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  1. - Top - End - #1
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Omnibus' Workshop [Homebrew Compendium]

    Everything here is free for PEACHing (whether in private or in-thread) or for use in active campaigns. For the sake of bookkeeping, a record of the posted classes will be kept in this original post for quick reference.

    Barbarian Rework - Emphasis on survivability and rage utility included [FINISHED]
    Bard Rework - More bardic performances, better skill versatility [FINISHED]
    Fighter Rework - A variable take on the class, with actual features and a scaling class specialization system [FINISHED]
    Forsaker Base Class - A warrior class that trades an inability to use magic to become every spellcaster's worst nightmare [FINISHED]
    Monk Rework - Doing all the things it should have done, and doing them better [FINISHED]
    Paladin Rework - Scourge of evil, beacon of goodness, and provider of healing and buffs for parties of virtually any stripe [FINISHED]
    The Warlord - A field commander as capable on the front line as he is commanding his allies [FINISHED]

    Dragon Age Inspiration Cluster -

    The Battlemaster - A warrior who focuses on leading squads and countering enemy tactics [Warlord-compatible] [FINISHED]
    The Blood Mage - A mage who deals damage to himself in order to deal far more to his foes [FINISHED]
    The Deathbringer - A master of fear and two-handed weaponry [FINISHED]
    The Gravity Mage - A spellcaster with battlefield control spells that deal falling damage and disable multiple opponents at once [Psionics-compatible] [FINISHED]
    The Reaver - The physical version of the blood mage, who grows stronger with less hit points [Psionics-compatible] [FINISHED]
    The Saboteur - An expert combatant with a variety of explosive gadgets [FINISHED]
    The Scoundrel - A leader, a sneaker, and a debuffer all in one package [Warlord-compatible] [FINISHED]
    The Specialist - A master of the variable combat styles who can adapt to any confrontation [FINISHED]
    The Shield Warden - Using shields as an offense and a defense [Tome of Battle-compatible] [FINISHED]
    The Trickshot - A master of ranged weaponry for various purposes [FINISHED]
    The Twin Fang - An apology regarding and fix to two-weapon fighting in the form of a prestige class [Tome of Battle-compatible] [FINISHED]

    Historical Pantheon Inspiration Cluster -

    The Acolyte of the Celestial Twins - Hunter/storyteller that can choose what powers to gain from their deity [FINISHED]
    The Avatar of Death - A master of the dead and living alike [FINISHED]
    The Avatar of Wrath - A leader and warrior that can encase themselves in a powerful combat avatar [Warlord-compatible] [FINISHED]
    The Coastbound Disciple - A devotee of the ocean who uses water and earth to destroy foes [FINISHED]
    The Disciple of Ascendancy - Empowering humanity to its full potential [FINISHED]
    The Discordant Savant - A class that operates on magic and cartoon physics [FINISHED]
    The Shadowed Deceiver - An illusion-focused spellcaster with a great deal more hardiness than its fellows [FINISHED]
    The Snake Hunter of Ma'at - Gains stealth and agility benefits from their catlike nature [Incarnum-compatible] [FINISHED]
    The Warsworn Tactician - Assess the battlefield and use it to your advantage [Warlord-compatible] [FINISHED]

