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Sam Panda
2008-01-25, 01:33 AM
Hello, everyone! This is a campaign idea myself and a friend are working on. It contains lots of custom content, homebrewed adjustments, and PvP potential.

Basically, the area of the D&D world that this is set in is a costa-rica shaped area, with various jungles, islands, swamps, and mountains. There is one large volcano in the center, named Moltencage. This volcano has a city spanning across the entirety of it's surface, and an interlocking network on tunnels underground. It is a live volcano, however the reason it is not erupting will be addressed later. The city is a magnificent place, and it is run by a race of rat-men called the Rakince. The Rakince are technological geniuses; They have built this city from the ground up, with magic and technology being used to power elevators, escalators, and various gadgets for luxury and comfort.

The Rakince populate the underground area and also control the political power in the city, via an organization known as the Moltencage Union for Industrial Advancement. This organization is dedicated to the march of technological progress. They do whatever is necessary to obtain the funds for their work, and have imposed large amounts of taxes upon everyone in the city and those towns outlying the city.

The Moltencage Union is hugely powerful, and anyone who resist are easily conquered with superior nonlethal weaponry, until they submit to the will. They aren't necessarily evil though; many simply wish to improve the living conditions of those around them with magical and technological devices to assist them in everyday activities such as cooking or cleaning.

Due to many of the activities of the Union, some people have joined a faction known as the Rebellion. The Rebellion basically uses guerrilla combat to ninja-steal new prototype constructs and devices from the Union, and have no moral opposition to burning down an unaffiliated town in the process, because of their if-your-not-with-us-your-against-us mentality.

Players can play on either faction, and fight each other or do quests and such.
There is more in depth information of course. However, I am lazy, and I also want to leave it open to people who wish to use it to make their own campaigns.

I'm not sure how much other people would want to use someone else's campaign, however if you are interested in hosting I can send you a PM with detailed info and much background and secret stuff for your knowledges.

Mostly if I were you I'd use this custom content for your own campaigns, but if you wish you can also use the setting.

Anyway, also some minor homebrews I've added so far due to things I felt were unbalanced:

Monks get full base attack bonus.
Air goblins are only +2 dexterity instead of +4.
More to be added.

Anyway, the first session has yet to happen, but I plan to add more classes, races, etc. to the mix by the end of it, so check back often if you're interested.

Sam Panda
2008-01-25, 01:34 AM
Classes:

Spellshaper (by Sam Panda and ronnyfire)
Spellshapers invoke the elements and shape them however they need for the task at hand.

Number of skill points: 2 + int modifier x 4 at 1st level, then 2 + int modifier at each additional level.

Skills: Bluff, Concentration, Craft, Knowledge (arcana), Profession, and Spellcraft, Gather Information, Diplomacy, Sense Motive.
D4 Hit Die.

Spellshaper
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Shape Spell, Spellcrafting

2nd|
+1|
+0|
+0|
+3|Specialization

3rd|
+1|
+1|
+1|
+3|

4th|
+2|
+1|
+1|
+4|Specialization,

5th|
+2|
+1|
+1|
+4|True Aura

6th|
+3|
+2|
+2|
+5|Specialization

7th|
+3|
+2|
+2|
+5|

8th|
+4|
+2|
+2|
+6|Specialization

9th|
+4|
+3|
+3|
+6|

10th|
+5|
+3|
+3|
+7|Specialization, True Aura

11th|
+5|
+3|
+3|
+7|

12th|
+6/+1|
+4|
+4|
+8|Specialization

13th|
+6/+1|
+4|
+4|
+8|

14th|
+7/+2|
+4|
+4|
+9|Specialization

15th|
+7/+2|
+5|
+5|
+9|True Aura

16th|
+8/+3|
+5|
+5|
+10|Specialization

17th|
+8/+3|
+5|
+5|
+10|

18th|
+9/+4|
+6|
+6|
+11|Specialization

19th|
+9/+4|
+6|
+6|
+11|

20th|
+10/+5|
+6|
+6|
+12|Specialization, Respecialize, True Aura[/table]

Spellshapers are casters who specialize in making their own spells, by forming the shape from the elements, and then modifying it to fit their situations and using it to blast their enemies.
Spellshapers call upon the magical energy inherent in the world, and thusly have infinite casting capabilities, and do not need to rest to replenish their energy, or prepare spells, etc.

Weapon and Armor Proficiencies:
Spellshapers are proficient with quarterstaves and no other weapons or armor or shields.
Wearing armor or shields reduces spellpoint regeneration by 25% if it is light, 50% if it is medium, and 75% if it is heavy. Shields also reduce spellpoint regeneration by 25%.

Spellcrafting
Gained at: 1st level.
Spellshapers are good at what they do, and what they do falls under spellcrafting. Spellshapers gain a bonus to the Spellcraft skill equal to their spellshaper class level.

Shape Spell
Gained at: 1st level.
Shape Spell is the bread-and-butter of the Spellshaper class. Shape Spell has multiple steps:

Spellshapers run off a system called Spellpoints for their magic. Spellpoints are used for all their spell shaping.
Spellshapers have 5 spellpoints, + 5 more per Spellshaper class level. Spellshapers regenerate a number of their spellpoints equal to spellshaper class level + intelligence modifier at the beginning of every round.
A full round action can be made to double this amount of regeneration for that round, or if instead a standard action is made you choose an amount up to your normal regeneration, then make a spellcraft check dc 10 + 2x that amount chosen, if you succeed you regain that many points in addition to normal, if you fail nothing happens.

The DC for saves against Shaped Spells is 10 + 1/2 spellshaper class level + charisma modifier.
Elements

Force: 2 spellpoint cost, damage dealt is force.
Every 5 points total you spend on a spell of the Force element gives you a free spellpoint assigned to the Move effect. You choose inward or outward as normal. You may choose not to utilize this effect. Area of effect spells half (rounded down) the amount of spellpoints added.

Earth: 1 spellpoint cost, damage dealt is physical.
If you spend at least 5 points total on a spell of the Earth element, all targets affected by it make Reflex saves to avoid being Entangled for 1 round. The save DC for this Entangle is reduced by 2, but every 5 spellpoints you spend on the spell increases the DC by 1. You may choose not to utilize this effect. Area of effect spells reduce the save DC by an additional 2.

Fire: 1 spellpoint cost, damage dealt is fire.
Every 5 points total you spend on a spell of the Fire element gives you a free spellpoint assigned to the Damage over Time effect. The duration will always be as long as it can be to still do damage every round. You may choose not to utilize this effect. Area of effect spells half (rounded down) the amount of spellpoints added.

Wind: 1 spellpoint cost, damage dealt is electricity.
Every 10 points total you spend on a spell of the Wind element increases the range of the spell by 5 ft.

Ice: 1 spellpoint cost, damage dealt is cold.
If you spend at least 5 points total on a spell of the Ice element, it will also reduce the movement speed of all creatures affected by the spell by 5 ft. Lasts 1 round per 5 points, and the movement reduction increases by 5 ft for every 20 points you spend on the spell. You may choose not to utilize this effect. Duration reduced by half, rounded down, for area of effect spells.

Mana: 0 spellpoint cost, damage dealt is acid. Decreases die size for damage by 1 and DC for resisting the spell by 2, but adds 1 additional spellpoint that can only be used by the shape.
Every 10 maximum spellpoint reduction you incur for a utility effect increases the effectiveness of the spell as if you had reduced your maximum spellpoints 1 lower.


Shapes

Ball:The ball is an area of effect shape. It conjures a ball of spell energy that move straight forwards at the end of each of your turns. The ball is flying, and starts at a height of just 5 ft above the ground. However, it cannot change it's flying height.

If the ball moves into the square of something able to dodge it (conscious, etc.) that creature may make a reflex save to avoid it, in which case the ball continues moving. If the ball collides with something (a creature, wall, etc)

Alternately, the caster may detonate it as an immediate action, that causes it to explode where it is at.
All enemies within the radius when it explodes can make a Reflex save to avoid all the harmful effects of a ball. This DC is lowered by 2 from your normal spell save DC.

At the beginning of each round that you have an active Ball, you must pay an upkeep cost equal to half your Spellshaper class level, rounded up. Having multiple balls active incurs this penalty multiple times.

Speed: The ball moves 10 ft per round + 10 per point spent on Speed.
Radius: The ball, upon explosion, hits all targets in it's square or adjacent to it. Every 5 points spent on Radius increases the radius of the explosion by 1 square in each direction.
--------------------------------------------------
Lance: Lance is the primary projectile for heavy single-target damage dealing. Lances have to have a clear path to their target, they hit at the end of the caster's turn. Lances, when used on a hostile target, deal 1 bonus physical piercing damage per spellpoint spent on the shape, but must pierce armor and change the attack to be a normal ranged attack rather than a touch attack. Lances also have +1 spell penetration per spellpoint spent on the shape. Lances have a base cost of 0 spellpoints. Range is 25 feet per spellpoint.
Lances can have a maximum of 15 spellpoints spent on the shape.
--------------------------------------------------
Aura: Auras are the shape used mostly for duration-based effects. They surround the target with the magical energy of their element, and then unleash their effect. Hitting with an Aura is not a touch attack, but instead the target may make a Will save to half the effects of it. The DC of this will save is increased by 1 per two spellpoints spent on the shape. The Aura also has +1 spell penetration per spellpoint spent on the shape. Auras ignore cover and such-like, but you must be able to clearly see at least some of the target. Auras have a base cost of 2 spellpoints. Range is 15 feet per spellpoint. You may target yourself with aura as well.
Auras can have a maximum of 15 spellpoints spent on the shape.
--------------------------------------------------
Seed: Seeds are the sniper projectile, or at least the most versatile single-target shape. Seeds don't provide many bonuses or penalties, and hit as soon as you shoot them. They hit with a ranged touch attack, and if they miss they will explode either on impact with something, or after they have traveled their range. Every 3 spellpoints spent on the shape, all Save DCs for the seed are increased by 1. Seeds have a base cost of 0 spellpoints. Range is 30 feet per spellpoint. You may target yourself with seed as well.
Seeds can have a maximum number of 20 spellpoints spent on the shape.
--------------------------------------------------
Cone: Cone shape is useful for destroying all enemies approaching from in front of you. It shoots the spell in a cone AoE effect, which deals its effects to all inside, but at reduced effectiveness. All damage dice sizes are reduced by 1, and the DC for resisting the cone is 2 lower. The cone starts as a 45 degree angle, but if you spend 3 points you can upgrade to 90 degrees, 6 points changes it to 180 degrees. Everyone targeted in the cone may make a reflex save to half damage. Cones have a base cost of 2 spellpoints. Range is 20 feet per spellpoint, or when its at 90 degrees it is 15 feet, and 180 degrees it is 10 feet.
Cones can have a maximum number of 10 spellpoints spent on the shape.
--------------------------------------------------
Blob: Blobs are a spreading goo of death. When you cast it, it has a size of 10 feet + 5 feet per spellpoint spent on the shape. It spreads onto the ground, and is about 2 feet high, so unless characters are 2 or more feet above the ground they take the damage. Every time your turn ends, everyone in the blob is affected by the effects of the spell, though the numerical values of all those effects are halved. Every round, you may expand or retract the blob. Expanding is a standard action. Spend a number of spellpoints to expand the blob in any of the 8 directions by 10 feet for each spellpoint spent. It can expand a maximum number of distance equal to half it's current size (size when your turn started). Retracting is a move action. You may retract from any of the 8 directions a number of distance equal to half it's current size (size when your turn started) to add 1 spellpoint to you for each 10 feet of distance you retracted. These spellpoints can only be used to expand the blob, and not for other uses. When you retract and expand, you don't have to do it all in one direction. You could expand in two different directions, or retract in 3, so long as the total expanding amount was not above half the size of the blob. Same with retracting. Blobs have a base cost of 3 spellpoints. Range is 15 feet per spellpoint.

Every round, at the beginning of the round, you must pay 1 spellpoint for every 10 feet of the blob that currently exists. Blobs dissipate at the end of the round if that cost is not payed (after dealing damage of course).
Blobs can have a maximum number of 10 spellpoints spent on the shape.
Notice: All references to 10 feet in the Blob means two five-foot squares.

When a duration effect is applied to a Blob, it means that every time your turn ends, it applies that duration effect to everyone in the blob, or refreshes its duration if they are already affected by it. The duration effect deals its normal effecs, and those effects are halved in terms of numerical values, and that duration effect lasts for its duration even after they have left the blob.
--------------------------------------------------
Bolt: Bolts are line shapes that behave similar to the lightning bolt spell. They have an AoE effect with a radius 5 feet wide. It is also 30 feet long per spellpoint spent on the shape. All damage dice sizes are reduced by 1. Those caught in the bolt may make a reflex save to half the damage effects from the bolt. This DC is increased by 1 per spellpoint spent on the shape. Bolts have a base cost of 2 spellpoints. Range 30 feet per spellpoint.
Bolts can have a maximum of 20 spellpoints spent on the shape.
--------------------------------------------------
Form: Forms are the magical creatures of the Spellshaper. You form something entirely out of the elements, and it will run around and do your bidding. It has the Elemental type with the Subtype equivelant to your chosen element, and it starts with 10 constitution, strength, and dexterity, and 0 for wisdom, intelligence, and charisma. You may increase each of it's attributes by 1 for each spellpoint you spend on them. You may increase each attribute up to a maximum number of your spellshaper class level + your intelligence modifier. It has a d6 hit die, but you may upgrade it to d8 for 3 points, d10 for 5 points, d12 for 8 points, or you may downgrade it do d4 to gain two additional spellpoints for use with the shape. Forms have a base cost of 4 spellpoints, and can be small, medium, or large sized.

It has a base attack bonus equal to half of your spellshaper class level, or if you spend 2 points, it becomes 3/4 of your spellshaper class level, and 4 points makes it become your spellshaper class level. When you summon the form, you come up with an appearance for it, the appearance affects nothing statistically except for it's natural weapon. It has one natural weapon which is it's primary attack and deals 1d4 damage, or 1d6 damage if it is large size, or 1d3 damage if it is small size. You may increase the dice size for that damage by an amount dependant on how many spellpoints you spend, every time the die size reaches d12, set it back to 1d6 and add additional dice of that type until they're combined maximum roll is equal to the d12 size (example. 1d12 changes to 2d6, 2d12 changes to 4d6, 4d12 changes to 8d6). The spellpoint cost for each damage dice upgrade is 1 + the number of damage dice. (2 for 1d6-1d12, 3 for 2d6-2d12, 5 for 4d6-4d12, etc)

That natural weapon depends on the appearance of the form; Snakes would have a bite attack, etc. That is up to the discretion of the player and the DM to determine what natural weapon it would have. It has a base land speed of 10 feet, but you may increase that. Spending 1 spellpoint will increase that speed by 10 feet, but if it's base land speed is 40-50, it costs 2 spellpoints to increase it by 10 feet, and if it is 60-70, it costs 3 spellpoints, and if it is upgrading to 80 (the maximum speed) it costs 4 spellpoints. It costs 1 more spellpoint to increase small size form's movement speeds. It gains additional effects, such as special abilities, movement types, and attacks, from effects. Forms have no mental ability scores, and are immune to fortitude and will saves. Though the form is the Elemental type, it does not have any of the elemental 'Features', though it does have the elemental traits. The subtype of it, as described earlier, is dependant on it's element. The natural weapon of the Form is an elemental attack, and it's damage type is equal to it's element. All of the form elemental types have a special spell ability that they can cast at will, this counts as a spell-like ability, and has infinite uses per day. The form has a character and caster level equal to your spellshaper class level.
Forms have no limit to how many spellpoints you may spend on the shape.

Subtype Benefits
{table=head]Type|Immunity|Weakness|Special

Force|
None|
Force|Force Beads

Earth|
Electricity|
None|Burrow Speed, Rock Slam

Fire|
Fire|
Cold|Immolation

Ice|
Cold|
Fire|Swim Speed, Cold Blast

Wind|
None|
None|Fly Speed, Wind Buffet

Mana|
None|
Law|Sap Energy[/table]

Spell-Like Abilities:
Force Beads: 30 ft range. Standard action. 15 ft radius. Ranged touch.
Shoots 1 bead per caster level, each bead may target the same or a different target, as long as it is within 15 ft of a different bead's target. Beads deal 1d4 points of force damage.
Rock Slam: 15 ft range. Ranged attack. Standard action.
Summons a stone and slams the target with it, dealing 1 damage per point of strength modifier the caster has, and they must make a fortitude save to avoid being stunned for 1 round.
Immolation: 5 ft radius. Passive.
Enemies who strike the fire form take 1 per caster level fire damage, as long as they are within the radius.
Cold Blast: 15 ft cone. Reflex save to half damage. Standard action.
Shoots a cone of freezing energy that expands in 90 degrees and goes 15 feet, which deals 1 point of cold damage per caster level.
Wind Buffet: 30 ft range. Move action. Ranged touch.
Buffets the target with wind, they must make a strength check DC 10 + caster level to avoid falling prone.
Sap Energy: 30 ft range. Ranged touch. Standard action.
Saps the targets energy, dealing ability damage per caster level that may be distributed any way you choose amongst their physical ability scores. This damage is 1 per caster level, or 1 per two caster levels above 10.
The target makes two fortitude saves. If one is a success, the damage is halved. If two are successes, damage is negated.

