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Blue Jay
2020-09-07, 11:08 AM
This thread will house the various homebrew classes I've made. Comments are welcome.

Classes won't be posted in any particular order, but the indices below organize them alphabetically.

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Index:

Archer Adept (https://forums.giantitp.com/showsinglepost.php?p=24724920&postcount=25): An archer class with homebrew martial maneuvers.

Battle Dancer (https://forums.giantitp.com/showsinglepost.php?p=24724932&postcount=26): A bard-like dervish.

Martial Adept (Generic) (https://forums.giantitp.com/showsinglepost.php?p=24705658&postcount=10): A generic class that uses Tome of Battle mechanics.

Ninja (Mystic Ninja) (https://forums.giantitp.com/showsinglepost.php?p=24705838&postcount=11): A remake of the ninja class that incorporates features from the monk, assassin and ranger classes.

Ranger (Skirmish Ranger) (https://forums.giantitp.com/showsinglepost.php?p=24706499&postcount=14): A higher-powered ranger that gains skirmish and other mobility-related features.

Ranger (Wild Ranger) (https://forums.giantitp.com/showsinglepost.php?p=24706521&postcount=15): A higher-powered ranger that can also rage like a barbarian.

Skinwalker (https://forums.giantitp.com/showsinglepost.php?p=24706632&postcount=16): A shapeshifter who takes the forms of animals and vermin by wearing their pelts.

Swashbuckler (Dueling Swordsman) (https://forums.giantitp.com/showsinglepost.php?p=24705845&postcount=12): A nimble swordsman who makes liberal use of attacks of opportunity.

Wizard (Tier-3 Wizard) (https://forums.giantitp.com/showsinglepost.php?p=24705895&postcount=13): A remake of the wizard with weaker spellcasting.

Aerurge (https://forums.giantitp.com/showsinglepost.php?p=24716596&postcount=21): An invocation user with a theme of elemental air.

Cantrip Mage (https://forums.giantitp.com/showsinglepost.php?p=24715123&postcount=18): A spellcaster who does nothing but cast cantrips.

Domain Priest (https://forums.giantitp.com/showsinglepost.php?p=24715167&postcount=19): A divine spellcaster based solely on domains.

Hydrurge (https://forums.giantitp.com/showsinglepost.php?p=24716607&postcount=22): An invocation user with a theme of elemental water.

Pyruge (https://forums.giantitp.com/showsinglepost.php?p=24716613&postcount=23): An invocation user with a theme of elemental fire.

Spell Cultist (https://forums.giantitp.com/showsinglepost.php?p=24715215&postcount=20): A spellcaster who focuses extensively on a narrow set of spells.

Tecturge (https://forums.giantitp.com/showsinglepost.php?p=24716621&postcount=24): An invocation user with a theme of elemental earth.

Warrior (https://forums.giantitp.com/showsinglepost.php?p=24698970&postcount=8): A high-powered E6 fighter class with diverse archetypes.

Bonecrafter: A necromancer who specializes in skeletons.

Centaur Courser (https://forums.giantitp.com/showsinglepost.php?p=24698990&postcount=9): A centaur who fights like a mounted warrior.

Firedancer of Ynenis: A class supporting a homebrew deity.

Goblin Vermin Rider (https://forums.giantitp.com/showsinglepost.php?p=24698960&postcount=7): A goblin who rides a giant vermin mount.

Hivekeeper (https://forums.giantitp.com/showsinglepost.php?p=24726558&postcount=27): A messy, complex class for collecting vermin minions.

Master Artillerist: A class for empowering and upgrading siege engines.

Master Sniper (https://forums.giantitp.com/showsinglepost.php?p=24698825&postcount=6): A ranged combatant who focuses on taking single shots at extreme range.

Murmillo (https://forums.giantitp.com/showsinglepost.php?p=24698730&postcount=2): A class made especially for sword-and-board.

Retiarius (https://forums.giantitp.com/showsinglepost.php?p=24698740&postcount=3): A class that expands on the Net and Trident feat

Shuriken Master (https://forums.giantitp.com/showsinglepost.php?p=24698754&postcount=4): A class for throwing shuriken.

Storm Servant of Rokan: A class supporting a homebrew deity.

Tavern Brawler (https://forums.giantitp.com/showsinglepost.php?p=24698774&postcount=5): A class for unarmed strikes and improvised weapons.

Blue Jay
2020-09-07, 11:28 AM
Prestige Class: Murmillo

Requirements

Base Attack Bonus: +5
Feats: Shield Specialization, Weapon Focus (any one-handed or light weapon)

Level Progression

Hit Die: d10
Class Skills: Balance, Bluff, Intimidate, Listen, Spot, Sense Motive
Skill Points per level: 2 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Harm's Way, Sword and Shield
2 +2.00 +3.00 +3.00 +0.67 Armor Optimization, Shield Parry
3 +3.00 +3.50 +3.50 +1.00 Shield Trap, Sword Surge


Class Features

Weapon and Armor Proficiencies
A murmillo gains no new proficiencies with any weapons or armor.

Harm’s Way (Ex)
A murmillo is skilled at defending his allies. Once per round as an immediate action, he may put himself between an ally and potential harm. He must declare this action in response to an attack being made against an ally standing adjacent to him, before the attack has been rolled. He and the chosen ally switch places, and the attack that originally targeted his ally instead targets him (and must meet or exceed his Armor Class in order to hit him).

Sword and Shield (Ex)
The murmillo specializes in combat with a sword and shield, using the shield not only for defense but also as a tool to enhance the effectiveness of his sword. Many of his class abilities only function when he wields weapons in this manner.

When a murmillo wields a shield in one hand, and a light or one-handed melee weapon in his other hand, his shield bonus to Armor Class increases by an amount equal to his class level. Furthermore, as a standard action, he may make two attacks: one shield bash attack and one attack with his other weapon. He takes a -2 penalty on both attack rolls (as if he had Two-Weapon Fighting and his offhand weapon were light).

Armor Optimization (Ex)
A murmillo is an expert with armor and shields. At 2nd level, he no longer incurs a speed reduction for wearing armor of any kind, and he reduces the armor check penalty of any armor or shield he wears by 2. Finally, if he chooses to wield a tower shield, he no longer suffers the usual penalty this imposes on attack rolls.

Shield Parry (Ex)
Once per round when a melee attack successfully strikes the murmillo or an ally standing adjacent to him, he may attempt to parry the attack with his shield. To do this, he expends one attack of opportunity and makes a Reflex saving throw with a DC equal to the attack roll he is attempting to block. He adds a competence bonus to the saving throw equal to his class level. If the save is successful, the attack is negated. Furthermore, if the attacker is in the murmillo’s threatened area, the blocked attack provokes an attack of opportunity from the murmillo. If the save is not successful, the murmillo (or his ally) takes the damage as normal, and the murmillo’s attack of opportunity is spent.

Shield Parry cannot be used to block an attack that threatens a critical hit, even if the critical hit is not confirmed.

Shield Trap (Ex)
A murmillo of 3rd level or higher can perform a special maneuver to attempt to trap an opponent's shield with his own shield. Treat this as a Disarm attempt, except that, on a success, the murmillo and his opponent's shields are both incapacitated for 1 round, denying both of them their shield bonus to AC. At any time, the murmillo may choose to release a trapped shield as a free action, allowing both his opponent and himself to regain their shield bonuses.

Additionally, a murmillo may perform a shield trap maneuver as part of a special full-round action. To do this, he first attempts to trap his opponent's shield. If he is successful, he may then immediately make a full attack against that opponent with a light or one-handed weapon held in his other hand. During this full attack, he is not considered to be fighting with two weapons, and he treats his other (non-shield) weapon as his primary weapon.

Sword Surge (Ex)
When a 3rd-level murmillo successfully blocks an enemy's attack using either his Harm's Way or Shield Parry ability, he experiences a burst of pride and morale that greatly empowers him. For 1 round thereafter, all attack and damage rolls he makes with a weapon wielded in one hand (including his shield) are treated as if he delivered them at the end of a charge, even if he does not move. He is treated as having met all movement requirements for attack and damage bonuses he normally adds to a charge attack (e.g., Leap Attack). He gains the usual +2 bonus to attack rolls for charging, but does not suffer the usual penalty to his Armor Class for recklessness, because a Sword Surge is not a reckless act, but a burst of pride and morale.

Blue Jay
2020-09-07, 11:32 AM
Prestige Class: Retiarius

Requirements

Base Attack Bonus: +5
Feats: Net and Trident, Weapon Focus (net or trident)

Level Progression

Hit Die: d8
Class Skills: Balance, Bluff, Intimidate, Jump, Listen, Perform, Sense Motive, Spot, Tumble
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Dodge Bonus, Netman Style, Retiarius Strike +1d8
2 +2.00 +3.00 +3.00 +0.67 Expert Entangler, Retiarius Strike +2d8
3 +3.00 +3.50 +3.50 +1.00 Extra Step, Retiarius Strike +3d8


Class Features

Weapon and Armor Proficiency
A retiarius gains no new proficiencies with any weapons or armor.

Dodge Bonus (Ex)
When wearing light or no armor, a retiarius gains a dodge bonus to her Armor Class equal to her retiarius level.

Netman Style (Ex)
When wielding a net and trident simultaneously, a retiarius may treat either or both as light weapons for the purposes of the Two-Weapon Fighting and Weapon Finesse feats, and she may use the higher of her Str or Dex score for the opposed check to control the trailing rope of her net.

Additionally, she can hurl a net or trident further than usual: her maximum range with a net is 20 feet, and her range increment with a thrown trident is 30 feet. She does not take the usual -4 penalty for throwing a folded net.

Retiarius Strike (Ex)
A retiarius knows how to use her net and trident synergistically in combat. Whenever she makes a melee attack against an entangled target and successfully deals damage, she deals extra damage as shown in the Level Progression table above. This damage is considered precision damage: creatures that are immune to critical hits or Sneak Attack damage are also immune to Retiarius Strike damage.

Retiarius Strike counts as Sneak Attack for the purpose of qualifying for feats and prestige classes.

Expert Entangler (Ex)
A retiarius has a rare gift for using a combat net. She adds her class level to the Difficulty Class of Escape Artist and Strength checks to escape or burst her nets. The DC for a Concentration check to cast a spell while entangled in the retiarius' net is equal to 20 + spell level (instead of 15, as usual for a net).

Furthermore, if she makes a successful net attack against a target, but the target avoids entanglement due to a freedom of movement spell or similar effect, the retiarius may immediately attempt to suppress the freedom of movement effect from her target as a free action. This works as a dispel check using the retiarius's character level as her effective caster level, though this is not a spell-like or supernatural effect. If the freedom of movement effect has no caster level, use the hit dice of the target creature as its effective caster level. If the dispel check succeeds, the retiarius’s opponent still avoids entanglement this time, but the retiarius's net will ignore that freedom of movement effect on that opponent for 1 minute, beginning at the end of the retiarius's current turn. She may only perform such a suppression attempt once per round.

Extra Step (Ex)
When using her Net and Trident feat, the retiarius is no longer limited to just a single 5-foot step between her net attack and her trident full attack: she may close the distance between her and her target, no matter how far it is, provided she has successfully entangled her target and controlled the trailing rope with an opposed Strength check. If the distance is at least 10 feet, the retiarius may treat her subsequent trident full attack as a pounce attack (even if she does not otherwise have the pounce ability).

Blue Jay
2020-09-07, 11:37 AM
Prestige Class: Shuriken Master

Requirements

Feats: Exotic Weapon Proficiency (shuriken), Quick Draw
Skills: Jump 4 ranks, Tumble 8 ranks

Level Progression

Hit Die: d6
Class Skills: Balance, Bluff, Craft, Disguise, Hide, Jump, Listen, Move Silently, Sleight of Hand, Spot, Tumble
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +0.33 Flying Stars, Shuriken Storm
2 +2.00 +0.67 +3.00 +0.67 Deft Throw, Skill Mastery
3 +3.00 +1.00 +3.50 +1.00 Strafing Run


Class Features

Weapon and Armor Proficiency
A shuriken master gains no new proficiencies with any weapons or armor.

Flying Stars (Ex)
A shuriken master knows how to optimize the flight of a shuriken. His range increment with shuriken increases by 10 feet. Apply this increase before multipliers, such as the Far Shot feat or the distance special property.

Shuriken Storm (Ex)
When attacking with shuriken (and only shuriken) as either a standard action or a full attack, the shuriken master may choose to throw up to one additional shuriken per class level (maximum 3 extra shuriken) as part of the same standard action or full attack. When he does this, he takes a -2 penalty on all attack rolls for 1 round.

When he uses this ability as a standard action, any extra damage he would deal, such as precision damage, applies only to the first shuriken.

Deft Throw (Ex)
A shuriken master is adept at wielding shuriken efficiently and unexpectedly. He no longer provokes attacks of opportunity when throwing a shuriken in melee. Additionally, as long as he has a shuriken available to draw as a free action, he threatens all squares within 10 feet, and can deliver ranged attacks of opportunity with his shuriken against any target that provokes an attack of opportunity within 10 feet of him.

Skill Mastery (Ex)
A shuriken master may always choose to take 10 on any Balance, Climb, Hide, Jump, Move Silently or Tumble check, even if threatened or rushed. Additionally, he no longer takes the usual penalty to Balance, Move Silently or Tumble checks for moving at full speed.

Strafing Run (Ex)
At 3rd level, a shuriken master has become very adept at attacking on the run. As a special full-round action, he may move up to his speed and make a full attack with shuriken. He may not use any other weapons during this action, and his movement provokes attacks of opportunity as normal. He may throw his shuriken at any point along his movement path, and may throw them at the same or different targets.


Support

Bag of Endless Shuriken
Price (Item Level): 4000 gp (8th)
Body Slot: ---
Caster Level: 3rd
Aura: Strong; (DC 21) Conjuration
Activation: Free (use-activated)
Weight: 1 lb

This item is a small, unassuming pouch attached to a leather strap that buckles around a person's thigh or hooks to a belt.

At will, the wielder of a bag of endless shuriken can draw a masterwork shuriken from the bag. Drawing a shuriken is a free action. The shuriken produced this way dissipate 1 round after being drawn.

The bag can be enchanted with magical enhancements and special properties as if it were a magic weapon, subject to the pricing and limitations for typical weapons. All enhancements and properties added to the bag are automatically applied to any shuriken drawn from the bag.

Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, magic missile
Cost to Create: 2000 gp, 260 XP, 4 days

Blue Jay
2020-09-07, 11:49 AM
Prestige Class: Tavern Brawler

Requirements

Base Attack Bonus: +5
Feats: Improved Unarmed Strike
Special: A character with a natural slam attack can ignore the Improved Unarmed Strike requirement, but such a character must have hands or other appendages capable of holding and wielding improvised weapons.

Level Progression

Hit Die: d8
Class Skills: Appraise, Balance, Bluff, Craft, Gather Information, Intimidate, Jump, Listen, Sense Motive, Sleight of Hand, Spot
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Improvisation, One-Two Punch, Unarmed Strike
2 +2.00 +3.00 +3.00 +0.67 Tavernwalk, Magic Touch
3 +3.00 +3.50 +3.50 +1.00 Pummel, Smash Object


Class Features

Weapon and Armor Proficiency
A tavern brawler gains no new proficiencies with any weapons or armor.

Improvisation (Ex)
A tavern brawler is adept at using whatever is at hand as a weapon. He does not take non-proficiency penalties on attack rolls with improvised weapons. Furthermore, he may grab a nearby object to use as an improvised weapon as a swift action, and he does not provoke attacks of opportunity when he does so.

This ability can allow a tavern brawler to wield any weapon without taking a nonproficiency penalty, but if he lacks the appropriate proficiency, he wields the weapon as an improvised weapon. This means, among other things, that the weapon uses the statistics of an improvised weapon of the appropriate size (as described in Complete Warrior) instead of its normal weapon statistics and special features.

Consult Complete Warrior, pages 158-159 for more rules on improvised weapon attacks and damage.

One-Two Punch (Ex)
When there isn't a chair or beer bottle handy, a tavern brawler's primary weapons are his fists, and he knows how to use them as effectively as any other weapon. Any time he would make a single unarmed strike as a standard action or at the end of a charge, he may instead make two unarmed strikes, taking a -2 penalty on both attack rolls.

Unarmed Strike (Ex)
A tavern brawler deals more damage than usual with an unarmed strike. He gains the Unarmed Strike feature of the monk, if he does not have it already. Treat his tavern brawler levels, and half of his levels in classes other than monk or tavern brawler, as monk levels for determining how much damage he deals with his unarmed strikes (as shown on the monk class table).

Tavernwalk (Ex)
A tavern brawler is accustomed to fighting in tight quarters and around unusual obstacles. This gives him several benefits in a traditional bar fight or any other cluttered battlefield. First, each round, he can ignore a number of squares of difficult terrain (including obstacles or tight spaces) equal to his tavern brawler level, allowing him to move at his full speed without penalty or needing a Jump or Climb check. He may even run or charge through such terrain, provided the number of squares of difficult terrain he must cross does not exceed his class level.

Second, when charging, he can make one turn of up to 90 degrees, allowing him to skirt around a corner without slowing down or losing momentum.

Magic Touch (Su)
Although improvised weapons are not crafted to serve as weapons, they become preternaturally powerful in a tavern brawler's hands. Any improvised weapon gains a +1 magic enhancement bonus on attack and damage rolls as long as the tavern brawler is wielding it.

In addition, the tavern brawler's unarmed strikes and natural weapons also gain the same magic enhancement bonus.

Pummel (Ex)
A tavern brawler's fists are capable of unleashing a devastating onslaught against an unprepared opponent. When a tavern brawler successfully strikes the same opponent with at least two unarmed strikes in the same round (or at least one improvised weapon and one unarmed strike), he may immediately make two more unarmed strikes against the same opponent as a free action, at the same base attack bonus as the second successful attack. He may only use this ability once per round.

Smash Object (Ex)
Improvised weapons are extremely effective at taking opponents by surprise, but they are usually not very sturdy. When a tavern brawler successfully strikes an opponent with an improvised weapon, he may immediately attempt a Strength check to break the object as a free action before he rolls for damage. He gains a +2 competence bonus on the Strength check. If he succeeds, the attack is automatically treated as a confirmed critical hit for his damage roll. However, the object breaks as a result, destroying it and rendering it useless as an improvised weapon (although the pieces of the object may still be usable, if smaller, improvised weapons in their own right). Creatures that are immune to critical hits are not subject to the extra damage from this ability (although the improvised weapon is still broken). If the attack is already a critical hit, the tavern brawler treats his critical multiplier as 1 higher for that attack (e.g., if his critical multiplier is x2, it becomes x3 for that one attack).

A broken object can have other effects beyond simple damage. When the tavern brawler successfully breaks an improvised weapon over a target's body, the target must roll a Fortitude saving throw (DC = 10 + tavern brawler's hit dice / 2 + his Str modifier) or suffer one of the following effects: blinded for 1d6 rounds, deafened for 1d6 rounds, or dazed for 1 round. The tavern brawler must declare which effect he is attempting to impose before the save is rolled.

Blue Jay
2020-09-07, 12:13 PM
Prestige Class: Master Sniper

Requirements

Base Attack Bonus: +6
Feats: Far Shot, Weapon Focus (any projectile weapon)
Skills: Hide 8 ranks, Spot 8 ranks

Level Progression

Hit Die: d8
Class Skills: Balance, Climb, Concentration, Heal, Hide, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Search, Spot, Survival, Swim
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +0.33 +2.50 Long Shot, Sniper Shot
2 +2.00 +3.00 +0.67 +3.00 Favored Target, Concealed Ambush (-10)
3 +3.00 +3.50 +1.00 +3.50 Camouflage, Consistent Aim 1/day
4 +4.00 +4.00 +1.33 +4.00 Augmented Critical
5 +5.00 +4.50 +1.67 +4.50 Favored Target
6 +6.00 +5.00 +2.00 +5.00 Concealed Ambush (-5)
7 +7.00 +5.50 +2.33 +5.50 Hide in Plain Sight
8 +8.00 +6.00 +2.67 +6.00 Favored Target
9 +9.00 +6.50 +3.00 +6.50 Consistent Aim 2/day
10 +10.00 +7.00 +3.33 +7.00 Concealed Ambush (no penalty), Superlative Sniper


Class Features

Weapon and Armor Proficiency
A Master Sniper gains no new proficiencies with any weapons or armor.

Long Shot (Ex)
A Master Sniper is gifted at making the long shot. His range increment with any projectile weapon is increased by 10 feet for every level in this class (to a maximum of +100 ft at 10th level).

Sniper Shot (Ex)
A sniper specializes in taking difficult shots, which require great focus and great patience, but he knows just how to make the most of the few opportunities he is given. At 1st level, the sniper can take a Sniper Shot in place of a full attack. When he does so, he takes a single shot at his highest base attack bonus at any target he can see within the maximum range of his weapon. He takes penalties as normal for each range increment beyond the first. If the shot hits, it deals damage equal to the combined damage of all shots he would be entitled to in a full attack due to his base attack bonus. He may include all his iterative attacks, even if he would normally be unable to take all those shots in a full attack due to restrictions such as reload time. He may also include other effects that grant him extra attacks in a ranged full attack, such as the Rapid Shot feat, but if he does, he must accept any penalties normally incurred for using that effect.

For example, a Master Sniper with BAB +6 is entitled to two attacks in a full attack (one at +6, and one at +1). With a +1 composite (+2 Str) longbow, each shot would deal 1d8+3 damage (assuming he is a Medium-sized creature). When taking a Sniper Shot, he would make a single shot at BAB +6, and deal 2d8+6 damage. If he also has the Rapid Shot feat, he may take a -2 penalty on his attack roll to have the shot deal 3d8+9 damage instead. If he were using a heavy crossbow, he would still be able to add the damage of the two (or three) shots together, even though he normally wouldn't be able to make a full attack with a heavy crossbow.

The damage dealt with a Sniper Shot is not precision damage, so creatures that are not subject to precision damage are still subject to Sniper Shot damage. A Master Sniper can deliver precision damage with a Sniper Shot (assuming the requirements for the precision damage are met), but he only adds the damage once, not once for each shot he combined into his single Sniper Shot.
If the Master Sniper confirms a critical hit with a Sniper Shot, only the base damage of the weapon is multiplied, not the entire combined damage of the Sniper Shot. For example, the above-mentioned Master Sniper deals 3d8+9 damage with a Sniper Shot when using Rapid Shot and his composite longbow. If he scores a critical hit (x3 critical multiplier), the total damage will be 4d8+15, not 9d8+27.

Favored Target (Ex)
A Master Sniper studies his enemy diligently to learn how best to take them down with the fewest shots possible. At 2nd level, he chooses one creature type as his Favored Target (use the same list of creature types as the Ranger's Favored Enemy ability). He gains a +2 bonus on all ranged attack and damage rolls against a Favored Target, and a +2 bonus on all Hide, Listen, Move Silently, Spot and Survival checks made against a Favored Target. Furthermore, when making a Sniper Shot against a Favored Target, his shot can deal critical damage or deliver precision damage, even if his target is normally not subject to critical hits.

At 5th level, and again at 8th level, the Master Sniper chooses an additional Favored Target. He may not choose the same creature type twice, and his Favored Target bonus does not increase as he advances.

Concealed Ambush (Ex)
When delivering a "sniping" attack (as described in the text for the Hide skill), a Master Sniper of 2nd level or higher takes only a -10 penalty on the Hide check following his sniping attack, instead of the usual -20. At 6th level, this penalty is reduced to -5, and at 10th level, the Master Sniper no longer suffers this penalty at all.

Camouflage (Ex)
At 3rd level, the Master Sniper gains Camouflage (as the Ranger ability of the same name).

Consistent Aim (Ex)
A Master Sniper of 3rd level or higher knows how to make every shot count. Once per day, he may reroll a Sniper Shot that he has just made. He must decide whether to reroll before the game master declares whether or not the attack was successful, and he must take the result of the reroll, even if it is worse. At 9th level, he gains an additional daily use of this ability.

Augmented Critical (Ex)
At 4th level, the critical threat range of any ranged weapon the Master Sniper wields is increased by 1.

Hide in the Plain (Ex)
At 7th level, the Master Sniper gains Hide in Plain Sight (as the Ranger ability of the same name).

Superlative Sniper (Ex)
A Master Sniper of 10th level is capable of great feats of accuracy, even in suboptimal conditions. From now on, his Sniper Shots only take a standard action, instead of a full-round action.

Blue Jay
2020-09-07, 01:28 PM
Prestige Class: Goblin Vermin Rider

Requirements

Race: Goblin
Feats: Mounted Combat
Skills: Ride 8 ranks

Level Progression

Hit Die: d8
Class Skills: Balance, Climb, Craft, Disable Device, Handle Animal, Hide, Jump, Knowledge (dungeoneering), Knowledge (nature), Listen, Move Silently, Open Lock, Ride, Search, Spot, Survival, Tumble, Use Rope
Skill Points per level: 6 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Cavalry Bonus, Trapfinding, Vermin Mount, Vermin Empathy
2 +2.00 +3.00 +3.00 +0.67 Special Attack
3 +3.00 +3.50 +3.50 +1.00 Vermin Ability
4 +4.00 +4.00 +4.00 +1.33 Camouflage, Special Attack
5 +5.00 +4.50 +4.50 +1.67 Vermin Mind


Class Features

Weapon and Armor Proficiency
A goblin vermin rider gains no new proficiencies with any weapons or armor.

Cavalry Bonus (Ex)
A goblin vermin rider gains a bonus on all Hide, Ride and Move Silently checks equal to his class level while mounted on a monstrous vermin. When his vermin mount makes a Hide or Move Silently check, the goblin vermin rider may substitute his own skill bonuses in place of his mount’s, though he must still use his mount’s size modifier on Hide checks.

Vermin Mount (Ex)
Each goblin vermin rider is trained to ride a specific type of vermin mount. At 1st level, a vermin rider must choose one of the following types of vermin: centipede, mantis or spider. Once selected, this decision cannot be changed.

A goblin vermin rider gains the services of a specially bonded vermin mount of his chosen type. This is either a Large monstrous centipede, a lesser giant mantis (see stat block below) or a Medium monstrous hunting spider. At 1st level, the vermin mount is typical for its kind, except that it gains an Intelligence score of 1, which grants it skills and feats as normal for its hit dice. The vermin mount’s class skills are Climb, Hide, Listen, Move Silently and Spot. Although it has an Intelligence score, the vermin mount still retains its immunity to mind-affecting effects.

Additionally, a goblin vermin rider’s mount gains another benefit based on its type. A centipede mount’s base land speed increases by 10 feet, its poison damage increases by one die size, and it counts as two size categories smaller whenever it would be beneficial (such as when moving through tight spaces). A mantis mount’s base land speed increases by 10 feet, and its reach with its claws attack increases by 5 feet. A spider mount can throw webs as if it were a web-spinning spider, even though it is a hunting spider.

The goblin vermin rider’s mount advances as if it were a druid’s animal companion, and it replaces any animal companion that the vermin rider may already have. Goblin vermin rider levels stack with levels of all other classes that grant or advance an animal companion for determining his mount’s abilities. Feats, spells and special features that would improve an animal companion (such as the Natural Bond feat) can be applied to the vermin mount as if it were an animal companion.

The goblin vermin rider does not gain the ability to select from lists of more powerful companions at higher levels as a druid does. However, at 3rd level, he may choose to exchange his vermin mount for a mount of the same kind, but one size category larger (i.e., a Huge monstrous centipede, a Large giant mantis or a Large monstrous hunting spider). This larger mount gains the same species-specific benefits described above, but the goblin vermin rider treats his effective druid level as 3 lower for the purposes of determining his mount's advancement.

Trapfinding (Ex)
At 1st level, a goblin vermin rider gains Trapfinding (as the rogue class ability).

Vermin Empathy (Ex)
At 1st level, a goblin vermin rider gains the ability to change the attitude of monstrous vermin. This functions as the druid’s Wild Empathy feature, except the goblin vermin rider can only use it to change the attitudes of vermin. Use the goblin vermin rider’s full character level as his effective druid level for this ability.

Special Attack (Ex)
At 2nd level, a goblin vermin rider gains a special attack based on the type of vermin he has chosen.

A mantis rider is highly effective at striking from ambush. He gains the Sneak Attack ability as a rogue, dealing 1d6 bonus damage at 2nd level, and 2d6 bonus damage at 4th level. His mantis mount can also deliver Sneak Attack damage with its claws attack. If the mantis rider has Sneak Attack from another source (such as Rogue levels), his sneak attack damage from all sources stacks.

A spider rider is highly effective at fighting from the back of his mount. He gains the Skirmish ability as a Scout, dealing 1d6 bonus damage at 2nd level, and gaining a +1 competence bonus to AC while skirmishing at 4th level. However, unlike a scout, a goblin spider rider can skirmish while mounted on the back of a monstrous vermin, and his mount’s movement is sufficient to activate his skirmish ability. If the goblin spider rider has skirmish from another source (such as Scout levels), his skirmish bonuses from this class stacks with bonuses he gains from his other classes. If he does not have skirmish from any other source, then he cannot skirmish while unmounted.