    Core Cluster -

    The Adventurer - More skills than you can shake a lockpick at [FINISHED]
    The Ambusher - Craft traps to destroy your enemies unseen with ease [FINISHED]
    The Arcane Warrior - A rebuild of Eldritch Knight that actually has class features [Produced by Everynone] [FINISHED]
    The Argent Adept - Undisputed mastery of force magic in all its wonderful applications [FINISHED]
    The Bladecaster - A combat mage with a unique weapon and accompanying fighting style [Psionics-compatible] [FINISHED]
    The Bladesinger - A rework of the original that is more focused on singing and less focused on racism [FINISHED]
    The Chronomancer - Manipulate time and turn the action economy in your favor [Psionics-compatible] [FINISHED]
    The Confessor - A devoted ally and priest with the ability to turn foes to her cause with a touch [FINISHED]
    The Contingency Mage - A spellcaster focused on preparatory work, even at a moment's notice [FINISHED]
    The Draconic Exarch (Post 1) (Post 2) - Tap into the ancient powers of the true dragons [Psionics-compatible] [FINISHED]
    The Elemental Subjugator - A class that redefines the power levels of a blaster mage [FINISHED]
    The Equalizer - Bring the mightiest foes in existence down to your level [Forsaker-compatible] [FINISHED]
    The Feralan - A combination of the classes who call the wilderness their home [FINISHED]
    The Golden Valkyrie - A psionic mounted archer with a penchant for telekinesis, who can sense and guide the dying [Psionics-compatible] [FINISHED]
    The Guardian - A staunch defender who puts themselves in the path of danger to keep their allies safe [FINISHED]
    The Illuminator - A unique, variable prestige class that allows you to light up any room
    The Justifier - A dangerous warrior bound to several oaths that, while restrictive, empower them with unmatched resolve [FINISHED]
    The Mind Reaper - Force your insanity upon others [Psionics-compatible] [FINISHED]
    The Mord Sith - A powerful and wicked infiltrator skilled in the art of pain [FINISHED]
    The Practitioner of the Crimson Claw - A monk prestige class that specializes in melee combat and evisceration [FINISHED]
    The Practitioner of the Tranquil Mind - Martial arts, magic, and oneness with the universe [FINISHED]
    The Practitioner of the Unlimited Will - Shed your mortal form and become a perfect being [Psionics-compatible] [FINISHED]
    The Practitioner of the Warded Stance - Call your attacks and annihilate your enemies in the process [Tome of Battle-compatible, FINISHED]
    The Sanctified Prophet - A powerful, faithful prestige class made by clerics, for clerics
    The Songshaper - Use the power of sound to form constructs of pure sonic energy [FINISHED]
    The Spellweaver - A class dedicated to creating custom spells [FINISHED]
    The Strider - Open portals and cross any boundary with ease
    The Survivor - Augment yourself with the will and the means to weather any storm [FINISHED]
    The Weave Mage - Weave a web of magic to bolster your allies or crush your enemies [FINISHED]


    Circular Cluster (Kelvin360's Works) -

    The Sentinel of the Shattered Rune - The defensive variant of a gish who can lock down enemies as well as he can resist their advances [FINISHED]
    The Shadestalker of the Shattered Rune - A stealthy infiltrator who can disarm magic and disrupt spellcasters sight unseen [Psionics-compatible] [FINISHED]
    The Spellbinder of the Shattered Rune - An abjurer prestige class that can render entire spellbooks obsolete simply by counterspelling and dispelling to an exceptional degree [FINISHED]
    The Templar of the Shattered Rune - A warrior who can dispel and disrupt spellcasters as easily as he breathes [FINISHED]
    The Thunderguard - Reach for the sky and master your domain [FINISHED]


    ===

    Re: The artist formerly known as 'Scout'. There used to be a Scout fix here, but after reflection, I elected to remove it. If you want a Scout fix, use this one, as it's simply better than anything we came up with. HOWEVER. If you intend to use it as a part of our Homebrew set, I highly recommend adding our Favored Terrain variant below to its class features. This will allow it to qualify for certain prestige classes and abilities.

    Spoiler: Favored Terrain & Hunter ACFs
    Show
    Alternate Scout Class Feature: Favored Terrain
    While all scouts excel at moving quickly into position, some are also experienced in making the underbrush work as well for them as for their ranger counterparts.
    Class: Scout
    Level: 3rd, 6th, 9th, 12th, 15th, 18th
    Replaces: If you select this class feature, your bonus to Fast Movement is halved for that level.
    Benefit: You may select a type of terrain from the types listed below. You gain a +2 bonus on Initiative checks and Spot, Listen, Hide, Move Silently, Climb, Jump, Swim, and Survival skill checks when in this terrain, and all Knowledge skill checks pertaining to this terrain (you may use these Knowledge skill checks as if they were trained). Every additional time this ACF is selected, you may select an additional Favored Terrain or increase your bonus from a previous terrain by +2. If a specific terrain falls into more than one category of Favored Terrain, the bonuses do not stack; simply use whichever bonus is higher.