Effects

All effects work with all shapes except Form, unless otherwise noted.

Offensive Instant Effects:

Direct Damage: Every 4 spellpoints spent deals 1d6 damage of your chosen element.

Ability Damage: Every 4 spellpoints spent deals 1 ability damage of your choice to the target. This cost increases by 1 every 2 points of ability damage. (4 point cost for 1-2, 5 for 3-4, 6 for 7-8, etc) If you are dealing physical ability damage, the target makes a fortitude save to half the damage. If you are dealing mental ability damage, the target makes a will save instead.

Move: Spend however many spellpoints you wish, and then choose the direction of the move: inward, or outward. When the spell hits, all targets affected are thrown a distance depending on their size. Medium creatures are thrown 5 feet per 4 spellpoints spent. This increases exponentially for every size category higher (medium 4, large 8, huge 16, gargantuan 32, colossal 64), and decreases exponentially for every size category lower (2 for small, 1 for tiny, dimunitive, and fine). If the chosen direction is inward, they all go towards the center of the spell that affected them (i.e. towards the ball's impact spot, or towards the center of a blob) and if they are hit by single-target shapes, they move towards the caster of the spell. If the chosen direction is outward, they fly away from the center of the spell that affected them (i.e. away from the ball's impact spot, or away from the center of a blob) and if they are hit by single-target shapes, they move away from the caster of the spell. Alternatively, you may send them upwards into the air, or if they are already in the air, you may send them downwards, instead of outwards or inwards.

If they collide with anything while they are being knocked back (they count as being in the air, but only a few feet off the ground) they take damage depending on their size once again (1 for tiny, diminutive, and fine, 1d4 for small, 1d6 for medium, 1d8 for large, 1d10 for huge, 1d12 for gargantuan, and 2d8 for colossal) per 5 feet they were thrown by the spell. If the object is large enough to block them fully, it will make them stop, but if it is a smaller object like a chair or a kobold, they are knocked down/aside and take the same damage as the thrown creature. Once the targets are all finished being knocked back, they make reflex saves at a DC of 10 + the number of 5 foot squares they were thrown to avoid falling prone.

Spell Penetrate: Gives the spell +2 spell penetration per spellpoint. Alternately, increases the save DC for resisting the spell by 1 per 2 spellpoints.

Element Emulate: For 2 spellpoints, plus the cost of the element, you may gain the bonus of another element. All effects that give bonuses to that element treat you as being that element, and all damage you deal is half your original type, and half the emulated element. Special bonuses or penalties that the element has (such as Mana's -2 save DC, +1 spellpoint for shape) are not emulated with this ability.

If you use this with the Form shape, it is different. For every 2 spellpoints you spend, you may gain 1 of another elemental form's special abilities (fly speed, cold blast, etc) and you can emulate any number of elements any number of times, provided you pay the cost for each emulation.

--------------------------------------------------
Offensive Duration Effects:
Whenever you cast a spell with a duration effect in it, choose a number of rounds for it to last. All duration effects last that long, and most of their costs depend on duration.

The spellshaper may have 1 duration spell per target, but casting it on a target already afflicted by a duration spell replaces the old one with yours.

Damage: This effect deals damage every round depending on what you spend. Its 1d4 damage per 3 spellpoints spent for the first round of duration. All additional rounds cost 2 spellpoints per damage die. This damage must be the same throughout, so you could have 1d4 damage every round for 4 rounds, but not 1d4 damage on round 1, 2d4 damage on round 2, 1d4 on round 3, etc. Every odd round of duration, the total damage dealt each round is increased by 1. This increases to a maximum of a +5 damage bonus.

Flash Bang: You may either make the target dazzled for 1 spellpoint per round, dazzled and deafened for 2 spellpoints per round, blinded for 3 spellpoints per round, or blinded and dazzled and deafened for 4 points per round.

Concuss: You may either make the target dazed for 5 spellpoints per round, or make them stunned for 10 spellpoints per round.

Cripple: You may either make the target fatigued for 2 spellpoints per round, or make them exhausted for 4 spellpoints per round.

Entangle: You may spend 3 spellpoints per round to entangle the target where they stand.

--------------------------------------------------
Special Effects:

Orb: This effect may only be applied to the Ball shape, and costs 6 spellpoints. The ball becomes an orb, causing it to lose 1 ft of size at the end of every round that it exists, and shoot out 1d4 bolts in each of the 8 directions at the same time. Each of these bolts travel a number of distance equal to the ball's radius. When the ball's size reaches 0 ft, it dissapates. For each bolt, make a touch attack against a random target in the direction that bolt is moving, if the touch attack hits, it deals 1d4 damage of the Ball's element.

If the ball is detonated rather than dissapated, it shoots out 1d4 bolts in each of the 8 directions per 2 ft of its size that existed when it detonated.

Trident: This effect may only be applied to the Bolt shape, and costs 4 spellpoints. Once the bolt has traveled half of it's distance, it sprouts a prong on the left and right sides of it. These each turn 45 degrees away from the bolt, and move that way 15 feet, and then turn 45 degrees towards the bolt and go straight forwards, until the end of the bolt's distance. These 2 prongs deal half of the damage effects of the original Bolt, and the save DC for resisting each of them is 2 lower.

Eddy: This effect may only be applied to the Cone shape, and costs 2 spellpoints per 5 ft square you wish to exclude.
When you cast the cone with the eddy on it, choose any number of 5' squares in the cone's radius that you wish to exclude from it's effects. Each of those squares costs 2 spellpoints, and prevents all inside the square from being affected by the cone.

Curve: This effect may only be applied to the Lance shape, and costs 3 or 5 spellpoints. Curving allows the Lance to turn around corners and obstacles. It doesn't have a movement, like a Ball, but with this you can make it curve around a corner to strike someone whom you normally couldn't strike.
It can turn either 45 degrees in total if you pay 3 spellpoints, or it may turn 90 degrees in total if you pay 5.

Physical: This effect may only be applied to the Aura shape, and costs 3 spellpoints. The Aura shape normally incurs a will save to half damage, with this you may change that to a fortitude save instead.

Mobile: This effect may only be applied to the Form shape, and costs 6 spellpoints. The Form shape normally requires an entire full-round action to control, with this it becomes a standard action so you may move.

Split: This effect may only be applied to the Blob shape, and costs 4 spellpoints. At any time, during the blob's expanding, it may split itself in half, shunting each half 5 feet away from where the split happened. These halves are each controlled and payed for seperately, and may recombine themselves if they expand into eachother, at no additional cost. Splitting and rejoining is free and may be done unlimited times, but you must pay 4 spellpoints during the creation of the Blob to allow it to do this.

Multi-Shot: This effect may only be applied to the Seed shape, and costs 4 spellpoints per additional seed. When you use this effect, choose a number of seeds to add. Each seed decreases the damage dice size for all other seeds by 1, and decreases the DC for resisting the seeds by 2.
These additional seeds each act exactly as the original seed statistically, but each target a different creature within range. Targets must be within 20 ft of another seed's target.

--------------------------------------------------
Utility Effects:
Many utility effects have an alternate way of paying to cast them; Reducing your maximum spellpoints. If you wish to use an effect such as Heal, you would spend some spellpoints depending on how much you wish to heal, and then reduce your maximum number of spellpoints by that same amount of spent spellpoints. That maximum number of spellpoints stays lowered until you stop concentrating on the effect, which is also when the effect's benefits go away.
Example: Level 1 spellshaper has 10 spellpoints. Casts Heal on the party fighter. Spends 9 spellpoints, then reduces maximum number of spellpoints by 9, making the spellshaper now have 1 maximum spellpoint rather than 10 maximum spellpoints. This persists, him being unable to exceed 1 spellpoint at a time, until he deactivates the effect and raises his maximum spellpoints back to 10 (though you would still be at 1 spellpoint, and would have to regenerate).

Heal: Reduce maximum spellpoints equal to your desired healing amount. This then grants that many temporary hitpoints to all affected, if it affects multiple targets the temporary hitpoints are split between them all. As a move action, you may reduce or increase your maximum number of spellpoints (to a minimum of 0, and a maximum of your original maximum spellpoint amount) and the temporary hitpoints always changes to accomodate this new number. If the temporary hitpoints are removed by you, putting the target at negative hitpoints, they fall unconscious but are automatically stabilized. This is mostly for lower levels, because once the target has higher hitdice it is generally better to empower their constitution.

Empower: Reduce your maximum spellpoints by 6 per point you wish to add to an ability score. Then apply that much of a bonus to an ability score of your choice. You can split the bonus and apply it to multiple ability scores. If you have multiple targets affected by empower, split the ability bonus between them however you see fit.

Detect: Reduce your maximum spellpoints by 2 per detection type you wish to add, or 10 if you wish to add them all. The detection lasts for as long as you pay for it, and everything detected glows depending on its strength. The detection types are: Animals or Plants, Chaos, Evil, Good, Law, Magic, Poison, Secret Doors, Snares and Pits, Undead.

Telekenesis:Reduce your maximum spellpoints by two seperate amounts: 1. Range: The targets of the telekenesis have a range of 10 ft per maximum spellpoint reduction spent on range. 2. Movement: The amount of movement available for the spell is 5 per maximum spellpoint reduction spent on movement.

Telekenesis is a buff-type of spell, where you give the targets of the spell the ability to move objects with their minds, even if they aren't spellcasters, by allowing them the usage of your magical powers in a way that lets them move objects. Everyone affected by the telekenesis spell is able to open or close any doors within range as a free action that costs nothing, and pickup things as a move action, then move those picked up things as a swift action. Picking up something uses up 2 from the overall pool of movement per lb of the object's weight, minimum 1. It costs 10 from the pool of movement for each 5 ft square that the object moves.

Movement is one pool, and everyone affected by it pulls from that pool to use their telekenesis and so if there are many people casting telekenesis it will strain on the pool. Every round, you may update the pool by reducing or increasing your maximum number of spellpoints (to a minimum of 0, and a maximum of your original maximum spellpoint amount) to change the amount of movement available to that new number, or you may leave it as the same, in which case it will renew any missing movement. Every person whom is affected by Telekenesis takes their share of the range, so if you have 2 people and 30 range, they each have 15 range.

When an object is moved it will damage itself and stop if it collides with something, as well as damage whatever it is colliding with. The damage it deals upon collision is half the object's weight, minimum 1, +1 per 10 ft it moved in a straight line before the collision.

Elemental Control: With this effect you can control the elements in minor ways to do simple things.
If your spell is the fire element, or it has fire element emulated, it can set fire to combustibles and damage objects in the area, as well as melt metals with low melting points, for 2 spellpoints.
If your spell is the ice element, or it has ice element emulated, it can put out fires, cool metals and objects, and dry wet objects or people in the area for 2 spellpoints.
If your spell is the wind element, or it has wind element emulated, it can make powerful or weaker winds in the area; objects affected by the spell or in the spells area are treated as being in powerful winds, you can increase the wind speed by 5 mph per 2 spellpoints, or decrease it by 5 mph per spellpoint. Lasts 10 minutes.
If your spell is the earth element, or it has the earth element emulated, it can increase the speed of plant growth in the area. Each spellpoint spent multiplies the speed at which the plant would normally grow by 1. Lasts 10 minutes.
Creating or putting out fires affects lighting normally.

Barrier: Forms a magical barrier around the target person, which will absorb any damage the target would normally take. The magical barrier can absorb 1 point of damage per spellpoint before it breaks. Any damage that is the same element as the barrier only deals half as much to the barrier. (example: a force barrier with 10 hitpoints could absorb 10 normal damage or 20 force damage, or 5 normal damage and 10 force damage, etc)

If cast with an area of effect shape, instead of granting a barrier to each person in the radius, it makes every 5-ft square on the edge of the radius a Barrier. The barrier 5-ft squares each work similar to the barrier for a single person or object, except they absorb all damage, in or out. Each 5-ft square is it's own barrier, so breaking one won't break the whole barrier.

For an extra spellpoint per 5-ft square on the edge of the radius, you can make the barrier a wall instead, so it prevents creatures and objects from moving through it, in addition to damage. The barrier is transparent, and lasts 10 minutes.

Teleportation: When you use Teleportation, choose to either use Blinking, or Teleporting. If you use Blinking, it moves you one 5-ft square per spellpoint in any directions you choose. If Blinking is the only effect used in the spell, it is only a move action to cast, rather than a standard action like other spells.
Teleporting moves you three 5-ft squares per spellpoint, in any directions you choose. Teleporting also makes the spell take a full-round action to cast, rather than a standard action like other spells. Spellpoints spent on Teleporting (not Blinking) do not regenerate until your character rests for at least an hour.
If you use an Area of Effect shape (cone, ball, bolt, blob) with Teleportation, it halves the distance of the teleport for all inside, and all inside can make a will save to negate the teleport. If you use the Blob shape, anyone who steps into the blob is teleported.

Dispel Magic: Dispel Magic uses your own spellpoints to dispel magical enchantments on the target object, person, or area. When you cast this spell, you specify an amount of spellpoints to spend on it. You can dispel magical spells which have a duration longer than instantaneous with this, however it costs (from the previously specified amount of spellpoints) 5 spellpoints per level of the spell, and 1 spellpoint per caster-level of the spell's caster.
You do not know how much this amount is, so when you specify the pool of dispelling spellpoints, you will have to estimate. However, you may choose to make a Spellcraft check (DC 10 + spell level + caster level, or DC 10 + Spellpoints spent on the spell (if it was cast by another spellshaper)) to determine what the caster-level of the spell's caster was (before you specify the amount of spellpoints for dispelling) and if you have the object(s) that you are dispelling afflicted by Detect Magic effect, you know what the spell's level is.

If you use this in an area of effect shape, it will dispel everything in the area for the same cost as normal, however if there is not enough total spellpoints to dispel everything in the area, you choose which spells are dispelled.
Similar to how it was described earlier, you can make a Spellcraft check (same DC as before) for each thing being dispelled within the area to learn the caster-level of each of the object's casters, and if you have them detect magicked, you know their spell level.

If you are trying to dispel a spell cast by another Spellshaper, instead of the normal cost, you must pay an amount equal to the spellpoints spent on the spell you are dispelling.

Here is an example:
You want to dispel the magical enchantment Bull's Strength from an enemy fighter. You cast Detect Magic effect on that fighter, and then next round you use Dispel Magic on him. You know, because you have Detect Magic on the fighter, that the spell-level of Bull's Strength is 2, so you put 10 spellpoints into the pool. You then make a spellcraft check to determine the caster's level, and roll a 24, succeeding on the check. Because you succeeded on the check, you know the caster-level of the spell's caster, which is 4, so you put in 4 more spellpoints. For 14 spellpoints, you dispel the spell successfully, because it is spell level 2 (10 points), caster level 4 (4 points).

Movement: With this, you give all targets affected by the spell one or multiple different movement types for the duration. To cast this, decrease your maximum spellpoints by 10 for each movement type you wish to add, and 10 more for each movement type if it is an area of effect shape. Running does not affect movement with these movement types, nor does double-timing or withdrawing.
Movement Types:
Swim Speed: Move at your full base land speed while swimming.
Burrow Speed: Move at half of your base land speed while burrowing.
Fly Speed: Move at three quarters of your base land speed while flying.

If you use the Blob shape with this effect, it does not give those speeds to those who enter it. Instead, the blob gains that speed itself; It may expand underground, into the air, or through water, and all inside of it go along with it. Underwater or underground the blob acts like a bubble; while flying, the blob is more like a magic carpet. The cost of expanding the blob or retracting the blob is 125% for swim speed, 150% for fly speed, and 175% for burrow speed.


Specialization
Gained at: every even level.
Allows the Spellshaper to specialize in one element, one shape, or two seperate effects. Each element, shape or effect has no maximum number of specializations that it may gain, so you could specialize in one shape 10 times by level 20, etc.

Specialization gives 1 bonus spellpoint to the Spellshaper whenever the specialized type is used.
Example: 1 specializations in fire element, 1 in ball shape, 2 in damage over time effect.
The spellshaper casts a fire lance direct damage. The spellshaper has an additional free spellpoint with that spell, because it uses the fire element which he specialized in.