A centipede rider may choose either Sneak Attack (as the mantis rider) or Skirmish (as the spider rider).

Vermin Ability (Ex)
At 3rd level, a goblin vermin rider gains an additional ability based on the type of vermin he is trained to ride.

A centipede rider of 3rd level or higher can command his centipede mount to dive underground, burrowing through loose earth or sand at a speed equal to half its base land speed. The centipede rider is trained to handle this exotic type of movement, and he suffers no particular risks or penalties to ride a burrowing centipede. However, he must hold his breath while underground.

A mantis rider of 3rd level or higher has learned how to coordinate his attacks with his mount's. Whenever his mantis mount successfully grabs an opponent in its claws and drags the opponent into its own space, this involuntary movement by the opponent provokes an attack of opportunity from the goblin mantis rider.

A spider rider of 3rd level or higher has become so accustomed to working with his spider mount, that he is at home among spiders. He is no longer subject to the entangling effects of spider webs and similar effects (such as web spells). Furthermore, he does not risk poisoning himself when applying poison to a weapon, and he gains a +2 bonus on Fortitude saving throws against all poison effects. Finally, he can harvest raw venom from a monstrous vermin and use it as an effective poison without requiring a Craft check to refine it.

Camouflage (Ex)
At 4th level, a goblin vermin rider gains Camouflage (as the ranger class feature).

Vermin Mind (Ex)
At 5th level, a goblin vermin rider's familiarity with monstrous vermin causes him to distance himself from normal standards of behavior. He gains immunity to mind-affecting effects, as if he were a vermin himself.


Support

Lesser Giant Mantis
Size/Type: Medium Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft, Climb 20 ft, Fly (poor) 40 ft
Armor Class: 13 (+3 natural), Touch 10, Flat-Footed 13
BAB/Grapple: +1 / +7
Attack: claws +3 melee (1d6+3) or bite +3 melee (1d4+1)
Full Attack: claws +3 melee (1d6+3) and bite +1 melee (1d4+1)
Space/Reach: 5 ft / 5 ft
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft, Vermin Traits
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 15, Dex 10, Con 14, Int --, Wis 14, Cha 11
Skills: Climb +10, Hide +4*, Listen +2, Move Silently +0, Spot +2*
Feats: --
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Advancement: 3 HD (Medium)
Level Adjustment: --

This stat block represents a wild or untrained mantis. A mantis taken as a goblin mantis rider's mount gains several improvements, as described in the class text.

Skills
*A lesser giant mantis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when the mantis is surrounded by foliage

Blue Jay
2020-09-07, 01:34 PM
E6 Base Class: Warrior

Level Progression

Hit Die: d10
Class Skills: Balance, Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Profession, Ride, Spot, Swim, Tumble
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Combat Bonus +1, Combat Style
2 +2.00 +3.00 +3.00 +0.67 Combat Technique (Initiate)
3 +3.00 +3.50 +3.50 +1.00 Combat Bonus +2
4 +4.00 +4.00 +4.00 +1.33 Combat Technique (Adept)
5 +5.00 +4.50 +4.50 +1.67 Combat Bonus +3
5 +6.00 +5.00 +5.00 +2.00 Combat Technique (Master)


Class Features

Weapon and Armor Proficiency
A Warrior is proficient with all simple and martial weapons, and with all armors and shields (including tower shields).

Warrior Archetypes
Warriors are diverse, and they conduct combat in a variety of different ways. Upon entering the Warrior class, a character must choose one archetype from the list given below. The archetype chosen determines how he can use his Combat Bonus, and also determines his set of combat features. Some archetypes also modify his skill list and proficiencies. If nothing is mentioned about the archetype's skill list or proficiencies, then that archetype uses the defaults listed here.

The Soldier archetype is effectively a non-archetype: it is simply a generic Warrior archetype with no particular specialization, who will function largely the same as a standard Fighter in most respects.

Each Warrior may only have one archetype. Once his archetype is chosen, he may not change it. However, he can treat each Warrior archetype as a separate class for the purpose of multiclassing or gestalt. If he does, he tracks his Combat Bonuses for each archetype separately: they do not stack.

Combat Bonus (Ex)
A Warrior gains a bonus to certain combat checks and abilities, as determined by his archetype (see below). At 1st level, his Combat Bonus is +1. This improves to +2 at 3rd level, and +3 at 5th level.

Combat Style (Ex)
At 1st level, a Warrior gains a special ability as determined by his archetype. Usually, his Combat Style is a basic element that characterizes his method of fighting.

Combat Techniques (Ex)
At 2nd, 4th and 6th level, a warrior gains the ability to perform special combat maneuvers determined by his archetype. These represent different techniques he can use or different actions he can take in combat, and they often synergize with his Combat Style in some way.

Archetypes

Combat Bonus: Any
The Soldier may choose any one type of Combat Bonus from one of the other Warrior archetypes. He gains that Combat Bonus as if he had selected that archetype. He does not, however, gain the Combat Style or Combat Techniques of the chosen archetype.

Combat Style: Extra Combat Bonus
For his Combat Style, a Soldier may chose another type of Combat Bonus from one of the other Warrior archetypes. He gains that Combat Bonus as if he had selected that archetype, in addition to the Combat Bonus he originally selected. He does not, however, gain the Combat Style or Combat Techniques of the chosen archetype.

Combat Techniques: Bonus Feats (Ex)
For each of his Combat Techniques, a Soldier gains a bonus feat. This may be any feat except for feats that deal with spellcasting, psionics, manifesting or the class features of other classes. The Soldier must meet the prerequisites of the feat chosen.

Weapon and Armor Proficiency
An Archer is not proficient with medium or heavy armor, or with shields.

Combat Bonus: Take Aim (Ex)
At will as a move action, an Archer can Take Aim, increasing her accuracy with a ranged weapon. This requires a Spot check (DC 12). If she succeeds on the Spot check, she adds her Combat Bonus to her next ranged attack roll and the accompanying damage roll. This ranged attack must be the next action she takes: if she takes any other action between Taking Aim and taking a shot, her Take Aim action is wasted and she must take another move action to regain the bonus.

The extra damage added by this ability is multiplied on a critical hit.

Combat Style: Fundamentals of Archery
At first level, an Archer gains Point Blank Shot and Precise Shot as bonus feats.

Combat Technique: Initiate Trick Shots (Ex)
When an Archer of 2nd level or higher Takes Aim and her Spot result exceeds 15, she may choose to forego her normal Take Aim bonuses, and instead perform one of the three trick shots listed below. She may decide which trick shot to attempt (or whether to attempt any trick shot at all) after seeing the result of her Spot check, but she must decide before taking the shot. Unless otherwise noted, a trick shot can only target a foe within 30 feet. An archer cannot deliver precision damage with a trick shot.
Disarming Shot: If this shot hits, it deals half damage, and immediately initiates a Disarm attempt as a free action that doesn't provoke attacks of opportunity. This Disarm attempt targets one weapon or item the target is holding (the Archer chooses which item to target). The Archer uses her initial attack roll as her opposed roll for the Disarm attempt. If the Disarm attempt fails, the target cannot attempt to Disarm the Archer in response.
Distracting Shot: If this shot hits, it deals damage as normal, and all the Archer's allies (not including the Archer herself) may treat the target as flanked for one round.
Pinning Shot: If this shot hits, it deals half damage, and the target must succeed on a Ref save (DC = 10 + HD/2 + Wis modifier) or become immobilized. If the attack is a successful critical hit, the Archer adds her Combat Bonus to the DC, and the opponent is immobilized and entangled. Removing the arrow that pins the target requires a standard action (by either the target or someone else) and deals 1 extra damage to the target.

Combat Technique: Adept Trick Shots (Ex)
When an Archer of 4th level or higher Takes Aim and her Spot result exceeds 18, she may choose to forego her normal Take Aim bonuses, and instead perform one of the following trick shots. Unless otherwise noted, a trick shot can only target a foe within 30 feet. An archer cannot deliver precision damage with a trick shot.
Horizon Shot: The Archer may make this shot against any target out to the maximum range of the Archer's bow (10 range increments). This shot takes no penalties for range, and deals extra damage equal to the Archer's class level.
Tripping Shot: If this shot hits, it deals damage as normal, and immediately initiates a Trip attempt as a free action that doesn't provoke attacks of opportunity. The Archer adds her Combat Bonus to the opposed ability check for the Trip attempt. If the Trip attempt fails, the target cannot attempt to Trip the Archer in response.
Weakening Shot: If this shot hits, it deals damage as normal, and also deals additional Str damage equal to the Archer's Combat Bonus. On a successful critical hit, the extra Str damage is instead equal to her class level.


Combat Techniques: Master Trick Shots (Ex)
When an Archer of 6th level or higher Takes Aim and her Spot result exceeds 21, she may choose to forego her normal Take Aim bonuses, and instead perform one of the following trick shots. Unless otherwise noted, a trick shot can only target a foe within 30 feet. An archer cannot deliver precision damage with a trick shot.

Counter Shot: Unlike other trick shots, this shot may be taken as an immediate action. The Archer does not need to take a move action to Take Aim for this shot, but she must still succeed on a DC 21 Spot check as part of the same immediate action used to take this shot. Once she has used this trick shot, she may not Take Aim again until after the end of her next turn. The Archer may attempt to shoot down a projectile that passes within 30 feet of her position at some point during its flight. If the Archer's attack roll exceeds the target projectile's attack roll by at least 5, she successfully shoots the projectile out of the sky, and the projectile does not hit its target. This shot may target any projectile that requires an attack roll. This includes rays or projectiles from spells and other magical attacks, but not magic missiles or projectiles that do not require an attack roll, such as a fireball spell. In order to shoot down a magical attack, the Archer's attack roll must exceed the magical attack roll by at least 8.
Dazing Shot: If this shot hits, it deals damage as normal, but the damage is nonlethal. In addition, the target must succeed on a Fort save (DC = 10 + HD/2 + Wis modifier) or be dazed for 1 round. On a successful critical hit, the target is dazed for 2 rounds, and a successful Fort save halves the duration.
Wounding Shot: If this shot hits, it deals damage as normal, and also deals additional Con damage equal to the Archer's Combat Bonus. On a successful critical hit, the extra Con damage is instead equal to her class level.


Weapon and Armor Proficiency
A Berserker is not proficient with medium or heavy armor.

Combat Bonus: Fury (Ex)
A Berserker gains Fast Healing equal to his Combat Bonus. He also adds his Combat Bonus to all Str checks made to break objects.

Combat Style: Rage (Ex)
Whenever he enters combat, a Berserker may choose to whip himself into a Rage. This works as the barbarian class feature, but it is usable once per encounter, with no daily limit. It lasts for a number of rounds equal to 2 + his Combat Bonus, after which, he is fatigued. A Berserker cannot enter a Rage while he is fatigued. A Berserker may choose any of the variant forms of Rage, such as Whirling Frenzy, in place of the standard barbarian's Rage.

Combat Techniques: Rampage (Ex)
A Berserker's Rage fuels him to perform greater feats of destructive power. Each time he would gain a Combat Technique (Initiate, Adept or Master), the Berserker may learn one of the following Rampage maneuvers. He may perform each Rampage maneuever he knows one time during his Rage. He may choose the same option more than once, which allows him to use that maneuver one additional time during his Rage. Unless otherwise noted, performing a Rampage maneuver takes a standard action.

Great Swing: When a Berserker performs this maneuver, he makes a single attack roll, and applies its results to multiple targets. The number of targets he may strike equals 1 + his Combat Bonus. He must threaten all targets.
Maim: When an opponent who takes at least 20 damage from a single blow by the Berserker, the Berserker may choose to declare that attack a Maiming attack. The target must succeed on a Fort save (DC = 10 + HD/2 + Str modifier), or lose the use of an arm or a leg (the Berserker chooses which). An opponent with a Maimed arm loses the use of any weapon, shield or item in or on that arm, drops any any items held in that arm, and cannot wield weapons or items that require two hands. He also takes a -4 penalty on any skill checks that require the use of his arms. An opponent with a Maimed leg has his speed halved, and must make a DC 10 Balance check at the end of any round in which he moved at least 10 feet. Failure indicates that he falls prone at the end of his turn. In either case, the Maimed creature regains use of his Maimed appendage when he receives an amount of healing equal to the amount of damage he took.
Tackle: When a Berserker performs this maneuver, he initiates a Bull Rush attempt against an opponent. If the Bull Rush attempt succeeds, the opponent is moved back as normal. If the opponent hits a solid barrier, he stops and takes 1d6+Str modifier damage for each point of Combat Bonus the Berserker has. If the opponent does not hit a barrier, he must succeed on a Ref save (DC = 10 + HD/2 + Str modifier) or fall prone and take 1d6 damage for each point of Combat Bonus the Berserker has, plus the Berserkers Str modifier.
Wallop: When a Berserker performs this maneuver, he makes a single melee attack against a single foe. If the attack hits, it deals damage as normal, plus additional damage equal to the Berserker's class level. Additionally, the foe must succeed on a Ref save (DC = 10 + HD/2 + Str modifier) or be thrown back 10 feet and land prone. For each size category beneath the Berserker's size category, increase the distance thrown back by 5 feet. For each size category larger than the Berserker, reduce the distance thrown back by 5 feet (thus, a creature that is more than one size category larger is not thrown back at all).

Combat Bonus: Joust (Ex)
A Cavalier adds his Combat Bonus to all attack rolls while mounted. He also adds his Combat Bonus to all Ride checks.

Combat Style: Special Mount (Ex)
At 1st level, a cavalier gains a the services of a Special Mount. This is usually a light warhorse. This mount is completely typical at 1st level, except that it gains the ability to share saving throws with its master. As the Cavalier gains levels, his Special Mount improves as well. Its hit dice are equal to the hit dice of the base creature or the Cavalier, whichever is higher. For every 3 class levels the cavalier has, his Special Mount gains a +1 bonus to its Str and Dex scores. His Mount's natural armor bonus increases by 1 for every 2 class levels he has.

Initiate Combat Technique: Mounted Combat (Ex)
A Cavalier gains Mounted Combat as a bonus feat at 1st level. If he already has Mounted Combat, he may instead select a different feat that he qualifies for.

Adept Combat Technique: Burst of Speed (Ex)
At 4th level, a Cavalier's Special Mount gains a +10 ft bonus to its speed. Additionally, once per encounter, the Cavalier may spur his mount to greater then normal speeds. This ability doubles the distance over which his Special Mount may charge. The Cavalier may attempt to use this ability more than once per encounter, but each extra time he does, it requires a Handle Animal check to push his Mount. If he succeeds, the Special Mount performs the movement as ordered, but must make a DC 20 Fort save. Success on the save means the mount is fatigued at the end of the charge. Failure means the mount is fatigued and takes 2d6 points of damage at the end of the charge.

Master Combat Technique: Mounted Offensive (Ex)
The Cavalier and his Special Mount may both make a full attack at the end of a mounted charge, provided the Cavalier can succeed on the necessary Ride check.

Weapon and Armor Proficiency
A Dervish is not proficient with medium or heavy armor, or with shields.

Class Skills
A Dervish adds Perform to his list of class skills.

Combat Bonus: Finesse (Ex)
A Dervish gains a dodge bonus to AC equal to his Combat Bonus. He loses this bonus (and his other class features) if he wears medium or heavy armor, uses a shield or carries more than a light load.

Combat Style: Flurry of Blades (Ex)
When making a full attack with light or one-handed weapons, a Dervish may make one additional attack at his highest base attack bonus.

Initiate Combat Technique: Dervish Dance (Ex)
Once per encounter, a Dervish of 2nd level or higher may perform a Dervish Dance. While performing a Dervish Dance, his Finesse bonus doubles. He must move at least his speed each round in order to maintain the Dance, but he may execute a full attack as he does so. He must move at least 5 feet between each attack, and he may not re-enter a square he just left at any time during his turn. The extra attack gained from the Cleave feat is an exception to this rule.

A Dervish Dance lasts as long as the Dervish wishes, but ends immediately if he fails to move at least his speed in a given round, and also ends immediately at the end of combat. At the end of a Dervish Dance, the Dervish is fatigued.
Adept Combat Technique: Movement Mastery (Ex)
At 4th level, a Dervish's land speed increases by 10 feet. Additionally, he may always choose to take 10 on any Jump, Perform (dance) or Tumble check, even if he is rushed or threatened.

Master Combat Technique: Battle Dance (Ex)
Once per round while performing a Dervish Dance, the Dervish may choose to replace a single attack with one of the dance effects listed below. Unless otherwise noted, each effect can only target a single creature that the Dervish threatens.
Enchanting Dance: A single opponent of the Dervish's choosing must make a Will save (DC = 10 + HD/2 + Cha modifier) or become dazed for 1 round.
Frightful Dance: A single opponent of the Dervish's choosing must make a Will save (DC = 10 + HD/2 + Cha modifier) or become shaken for 1 minute.
Inspiring Dance: A single ally of the Dervish's choosing gains a morale bonus equal to the Dervish's Combat Bonus on his next attack and damage roll, or on his next Will save (whichever comes first). The ally must be within 10 feet of the Dervish.
Wearing Dance: A single opponent of the Dervish's choosing must make a Will save (DC = 10 + HD/2 + Cha modifier) or become fatigued.

Weapon and Armor Proficiency
A Duelist is not proficient with medium or heavy armor, or with shields.

Combat Bonus: Finesse (Ex)
A Duelist gains a dodge bonus to AC equal to her Combat Bonus. She loses this bonus (and her other class features) if she wears medium or heavy armor, uses a shield or carries more than a light load.

Combat Style: Combat Reflexes (Ex)
A Duelist gains Combat Reflexes as a bonus feat.

Initiate Combat Technique: Swordplay (Ex)
Once per round, a Duelist of 2nd level or higher may expend one attack of opportunity to perform a Parry or Riposte maneuver, or may expend a swift action to attempt a Goad maneuver (described below). These maneuvers can only be performed with a light weapon.
Goad: A Goad maneuver involves taunting an opponent within 30 feet. The targeted opponent must roll a Will save (DC = 10 + HD/2 + Cha modifier). If he fails, then he must move to attack the Duelist at his next opportunity, ignoring all other potential targets in favor of the Duelist (though he may Tumble or Overrun in order to reach her).
Parry: A Parry maneuver involves moving to block an incoming attack against the Duelist or an adjacent ally. The Duelist makes an opposed attack roll with a -2 penalty. If the Duelist's attack roll exceeds the attacker's, the attacker's weapon is deflected harmlessly.
Riposte: A Riposte maneuver involves a quick counterattack against an exposed opponent. When an opponent makes a melee attack against the Duelist and misses, he provokes an attack of opportunity from her. She may only make one Riposte attack each round. An attack that misses due to a successful Parry attempt does not provoke a Riposte attack.

Adept Combat Technique: Art of the Duel (Ex)
At 4th level, a Duelist is no longer limited to one Swordplay maneuver per round. She may attempt one maneuver of each kind each round.

Master Combat Technique: Advanced Swordplay (Ex)
At 6th level, a Duelist's Swordplay maneuvers improve.

Now, an attack that misses due to a successful Parry attempt provokes a Riposte attack from her. This only applies to attacks initially made against her, not to attacks made against an adjacent ally.

Additionally, she may make any number of Riposte attacks in a round, up to the number of attacks of opportunity she can make. However, she still can make no more than one Riposte attack against any given opponent in a round.

Combat Bonus: Energy Aura (Su)
All weapon attacks made by an Elemental Warrior deal extra energy damage equal to her Combat Bonus. This damage is of the same type as chosen for her Elemental Affinity (see below). This is a supernatural ability.

This damage only applies to attacks made with manufactured or natural weapons. It does not apply to spells or supernatural attacks. However, she may also choose to deal this damage as a melee touch attack, with or without a weapon (any weapon-specific attack bonuses, such as Weapon Focus or weapon enhancement bonuses do not apply to this touch attack).

Combat Style: Elemental Affinity (Su)
An Elemental Warrior draws supernatural power from one of the four elements. She chooses one of the elements and its accompanying energy type: air (electricity), earth (acid), fire (fire), water (cold). She gains resistance against the chosen energy type equal to 2 x her class level. She also learns the elemental language associated with her chosen element, and she adds her Combat Bonus to any skill check made to interact peacefully with a creature of the appropriate subtype.

Initiate Combat Technique: Elemental Strike (Su)
At will as an attack action, an Elemental Warrior of 2nd level or higher may launch a bolt of her chosen energy type at a single target as a ranged touch attack. This attack has a range increment of 30 feet, and deals 1d6 points of damage for each point of Combat Bonus she has.

Adept Combat Technique: Elemental Adaptation (Ex)
At 4th level, an Elemental Warrior gains a new bonus and ability based on her chosen element.
Air: She becomes as quick and as nimble as the wind. She benefits from a constant freedom of movement effect.
Earth: Her melee attacks shake the earth. Any opponent struck by at least one of her melee attacks in a given round must make a Ref save (DC = 10 + HD/2 + Str modifier) or fall prone.
Fire: Her inner flame burns hot. She gains Fast Healing, and heals a number of hit points each round equal to her Combat Bonus.
Water: She moves as fluidly as water. She benefits from a constant blur effect.

Master Combat Technique: Elemental Apotheosis (Ex)
At 6th level, the Elemental Warrior becomes so attuned to her chosen element, that she gains the Elemental type (and its associated traits) and the associated subtype. She is also permanently immune to damage from her chosen element's accompanying energy type.

Weapon and Armor Proficiency
A Gladiator is not proficient with heavy armor. He gains one Exotic Weapon Proficiency of his choice.

Combat Bonus: Might (Ex)
A Gladiator may add his Combat Bonus to one melee damage roll each round. He also adds his Combat Bonus to all Intimidate checks.

Combat Style: Fighting Challenge (Ex)
Once per encounter, a Gladiator may challenge an opponent to single combat. The opponent does not need to be intelligent and does not need to understand his language, however, the Gladiator cannot target a mindless opponent with this ability. The Gladiator adds his Combat Bonus as a morale bonus to AC and to all saving throws against an opponent he has challenged. Additionally, immediately after the challenge is issued, the target opponent must roll a Will save (DC = 10 + HD/2 + Cha modifier). If he fails the save, he cannot enter combat or make an attack roll against any other creature until he has successfully dealt damage to the Gladiator (although he may still use Tumble and Overrun maneuvers to reach the Gladiator).

The Gladiator retains his morale bonuses until he or the challenged opponent has been dropped or slain.

Initiate Combat Technique: Lesser Wounds (Ex)
At 2nd level, a Gladiator learns how to inflict wounds with his attacks. Whenever he makes an attack roll using his Might ability, he may forego the bonus damage from Might and instead choose to apply one of the following Wound effects in addition to the normal damage of his attack. A creature who receives a Wound from a Gladiator cannot receive a second Wound until the first Wound is healed.
Bleeding Wound: If this attack hits, it deals damage as normal, and the target bleeds out thereafter. Each round after being struck, the target takes additional damage equal to the Gladiator's Combat Bonus. This bleeding continues until he receives a DC 15 Heal check or at least 1 point of magical healing.
Crippling Wound: If this attack hits, it deals damage as normal, and the target must make a Fort save (DC = 10 + HD/2 + Str modifier). If he fails the save, his speed is halved and he cannot run or charge until he receives a DC 15 Heal check or at least 1 point of magical healing.
Sapping Wound: If this attack hits, it deals extra Str damage equal to the Gladiator's Combat Bonus.

Adept Combat Technique: Mass Staredown (Ex)
When a Gladiator of 4th level or higher uses the Intimidate skill to demoralize an opponent, he may instead choose to demoralize a number of opponents equal to 1 + his Combat Bonus. All opponents to be demoralized must be within 20 feet of him when the Intimidate check is rolled.

Master Combat Technique: Greater Wounds (Ex)
At 6th level, a Gladiator learns how to inflict more devastating wounds with his attacks. Whenever he makes an attack roll using his Might ability, he may forego the bonus damage from Might and instead choose to apply one of the following Wound effects in addition to the normal damage of his attack.
Jolting Wound: If this attack hits, it only deals half damage, and the damage is lethal or nonlethal, at the gladiator’s option. The target must succeed on a Fort save (DC = 10 + HD/2 + Str modifier) or be dazed for 1 round.
Vital Wound: If this attack hits, it deals extra Con damage equal to the Gladiator's Combat Bonus.

Class Skills
A Guardsman adds Sense Motive to his class skills list.

Combat Bonus: Armory (Ex)
While wielding a shield, a Guardsman's shield bonus to AC increases by an amount equal to his Combat Bonus, and he may subtract his Combat Bonus from his overall Armor Check penalty.

Combat Style: Defensive Stance (Ex)
At will as a standard action, a Guardsman may choose to enter a Defensive Stance. While in a Defensive Stance, all of his movement speeds are halved and his Armory benefit doubles. Once he enters a Defensive Stance, he must remain in the Stance for at least 2 full rounds. Ending a Defensive Stance requires a move action.

Initiate Combat Technique: Harm’s Way (Ex)
While in a Defensive Stance, a Guardsman of 2nd level or higher gains the ability to protect adjacent allies in two ways.

First, if an adjacent ally is targeted with an attack of any kind, the Guardsman may choose to step in the way of the attack as an immediate action. He and his ally switch places, and the attack that initially targeted his ally instead targets him (and must exceed his Armor Class in order to deal damage). Although both the Guardsman and his ally change position on the battlefield, this action does not count as movement for either participant: it does not count as the person's 5-foot step for the round, and it cannot be used to activate an ability such as Skirmish.

Second, if an adjacent ally fails a Ref save against an area effect that deals damage, the Guardsman may step in the way of the attack and attempt to take the effects of the attack himself. If he does, he adds his Combat Bonus to his saving throw. If he succeeds, he takes the full damage of the attack, and the ally takes no damage. If he fails, he takes full damage, and his ally takes half damage. If the Guardsman was also within the attack's area of effect before using this ability, he still only takes the damage once (not once for himself and once for his ally).

Adept Combat Technique: Test of Mettle (Ex)
Once per encounter while in a Defensive Stance, a Guardsman of 4th level or higher may issue a challenge to all enemies within 30 feet of him. Each enemy must succeed on a Will save (DC = 10 + HD/2 + Cha modifier) or be forced to attack the Guardsman in preference to any other target. This effect lasts for as long as the Guardsman remains in his Defensive Stance. If any individual affected by this ability successfully deals any damage to the Guardsman, the effect is broken for all affected individuals.

Master Combat Technique: Bulwark of Defense (Ex)
At 6th level, all a Guardsman's enemies treat all squares he threatens as difficult terrain.

Class Skills
A Hunter adds Knowledge (geography), Knowledge (nature) and Survival to his class skills list.

Weapon and Armor Proficiency
A Hunter is not proficient with medium or heavy armor, or with shields.

Combat Bonus: Favored Enemy (Ex)
A Hunter adds her Combat Bonus to all attack rolls, damage rolls and opposed skill checks against two types of creature of her choice (use the same same list as the Ranger's Favored Enemy class features). This otherwise works like the Ranger class feature of the same name.

Combat Style: Tracker (Ex)
At 1st level, a Hunter gains Track and Urban Tracking as bonus feats. She adds her Combat Bonus to all skill checks made to track her Favored Enemy.

Initiate Combat Technique: Quarry (Ex)
At 2nd level, a Hunter gains the ability to focus her skills on a single target. She may designate any one specific creature she has encountered before as her Quarry. If her Quarry does not belong to her Favored Enemy group, she now treats it as if it did. If her Quarry does belong to her Favored Enemy group, she treats her Combat Bonus as double against her Quarry.

Designating a Quarry takes a sort of ritual that involves 5 minutes of careful meditation and study, conducted within one day of encountering the chosen Quarry (it does not have to be the first time she encountered that Quarry). Once she has chosen a Quarry, she cannot choose another until the Quarry has been dealt with (killed, captured, etc) or until she chooses to end the effect. If she chooses to end the effect early, she loses the use of to her Combat Bonus for 1 full day, and takes an additional penalty to all Will saves equal to her Combat Bonus during the same full day.

Adept Combat Technique: Expert Tracker (Ex)
At 4th level, a Hunter gains Swift Tracker and Trackless Step.

Master Combat Technique: Extra Favored Enemy (Ex)
At 6th level, a Hunter may select a second type of creature against which to gain her Favored Enemy bonus.

Weapon and Armor Proficiency
A Hurler is not proficient with medium or heavy armor. She gains one Exotic Weapon Proficiency of her choice, but it must be an exotic thrown weapon.

Combat Bonus: Hurl (Ex)
A Hurler adds her Combat Bonus to all attack rolls with thrown weapons against targets within one range increment.

