you want to put the "3.5e" tag on the thread, you can hit "Edit Post" on your opening post, and the Edit screen should have a couple of drop-down menus at the top: the one labeled "Prefix" is what you want.

Falontani
2019-05-10, 03:42 PM
Yeah, I suppose so. But, I'm also imagining cases where a new "person of interest" emerges as an investigation proceeds. Or cases where there's lots of dramatic potential in cultivating a long-term grudge while continuing to go about your daily contract work.

I guess you're right to worry about letting it be too permissive, though. It shouldn't be like toggling a bane property on and off at a whim: it should be something that requires some kind of commitment and investment. But I just don't know if the "all marks simultaneously" restriction really serves that purpose well: I think your 3-day commitment, plus the 10-minute activation time already does that.


Mark (Ex): A bloodhound can target, or mark, an individual foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is complete, that target is called a mark.
A bloodhound treats the mark as an additional favored enemy, gaining any bonuses he may possess against such an enemy, as well as adding his bloodhound level as a bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against his Mark. Likewise, he gets the bonus on attack rolls and weapon damage rolls against the Mark.. As a bloodhound gains levels, he gains additional abilities that can be used against a mark.

If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked. A bloodhound can choose a mark only once every three days. Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound can have one additional mark, but only if all the marks are chosen during the same process (see above). For example, a 4th-level bloodhound could mark two bugbears in the same group of prisoners, or the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a bloodhound chooses a new mark, either because he is replacing an old one, or simply choosing a new one (for instance if the bloodhound gained a third level in bloodhound allowing him to choose an additional mark during a hunt for the first mark) then he must follow all the same procedures as choosing a mark.

Does this work? I'm having a bit of trouble with that last line there.