    Types of Terrains: Forest, Jungle, Mountains, Marsh, Hills, Plains, Desert, Arctic, Aquatic, Underground, Urban, Planar.

    Note: If the scout chooses the Planar option for a Favored Terrain, they add Knowledge (the planes) to their class skills. Similarly, if the scout chooses Urban as a Favored Terrain, they gain Knowledge (local) as a class skill.


    As an Alternate Class Feature, a Druid may give up some of their Wild Shape ability in exchange for the same Favored Terrain progression; one per-day use for a favored terrain or a favored terrain bonus.


    Alternate Ranger Class Feature: Hunter
    While some rangers take comfort in using the same types of weaponry day after day, others are more focused in silently killing their quarry with whatever they have on hand. As such, their methods are more suited to universal styles, but require more preparation.
    Class: Ranger
    Level: 2nd, 6th, 10th, 14th, 18th
    Replaces: If you select this class feature, you do not gain the bonus feat provided by Combat Style for that level.
    Benefit: You gain access to Sneak Attack, as per the rogue ability. It functions exactly as sneak attack does, and qualifies as that feature for the purposes of feats, prestige classes, spells and so forth. The ranger gains sneak attack +1d6 at 2nd level if he abdicates a Combat Style feat, and the damage increases only if he abdicates more. His sneak attack damage increases by 1d6 if he abdicates his Combat Style feat at 6th level, and by 2d6 at levels 10, 14, and 18, if he also abdicates those bonus feats, for a maximum total of sneak attack +8d6 by level 18.


    This is the link to the feats we changed directly from core.

    This is the link to our more original feat selection.

    A special shout-out to Grod the Giant, whose Giants and Graveyards system was an inspiration to several changes we made, and whose overhauls to 3.5 as a system should not be overlooked.