Combat Style: Skirmish (Ex)
As long as a Hurler wears light armor or no armor, and carries no more than a light load, she gains the Skirmish ability as a scout of her class level.

Initiate Combat Technique: Quick Throw (Ex)
At 2nd level, a Hurler gains Quick Draw and Rapid Shot as bonus feats, but they only apply to thrown weapons.

Adept Combat Technique: Thrown Weapon Trick (Ex)
At 4th level, a Hurler learns one of the Thrown Weapon Tricks from the Master Thrower prestige class in Complete Warrior. She does not have to meet any of the prerequisites.

Master Combat Technique: Thrown Weapon Trick (Ex)
At 6th level, a Hurler learns another one of the Thrown Weapon Tricks from the Master Thrower prestige class in Complete Warrior. She does not have to meet any of the prerequisites.

Combat Bonus: Phalanx (Ex)
When a Pikeman readies a polearm against a charge, he adds his Combat Bonus to the attack roll.

When a Pikeman makes a shield bash attack, he adds his Combat Bonus to the attack roll.

Additionally, whenever he stands adjacent to at least one other character with the Phalanx ability, he adds his Combat Bonus as a circumstance bonus to his Armor Class.

Combat Style: Polearm Mastery (Ex)
A Pikeman gains two benefits when wielding a polearm.

First, he can wield a shield and a polearm at the same time. He wields the polearm in one hand, and it deals damage as a one-handed weapon. He takes no penalty to either his attack rolls with the polearm, or to his shield bonus while doing this, and the polearm has its normal reach.

Second, if he wields a polearm in two hands, he may treat it as a double weapon. The haft end functions as the offhand end of a quarterstaff. Any polearm he wields in two hands is considered to have reach, even if that type of polearm does not usually have reach. However, the polearm's haft end does not have reach, and he still threatens adjacent squares with the haft end.

Initiate Combat Technique: Braced for Charge (Ex)
A Pikeman of 2nd level or higher who wields a polearm is always treated as having Readied his polearm against a charge, even if he has not taken an action to do so. Additionally, whenever he readies a weapon against a charge, the weapon deals triple damage instead of double. Weapons that already deal triple damage when readied against a charge gain no benefit from this ability.

The Pikeman loses this benefit when he is flat-footed or is otherwise denied his Dex bonus to Armor Class.

Adept Combt Technique: Push (Ex)
Whenever a Pikeman of 4th level or higher makes a successful attack with a polearm or shield bash, he may initiate a Bull Rush maneuver as a free action without provoking an attack of opportunity. He adds his Combat Bonus to the opposed Str check.

Master Combat Technique: Formation Expert (Ex)
At 6th level, a Pikeman gains Formation Expert as a bonus feat.

Class Skills
Remove Handle Animal and Ride from the Prick’s list of class skills. Add Hide, Move Silently and Sleight of Hand.

Weapon and Armor Proficiency
A Prick is only proficient with the following weapons: armor spikes, blowguns (all), caltrops, dagger, dart, light pick, poison ring (Dragon #316), and shuriken. The blowgun, caltrop, poison ring and shuriken are collectively referred to as "little pokey things," and his class features focus on these weapons. A Prick’s caltrops use his modifiers on attack rolls, instead of the usual +0.

He is only proficient with light armor. He is not proficient with shields.

Combat Bonus: Storm of Little Pricks (Ex)
A Prick relies on quickly and covertly deploying little pokey things.

When the Prick makes a full attack with shuriken (or a single attack as a standard action), he may throw one extra shuriken for each point of Combat Bonus he has. Each shuriken thrown uses a separate attack roll, and can be thrown at any target within range.

When a Prick's caltrops make an attack roll against an opponent, they make one additional attack against that opponent for each point of Combat Bonus the Prick has.

When a Prick makes an attack roll with a blowgun or poison ring, he adds his Combat Bonus to the attack roll. He never risks pricking himself with a poison ring, and can lock the needle into place as a swift action.

Finally, a Prick adds his Combat Bonus to Sleight of Hand checks to conceal little pokey things or other light weapons, to the DC of Autohypnosis checks against wounds caused by his caltrops, and to the Fort DC of any poison he applies to a little pokey thing. He never risks poisoning himself when applying poison to a little pokey thing.

Combat Style: Gather the Pricks (Ex)
A Prick's shuriken are not destroyed after use, and can be recovered as normal for thrown weapons.

Additionally, as a swift action, a Prick can mystically recall his little pokey things to him. When he does this, all unattended blowgun needles, caltrops and shuriken within a 30-foot radius immediately return to his hand or to a designated storage container on his person. He does not get pricked by weapons that return to his hand.

Initiate Combat Technique: Annoying Little Prick (Ex)
A Prick of 2nd level knows how to place his little pokey things where they are the most inconvenient.

When he attacks with a shuriken or blowgun, he may choose to forego the extra attacks from his Combat Bonus. If he does, he can lodge the weapon in a place where it irritates and distracts the target. If he succeeds on his attack roll, all allies may treat the target as flanked for one round.

When his caltrops deal damage to an opponent, that opponent is rendered flat-footed for 1 round, in addition to the normal effects of a caltrop wound. He must choose, at the time he deploys the caltrops, whether they will make extra attacks from his Combat Bonus or use this Annoying Little Prick ability. His caltrops then use the chosen option each time they make an attack, until they are recollected or recalled.

An opponent poisoned by a Prick's poison ring or blowgun must make a Fort save (DC = 10 + HD/2 + Dex modifier) or be nauseated for 1 round.

Adept Combat Technique: Painful Little Prick (Ex)
Whenever a Prick of 4th level or higher makes a successful attack with a little pokey thing, the little pokey things deals an extra 1 point of Str damage. If the base damage of the weapon is nullified by Damage Reduction, this extra Str damage is also nullified.

Master Combat Technique: Clever Little Prick (Ex)
At 6th level, a Prick may choose to forego the benefits of his Combat Bonus to treat all his attack rolls with little pokey things as touch attacks for 1 round. Such attacks ignore the target's Damage Reduction, but the Prick does not add his Str modifier to the damage roll. Activating this ability is a swift action.

During a round in which this ability is active, the effects of the Prick's Combat Bonus are suppressed, so caltrops do not make additional attacks, the DC's of saves or Autohypnosis checks are not increased, and blowguns and poison rings do not receive a bonus to attack rolls. However, the Annoying Little Prick ability can still be activated as normal.

Class Skills
A Siege Engineer adds Diplomacy and Knowledge (architecture & engineering) to his class skills list.

Combat Bonus: Siege (Ex)
A Siege Engineer adds his Combat Bonus to all Craft (siege engine) and Profession (siege engineer) checks, and subtracts his Combat Bonus from the number of actions he and his crew must take to load or aim a siege engine (to a minimum of 1 action for each task).

Combat Style: Personal Siege Engine (Ex)
A siege engineer is automatically proficient with any siege weapon he operates. In addition, he begins play with a mundane light mangonel or a mundane light ballista (his choice): he does not have to pay for this siege weapon (though he must pay for his siege ammunition as normal). This siege engine is mounted on four wheels, and can be moved at a speed of 10 feet. It requires no time to set up or take down between movements.

If his personal siege engine is destroyed, he can construct a replacement in 24 hours in a process that costs him 100 gp (instead of the usual cost to crete the siege engine). At 3rd level, his personal siege engine becomes a masterwork siege engine at no extra cost to him. At 5th level, it gains a +1 magical enhancement bonus on attack and damage rolls.

Initiate Combat Technique: Siege Crew (Ex)
At 2nd level, a Siege Engineer gains a small crew of NPC's who can aid him in the operation of his siege engine(s). He gains a number of crewmen equal to his Combat Bonus. These crew members are 1st-level followers (as with the Leadership feat). They must be either warriors (soldier archetype) or experts, and they must have maximum ranks in Craft (siege weapon) and Profession (siege engineer).
The Siege Engineer designates one of his siege crew as his lieutenant. His lieutenant advances as the Siege Engineer gains levels, so that the lieutenant always has half as many hit dice as the Siege Engineer. The lieutenant and other crewmen do not gain XP or a share of loot: they must be supported out of the Siege Engineer’s own funds.

Adept Combat Technique: Advanced Siege Tactics (Ex)
By 4th level, a Siege Engineer and his crew have perfected the art of siege weaponry. He can use cleverly crafted and packed ordnance to make special attacks. To use one of these attacks, the Siege Engineer and his crew must take one extra action to load the engine (taking a minimum of 2 total actions). The shot itself takes a full-round action. The DC for any saving throws is 10 + Artillerist’s HD/2 + Artillerist’s Wis modifier.
Burst: A catapult stone or ballista bolt explodes upon impact, blinding and deafening all creatures in a 20-ft radius. A Fort save negates the effect.
Demolish: The attack deals double damage to a wall, door or other object, ignoring hardness less than 20.
Double Shot: Two pieces of ammunition are loaded and shot simultaneously from the siege engine, attacking two separate squares or targets. The targets or target squares must be within 20 feet of one another.
Penetrate: If this ballista bolt deals its damage to all targets in a 60-foot line. A Ref save halves the damage.
Shrapnel: A catapult stone functions as both a stone and a bag of shot. It deals damage to creatures in the target square as a stone, and to all creatures in adjacent squares as a bag of shot.

Master Combat Technique: Extra Combat Bonus (Ex)
At 6th level, a Siege Engineer may chose another type of Combat Bonus from one of the other Warrior archetypes. He gains that Combat Bonus as if he had selected that archetype at 1st level (he still retains his original Combat Bonus). He does not, however, gain the Combat Style or Combat Techniques of the chosen archetype.

Weapon and Armor Proficiency
A Tempest is not proficient with medium or heavy armor, or with shields.

Combat Bonus: Ambidexterity (Ex)
A Tempest adds her Combat Bonus to all attack rolls while wielding two weapons. This bonus effectively reduces the penalties for fighting with two weapons (at 5th level, it becomes a net bonus of +1).

Combat Style: Two-Weapon Fighting (Ex)
A Tempest gains Two-Weapon Fighting as a bonus feat. Additionally, she always adds her full Str bonus to damage rolls with both her primary and off-hand weapons.

Initiate Combat Technique: Two-Weapon Defense (Ex)
A Tempest of 2nd level or higher gains a shield bonus equal to her Combat Bonus, as long as she wields two weapons.

Adept Combat Technique: Double Strike (Ex)
A Tempest of 4th level or higher can make one attack with each weapon as a standard action, or as a single attack of opportunity.

Master Combat Technique: Two-Weapon Fury (Ex)
Once per round when a Tempest of 6th level successfully strikes the same opponent with both of her weapons, she may choose to inflict one of the following additional effects upon that target:
Hobble: The opponent's speed is reduced by half until he heals as much damage as she dealt to him with her two weapons this round.
Rend: She automatically deals extra damage equal to the base damage of each weapon, plus 1.5 times her Str bonus (if any).
Weaken: The target must succeed on a Fort saving throw (DC = 10 + HD/2 + Str modifier) or take an amount of Str damage equal to the Tempest's Combat Bonus.
Wound: The target must succeed on a Fort saving throw (DC = 10 + HD/2 + Str modifier) or take an amount of Con damage equal to the Tempest's Combat Bonus.

Class Skills
A Zealot adds Diplomacy and Sense Motive to his class skills list.

Combat Bonus: Smite (Ex)
As a standard action, a Zealot may make a single melee attack, adding his Combat Bonus to the attack roll. If the attack hits, he adds his class level to the damage roll. He may use this ability any number of times per day, but he may not use it in consecutive rounds.

Combat Style: Conviction (Ex)
A Zealot gains a bonus equal to his class level on all Will saves against mind-affecting spells or abilities.

Initiate Combat Technique: Wrath (Ex)
At 2nd level, whenever a Zealot is dealt damage in combat, he may swear an oath of vengeance against the creature that damaged him as an immediate action. Against that opponent, he may treat his Combat Bonus as 1 higher than usual. Each additional time that opponent successfully deals damage to him, his effective Combat Bonus increases by an additional 1 point.

A Zealot may only declare his Wrath against one opponent at a time. As long as the target of his Wrath is active on the battlefield, he cannot make an attack against any other target. If he does attack another target, his Wrath effect ends immediately, and he may not invoke his Wrath again for the duration of that combat.

Adept Combat Technique: Mass Staredown (Ex)
When a Zealot of 4th level or higher uses the Intimidate skill to demoralize an opponent, he may instead choose to demoralize a number of opponents equal to 1 + his Combat Bonus. All opponents to be demoralized must be within 20 feet of him when the Intimidate check is rolled.

Master Combat Technique: Indomitable Will (Ex)
At 6th level, a Zealot becomes immune to all fear effects.

Blue Jay
2020-09-07, 01:48 PM
Prestige Class: Centaur Courser

Requirements

Race: Centaur
Base Attack Bonus: +4
Feats: Centaur Trample, Run

Level Progression

Hit Die: d8
Class Skills: Balance, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Hurdle, Courser Training
2 +2.00 +3.00 +3.00 +0.67 Hooves of Steel
3 +3.00 +3.50 +3.50 +1.00 Improved Courser Training
4 +4.00 +4.00 +4.00 +1.33 Flawless Stride
5 +5.00 +4.50 +4.50 +1.67 Courser Training Mastery


Class Features

Weapon and Armor Proficiency
A centaur courser is proficient with all simple and martial weapons, and with light armor.

Hurdle (Ex)
A centaur courser may use the Jump skill to avoid attacks of opportunity, as if it were the Tumble skill. Unlike the Tumble skill, using the Jump skill this way does not reduce his movement rate.

Courser Training (Ex)
Centaur coursers train extensively in mobile combat, and in many ways, they can operate as if they were a humanoid mounted on a horse. Starting at 1st level, a centaur courser must choose to advance as either an archer or a destrier. Once chosen, this choice cannot be changed.

If he chooses the way of the archer, he may move and make ranged attacks as if he were a humanoid archer mounted on the back of a horse: he may make ranged full attacks while moving, but he takes a penalty on his attack rolls if he takes a double move, runs or charges. He also gains the Skirmish ability of a 1st-level scout. However, unlike a scout, he can still deal skirmish damage even though he is treated as mounted. His Skirmish ability improves as he gains levels, just as it would for a scout; and his centaur courser levels stack with scout levels for determining his Skirmish bonuses.

If he chooses the way of the destrier, he may charge as if he were a humanoid warrior mounted on the back of a horse, including dealing double damage with a lance and other similar charge-related bonuses. He is also treated as if he had the Ride-By Attack feat: he may charge an opponent, then continue his movement beyond his opponent, up to a maximum of double his movement speed in total. He does not provoke attacks of opportunity from his target.

Hooves of Steel (Ex)
At 2nd level, a centaur courser’s hooves become deadly weapons. He can wield them as primary weapons, and he can deliver two hoof attacks against a single target as a standard action, or at the end of a charge. If both hoof attacks hit the same opponent, the centaur courser can initiate a Trip attempt against the target as a free action, without provoking an attack of opportunity.

Improved Courser Training (Ex)
At 3rd level, a centaur courser’s training improves.

If he chose the way of the archer, he takes a lesser penalty for making ranged attacks while moving, as if he were a humanoid archer with the Mounted Archery feat mounted on a horse. His Skirmish ability also improves as described above.

If he chose the way of the destrier, he gains the benefits of the Spirited Charge feat while charging, as if he were a humanoid mounted on a horse: he deals double damage with a melee weapon, or triple damage with a lance.

Flawless Stride (Ex)
At 4th level, a centaur courser can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairments.

This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

A centaur courser loses this benefit when wearing medium or heavy armor, or when carrying a medium or heavy load.

Courser Training Mastery (Ex)
At 5th level, a centaur courser’s training reaches its pinnacle.

If he chose the way of the archer, he no longer takes a penalty for making ranged attacks while moving, as if he were a humanoid archer with the Improved Mounted Archery feat mounted on a horse. His Skirmish ability also improves as described above.

If he chose the way of the destrier, he gains the ability to make a fell trample attack. This means he may make any number of Overrun attempts as free actions during his movement. Each successful Overrun attempt allows him to make a hoof attack due to his Centaur Trample feat. If any of these Overrun attempts fail, his movement (and his turn) end there, but his opponent may not attempt to knock him prone in response.

Blue Jay
2020-09-11, 05:45 PM
Generic Base Class: Martial Adept

Level Progression

Hit Die: d10
Class Skills: Choose any eight skills as class skills, plus Craft.
Skill Points per level: 4 + Int


Level BAB 1 Good Save 2 Poor Saves Special Maneuvers Known Maneuvers Readied Stances Known
1 +1.00 +2.50 +0.33 Bonus feat 3 3 1
2 +2.00 +3.00 +0.67 4 3 1
3 +3.00 +3.50 +1.00 Bonus feat 5 3 1
4 +4.00 +4.00 +1.33 5 4 1
5 +5.00 +4.50 +1.67 6 4 2
6 +6.00 +5.00 +2.00 Bonus feat 6 4 2
7 +7.00 +5.50 +2.33 7 4 2
8 +8.00 +6.00 +2.67 7 4 2
9 +9.00 +6.50 +3.00 8 4 2
10 +10.00 +7.00 +3.33 Bonus feat 8 5 2
11 +11.00 +7.50 +3.67 9 5 3
12 +12.00 +8.00 +4.00 9 5 3
13 +13.00 +8.50 +4.33 10 5 3
14 +14.00 +9.00 +4.67 Bonus feat 10 5 3
15 +15.00 +9.50 +5.00 11 6 3
16 +16.00 +10.00 +5.33 11 6 4
17 +17.00 +10.50 +5.67 12 6 4
18 +18.00 +11.00 +6.00 Bonus feat 12 6 4
19 +19.00 +11.50 +6.33 13 6 4
20 +20.00 +12.00 +6.67 13 7 4


Class Features

Weapon and Armor Proficiency
A martial adept is proficient with all simple and martial weapons. He is also proficient with light armor, and with shields (but not tower shields).

Maneuvers
A martial adept begins play knowing three martial maneuvers. These maneuvers are selected from a set of disciplines known to the martial adept. Each martial adept knows three disciplines, chosen at first level from the nine disciplines in Tome of Battle. Once the three disciplines have been chosen, they cannot be changed afterwards: all future maneuvers and stances must be selected from those three disciplines.

The martial adept learns additional maneuvers at later levels, as shown in the "Maneuvers and Stances" table above. If a maneuver has any prerequisites listed, the martial adept must meet those prerequisites before he can learn that maneuver.

Upon reaching 4th level, and at every even-numbered martial adept level after that, a martial adept may choose to learn a new maneuver in place of one he already knows. In effect, he trades out a maneuver known for a new maneuver known. The new maneuver need not be a maneuver of the same level as the maneuver he is replacing: it can be any maneuver from his three chosen disciplines for which he meets the prerequisites.

Maneuvers Readied
At 1st level, a martial adept can ready all three maneuvers he knows, but as he advances in level and learns more maneuvers, he can only ready a subset of his total maneuvers known at one time (as shown in the "Maneuvers and Stances" table above). A martial adept readies maneuvers by performing some type of "ready ritual." The exact nature of the ritual varies between martial adepts, but may involve exercising or meditating or some kind of elaborate performance. Whatever form it takes, a ready ritual requires five minutes. The martial adept's maneuvers remain readied until he expends them, or until he chooses to perform his ready ritual again.

A martial adept begins an encounter with all readied maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter. Thus, each maneuver he has readied can be used once per encounter. Unlike a spellcaster, a martial adept does not have "maneuver slots," and cannot choose to ready multiple iterations of the same maneuver. However, if he wishes to reuse an expended maneuver again in the same encounter, he may take a standard action to recover it. Recovering a maneuver usually involves performing some ritualized action, such as a weapon flourish of some sort, or a calming meditative pose, etc. Once he has completed the action, the selected maneuver is available for him to expend again at his next opportunity.

Stances
A martial adept begins play knowing one stance from any of the three disciplines he selected. He learns an additional stance from his chosen disciplines at 5th level, and again at 11th and 16th level.

At any level, a martial adept may use the retraining rules to learn a new stance in place of one he already knows. In effect, he trades out a stance known for a new stance known. The new stance need not be a stance of the same level as the stance he is replacing: it can be any stance he meets the prerequisites for.

Unlike maneuvers, stances are not expended, and they do not have to be readied. A martial adept may enter a stance as a swift action, and remain in that stance for as long as he chooses. At any time, he may freely switch from his current stance to a different stance he knows as a swift action. He may only ever be in one stance at a time.

Bonus Feats
A martial adept gains a bonus feat at 1st level, 4th level, 7th level, 10th level, 14th level and 18th level. These may be any feats for which he meets the prerequisites.

Blue Jay
2020-09-11, 08:58 PM
Base Class (Remake): Mystic Ninja

Level Progression

Hit Die: d6
Class Skills: Balance, Bluff, Climb, Concentration, Craft, Disable Device, Diguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill Points per level: 6 + Int


Level BAB Fort Ref Will Special AC Bonus Speed Bonus
1 +0.75 +0.33 +2.50 +2.50 Ki Power (light step, soft fall), Sneak Attack 1d6, Trapfinding +0 +0 ft
2 +1.50 +0.67 +3.00 +3.00 Evasion, Ki Power (ghost step - invisible) +0 +0 ft
3 +2.25 +1.00 +3.50 +3.50 Poison Use, Sneak Attack 2d6 +0 +10 ft
4 +3.00 +1.33 +4.00 +4.00 Great Leap, Ki Power (ki dodge) +1 +10 ft
5 +3.75 +1.67 +4.50 +4.50 Sneak Attack 2d6, Wholeness of Body +1 +10 ft
6 +4.50 +2.00 +5.00 +5.00 Acrobatics +2, Ki Power (ghost strike) +1 +20 ft
7 +5.25 +2.33 +5.50 +5.50 Climb Speed, Ghost Sight (see invisibility), Sneak Attack 4d6 +1 +20 ft
8 +6.00 +2.67 +6.00 +6.00 Improved Evasion, Ki Power (air walk) +2 +20 ft
9 +6.75 +3.00 +6.50 +6.50 Camouflage, Sneak Attack 5d6 +2 +30 ft
10 +7.50 +3.33 +7.00 +7.00 Ki Power (abundant step) +2 +30 ft
11 +8.25 +3.67 +7.50 +7.50 Diamond Body, Sneak Attack 6d6 +2 +30 ft
12 +9.00 +4.00 +8.00 +8.00 Acrobatics +4, Ki Power (greater ki dodge) +3 +40 ft
13 +9.75 +4.33 +8.50 +8.50 Diamond Soul, Ghost Mind, Sneak Attack 7d6 +3 +40 ft
14 +10.50 +4.67 +9.00 +9.00 Ki Power (death attack) +3 +40 ft
15 +11.25 +5.00 +9.50 +9.50 Hide in Plain Sight, Sneak Attack 8d6 +3 +50 ft
16 +12.00 +5.33 +10.00 +10.00 Ki Power (ghost step - ethereal), Timeless Body +4 +50 ft
17 +12.75 +5.67 +10.50 +10.50 Ghost Sight (true seeing), Sneak Attack 9d6 +4 +50 ft
18 +13.50 +6.00 +11.00 +11.00 Acrobatics +6, Ki Power (ghost step - incorporeal) +4 +60 ft
19 +14.25 +6.33 +11.50 +11.50 Sneak Attack 10d6 +4 +60 ft
20 +15.00 +6.67 +12.00 +12.00 Ki Power (shades), Perfect Self +5 +60 ft


Class Features

Weapon and Armor Proficiency
The ninja is proficient with all simple weapons, plus the kama, nunchaku, sai, short sword, shortbow, shuriken, siangham and tonfa. She is not proficient with any armor or shields. When wearing armor, using a shield or carrying a medium or heavy load, a ninja loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, a ninja gains a bonus to her armor class equal to her Wis modifier. The bonus increases by +1 for every four class levels, to a maximum increase of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She 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.

Speed Bonus (Ex)
A ninja adds this bonus to her base land speed as long as she is unarmored, not wielding a shield and nor carrying a medium or heavy load.

Ki Power (Su)
A mystic ninja can draw on an internal reservoir of spiritual power to manifest special powers of stealth, mobility and trickery. She can use her ki powers a number of times per day equal to half her class level + her Wisdom bonus (if any). Ki powers can be used only if the ninja is wearing no armor and is unencumbered. As long as the ninja’s ki pool isn’t empty, she gains a +2 bonus on her Will saving throws.

A ninja’s ki powers are described below. Unless otherwise noted, manifesting a ki power takes a swift action and 1 ki point.


Abundant step: The mystic ninja teleports herself and her gear a short distance, as if with a dimension door spell, with caster level equal to her HD. She cannot carry other creatures with her. This power is available from 10th level.
Air walk: The mystic ninja can walk through the air, as if with an air walk spell, for a number of rounds equal to her Wisdom bonus (minimum 1 round). This power is available from 8th level.
Death attack: As a full-round action, the mystic ninja making a Sneak Attack can forego her usual Sneak Attack benefits to make a single melee attack against her target. If the attack hits, the opponent must succeed on a Fort save (10 + mystic ninja’s HD + mystic ninja’s Wisdom modifier) or die. On a successful save, the ninja deals her normal damage and Sneak Attack damage, as normal. This power costs 2 ki points, and is available from 14th level.
Ghost step: The mystic ninja is invisible for 1 round. This power is available from 2nd level. Beginning at 16th level, a mystic ninja may become ethereal (instead of invisible) when using this ability. Beginning at 18th level, she may become incorporeal when using this ability.
Ghost strike: The mystic ninja’s weapons gain the ghost strike quality for 1 round. She can strike incorporeal targets without suffering the usual miss chance, and she can deliver precision damage and critical hits against incorporeal targets. Her weapons lose this ability immediately if she is disarmed or otherwise drops them. This power is available from 6th level.
Ghost walk: At 12th level, a mystic ninja may expend 2 daily uses of her ki power to become ethereal for a short period of time, as if with an ethereal jaunt spell, with caster level equal to her mystic ninja level.
Ki dodge: The mystic ninja’s shape blurs and becomes difficult to pin down. She gains concealment (20% miss chance) for a number of rounds equal to her Wisdom bonus (minimum 1 round). At 12th level, this improves to total concealment (50% miss chance).
Light step: The mystic ninja does not leave footprints behind, as if she were affected by a pass without trace spell. This effect lasts for 1 minute per mystic ninja level. This power is available from 1st level.
Shades: The mystic ninja can create shadowy illusions, as if with the shades spell, with caster level equal to the mystic ninja’s class level. This power costs 2 ki points, and is avaiable at 20th level.
Slow fall: The mystic ninja saves herself from a fall, as with a feather fall spell. This effect is activated as an immediate action, and lasts until the mystic ninja’s feet touch the ground. This power is available from 1st level.
Unfettered Step: The mystic ninja benefits from a freedom of movement effect that lasts a number of rounds equal to her Wisdom bonus (minimum 1 round).

Sneak Attack (Ex)
If a mystic 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.

The mystic ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mystic ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two mystic ninja levels thereafter. Should the mystic ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a mystic ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A mystic ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mystic ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mystic ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

A ninja may only make a sneak attack when wearing no armor, carrying no shield, and carrying less than a medium or heavy load.

Trapfinding (Ex)
Mystic ninjas can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Mystic ninjas can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A mystic ninja who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a mystic ninja 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 mystic ninja is wearing light armor or no armor. A helpless mystic ninja does not gain the benefit of evasion.

Poison Use (Ex)
At 3rd level and higher, a mystic ninja never risks accidentally poisoning herself when applying poison to a weapon. Furthermore, she can apply poison to a weapon as a move action.

Great Leap (Su)
At 4th level and higher, a mystic 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.

Wholeness of Body (Su)
At 7th level or higher, a mystic ninja can heal her own wounds. She can heal a number of hit points of damage equal to twice her current mystic ninja level each day, and she can spread this healing out among several uses.

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

Climb Speed (Ex)
At 7th level, a mystic ninja gains a Climb speed equal to her base land speed (not including unarmored speed bonus). She also gains a +8 racial bonus on all Climb checks, and can always choose to take 10 on Climb checks, even when rushed or threatened.

Ghost Sight (Su)
A mystic ninja of 7th level or higher gains the ability to see invisible creatures, as if under the effects of a continuous see invisibility spell. At 17th level, this ability improves, functioning as a continuous true seeing spell.

Improved Evasion (Ex)
At 8th level, a mystic ninja’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless mystic ninja does not gain the benefit of improved evasion.

Camouflage (Ex)
A mystic ninja of 9th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Diamond Body (Su)
At 11th level, a mystic ninja gains immunity to poisons of all kinds.

Diamond Soul (Ex)
At 13th level, a mystic ninja gains spell resistance equal to her current mystic ninja level + 10. In order to affect the mystic ninja with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mystic ninja’s spell resistance.

Ghost Mind (Su)
At 13th 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.