He then casts an ice ball direct damage, which also gains an additional spellpoint because it uses the shape he specialized in.

He then casts a fire ball with damage over time effect, which gains 4 additional spellpoints because of the combined specializations he had.

True Aura
Gained at: Every 5 levels.
The True Aura is a representation of the spellshaper's true personality and inner self, manifested into a physical form that may alter his appearance and grant him minor powers.

Every 5 levels, a Spellshaper player may design his own True Aura, which he can enter and exit as a swift action. This aura is mostly a flavor, or appearance-based ability, however it does grant minor bonuses. The aura could do many things, such as make small spheres of fire orbit the player's head, or the ability to put out lights with the touch of a finger.

As stated earlier, this is mostly for flavor. When the player comes up with the aura, the DM and Player should work together to try and make it fit the personality of the spellshaper itself, and then the DM could think of a few bonuses to add to it.

Example True Aura:
Shocking Skin aura
The player has always been amazed by the energy and speed of electricity and lightning, and uses it every day when he casts his spells. He has become so in tune with the forces of electricity, that sparks leap from his skin onto nearby metal and dance across them, granting minor illumination around it in a 5 ft radius. If the player touches a metal object, everyone else touching that metal object will be shocked with static electricity for 1 subdual damage, and if he touches a person, they can feel the hair on the back of their neck rise, and they feel slightly numb where they were touched.
Staring into the eyes of the player can be a bit disconcerting, as electrical shocks will sometimes flash across the pupils, and his fingers twitch with static electricity.
Bonuses: Minor illumination in a 5 ft radius around metal objects within 10 ft. Touched metal objects static shock everything else touching them for 1 subdual damage.

Respecialize
Gained at: 20th level.
The Spellshaper gains the ability to reassign his specializations.
As a move action, the spellshaper may move up to two of his specializations currently applied to other things.

If you shift specializations from elements or shapes into effects, you count as shifting twice as many. For example, if you shift two specializations from fire element into burn effect, there would be those two specializations, plus two more that could only be applied to a separate effect. If you shift from effects into elements or shapes, it takes two effects to shift. For example, if you want to shift two specializations from your shape into effects, you'd get four effect specializations, but if you wanted to switch those four effects back into shape, you'd only get two shape specializations.

You can only move two specializations or less, but you can move twice as many effects. For example, you could move two effects and one shape, or four effects, but you could only move two shapes or elements in total.

Sam Panda
2008-01-25, 01:36 AM
Classes cont.

Spellshaper Continued (by ronnyfire and Sam Panda)

Charts


Effect Chart
{table=head]Effect Name| Spellpoint cost | Description
Offensive Instant|
Direct damage |
4+| 1d6 damage per 4 points spent
Ability damage|
4(1/2)+| 1 ability damage per 4 (+ 1/2 the damage) points spent
Move|
Varies| Push and pull your opponents around
Spell Penetrate|
1+| 2 spell penetration per point spent
Element Emulate|
2+| copy the bonuses of another element
Offensive Duration|
Damage|
Varies| Does damage over time
Flashbang|
1/2/3/4+| Dazzle/deafen/blind or blind+deafen+dazzle opponent
Concuss|
5/10+|Daze/stun opponent
Cripple|
2/4+|Fatigue/exhaust opponent
Entangle|
3+|Entangle your opponent
Shape Special|
Orb|
6|Affect the Ball shape to shoot shards all around
Trident|
4| Split bolt into a 3 pronged trident
Eddy|
2+| Create a gap in the cone to protect allies from it
Curve|
3 or 5| Make lance turn corners 45 degrees or 90 degrees
Physical|
3| Change the save for the aura shape into a fortitude save
Mobile|
6|Make controlling the form shape a standard action
Split|
4|Allows blobs to split in half
Multi shot|
5+| Allow seed to be split between multiple targets
Random Utility|
Heal|
1+|1 temporary hitpoint per spellpoint max reduction
Empower|
6+|+1 to an ability score per 6 spellpoint max reduction
Detect|
2+ or 10|Detects one type of thing per 2 spellpoint max reduction, 10 for all
Telekinesis|
Varies|Moves objects, 10 ft per 1 spellpoint max reduction, 5 movement per 1 spellpoint max reduction, 10 movement to move things as a swift action, 2 movement per pound of weight to pick things up as a move action.
Elemental Control|
Varies|Sets fire to combustibles, puts out fires, increases plant growth, and increases wind speeds.
Barrier|
1+|Absorbs 1 damage per spellpoint spent. Lasts 1 minute per spellpoint spent.
Movement|
10+|Grants move types for spellpoint max reduction.
[/table]

Shape Chart
{table=head]Shape|base cost|effect
Ball|
1|explosive, slow traveling
Lance|
0|High damage, harder to hit
Aura|
2|Auto hit, will save
Seed|
0|Long ranged, less powerful
Cone|
2|45 or 90 degree cone, reduced damage
Blob|
3|Expands and consumes, expensive
Bolt|
2|Line aoe effect, reduced damage
Form|
2 or 4 or 6|Powerful creation, vulnerable caster[/table]

Element Chart
{table=head]Element|
Cost|Description
Force|
2|Damage dealt is force.
Earth|
1|Damage dealt is physical.
Fire|
1|Damage dealt is fire.
Wind|
1|Damage dealt is electricity.
Ice|
1|Damage dealt is cold.
Mana|
0|Damage dealt is acid. +1 spellpoint for shape, -1 die size, -2 save DC.[/table]

Damage Chart
{table=head]Shape|Spellpoints|Damage
Spellpoint Max = 10
ball|
9|2d6
lance|
8|2d6
aura|
10|2d6
seed|
8|2d6
cone|
10|2d4
blob|
7|2d6 in half
bolt|
10|2d4
Spellpoint Max = 20
ball|
17|4d6
lance|
20|5d6
aura|
18|4d6
seed|
20|5d6
cone|
18|4d4
blob|
19|4d6 in half
bolt|
18|4d4
Spellpoint Max = 30
ball|
29|7d6
lance|
28|7d6
aura|
30|7d6
seed|
28|7d6
cone|
30|7d4
blob|
27|6d6 in half
bolt|
30|7d4
Spellpoint Max = 40
ball|
37|9d6
lance|
40|10d6
aura|
38|9d6
seed|
40|10d6
cone|
38|9d4
blob|
39|9d6 in half
bolt|
38|9d4
Spellpoint Max = 50
ball|
49|12d6
lance|
48|12d6
aura|
50|12d6
seed|
48|12d6
cone|
50|12d4
blob|
47|11d6 in half
bolt|
50|12d4
Spellpoint Max = 60
ball|
57|14d6
lance|
60|15d6
aura|
58|14d6
seed|
60|15d6
cone|
58|14d4
blob|
59|14d6 in half
bolt|
58|14d4
Spellpoint Max = 70
ball|
69|17d6
lance|
68|17d6
aura|
70|17d6
seed|
68|17d6
cone|
70|17d4
blob|
67|16d6 in half
bolt|
70|17d4
Spellpoint Max = 80
ball|
77|19d6
lance|
80|20d6
aura|
78|19d6
seed|
80|20d6
cone|
78|19d4
blob|
79|19d6 in half
bolt|
78|19d4
Spellpoint Max = 90
ball|
89|22d6
lance|
88|22d6
aura|
90|22d6
seed|
88|22d6
cone|
90|22d4
blob|
87|21d6 in half
bolt|
90|22d4
Spellpoint Max = 100
ball|
97|24d6
lance|
100|25d6
aura|
98|24d6
seed|
100|25d6
cone|
98|24d4
blob|
99|24d6 in half
bolt|
98|24d4
Spellpoint Max = 110
ball|
109|27d6
lance|
108|27d6
aura|
110|27d6
seed|
108|27d6
cone|
110|27d4
blob|
107|26d6 in half
bolt|
110|27d4
Spellpoint Max = 120
ball|
117|29d6
lance|
120|30d6
aura|
118|29d6
seed|
120|30d6
cone|
118|29d4
blob|
119|29d6 in half
bolt|
118|29d4[/table]


Spellshaper Items, Feats, etc.

Feats
Calling
Prereqs: Int 11 (1 higher every additional time you take this feat)
The Caster is better at calling upon the magical energy inherent in the air.
Benefit: Grants the spellshaper a bonus to her maximum spellpoints equal to her Spellshaper class level, maximum 5.
Can be taken multiple times. Its effects stack.

Recovery
Prereqs: Cha 11 (1 higher every additional time you take this feat)
The Spellshaper can recover quickly from her spells.
Benefit: Grants the spellshaper a bonus to her spellpoint regeneration equal to her Spellshaper class level, maximum 5.
Can be taken multiple times. Its effects stack.

Spell Absorption
The spellshaper is so expert at manipulating magic that she can convert oncoming spells into nothingness.
Benefit: If you take a readied action against a spellcaster, and the spellcaster casts a spell within close range of you, you may make a Spellcraft check, DC 10 + the spell level + the spellcaster's caster-level + their caster stat modifier to negate that spell entirely.

Greater Spell Absorption
Prereq: Spell Absorption, base will save 3
The spellshaper can now manipulate oncoming spells into magical energy which she absorbs.
Benefit: When you negate a spell via Spell Absorption, you instantly regenerate a number of spellpoints equal to the spell level + their caster stat modifier. If you absorb a spellshaper's spell, you regenerate points equal to the spellpoints spent on the spell.

Expert Spellcrafter:
Prereq: Spellcraft 6 ranks
Benefit: All misc. bonuses you have and gain to the Spellcraft skill are doubled, apart from the spellshaper inherent bonus.

Items

Orb of Spellpower
Cost: 4,000 gp for +4/+2 bonus, 7,000 gp for +6/+4 bonus, 15,000 gp for +8/+6 bonus, 25,000 gp for +10/+8 bonus, and 40,000 gp for +12/+10 bonus.
The Orb of Spellpower grants the Spellshaper a bonus to his maximum spellpoints and his spellpoint regeneration.
These bonuses are described in the cost, with +x/+x bonus (first +x is spellpoints, second is spellpoint regen) for example +4/+2 bonus for 4000 gp means a +4 bonus to your maximum spellpoints, and a +2 bonus to regeneration.


Shadow Master (by Sam Panda)
Shadow Masters specialize in manipulating darkness to harness weapons and armor and fighting with no light.

Number of skill points: 4 + int modifier x 4 at 1st level, then 4 + int modifier at each additional level.

Skills: Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Search, Spot, Tumble, Use Rope, Intimidate.
D6 Hit Die.

Shadow Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Form Shadow, Shadowstab

2nd|
+2|
+0|
+3|
+0|Shadow's Call, Darkvision

3rd|
+3|
+1|
+3|
+1| Blind-Fight

4th|
+4|
+1|
+4|
+1|Clinging Darkness

5th|
+5|
+1|
+4|
+1|Black Veil

6th|
+6/+1|
+2|
+5|
+2|

7th|
+7/+2|
+2|
+5|
+2|

8th|
+8/+3|
+2|
+6|
+2|Shadow Flesh

9th|
+9/+4|
+3|
+6|
+3|

10th|
+10/+5|
+3|
+7|
+3|Shadow Freedom

11th|
+11/+6/+1|
+3|
+7|
+3|

12th|
+12/+7/+2|
+4|
+8|
+4|

13th|
+13/+8/+3|
+4|
+8|
+4|Reform

14th|
+14/+9/+4|
+4|
+9|
+4|

15th|
+15/+10/+5|
+5|
+9|
+5|

16th|
+16/+11/+6/+1|
+5|
+10|
+5|Binding Dark

17th|
+17/+12/+7/+2|
+5|
+10|
+5|

18th|
+18+13/+8/+3|
+6|
+11|
+6|Dark Protection

19th|
+19/+14/+9/+4|
+6|
+11|
+6|

20th|
+20/+15/+10/+5|
+6|
+12|
+6|Blacken[/table]

Shadow Masters supernaturally control all darkness around them, and harness them into deadly weapons.
------------------------------
Weapon and Armor Proficiency:
Shadow Masters are not proficient with any type of weapons or armor save those created with Form Shadow.
-------------------------
Form Shadow:
Gained at: 1st level.
As a standard action, Shadow Master may manipulate pure shadow to create a weapon or armor. Weapons and armor made this way may be dismissed as a free action.
Weapons:
A shadow master may form any weapon found in the Equipment section of the Player's Handbook and is automatically proficient with it.
These weapons have the same stats as their base weapon type, except they deal negative energy damage with a reduced size for the damage dice. These weapons weigh nothing.
The Shadow Master may form two one-handed weapons and attempt to dual-wield them, however he still incurs the penalties from two-weapon-fighting.
Armor:
A Shadow Master may only create a few types of armor; every 5 levels, the AC bonus of the Shadow Master's armor increases by 1, and he learns at least 1 new armor type. The new learned armor types do not benefit from previous AC progressions, nor from the current one. All armor created this way provides full dexterity bonus and weighs nothing.

Available at level 1:
Shadow Armor: +2 AC, Shadow Armor progresses AC by 1 every 3 levels, rather than 1 every 5 levels.

Reforming Armor: +1 AC, Reforming armor makes you unable to be critically hit or sneak-attacked.

Available at level 5:

Darkshroud Armor: +0 AC, Wearing darkshroud armor counts as being in a shadowy area (for the shadow master's abilities, and to ignore the penalty when in light). Darkshroud armor does not gain AC every 5 levels as most armor types do.

Black Void Armor: +2 AC, Black Void Armor gives you a bonus to attack equal to the AC bonus on Black Void Armor, and also increases negative energy damage dealt by that same amount.

Available at level 10:

Binding Armor: +3 AC, Binding Armor gives the Shadow Master 10 Spell Resistance, the spell resistance increases by 5 at levels 15 and 20.

Available at level 15:

Morphing Armor: +0 AC, Morphing Armor is able to morph into any of the other armor types as a move action.

Available at level 20:

Darkness Armor: +5 AC, Gives the shadow master 10 spell resistance, Darkness Armor is able to morph into any of the other armor types as a standard action, you gain a +2 bonus to attack and damage, as a Move action you may create a shroud of darkness around you, which lasts for 2 rounds and counts as wearing Darkshroud armor for the duration. You are unable to be sneak attacked.

All weapons or armor created by Form Shadow suffer a -1 penalty on attack and damage (weapons) and -1 penalty on AC (armor) if the Shadow Master is in light.
------------------------------
Shadowstab:
Gained at: 1st level.
When you attack someone, if you are in darkness, you may deal bonus negative energy damage equal to Shadow Master class level. This bonus damage applies only to one attack, and may only be used once per attack action.
------------------------------
Shadows Call:
Gained at: 2nd level.
A Shadow Master may meld into the shadows, increasing his Hide and Move silently skills by an amount equal to 2 + his intelligence modifier as long as he stays in the shadows.
Every 4th level from level 2, the bonus increases by 2. When striking, the Shadow Master ignores enemies concealment if it is caused by darkness.
--------------------------
Darkvision
Gained at: 2nd level.
A Shadow Master gains darkvision out to 60 feet.
--------------------------------------------------
Clinging Darkness:
Gained at: 4th level.
Anyone who deals damage to you or takes damage from you receives a -2 penalty to attack and AC, as long as you were in shadows when you were struck, for 2 rounds.
-------------------
Black Veil:
Gained at: 5th level.
As a standard action, a Shadow Master may completely cover a 30 ft radius in darkness. All creatures in the area are blinded. Lasts 4 rounds. Close range.
The Shadow Master is not affected by the Black Veil. Blind-Fight affects creatures in the Black Veil.
-----------------------------------------
Shadow Flesh:
Gained at: 8th level.
Shadow Master gains concealment when in shadows (attackers have 20% miss chance) also, when in darkness, he gains 1 damage reduction per 2 levels of Shadow Master. Darkshroud Armor does not give this damage reduction for wearing it.
----------------------
Shadow Freedom:
Gained at: 10th level.
While in darkness, your base land speed can not be lowered by hostile effects. Also, you may not be entangled, snared, or afflicted by any other status effect that would disable movement (including stuns). You may suppress this as a free action.
------------------------
Reform:
Gained at: 13th level.
A Shadow Master may spend a move action to reform him/herself in a chosen area of darkness within his or her base land speed distance. Creatures must make a Spot check vs your Hide check to see where you reformed yourself, if they were already looking at you when you reformed.
------------------------
Binding Darkness:
Gained at: 16th level.
You may bind the target within close range with dark energy as a standard action, blinding them, and dealing negative energy damage equal to your Shadowmaster class level every round. Lasts 2 rounds.