    Spoiler: Changelog
    Show
    5/5/14 - Updated the Scout's Fast Movement to better synch with Skirmish and overhauled both the Specialist's Power feature and Opportunistic Flurry.
    5/9/14 - Updated Saboteur to allow for the progression of the Alchemist and Artificer base classes.
    5/14/14 - Revamp of Gravity Mage, with help from Tempestfury, tying the abilities to spell slots and improving class features as a whole.
    5/16/14 - Added a clause to Avatar of Death that allows retroactive application of the new Hit Die.
    5/22/14 - Improved the intermediate Elemental Enhancement feats and gave Discordant Savant a variant of Ranged Legerdemain.
    5/23/14 - Vastly improved the Forsaker and reworded Bladecaster's capstone. Also upgraded the Confessor's Touch.
    5/24/14 - Removed our version of Scout and made various alterations to all classes.
    5/26/14 - Added a new Paladin feat to the Feats list.
    5/27/14 - More feats were added to the Feats list, this time for the purpose of swapping class skills in and out.
    5/31/14 - I updated Paladin so that Spirits actually have stated levels, and gave both Disciple prestige classes spellcasting progression.
    6/1/14 - Vast improvements to Feralan, courtesy of ben-zayb, such that it's almost unrecognizable from the mess it once was.
    6/11/14 - I made some alterations to the miscellaneous feats and changed Avenger's prerequisites so that spirit shamans and clerics with the Plant domain can qualify. Also updated Arcane Warrior's crediting, since even WE forgot who actually made the thing originally.
    6/13/14 - I changed the name of the samurai to the Oathsworn to avoid confusion between it and actual samurai classes.
    6/20/14 - I gave the Adventurer a facelift and some interesting new abilities. I also gave the Eye of Horus some love with a brand new main mechanic, made the Tactician of Athena far less obviously cheesy, and gave the Mord Sith some special abilities suited to an agent of hate.
    6/21/14 - Dread Fang has lost its 'dread' abilities and is now simply the Twin Fang. It was also relocated to the Dragon Age cluster. Vanguard received a revamp and is now a fearsome and singularly deadly warrior called the Deathbringer.
    6/22/14 - Turned Javelin Mage into a unique (for this thread) prestige class that advances Warlocks.
    6/23/14 - Altered some wording issues in Forsaker and removed bard-specific prerequisites from Hymnsinger, so the main qualifying factor was faith and singing. Also, there is a new all-purpose skill feat.
    6/28/14 - Altered one of the Force Adept's capstones and added Force Spell as a metamagic feat to the feats list.
    6/29/14 - Made changes to the Force Adept and Argent Knight, adding uniqueness and power to the former and a brand new battlefield control ability to the latter.
    6/30/14 - Updated Feralan so that members of the Spirit Shaman and Zaydos' Beast Tamer classes could qualify.
    7/1/14 - Added some new trap-based feats and a Ranger ACF.
    7/11/14 - Added Incarnum progression to some classes, ToB progression to others, and topped it off with a new, more variable Battle Skald.
    8/14/14 - Vastly improved the Shield Warden thanks to advice from TheFamiliarRaven
    6/27/15 - Updates to a good chunk of the first page, with more to come, including the addition of tables.
    6/29/15 - Removed the Grimlock as a base class and left its page open so as to move the Avatar of Death there at a later date. Also changed the name of the Disciple of Amaterasu to the Disciple of Ōkami, to note the difference between the actual historical deity and the protagonist the class is actually based off of.
    7/5/15 - Renamed several prestige classes and added a link to the Concentration change.
    7/6/15 - Overhauled the Snake Hunter, Gatekeeper, and Tactician - all are now 10-level prestige classes, and therefore their power is spread out more.
    10/6/15 - Altered the Forsaker such that he cannot use psionics if the world is magic/psionics transparent; I was halfway through overhauling Scalesinger when I realized there was nothing it granted that wasn't covered by Bard, Sorcerer, Dragonfire Adept or Dragon Shaman, especially their respective homebrew fixes, so it's gone now.
    10/24/15 - The Forsaker's capstone is now much more powerful and improves upon his attacks and spell resistance.
    10/27/15 - Battle Skald and Hymnsinger are now feats, in line with the 'Ascetic' and 'Devoted' feat types from Complete Adventurer, to allow bards further multiclassing diversity.
    10/29/15 - Removed links and pages for several prestige classes in preparation for the Next Big Thing.
    10/30/15 - Warsworn Tactician now supports bards, divine minds, paladins and dragon shamans. Bloodforged Reaper has been melded into Specialist as a single combat-variable five-level prestige class. Blood Mage now has more tricks up its sleeve, plus the old favorite of Walking Bomb.
    12/31/15 - Happy New Year; I skipped ahead to rework the Practitioner of the Unlimited Will, making it more in line with the Crouching Tiger, Hidden Dragon-like PrC I originally wanted it to be. Oh yeah, and Bladesinger is updated now, too.