Hide in Plain Sight (Ex)
A mystic ninja of 14th level or higher can use the Hide skill even while being observed.

Timeless Body (Su)
Upon attaining 16th level, a mystic ninja no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the mystic ninja still dies of old age when her time is up.

Perfect Self (Su)
At 20th level, a mystic ninja becomes a supernatural creature. She is forevermore treated as an Outsider rather than as a Humanoid (or whatever her original creature type was) for the purpose of spells and magical effects. Additionally, the mystic ninja gains damage reduction 10/-, which allows her to ignore the first 10 points of damage from any weapon. Unlike other Outsiders, the mystic ninja can still be brought back from the dead as if she were a member of her previous creature type.

Blue Jay
2020-09-11, 09:05 PM
Base Class (Remake): Swashbuckler (Dueling Swordsman)

Level Progression

Hit Die: d8
Class Skills: Balance, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility & royalty), Listen, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Tumble, Use Rope
Skill Points per level: 6 + Int


Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Dodge Bonus, Flurry of Blades, Weapon Finesse
2 +2.00 +3.00 +3.00 +0.67 Combat Reflexes
3 +3.00 +3.50 +3.50 +1.00 Nimble Strike, Uncanny Dodge
4 +4.00 +4.00 +4.00 +1.33 Acrobatic Charge
5 +5.00 +4.50 +4.50 +1.67 Riposte
6 +6.00 +5.00 +5.00 +2.00 Acrobatics +2, Goad
7 +7.00 +5.50 +5.50 +2.33 Opportunist
8 +8.00 +6.00 +6.00 +2.67 Evasion, Parry (1/round)
9 +9.00 +6.50 +6.50 +3.00 Lethal Riposte
10 +10.00 +7.00 +7.00 +3.33 Deadly Defense +1d6
11 +11.00 +7.50 +7.50 +3.67 Acrobatics +4
12 +12.00 +8.00 +8.00 +4.00 Lethal Redirect
13 +13.00 +8.50 +8.50 +4.33 Combat Reflexes +1
14 +14.00 +9.00 +9.00 +4.67 Dauntless
15 +15.00 +9.50 +9.50 +5.00 Parry (2/round)
16 +16.00 +10.00 +10.00 +5.33 Rapid Riposte
17 +17.00 +10.50 +10.50 +5.67 Deadly Defense +2d6
18 +18.00 +11.00 +11.00 +6.00 Acrobatics +6
19 +19.00 +11.50 +11.50 +6.33 Parry and Riposte
20 +20.00 +12.00 +12.00 +6.67 Critical Riposte


Class Features

Weapon and Armor Proficiency
A swashbuckler is proficient with all simple weapons, all martial weapons, and with light armor. He is not proficient with any shields.

Many of a swashbuckler's class features can only be used when he is wearing light or no armor, is unencumbered, is not using a shield, and wielding a light weapon or a weapon that can be modified with the Weapon Finesse feat.

Dodge Bonus (Ex)
A swashbuckler relies on quick reflexes to defend himself in combat. At 1st level, a swashbuckler gains a +1 dodge bonus to his armor class. This bonus increases by +1 for every five class levels the swashbuckler has (+2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level). This bonus only applies if he is wearing light or no armor, is unencumbered, and is not using a shield.

Flurry of Blades (Ex)
When making a full attack action, a swashbuckler can make one additional attack at his highest base attack bonus, but all attacks in the round take a -2 penalty. The swashbuckler can only make a flurry of blows while wearing light or no armor, not carrying a shield, and while wielding only light weapons or weapons that can be modified with the Weapon Finesse feat. This ability otherwise works like the monk class feature of the same name.

Weapon Finesse (Ex)
At 1st level, a swashbuckler gains Weapon Finesse as a bonus feat.

Combat Reflexes (Ex)
At 2nd level, a swashbuckler gains Combat Reflexes as a bonus feat, even if he does not meet the prerequisites. Additionally, at 13th level, the number of attacks of opportunity he can make with this feat increases by 1.

Nimble Strike (Ex)
A swashbuckler uses his skill and coordination to place his strikes where they will deal the most damage. At 3rd level, he adds his Dex modifier to all damage rolls with light weapons or weapons that can be modified with the Weapon Finesse feat.

Uncanny Dodge (Ex)
At 3rd level, a swashbuckler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a swashbuckler already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.

Acrobatic Charge (Ex)
A swashbuckler of 4th level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Riposte (Ex)
A swashbuckler is adept at taking advantage of any opportunity that presents itself in combat. At 5th level, whenever an opponent he threatens in melee makes a melee attack against him and misses, that opponent provokes an attack of opportunity from the swashbuckler. A swashbuckler may only make one riposte attack against any single opponent in a round. This ability does not allow the swashbuckler to make more attacks of opportunity in a round than he otherwise would be allowed.

Acrobatics (Ex)
A swashbuckler relies on his mobility and reflexes to aid him on and off the battlefield. At 6th level, he gains a +2 bonus on all Climb, Jump and Tumble checks. This bonus increases to +4 at 12th level, and to +6 at 18th level. These bonuses only apply if he is wearing light or no armor, is unencumbered, and is not using a shield.

Opportunist (Ex)
At 7th level, once per round, a swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts against the swashbuckler's allotment of attacks of opportunity for that round. At 14th level, he may use this ability twice per round.

Evasion (Ex)
At 8th level or higher, if a swashbuckler makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a swashbuckler is wearing light armor or no armor. A helpless swashbuckler does not gain the benefit of Evasion.

Parry (Ex)
A swashbuckler can use his skill and advanced training to defend himself in combat without requiring heavy armor or shields. At 8th level, once per round, a swashbuckler may expend one attack of opportunity to attempt to deflect an incoming melee attack. To do this, he makes an attack roll at his highest base attack bonus, and uses the higher of his armor class or his attack roll as his effective armor class against that attack. He may choose to use this ability after he knows the results of his opponent's attack. A successful parry does not create a riposte opportunity for the swashbuckler.

At 15th level, a swashbuckler may perform this action twice per round (provided he has enough attacks of opportunity available to do so), though he may only make one parry attempt per attack against him.

Lethal Riposte (Ex)
At 9th level, a swashbuckler has become so adept at exploiting lapses in his opponents' defenses, that opponents now count as flat-footed against his riposte attacks and opportunist attacks.

Deadly Defense
At 10th level, a swashbuckler deals an additional 1d6 damage when fighting defensively. This bonus damage applies to all attacks made in a round in which he is fighting defensively, but only to attacks made with a light weapon or a weapon that can be modified with the Weapon Finesse feat, and only while he is wearing light or no armor and not carrying a shield.

At 17th level, the bonus damage increases to 2d6.

Lethal Redirect (Ex)
At 12th level, a swashbuckler becomes so nimble in combat, that he can cause his incautious opponents to strike one another. Once per round, the swashbuckler may expend his riposte attack against a given attacker to redirect that attacker's weapon into another opponent who is threatened by both the swashbuckler and the attacker. This ability cannot be used to redirect an attack that did not miss, and cannot be used in conjunction with the Parry ability. This requires an attack roll from the swashbuckler at his highest base attack bonus, but with a -2 penalty applied. If the attack hits, the target takes the damage that would have been dealt to the swashbuckler had the original attacker not missed.

Dauntless (Ex)
At 14th level, a swashbuckler has become so bold and confident that nothing can shake him. He gains immunity to all fear effects.

Rapid Riposte (Ex)
At 16th level, a swashbuckler's reflexes are so keen, that he can take advantage of every single opportunity presented. He may now make up to two riposte attacks against a single opponent in a round (but still only one riposte per opportunity).

Additionally, when he makes a lethal redirect attack, he may expend another attack of opportunity to simultaneously make a normal riposte attack against the attacker who missed him. Using this ability counts as both of his riposte attacks against that attacker.

Parry and Riposte (Ex)
At 19th level, if a swashbuckler successfully deflects an attack using his parry ability, he may immediately make a riposte attack or lethal redirect without expending an attack of opportunity (he still expends an attack of opportunity to execute the parry). If he chooses to make a lethal redirect attack, he may also expend an additional attack of opportunity to make a simultaneous riposte attack, as described in Rapid Riposte.

Critical Riposte (Ex)
At 20th level, a swashbuckler's riposte attacks become even more devastating. Whenever he rolls a critical threat on a riposte attack, the critical is automatically confirmed. Creatures that are immune to critical attacks are not affected by this ability.

Credits
Most of the class design was my own work, but Xhosant (from Myth-Weavers) was very helpful in coming up with ideas and revising.

Blue Jay
2020-09-11, 09:38 PM
Base Class Remake: Tier-3 Wizard

Design Notes
The goal of this wizard remake was to weaken the wizard so that it could more easily fit in a party with a lower power level. I don't know if it actually hits Tier-3, but that was the initial goal. Here are the changes, in summary:
The spell progression was slowed so that the wizard gains access to a new level of spells at every third class level. This makes the casting closely resemble the bard's. I made a few extra tweaks to ensure the wizard gets at least one new spell slot at each level, and he actually gets 1 more spell slot at each level than a standard wizard does.
Spell saving throw DCs are Wisdom-based, so the wizard is no longer completely single-ability dependent.
These nerfs can be particularly debilitating for a low-level wizard, so I made several adjustments to help the wizard through their weakest portion of the game:
Hit dice were bumped up to d6, and they are proficient with all simple weapons
The skill list was expanded, and the wizard gets more skill points to cover for his likely slightly diminished Intelligence score.
Cantrips can be cast at-will (as in Pathfinder).
The wizard can learn other classes' spells from scrolls.
I think this will let the wizard remain a versatile, potent spellcaster, but it will keep him from outpacing the mundane classes too quickly. It will, of course, need playtesting, and it will probably perform best if couched within a larger array of rules remakes that follow a similar design philosophy.

Level Progression

Hit Die: d6
Class Skills: Appraise, Concentration, Craft, Decipher Script, Gather Information, Heal, Knowledge (any), Profession, Search, Speak Language, Spellcraft
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th
1 +0.50 +0.33 +0.33 +2.50 Scribe Scroll, Summon Familiar 3 2 - - - - -
2 +1.00 +0.67 +0.67 +3.00 4 2 - - - - -
3 +1.50 +1.00 +1.00 +3.50 4 3 - - - - -
4 +2.00 +1.33 +1.33 +4.00 4 3 2 - - - -
5 +2.50 +1.67 +1.67 +4.50 Bonus Feat 5 4 2 - - - -
6 +3.00 +2.00 +2.00 +5.00 5 4 3 - - - -
7 +3.50 +2.33 +2.33 +5.50 5 4 3 2 - - -
8 +4.00 +2.67 +2.67 +6.00 5 5 4 2 - - -
9 +4.50 +3.00 +3.00 +6.50 6 5 4 3 - - -
10 +5.00 +3.33 +3.33 +7.00 Bonus Feat 6 5 4 3 2 - -
11 +5.50 +3.67 +3.67 +7.50 6 5 5 4 2 - -
12 +6.00 +4.00 +4.00 +8.00 6 5 5 4 3 - -
13 +6.50 +4.33 +4.33 +8.50 6 5 5 4 3 2 -
14 +7.00 +4.67 +4.67 +9.00 6 5 5 5 4 2 -
15 +7.50 +5.00 +5.00 +9.50 Bonus Feat 6 5 5 5 4 3 -
16 +8.00 +5.33 +5.33 +10.00 6 5 5 5 4 3 2
17 +8.50 +5.67 +5.67 +10.50 6 5 5 5 5 4 2
18 +9.00 +6.00 +6.00 +11.00 6 5 5 5 5 4 3
19 +9.50 +6.33 +6.33 +11.50 6 5 5 5 5 5 4
20 +10.00 +6.67 +6.67 +12.00 Bonus Feat 6 5 5 5 5 5 5


Class Features

Weapon and Armor Proficiency
A wizard is proficient with all simple weapons. She is not proficient with armor.

Spells
A wizard casts arcane spells, which can be drawn from any 9-level spell list (cleric, druid, sorcerer/wizard, etc.). A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + wizard's HD/2 + the wizard’s Wisdom modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day, as shown on the "Spells Per Day" table above. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Spellbooks
A wizard records all the spells she knows in a grimoire or spellbook. She may own and use any number of spellbooks she wishes. She must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards know automatically and can prepare from memory.

A wizard begins play with a spellbook containing all 0th-level spells (cantrips) and four 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found on scrolls or in other spellbooks to her own. She may learn spells from any 9-level spellcasting list (cleric, druid, sorcerer/wizard, etc) in this manner, but the two spells she learns automatically at each level must come from the sorcerer/wizard list.

Each spell takes up 1 page in a spellbook, regardless of its spell level.

Cantrips
A wizard's cantrips follow the same rules as her other spells, except that she may cast each of her prepared cantrips at will. The "Spells Per Day" table above lists the number of cantrips she can prepare each morning.

Summon Familiar (Su)
This works exactly as described for the standard wizard.

Bonus Feats (Ex)
A wizard gains Scribe Scroll as a bonus feat at 1st level. At 5th level, and every 5 levels thereafter, she may choose another bonus feat from the following list: any item creation feat, any metamagic feat, any devotion feat, any reserve feat, or Spell Mastery. She must meet any prerequisites for the feats chosen.

Blue Jay
2020-09-12, 11:43 AM
Base Class (Remake): Skirmish Ranger

Level Progression

Hit Die: d8
Class Skills: Climb, Craft, Disable Device, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Skill Points per level: 6 + Int


Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1.00 +2.50 +2.50 +0.33 1st favored enemy, Track, Trapfinding, Wild empathy — — — —
2 +2.00 +3.00 +3.00 +0.67 Combat style, Skirmish 1d6 — — — —
3 +3.00 +3.50 +3.50 +1.00 Animal Companion, Uncanny Dodge — — — —
4 +4.00 +4.00 +4.00 +1.33 Skirmish 1d6/+1 AC 0 — — —
5 +5.00 +4.50 +4.50 +1.67 2nd favored enemy, Fast movement +10 ft 0 — — —
6 +6.00 +5.00 +5.00 +2.00 Flawless stride, Improved combat style, Skirmish 2d6/+1 AC 1 — — —
7 +7.00 +5.50 +5.50 +2.33 Camouflage, Improved Uncanny Dodge 1 — — —
8 +8.00 +6.00 +6.00 +2.67 Skirmish 2d6/+2 AC, Swift tracker 1 0 — —
9 +9.00 +6.50 +6.50 +3.00 Evasion, Companion skirmish 1 0 — —
10 +10.00 +7.00 +7.00 +3.33 3rd favored enemy, Skirmish 3d6/+2 AC 1 1 — —
11 +11.00 +7.50 +7.50 +3.67 Combat style mastery, Hide in plain sight 1 1 0 —
12 +12.00 +8.00 +8.00 +4.00 Fast movement +20 ft, Skirmish 3d6/+3 AC 1 1 1 —
13 +13.00 +8.50 +8.50 +4.33 Improved Evasion 1 1 1 —
14 +14.00 +9.00 +9.00 +4.67 Skirmish 4d6/+3 AC 2 1 1 0
15 +15.00 +9.50 +9.50 +5.00 4th favored enemy 2 1 1 1
16 +16.00 +10.00 +10.00 +5.33 Skirmish 4d6/+4 AC 2 2 1 1
17 +17.00 +10.50 +10.50 +5.67 Free movement 2 2 2 1
18 +18.00 +11.00 +11.00 +6.00 Skirmish 5d6/+4 AC 3 2 2 1
19 +19.00 +11.50 +11.50 +6.33 Fast movement +30 ft 3 3 3 2
20 +20.00 +12.00 +12.00 +6.67 5th favored enemy, Skirmish 5d6/+5 AC 3 3 3 3



Class Features

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (but not tower shields).

Favored Enemy (Ex)
As the standard ranger.

Track (Ex)
As the standard ranger.

Trapfinding (Ex)
As the standard scout.

Wild Empathy (Ex)
As the standard ranger.

Combat Style (Ex)
As the standard ranger.

Skirmish (Ex)
As the standard scout, except the ability is gained at 2nd level, and advances at every even-numbered level.

Animal Companion (Ex)
As the standard ranger, except the companion is gained at 3rd level, and the skirmish ranger counts his full ranger level as his effective druid level.

Uncanny Dodge (Ex)
As the standard scout, except it is gained at 3rd level.

Spells
As the standard ranger.

Fast Movement (Ex)
As the standard scout, except the bonuses are gained at 5th, 12th and 19th level.

Flawless Stride (Ex)
As the standard scout.

Improved Combat Style (Ex)
As the standard ranger.

Camouflage (Ex)
As the standard scout, except it is gained at 7th level.

Improved Uncanny Dodge (Ex)
As the standard barbarian, except it is gained at 7th level.

Swift Tracker (Ex)
As the standard ranger.

Companion Skirmish (Ex)
At 9th level, a skirmish ranger's animal companion can also use the ranger's skirmish ability. The companion gains the same extra damage and AC bonus as the ranger himself gains for skirmishing.

Evasion (Ex)
As the standard scout, except it is gained at 9th level.

Hide in Plain Sight (Ex)
As the standard ranger, except it is gained at 11th level.

Improved Evasion (Ex)
As the standard monk ability, except it is gained at 13th level.

Free Movement (Ex)
As the standard scout, except it is gained at 17th level.

Blue Jay
2020-09-12, 11:56 AM
Base Class (Remake): Wild Ranger

Level Progression

Hit Die: d8
Class Skills: Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Skill Points per level: 6 + Int


Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1 +1.00 +2.50 +2.50 +0.33 1st favored enemy, Track, Wild empathy — — — —
2 +2.00 +3.00 +3.00 +0.67 Combat Style, Rage 1/day — — — —
3 +3.00 +3.50 +3.50 +1.00 Animal companion, Uncanny Dodge — — — —
4 +4.00 +4.00 +4.00 +1.33 Fast movement +10 ft 0 — — —
5 +5.00 +4.50 +4.50 +1.67 2nd favored enemy 0 — — —
6 +6.00 +5.00 +5.00 +2.00 Flawless stride, Improved Combat Style, Rage 2/day 1 — — —
7 +7.00 +5.50 +5.50 +2.33 Camouflage, Improved Uncanny Dodge 1 — — —
8 +8.00 +6.00 +6.00 +2.67 Swift tracker 1 0 — —
9 +9.00 +6.50 +6.50 +3.00 Evasion, Companion Rage 1 0 — —
10 +10.00 +7.00 +7.00 +3.33 3rd favored enemy, Rage 3/day 1 1 — —
11 +11.00 +7.50 +7.50 +3.67 Combat Style Mastery, Greater rage 1 1 0 —
12 +12.00 +8.00 +8.00 +4.00 Fast movement +20 ft 1 1 1 —
13 +13.00 +8.50 +8.50 +4.33 Improved Evasion 1 1 1 —
14 +14.00 +9.00 +9.00 +4.67 Hide in plain sight, Rage 4/day 2 1 1 0
15 +15.00 +9.50 +9.50 +5.00 4th favored enemy 2 1 1 1
16 +16.00 +10.00 +10.00 +5.33 Free movement 2 2 1 1
17 +17.00 +10.50 +10.50 +5.67 Tireless rage 2 2 2 1
18 +18.00 +11.00 +11.00 +6.00 Rage 5/day 3 2 2 1
19 +19.00 +11.50 +11.50 +6.33 Fast movement +30 ft 3 3 3 2
20 +20.00 +12.00 +12.00 +6.67 5th favored enemy, Mighty rage 3 3 3 3


Class Features

Weapon and Armor Proficiency
A wild ranger is proficient with all simple and martial weapons, and with light armor and shields (but not tower shields).

Favored Enemy (Ex)
As the standard ranger.

Track (Ex)
As the standard ranger.

Wild Empathy (Ex)
As the standard ranger.

Combat Style (Ex)
As the standard ranger.

Rage (Ex)
As the standard barbarian, except the ability is gained at 2nd level, and the wild ranger gains an additional daily use every 4 levels above 2nd.

Animal Companion (Ex)
As the standard ranger, except the companion is gained at 3rd level, and the skirmish ranger counts his full ranger level as his effective druid level.

Uncanny Dodge (Ex)
As the standard scout, except it is gained at 3rd level.

Spells
As the standard ranger.

Fast Movement (Ex)
As the standard scout, except the bonuses are gained at 4th, 12th and 19th level.

Flawless Stride (Ex)
As the standard scout.

Improved Combat Style (Ex)
As the standard ranger.

Camouflage (Ex)
As the standard scout, except it is gained at 7th level.

Improved Uncanny Dodge (Ex)
As the standard barbarian, except it is gained at 7th level.

Swift Tracker (Ex)
As the standard ranger.

Companion Rage (Ex)
Beginning at 9th level, whenever the wild ranger rages, he may choose to also allow his animal companion to enter rage. Doing so does not expend an extra daily use of the wild ranger's rage ability. His animal companion gains all the same bonuses and penalties as the wild ranger himself gains from raging, and the animal companion's rage ends when the wild ranger's rage ends.

Evasion (Ex)
As the standard scout, except it is gained at 9th level.

Greater Rage (Ex)
As the standard barbarian.

Improved Evasion (Ex)
As the standard monk ability, except it is gained at 13th level.

Hide in Plain Sight (Ex)
As the standard ranger.

Free Movement (Ex)
As the standard scout, except it is gained at 16th level.

Tireless Rage (Ex)
As the standard barbarian.

Mighty Rage (Ex)
As the standard barbarian.

Blue Jay
2020-09-12, 01:07 PM
Base Class: Skinwalker

Level Progression

Hit Die: d8
Class Skills: Balance, Climb, Craft, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (nature), Listen, Move Silently, Spot, Survival, Swim
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Pelts Prepared Morphic Weapons
1 +0.75 +2.50 +2.50 +0.33 Skinwalking, Track, Wild Empathy 1 —
2 +1.50 +3.00 +3.00 +0.67 Morphic Weapons, Natural Armor +1 1 1
3 +2.25 +3.50 +3.50 +1.00 Woodland Stride 2 1
4 +3.00 +4.00 +4.00 +1.33 Morphic Ability 2 1
5 +3.75 +4.50 +4.50 +1.67 Morphic Weapons (Augments), Natural Armor +2 2 2
6 +4.50 +5.00 +5.00 +2.00 Fast Healing 3 2
7 +5.25 +5.50 +5.50 +2.33 Skinwalking (Large), Swift Tracker 3 2
8 +6.00 +6.00 +6.00 +2.67 Morphic Ability, Natural Armor +3 3 2
9 +6.75 +6.50 +6.50 +3.00 Venom Immunity 3 2
10 +7.50 +7.00 +7.00 +3.33 Quick Change 4 2
11 +8.25 +7.50 +7.50 +3.67 Natural Armor +4 4 3
12 +9.00 +8.00 +8.00 +4.00 Morphic Ability 4 3
13 +9.75 +8.50 +8.50 +4.33 Skinwalking (Magical Beast, 1 pelt) 4 3
14 +10.50 +9.00 +9.00 +4.67 Natural Armor +5, Skinwalking (Huge) 4 3
15 +11.25 +9.50 +9.50 +5.00 Elemental Form 1/day, Timeless Body 5 3
16 +12.00 +10.00 +10.00 +5.33 Morphic Ability 5 3
17 +12.75 +10.50 +10.50 +5.67 Elemental Form 2/day 5 4
18 +13.50 +11.00 +11.00 +6.00 Natural Armor +6, Skinwalking (Magical Beast, 2 pelts) 5 4
19 +14.25 +11.50 +11.50 +6.33 Elemental Form 3/day 5 4
20 +15.00 +12.00 +12.00 +6.67 Morphic Ability, Perfect Shapeshifter 6 4


Class Features

Weapon and Armor Proficiency
A skinwalker is proficient with all simple weapons, and with the natural weapons of any form he takes. He is proficient with light armor, but like a druid, he cannot wear metal armor or carry a metal shield.

Skinwalking (Su)
A skinwalker is a shapechanger. He gains the Shapechanger subtype. His signature ability is the supernatural art of taking animal and vermin forms. This ability works as the Alternate Form special ability, except that the skinwalker requires a special magical focus: he must be wearing the pelt of the creature whose form he wishes to take. The word "pelt" is used here, but the focus can be any token or trinket made from the body of a slain animal or vermin. Alternately, he can create a pelt without slaying the creature by forming a peaceful, spiritual bond in a special 24-hour ritual with an animal or vermin whose attitude towards him has been made friendly, after which the creature willingly donates a piece of its body to serve as the skinwalker's talisman.

Each pelt is worn in a manner chosen by the skinwalker when the pelt is first created. The pelt must occupy a specified body slot, as if it were a magic item. The skinwalker may choose any body slot except a ring slot, but once the body slot has been chosen, that pelt can only be worn in the chosen body slot, and it cannot be altered to be worn in a different body slot later. Pelts that occupy different body slots may be worn simultaneously, in which case the skinwalker may shift from one form to another without reverting to his natural form between them. Otherwise, the skinwalker must take the usual actions to retrieve a pelt from a storage place and don the pelt.

A skinwalker begins play with one pelt of his choice, which may be the pelt of any animal or vermin of Small or Medium size and no more than 2 HD. To gain additional pelts beyond this first one, he must harvest the pelt from a slain creature, and specially treat it with magical herbs and oils worth 250 gp in a ritual that takes several hours to complete. Alternately, he may purchase a pelt from the market (the usual price is 100 gp per hit die of the creature), and may then perform the treatment and rituals.

At any one time, a skinwalker may own a number of treated pelts equal to his class level. He may choose to discard or sell a pelt he owns in order to purchase or harvest another. Any pelt he acquires after 1st level must be of an animal or vermin with no more hit dice than he has class levels.

Each day, a skinwalker must prepare the pelts he intends to wear during the day. This requires him to perform a 1-hour ritual to forge a link between himself and the spirits of the animals whose pelts he intends to wear. At 1st level, he may only prepare one pelt during this ritual, but he may prepare additional pelts as he advances in this class, as shown in the Level Progression table above. All pelts must be prepared at the same time, and once they are prepared, the skinwalker cannot change which pelts he has prepared until the next day. A skinwalker gains no benefit from wearing a pelt that he has not prepared for the day.

While the skinwalker wears a prepared pelt, he may take the form of that creature at will as a standard action, and he may remain in that form for as long as he likes. While in an alternate form, the skinwalker's gear melds into his body, and he does not gain the benefits of that gear (except for other treated pelts he may have been wearing). Unlike the standard Alternate Form ability, a skinwalker also gains any of the following qualities from the form he takes: Amphibious, Darkvision, Low-light vision, Scent or Tremorsense. Reverting to his natural form is a move action.

At 13th level, the skinwalker gains the ability to take Magical Beast form with this ability. Magical Beast pelts cost double the market price of animal or vermin pelts, but the price for the magicel herbs and oils remains the same. A skinwalker in Magical Beast form can access all of the Magical Beast’s extraordinary and supernatural abilities, but cannot access any spells or spell-like abilities that creature had in life. At 13th level, he may only prepare 1 Magical Beast pelt per day. At 18th level, he may prepare up to 2 Magical Beast pelts per day.

Track (Ex)
A skinwalker gains Track as a bonus feat at 1st level.

Wild Empathy (Ex)
This ability works as the druid special ability. A character's skinwalker levels stack with all other class levels that grant Wild Empathy to determine his bonus on Wild Empathy checks.

A skinwalker who wears a prepared vermin pelt can treat that type of vermin as an animal for the purposes of Wild Empathy checks.

Morphic Weapons (Su)
As a skinwalker levels up, he learns how to perform limited shapeshifting abilities without requiring a pelt. At 2nd level, he learns how to grow natural weapons on his body at will as a move action. He may also switch from one weapon to another as a move action. He may dismiss any natural weapon at any time as a free action (but not during another character’s turn). This ability only functions while the skinwalker is in his natural form.

At 2nd level, the skinwalker can only have one type of natural weapon grown at a time. A list of natural weapons he can grow is provided below, along with the damage values for a Medium skinwalker. These damage values increase by one size category at 8th level, and again at 16th level; these damage increases stack with other sources of damage increase, such as size increase or the Improved Natural Attack feat. When a weapon is listed as a pair ("2 claws" or "2 hooves"), the pair of weapons is considered a single natural weapon for the purposes of this ability.

Beginning at 5th level, the skinwalker’s morphic weapons improve. First, when he chooses to grow natural weapons with this ability, he may choose to grow two types of natural weapons (e.g., a bite and a pair of claws, or a pair of hooves and a pair of tentacles). As he gains levels in this class, the number of natural weapons he can grow at once increases as shown in the Level Progression table above. In place of any one of these extra natural weapons, he my instead improve one of his existing natural weapons with one the special attack listed in the table below for its type.

For example, at 11th level, he can grow 3 weapons. He may choose to grow a bite, 2 claws and a sting. Or he may choose to grow a bite with improved grab, and 2 claws.