Dark Protection:
Gained at: 18th level.
As a move action, you may grant yourself a 50% concealment rather than 20%, add +5 bonus to AC, and create total darkness in a 10 foot radius around you. Lasts 1 round.
-----------------------
Blacken:
Gained at: 20th level.
The Shadow Master may turn on and off Blacken as a free action. Blacken extinguishes all light within 50 ft of the Shadow Master of any kind, even magical light.

Techfighter (by Sam Panda and ronnyfire)
Techfighters specialize in fighting with highly advanced stun batons.

Number of skill points: 3 + int modifier x 4 at 1st level, then 3 + int modifier at each additional level.

Skills: Appraise, Climb, Craft, Disable Device, Intimidate, Jump, Swim, Search.
D10 Hit Die.

Techfighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0| Tech-Baton, Upgrade

2nd|
+2|
+3|
+0|
+0|

3rd|
+3|
+3|
+1|
+1|Upgrade

4th|
+4|
+4|
+1|
+1|

5th|
+5|
+4|
+1|
+1|Upgrade

6th|
+6/+1|
+5|
+2|
+2|

7th|
+7/+2|
+5|
+2|
+2|Upgrade

8th|
+8/+3|
+6|
+2|
+2|

9th|
+9/+4|
+6|
+3|
+3|Upgrade

10th|
+10/+5|
+7|
+3|
+3|

11th|
+11/+6/+1|
+7|
+3|
+3|Upgrade

12th|
+12/+7/+2|
+8|
+4|
+4|

13th|
+13/+8/+3|
+8|
+4|
+4|Upgrade

14th|
+14/+9/+4|
+9|
+4|
+4|

15th|
+15/+10/+5|
+9|
+5|
+5|Upgrade

16th|
+16/+11/+6/+1|
+10|
+5|
+5|

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Upgrade

18th|
+18/+13/+8/+3|
+11|
+6|
+6|

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Upgrade

20th|
+20/+15/+10/+5|
+12|
+6|
+6| [/table]

The Techfighter is a skilled combatant who uses a powerful technologically advanced stun baton, configured to his heart's desire. He does not fight as well as a fighter, but he can use his baton to defeat even the most menacing of opponents.

Weapon and Armor proficiency
The Techfighter is proficient with light and medium armor, as well as all simple weapons, stun batons, and all types of shields.

Tech-Baton
Gained at: 1st level.
A Techfighter may spend 20 tech materials to turn a stun baton into a tech-baton.
Takes 10 minutes worth of actions to 'create' a tech-baton, and 20 tech materials.
Stun baton becomes +1 masterwork tech-baton.

Stun Baton default stats:
Cost: 10 GP. DMG (S) 1d4 Subdual. DMG (M) 1d6 Subdual. Critical 20 x2. Range Increment 10 ft. Weight 3 lb. Bludgeoning. Tech level 1.

The tech-baton is no different from a standard stun baton apart from its +1 bonus, however the Techfighter uses other abilities to upgrade his tech-baton. The tech-baton starts at a tech-level of 2.

You may create multiple tech-batons, and each of your upgrades may be applied to each tech-baton once.

Upgrade Baton
Gained at: 1st level.
At first-level, and every two levels after that, the Techfighter chooses 1 upgrade to give to his tech-baton. Doing this increases the tech-level by 1, costs 40 tech materials, and takes 10 minutes worth of actions.
You may only use each upgrade once per tech-baton.

Upgrades:

General Upgrades
Piercing Upgrade: All attacks made with the tech-baton deal an extra 1 lethal piercing damage, and you may choose to attack entirely with your piercing damage, causing you to deal lethal piercing damage instead of subdual bludgeoning damage. The extra 1 point of damage does not apply on a lethal piercing attack.

Slashing Upgrade: All attacks made with the tech-baton deal an extra 1 lethal slashing damage, and you may choose to attack entirely with your slashing damage, causing you to deal lethal slashing damage instead of subdual bludgeoning damage. The extra 1 point of damage does not apply on a lethal slashing attack.

Crushing Upgrade: Adds 1 extra subdual damage to all attacks if the baton is light, or 2 if it is one-handed, or 4 if it is two-handed.

Sundering Upgrade: The tech-baton has a +4 bonus on disarm and sunder attacks, and ignores up to 5 hardness on all attacks versus all things.

Tripping Upgrade: You can make trip attacks with the tech-baton, and do not provoke attacks of opportunity with it.

Two-Handed Upgrades

Extended Upgrade: The tech-baton is extended, increasing the reach of it by 5 ft.

Raging Upgrade: The tech-baton, during power attacks, can sacrifice additional attack bonus to a max of his base attack bonus for extra damage. This damage is multiplied for having the weapon two-handed.

Cleaving Upgrade: If you do not have the Cleave feat, while the tech-baton is equppied you are treated as having it. If you do have the cleave feat, you are treated as having the great cleave feat. If you have the great cleave feat, you are treated as having the frenzied berserker's Supreme Cleave feature, which allows you to take a 5 ft step before each cleave attack. May gain this upgrade however many times is required to gain the Supreme Cleave feat.

Heavy Upgrade: Increases the size for all damage dice on a charge or power attack, this increase applies two times if they are both used in one attack. Passively provides a -1 penalty to hit on all extra attacks beyond the first.

Powerful Upgrade: Allows you to, on power attacks, sacrifice an amount of AC to a max of your base attack bonus, and gaining an equivalent amount of damage. This works in addition to normal power attacks. This damage is multiplied for having the weapon two-handed.

One-Handed Upgrades

Haste Upgrade: The tech-baton gains an additional attack when a full-attack action is made, this additional attack has a -4 penalty.

Parrying Upgrade: Allows you to take a penalty to damage to all attacks made in the round up to a maximum of your base attack bonus, and gain an enhancement bonus to AC equal to the penalty to damage.

Accurate Upgrade: Allows you to take a penalty to damage to all attacks made in the round up to a maximum of your base attack bonus, and gain an enhancement bonus to hit equal to the penalty to damage.

Damaging Upgrade: Increases the size category of damage dice on all your attacks by 1.

Quickdraw Upgrade: The tech-baton is a free action to draw.

Light Upgrades

Returning Upgrade: The tech-baton is treated as having the magical enchantment, Returning, on it.

Distance Upgrade: Doubles the range increment on the tech-baton.

Weighted Upgrade: The tech-baton gains access to all of the one-handed upgrades in addition to light upgrades.

Quickdraw Upgrade: The tech-baton is a free action to draw.

Seeking Upgrade: The tech-baton ignores miss chances aside from 100%, and gains a +1 bonus to hit.

Shield Upgrades
Shields may only gain Shield Upgrades and no other kinds.

Reinforced Upgrade: The shield gains a +2 bonus to AC.

Deployable Upgrade: The shield may be deployed on the ground for total cover, and has +10 hardness while deployed.

Magnetic Upgrade: The attacker must make a strength check, DC 15, or be disarmed, and the weapon is attached to your shield. If they succeed, their attack functions as normal, but has a -1 to hit and -1 to damage. This can only happen once per round.

Bashable Upgrade: The shield is now able to bash, and the off-hand attack is treated as a one-handed weapon.

Throwable Upgrade:The shield can be thrown, at a range increment of 20 feet, and when it hits it deals damage equivalent to a bash.

Special Upgrades
Enlarged Upgrade: The tech-baton becomes two-handed, and increases the dice size for the damage by 1.

Double-Sided Upgrade: This requires two tech-batons. Both tech-batons must be one-handed, and are both combined into one. The tech-baton becomes a two-handed double weapon, with the front part of it containing the upgrades from one of the tech-batons used to create it, and the back part containing the upgrades from the other tech-baton used to create it. Both sides of the double-baton can gain one-handed upgrades and two-handed upgrades.

Light Upgrade: The baton becomes a light weapon.

Sam Panda
2008-01-25, 01:37 AM
Classes cont.

Gadgetmaster (by Sam Panda)
Gadgetmasters specialize in creating technological devices.

Number of skill points: 4 + int modifier x 4 at 1st level, then 4 + int modifier at each additional level.

Skills: Appraise, Craft (all skills taken individually), Decipher Script, Disable Device, Forgery, Knowledge (arcana) (architecture and engineering) (dungeoneering), Open Lock, Search, Spellcraft, Use Magic Device, Use Rope, Ride.
D6 Hit Die.

Gadgetmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Device Mastery, Gadget Pistol, Custom Ammunition

2nd|
+1|
+0|
+3|
+0|Utility Gadget, Recharge Energy Source, Upgrade Gadget

3rd|
+1|
+1|
+3|
+1|

4th|
+2|
+1|
+4|
+1|Multi-Shot function

5th|
+2|
+1|
+4|
+1|

6th|
+3|
+2|
+5|
+2|Gadget Golem

7th|
+3|
+2|
+5|
+2|

8th|
+4|
+2|
+6|
+2|Extra-Force function

9th|
+4|
+3|
+6|
+3|

10th|
+5|
+3|
+7|
+3|Mecha-Car

11th|
+5|
+3|
+7|
+3|

12th|
+6/+1|
+4|
+8|
+4|Rapid-Fire function

13th|
+6/+1|
+4|
+8|
+4|

14th|
+7/+2|
+4|
+9|
+4|Clever Mechanizer

15th|
+7/+2|
+5|
+9|
+5|

16th|
+8/+3|
+5|
+10|
+5|Auto-Reload function

17th|
+8/+3|
+5|
+10|
+5|

18th|
+9/+4|
+6|
+11|
+6|Reconfigure

19th|
+9/+4|
+6|
+11|
+6|

20th|
+10/+5|
+6|
+12|
+6|Dual-Stick function [/table]

The Gadgetmaster is a class based on combining magic and technology to create powerful gadgets, such as a pistol which shoots spells, a magic detector, an anti-magic field generator, etc. Gadgetmasters need primarily Int, as it governs most of their abilities and skills, and then Dex, as it governs their attack with gadget pistols.

The rules for this class are pretty much set-in-stone, except for the creations. Gadget Pistols, Utility Gadgets, and Custom Ammunition depend greatly on DM's common sense. Try to balance any new creations you come up with, and feel free to use the examples, but remember: It's much more fun if you let the players come up with their own gadgets from makeshift items, and then you run with it.
Terms:
Tech-Level. Tech-Level is used for various Gadgetmaster abilities, mostly as DCs for abilities, and is a variable integer for determining the complexity of an item. Generally, the Tech-Level of an item will be located in the item's description, but if it is not, then the Tech-Level of the item is up to the DM.
Device: Devices are basically any kind of complex or magical device, such as a magical artifact.
Gadget: Gadgets are pretty much just the name for devices that have been constructed by a Gadgetmaster.
X actions: This basically just means that you have to study something for that much total time, and it doesn't need to be consecutive. When spending the time, you may do either 1 standard action (for 1 action) or a fullround action (for 2 actions). ex: Inspecting takes 60 actions. Either meaning, you could do 60 standard actions, or you could do 30 fullround actions, or 10 fullround and 40 standard, etc.
Craft: if Craft is said without specifying the type of craft, it is defaulted as mechanical.

Gadgetmaster resource items (all of these are bought from tech-supply shops):

Energy Sources: these are the batteries that power many of the Gadgetmasters' creations. They could be magnetic, arcane, etc. and are able to be bought from Gadget Supply shops for 8 per tech-level gp. 2 lb.
Tech Materials: these are minor items used in the creation of gadgets, such as nails, metal pieces, etc. They are able to be bought from Gadget Supply shops for 5 silver each. 0.1 lb.
Ammunition Stick: these are metal cylinders containing the ammunition for a Gadget Pistol, and are inserted where the barrel of the gun would normally be and function as the barrel of the gun. Can be bought from gadget supply shops, cost depends on type. 1 lb.
<shape> <type> base: these are the base shapes for gadgets. Example: Round Metallic Base. These can either be crafted or used from improvised resources, or bought for 1 gp each. 1 lb.

Gadgetmaster Helpful Notations: (added later thanks to questions)


Basically, average items like a sword, bow, etc would have a tech-level of 0, something like a minor artifact, magical item, or crossbow or something complex would have 1, etc. That's mostly based on the DM's discretion.

The tech-level of an item referenced in the Gadgetmaster abilities is dependant on how many times you've upgraded it.

Gadget Pistols, Utility Gadgets, Gadget Golems, etc all start at tech-level 1, and then that number is increased with the Upgrade feature (see the features' text).
Ah, and thus we come to something I must have forgotten to describe >.< sorry.

The utility gadgets and stuff will generally say something in their required materials like: magical energy source +1.

That means it needs a magical energy source at a tech-level 1 higher than that of the gadget.

example:

Tech-level 3 Utility Gadget (Healer) requires some misc. stuff and then a +1 divine energy source.

This means, the tech-level on the energy source would need to be 4, meaning you would either buy it from a store for 32 gp, though theres always the possibility of finding it out in a dungeon.

Alternately, the 'Upgrade' ability works for anything. You could even increase the tech-level on a sword to 1, though that would be pointless except to make it harder to identify to other gadgetmasters.

So, if you had a tech-level 2 divine energy source, you could upgrade it twice to become a tech-level 4, and then use it to power your Healer device.

All craft checks to make gadgets and stuff may be attempted again, but failing a check simply results in the loss of all tech-materials used in its creation, unless otherwise noticed.



Weapon and Armor Proficiency
Gadgetmasters are proficient with all simple weapons, and light armor.

Device Mastery
Gained at: 1st level.
Inspecting
A Gadgetmaster may use the skill Appraise to 'inspect' a device or gadget.

Inspecting an item (DC 12 + 3x the target item's tech-level) allows the Gadgetmaster to figure out the inner workings of the device, and gain a +4 circumstance bonus on Disable Device, Appraise, and Use Magic Device checks against that item.
Inspecting an item takes 60 actions. A gadgetmaster may not inspect the same item twice.

The gadgetmaster also gains a bonus to the Appraise and Disable Device skills equal to half her Gadgetmaster class level.
Deconstructing
After succesfully disabling a device (via the Disable Device skill) and inspecting it, a first level Gadgetmaster may make another Disable Device check (DC 12 + 3x the target item's tech-level.) to deconstruct the device into its base parts.
Doing so will give each of the individual pieces of the device as an item to the Gadgetmaster, which she may then use to create her own gadgets.
Deconstructing an item takes 80 actions.

Gadget Pistol
Gained at: 1st level.
A Gadgetmaster may construct her very own ranged weapon, known as a gadget pistol. These are created using a base and a firing mechanism and ammo.

Reloading a Gadget Pistol is a standard action, but may be reduced to a move action with the Rapid Reload feat. Firing a Gadget Pistol does not provoke attacks of opportunity, but reloading does.
Failure to create a gadget pistol uses up the tech materials used in the crafting as well as the firing mechanism.
Gadget Pistol weight is equal to the combined weight of the items used. Feats, abilities, buffs, etc that would affect the characters number of attacks do not affect the Gadget Pistol, however one may still alter the number of attacks from a gadget pistol in one round with enchantments, upgrades, etc.
Gadget Pistols are Light weapons for the purposes of throwing and dual-wielding.

Gadgetmasters are automatically proficient with all types of Gadget Pistols, but others must gain Exotic Weapon Proficiency feat for each type of pistol. Ex: 1 Feat for a Ballistic Pistol proficiency, but then you'd have to spend another feat if you wanted to use a Spellshot pistol. Non-proficient users have -4 to hit.

Buying a Gadget Pistol: Anyone can buy a gadget pistol, but as mentioned earlier must have exotic weapon proficiency with it, and cannot upgrade, reconfigure, deconstruct, etc the pistol without the help of a gadgetmaster. Cost is 50 gp.
Creating a gadget pistol takes 600 actions.

Here is a list of the 3 standard pistols available from shops (you may find or create different ones)

Ballistic Pistol
Ballistic Pistols are a type of Gadget Pistol which uses ammunition sticks containing ballistic ammo.

Creating a Ballistic Pistol:
To create a ballistic pistol you need: DC 18 Craft check. 1 metallic base. 10 tech materials.

Ammunition Sticks:

Bullets: Simple, metal bullets, which deal 1d6 points of bludgeoning damage per tech-level.
To Hit: +0 Range: 50 ft. 1 GP per stick of 10 bullets.
Any type of metal may be added to the tip of the bullets for additional effects. Silver counts as silver for the purposes of overcoming damage reduction for 2 extra GP, adamantine gives the ability to do sunder attacks and ignores 5 hardness for 3 extra GP, etc.

Stunner Shots: Shots which do not pierce the flesh but simply stun the target. 1d6 points of non-lethal damage per tech-level.
To Hit: +0. Range: 50 ft. 2 GP per stick of 10 shots.