Weapon Damage (M) Special
Bite 1d6 Improved Grab
2 Claws 1d4 Rend
Gore 1d6 Powerful Charge
2 Hooves 1d4 Trip
Sting 1d6 Poison
Tail Slap 1d6 Reach
2 Tentacles 1d4 Improved Grab


Improved Grab: If you hit a target of your size or smaller with a bite or tentacle attack, you may attempt to start a grapple against that target as a free action, without requiring an initial touch attack or provoking an attack fo opportunity from your target.

Poison: If you hit your opponent with your sting attack, you inject venom into his veins, which deals 1d4 Str, Dex or Con damage (your choice). A Fort save (DC = 10 + your HD/2 + your Con modifier). The ability damage increases to 1d6 at 11th level, and 1d8 at 17th level.

Powerful Charge: If you hit an opponent with your gore attack at the end of a charge, you deal double damage.

Reach: Your reach with your tail slap increases by 5 feet.

Rend: If you hit an opponent with both claws in the same round, you tear his flesh, automatically dealing extra damage equal to two claw attacks.

Trip: If you hit an opponent with both hooves in the same round, you may initiate a free Trip attempt against your target as a free action, without requiring an initial touch attack or provoking at attack of opportunity. If your Trip attempt fails, your opponent cannot react to trip you.

Natural Armor (Ex)
A skinwalker can naturally enhance the toughness of his body, granting him an improvement to his natural armor bonus to Armor Class. At 2nd level, this improvement is +1, and it increases as shown in the Level Progression table above. Add this improvement to the natural armor bonus of any form he takes.

Woodland Stride (Ex)
At 3rd level, a skinwalker gains the Woodland Stride ability, which works the same as the druid ability of the same name.

Morphic Ability (Ex)
All characters gain a +1 improvement to an ability score of their choice every four character levels. But, the skinwalker benefits from this in a slightly different way. The skinwalker assigns the +1 bonus to any one of his stats, but as a swift action, he may reassign the bonus to any of his physical stats (Str, Dex or Con). When he accrues greater bonuses at 8th, 12th and subsequent levels, he may, as a swift action, redistribute his total level-dependent bonus in any way he wishes across his physical stats. He may use this ability at will, and the bonuses remain assigned until he chooses to reassign them.

For multiclass characters, this ability only applies if the character has a number of class levels equal to the level at which he would gain the bonus. For example, a 4th-level character gains a +1 bonus to one ability score, so a character with 4 levels of skinwalker may assign one +1 improvement in this manner. An 8th-level character gains two +1 improvements, so a character with 8 levels of skinwalker may assign two +1 improvements in this manner. A character who gains sufficient class levels after already assigning a level-dependent ability score improvement may retroactively alter his bonuses as soon as he gains the requisite number of skinwalker class levels.

Fast Healing (Su)
Beginning at 6th level, the skinwalker’s skill at shapeshifting translates into an ability to repair his body and recover quickly from wounds. He gains the Fast Healing ability. Each round, he heals a number of hit points of damage equal to his Wisdom bonus.

Swift Tracker (Ex)
At 7th level, the skinwalker gains the ability to track while moving at his full speed without taking the usual penalty for doing so.

Venom Immunity (Ex)
At 9th level, a skinwalker’s body has become so resilient that it is no longer subject to toxins. He gains immunity to disease and poison.

Quick Change (Ex)
Beginning at 10th level, a skinwalker can take on an alternate form with his Skinwalking ability as a move action and change back to his natural form as a swift action. Furthermore, he can grow morphic weapons as a swift action.

Elemental Form (Su)
Beginning at 15th level, a skinwalker gains the ability to transform into an elemental (air, earth, fire, storm or water only). This ability manifests from the skinwalker’s spiritual connection with nature. It is not a part of his skinwalking rituals: he cannot make a pelt from an elemental creature’s body, and he does not need to perform a ritual each day to establish a link with the spirit of the creature. Instead, he may use this ability once per day, and he may remain in elemental form for a number of minutes equal to his Con modifier. He gains additional daily uses of this ability at 17th and 19th level, as shown in the Level Progression table above.

This ability functions as the Alternate Form ability, except that, in addition to the usual effects, the skinwalker also gains all the elemental’s extraordinary and supernatural qualities and attacks. He may not take the form of an elemental whose hit dice exceed his class level.

Timeless Body (Su)
After attaining 15th level, a skinwalker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the skinwalker still dies of old age when his time is up.

Perfect Shapeshifter (Ex)
At 20th level, a skinwalker reaches the pinnacle of his shapeshifting abilities. At this point, whenever he takes a creature's form, he gains its type and subtypes, along with all its type traits, including immunites. He counts as either his natural type or the type of his alternate form, whichever is more beneficial to him in any given situation.

Debihuman
2020-09-14, 07:39 AM
This thread will house the various homebrew classes I've made. Comments are welcome.

If you see my message, this is the info that you could put in the homebrewer's extended signature thread. Many of us have put things there because it's easier to keep track of. Especially if you post frequently.

Debby

Blue Jay
2020-09-17, 07:26 PM
E6 Base Class: Cantrip Mage

Level Progression

Hit Die: d6
Class Skills: Bluff, Concentration, Craft, Decipher Script, Gather Information, Knowledge (any), Perform, Profession, Speak Language, Spellcraft, Use Magic Device
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Cantrips Known
1 +0.75 +0.33 +2.50 +2.50 Cantrip Mastery, Immediate Cast 20
2 +1.50 +0.67 +3.00 +3.00 Metacantrips (1) 25
3 +2.25 +1.00 +3.50 +3.50 Multi-Cast 30
4 +3.00 +1.33 +4.00 +4.00 Metacantrips (2) 35
5 +3.75 +1.67 +4.50 +4.50 Improved Multi-Cast 40
5 +4.50 +2.00 +5.00 +5.00 Metacantrips (3) 45


Class Features

Weapon and Armor Proficiency
A cantrip mage is proficient with simple weapons. He is proficient with light armor and with shields. His cantrips do not require any complex components, so he suffers no arcane spell failure chance for wearing armor or wielding a shield.

Spellcasting
A cantrip mage casts arcane spells drawn from any class spell list, though he can only learn and cast 0th-level spells. His spells are treated as arcane spells and are called "cantrips," even though they can be drawn from any list (arcane or divine). He can cast any spell he knows at will, with no need to prepare them ahead of time. The Difficulty Class for a saving throw against a cantrip mage's spell is equal to 11 + (cantrip mage level) / 2 + (cantrip mage's Intelligence modifier).

At 1st level, he knows 20 cantrips, and he learns 5 more cantrips at each level above 1st. He can also learn new cantrips he observes, regardless of which class's spell list they come from. Any time he sees a 0th-level spell cast, or reads a 0th-level spell on a scroll, spellbook or other writing, he may immediately make a Spellcraft check (DC = 15). If he succeeds, he automatically learns the observed spell.

The cantrip cure minor wounds is replaced by stabilize (the Pathfinder cantrip) for this class. This cantrip stabilizes a dying creature, but does not heal any damage.

Cantrip Mastery
A cantrip mage may focus on minor spells, but he has mastered them like no other. Casting a cantrip only takes a move action for him (unless the cantrip already has a shorter casting time), thus allowing him to cast two (or more) cantrips each round. He also need not supply any components for his cantrips, and he does not provoke attacks of opportunity when casting a cantrip.

Immediate Cast
Once per encounter, a cantrip mage may cast a cantrip he knows as an immediate action.

Metacantrips
At 2nd level, a cantrip mage may choose a metamagic feat for which he meets the prerequisites. This feat must be one that increases a spell's effective level by no more than 1. Three times per day, the cantrip mage may apply the chosen metamagic effect to a cantrip as he casts it. Doing this takes a standard action. Since his cantrips do not take spell slots, doing this does not require a higher-level spell slot.

At 4th level, the cantrip mage may select a second metamagic feat with the same restrictions as above. At 6th level, he chooses a third metamagic feat with the same restrictions, except he may select a feat that increases a spell's effective level by up to 2. The selected feats do not share a single pool of daily uses: the cantrip mage can use each selected feat three times per day.

Multi-Cast
A cantrip mage learns to cast his cantrips with great rapidity, casting a single cantrip multiple times at once. At 3rd level, he gains the most basic of Multi-Casting abilities, Double Cast. When a cantrip mage Double Casts, he takes a standard action to cast any cantrip he knows twice simultaneously or in quick succession. If the cantrip allows him to select a target or area, he may select independently for each casting.

He may use this ability a number of times per day equal to his class level.

Improved Multi-Cast
At 5th level, a cantrip mage's Multi-Cast ability improves. Double Casting a cantrip no longer takes a use of the cantrip mage's Multi-Cast ability: he can now Double Cast his cantrips at will as a standard action. Instead, he may now expend one daily use of his Multi-Cast ability to perform any of the three actions listed below as a standard action:
Triple Cast: Cast a cantrip he knows three times as a single standard action, with the same restrictions as his Double Cast ability.
Double Meta-Cast: Double-Cast a cantrip he knows with a metamagic effect from his Metacantrips ability applied. The chosen metamagic effect applies to both castings of the cantrip, but he need only expend one use of his Metacantrips ability.
Combined Meta-Cast: Cast a single cantrip he knows with two metamagic effects from his Metacantrips ability applied. He need only expend one use of either metamagic effect (not one of each) in order to use this ability.

Blue Jay
2020-09-17, 07:54 PM
E6 Base Class: Domain Priest

Level Progression

Hit Die: d8
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the Planes), Profession, Sense Motive, Spellcraft
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Orisons Known 1st 2nd 3rd
1 +0.75 +2.50 +0.33 +2.50 Primary Domains 3 1 - -
2 +1.50 +3.00 +0.67 +3.00 Bonus Domain 4 2 - -
3 +2.25 +3.50 +1.00 +3.50 Granted Power Boost 5 2 1 -
4 +3.00 +4.00 +1.33 +4.00 Bonus Domain 6 3 2 -
5 +3.75 +4.50 +1.67 +4.50 Granted Power Boost 7 3 2 1
5 +4.50 +5.00 +2.00 +5.00 Bonus Domain 8 4 3 2


Class Features

Weapon and Armor Proficiency
A domain priest is proficient with all simple weapons, and with one martial weapon of his choice. He is also proficient with all armors and shields (except tower shields).

Spellcasting
A domain priest does not cast spells in the same way as a standard spellcaster: instead, he can cast domain spells as spell-like abilities with a caster level equal to his domain priest level. At 1st level, he can cast the 1st-level spell from each of his two primary domains (see the spoiler below) once per day, and he gains additional uses per day for each spell-like ability as he gains levels in this class, as shown in the "Spellcasting" spoiler above. When he gains additional domains at later levels (see below), he gains a separate set of daily uses for the spells of each domain.

For example, a 2nd-level domain priest who chose the Air and Healing domains as his primary domains can cast obscuring mist and cure light wounds each twice per day. If he selected the Plant domain as his bonus domain at 2nd level, he would then also be able to cast entangle twice per day. If he had instead selected the Water domain as his bonus domain at 2nd level, he would gain an additional 2 daily uses of obscuring mist.

Because he casts his spells as spell-like abilities, he does not need to supply any verbal, somatic, material or XP components, and he suffers no spell-failure chance if he wears armor.

He also learns a number of orisons as shown in the "Spellcasting" spoiler above. These orisons are chosen from any divine spell list, and he may cast any orison he knows at will. The orison cure minor wounds is replaced by stabilize (the Pathfinder orison) for this class. This orison stabilizes a dying creature, but does not heal any damage.

To cast an orison or use a spell-like ability, a domain priest must have a Wis score equal to 10 + the spell's level. The difficulty class for a saving throw against a domain priest's spell-like ability is equal to 11 + (his domain priest level / 2) + his Wis modifier. He gains additional spells per day for having a high Wis modifier, just as standard spellcasters do. He may use these bonus spells per day to spontaneously cast any of his spell-like abilities of the appropriate level.

Domains
At 1st level, a domain priest selects any two domains to serve as his primary domains. He gains the granted power of each domain, and can cast the 1st-level spells of his domains as spell-like abilities, each once per day. As he advances, he gains access to the higher-level spells of his domains, and can cast his spell-like abilities a number of additional times per day as shown on the table.

He gains access to additional domains at 2nd, 4th and 6th levels, as shown in the "Level Progression" spoiler above. He can cast all spells from all of his domains a number of times per day as shown in the "Spellcasting" table above. He also gains the granted power from each of his domains.

Note that a Domain Priest does not gain the ability to Turn or Rebuke Undead. If he selects a domain that would grant an enhancement to a normal cleric's ability to Turn or Rebuke Undead (The Sun domain's "Greater Turning" power), he does not gain the enhancement. Instead, he gains the ability to Turn Undead or Rebuke Undead (as appropriate for the domain selected) as a standard cleric.

Granted Power Boost
At 3rd and 5th level, the domain priest does not gain additional domains. Instead, the granted powers of his existing domains improve. At each indicated level, the domain priest selects one of the improvements listed below for each of his primary domain powers, and for one of his bonus domain powers. The available power improvements are as follows:
If the domain's granted power has a limited number of uses per day, you gain 1 additional daily use per class level.
If the domain's granted power adds a numerical bonus to rolls, checks (except for caster level checks) or saves, the bonus increases by an amount equal to your class level.
If the domain's granted power grants a caster level bonus on certain spells, the bonus increases by 1 at 3rd, then by another 1 at 5th.
If the domain's granted power has a duration, the duration increases by 1 time unit per class level (e.g., for a 3rd-level domain priest, "1 round" becomes "4 rounds", and "1 minute" becomes "4 minutes").
If the domain's granted power adds a skill to your class skill list, then you gain a bonus on checks with all indicated skills equal to your class level.

If a particular domain power could qualify for multiple improvements, the domain priest must select only one of the improvements for that power. He cannot select the same improvement twice for any one domain.

Some domains grant powers that aren't amenable to the above improvements, and these domains will need special consideration.

Blue Jay
2020-09-17, 08:33 PM
E6 Base Class: Spell Cultist

Level Progression

Hit Die: d6
Class Skills: Concentration, Craft, Knowledge (arcana), Profession, Spellcraft, plus additional class skills based on your chosen Spell Themes (see Class Features, below):
Acid: Jump
Air: Tumble
Chaos: Bluff
Charm: Diplomacy
Cold: Balance
Compulsion: Gather Information
Darkness: Hide
Earth: Climb
Electricity: Jump
Evil: Intimidate
Fear: Intimidate
Figment: Sleight of Hand
Fire: Tumble
Force: Balance
Glamer: Bluff
Good: Heal
Healing: Heal
Incarnum: Sense Motive
Investiture: Diplomacy
Language-Dependent: Speak Language
Lawful: Diplomacy
Light: Spot
Mind-Affecting: Sense Motive
Pattern: Sleight of Hand
Phantasm: Bluff
Polymorph: Disguise
Scrying: Search
Shadow: Hide
Sonic: Listen
Summoning: Diplomacy
Teleportation: Jump
Water: Swim
Skill Points per level: 2 + Int


Level BAB Fort Ref Will Special
1 +0.50 +0.33 +0.33 +2.50 Spell Themes, Summon Familiar
2 +1.00 +0.67 +0.67 +3.00 Favored Spell
3 +1.50 +1.00 +1.00 +3.50 Favored Spell Aptitude
4 +2.00 +1.33 +1.33 +4.00 Advanced Learning
5 +2.50 +1.67 +1.67 +4.50 Favored Spell Aptitude
5 +3.00 +2.00 +2.00 +5.00 Advanced Learning, Favored Spell Mastery


Spells per Day

Level 0th 1st 2nd 3rd
1 5 3 - -
2 6 4 - -
3 6 5 3 -
4 6 6 4 -
5 6 6 5 3
5 6 6 6 4


Spells Known

Level 0th 1st 2nd 3rd
1 4 2 - -
2 5 2 - -
3 5 3 1 -
4 6 3 2 -
5 6 4 2 1
5 7 4 3 2


Class Features

Weapon and Armor Proficiency
A spell cultist is proficient with all simple weapons. He is proficient with light armor, but not with shields.

Armored Mage (Ex)
A spell cultist does not suffer an arcane spell failure chance if he wears light armor. He still suffers arcane spell failure if he wears armor heavier than light or if he carries a shield.

Spell Themes
Every spell cultist has a special focus on just a few particular types of magic, and most of his magical powers are of those specific types. At 1st level, a spell cultist selects 2 spell themes. A spell theme is a specific spell descriptor or a spell subschool (except for the creation and summoning subschools). His class spell list consists of all spells from 9-level spell lists (e.g., cleric, druid, sorcerer/wizard, etc) that have at least one of his selected spell themes.

Spells
A spell cultist casts arcane spells as a sorcerer, except that he may choose his spells known from any 9-level spell list (arcane or divine), as long as the spells he chooses have at least one of his chosen spell themes. If he chooses a spell that has a variable descriptor, such as a summon monster spell, he must cast the spell in accordance with his chosen theme(s). For example, if he selects summon monster I as one of his spells, he can only summon monsters with subtypes that match at least one of his spell themes.

His cantrips are not subject to his theme limitation: he may select any cantrips he wants from any spell list, even if they do not fit his spell themes.

Summon Familiar
As the sorcerer/wizard class feature of the same name.

Favored Spell
At 2nd level, a spell cultist chooses one spell on which to focus the bulk of his magical study. This must be a 1st-level spell that he selected as a spell known for this class, and it must have at least one of his chosen descriptors. He gains a number of unique benefits when casting his favored spell:

First, he counts his caster level as 2 higher for the purposes of his favored spell. He always uses this enhanced caster level with his favored spell, even if he is casting it from a wand or other magic item with a lower caster caster level, or using a spell slot he acquired from a different spellcasting class in which he has a lower caster level.

Second, he may cast his favored spell as a spell-like ability once per day for each level in this class. His caster level for this spell-like ability is equal to his enhanced caster level (class level + 2).

Favored Spell Aptitude
At 3rd level, a spell cultist's talent with his favored spell increases. This grants him one of the following benefits, chosen at the time he gains this ability. The choice cannot be changed later. The benefits only apply to his favored spell.

Add Charisma modifier to CL checks to overcome Spell Resistance
Half of the spell's energy damage is treated as untyped damage, allowing it to ignore Energy Resistance
The spell's duration increases by 1 time unit (only for spells that already have a duration other than instantaneous)
The spell's range increases by 50%
The spell deals +1 damage per die of damage it deals normally (e.g., amagic missile spell will deal 1d4+2 damage per missile, and a burning hands spell will deal 1d4+1 damage per caster level).
The DC for saving throws and checks against the spell increase by 1.
He may select a second benefit from this list at 5th level.

Advanced Learning
Although a spell cultist chooses to walk a narrow path in his magical studies, no mage ever finds it profitable to specialize completely. At 4th level, and again at 6th level, the spell cultist chooses one additional spell known from outside of his chosen themes. This spell can be any spell of a level he can cast, from any 9-level class spell list. This spell is in addition to the spells he learns automatically at each level.

Favored Spell Mastery
At 6th level, a spell cultist becomes a master of his favored spell, granting him two additional benefits.

First, he has become so intimately familiar with his favored spell that other mages have a hard time using it against him. He automatically recognizes his favored spell, even when cast by another mage, and does not need to make a Spellcraft check. Additionally, he may attempt to counter it as an immediate action, without readying an action ahead of time and without expending a spell slot to do so.

Second, if his favored spell has a numerical effect that scales with level, he may ignore the maximum limit on the scaling. For example, the spell cure light wounds heals 1d8 hit points, +1 point per caster level, up to a maximum of 1d8+5 hit points. A 6th-level spell cultist who selected cure light wounds as his favored spell would cast it at CL 8th, and heal 1d8+8 points of damage.

Blue Jay
2020-09-18, 05:46 PM
E6 Base Class: Aerurge

Level Progression

Hit Die: d6
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (spirits), Listen, Perform, Spot, Tumble, Use Magic Device
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Invocations Known
1 +0.75 +0.33 +2.50 +2.50 Pneumatic Form, Windblast 1d6 1
2 +1.50 +0.67 +3.00 +3.00 Flight 2
3 +2.25 +1.00 +3.50 +3.50 Windblast 2d6 2
4 +3.00 +1.33 +4.00 +4.00 Rebuke Air 3
5 +3.75 +1.67 +4.50 +4.50 Windblast 3d6 3
5 +4.50 +2.00 +5.00 +5.00 Airy Apotheosis 4


Class Features

Weapon and Armor Proficiency
An aerurge is proficient with all simple weapons. He is proficient with light armor, but not with shields. An aerurge's invocations suffer an arcane spell failure chance if he uses a shield or wears medium or heavy armor.

Invocations (Sp)
An aerurge casts aerurgical invocations, which are drawn from his invocation list (below). His invocations follow the same rules as warlock and dragonfire adept invocations, though some of his invocations are dependent upon his basic class abilities. The Difficulty Class for a saving throw against a aerurge's invocation is equal to 11 + (aerurge level) / 2 + Cha modifier.

In E6 play, invocations are not separated into "least" and "lesser" grades, but some invocations are considered advanced, and cannot be learned until 6th level. Consequently, each individual aerurge will generally only learn 1 advanced invocation. All other invocations are available to learn from 1st level.

A list of invocations appears below.

Pneumatic Form (Su)
At 1st level, an aerurge learns the most basic of aerurgical abilities. He can partially transform his body into a light, airy substance as a move action. While in this form, he gains a +1 deflection bonus to his Armor Class. This bonus improves to +2 at 3rd level, and +3 at 5th level. The aerurge only gains this benefit if he wears light armor or no armor and does not use a shield.

Also while in this form, he can float a few inches off the ground, allowing him to ignore difficult terrain and other nonmagical ground-based effects that would impede his movement (though he cannot float over water or other liquids). Magical effects, such as an entangle spell, still affect him as normal.

Finally, while in pneumatic form, he also gains electricity resistance equal to his aerurge level (max 6 at 6th level).

Windblast (Su)
An aerurge can use his mastery of the element of air to produce abrupt blasts of air from his body. These blasts function as ranged touch attacks with a maximum range of 20 feet (no range increment). On a successful hit, the target takes 1d6 damage. This damage increases to 2d6 at 3rd level, and 3d6 at 5th level. An aerurge does not provoke attacks of opportunity for using his Windblast in melee.

Flight (Su)
At 2nd level, an aerurge begins to display his mastery of the sky. While in his pneumatic form (see above), he can Fly at twice his base land speed with perfect maneuverability. However, he can only fly for one round at a time, and he cannot fly in consecutive rounds. He must land again at the end of his turn, or begin to fall immediately.

When he reaches 5th level, he can fly at will while in his pneumatic form.

Rebuke Air (Su)
At 4th level, an aerurge gains mastery over the element of air. He can rebuke or command creatures with the Air subtype as an evil cleric rebukes or commands undead. He may use this ability a number of times per day equal to 3 + his Cha modifier.

Airy Apotheosis (Ex)
At 6th level, an aeurge achieves the pinnacle of his aerurgical craft. His type becomes Elemental, with the Air subtype. He gains Elemental traits and immunity to electricity damage. However, unlike a true elemental, he can still be flanked, and he is not subject to abilities that Turn or Rebuke Air creatures.

Basic Invocations

Binding Winds
With this invocation, you can cast binding winds (from Spell Compendium) at will, with caster level equal to your aerurge level.

Discharge
With this invocation, you gain the ability to deliver electrical shocks. This attack deals electricity damage equal to your Windblast damage, as either a melee touch attack or a ranged touch attack (range increment 30 feet).

Fog Cloud
With this invocation, you can cast fog cloud at will, with caster level equal to your aerurge level.

Gaseous Form
With this invocation, you can cast gaseous form on yourself at will, with caster level equal to your aerurge level. Unlike the normal spell, you are completely immune to weapon damage while in this form, and you may Fly at a speed equal to your base land speed or your normal Fly speed (whichever is higher).

Gust of Wind
With this invocation, you can cast gust of wind at will, but not in consecutive rounds, with caster level equal to your aerurge level. When using this ability, all creatures in the area of effect are also subjected to your Windblast damage (Fort halves).

Invisibility
With this invocation, you can become invisible for 1 round, as the invisibility spell. You may use this ability at will, but not in consecutive rounds. Activating this invocation is a swift action.

When you reach 6th level, you may cast invisibility on yourself at will as a standard action, with caster level equal to your aerurge level.

Stolen Breath
With this invocation, you can cast stolen breath (from Spell Compendium) at will, with caster level equal to your aerurge level.

Tumbling Breeze
With this invocation, you gain exceptional mobility and agility. All your speeds increase by 10 feet, and you can Tumble at your full speed without penalty.

In addition, when you reach 3rd level or higher, whenever you successfully avoid attacks of opportunity with a Tumble check, all opponents whose attacks of opportunity you avoid are subjected to your Windblast damage (Fort halves).

Wind Wall
With this invocation, you can cast wind wall at will, with caster level equal to your aerurge level, except that you must concentrate to maintain the effect.

Advanced Invocations

Air Jaunt
With this invocation, you can teleport up to 30 feet as a move action. You can only carry up to 50 lbs of objects with you, and you cannot carry any other creatures.

Lightning Bolt
With this invocation, you can cast lightning bolt at will, with caster level equal to your aerurge level. You may not use this invocation in consecutive rounds.

Whirlwind
With this invocation, you can temporarily transform yourself into a swirling tornado of gale-force winds. This ability functions as the Whirlwind ability of an air elemental with HD equal to your aerurge level, except that trapped creatures take bludgeoning damage each round equal to your Windblast damage (instead of the listed amount), and each trapped creature gets a Ref save each round to avoid the damage and escape your Whirlwind. You can remain in Whirlwind form for up to 6 rounds, after which you must rest for 1d4 rounds before entering Whirlwind form again.

Blue Jay
2020-09-18, 06:01 PM
E6 Base Class: Hydrurge

Level Progression

Hit Die: d6
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (spirits), Listen, Perform, Spot, Swim, Use Magic Device
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Invocations Known
1 +0.75 +2.50 +0.33 +2.50 Aquatic Adaptation, Water Orb, Waterjet 1d6 1
2 +1.50 +3.00 +0.67 +3.00 Splash, Watershield 2
3 +2.25 +3.50 +1.00 +3.50 Waterjet 2d6 2
4 +3.00 +4.00 +1.33 +4.00 Rebuke Water 3
5 +3.75 +4.50 +1.67 +4.50 Waterjet 3d6 3
5 +4.50 +5.00 +2.00 +5.00 Fluid Apotheosis 4


Class Features

Weapon and Armor Proficiency
A hydrurge is proficient with all simple weapons. She is proficient with light armor, but not with shields. A hydrurge's invocations suffer an arcane spell failure chance if she uses a shield or wears medium or heavy armor.

Aquatic Adaptation (Ex)
A hydrurge shares a special magical bond with the waters. She can breathe water as well as she breathes air.

In addition, she gains a Swim speed equal to her base land speed +10 feet. She gains a +8 racial bonus on any Swim check, and can always take 10 on any Swim check, even when rushed or threatened. She can use the run action while swimming.

Finally, she gains resistance to cold equal to her hydrurge level.

Invocations (Sp)
A hydrurge casts hydrurgical invocations, which are drawn from his invocation list (below). Her invocations follow the same rules as warlock and dragonfire adept invocations, though some of her invocations are dependent upon her basic class abilities. The Difficulty Class for a saving throw against a hydrurge's invocation is equal to 11 + (hydrurge level) / 2 + Cha modifier.

In E6 play, invocations are not separated into "least" and "lesser" grades, but some invocations are considered advanced, and cannot be learned until 6th level. Consequently, each individual hydrurge will generally only learn 1 advanced invocation. All other invocations are available to learn from 1st level.

A list of invocations appears at the bottom of the post.

Water Orb (Su)
At 1st level, a hydrurge can cast create water at will, with caster level equal to her hydrurge level. She can hold the created water in an orb that floats in the air around her, automatically following her as she moves. She cannot cast create water again while she has an active water orb. As a move action, she can move her water orb about as with a mage hand effect, though she does not have to concentrate on the effect to maintain it. While the water orb is within the hydrurge's space, it acts as a shield, granting her a +1 shield bonus to Armor Class. The shield bonus increases by 1 at every even-numbered hydrurge level thereafter, to a maximum of +4 at 6th level.

Waterjet (Su)
At 1st level, a hydrurge can propel a created water orb as a powerful jet. Treat this as a ranged touch attack (a ray) with a maximum range of 30 feet. As soon as she releases this attack, a new water orb forms automatically in front of her to replace the one she threw, with no action needed on the hydrurge's part. On a successful hit, her Waterjet attack deals 1d6 bludgeoning damage. This damage increases to 2d6 at 3rd level, and 3d6 at 5th level. She does not provoke an attack of opportunity for using her Waterjet in melee.

Any opponent struck by this Waterjet is subjected to a Drench effect (as the water elemental special attack): all nonmagical fires are immediately extinguished, and if the hydrurge succeeds on a caster level check (as if using a dispel magic effect), all magical fires are immediately extinguished as well. The hydrurge can also opt to use this Drench effect without dealing damage.

Splash (Ex)
At 2nd level, a hydrurge's water effects can cover a greater area. Whenever she makes a Waterjet attack, or uses a hydrurgical invocation to deal damage to a target, all creatures standing in squares adjacent to her target are subjected to her Drench effect, and take 1 damage per die of damage dealt to the primary target. The damage is of the same type as the damage dealt by her attack. She may choose, at the time of her attack, whether or not her Waterjet will splash.

Watershield (Ex)
At 2nd level, whenever a hydrurge holds a water orb as a shield, she gains concealment (20% miss chance) due to the distorting and undulating effect of the water hovering around her. The water also absorbs some of the force of attacks used against her, granting her Damage Reduction equal to half her class level. This Damage Reduction is not bypassed by any weapon.

As a move action, she may extend her Watershield to cover an adjacent ally, granting that ally the same shield bonus, miss chance and Damage Reduction that it grants her.

Rebuke Water (Su)
At 4th level, a hydrurge gains mastery over the element of water. She can rebuke or command creatures with the Water subtype as an evil cleric rebukes or commands undead. She may use this ability a number of times per day equal to 3 + her Cha modifier.

Fluid Apotheosis (Ex)
At 6th level, a hydrurge achieves the pinnacle of her hydrurgical craft. Her type becomes Elemental, with the Water subtype. She gains Elemental traits and immunity to cold damage. However, unlike a true elemental, she can still be flanked, and she is not subject to abilities that Turn or Rebuke Water creatures.

Basic Invocations

Cleansing Waters
With this invocation, you can heal wounds with a touch, as the Paladin's Lay on Hands ability. Each day, you can heal a number of points of damage equal to 2 x (your Cha modifier) x (your hydrurge level). Starting at 4th level, you can spend 5 points of this healing to remove the dazed, dazzled, fatigued or sickened condition from one subject, or to heal 1 point of ability damage to one subject. Unlike a paladin, you cannot use this ability to deal damage to undead. Otherwise, this ability counts as Lay on Hands for the purposes of qualifying for feats.

Debilitating Waters
With this invocation, you can use your water attacks to annoy and distract your opponents. Any creature struck by your Waterjet or another hydrurgical invocation must succeed on a Fort save or be blinded or deafened (your choice) for 1d4 rounds.

Dehydrate
With this invocation, you can deal 1d6 desiccation damage per hydrurge level with a successful melee touch attack. On successful hit, the target is also dehydrated (fatigued). A successful Fort save halves the damage and negates the dehydration effect. You can also relieve dehydration, as with a hydrate spell (from Sandstorm), except that your touch cures desiccation damage equal to your Waterjet damage.

Once you have used this attack, you must wait 1d4 rounds before using it again.

Fog Cloud
With this invocation, you can cast fog cloud at will, with caster level equal to your hydrurge level.

Force of Water
With this invocation, you can launch a stream of water identical to your Waterjet attack once every 1d4 rounds, affecting all creatures in a line up to the maximum range of your Waterjet. All creatures must succeed on a Fort save or take your Waterjet damage. Additionally, all creatures damaged are subjected to a Bull Rush attempt. You use your Cha modifier instead of your Str modifier on the Bull Rush attempt.

Frost Breath
With this invocation, you learn to breathe frost as a dragon. You gain a breath weapon that deals 1d6 cold damage per hydrurge level in a 15-foot cone. A successful Ref save halves the damage. Once you have used your breath weapon, you must wait 1d4 rounds before using it again.

Ice Slick
With this invocation, you can cast ice slick (from Frostburn) at will, with caster level equal to your hydrurge level. Additionally, you are able to skate across any icy surface (including the area of effect of an ice slick spell) as if you had cast ice skate (from Frostburn) on yourself.

Snowball
With this invocation, you can create and throw balls of snow at your opponents as a ranged attack (not a ranged touch attack). These snowballs have a range increment of 30 feet, and deal 1d6 nonlethal bludgeoning damage plus your Str modifier. Any target struck by your snowball also takes extra cold damage equal to your Waterjet damage. Creatures that are immune to nonlethal damage are still subject to this cold damage on a successful hit.

Beginning at 4th level, you may throw 2 snowballs in a full attack.

Summon Water Elemental
With this invocation, you can summon a Small water elemental, which serves you loyally for 1 round per hydrurge level before returning to the Plane of Water. This water elemental is typical of its kind, except that it does not have the Water Mastery ability. You may use this ability at will, but no more than 1 elemental can be present at a time.

At 6th level, you may summon a Medium water elemental instead.

Advanced Invocations

Drown
With this invocation, you can turn your water attacks into deadly hazards. You may cast drown (from Spell Compendium) as a full-round action, targeting any creature that was struck by your Waterjet in the previous round.

Rushing Waters
With this invocation, you can cast rushing waters (from Spell Compendium) at will, but never in consecutive rounds, with caster level equal to your hydrurge level. All creatures in the area are subjected to your Waterjet damage (a single Reflex save halves the damage and prevents falling prone).

Vortex
With this invocation, you can temporarily transform yourself into a swirling maelstrom. This ability functions as the Vortex ability of a water elemental with HD equal to your hydrurge level, except that trapped creatures take bludgeoning damage each round equal to your Waterjet damage (instead of the listed amount), and each trapped creature gets a Ref save each round to avoid the damage and escape your Vortex. You can remain in Vortex form for up to 6 rounds, after which you must rest for 1d4 rounds before entering Vortex form again.

Blue Jay
2020-09-18, 06:12 PM
E6 Base Class: Pyrurge

Level Progression

Hit Die: d6
Class Skills: Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (spirits), Listen, Perform, Spot, Tumble, Use Magic Device
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Invocations Known
1 +0.75 +0.33 +2.50 +2.50 Corona, Torch 1d6 1
2 +1.50 +0.67 +3.00 +3.00 Hurl Flame 2
3 +2.25 +1.00 +3.50 +3.50 Torch 2d6 2
4 +3.00 +1.33 +4.00 +4.00 Rebuke Fire 3
5 +3.75 +1.67 +4.50 +4.50 Torch 3d6 3
5 +4.50 +2.00 +5.00 +5.00 Fiery Apotheosis 4


Class Features

Weapon and Armor Proficiency
A pyrurge is proficient with all simple weapons. She is proficient with light armor, but not with shields. A pyrurge's invocations suffer an arcane spell failure chance if she uses a shield or wears medium or heavy armor.

Invocations (Sp)
A pyrurge casts pyrurgical invocations, which are drawn from her invocation list (below). Her invocations follow the same rules as warlock and dragonfire adept invocations, though some of her invocations are dependent upon her basic class abilities. The Difficulty Class for a saving throw against a pyrurge's invocation is equal to 11 + (pyrurge level) / 2 + Cha modifier.

In E6 play, invocations are not separated into "least" and "lesser" grades, but some invocations are considered advanced, and cannot be learned until 6th level. Consequently, each individual pyrurge will usually only learn 1 advanced invocation. All other invocations are available to learn from 1st level.

A list of invocations appears at the bottom of the post.

Corona (Su)
Whenever a pyrurge activates her Torch ability (see below), she gains a +1 deflection bonus to her Armor Class. This bonus improves to +2 at 3rd level, and +3 at 5th level. The bonus lasts as long as her Torch ability is active. The pyrurge only gains this benefit if she wears light armor or no armor and does not use a shield.

She also gains fire resistance equal to her pyrurge level + 4 (max 10 at 6th level). This ability is constantly active, even when her Torch ability is not.

Torch (Su)
At 1st level, a pyrurge learns the most basic of pyrurgical abilities. With a simple gesture (a swift action), she can cause a flame to ignite in her hand. This flame does not harm her or her equipment. While active, the flame casts light as a torch (20-ft radius of bright illumination, and 40-ft radius of shadowy illumination), though she may choose to reduce the radius of bright illumination to a 10-ft or 5-ft radius as a free action (the radius of shadowy illumination is always twice the radius of bright illumination).

Any creature she touches with her flame, or strikes with an unarmed strike or natural weapon takes 1d6 fire damage. This damage increases to 2d6 at 3rd level, and 3d6 at 5th level. At 6th level, she can make 2 touch attacks with her Torch as a full attack action.

This ability is usable at will, and the pyrurge may keep her flame alight for as long as she wishes. The flame can be extinguished by any effect that extinguishes magical fire, but the pyrurge can simply ignite it again at her next opportunity.

Many of a pyrurge's invocations have effects that depend on her Torch radius. For these abilities, use the radius of bright illumination. Creatures with low-light vision (or similar abilities) can treat her Torch radius as larger for the purposes of illumination, but not for the purposes of invocation effects that depend on her Torch radius.

Hurl Flame (Su)
At 2nd level, a pyrurge gains the ability to toss her Torch flame as a ranged touch attack. Treat this as a thrown weapon with a 30-ft range increment, which deals the pyrurge's Torch damage on a successful hit. Hurling a flame does not extinguish her Torch: a new flame reappears immediately in her hand, and all active pyrurgical effects contingent on her Torch ability continue uninterrupted.

At 6th level, a pyruge can hurl two flames as a full attack.

Rebuke Fire (Su)
At 4th level, a pyrurge gains mastery over the element of fire. She can rebuke or command creatures with the Fire subtype as an evil cleric rebukes or commands undead. She may use this ability a number of times per day equal to 3 + her Cha modifier.

Fiery Apotheosis (Ex)
At 6th level, a pyrurge achieves the pinnacle of her pyrurgical craft. Her type becomes Elemental, with the Fire subtype. She gains Elemental traits and immunity to fire damage. However, unlike a true elemental, she can still be flanked, and she is not subject to abilities that Turn or Rebuke Fire creatures.

Basic Invocations

Acrobatic Flame
With this invocation, you gain increased mobility. Your basic land speed increases by 10 feet, and you gain a Climb speed equal to your (newly improved) base land speed. You also gain a +8 racial bonus on all Climb checks, you retain your Dex bonus to AC while climbing, and you can always choose to take 10 on any Climb check, even when rushed or threatened.

At later levels, you gain the ability to deal fire damage with successful skill checks. Starting at 3rd level, once per round when you use the Tumble skill to successfully move through an opponent's space without provoking an attack of opportunity, that opponent takes fire damage equal to your Torch damage (Ref negates).

Starting at 5th level, once per round when you make a Jump check and successfully Jump at least 15 feet (vertical or horizontal), you do not provoke attacks of opportunity from adjacent opponents, and all creatures standing adjacent to your take-off point take fire damage equal to your Torch damage (Ref halves).

Aura of Heat
With this invocation, your Torch radiates painful heat. All creatures standing within your Torch radius take 1d6 fire damage each round. A successful Fort save negates the damage. You can dismiss or resume this effect as a free action. Dismissing your Heat Aura does not extinguish your Torch flame, unless you wish to extinguish both simultaneously. You may choose to exclude any creatures you wish from this effect.

Aura of Warmth
With this invocation, your Torch radiates comforting warmth. All creatures within your Torch radius are protected as if by an endure elements spell, and are not harmed by your fire attacks. You can dismiss or resume this effect as a free action. Dismissing your Protective Aura does not extinguish your Torch flame, unless you wish to extinguish both simultaneously. You may choose to exclude any creatures you wish from this effect.

Burst of Embers
With this invocation, your Torch flame detonates on impact, releasing a spray of embers about the point of origin. Any time you make an attack with your Torch flame (whether with a melee touch attack or using your Hurl Flame ability), all creatures in squares adjacent to the target square take 1 point of splash damage for every die of Torch damage you deal. You do not take this damage yourself.

Firebreath
With this invocation, you learn to breathe fire as a dragon. You gain a breath weapon that deals 1d6 fire damage per pyrurge level in a 20-foot cone or a 40-ft line (your choice each time you breathe). A successful Ref save halves the damage. Once you have used your breath weapon, you must wait 1d4 rounds before using it again.

Heat Exhaustion
With this invocation, you may, as a standard action, select any one creature standing within your Torch radius, and focus intense heat on it. The selected creature must succeed on a Fort save or become fatigued. A creature that is already fatigued due to your Heat Exhaustion ability cannot be further affected by your Heat Exhaustion ability. However, a creature fatigued by some other effect can be rendered exhausted by your Heat Exhaustion ability. Success on the Fort save does not grant the creature any special immunity.

At 6th level, you may target two different creatures with this ability as a full-round action.

Ignite
With this invocation, any creature dealt fire damage by your Torch flame or one of your pyrurgical invocations must succeed on a Ref save or catch fire. The fire burns for 1d4 rounds, and deals 1d6 damage per round.

Lambent Flame
With this invocation, you can manipulate the light of your Torch ability to produce illusion effects. As a standard action, you may produce any one of the following effects within your Torch radius: dancing lights (treat this as an illusion effect, instead of an evocation), blur, mirror image (1d4 figments only, no extra figments for increased CL) or silent image, using your pyrurge level as your caster level. Only one effect may be active at a time, and you must wait at least one full round after an effect has ended before you may produce a new effect. If an effect would move beyond your Torch radius, or your Torch flame is extinguished, the illusion effect ends immediately. Otherwise, an effect lasts for 1 round per pyrurge level. You may dismiss any active effect as a swift action.

Pyrotechnics
With this invocation, you can cast pyrotechnics at will, with caster level equal to your pyrurge level, using your own Torch flame as the fire source. If you choose the smoke cloud effect, it affects creatures as a wall of smoke spell (from Spell Compendium) instead of its usual effects: creatures are nauseated for 1 round upon contact with the smoke (Fort negates). You may also choose for the smoke cloud to take the shape of a wall of smoke, or of the usual smoke cloud shape of pyrotechnics, at your option.

Advanced Invocations

Fireball
With this invocation, you can cast fireball at will, with caster level equal to your pyrurge level. You may not use this invocation in consecutive rounds.

Wall of Fire
With this invocation, you can cast wall of fire at will, with caster level equal to your pyrurge level, except that creatures passing through the barrier take fire damage equal to your Torch damage, and the flames do not deal double damage to undead.

Whiteflame
With this invocation, any time you deal fire damage to an opponent, you may treat half of that damage as untyped damage. This untyped damage ignores a creature's resistance or immunity to fire damage (or any other energy damage).

Blue Jay
2020-09-18, 06:23 PM
E6 Base Class: Tecturge

Level Progression

Hit Die: d8
Class Skills: Balance, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (spirits), Listen, Perform, Spot, Use Magic Device
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Invocations Known
1 +0.75 +2.50 +0.33 +2.50 Stoneform, Stonefist 1d6 1
2 +1.50 +3.00 +0.67 +3.00 Rock Throwing 2
3 +2.25 +3.50 +1.00 +3.50 Stonefist 2d6 2
4 +3.00 +4.00 +1.33 +4.00 Rebuke Earth 3
5 +3.75 +4.50 +1.67 +4.50 Stonefist 3d6 3
5 +4.50 +5.00 +2.00 +5.00 Earthen Apotheosis 4


Class Features

Weapon and Armor Proficiency
A tecturge is proficient with all simple weapons. He is proficient with light and medium armor and with shields. A tecturge's invocations do not suffer an arcane spell failure chance for wearing armor or using shields.

Invocations (Sp)
A tecturge casts tecturgical invocations, which are drawn from his invocation list (below). His invocations follow the same rules as warlock and dragonfire adept invocations, though some of his invocations are dependent upon his basic class abilities. The Difficulty Class for a saving throw against a tecturge's invocation is equal to 11 + (tecturge level) / 2 + Cha modifier.

In E6 play, invocations are not separated into "least" and "lesser" grades, but some invocations are considered advanced, and cannot be learned until 6th level. Consequently, each individual tecturge can only learn 1 advanced invocation. All other invocations are available to learn from 1st level.

A list of invocations appears at the bottom of the post.

Stoneform (Su)
At 1st level, a tecturge learns the most basic of tecturgical abilities. He can partially transform his body into hard stone. While in this form, he gains a natural armor bonus to his Armor Class equal to his tecturge level.

In addition, he gains DR 1/- while in this form. The value of this DR increases by 1 for every two tecturge levels he has above 1st.

Stonefist (Ex)
While in his Stoneform (see above), a tecturge's arms harden into stone, granting him a powerful natural Slam attack that deals 1d6 bludgeoning damage plus 1.5 x his Str modifier. At 3rd level, the base damage for his Slam attack increases to 2d6, and at 5th level it increases to 3d6. This Slam attack does not benefit from effects that would increase the effective size of a natural attack, such as the Improved Natural Attack feat, or an actual growth in size category.

At 6th level, the tecturge may choose to deliver two Slam attacks as a full attack. If he does, he only adds his Str modifier to each damage roll, rather than 1.5 x his Str modifier.

Rock Throwing (Ex)
At 2nd level, a tecturge gains the ability to hurl large boulders as a Giant. He can pick up a boulder from the ground as a move action. Alternately, he may gather up a large chunk of earth (sand, dirt, stone, brick, etc) and compress it into a boulder, which allows him to use this ability even when no boulders are readily available. Doing this also takes a move action.

A thrown boulder deals the same amount of damage as the tecturge's Slam attack, and has a range increment of 50 feet.

Rebuke Earth (Su)
At 4th level, a tecturge gains mastery over the element of earth. He can rebuke or command creatures with the Earth subtype as an evil cleric rebukes or commands undead. He may use this ability a number of times per day equal to 3 + his Cha modifier.

Earthen Apotheosis (Ex)
At 6th level, a tecturge achieves the pinnacle of his tecturgical craft. His type becomes Elemental, with the Earth subtype. He gains Elemental traits and immunity to acid and sonic damage. However, unlike a true elemental, he can still be flanked, and he is not subject to abilities that Turn or Rebuke Earth creatures.

Basic Invocations

Earthen Grasp
With this invocation, you can cast earthen grasp (from Spell Compendium) at will, with caster level equal to your tecturge level. At 6th level, you may cast stony grasp (from Spell Compendium) instead.

Jagged Edges
With this invocation, you can grow sharpened spikes from your body while in your Stoneform. Growing these spikes takes the same kind of action as drawing a weapon. After growing spikes, your Stonefist Slam damage dice increase to d8 instead of d6, and the damage is piercing and bludgeoning. This applies to your thrown rocks, as well.

In addition, you can take a move action to shed your spikes, losing the benefits to your Slam damage, but covering the ground with the equivalent of caltrops. You can cover 1 adjacent 5-foot square per tecturge level. You can regrow your spikes in the next round. Additionally, any square into which one of your thrown rocks lands is also covered in these caltrop spikes.

Mantlet of Stone
With this invocation, you can cause small barriers of earth or stone to rise from the ground at will. Each mantlet is 5 feet high, 5 feet wide, and 6 inches thick. A mantlet provides a shield bonus to anyone within its square as if it were a tower shield, but it does not impose any of the usual penalties for wielding a tower shield. It can also provide cover, just as a tower shield does. Once created, the barrier cannot move from its location or be dismissed, and it lasts for 1 round per tecturge level, after which it sinks back into the ground. You may create up to one barrier per tecturge level with a single use of this ability, and all barriers you create must be within 30 feet of your position.

Metalline Fist
With this invocation, your stony fists are treated as if they were made of a metallic special material. Each round, you may choose whether they function as adamantine, cold iron or silver weapons. When you gain two slam attacks with your Stonefist slam, you may choose for each fist to manifest different material properties.

Sandblaster
With this invocation, you can breathe out corrosive sand. You gain a breath weapon, that deals 1d6 bludgeoning, piercing and slashing damage per tecturge level in a 15-foot cone or a 30-ft line (your choice each time you breathe). A successful Ref save halves the damage. This invocation also damages unattended objects in its area, and it ignores the hardness of such objects. Once you have used your breath weapon, you must wait 1d4 rounds before using it again.

Shatter
With this invocation, you can cast shatter at will, with caster level equal to your tecturge level.

Shockwave Stomp
With this invocation, you can stomp or slam the ground and create tremors that destabilize the terrain. These tremors are similar to the tremors caused by the local tremor spell (from Races of the Dragon), except that a tremor you create effects 3 squares adjacent to you and to one another, or in a line leading away from you (at your option). For each tecturge level beyond 1st, you can affect 1 additional adjacent square, or extend the line for one additional square.

A tremor continues for 1 full round. During that 1 round, all affected squares count as difficult terrain, and any creature that enters the area during that round is subjected to the normal effects of the tremor. After the tremor has ended, the ground in all affected squares is crumbled and broken, and remains difficult terrain.

Soften Earth
With this invocation, you can cast soften earth and stone at will, except that you can only soften earth (not stone), and you may only affect one 10-ft area with a single casting.

At 6th level, you can soften unworked stone as well.

Tremorsense
With this invocation, you gain Tremorsense out to 60 feet. At 6th level, your Tremorsense range increases to 90 feet.

Advanced Invocations

Earthbolt
With this invocation, you can cast earthbolt (from Complete Arcane) at will, with caster level equal to your tecturge level.

Earth Glide
With this invocation, you can burrow through earth and stone at your full land speed, as easily as moving through air. You may choose whether or not your burrowing leaves behind a tunnel.

Spike Stones
With this invocation, you can cast spike stones at will, with caster level equal to your tecturge level.

Blue Jay
2020-09-24, 06:38 PM
Base Class: Archer Adept

Level Progression

Hit Die: d8
Class Skills: Climb, Craft, Heal, Hide, Intimidate, Jump, Knowledge (geography), Knowledge (nature), Listen, Martial Lore, Move Silently, Profession, Search, Spot, Survival, Tumble
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known
1 +1.00 +0.33 +2.50 +0.33 AC Bonus, Bonus Feat 3 3 1
2 +2.00 +0.67 +3.00 +0.67 Quick to Act +1 4 3 1
3 +3.00 +1.00 +3.50 +1.00 Favored Discipline 5 3 1
4 +4.00 +1.33 +4.00 +1.33 Bonus Feat 5 4 1
5 +5.00 +1.67 +4.50 +1.67 Evasion 6 4 2
6 +6.00 +2.00 +5.00 +2.00 6 4 2
7 +7.00 +2.33 +5.50 +2.33 Favored Discipline 7 4 2
8 +8.00 +2.67 +6.00 +2.67 Bonus Feat 7 4 2
9 +9.00 +3.00 +6.50 +3.00 8 4 2
10 +10.00 +3.33 +7.00 +3.33 Quick to Act +2 8 5 2
11 +11.00 +3.67 +7.50 +3.67 Favored Discipline 9 5 3
12 +12.00 +4.00 +8.00 +4.00 Bonus Feat 9 5 3
13 +13.00 +4.33 +8.50 +4.33 10 5 3
14 +14.00 +4.67 +9.00 +4.67 Improved Evasion 10 5 3
15 +15.00 +5.00 +9.50 +5.00 11 6 3
16 +16.00 +5.33 +10.00 +5.33 Bonus Feat 11 6 4
17 +17.00 +5.67 +10.50 +5.67 12 6 4
18 +18.00 +6.00 +11.00 +6.00 Quick to Act +3 12 6 4
19 +19.00 +6.33 +11.50 +6.33 13 6 4
20 +20.00 +6.67 +12.00 +6.67 Bonus Feat 13 7 4


Class Features

Weapon and Armor Proficiency
An archer adept is proficient with all simple and martial weapons. He is proficient with light armor, but not with shields.

Maneuvers
A martial adept begins play knowing three martial maneuvers. These maneuvers are selected from a set of disciplines known to the martial adept. Each martial adept knows three disciplines, chosen at first level from the nine disciplines in Tome of Battle. Once the three disciplines have been chosen, they cannot be changed afterwards: all future maneuvers and stances must be selected from those three disciplines.

The martial adept learns additional maneuvers at later levels, as shown in the "Maneuvers and Stances" table above. If a maneuver has any prerequisites listed, the martial adept must meet those prerequisites before he can learn that maneuver.

Upon reaching 4th level, and at every even-numbered martial adept level after that, a martial adept may choose to learn a new maneuver in place of one he already knows. In effect, he trades out a maneuver known for a new maneuver known. The new maneuver need not be a maneuver of the same level as the maneuver he is replacing: it can be any maneuver from his three chosen disciplines for which he meets the prerequisites.

Maneuvers Readied
An archer adept begins his career with knowledge of three archery maneuvers. The disciplines available to him are Arrowclaw and Hawkeye.

Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by archer adepts is considered an extraordinary ability unless otherwise noted in its description. This means that most archer adept maneuvers are not affected by spell resistance, and initiating a maneuver usually does not provoke attacks of opportunity.

The archer adept learns additional maneuvers at higher levels, as shown on the Maneuvers and Stances table above. He must meet a maneuver’s prerequisite to learn it.

Upon reaching 4th level, and at every even-numbered archer adept level after that (6th, 8th, 10th, and so on), he can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows; he need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, he could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as he meets the prerequisite of the new maneuver. He can swap only a single maneuver at any given level.

Stances
An archer adept begins play with knowledge of one 1st-level stance from the Arrowclaw or Hawkeye discipline. At 4th, 8th, 13th and 19th levels, he can choose an additional stance. Unlike maneuvers, stances are not expended, and an archer adept does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, an archer adept cannot learn a new stance at higher levels in place of one he already knows.

AC Bonus
An archer adept can add his Wisdom modifier as a bonus to Armor Class, so long as he wears light
armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when he is flat-footed. However, he loses this bonus when he is immobilized or helpless.

Bonus Feats
An archer adept continues his archery training throughout his career. At 1st level, 4th level, and every four class levels thereafter, he gains a bonus feat. These feats must be an archery feat (this may include feats such as Weapon Focus, or one of the targetteer special abilities), a feat related to maneuvers or stances, or one of the following: Acrobatic, Alertness, Dodge, Endurance, Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Mobility, Run, Skill Focus, Stealthy.

Quick to Act
At 2nd level, an archer adept gains a +1 bonus to Initiative rolls. This bonus improves by an additional +1 at 10th level, and again at 18th level.

Favored Discipline
At 3rd level, an archer adept picks one of his two disciplines to focus his training on. He gains special benefits when using maneuvers and stances from that discipline.

If he chooses the Arrowclaw discipline, he gains the following benefits. At 3rd level, he may use arrows as melee weapons, dealing damage as if they were shot from a bow. Drawing an arrow from a quiver is still a free action, but arrows are not destroyed after a single melee attack. At 7th level, while in an Arrowclaw stance, he adds his Dex modifier to all ranged damage rolls against targets within 30 ft. At 11th level, while in an Arrowclaw stance, he gains the Uncanny Dodge special ability. If he already has Uncanny Dodge from another source, he instead gains Improved Uncanny Dodge.

If he chooses the Hawkeye discipline, he gains the following benefits. Starting at 3rd level, all arrows he shoots deal damage one die size higher (max. d12). Starting at 7th Level, while in a Hawkeye stance, he adds his Wis modifier to all ranged damage rolls. Starting at 11th level, while in a Hawkeye stance, he treats all targets as if they were one range increment closer (minimum 0 increments).

Evasion
At 5th level, an archer adept gains the Evasion special ability (as the monk class feature). This improves to Improved Evasion at 14th level.

The arrowclaw discipline is the discipline for creative and daring archers who seek to dazzle and overwhelm their opponents with slick maneuvers and rapid shots. Its associated weapons are the shortbow, hand crossbow, throwing axe, boomerang, dart and javelin. Tumble is the key skill, and the DCs for saving throws are Wisdom-based.

Many maneuvers express damage in terms of a number of arrows (e.g., "damage equal to four arrows"). For these calculation, do not add your usual damage modifiers to teh arrow damage. For example, if your arrow would normally deal 1d8+5 damage, a maneuver that deals extra damage equal to two arrows would deal 2d8 extra damage.

Maneuver and Stance List

1st Level

Distracting Shot: (Strike) Tumble vs AC to make target flat-footed
Elusive Action: (Counter) Tumble check vs attack roll to negate a melee attack
Frontline Archery: (Stance) You do not provoke attacks of opportunity for ranged attack in melee
Mark of the Talon: (Boost) each target you shoot during your turn counts as flanked for 1 round

2nd Level

Bronze Arrow: (Strike) attack two targets in sequence, deals 2 then 1 die of damage
Counter Shot: (Counter) shoot down an oncoming arrow or bolt with an opposed attack roll
Flurry of Arrows: (Stance) one additional arrow at highest BAB in a full attack
Swift Shot: (Strike) shoot an arrow as a swift action at a -2 penalty

3rd Level

Arrow Barrage: (Strike) cone-shaped area attack deals damage equal to 4 arrows (Ref halves)
Reflexive Shot: (Counter) make an attack of opportunity against someone who provokes within 30 feet
Sting of the Hornet: (Strike) Tumble vs AC to add a ranged attack after a melee full attack

4th Level

Golden Arrow: (Strike) attack up to four targets, deals 4, 3, 2 then 1 die of damage
Vigilant Archer: (Boost) for 1 round, you threaten all squares within 30 feet of you with your bow
Parting Gift: (Boost) You may fire one arrow as part of a withdraw action.