Piercing Pistol
Piercing Pistols are a type of Gadget Pistol which uses ammunition sticks containing powerful piercing ammo.

Creating a Piercing Pistol:
To create a Piercing pistol you need: DC 20 Craft check. 1 metallic base. 12 tech materials.

Ammunition Sticks:

Blade Shots: Small, accurate bladed projectiles. 2 points of piercing damage per tech-level.
To Hit: +2. Range: 100 ft. 1 GP per stick of 8 shots.

Arrows: Arrows, for a bow. 1d6+1 points of piercing damage per tech-level.
To Hit: +1. Range: 80 ft. 1 GP per stick of 4 arrows.

Sleeper Dart: Poisoned darts, which knock the target unconscious. 1 point of non-lethal damage, DC 11 + tech-level fortitude save to resist falling unconscious.
To Hit: +2. Range: 100 ft. 1 GP per stick of 5 darts.

Spellshot Pistol
Spellshot Pistols are a type of Gadget Pistol which uses ammunition sticks containing spell scrolls. These ammunition sticks may contain a varying amount of ammo depending on the spellshot scroll. Spellshot scrolls are a special type of scroll designed specifically for the Gadget Pistol, that basically contain minimized versions of projectile spells, such as fireball. Individual spell scrolls contain the details on how to hit with them.

Creation of a Spellshot Pistol:
To create a spellshot pistol, you need: DC 16 Craft check, DC 16 Spellcraft check. 1 +0 magical energy source. 1 metallic base. 6 tech materials.

Arcane Spellshot Scrolls:

Acidshot: Shoots a blast of acid at the target, dealing 1 point of acid damage per tech-level.
To Hit: Ranged touch attack. SR: No. Save: No. Range: 60 ft. 1 GP per stick of 20 Acidshots.

Flameshot: Shoots a ball of fire at the target area, which explodes on contact with a 10 ft radius, dealing 1d6 points of fire damage per tech-level.
The fireball sets fire to combustibles and damages objects in the area.
To Hit: Automatic hit. SR: Yes. Save: Reflex halves damage (DC 13+ tech-level). Range: 40 ft. 2 GP per stick of 4 Flameshots.

Force Missile: Shoots a missile of force magic at a target, dealing 1 point of force damage per tech-level.
To Hit: Automatic hit. SR: No. Save: No. Range: 40 ft. 1 GP per stick of 10 Force Missiles.

Electrical Blast: Shoots a 5-foot wide, 30-ft long bolt of lightning which deals 1d6 points of electricity damage to anything it hits.
To Hit: Automatic hit. SR: Yes. Save: Reflex halves damage (DC 13 + tech-level). Range: 30 ft. 2 GP per stick of 5 Electrical Blasts.

Frost Ray: Shoots a ray of frost at the target, dealing 1d4 points of cold damage, + 1d4 per tech-level.
To Hit: Ranged touch attack. SR: Yes. Save: Will save halves damage (DC 15 + tech-level). Range: 100 ft. 3 GP per stick of 4 Frost Rays.

Lifequencher: Shoots a ball of negative energy, which deals 2d4 points of damage per tech-level.
To Hit: +0. SR: Yes. Save: Will save halves damage (DC 12 + tech-level). Range: 40 ft. 3 GP per stick of 3 Lifequenchers.

Custom Gadget Pistols:
DM: These three gadget pistols are merely examples. It is highly encouraged to make more of your own pistols.


Custom Ammunition
Gained at: 1st level.
With this ability, the Gadgetmaster is able to craft her very own ammunition for the gadget pistols, using various tech-materials and things.
All custom ammo is entirely up to the DM, there is no point in making example custom ammo, if you want to see some examples look at the gadget pistols' ammunition stick lists.

To make custom ammo, you need a certain number of tech-materials equal to 2x the amount of shots you are making, an empty ammunition stick, a DC X + 2x the amount of shots you are making Craft check, and 1 round worth of actions times the amount of shots you are making.
Also, for the individual effects of things, you need a certain resource for it. Spellshot ammo needs the spellshot scrolls, (normal scrolls dont work) ballistic ammo needs bullet cases, etc.

A single ammunition stick may hold no more than 10 shots, and weighs 1 lb + 0.1 lb per shot loaded in it.

Utility Gadget
Gained at: 2nd level.
Using this ability, the Gadgetmaster may create small gadgets that do things like heal the targeted player, detect magic, see invisibility, etc.
These gadgets can accomplish many tasks. Here is a list of the 4 utility gadgets which are available from stores (you may find or create different ones)

The gadgetmaster is automatically proficient with all types of utility gadgets, but others must gain the Exotic Weapon Proficiency (Magic or Non-Magic utility gadgets) to be able to use them, otherwise they do not understand how to activate or deactivate the gadgets.

Buying Utility Gadgets: Anyone may buy a utility gadget, but as mentioned earlier, need exotic weapon proficiency with it to use it, and can not upgrade, reconfigure, deconstruct, etc the gadgets without the help of a gadgetmaster.

Creating a utility gadget takes 600 actions.

Magic Detector
The Magic Detector beeps if it senses a magical presence within 30 ft, and when the power is on projects blue rays at all nearby magical sources, these blue rays form the outline of the aura, and are brighter the stronger the magical aura is. For info on the strength of a magical aura, see the Detect Magic spell. The first round it detects an aura, it points rays at it which form a circle around it, and are very dark. The second round, it begins forming the outline with the rays, and brightens. The third round, it finishes the outline and brightens to the normal color depending on the strength of the aura.

Charges: 4 charges per tech-level. 1 charge is used up every time the power is turned on, and an additional charge is used every minute that it is active.

Creation of a Magic Detector:
To create a Magic Detector you need: DC 14 Craft check, DC 14 Spellcraft check. 1 +0 arcane energy source. 1 round base of at least 5 inches in diameter. 5 tech materials. Using improvised resources increases the DC by 2. May be bought from store for 35 gp.

Spell Holder
The Spell Holder is far more powerful than the magic detector. You may use it to absorb a spell into the center of it, and shoot it out right back at the caster the next round.
When a spell targets you (and only you) and you have the Spell Holder in one of your hands, you may attempt a reflex save against their spell. (DC is treated as normally would be for a save against that caster's spell)

If you succeed, the spell does not affect you, and is instead absorbed into the Spell Holder. The absorbed spell either automatically discharges after 1 hour, or may alternately be discharged by casting the spell that is currently absorbed. Casting the spell acts as it did when the original caster cast the spell. (ex: 4th level wizard casts Scorching Ray, firing 1 ray at the gadgetmaster. Wizard gets a 14 on his ranged touch attack. Spell is absorbed. Later, when the Gadgetmaster uses the spell holder to cast it, it automatically has a 14 as the result of the ranged touch attack, and acts exactly as it would if the 4th level wizard cast it.)

Charges: 4 charges per tech-level. Absorbing a spell costs a number of charges equal to the spells level. Casting a spell costs 1 charge.

Creation of a Spell Holder:
To create a Spell Holder you need: DC 20 Craft check, DC 20 Spellcraft check. 2 +1 arcane energy sources. 1 metallic band of at least 10 inches in diameter. 13 tech materials. Using improvised resources increases the DC by 4. May be bought from store for 100 gp.

Healer
The Healer gadget is a very useful tool indeed. With it, you can restore a characters' life force.
You may expend any number of charges to heal 1d4 health per charge expended, to the target living creature within 10 ft of you.

Charges: 3 charges per tech-level. Uses a number of charges equal to the number of dice used to heal.

Creation of a Healer:
To create a Healer you need: DC 18 Craft check, DC 18 Spellcraft check. 1 +1 divine energy source. 1 round base of at least 6 inches in diameter. 9 tech materials. Using improvised resources increases the DC by 3. May be bought from store for 50 gp.

Magnetic Disarmer
This non-magical gadget posesses the magnetic force to disarm an opponent.
When a melee attack is made against you, if you have the magnetic disarmer in one of your hands, you may expend one charge to have the attacker's weapon drawn towards the magnetic disarmer.
The attacker must make a strength check, DC 10 + the tech-level of the magnetic disarmer. If they fail the check, they are disarmed, and the weapon is attached to your magnetic disarmer. If they succeed, their attack functions as normal, but has a -1 to hit and -1 to damage. Do all of this before the attack roll is made.
Also, you may attempt to make a disarm attack with the magnetic disarmer, it has a +1 per tech-level bonus to the disarm attack. If you succeed, their weapon is attached to your magnetic disarmer.

Charges: 6 charges. Uses 1 charge when making a disarm attack, and when disarming an attacker.

Creation of a Magnetic Disarmer:
To create a Magnetic Disarmer you need: DC 22 Craft check. 1 +2 magnetic force. 1 +1 power source. 1 metallic base of at least 9 inches in diameter. 16 tech materials. Using improvised resources increases the DC by 3. May be bought from store for 90 gp.

Custom Utility Gadgets:
As the DM, it is far better to not have a bunch of pre-created utility gadgets, because its much more fun if you leave the utility gadgets open for an aspiring gadgetmaster to make their own weird things, and then you house-rule the stats for them.

Recharge Energy Source
Gained at: 2nd level.
A gadgetmaster with this can recharge the energy source of a utility gadget or pistol by using 5 tech materials and a DC 10 + 2 per tech-level craft check. (plus an equal DC spellcraft check if it is a magical energy source) If you increase the tech-level on a utility gadget, that increases the maximum number of charges, but does not restore any charges.

Takes 10 actions to recharge.

Success recharges the energy source fully, meaning utility gadgets that have used up charges get those back. A single energy source may only be recharged once per 8 hours, but may be replaced. To replace anything in a utility gadget, gadget pistol, or gadget golem you must take it apart and then put it back together again unless you have the Reconfigure ability.

Upgrade Gadget
Gained at: 2nd level.
Gadgets and devices used by the Gadgetmaster rely heavily on tech-level, as it replaces character level for the power of most items. Using this ability, a Gadgetmaster can improve the tech-level on an item.
To upgrade something, it costs 10 tech materials per tech-level on the item. Increases the tech-level on the item by 1.

Takes 60 actions to upgrade.

You may not upgrade an item's tech-level to be above your Gadgetmaster class level.

Multi-Shot Function
Gained at: 4th level.
The Multi-Shot function is a configuration to the Gadget Pistol. Gadget pistols may have 1 configuration at tech-level 4, and then an additional configuration at level 16.
Takes 30 actions to configure. Configurations may be removed with 10 actions.

To add the Multi-Shot function to a gadget pistol, it must be at least tech-level 4.
Allows a single shot to be split in two, reducing its main effect by 50% (ex: damage halved, save DC for sleeper dart halved, etc), but allowing for 2 seperate shots which may target the same target, or a different one no more than 15 ft away from the original target.
Costs 15 tech materials, and a DC 24 Craft check.

Gadget Golem
Gained at: 6th level.
The Gadget Golem, though gained at a somewhat low level, is the pinnacle of the Gadgetmasters' technological advancement. They are able to create golems with two legs, two arms, a torso, and a head, using different pieces with different effects for each body part. The body parts each have their own individual tech-levels, which affect their individual effects, and then there is an overall tech-level for the golem itself, which affects its ability scores. The Gadget Golem may be Small, Medium, or Large size, this affects their costs (+25% costs for large, -25% costs for small), reach/space size, increases or decreases their physical damage by one die size, increases or decreases ac by 2, and increases or decreases hp by 5.

A gadget golem may be commanded via the voice of any of its owners (when creating a gadget golem, you must record the voice of everyone you wish to be an owner of it) and will obey these orders always, but must make a Wisdom check (DC 10 + the complexity of an order (decided by DM)) to comprehend the order correctly, otherwise it does not compute the order and simply ignores it. If it fails to comprehend an order, then you must wait untill the beginning of it's next turn to attempt to give more orders. The golem may always choose to take 10 on this check. Golems may only run at 2x their speed, instead of the normal 4x.

Gadget Golem base stats: 1d10 hit die, and 8 in all ability scores, except for 2 of which (creator's choice) which start as 10. Every tech-level, you may increase two ability scores by 1. All melee attacks from the golem have a bonus to damage equal to strength modifier.
Golems by default have a slam attack.

The golem takes 3600 full-round actions to build, costs 100 tech materials, a DC 30 craft check, and starts at a tech-level of 1. Alternately, you may buy pre-created gadget golems in some areas, which start at a tech-level of 6 and cost additional gold. Gadget Golem class skills are gained from the individual effects of its pieces. You may only be the 'owner' of one gadget golem at a time, though you may possess multiple deactivated ones. Reactivating takes 10 minutes and no craft check or materials, but you must reset its owners every time you reactivate it.

Gadget Golems have the type Construct, and have all the traits and features of the Construct, except things that reference hit die are changed to tech-level. Also, Gadget Golems have a constitution score.
Repairing: If a golem is damaged, you may use the Upgrade ability on it, but instead of increasing tech-level, you repair 1d4 health per class-level. Must repair individual pieces if they have been sundered. Gadget Golems do not gain feats, and they don't gain bonus hitpoints for being constructs, and can also be the target of spells like Shatter. If a spell, Shatter for example, destroys/transmutes/etc a certain amount of weight of stuff, instead it deals that much damage, and may target individual pieces of the golem without being a sunder attack.

The golem has many strengths, but one of it's weaknesses is each piece may be destroyed or sundered. Legs have 1/2 of the max total health of the golem, as do hands, and the head has 3/4ths. Sundering a piece severs that piece, making it unable to use, however it may be reattached. A dead golem may be salvaged with a Search check (dc 15 + total amount of damage the killing blow dealt) which will get you back all the resources used in its creation/upgrading except for the tech-materials, and the energy sources of gadget pistols / utility gadgets. All recovered items are broken, meaning they are back at tech-level 1, and require a craft check (dc 15 + total amount of damage the killing blow dealt) to make them usable. (And 2 tech materials and 1 minute for each repaired item) You may sunder any golem piece, except for the torso, and they have a hardness of 5. Sundering a golem is just like sundering normally is, except there is no opposed rolls, it is their attack roll vs. golem's AC.

If a golem loses a piece, it loses the bonuses from that piece and has an additional effect. Individual penalties:
Legs: Golem falls prone, and is unable to get back up untill leg is reattached. Movement speed is halved.
Hands: Golem is unable to make slam attacks, or do anything that would require a hand, such as Sleight of Hand, Craft, Attacks, etc.
Heads: Golem can no longer comprehend orders.

Leg Pieces:
Mecha-Strider Leg: Adds 25 base land speed. Weighs 6 lb, costs 90 gp.

Traveler Leg: +6 bonus to jump, swim, and climb, and these become class skills. Also, you ignore difficult terrain when moving. Adds 15 base land speed. Weighs 5 lb, costs 90 gp.

Kicker Leg: Adds the ability to kick opponents with this powerful leg by making an attack roll, succeeding on the attack deals 1d4 subdual damage, +1 per tech-level, and then making a trip attack against the target. The kick itself counts as an unarmed attack, and is a move action. Adds 5 base land speed. Weighs 8 lb, costs 90 gp.

Armored Leg: This leg has hardness 20. Adds 10 base land speed. Weighs 9 lb, costs 80 gp.

Stable Leg: You are unable to be tripped with this leg, and will only fall prone if doing so willingly. Adds 10 base land speed. Weighs 8 lb, costs 80 gp.

Hand Pieces:
Pistol Hand: You may put a gadget pistol as one of the golem's hands. Weight is equal to the gadget pistol's weight.

Utility Hand: You may put a utility gadget as one of the golem's hands. Weight is equal to the utility gadget's weight.

Reaper Hand: You may design the golem's hand to be a mechanical claw, which is treated as a piercing damage melee weapon which deals 1d4 damage, +1 per tech-level. Weighs 4 lb, costs 80 gp.

Spear Hand: You may design the golem's hand to be a spear, which is treated as a piercing reach weapon which deals 1d4 damage, +1 per tech-level, but may not hit targets adjacent to it. Weighs 6 lb, costs 80 gp.

Mecha Hand: You may design the golem's hand to be a simple mechanical hand, which may hold things, and gives a +5 bonus on Sleight of Hand, Craft, Disable Device, Open Lock and Use Magic Device, and these become class skills. Weighs 3 lb, costs 60 gp.

Head Pieces:
Diplomat Head: With this head-piece, the golem may communicate with others using speech. Has a number of languages equal to tech-level, and a +4 bonus to Diplomacy, Bluff, Intimidate, and Gather information, these become class skills. Weighs 8 lb, costs 100 gp. The 'voice' of the Diplomat head is the same as the most recent person to record their voice into the head.