5th Level

Arrow Grab: (Counter) catch an arrow with an opposed attack roll; immediately shoot it back
Embedded Arrow: Any opponent you shoot takes your arrow damage each time he's struck in melee
Strafing Run: (Strike) double move and shoot a number of arrows based on Tumble ranks

6th Level

Greater Arrow Barrage: (Strike) cone-shaped area attack deals damage equal to 8 arrows
Swarming Arrows: (Boost) for 1 round, all arrows you fire split into two arrows
Claws of the Arrow: (Strike) Tumble vs AC to make your arrow flank your opponent for a follow-up melee attack

7th Level

Hail of Arrows: (Strike) one arrow at each target within 1 range increment
Arrow Bayonet: (Stance) When attacked in melee, you counter with a melee arrow, then take a 5-ft step.

8th Level

Fury of the Hornet: (Strike) Tumble vs AC to add a ranged full attack after a melee full attack
Manic Volley: (Boost) Each successful shot triggers a volley at cumulative -2 penalties until you miss

9th Level

Maelstorm of Arrows: (Strike) Ranged full attack against each target within 30 feet

Maneuver Descriptions

Arrow Barrage
Arrowclaw (Strike)
Level: Archer Adept 3
Prerequisite: ?
Initiation Action: 1 standard action
Area: 30-ft cone
Saving Throw: Ref halves

You fire a cluster of arrows that spread out across a 30-ft cone. Any creature within the area of effect who fails a Ref save (DC = 10 + HD/2 + Wis modifier) takes damage equal to four arrows (including modifiers). A creature who succeeds on the Ref save takes half damage.



Arrow Bayonet
Arrowclaw (Stance)
Level: Archer Adept 7
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you can make an extra melee attack with an arrow or bayonet against any opponent who makes a melee attack against you. If your attack hits, you may immediately take a 5-foot step.



Arrow Grab
Arrowclaw (Counter)
Level: Archer Adept 5
Prerequisite: ?
Initiation Action: 1 immediate action
Target: 1 incoming arrow or bolt

You must have one hand free to use this maneuver. You may initiate this maneuver in response to an arrow or bolt that has been shot at you or an ally adjacent to you. You may attempt to catch the projectile by making an unarmed melee attack with a -2 penalty. If your attack roll exceeds your opponent's attack roll, you snatch the projectile midflight. If you are holding a weapon that can shoot the type of projectile you just grabbed, you may immediately load it into your weapon as a free action and fire it back at the shooter. You must be able to see the shooter to initiate this maneuver.



Bronze Arrow
Arrowclaw (Strike)
Level: Archer Adept 2
Prerequisite: ?
Initiation Action: 1 swift action
Range: 30 ft (see text)
Target: One or two creatures

You fire a single arrow at a target within 30 feet. If the shot hits, it deals damage equal to 2 arrows, then continues on, turning up to 45 degrees from its original trajectory to attack a second target of your choice. You make a second attack roll at a -2 penalty against the second target. If it hits the second target, the arrow deals normal damage.



Claws of the Arrow
Arrowclaw (Strike)
Level: Archer Adept 6
Prerequisite: ?
Initiation Action: 1 full-round action
Range: up to 30 ft
Target: one creature

As part of this maneuver, you make one ranged attack against a creature within 30 ft of you, followed by a Tumble check with a DC equal to that target's Armor Class. If the attack hits, it deals damage equal to 4 arrows. If the Tumble check succeeds, you move through the target's space without provoking an attack of opportunity, and may make one melee attack with your bow or an arrow against the same target. This attack is made at your highest base attack bonus, and your opponent counts as flanked. This attack also deals quadruple damage.



Counter Shot
Arrowclaw (Counter)
Level: Archer Adept 2
Prerequisite: ?
Initiation Action: 1 swift action
Range: 30 ft
Target: one projectile in mid-flight.

As an immediate action, you can attempt to shoot an opponent's arrow or bolt out of the sky. The projectile can be targeted at you or any ally, but it must come within 30 feet of you at some point along its flight path. To use this maneuver, you make an attack roll with a -2 penalty. If your attack roll exceeds your opponent's attack roll, you successfully shoot his arrow down, negating his attack. You may choose to initiate this maneuver after you know the result of the opponent's attack.



Distracting Shot
Arrowclaw (Strike)
Level: Archer Adept 1
Prerequisite: ?
Initiation Action: 1 standard action
Range: within 30 ft
Target: one creature

As part of this maneuver, you roll a Tumble check with a DC equal to your target's AC, and make a single ranged attack with your bow. If the Tumble check succeeds, the target is flat-footed against your attack, and against the next attack made against him by one of your allies this round.



Elusive Action
Arrowclaw (Counter)
Level: Archer Adept 1
Prerequisite: ?
Initiation Action: 1 immediate action
Range: Personal
Target: You

You may initiate this maneuver in response to a melee attack against you. You make a Tumble check with a DC equal to your opponent's attack roll. You take the higher of your armor class or your Tumble result as your effective AC against that attack. You may initiate this maneuver after you know the result of your opponent's attack roll.



Embedded Arrow
Arrowclaw (Boost)
Level: Archer Adept 5
Prerequisite: ?
Initiation Action: 1 move action
Range: 30 ft
Target: one creature
Duration: see text

You draw your bow to maximum tension, ensuring that the arrow you fire buries itself deep and lodges itself in your target's flesh. If your shot hits, it deals extra damage equal to 3 arrows, and becomes embedded. Whenever that target is struck in melee, he takes damage equal to 1 arrow in addition to the damage dealt by the melee attack. He may take a full-round action to remove the arrow, but this also causes him to take damage equal to 1 arrow in the process.



Flurry of Arrows
Arrowclaw (Stance)
Level: Archer Adept 2
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you may shoot one additional arrow as part of a full attack action. This shot is taken at your highest base attack bonus, but each attack you make during the round takes a -2 penalty. This effect stacks with similar effects, such as Flurry of Blows or the Rapid Shot feat.



Frontline Archery
Arrowclaw (Stance)
Level: Archer Adept 1
Prerequisite: 1 Arrowclaw maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you do not provoke attacks of opportunity when you make ranged attacks in melee.



Fury of the Hornet
Arrowclaw (Strike)
Level: Archer Adept 8
Prerequisite: ?
Initiation Action: 1 full-round action
Range: melee
Target: one creature

As part of this maneuver, you make a full attack with a melee weapon (including a bow or arrow) against a single target. Then, you make a Tumble check with a DC equal to the target's Armor Class. If the Tumble check succeeds, you may take a five-foot step, followed by a ranged full attack with your bow against the same target.



Golden Arrow
Arrowclaw (Strike)
Level: Archer Adept 4
Prerequisite: ?
Initiation Action: 1 standard action
Range: 30 ft
Target: up to 4 creatures

You fire a single arrow at a target within 30 feet. If the shot hits, it deals damage equal to 4 arrows, then continues on, targeting up to three more targets in sequence, turning up to 45 degrees after each attack. You make a separate attack roll against each target, taking a cumulative -1 penalty on each successive attack roll. The arrow deals damage equal to 3 arrows to the second target, damage equal to 2 arrows to the third, and damage equal to 1 arrow to the fourth. If any of your attack rolls miss, you lose all subsequent attacks as well.



Greater Arrow Barrage
Arrowclaw (Strike)
Level: Archer Adept 6
Prerequisite: ?
Initiation Action: 1 standard action
Area: 60-ft cone
Saving Throw: Ref halves

You fire a cluster of arrows that spread out across a 60-ft cone. Any creature within the area of effect who fails a Ref save (DC = 10 + HD/2 + Wis modifier) takes damage equal to 8 arrows. A creature who succeeds on the Ref save takes half damage.



Hail of Arrows
Arrowclaw (Strike)
Level: Archer Adept 7
Prerequisite: ?
Initiation Action: 1 full-round action
Range: 30 ft
Target: Any number of creatures

When you initiate this maneuver, you shoot one arrow at each opponent within 30 feet of you. All attacks are made at your highest base attack bonus, and deal extra damage equal to half your initiator level.



Maelstrom of Arrows
Arrowclaw (Strike)
Level: Archer Adept 9
Prerequisite: ?
Initiation Action: 1 full-round action
Range: 30 ft
Target: Any number of creatures

When you initiate this maneuver, you shoot one arrow at each opponent within 30 feet of you. All attacks are made at your highest base attack bonus, and deal extra damage equal to half your initiator level.

If you can make iterative attacks due to a high base attack bonus, you repeat this process for each iterative attack you can make, taking a cumulative -5 penalty on each round of attacks.



Manic Volley
Arrowclaw (Boost)
Level: Archer Adept 8
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

While this boost is active, for each shot you make that hits its target, you may initiate a manic volley. In a manic volley, you make an additional attack against the same target at the same base attack bonus as the original attack, but you take a -2 penalty on the attack roll. If that shot hits, you may make another, with a cumulative -2 penalty. You continue making extra attacks at cumulative -2 penalties until you miss or your target is dead.

When making a full attack, each shot in your full attack can initiate a separate manic volley. However, in the second manic volley, the penalty on each shot is -3 instead of -2. Each additional manic volley initiated beyond that increases the penalties by 1 point.



Mark of the Talon
Arrowclaw (Boost)
Level: Archer Adept 1
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Each opponent you successfully hit with an arrow counts as flanked for 1 round.



Parting Gift
Arrowclaw (Boost)
Level: Archer Adept 4
Prerequisite: ?
Initiation Action: 1 full-round action
Range: Personal
Target: You

You take a full-round action to withdraw from combat. As you withdraw, you may make a single ranged attack with your bow. You take a -2 penalty on the attack roll, and it deals extra damage equal to 2 arrows.



Reflexive Shot
Arrowclaw (Counter)
Level: Archer Adept 3
Prerequisite: ?
Initiation Action: 1 immediate action
Range: 30 ft
Target: one creature

You may make a single ranged attack against a single opponent within 30 ft who has just performed an action that would have provoked an attack of opportunity in melee. Your shot is made at your highest base attack bonus.



Sting of the Hornet
Arrowclaw (Strike)
Level: Archer Adept 3
Prerequisite: ?
Initiation Action: 1 full-round action
Range: melee
Target: One creature

As part of this maneuver, you make a full attack with a melee weapon (including a bow or arrow) against a single target. Then, you make a Tumble check with a DC equal to the target's Armor Class. If the Tumble check succeeds, you may take a five-foot step and make one additional ranged attack with your bow against the same target. This attack deals extra damage equal to 1 arrow.



Strafing Run
Arrowclaw (Strike)
Level: Archer Adept 5
Prerequisite: ?
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Stance

As part of this maneuver, you move up to double your speed, and take a number of shots determined by your ranks in Tumble (see table). These shots may be taken at any time during your movement, and you gain a +2 bonus on each shot, as if you were charging. Each shot deals extra damage equal to 1 arrow. This does not count as a full attack, so you cannot use it in conjunction with other full-attack options.

Tumble Ranks Number of Shots
4 – 8 2 shots
9 – 13 3 shots
14 – 18 4 shots
19+ 5 shots



Swarming Arrows
Arrowclaw (Strike)
Level: Archer Adept 6
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While you are in this stance, each arrow you shoot splits into two arrows mid-flight. You make separate attack rolls (with the same modifiers) for each arrow of a pair. You may choose to have both arrows strike the same target, or to strike adjacent targets.



Swift Shot
Arrowclaw (Strike)
Level: Archer Adept 1
Prerequisite: –
Initiation Action: 1 swift action
Range: bow's range (1 increment)
Target: one creature

As part of the same swift action used to initiate this maneuver, you fire a single arrow at your highest base attack bonus, taking a -2 penalty on the attack roll.



Vigilant Archer
Arrowclaw (Stance)
Level: Archer Adept 4
Prerequisite: 3 Arrowclaw maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you threaten all squares within 15 feet of you with your bow. If any opponent within that area takes any action that would normally provoke an attack of opportunity in melee, you may shoot a single arrow at that opponent as an immediate action. The total number of attacks of opportunity you may make is one fewer than you would normally be entitled to (minimum 1 attack of opportunity). Your attacks provoke attacks of opportunity as normal for ranged attacks.

This discipline for snipers, for taking long-range shots, stealth shots and single shots for lots of damage. The associated weapons for this discipline are the longbow, shortbow, light crossbow, heavy crossbow and sling. Spot and Hide are both key skills for the Hawkeye discipline, and the DCs for saving throws are Wisdom-based.

Many maneuvers express damage in terms of a number of arrows (e.g., "damage equal to four arrows"). For these calculation, do not add your usual damage modifiers to teh arrow damage. For example, if your arrow would normally deal 1d8+5 damage, a maneuver that deals extra damage equal to two arrows would deal 2d8 extra damage.

Maneuver List

1st Level

Eyes of a Hawk: (Boost) Gain a +5 bonus on a single Spot check
Impaling Arrow: (Strike) Shoot a single arrow as a touch attack
Take Aim: (Stance) Move action to gain a bonus on attacks and damage based on your ranks in Spot
Unerring Shot: (Strike) Spot vs table for accuracy-based effects

2nd Level

Falcon Shot: (Strike) Spot vs AC to ignore range penalties and deal extra damage equal to 2 arrows
Piercing Volley: (Stance) Reduce target's DR by 1 for each point of damage you dealt to it with a bow last round
Sniper's Cloak: (Boost) Use the better result from Spot or Hide to avoid detection after sniping.
Sniper's Vigil: (Counter) Spot check vs table to gain insight bonus to AC vs a single ranged attack

3rd Level

The Arrow is Mightier: (Strike) Spot vs table for disarm/sunder effects
Pierce the Darkness: (Stance) You gain Darkvision and/or Low-light vision based on ranks in Spot
Talons of the Shrike: (Boost) Your next ranged attack is an automatic critical threat.

4th Level

Crimson Raptor Shot: (Strike) Spot vs AC to avoid detection, ignore range penalties, and deal extra damage equal to 4 arrows
Crippling Shot: (Strike) Spot vs table for disabling effects
Swoop of the Owl: (Boost) Hide check as a swift action at no penalty after a full attack

5th Level

Arrow of Twilight: (Strike) Treat all successful shots in a full attack as a single attack
Circling Vulture: (Stance) Consecutive successful shots grant cumulative bonuses on attack rolls and critical threat range
Wounding Talons: (Boost) Trade iterative attacks for 1 Con and 1 Str damage each

6th Level

Diamond Eagle Shot: (Strike) Spot vs AC to ignore range penalties and deal extra damage equal to 8 arrows
Juggernaut Arrow: (Strike) Your arrow attacks all foes in a line up to 1 range increment
Lucid Vigil: (Counter) Make a Spot check instead of a Ref save. On a successful check, you take no damage, as if you had Evasion.

7th Level

Phoenix Talons: (Boost) You trade iterative attacks for +1 on attack rolls , +2 arrows of damage and +1 on critical threat range.
Supernal Marksmanship: (Stance) Your arrows ignore concealment, all but partial cover; if you take a full-round to shoot one arrow, it can penetrate magical barriers, such as wind wall

8th Level

Arrow of Shadowfall: (Strike) Arrow deals 10d6 lethal and 10d6 nonlethal damage; foes must make opposed Spot check to detect you after
Hawkeye Shot: (Strike) Shot resolved as a touch attack, deals extra damage equal to the result of a Spot check

9th Level

Vital Shot: Spot vs table for wounding or death effects

Maneuver Descriptions

Arrow of Shadowfall (Su)
Hawkeye (Strike)
Level: Archer Adept 8
Prerequisite: ?
Initiation Action: 1 full-round action
Range: bow's range
Target: one creature

Your superb skill at stealth and marksmanship allow you to imbue a shot with maximum destructive and weakening power. As a full-round action after a successful Hide check, you shoot a single arrow from your bow and make a Spot check. If the shot hits, the arrow deals 10d6 extra damage, and also deals 10d6 nonlethal damage. Additionally, your foes must make a Spot check opposed by the Spot check you just made in order to determine where your arrow came from and locate you.



Arrow of Twilight
Hawkeye (Strike)
Level: Archer Adept 5
Prerequisite: –
Initiation Action: 1 full-round action
Range: bow's range
Target: one creature

When you take your time to line up your shot properly, and focus yourself mentally, a single arrow can deal more damage than many. As part of this maneuver, you roll a full attack with a bow. All damage from successful shots is pooled together into one damage pool, and treated as a single shot. If any attack roll threatens a critical, you roll to confirm the critical as normal, but the pooled damage is treated as the base damage, and multiplied by the critical multiplier to determine the critical damage.



The Arrow is Mightier
Hawkeye (Strike)
Level: Archer Adept 3
Prerequisite: 2 Hawkeye maneuvers
Initiation Action: 1 standard action
Range: bow's range
Target: One creature

As part of this maneuver, you roll a Spot check and make one ranged attack. If the shot hits, it deals damage to its target as normal, and may also initiate a special combat maneuver based on your Spot check result (see table). All effects are cumulative.


Spot DC Effect
15 Shot initiates a free Disarm attempt using your initial attack roll as the opposed roll
20 You gain a +4 bonus on the opposed Disarm roll. If you successfully Disarm your target, the weapon flies 15 ft in the direction your arrow was moving
30 Shot initiates a free Sunder attempt using your initial attack roll as the opposed roll
40 If you successfully Sunder your opponent's weapon, it is automatically destroyed



Circling Vulture
Hawkeye (Stance)
Level: Archer Adept 5
Prerequisite: –
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A good marksman is a master of precision shooting. Each time you successfully hit a target with a ranged attack (regardless of whether the shot dealt actual damage), you gain a cumulative +1 bonus on your attack roll and your critical threat range is increased by 1 for each previous time you successfully hit that target. These bonuses continue to accrue until you miss or until you shoot at a different target, at which point the bonuses are reset to 0.



Crimson Raptor Shot
Hawkeye (Strike)
Level: Archer Adept 4
Prerequisite: –
Initiation Action: 1 standard action
Range: see text
Target: one creature

As part of this maneuver, you make one ranged attack with a bow, and roll a Spot check with a DC equal to your target's Armor Class. If the Spot check succeeds, the shot deals additional damage equal to four arrows, and ignores range increment penalties. Additionally, if you make this attack as a sniping attack, your target must succeed on a Spot check opposed by your initial Spot check to locate you, whether or not your shot hits.



Crippling Shot
Hawkeye (Strike)
Level: Archer Adept 4
Prerequisite: –
Initiation Action: 1 standard action
Range: bow's range
Target: one creature
Duration: –
Saving Throw: Fort partial

As part of this maneuver, you roll a Spot check and make one ranged attack. If the shot hits, it deals extra damage equal to 1 arrow, and may have an extra effect based on your Spot check result (see table). All effects are cumulative. Your opponent makes a single Fort save (DC = 10 + HD/2 + Wis modifier). On a successful save, all effects are negated (or halved, if specifically noted).


Spot DC Effect
15 Target is knocked prone on a failed save
20 Target's speed is halved until he receives an amount of magical healing equal to the damage dealt by this maneuver
30 Target is entangled and immobilized (Str/Esc Art DC equal to 10 + damaged dealt)
40 Target takes 1d4 Dex damage



Diamond Eagle Shot
Hawkeye (Strike)
Level: Archer Adept 6
Prerequisite: –
Initiation Action: 1 standard action
Range: see text
Area/Target/Effect: one creature

As part of this maneuver, you make a single ranged attack with your bow, and roll a Spot check with a DC equal to your target's Armor Class. If the Spot check succeeds, the shot is resolved as a touch attack, deals additional damage equal to 8 arrows, and ignores all range limits and penalties for range increments.



Eyes of a Hawk
Hawkeye (Boost)
Level: Archer Adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You

You gain a +5 insight bonus on a single Spot check, which you must make before the end of your turn.



Falcon Shot
Hawkeye (Strike)
Level: Archer Adept 2
Initiation Action: 1 standard action
Range: bow's range
Area/Target/Effect: one creature

As part of this maneuver, you make a single ranged attack with your bow, and roll a Spot check with a DC equal to your target's Armor Class. If the Spot check succeeds, the shot deals extra damage equal to 2 arrows, and ignores all range limits and penalties.



Hawkeye Shot
Hawkeye (Strike)
Level: Archer Adept 8
Prerequisite: –
Initiation Action: 1 standard action
Range: bow's range
Target: one creature

When you initiate this maneuver, you make a single shot with your bow and roll a Spot check. The shot is resolved as a touch attack, and deals extra damage equal to the result of your Spot check.



Impaling Arrow
Hawkeye (Strike)
Level: Archer Adept 1
Prerequisite: –
Initiation Action: 1 standard action
Range: bow's range
Area/Target/Effect: one creature

You shoot one arrow from your bow, placing it just right to avoid armor and shield. Your attack is resolved as a touch attack.



Juggernaut Arrow
Hawkeye (Strike)
Level: Archer Adept 6
Prerequisite: ?
Initiation Action: 1 full-round action
Range: bow's range (up to one range increment)
Targets: Any number of creatures in a line

When you initiate this maneuver, you carefully line up a single shot, and will your bow to generate enough force to penetrate a line of targets. You make a single attack roll at your highest base attack bonus. If the arrow hits its first target, it deals damage equal to five arrows and penetrates through the target, continuing on to strike the next target. If the arrow misses, it deals no damage, but continues anyway. You use the same attack roll for each successive target, but for each previous target (whether hit or miss), you apply a cumulative -2 penalty on the attack roll, and reduce the damage by 1 arrow equivalent (minimum 1 arrow equivalent).

The arrow continues its flight up to one range increment, penetrating all targets along the way. If the arrow strikes a barrier or a creature with sufficient damage reduction to reduce its damage to 0, the arrow stops at that point.



Lucid Vigil
Hawkeye (Counter)
Level: Archer Adept 6
Prerequisite: –
Initiation Action: 1 immediate action
Saving Throw: –

Your sharp eyesight becomes your greatest defensive weapon. When you are targeted or in the area of effect of a spell or other effect that allows a Reflex save, you may use a Spot check in place of the Reflex save. You are treated as if you had Improved Evasion (even if you don't): you take no damage on a successful "save", and only half damage on an unsuccessful "save."



Phoenix Talons
Hawkeye (Boost)
Level: Archer Adept 7
Prerequisite: –
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

When you initiate this maneuver, you may sacrifice iterative attacks to improve your accuracy and damage on the remaining shots. Each shot you sacrifice from a full attack grants a +1 bonus on each remaining attack roll, increases critical threat range for each remaining attack roll by 1, and adds extra damage equal to two arrows to each remaining damage roll.



Pierce the Darkness (Su)
Hawkeye (Stance)
Level: Archer Adept 3
Prerequisite: 2 Hawkeye maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

While in this stance, you gain vision benefits based on your ranks in Spot (see table). If you already have one of these vision abilities (due to race or templates), you instead increase to the next step. All effects are cumulative, and bonuses to Spot checks stack with each other.


Spot Ranks Effect
4 – 8 Low-light vision, +2 bonus on all Spot checks
9 – 13 Darkvision 60 ft, Superior low-light vision
14 – 18 Darkvision (one range increment with your bow) ft, +2 bonus on all Spot checks
19+ Blindsight 60 ft



Piercing Volley
Hawkeye (Stance)
Level: Archer Adept 2
Prerequisite: ?
Initiation Action: 1 swift action
Range: bow's range
Area/Target/Effect: –
Duration: Stance

While you are in this stance, you are able to assess your target's weaknesses by their responses to previous shots, and adjust accordingly. Each time you make a ranged attack against a given target, you reduce that target's damage reduction by 1 point for every point of damage you dealt to that target with ranged attacks in your previous turn.



Sniper's Cloak
Hawkeye (Boost)
Level: Archer Adept 2
Initiation Action: 1 move action

You may activate this boost immediately after making a sniping attack, using your sharp eyes to help you spot the best place to hide. You roll both Hide and Spot, and use the better result as your effective Hide check (you still take the normal penalties to the check for sniping).



Sniper's Vigil
Hawkeye (Counter)
Level: Archer Adept 2
Prerequisite: ?
Initiation Action: 1 immediate action
Range: Personal
Target: You

When an enemy makes a ranged attack against you, you may roll a Spot check to gain a +1 insight bonus to your Armor Class against that attack. The DC of this check is 15. For every 5 points by which you beat the DC, your insight bonus increases by an additional +1.



Supernal Marksmanship
Hawkeye (Stance)
Level: Archer Adept 7
Prerequisite: ?
Initiation Action: 1 swift action
Duration: Stance

While you are in this stance, you gain the ability to penetrate effects that would hamper the flight of a lesser marksman's arrows. Every arrow you shoot ignores miss chances due to concealment, and your target's Armor Class bonuses due to cover are reduced by half. Additionally, if you take a full round to shoot a single arrow at your highest base attack bonus, that arrow ignores magical barriers, such as wind wall.



Swoop of the Owl
Hawkeye (Boost)
Level: Archer Adept 4
Prerequisite: ?
Initiation Action: 1 swift action
Range: Personal
Target/Effect: You

When you initiate this maneuver, you may make a full attack instead of a standard attack while sniping, and your Hide check afterwards is made at no penalty (usually this is a -20 penalty).



Take Aim
Hawkeye (Stance)
Level: Archer Adept 1
Prerequisite: ?
Initiation Action: 1 swift action

While you are in this stance, you can take extra time to increase the accuracy and power of your attacks. Each round, you may take a move action to aim your shot carefully. If you do, you gain an insight bonus on your next ranged attack roll, and its accompanying damage roll. If you score a critical hit, this bonus damage is multiplied as if it were part of the base damage. The size of the bonus is based on your ranks in Spot, as shown in the table.


Spot Ranks Attack Bonus Damage Bonus
4 – 8 +1 +2
9 – 13 +2 +4
14 – 18 +3 +6
19+ +4 +8



Talons of the Shrike
Hawkeye (Boost)
Level: Archer Adept 3
Prerequisite: ?
Initiation Action: 1 swift action
Duration: 1 round

When you activate this boost, you focus on placing your arrow where it will do the most damage. Your next ranged attack with a bow is an automatic critical threat, and deals a critical on a roll of 18-20. You must make this shot within 1 round of initiating this boost.



Unerring Shot
Hawkeye (Strike)
Level: Archer Adept 1
Prerequisite: 1 Hawkeye maneuver
Initiation Action: 1 standard action
Range: bow's range
Target: one creature

As part of this maneuver, you roll a Spot check and make one ranged attack. If the shot hits, it deals extra damage equal to your half your initiator level (minimum 1), and may overcome attack and damage penalties based on your Spot check result (see table). All effects are cumulative.


Spot DC Effect
15 Shot ignores penalties due to range
20 Shot ignores the miss chance due to concealment
30 Shot ignores all wind effects, including wind wall
40 Shot ignores cover (except total cover) and DR



Vital Shot
Hawkeye (Strike)
Level: Archer Adept 9
Prerequisite: –
Initiation Action: 1 standard action
Range: bow's range
Target: –

As part of this maneuver, you roll a Spot check and make one ranged attack. If the shot hits, it deals extra damage equal to six arrows, and may have an extra effect based on your Spot check result (see table). All effects are cumulative. Your opponent makes a single Fort save (DC equals 10 + HD/2 + Wis modifier). On a successful save, all effects are negated (or halved, if specifically noted).


Spot DC Effect
20 Target is stunned for 1d4 rounds
25 Target takes 2d4 Con damage (save halves)
30 Target is paralyzed for 1d4 rounds
40 Target dies instantly



Wounding Talon Barrage
Hawkeye (Boost)
Level: Archer Adept 5
Prerequisite: –
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

After you initiate this maneuver, you make a full attack with your bow, you may trade your iterative attacks for extra wounding effects. Each shot you sacrifice from a full attack causes each remaining attack to deal 1 Str damage and 1 Con damage, in addition to its normal effects.

Credits

Most of the class design was my own work, but Myth-Weavers user Xhosant was very helpful in coming up with ideas and revising.

Blue Jay
2020-09-24, 06:55 PM
Base Class (Remake): Battle Dancer

Level Progression

Hit Die: d8
Class Skills: Balance, Bluff, Climb, Craft, Concentration, Diplomacy, Escape Artist, Gather Information, Jump, Listen, Perform, Sense Motive, Sleight of Hand, Spot, Tumble
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Dance Steps per Round
1 +1.00 +0.33 +2.50 +2.50 Battle Dance 1/day, Dance Step (Distracting Step), Uncanny Grace (AC) 1
2 +2.00 +0.67 +3.00 +3.00 Beguiling Dance (fascinate), Evasion, Inspiring Dance (+1) 1
3 +3.00 +1.00 +3.50 +3.50 Dance Step, Mobility 1
4 +4.00 +1.33 +4.00 +4.00 Battle Dance 2/day, Beguiling Dance (charm) 1
5 +5.00 +1.67 +4.50 +4.50 Acrobatic Skill Mastery, Fast Movement +10 ft 1
6 +6.00 +2.00 +5.00 +5.00 Dance Step, Flawless Stride 1
7 +7.00 +2.33 +5.50 +5.50 Uncanny Grace (saving throws) 1
8 +8.00 +2.67 +6.00 +6.00 Battle Dance 3/day, Inspiring Dance (+2) 1
9 +9.00 +3.00 +6.50 +6.50 Dance Step 2
10 +10.00 +3.33 +7.00 +7.00 Greater Battle Dance 2
11 +11.00 +3.67 +7.50 +7.50 Beguiling Dance (suggestion), Fast Movement +20 ft 2
12 +12.00 +4.00 +8.00 +8.00 Battle Dance 4/day, Dance Step 2
13 +13.00 +4.33 +8.50 +8.50 Dance Among the Clouds 2
14 +14.00 +4.67 +9.00 +9.00 Inspiring Dance (+3) 2
15 +15.00 +5.00 +9.50 +9.50 Dance Step 2
16 +16.00 +5.33 +10.00 +10.00 Battle Dance 5/day, Free Movement 2
17 +17.00 +5.67 +10.50 +10.50 Fast Movement +30 ft, Tireless Dance 2
18 +18.00 +6.00 +11.00 +11.00 Beguiling Dance (dominate), Dance Step 3
19 +19.00 +6.33 +11.50 +11.50 Dance of a Thousand Swords 3
20 +20.00 +6.67 +12.00 +12.00 Battle Dance 6/day, Inspiring Dance (+4), Sublime Dance 3

Class Features

Weapon and Armor Proficiency
A battle dancer is proficient with all simple and martial weapons. She is proficient with light armor, but not with shields. A battle dancer who wears heavier than light armor cannot use many of her class features.

Battle Dance (Ex)
A battle dancer is an accomplished performer, and has learned to adapt her performance art for practical use on the field of battle.

Once per encounter, she may initiate a Battle Dance, which is a continuous series of movements and dance-like maneuvers that take her across the battlefield, dazzling and confounding her opponents while invigorating her allies. While she performs her Battle Dance, the battle dancer can move up to her speed each round, and still make a full attack as she does, including one extra attack at her highest base attack bonus. However, her dance comes with some restrictions: she must move at least 5 feet between each attack she makes, and once she has left a given square, she cannot return to that square until she has moved through at least 2 other squares. In addition, she must move at least 20 feet each round. Failure to meet these movement restrictions results in her dance ending prematurely at the end of her turn. Otherwise, she may continue her dance for up to 5 rounds, +1 additional round for every five class levels she has. When her Battle Dance ends, she is fatigued for the rest of the encounter.

She cannot perform a Battle Dance while wearing heavier than light armor, while wielding a shield, or while carrying a medium or heavy load. She also cannot begin or maintain a Battle Dance when she is fatigued or exhausted. At 1st level, she may perform a Battle Dance only once per day. At 4th level and every four levels thereafter, she can perform a Battle Dance one additional time per day (to a maximum of six times per day at 20th level). Initiating a Battle Dance takes no time itself, but she can only initiate it during her turn, not in response to someone else’s action.

Dance Steps (Su)
A Battle Dance is more than just a flashy way of wielding a weapon: it is also a collection of extraordinary and supernatural maneuvers that can dazzle and confound the battle dancer's opponents, while aiding and invigorating her allies. Throughout her career, a battle dancer learns a number of specific dance steps to confound her enemies or aid her allies in various ways. Once per round during her Battle Dance, she may perform one of these specialized dance steps as an attack action. Thus, in a round in which she performs a dance step, she may still make a full attack, but she makes one fewer attack as part of that full attack. When she reaches 9th level, she may perform 2 dance steps each round, with each dance step taking a separate attack action. And when she reaches 17th level, she may perform three dance steps per round.

To perform a dance step, the battle dancer must move through the area threatened by her target (which can be either an ally or an opponent, depending on the dance step she wishes to perform), and roll a Perform (dance) check as an attack action as she moves past her target. The DC of this check is determined in the same way as the DC of a Tumble check to avoid provoking attacks of opportunity. If she succeeds on the check, she does not provoke an attack of opportunity from her target, and she successfully performs the desired step. If a dance step allows a saving throw, the DC is equal to 10 + battle dancer's class level/2 + battle dancer's Cha modifier.

All battle dancers learn the Distracting Step at 1st level. She learns an additional dance step at 3rd level, and every 3 class levels thereafter. The available dance steps are summarized in the table below, as well as the minimum class level a battle dancer must attain before she can learn that step.


Level BAB Fort
Distracting Step 1st Target counts as flanked by you
Burning Step 3rd Deal extra fire damage, leave a trail of flames
Frightful Step 3rd Frighten an opponent
Frozen Step 3rd Deal extra cold damage, leave a trail of ice
Unbalancing Step 3rd Overrun an opponent
Forceful Step 6th Knock opponents back with telekinetic force
Storm Step 6th Deliver a burst of electricity and thunder
Whirling Step 6th Deliver multiple attacks as one action
Disorienting Step 9th Sicken and nauseate an opponent
Shadow Step 9th Become invisible and teleport
Step of Coordination 9th Grant an ally an additional action
Befuddling Step 12th Confuse an opponent
Enervating Step 12th Confer negative levels
Step of Resurgence 12th Grant an ally a second saving throw
Rejuvenating Step 15th You and an ally gain Fast Healing
Step of Dismissal 15th Dismiss or banish an extraplanar creature
Stunning Step 15th Stun an opponent
Assassin’s Step 18th Kill or paralyze an opponent
Spirit Step 18th You become incorporeal temporarily

See below for in-depth descriptions of each dance step.

Uncanny Grace (Su)
A battle dancer is typically a vibrant soul who draws energy and strength from within herself through the beauty and grace of her art. From 1st level, she adds her Charisma modifier as a bonus to her Armor Class. At 7th level, this bonus also applies to all saving throws.

These bonuses apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears heaver than light armor, when she carries a shield, or when she carries a medium or heavy load.

Beguiling Dance (Su)
Much like a bard, a battle dancer can use her performances to draw attention to herself and thereby hold an audience captive. Beginning at 2nd level, once per day per point of Charisma bonus she has, she may perform a dance that fascinates all creatures within 30 feet who can see her, except for those she chooses to exclude from the effect. A Will save (DC = 10 + battle dancer's level/2 + battle dancer's Cha modifier) negates the effect. This effect is otherwise identical to the fascinate bardic music ability.

At 4th level, the battle dancer may weave a single charm effect into her Beguiling Dance, as part of the same action used to maintain her Beguiling Dance for the round. Alternately, she may expend one use of her Beguiling Dance ability to use this effect independently. Either way, she must target a creature that is fascinated by her dance, or that was fascinated by her dance at some point in the last 24 hours. This charm effect mimics the effect of a charm monster spell. The save DC is the same as for her Beguiling Dance. A target so charmed remains charmed for 1 hour per class level, or until the effect is broken in some other way (see the charm person spell for information about how the effect may be broken).

At 11th level, the battle dancer may choose to create a suggestion effect instead of a charm effect, with the same save DC. The suggestion effect otherwise functions as the spell of the same name.

At 18th level, she may choose to create a dominate effect instead of a charm or suggestion effect, with the same save DC.

Beguiling dance is a mind-affecting ability.

Evasion (Ex)
At 2nd level, a battle dancer gains Evasion, as the monk class feature of the same name. This becomes Improved Evasion at 9th level.

Inspiring Dance (Su)
Like a bard, a battle dancer knows how to use artistry to uplift and motivate her allies. Beginning at 2nd level, her dances grant her allies a +1 morale bonus that applies to Will saves against fear effects, and to all weapon attack and damage rolls. At 8th level, and every six battle dancer levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). These bonuses are granted automatically to any ally whose threatened space the battle dancer moves through in the course of performing a Battle Dance, and the bonus lasts until the beginning of the battle dancer's next turn.

Inspiring dance is a mind-affecting ability.

Mobility (Ex)
At 3rd level, a battle dancer gains Mobility as a bonus feat, even if she does not meet the prerequisites.

Acrobatic Skill Mastery (Ex)
Beginning at 5th level, a battle dancer may Tumble at full speed without taking a penalty on her Tumble check. Furthermore, she may always take 10 on Tumble checks, even when rushed or threatened. These benefits also applies when she uses Perform (dance) checks instead of Tumble checks to avoid attacks of opportunity.

Fast Movement (Ex)
At 5th level, a battle dancer gains a +10 ft bonus to her base land speed. At 11th level, this bonus increases to +20 ft, and at 17th level, it increases to +30 ft.

Flawless Stride (Ex)
At 6th level, a battle dancer gains Flawless Stride, as the scout class feature of the same name.

Greater Battle Dance (Ex)
At 10th level, a battle dancer's grace and vitality increase, making her a greater presence on the field of battle. While she performs a Battle Dance, she gains a +2 bonus to her Dex and Cha scores, and she can now make two extra attacks at her highest base attack bonus when she makes a full attack.

Dance Among the Clouds (Su)
At 13th level, a battle dancer's steps become preternaturally light and graceful. From now on, whenever she performs a Battle Dance, she can walk across the air, as if with an air walk spell. This effect lasts as long as she continues to dance.

Free Movement (Ex)
At 16th level, a battle dancer gains Free Movement, as the scout class feature of the same name.

Tireless Dance (Ex)
A battle dancer of 17th level or higher is no longer fatigued when her Battle Dance ends.

Dance of a Thousand Swords (Su)
At 19th level, a battle dancer’s supernatural grace and agility becomes so great that she can be in two places at once. Once per day while performing a Battle Dance, she may create a copy of herself, which behaves as her in every way. Both copies possess her full array of equipment, and can take an independent set of actions. If one copy is subjected to a non-damaging effect that requires a saving throw, she makes one save, and both copies suffer the effects on a failed save. She divides her hit points evenly between the two copies of herself, and each tracks its hit points separately. However, if one copy is slain or dropped below -10 hit points, both copies are slain together.

While performing a Dance of a Thousand Swords, the battle dancer’s limited resource pools do not increase in size, but both copies can draw from the same resource pool. For example, a typical 19th-level battle dancer can perform 3 dance steps per round. When using Dance of a Thousand Swords, the two copies of the battle dancer can perform a combined total of 3 dance steps, which either copy can perform.

The two copies remain separate until the end of the battle dancer’s turn, after which they must meet up and recombine by entering the same square. If the copies fail to meet up by the end of their turn, one of the copies (battle dancer’s choice) disappears immediately, returning her remaining hit points to the other copy. The remaining copy takes 1d6 Con damage and is fatigued, and her Battle Dance ends immediately.

Sublime Dancer (Ex)
When she reaches 20th level, a battle dancer's grace and skill at the dance defy all description. The bonuses she gains to her Dexterity and Charisma scores increase to +4, and she can now perform the same dance step more than once per round (though she is still limited to the usual number of total dance steps per round).



Assassin’s Step
Minimum Level: 18th
Perform (dancing) DC: 35
Saving Throw: Fort negates

When you perform this step, your target must make a Fort save or die. On a successful save, your target is only paralyzed for 1 round. A target who succeeds on this saving throw cannot be targeted again by your Assassin’s Step for 24 hours.



Befuddling Step
Minimum Level: 12th
Perform (dancing) DC: 30
Saving Throw: Will negates

When you successfully perform this step, your target is affected as if by a greater confusion spell for as long as you continue to dance.



Burning Step
Minimum Level: 3rd
Perform (dancing) DC: 12
Saving Throw: Ref half; see text

When you perform this step, your target takes 2d6 fire damage. A successful Reflex save halves the damage. For every three battle dancer levels above 3rd, this step deals an additional 1d6 damage, to a maximum of 7d6 fire damage at 18th level.

Additionally, beginning at 7th level, you leave a trail of flame behind you after successfully performing this step. These flames fill every square you touch until you make another attack or perform another dance step, or until the end of your turn (whichever comes first). The flames burn for 2 rounds. Any creature moving through an affected space takes fire damage equal to half the fire damage you dealt to your target (maximum 3d6 fire damage at 15th level), and must succeed on a Reflex saving throw or catch fire.



Disorienting Step
Minimum Level: 9th
Perform (dancing) DC: 20
Saving Throw: Fort partial; see text

When you successfully perform this step, your target is nauseated for 1 round, then sickened for as long as you continue to maintain your battle dance. On a successful Fortitude save, your target is not nauseated, and is only sickened for 1 round.



Distracting Step
Minimum Level: 1st
Perform (dancing) DC: 20
Saving Throw: none

All battle dancers learn this step automatically at 1st level. When you successfully perform this step, your allies may treat your target as flanked by you until the beginning of your next turn.



Enervating Step
Minimum Level: 12th
Perform (dancing) DC: 25
Saving Throw: Fort half

When you successfully perform this step, your target takes 1d4 negative levels. If your target succeeds on a Fort saving throw, the number of negative levels he takes is halved.



Forceful Step
Minimum Level: 6th
Perform (dancing) DC: 15
Saving Throw: none

When you successfully perform this step, you create a powerful telekinetic force that shoves your target away from you. Treat this as a Bull Rush attempt, though you do not provoke an attack of opportunity from your target, and you use the higher of your Charisma or your Dexterity score in place of your Strength score on the opposed Strength check.



Frightful Step
Minimum Level: 3rd
Perform (dancing) DC: 12
Saving Throw: Will negates

When you successfully perform this step, your target is shaken for 1 round. Starting at 7th level, your target becomes frightened on a failed saving throw, and starting at 12th level, he becomes panicked.



Frozen Step
Minimum Level: 3rd
Perform (dancing) DC: 12
Saving Throw: Ref half; see text

When you successfully perform this step, your target takes 2d6 cold damage. A successful Reflex save halves the damage. For every three battle dancer levels above 3rd, this step deals an additional 1d6 damage, to a maximum of 7d6 fire damage at 18th level.

Additionally, beginning at 9th level, you leave a trail of ice behind you after successfully performing this step. Icy patches fill every square you touch until you make another attack or perform another dance step, or until the end of your turn (whichever comes first). All squares filled with ice behave as if covered with a grease spell until the beginning of your next turn.



Rejuvenating Step
Minimum Level: 15th
Perform (dancing) DC: 30
Saving Throw: none

You perform this step while moving through an ally’s threatened area. When you successfully perform this step, both you and the targeted ally gain Fast Healing. Each round, you heal a number of hit points equal to your Charisma bonus (minimum 1 point per round). This effect lasts for as long as you continue to dance. Subsequently uses of this step on the same target are not cumulative.



Shadow Step
Minimum Level: 9th
Perform (dancing) DC: 20
Saving Throw: none

When you successfully perform this step, you immediately teleport a distance of up to 30 feet. This distance does not count against your movement limits for the round, but it does count towards the minimum distance you must move to maintain your battle dance.

Additionally, after successfully performing this step, you become invisible until you make your next attack or dance step, or until the end of your turn (whichever comes first).



Spirit Step
Minimum Level: 18th
Perform (dancing) DC: 35
Saving Throw: none

When you successfully perform this step, you become incorporeal for the remainder of the current round, or until your Battle Dance ends (whichever comes first). During this round, all your attacks become incorporeal touch attacks, targeting your opponent’s touch AC, but dealing the same amount of damage (minus your Str bonus, if any).



Step of Coordination
Minimum Level: 9th
Perform (dancing) DC: 20
Saving Throw: none

You perform this step within an ally's threatened area. When you successfully perform this step, the targeted ally may immediately make one move action or a single melee or ranged attack at his highest base attack bonus. This counts as a free action for your ally.



Step of Dismissal
Minimum Level: 15th
Perform (dancing) DC: 30
Saving Throw: Will negates; see text

This dance step can only target an extraplanar opponent. When you successfully perform this dance step, you affect your target as if with a dimissal spell. Starting at 20th level, this functions as a banishment spell instead. A target who succeeds on the Will save cannot be targeted by your Step of Dismissal again for 24 hours.



Step of Resurgence
Minimum Level: 12th
Perform (dancing) DC: 25
Saving Throw: none

You perform this step within an ally's threatened area. When you successfully perform this step, the targeted ally may immediately make an new saving throw against an ongoing effect that is currently affecting him. The DC of this saving throw is equal to the usual DC for the effect. If the effect does not allow a saving throw, this dance step has no effect.



Storm Step
Minimum Level: 6th
Perform (dancing) DC: 15
Saving Throw: Fort partial; see text

When you successfully perform this step, you create a powerful discharge of energy that deals 3d6 damage to all creatures in a 10-ft radius burst centered on you. Half the damage dealt is electricity damage, and the other half is sonic damage. A successful Fortitude save halves the damage. For every two class levels you have above 6th, this burst deals an additional 1d6 damage.
Starting at 10th level, any opponent who fails his Fort save is also blinded and deafened for 1d4 rounds.



Stunning Step
Minimum Level: 15th
Perform (dancing) DC: 30
Saving Throw: Fort negates

When you successfully perform this step, your targeted opponent becomes stunned for 1d4 rounds. A successful Fort save negates the effect, but does not grant immunity to future uses of this step.



Unbalancing Step
Minimum Level: 3rd
Perform (dancing) DC: 12
Saving Throw: none

When you successfully perform this step, you may make an Overrun attempt against your target as a free action without provoking an attack of opportunity from your target. You use the higher of your Charisma or Dexterity score in place of your Strength score on the opposed Strength check.



Whirling Step
Minimum Level: 6th
Perform (dancing) DC: 15
Saving Throw: none

When you successfully perform this step, you may make two melee attacks as part of the action of performing the step. These attacks may be against any opponent you can reach when you perform the step. You cannot use these attacks to perform other dance steps.

At 16th level, you may make three melee attacks when you successfully perform this step. Furthermore, if you fail the Perform check for this step, you may still make a single melee attack against your target, as if you hadn't attempted this step at all.




Support

Extra Dance

Prerequisite
Battle Dance class ability or Beguiling Dance class ability

Benefit
When you take this feat, choose your Battle Dance or Beguiling Dance ability. You may use the chosen dance ability 2 more times per day.

Special
You may take this feat more than once. Each time, you may choose whether it applies to your Battle Dance or Beguiling Dance. Its effects can stack.

Blue Jay
2020-09-26, 12:31 AM
Prestige Class: Hivekeeper

Requirements

Alignment: Any (Screw anyone who says vermin-themed content has to be Evil-aligned)
Skills: Knowledge (nature) 8 ranks
Spellcasting: Ability to cast summon swarm, or ability to summon non-fiendish, non-celestial vermin with another summon spell.

Level Progression

Hit Die: d6
Class Skills: Climb, Concentration, Craft, Handle Animal, Knowledge (arcana), Knowledge (nature), Listen, Ride, Sense Motive, Spot, Spellcraft
Skill Points per level: 4 + Int


Level BAB Fort Ref Will Special Spellcasting
1 +0.75 +2.50 +0.33 +2.50 Rebuke Vermin, Vermin Cloud (20 hp), Vermin Empathy +1 level
2 +1.50 +3.00 +0.67 +3.00 Minor Vermin Servants, Swarmwalker -
3 +2.25 +3.50 +1.00 +3.50 Beetle Bomb, Webwalker +1 level
4 +3.00 +4.00 +1.33 +4.00 Major Vermin Servant +1 level
5 +3.75 +4.50 +1.67 +4.50 Swarmshifting 1/day -
6 +4.50 +4.51 +1.68 +4.51 Vermin Cloud (40 hp) +1 level
7 +5.25 +4.52 +1.69 +4.52 Swarmshifting 2/day +1 level
8 +6.00 +4.53 +1.70 +4.53 Toxin Immunity -
9 +6.75 +4.54 +1.71 +4.54 Swarmshifting 3/day +1 level
10 +7.50 +4.55 +1.72 +4.55 Hivemind, Vermin Cloud (60 hp) +1 level


Class Features

Weapon and Armor Proficiency
A hivekeeper gains no new proficiencies with any weapons or armor.

Spellcasting
At every level except 2nd, 5th and 8th, a Hivekeepr gains new spells per day and spells known as if she had advanced a level in a spellcasting class to which he already belonged. She does not gain any other benefits of advancing a level in that class, however.

Rebuke Vermin (Su)
A Hivekeeper can rebuke or command vermin as an evil cleric rebukes or commands undead. She can do this a number of times per day equal to 3 + her Cha modifier. Her effective cleric level for this ability is equal to her Hivekeeper level, plus half her level in other classes.

Vermin Cloud (Ex)
Once per day, a Hivekeeper may gather a cloud of crawling, flying, buzzing vermin to her. The summoned vermin surround her in a cloud with a radius of 5 feet, and follow her wherever she goes for 24 hours or until she summons a new cloud. She can suppress the cloud at any time as a free action, but this does not end the effect: she can recall it again as a move action at any time during the effect's duration. The cloud can be dispersed by a strong wind or similar effect; however, it will automatically reform as soon as wind ceases or is blocked.

The vermin cloud has 20 hit points, which increases to 40 at 6th level, and 60 at 10th level. Anytime the Hivekeeper is dealt hit point damage by an attack or spell, her Vermin Cloud absorbs some of the damage instead of her. Absorbed damage is subtracted from the cloud's hit points instead of the Hivekeeper's. The cloud automatically absorbs 1 hit point per class level from each attack that would damage the Hivekeeper. The Vermin Cloud cannot be attacked directly, and is immune to all types of damage except for the damage it absorbs. Hit points lost by the cloud cannot be healed or regained by any means. However, the Hivekeeper can summon a fresh cloud with full hit points on the next morning.

The cloud provides additional benefits that are determined by the number of hit points it has remaining, as shown on the table below. Unless otherwise noted, the benefits only apply to the Hivekeeper herself, and not to any other creatures that may be standing with the radius of her cloud. If the cloud has at least 1 hit point remaining, it grants the Hivekeeper a +1 bonus to natural armor (this bonus stacks with any existing natural armor bonus she has). If the cloud has at least 10 hit points remaining, the cloud deals 1d6 swarm damage to all enemies within its space at the end of the Hivekeeper's turn (but it does not have the Distraction special attack of a typical swarm). If the cloud has at least 20 hit points, the natural armor bonus increases to +2, and the Hivekeeper also gains concealment (20% miss chance) on all attacks against her. If the cloud has at least 30 hit points, the swarm's radius increases to 10 ft. If the cloud has at least 40 hit points, the natural armor bonus increases to +3 and the swarm damage increases to 2d6. If the cloud has at least 50 hit points, it provides the Hivekeeper with total concealment (50% miss chance) on all attacks against her.


HP Remaining Natural Armor Adj Miss Chance Swarm Damage Swarm Radius
1-9 +1 - - 5 ft
10-19 +1 - 1d6 5 ft
20-29 +2 20% 1d6 5 ft
30-39 +2 20% 1d6 10 ft
40-49 +3 20% 2d6 10 ft
50-60 +3 50% 2d6 10 ft

Vermin Empathy (Ex)
A Hivekeeper has a preternatural ability to understand and communicate with vermin of all sorts. This ability works as the druid's Wild Empathy ability, except that the Hivekeeper can use it to affect vermin without penalty, and takes a -4 penalty when attempting to use it on animals. Vermin Empathy replaces any Wild Empathy ability the Hivekeeper had previously, and her Hivekeeper levels stack with levels in all other classes that normally grant Wild Empathy to determine her effective level for Vermin Empathy.

The Hivekeeper loses some of her connection with animals, and she must dismiss any animal companion she has.

Minor Vermin Servants (Ex)
In place of a single, powerful animal companion, a Hivekeeper works tirelessly to build up a hive of vermin servants to function as attendants and companions for her.

Beginning at 2nd level, she may summon minor vermin servants, who serve mainly as scouts and messengers to perform various simple tasks for her. These can be any non-swarm vermin of Small size or smaller, with HD equal to or less than half her class level. The total hit dice of all minor vermin servants she may have at one time can never exceed her Hivekeeper level.

Summoning her minor vermin servants requires a standard action, and the summoned vermin arrive 1d4+1 minutes later. The vermin behave as if commanded by her Rebuke Vermin ability, though she need not expend a use of Rebuke Vermin to summon them, and the summoned vermin do not count against the number of vermin she can command with that ability.

If one of her minor vermin servants perishes, the Hivekeeper suffers no ill effects, and she can immediately summon another minor vermin servant to replace it.

Minor vermin servants do not gain extra hit dice as their master advances, but their abilities do improve as she gains levels in this class, as shown in the table below. Each minor vermin servant adds half the Hivekeeper's class level to its natural armor bonus, and one third of her class level to its Con and Dex scores. At each even-numbered level, each minor vermin servant gains another ability, as summarized in the table below:


Level Dex/Con Adj Special
2nd +1 Alertness (bonus feat)
4th +2 Stealthy (bonus feat)
6th +3 Camouflage (as the ranger class feature)
8th +4 All speeds increase by 10 feet
10th +5 Hide in Plain Sight (as the ranger class feature)

Swarmwalker (Ex)
A Hivekeeper of 2nd level or higher no longer takes swarm damage from any swarm, and is not subject to the Distraction effect of any swarm.

Beetle Bomb (Ex)
A Hivekeeper of 3rd level or higher can pull a small ball of vermin from her Vermin Cloud and hurl it at an opponent as a ranged touch attack against a single target within 30 feet (no range increment). The ball of vermin explodes on contact, dealing 1d8 acid damage to the target, and 1 acid splash damage to all creatures standing in squares adjacent to the target. She may also choose to subtract a number of hit points from her vermin cloud when she extracts the beetle bomb from it. if she does, the attack deals an extra 1d8 acid damage and 1 splash damage for every 5 hit points subtracted from the cloud.

Webwalker (Ex)
A Hivekeeper of 3rd level or higher is not entangled or immobilized by spider webs or by web spells. She can climb on spider webs as if under the effect of a spider climb spell.

Major Vermin Servant (Ex)
At 4th level, the Hivekeeper gains a major vermin servant. This is similar to an animal companion in some ways, but a Hivekeeper may choose any non-swarm vermin of up to Large size and with no more hit dice than her current character level. If the chosen vermin has fewer than 9 HD, increase its hit dice to 9, but do not increase its size, even if advancing to 9 HD would normally increase that vermin’s size.

Her major vermin servant gains feats and skill points and learn tricks as if it had an Int score of 1 (though it does not actually gain an Int score, and does not lose its Mindless trait). It treats the following as class skills, in addition to any skills mentioned in its stat block: Climb, Hide, Listen, Move Silently and Spot.

The major servant gains additional abilities based on the Hivekeeper’s character level, as summarized in the table below. If the Hivekeeper stops advancing in this class, her major vermin servant also stops advancing. If she completes all 10 levels of the Hivekeeper class, her major vermin servant continues to accrue additional benefits based on her character level.


Character Level Bonus HD Natural Armor Adj Str/Dex/Con Adj Special
9th – 11th +0 +2 +2 Evasion, Link, Share Spells
12th – 14th +2 +4 +3 Multiattack
15th – 17th +4 +6 +4 Improved Speed
18th – 20th +6 +8 +5 Improved Evasion

Evasion (Ex)
If a major vermin servant 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.

Link (Ex)
A Hivekeeper can handle her vermin servant as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. She gains a +4 circumstance bonus on all vermin empathy checks and Handle Animal checks made regarding her major vermin servant.

Share Spells (Su)
At the Hiverkeeper’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her major vermin servant. The vermin servant 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 vermin servant if it moves farther than 5 feet away and will not affect the vermin again, even if it returns to the hivekeeper before the duration expires.

Additionally, the Hivekeeper may cast a spell with a target of "You" on her vermin servant (as a touch range spell) instead of on herself. A hivekeeper and her major vermin servant can share spells even if the spells normally do not affect creatures of the servant’s type (vermin).

Multiattack (Ex)
A major vermin servant 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, it instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Speed (Ex)
All of the vermin servant’s speeds increase by 10 feet.

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

Toxin Immunity (Ex)
A Hivekeeper of 8th level or higher has become so accustomed to the bites and stings of vermin of all sorts, that she gains immunity to all poisons and all non-supernatural diseases.

Swarmshifting (Su)
At 5th level, a Hivekeeper learns how to merge herself with her vermin cloud, transforming her body into a swarm of vermin. This functions as the druid's Wild Shape ability, except that the Hivekeeper can only take the form of vermin swarms, and she must have a Vermin Cloud with at least 1 hit point remaining in order to use this ability. Her Vermin Cloud ability remains active while she is in swarm form. Her effective druid level for this ability is equal to her character level.
She may use this ability once per day at 5th level. She gains an additional daily use at 7th level, and again at 9th level.

Hivemind (Su)
A Hivekeeper of 10th level has become so attuned to the vermin around her, that she forms a hivemind with all her vermin servants. She and all vermin she controls are in constant telepathic communication as long as they are within 10 miles of each other, and she can see whatever they see. If one is aware of a particular danger, they all are. If one of them is not flat-footed, none of them are. Neither she nor any of her vermin servants is considered flanked unless all of them are.