Sensory Head: With this head-piece, the golem has improved senses. +8 bonus on Spot, Listen, Search, and Survival, and these become class skills. Weighs 7 lb, costs 80 gp.

Comprehension Head: With this head-piece, the golem is better at comprehending things. There is no chance for failure to understand an order, and the golem has a +4 bonus to Forgery, Disguise, Sense Motive, and Knowledge skills, and these become class skills. Weighs 8 lb, costs 90 gp.

Torso Pieces:
Reinforced Torso: This torso gives a +8 armor bonus. Weighs 22 lb, costs 100 gp.

Reducer Torso: This torso gives 6 damage reduction/magic, +4 armor bonus. Weighs 20 lb, costs 90 gp.

Reflector Torso: This torso gives the permanent effect of Spell Turning to the golem, it may turn up to 12 total spell-levels per day, +4 armor bonus. Weighs 18 lb, costs 120 gp.

Premade Golems:

Anyone may purchase these golems, including non Gadgetmasters below level 6, however only Gadgetmasters can repair, salvage, reconfigure, upgrade, etc the golem, everyone else is just left with the premade golem and can't do anything to it.

The Messenger: 2 Mecha-Strider Legs, 1 Mecha Hand, 1 Pistol Hand (Piercing Pistol), Diplomat Head, Reducer Torso. Costs 3200 gp. Tech-Level 6.
Ability Scores: Strength 8, Dex 8, Con 8, Int 15, Wis 8, Cha 15. 38 hp. 15 AC. Small Size.
Diplomacy, Bluff, Intimidate, Gather Information, Sleight of Hand, Craft (all), Disable Device, Open Lock, and Use Magic device are class skills.
+15 Diplomacy, Bluff, Gather Information, Intimidate, +13 Craft (mechanical).

The Tank: 1 Mecha-Strider Leg, 1 Kicker Leg, 1 Utility Hand (Magnetic Disarmer) 1 Spear Hand, Sensory Head, Reinforced Torso. Costs 5600 gp. Tech-Level 6.
Ability Scores: Strength 8, Dex 15, Con 15, Int 8, Wis 8, Cha 8. 56 hp. 21 AC. Large Size.
Spot, Listen, Search, Survival are class skills.
16 Spot, 16 Search.

The Supporter: 1 Mecha-Strider Leg, 1 Armored Leg, 1 Utility Hand (Healer), 1 Utility Hand (Magic Detector), Comprehension Head, Reflector Torso. Costs 4400 gp. Tech-Level 6.
Ability Scores: Strength 8, Dex 8, Con 8, Int 15, Wis 15, Cha 8. 43 hp. 13 AC. Medium Size.
Forgery, Disguise, Sense Motive, and Knowledge (all) are class skills.
14 knowledge (arcana), (local), (architecture and engineering).

Extra Force Function
Gained at: 8th level.
The Extra-Force function is a configuration to the Gadget Pistol. Gadget pistols may have 1 configuration at tech-level 4, and then an additional configuration at level 16.
Takes 30 actions to configure. Configurations may be removed with 10 actions.

To add the Extra-Force function to a gadget pistol, it must be at least tech-level 8.
Allows shots to be fired with so much power, the force of their impact is enough to send people flying. You may spend a full-round action to shoot an extra force shot, which has enough strength it will knock down anyone it hits. Shot targets must succeed on a strength check (DC 10 + tech-level) to avoid getting knocked back 5 ft and prone. Extra force shots have -2 to hit.
Costs 15 tech materials, and a DC 30 Craft check.

Mecha-Car
Gained at: 10th level.
Using this ability, the Gadgetmaster can create her very own vehicle. This vehicle can be customized in all kinds of ways; adding spikes to the front of it, mounting a gadget pistol on it, etc. While a Utility Gadget theoretically could be a vehicle, it's effects would be less powerful and more of a flavor aspect than an actual vehicle.

Mecha-Cars are advanced gadgets created by the Gadgetmaster for traveling purposes, along with carrying and even charging. They are similar to Gadget Golems in terms of creation, in that they have different pieces that must be individually attached and upgraded. Takes 3600 full-round actions to build, as well as a DC 36 craft check, and 150 tech-materials.

Mecha-Cars have special rules. They require Ride checks to drive, and can only be hit through sunders or similar effects that deal damage or destroy weight of an item. These vehicles can have 15 parts, but unlike the golem it isn't 2 arms, 2 legs, a torso, and a head, it is simply 15 parts of your choice. These can be engines, wheels, seats, handlebars, etc, and you choose the number of them.

The car gains a bonus of +1 per tech-level to all ride checks made to drive it.
When being upgraded, Mecha-Cars require twice as many tech-materials as normal for upgrading.

Mecha-Cars don't have skills, and the rider's skills don't do things for the mecha-car apart from ride, as in you can't make a jump check to have the car jump. The only exception is Ride checks. You make those for almost everything. Running people over, jousting, jumping, etc.

Cars can only make jumps when they have a running start (20 ft) and even then can only do long jumps and not high jumps. Doing a long jump with a car is a ride check, DC is equal to the normal DC for an equal distance long jump Jump check, and may only be used when jumping off an edge. You must have a circumstantial cliff edge, ramp, bump, etc. to be able to jump (that is specified by the DM)

When driving a mecha-car, you can run people over by driving through them in a move action, or hitting them with a charge in a charge action.
When doing this, anyone being run over may jump out of the way with a Reflex save DC equal to half of the car's current movement speed. Anyone may also make a readied action to jump out of the way, providing a +6 bonus to the reflex save.

If you hit someone with the car, they take damage equal to half the car's current movement speed, and are knocked prone. They are also thrown 5 feet in the direction the car is moving per 30 movement speed of the car. Spikes or other strange things on the front of the car may add additional effects to running people over. Every person you run over reduces your total distance traveled in that turn by 5 ft if it is medium sized, and not at all if small or below. If it is large or above, it stops the cars movement in its tracks, and isn't knocked back and prone, but still takes the damage. You must make a Ride check at a DC equal to half of your car's current speed each time you attempt to run someone over, if you fail this check they gain a +6 bonus to their reflex save.

Multiple creatures may ride in a single car at once, and take up this many seats:
Large = 2 seats. Medium = 1 seat. Small = 1 seat, but can sit on the laps of medium or above characters if needed. Tiny, Diminutive or Fine creatures don't take up seats, and Huge, Gargantuan or Colossal creatures can't fit in the car at all.
The weight the car is carrying affects its speed and maneuverability, which means this car has a Light Load of 150 lbs, a Medium load of 300 lbs, and a Heavy load of 450 lbs. If the car is in its Light load, it suffers no penalties, but has its movement speed reduced by 10 when in medium and 20 when in heavy load, and incurs a -3 penalty on ride checks in medium and -6 penalty on ride checks in heavy load. Loads are increased by wheels.

When driving the car, you can run at x4 normal movement speed, and can charge at 2x normal movement speed, but can not withdraw. Running requires a Ride check, DC = half of the current movement speed of the car. If you fail the check, the car goes out of control and incurs a -15 penalty to ride checks in that round. If you attempt to turn, even 45 degrees, treat it as if you were attempting to turn a full 90 degrees. When turning 90 degrees, you gain an additional -5 penalty to the check.

Turning a car is also difficult. You can only turn while moving, and only 45 degrees at that. However, you may make a full 90 degree turn while running, though this requires a Ride check, DC = half of the current movement speed of the car. If you fail the check, your car ends up facing a random direction. (Use a d8 and common sense to figure out which direction)

Though driving this uses the ride skill, it does not have any of the checks ride normally has. You may attack while riding a car, but for each hand not being used to drive the car you gain a -6 penalty to ride checks, and you can not turn if you do not have at least 1 hand on the bars.

Mecha-Cars have 15 hp per tech-level, and 2 hardness per tech-level.

Parts:

Wheel: Driving a car with less than 4 wheels incurs a -3 Ride penalty per missing wheel, and you must always have at least 2 wheels if you want to move. Each additional wheel after 4 adds a +3 ride check bonus, and increases the light load of the vehicle by 30 per wheel, 60 for medium load, and 90 for heavy load. Costs 240 GP, weighs 8 lb.

Handlebar: Each hand being used for driving requires a handlebar, so you need a handlebar for every hand you plan to drive with. Costs 200 GP, weighs 4 lb.

Engine: In order to be able to move, the car must have an engine. The first engine adds +20 base land speed, and then each additional engine after that adds +15 base land speed. If you have 4-6 engines, they only provide +10 base land speed, and 7-15 engines provide +5 base land speed. Costs 400 GP, weighs 6 lb.

Seat: For the driver, you need one seat. You may have additional seats so you can have passengers on your vehicle. Costs 240 GP, weighs 8 lb.

Utility Gadget: You can put a utility gadget somewhere on the car that either helps power it, or maybe heals its passengers, or something. Costs and weight are dependant on the gadget.

Gadget Pistol: You can also put a gadget pistol attached to an area of the car. Characters riding in the vehicle can use that gadget pistol if it is attached to their seat, but may not detach it. Costs and weight are dependant on the pistol.

Ramming Spike: Putting a long spike on the front of your fast-moving car will cause anyone it runs over to also take 1d3 piercing damage per 5 of the car's current movement speed when it hits. Additional Ramming spikes are only 1 damage per 5 of the car's movement speed. You can have a maximum of 4 ramming spikes. Costs 320 GP, weighs 5 lb.

Armor Plating: You may put armor plating on your car, this will protect it and it's riders from harm. Adds +10 hardness to the car, and adds +3 armor bonus to everyone in the car. You can have a maximum of 4 armor plating. Costs 224 GP, weighs 10 lb.

Premade Cars:
Anyone may buy these cars, but same dealio as the others. Only Gadgetmaster can fiddle wid it.

Spiker:
2 Wheels, 2 Handlebars, 1 Seat, 2 Ramming Spikes, 6 Engines.
Speed 80, Tech-Level 10, Total Ride bonus +4, Ramming Damage 20d3+60, Carrying Capacity 210 Light, 420 Medium, 630 Heavy. Cost 12,500 GP.

Carrier:
4 Wheels, 2 Handlebars, 4 Seats, 3 Engines, 2 Utility Gadgets (buyer's choice)
Speed 50, Tech-Level 10, Total Ride bonus +10, Ramming Damage 25, Carrying Capacity 270 Light, 540 Medium, 810 Heavy. Cost 13,000 GP.

Tank:
6 Wheels, 2 Handlebars, 2 Seats, 2 Engines, 2 Armor Plating, 1 Gadget Pistol (ballistic)
Speed 35, Tech-Level 10, Total Ride bonus +16, Ramming Damage 17, Carrying Capacity 330 Light, 660 Medium, 990 Heavy. Cost 13,500 GP.

Rapid-Fire Function
Gained at: 12th level.
The Rapid-Fire function is a configuration to the Gadget Pistol. Gadget pistols may have 1 configuration at tech-level 4, and then an additional configuration at level 16.
Takes 30 actions to configure. Configurations may be removed with 10 actions.

To add the Rapid-Fire function to a gadget pistol, it must be at least tech-level 12.
Allows an extra shot to be fired. When you make a full-round action to shoot, you may shoot an additional shot at -4 to hit, which gives a -2 penalty to hit for other shots made within that round.
Costs 15 tech materials, and a DC 36 Craft check.

Clever Mechanizer
Gained at: 14th level.
The gadgetmaster gains twice her intelligence modifier for all Craft checks.

Auto-Load Function
Gained at: 16th level.
The Auto-Load function is a configuration to the Gadget Pistol. Gadget pistols may have 1 configuration at tech-level 4, and then an additional configuration at level 16.
Takes 30 actions to configure. Configurations may be removed with 10 actions.

To add the Auto-Load function to a gadget pistol, it must be at least tech-level 16.
Reduces the time required to reload your gadget pistol to a move action, or a free action if you have the Rapid Reload feat.
Costs 15 tech materials, and a DC 42 Craft check.

Reconfigure
Gained at: 18th level.
Ordinarily, it takes a long time to do anything as a gadgetmaster; configure a pistol, deconstruct a device, etc.
Reconfigure reduces the time required to add configurations to a pistol to a full-round action, and removing configurations to a standard or move action.
Reconfigure also allows you to replace certain aspects of an item without deconstructing and reconstructing it, as a full-round action, such as replacing the energy source of a utility gadget, etc.

Dual-Stick Function
Gained at: 20th level.
The Dual-Stick function is a configuration to the Gadget Pistol. Gadget pistols may have 1 configuration at tech-level 4, and then an additional configuration at level 16.
Takes 10 actions to configure. Configurations may be removed with 10 actions.

To add the Dual-Stick function to a gadget pistol, it must be at least tech-level 20.
Allows two sticks of ammunition to be loaded into the pistol, allowing you to fire from either ammunition stick. Each one must be seperately reloaded.
Costs 15 tech materials, and a DC 48 Craft check.

Crossbow Specialist (by ronnyfire)

Sniper: A sniper is the guy who sits back a few hundred feet from the party at any time he can, and while the party drinks in an inn known for a bit of violence.. he is the one freezing away in the field watching out.

Dualist: The mosquito of the team. A dualist is ever moving.. always shooting.
If you don't pay attention you may just end up more bolt than man.


D6 HD

4+Int modifier x4 skills.
Skill List: Tumble, Spot, Climb, Balance, Hide, Move Silently

Armor Proficiency: Medium
Weapon Proficiency: All Crossbows, Simple Weapons.

Tables:

Sniper only{table=head]level|BAB|Fort|Ref|Will|Special
1|1|0|2|0|Madness of Choice, Snipers Aim +1d6
2|2|0|3|0|Snipers Pose +1
3|3|1|3|1|Snipers Aim +2d6, Freedom of the Foot
4|4|1|4|1|Eagles Eye +10'/+2
5|5|1|4|1|Snipers Aim +3d6,Snipers Pose +2
6|6|2|5|2|Setup
7|7|2|5|2|Snipers Aim +4d6
8|8|2|6|2|Snipers Pose +3
9|9|3|6|3|Snipers Aim +5d6
10|10|3|7|3|Eagles Eye +20'/+4, Uncanny Reload
11|11|3|7|3|Snipers Aim +6d6,Snipers Pose +4
12|12|4|8|4|Pick Your Targets
13|13|4|8|4|Snipers Aim +7d6
14|14|4|9|4|Snipers Pose +5
15|15|5|9|5|Snipers Aim +8d6, Eagles Eye +30'/+6
16|16|5|10|5|
17|17|5|10|5|Snipers Aim +9d6,Snipers Pose +6
18|18|6|11|6|
19|19|6|11|6|Snipers Aim +10d6
20|20|6|12|6|Eagles Eye +40'/+8, Snipers Pose +7[/table]

Dualist only{table=head]level|BAB|Fort|Ref|Will|Special
1|1|0|2|0|Madness of Choice, Two-Weapon Fighting
2|2|0|3|0|Duelists Dance +1
3|3|1|3|1|Freedom of the Foot
4|4|1|4|1|Duelists Flurry -1
5|5|1|4|1|Duelists Dance +2
6|6|2|5|2|Improved Two-Weapon Fighting, Fast Move +10'
7|7|2|5|2|
8|8|2|6|2|Duelists Dance +3
9|9|3|6|3|Duelists Flurry +0
10|10|3|7|3|Uncanny Reload
11|11|3|7|3|Greater Two-Weapon Fighting,Duelists Dance +4, Duelists Flurry 2 attacks
12|12|4|8|4|Pick Your Targets, Fast Move +20'
13|13|4|8|4|
14|14|4|9|4|Duelists Dance +5
15|15|5|9|5|
16|16|5|10|5|Dual Perfection
17|17|5|10|5|Duelists Dance +6
18|18|6|11|6|Fast Move +30'
19|19|6|11|6|
20|20|6|12|6|Duelists Dance +7[/table]



Madness of Choice: A Crossbow Specialist must choose at the beginning of his journey.At level one you chose either sniper or duelist, and get only the abilities based on your choice as you advance in this class.


Freedom of the Foot: Starting at level 3, the Crossbow Specialist has learned, that not always can it get away with just a few bolts, and begins along the road of a freerunner. The Crossbow Specialist gains the ability to move at there land speed on vertical surface, must begin and end the round on a horizontal surface, or hanging onto a secure object.

Uncanny Reload: Crossbow Specialist are well known for the never-ceasing barrage of bolts they can launch at their enemies, seemingly never having to reload. Reloading a hand crossbow no longer provokes an attack of opportunity. Furthermore, while dual-wielding hand crossbows, a Crossbow Specialist still enjoys the full benefits of the Rapid Reload feat.
(shamelessly stolen)


Pick Your Targets: Starting at level 12, the Crossbow Specialist adds its DEX modifier to damage with crossbows.


Duelist Abilitys:


Two Weapon Fighting: At level 1, the Duelist gains the Two-Weapon Fighting feat.At level 6 the Duelist gets the Improved Two-Weapon Fighting feat. At level 11 a Duelist gets the Greater Two-Weapon Fighting feat.


Duelists Dance: Starting at level 2, a Duelist gains a bonus +1 dodge bonus to ac as long as they move 10' in the round. This bonus improves by one every 3 levels after, capping at +7 at level 20.


Duelists Flurry: Starting at level 4, a Duelist may fire with a flurry of shots at the expense of accuracy, as a monk. When doing so, the Duelist may make one extra attack in a round at its highest base attack bonus, but this attack takes a -1 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the Duelist might make before its next action. When the Duelist reaches 9th level the penalty to hit disappears. The Duelist must use a full attack action to fire a flurry of shots. At level 11 the duelist gains another attack at its full Base Attack Bonus.


Fast Move: Starting at level 6, a Duelist gains a competence bonus to its land speed of +10'. This bonus increases by an additional 10 levels 12 and 18.


Dual Perfection Starting at level 16, a Duelist lowers the penalty to attack dual wielding crossbows by 2. Stacks with Two Weapon Fighting


Sniper Abilitys:


Snipers Aim: Starting at level 1, the Sniper gains Sneak Attack as a rogue against flat footed opponents, opponent must be within 3rd range increment.


Snipers Pose: Starting at 2 level, the Sniper may lay prone to gain a +1 competence bonus to attack. This bonus increases by 1 every 3 levels after, capping at +7 at level 20.


Eagles Eye: Stating at level 4, a Sniper increases the range increment of whatever crossbow he is wielding by 10' gets a +2 competence bonus to spot. This bonus increases another 10' and 2 at levels 10, 15 and 20.


Setup: Starting at level 6, a Sniper may choose to lose one shot to make an opponent flat footed for a round. May only be used once per round.


Head Shot Starting at level 16, a Sniper increases its critical multiplier and threat range by one when wielding a crossbow.

Sam Panda
2008-01-25, 01:38 AM
Classes cont.

Knight In Shining Armor (by Sam Panda and ronnyfire)

Knights in Shining Armor are able to take a big beating, and scare their enemies into submission.

Skills: 2 + intelligence modifier x 4
Intimidate, Jump, Swim, Climb, Tumble, Ride, Balance, Handle Animal, Bluff, Diplomacy, Gather Information.
D10 Hit Die

Knight In Shining Armor
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Inspire Courage, Battle Cry

2nd|
+1|
+3|
+0|
+3|Intimidate

3rd|
+2|
+3|
+1|
+3|

4th|
+3|
+4|
+1|
+4|

5th|
+3|
+4|
+1|
+4|Armor Mastery

6th|
+4|
+5|
+2|
+5|

7th|
+5|
+5|
+2|
+5|

8th|
+6/+1|
+6|
+2|
+6|Block

9th|
+6/+1|
+6|
+3|
+6|

10th|
+7/+2|
+7|
+3|
+7|

11th|
+8/+3|
+7|
+3|
+7|Terrifying Blow

12th|
+9/+4|
+8|
+4|
+8|

13th|
+9/+4|
+8|
+4|
+8|

14th|
+10/+5|
+9|
+4|
+9|Battlefield Master

15th|
+11/+6/+1|
+9|
+5|
+9|

16th|
+12/+7/+2|
+10|
+5|
+10|

17th|
+12/+7/+2|
+10|
+5|
+10|Intercept

18th|
+13+8/+3|
+11|
+6|
+11|

19th|
+14/+19/+4|
+11|
+6|
+11|

20th|
+15/+10/+5|
+12|
+6|
+12|Shield Wall[/table]

Knights in Shining Armor are based off of the storybook knight, a charismatic and powerful warrior wearing shining armor, who goes off to rescue princesses from dragons, plus a bit of intimidation added to the mix.

Weapon and Armor Proficiencies:
A Warrior is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields)

Inspire Courage:
Gained at: 1st level.
At will, the Warrior can inspire courage into his allies. All allies within close range gain a morale bonus to saves against fear equal to your Charisma modifier. Lasts a number of rounds equal to 2 times your charisma modifier. Usable once per encounter. This is permanently active on the Warrior.

Battle Cry:
Gained at: 1st level.
The Warrior lets loose a terrifying battle cry, causing all enemies within close range take a morale penalty to saves against fear equal to your Charisma modifier. Lasts a number of rounds equal to 2 times your charisma modifier. Usable once per encounter.

Intimidate:
Gained at: 2nd level.
When you intimidate someone or demoralize them to the point they are shaken, they instead become frightened, and if you intimidate or demoralize anyone to the point they are frightened, they are instead panicked.

Armor Mastery:
Gained at: 5th level.
You ignore all move speed penalties caused by armor.

Block:
Gained at: 8th level.
As a standard action, the Warrior can block with his shield, causing him to double his Shield bonus to AC for that round, and using the shield as total cover (50% miss chance) if he is using a tower shield.

Terrifying Blow:
Gained at: 11th level.
When you deal enough damage that your total damage dealt (before damage reduction) is equal to or greater than the target's maximum hitpoints, (or if you deal Massive damage) you may attempt to Demoralize every enemy within close range who saw or heard the attack. Roll the intimidate checks separately for each enemy, with a +1 bonus for each point of damage you dealt above the target's maximum hitpoints, and an additional +5 bonus if you completely killed the target in the attack.

Battlefield Master:
Gained at: 14th level.
You control the battlefield in all fights, giving you a +1 bonus to AC for 1 round every time you are attacked (this stacks to a maximum of 10), and allowing you to Demoralize an opponent within Close Range as a swift action at -2 penalty, or as a move action at +2 bonus.

Intercept:
Gained at: 17th level.
If you have an attack of opportunity available, when an ally is attacked within your base land speed distance, you can immediately make a charge attack to intercept the enemy. You get to make an attack against the enemy with the normal bonuses and penalties for charging, and each point of damage you deal in that attack incurs a -1 penalty to the target's attack roll against your ally. May only be used once per round.

Shield Wall:
Gained at: 20th level.
When you use Tower Shields as total cover (50% miss chance) you also gain a +5 shield bonus to AC and the miss chance increases to 75%.


Necromancer (by ronnyfire and Sam Panda)

The necromancer is a class that specializes in controlling one powerful skeleton.

Skills: 2+int modifier
Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.

d6 Hit Die.

Necromancer
{table=head]Level|BAB|Fort|Ref|Will|Special|Minion points
1st|
0|
0|
0|
2|Minion, Steal soul, Soul ability|15
2nd|
1|
0|
0|
3||20
3rd|
1|
1|
1|
3|Soul ability|25
4th|
2|
1|
1|
4||30
5th|
2|
1|
1|
4|Dead sight, Soul ability|35
6th|
3|
2|
2|
5||40
7th|
3|
2|
2|
5|Soul ability|45
8th|
4|
2|
2|
6||50
9th|
4|
3|
3|
6|Soul ability|55
10th|
5|
3|
3|
7|Sense the departing|60
11th|
5|
3|
3|
7|Soul ability|65
12th|
6|
4|
4|
8||70
13th|
6|
4|
4|
8|Soul ability|75
14th|
7|
4|
4|
9||80
15th|
7|
5|
5|
9|Soul ability|85
16th|
8|
5|
5|
10||90
17th|
8|
5|
5|
10|Soul ability|95
18th|
9|
6|
6|
11||100
19th|
9|
6|
6|
11|Soul ability|105
20th|
10|
6|
6|
12|Reconstruct|110[/table]

The Necromancer focuses on it's skeletal minion and making it as powerful as possible, but it has some abilities of it's own that you should not underestimate.

Minion creation rules:

The Necromancer begins creation with a skeleton of your choice below, and adds effects to the skeleton point for point as listed below.

Starting skeleton body:
{table=head]Starting Skeletons|strength|dexterity|wisdom|charisma
tiny|
6|
14|
10|
10

small|
8|
12|
10|
10

medium|
10|
10|
10|
10

large|
12|
8|
10|
10

huge|
14|
6|
10|
10[/table]

Skeletal enhancements:
{table=head]Effects|Point cost|Description
Strength boost|
1+|Increase strength
Dexterity boost|
1+|Increase dexterity
Wisdom boost|
1+|Increase wisdom
Natural armor|
3+|Increase natural armor
Opposable thumbs|
5|Simple weapon prof.
Long legs|
3+|Increase move speed
Base attack bonus|
1+|Increase BAB(max class level)
Reform|
5|Heal when bludgeoned
Claws|
2|Gain or increase natural attack
Disease|
4|Sicken a clawed enemy
Spell|
1+|Gain a spell 1/day
Scary|
4|Frightful presence[/table]

Strength boost:
Cost: 1+
Effect: Increase the strength of your skeletal minion. Spend 1 point/strength till 20 strength, 2 points/strength till 30, 3 points/strength till 40, etc..

Dexterity boost:
Cost: 1+
Effect: Increase the Dexterity of your skeletal minion. Spend 1 point/Dexterity till 20 dexterity, 2 points/Dexterity till 30, 3 points/Dexterity till 40, etc..

Wisdom boost:
Cost: 1+
Effect: Increase the Wisdom of your skeletal minion. Spend 1 point/Wisdom till 20 wisdom, 2 points/Wisdom till 30, 3 points/Wisdom till 40, etc..

Natural armor:
Cost: 3
Effect: Increase the Natural armor of your skeletal minion. Spend 3 points/Natural armor.

Opposable thumbs:
Cost: 5
Effect: Give your skeletal minion Simple Weapon Prof.

Long legs:
Cost: 3
Effect: Increase the land speed of your skeletal minion by 10ft per 3 points spent.

Base attack bonus:
Cost: 1
Effect: Increase the base attack bonus of your skeletal minion by 1 per point spent, to a maximum of your class level.

Reform:
Cost: 5
Effect: When the skeletal minion is hit by a bludgeoning attack, you may have it restore 1d4 hit points to itself after the damage is dealt.

Skeletal Weaponry:
Cost: 2
Effect: Your skeletal minion gains a natural claw attack with each hand, which deals 1d4+strength modifier damage. For 2 more points, you may gain a natural slam attack, which deals 1d6+strength modifier damage. You choose which natural attack is primary, and which is secondary. Every 2 points spent afterwards increases the size category for damage dice dealt by the natural attacks by 1, or if they can not upgrade any longer it adds 2 damage.

Diseased Claws:
Cost: 4
Effect: You may make your skeleton's claws tainted with a spell-based disease, causing every hit with the natural claw attacks to also cause the target to make a Fortitude save, DC 10 + rank of diseased claws + damage dealt in the claw attack, to avoid being sickened for 4 rounds per rank of Diseased Claws.

Spell-Like Ability:
Cost: 1 + Spell level
Effect: You may give your skeletal minion a spell that has a spell-level less than or equal to half your Necromancer class level, maximum 3rd level spells. The chosen spell becomes a spell-like ability for your skeleton, which it is able to use once per day. You may purchase the same spell multiple times; if you do, it simply increases the number of usages per day by one.

Scary:
Cost: 4
Effect: Give your skeletal minion the Frightful presence ability upon each full attack, save DC being (10 + skeletal minions charisma modifier).

Soul Steal
The Necromancer can steal the souls of the dying!
If you touch someone who is below 0 hp, you may drain the soul of the target, there body dies and you gain a soul. Target gets a will save of 10 + necromancer level + intelligence modifier. Souls are used for Necromancer's Soul ability's. A Necromancer may hold a number of souls equal to double his Necromancer level.

The Necromancer gains a Soul ability every odd level. The Necromancer may take a single soul ability up to 5 times, increasing its effects each time.

Soul Abilities
{table=head]Ability|Soul Cost|Description
Heal|
1|1d6+1per level heal, skeleton only
Strike|
1|1d6+1per level damage spell
Enlarge Skeleton|
2| Increase skeleton size by 1
Fear|
1/3/5|Shaken, Frighten or Panic all nearby opponents[/table]


Heal:
Cost - 1 Soul/Rank
Action - Standard
Range - Close (25 ft. + 5 ft./2 ranks)
Save - N/A

Effect - Throw a soul into undead you control, healing them for ((1d6+2)/ Heal rank) + (1/Necromancer level.)

Strike:
Cost - 1 Soul/Rank
Action - Standard
Range - Medium (100 ft. + 10 ft./rank)
Save - Will Half

Effect - Taint and throw a soul at an opponent. Make a touch attack and deal ((1d6+2)/ Strike rank) + (1/Necromancer level.)

Enlarge Skeleton:
Cost - 2 Souls/Rank
Action - Standard
Range - Touch
Save - N/A
duration - 5 Rounds/Rank

Effect - Channeling the souls within. The Necromancer enlarges any undead it controls by one size category/ rank, increasing its strength by 2/rank as well.

Fear:
Cost - 1/3/5 Soul(s)/Rank
Action - Standard
Range - 30ft + 5ft/Rank (Centered on caster)
Save - Will Negates
duration - 2 Rounds/ rank

Effect - Thrusting a cluster of souls onto the ground, all opponents nearby tremble as the souls disperse. If the Necromancer releases 1 soul/rank all opponents are Shakened, if 3 souls/rank all opponents are Frightened, if 5 souls/rank all opponents are Panicked. Add a +2 to the save DC/rank.

Dead Sight
The Necromancer can instantly tell if anything he is able to see is undead in any way.

Sense the Departing
A Necromancer can sense the souls of the nearly dead without so much as seeing them. The Necromancer can sense any living creature that is below 0 hitpoints within 60 ft.

Reconstruct
The Necromancer may spend an hour to reallocate all the points in his skeletal minion however he wishes.

Specialist Fighter (by Sam Panda and ronnyfire)
Specialist Fighters are simply a variant on Fighters, who gain various abilities of their choice depending on their specialties.

Number of skill points: 2 + int modifier x 4 at 1st level, then 2 + int modifier at each additional level.

Skills: Jump, Swim, Climb, Tumble, Escape Artist, Sense Motive, Balance, Craft, Intimidate
D8 Hit Die.

Specialist Fighter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Weapon Proficiency, General Ability

2nd|
+2|
+0|
+3|
+0|

3rd|
+3|
+1|
+3|
+1|Weapon Proficiency

4th|
+4|
+1|
+4|
+1|

5th|
+5|
+1|
+4|
+1|Weapon Proficiency, General Ability

6th|
+6/+1|
+2|
+5|
+2|

7th|
+7/+2|
+2|
+5|
+2|Weapon Proficiency

8th|
+8/+3|
+2|
+6|
+2|

9th|
+9/+4|
+3|
+6|
+3|Weapon Proficiency

10th|
+10/+5|
+3|
+7|
+3|General Ability

11th|
+11/+6/+1|
+3|
+7|
+3|Weapon Proficiency

12th|
+12/+7/+2|
+4|
+8|
+4|

13th|
+13/+8/+3|
+4|
+8|
+4|Weapon Proficiency

14th|
+14/+9/+4|
+4|
+9|
+4|

15th|
+15/+10/+5|
+5|
+9|
+5|Weapon Proficiency, General Ability

16th|
+16/+11/+6/+1|
+5|
+10|
+5|

17th|
+17/+12/+7/+2|
+5|
+10|
+5|Weapon Proficiency

18th|
+18+13/+8/+3|
+6|
+11|
+6|

19th|
+19/+14/+9/+4|
+6|
+11|
+6|Weapon Proficiency

20th|
+20/+15/+10/+5|
+6|
+12|
+6|General Ability[/table]

Weapon and Armor Proficiencies
A Fighter is proficient with all simple and martial weapons and with medium and light armor and shields.

Weapon Proficiency
Choose a simple, martial, natural or exotic weapon type, or unarmed strike. You are proficient with that weapon, and you gain a +1 bonus to attack and damage with it. If you choose Weapon Proficiency with unarmed strikes, it gives you the monk ability Unarmed Strike. It also causes your unarmed damage to be the same as a monk of equal level. If you choose Weapon Proficiency with a natural weapon, you gain the Improved Natural Attack feat with that natural weapon. You ignore the base attack bonus prerequisite when gaining this feat. You may instead choose to specialize in a weapon type you have already selected with this ability, rather than becoming proficient with a new weapon type. If you select this option, it gives you an additional +1 bonus to attack and damage with that weapon type.

Every time you gain this feature, choose an ability that is either a General Ability or an ability from the same category as the proficiency chosen (including getting the same weapon type multiple times) (ex. a Sword proficiency could give you general abilities or Melee Weapon abilities)

Abilities
As stated previously, you gain an ability of your choice every time you select a weapon with Weapon Proficiency.

In addition to those abilities, at levels 1, 5, 10, 15, 20, you also gain a bonus General ability of your choice.

General Abilities:

Dodge
If you have the dodge feat, and your dodge target attacks you, you may make a reflex save (DC = the target's attack roll) and if you succeed, you add a +1 dodge bonus to your AC for each point that you succeeded by, this AC bonus goes away after the attack. You can dodge a number of times per round equal to your base attack bonus divided by 5 + 1.
If you are preparing a disarm, and you succeed on the reflex save to dodge an attack, you gain a bonus to the disarm attack roll for that attack equal to the dodge bonus granted by the success of this ability's reflex save. You may only dodge if you take a swift action on your turn to prepare. You gain a +1 bonus to the reflex save to dodge an attack for every two levels in the Fighter class you have.
Improved Dodge
Prereqs: Dodge ability.
If you do not have the dodge feat already, you gain it when you gain Improved Dodge. Once per round per 5 points of base attack bonus you have + 1, you can change your dodge target as an immediate action.

Tumble
Prereqs: Tumble 4 ranks.
Grants a +1 bonus to the Tumble skill per level of Specialist Fighter, maximum 10.

Freerunning
Prereqs: Climb 4 ranks.
You may move at your base land speed on vertical surfaces, as long as you begin and end on a horizontal surface.

Combat Master
Choose a feat from the fighter bonus feat or monk bonus feat list. You gain that feat, as long as you meet it's prerequisites. May be gained multiple times.
You may also use this to gain Evasion or Uncanny Dodge, and if you already have those, you may choose to upgrade Evasion or Uncanny Dodge into Improved Evasion or Improved Uncanny Dodge.
You must have at least 2 levels in Specialist Fighter to gain Evasion or Uncanny Dodge, and 6 levels to gain Improved Uncanny Dodge, and 9 levels to gain Improved Evasion.

Melee Weapon Abilities:

Counter
If you are attacked by someone, you may make a reflex save or attack roll, whichever is higher (DC = the target's attack roll) and if you succeed, you get to make an attack of opportunity against the attacker. You can counter a number of times equal to your base attack bonus divided by 5 + 1 before you stop preparing. You may only counter if you take a standard action on your turn to prepare. If you prepare a counter, preparing a Dodge for that round becomes a free action.
Improved Counter
Prereqs: Counter ability.
Whenever you fight defensively, take the total defense action, or use Combat Expertise (minimum 3/4ths of your base attack bonus used), preparing a Counter for that turn becomes a swift action.

Disarm
If you are attacked by someone, you may make an attack roll (DC = the target's attack roll) and if you succeed, you get to make a disarm attack against them. The disarm attack does not provoke attacks of opportunity. Each point you succeeded by on the attack roll reduces the DC for a counter against that attack by 1. You may only disarm if you take a move action on your turn to prepare.

Sunder
When you attack, you may choose to make any number of your attacks Sunders, which means they take a -2 penalty to attack and damage, but the damage they deal in a sunder attack reduces the target's armor or shield bonuses to AC by an amount equal to the damage dealt untill the beginning of their next turn.

Retaliation
You may, as a free action, begin Retaliation. Retaliation gives you a -4 penalty to AC, and a -2 penalty to attack, but allows you to make an attack of opportunity against anyone who attacks you. Lasts until cancelled.

Ranged Weapon Abilities:

Pin The Foot
When making an attack, you may replace one of your shots with this attack, in which case you take a -4 penalty to hit. If you do hit, the target is pinned and unable to move, unless they spend a move action to remove this. While pinned, they lose their dexterity bonus to AC.

Arc Shot
You may use this a number of times per attack equal to your bonus to hit. Grants a -1 penalty to hit, but increases the range increment on your ranged weapon by 10 ft for that attack. Every 5 levels increases the range increment by an additional 5.

Piercing Shot
You ignore up to (1 + 1 per 5 points of base attack bonus) of the target's shield bonus, armor bonus, or natural armor to AC (distribute this however you please among the target's shield, armor, and natural armor bonuses) on all ranged attacks.
Improved Piercing Shot
Prereqs: Piercing Shot
You ignore all shield bonuses, armor bonuses, or natural armor bonuses to AC on all ranged attacks.

Pick your Targets
You add your dexterity modifier instead of any other modifiers to damage with all ranged attacks.

Unarmed Abilities:

Counter
If you are attacked by someone, you may make a reflex save or attack roll, whichever is higher (DC = the target's attack roll) and if you succeed, you get to make an attack of opportunity against the attacker. You can counter a number of times equal to your base attack bonus divided by 5 + 1 before you stop preparing. You may only counter if you take a standard action on your turn to prepare. If you prepare a counter, preparing a Dodge for that round becomes a free action.
Improved Counter
Prereqs: Counter ability.
Whenever you fight defensively, take the total defense action, or use Combat Expertise (minimum 3/4ths of your base attack bonus used), preparing a Counter for that turn becomes a swift action.

Disarm
If you are attacked by someone, you may make an attack roll (DC = the target's attack roll) and if you succeed, you get to make a disarm attack against them. The disarm attack does not provoke attacks of opportunity. Each point you succeeded by on the attack roll reduces the DC for a counter against that attack by 1. You may only disarm if you take a move action on your turn to prepare.

Flurry of Blows
You gain the Monk ability, Flurry of Blows. Your flurry of blows penalty is affected by class level and is exactly the same as the Monk's ability. This includes Greater Flurry at level 11.

Powerful Strikes
Increases the die size for damage dealt by your unarmed strikes by 1. May be gained multiple times.

Sam Panda
2008-01-25, 01:39 AM
Classes cont. and prestige classes.

Bonemage (by Sam Panda and ronnyfire)


Prerequisites:
Base will save +5.
Ability to control undead. (via spell, class feature, feat, etc)
Spellcraft 9 ranks.

Bonemages specialize in raising the dead in mass armies to take out their foes.

Skills: 2+int modifier
Concentration, Craft, Decipher Script, Knowledge, Profession, and Spellcraft.

d6 Hit Die.

Bonemage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2| Animate Dead, Necromancy

2nd|
+1|
+0|
+0|
+3|Necromancy

3rd|
+1|
+1|
+1|
+3|Necromancy

4th|
+2|
+1|
+1|
+4|Necromancy

5th|
+2|
+1|
+1|
+4|Necromancy

6th|
+3|
+2|
+2|
+5|Necromancy

7th|
+3|
+2|
+2|
+5|Necromancy

8th|
+4|
+2|
+2|
+6|Necromancy

9th|
+4|
+3|
+3|
+6|Necromancy

10th|
+5|
+3|
+3|
+7|Necromancy, Necromastery[/table]

Bonemages are masters of the necromantic arts, and use their powers to animate skeletons to serve them

Weapon and Armor Proficiencies
The Bonemage gains no new proficiencies.

Spells
The Bonemage gains spells from the Bonemage spell list. The Bonemage spell list contains all spells from the Necromancy school. The Bonemage knows all spells in the Bonemage spell list.

The Bonemage progresses spellcasting as its previous spellcasting class. If the previous class did not cast spells, then progress as a wizard starting at 1st level.

Animate Dead
Gained at: 1st level.
The Bonemage gains Animate Dead as a spell-like ability 1/day per level of Bonemage.
He may only animate skeletons with this ability.

Necromancy
Gained at: every level.
Choose one spell from the Bonemage spell list, or the Animate Dead spell-like ability. You gain +1 effective caster level with that spell. This feature may be applied to the same ability multiple times, and it's effects stack.

Necromastery
Gained at: 10th level.
You gain +1 effective caster level with all Bonemage spells and with the Animate Dead spell-like ability..

Sam Panda
2008-01-25, 01:41 AM
Gadgetmaster (by Sam Panda)
Gadgetmasters specialize in creating technological devices.

Number of skill points: 8 + int modifier x 4 at 1st level, then 8 + int modifier at each additional level.

Skills: Appraise, Craft (mechanical) (trapmaking) (alchemy), Decipher Script, Disable Device, Forgery, Knowledge (arcana) (architecture and engineering), Open Lock, Search, Spellcraft, Use Magic Device, Use Rope, Ride.
D6 Hit Die.

Gadgetmaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Craft Gadget, Gadget Golem, 0-lvl and 1st level tech

2nd|
+1|
+0|
+3|
+0|

3rd|
+1|
+1|
+3|
+1|2nd level tech

4th|
+2|
+1|
+4|
+1|

5th|
+2|
+1|
+4|
+1|3rd level tech

6th|
+3|
+2|
+5|
+2|

7th|
+3|
+2|
+5|
+2|4th level tech

8th|
+4|
+2|
+6|
+2|

9th|
+4|
+3|
+6|
+3|5th level tech

10th|
+5|
+3|
+7|
+3|

11th|
+5|
+3|
+7|
+3|6th level tech

12th|
+6/+1|
+4|
+8|
+4|

13th|
+6/+1|
+4|
+8|
+4|7th level tech

14th|
+7/+2|
+4|
+9|
+4|

15th|
+7/+2|
+5|
+9|
+5|8th level tech

16th|
+8/+3|
+5|
+10|
+5|

17th|
+8/+3|
+5|
+10|
+5|9th level tech

18th|
+9/+4|
+6|
+11|
+6|

19th|
+9/+4|
+6|
+11|
+6|

20th|
+10/+5|
+6|
+12|
+6|Efficient Crafting[/table]

The Gadgetmaster is a class based on combining magic and technology to create powerful gadgets, such as a pistol which shoots spells, a magic detector, an anti-magic field generator, etc. Gadgetmasters need primarily Int, as it governs most of their abilities and skills, and Dex secondarily.


Features:




Gadget Golem:
lvl 1

| Level | Cost | DC |
| 1 | 20 gp | 15 |
| 2 | 60 gp | 17 |
| 3 | 150 gp | 19 |
| 4 | 275 gp | 22 |
| 5 | 450 gp | 25 |
| 6 | 650 gp | 28 |
| 7 | 900 gp | 32 |
| 8 | 1350 gp | 36 |
| 9 | 2000 gp | 41 |


Craft Gadget:
lvl 1
Create a gadget using gold for raw materials, gold for equipment to create stuff, certain items, and time.


Program Gadgetry:
lvl 2
You can do a craft check to program a mechanism to trigger another mechanism upon a certain condition. There are several options for conditions:

- On Activation. As long as the trigger source mechanism is activated, the trigger target mechanism is also activated. As long as the source is deactivated, the target is deactivated.

You can remove a trigger by doing the same craft check to remove it. Mechanisms can only stay connected to another mechanism if it is within 5 ft of it, unless an extension is used. For this reason, it is best to keep mechanisms within the attachments of a single gadget, so they are never seperated.


Efficient Crafting:
lvl 20
??



---------------------------

Craft checks:
Failure of a Craft check to upgrade or craft a gadget causes the upgrade or craft to lose all crafting progress, and also causes any raw materials used in the making to be wasted. Spellfocus crystals, equipment, and other such items are not wasted from a failed craft check.

Failure of a Spellcraft check to upgrade or craft a magical gadget causes the upgrade to lose all spellcraft progress, and also causes any spellfocus crystals used in the making to be wasted.

Each point on a Craft check above the DC reduces the time it takes to craft or upgrade that item by 1/20th of the base time, so to craft or upgrade a gadget instantly (minimum of a full-round action) you must beat the Craft DC of the item by at least 20 points. Likewise, each point on a Spellcraft check above the DC reduces the time it takes to program or reprogram the spellfocus crystal by 1/20th. Even beating the Spellcraft DC of a gadget by at least 20 points, it takes a full-round action to program or reprogram, in addition to any time spent crafting or upgrading the gadget.



-----------------------------
Gadgets:


0-level:

Flashlight
Device (Size 1-4)
Level: Gadgetmaster 0, Tech-Fighter 0.
Components: 4 gp raw materials.
Crafting: 20 minute crafting time, DC 13 Craft (Mechanical) check.
Target: Any device with an open attachment slot.
Activation: Swift action. Swift action to deactivate.

A flashlight uses up 1 charge every 10 minutes that it is active, and while active it projects a 15 ft cone of light in the direction it is facing. As a swift action, you may switch it to generate a 30 ft line of light rather than a cone, and from there you can switch it back as a swift action once more. The flashlight has a capacity of 30 charges.

Upgrade
Increasing the tech-level of a Flashlight takes 10 minutes of crafting time, and a craft (mechanical) check.
Additionally, increasing the tech-level of a Flashlight requires raw materials worth a certain amount of gp, as noted on the table below.

| Level | Upgrade Cost | Upgrade DC | Range |
| 1 | 8 gp | 17 | 30 ft / 60 ft |
| 2 | 30 gp | 19 | 45 ft / 90 ft |
| 3 | 75 gp | 21 | 60 ft / 120 ft |
| 4 | 150 gp | 23 | 75 ft / 150 ft |
| 5 | 300 gp | 25 | 90 ft / 180 ft |

The size and level of a Flashlight determines the range of the light.
-----------------------------------
1st level:


Solar Battery
Battery [Solar] (Size 0-5)
Level: Gadgetmaster 1, Tech-Fighter 1.
Components: 8 gp raw materials.
Crafting: 1 hour crafting time, DC 15 Craft (Mechanical) check.
Target: Any device with an open battery slot that uses charges to power its effects.

Attach a Solar Battery to any device that uses charges and has an open battery slot to cause that device to recharge 1 charge every 20 minutes in natural sunlight.

Upgrade
Increasing the tech-level of a Solar Battery takes 20 minutes of crafting time, and a craft (mechanical) check.
Additionally, increasing the tech-level of a Solar Battery requires raw materials worth a certain amount of gp, as noted on the table below.

| Level | Upgrade Cost | Upgrade DC | Recharge |
| 2 | 45 gp | 16 | 2 |
| 3 | 125 gp | 18 | 3 |
| 4 | 225 gp | 21 | 4 |
| 5 | 375 gp | 24 | 5 |
| 6 | 550 gp | 27 | 6 |

The size and level of a Solar Battery determines how many charges it generates per 20 minutes in the sunlight.

--------------------------------------
Magic Detector
Device [Arcane] (Size 2-4)
Level: Gadgetmaster 1, Tech-Fighter 1.
Components: 10 gp raw materials, arcane spellfocus crystal worth 12 gp.
Crafting: 1 hour crafting time, 1 hour programming time, DC 17 Craft (Mechanical) check, plus DC 17 Spellcraft check.
Activation: Swift action to toggle as long as it is drawn.

Magic Detectors, when activated, expend 1 charge, and expend an additional charge every minute that they stay activated. They have a capacity of 60 charges.
While active, they sweep the 30-ft cone in front of them with invisible beams. Any magical aura in the 30-ft cone is detected by these beams.

1st Round
The outline of the aura starts to be formed by the beams, which become partially visible.

2nd Round
The outline of the aura is fully formed by the now completely visible beams.

3rd Round
The beams change color, depending on the school of magic the aura is; dark blue for abjuration, orange for conjuration, white for divination, purple for enchantment, red for evocation, grey for illusion, black for necromancy, and light blue for transmutation. The color of the beams also takes on a golden tint if the magical aura is divine rather than arcane.

The beams stay pointed at the source until either it leaves the range, or you deactivate the device. There is no limit to the number of magical auras detectable at one time by this.
If the magical aura is too large or strays outside of the range of the magic detector, the beams, instead of forming the outline of the aura, sweep all areas of the aura that are in range.

Upgrade
Increasing the tech-level of a Magic Detector takes 30 minutes of crafting time, 30 minutes of reprogramming time, with a craft (mechanical) and a spellcraft check, respectively.
Additionally, increasing the tech-level of a Magic Detector requires raw materials worth a certain amount of gp, as noted on the table below.

| Level | Upgrade Cost | Upgrade DC | Range |
| 2 | 60 gp | 17 | 45 ft |
| 3 | 150 gp | 19 | 60 ft |
| 4 | 275 gp | 22 | 75 ft |
| 5 | 450 gp | 25 | 90 ft |
| 6 | 650 gp | 28 | 105 ft |
| 7 | 900 gp | 32 | 120 ft |
| 8 | 1350 gp | 36 | 135 ft |
| 9 | 2000 gp | 41 | 150 ft |

The size and level of a Magic Detector determines it's range.
The level of a Magic Detector determines it's definition.

--------------------------------------
Tool Frame
Frame (Size 2-4)
Level: Gadgetmaster 1, Tech-Fighter 1.
Components: 10 gp raw materials,.
Crafting: 1 hour crafting time, DC 17 Craft (Mechanical) check.

The tool frame is wielded in one hand, is usable as an improvised melee weapon, and grants a +2 bonus to any skill checks made using a device attached to the frame.