    1/20/15 - Spellweaver has been overhauled, but only slightly. I did my best to make the creation of spells more linear and cleared up some confusing parts. I can't account for every combination, but I actually trust common sense in this case.
    2/25/15 - Confessor has been touched up now.
    3/3/15 - Paladin is back, overhauled, and looking shinier than ever, with all-new class features in addition to the old Pathfinder-ripoff chassis.
    3/4/16 - Ranger is gone, now, as it was essentially Pathfinder, but...uh, no, actually it was JUST Pathfinder. I kept the Hunter ACF for it, though, to give them more damage flexibility. That ACF can now be found above, just under the Scout link. Fighter has also undergone renovations, but I was adamant I stick with the flavor of the original fighter instead of going with off-the-cuff equalizing supernatural abilities like most other fighter fixes or replacements go for.
    4/6/16 - Templar has been updated and a new feature has been added to the Forsaker.
    4/7/16 - Chronomancer's done. OP is updated stating which classes are finished. Twin Fang is also remastered as a quick, easy PrC for those wanting more out of two-weapon fighting.
    4/11/16 - Songshaper, Avatar of Death, Feralan, and Elemental Subjugator have been updated.
    5/24/16 - A typo in the Bard table was fixed, Spellbinder has been added and The Warrior's Way has been removed as a core feature so that it can be integrated uniquely into Justifier.
    6/3/16 - Gatekeeper is gone. Some of its features were moved to Snake Hunter, others will be reserved for Illuminator.
    6/9/16 - Gravity Mage was altered so as to allow psionic characters to qualify if they so desire.
    6/14/16 - Clerics can be Chronomancers. Disciple of Okami sucks less mechanically and has been reshaped into the Disciple of Ascendancy, which fits more closely into the hero mold we first envisioned.
    6/16/16 - Enter the Argent Adept, Mord Sith, and Mind Reaper. Out variation on the Monk has also been ported in, which is heavily based on another fix by T.G. Oskar, who deserves recognition for the majority of the ideas. Go check it out!
    6/18/16 - Golden Valkyrie has returned and she's more stylish than ever.
    9/23/16 - Warded Stance is FINALLY out. Since we're working on updating our feats system, that's been removed from this OP pending changes. I'll try to prioritize feats like Combat Finesse that are required for certain PrCs.
    9/24/16 - Tranquil Mind is updated and Survivor is here at last.
    10/6/16 - Enter feats.
    10/23/16 - Thunderguard has been updated.
    11/25/16 - Happy Thanksgiving. We went through and did a soft overhaul of most prestige class' prerequisites and progressions, making it easier for multiclassed characters or low-cap spellcasters like bards to enter into them, and making more allowances for psions, shadowcasters and divine casters to enter previously arcane-only PrCs. Disciple of Ascendancy is now free of the clunky Okami-brush-styles feature and has a shiny new one.
    12/7/16 - Merry Christmas. Twin Fang is less cripplingly overspecialized now, with 5 more total class levels and brand new, useful class features calling on the Dervish (and the Blade, for those of you who played Baldur's Gate).
    12/19/16 - Ho ho ho! The Draconic Exarch is here in the scale! Its post will be separated into two parts due to length, both of which will be attached to the OP as usual.
    1/16/17 - It's taking much longer for the final DE path to be finished, but it IS still a functional PrC with the three it has. Also updated to the Survivor's CF progression and the Favored Terrain feature is now actually an ACF spread.
    10/9/17 - Redesigned a few components of Bladecaster to limit the sustained use of their abilities over time and made Blade Shards a little less all-powerful. Decreased Roadhog's damage by 60%. Added some better functionality to a few Chronomancer abilities and buffed Confessor's Embrace. Opened the door wide for Paladins to use Turn Undead-based feat shenanigans, gods help us. Weave Mage no longer allows permanent unlimited healing. Shadestalkers can make buffs explode now, that's pretty neat. Spellbinder is even more terrifying now.
    11/1/17 - Paladin has been reworked somewhat, and now has two 'smiting' abilities. Monk was changed, now cribbing design ideas from TWO other fixes - T.G. Oskar's (again) and jiriku's. Go check theirs out!
    11/7/17 - Thunderguard update. You know why.
    11/25/17 - Snake Hunter's abilities are now more...generally useful.
    4/10/18 - Hey you know what was all over the place? Discordant Savant. I mean, that's the idea, but I gave them an overhaul that should make the class more useful while retaining (and even expanding) its core principles. I also took the nerf hammer to a few Illuminator abilities on the principle that they gave a lot of power for a one-level dip.
    Last edited by Overneath; 2018-04-10 at 11:19 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  2. - Top - End - #2
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [PEACH Series]

    The Warlord

    "To me, my friends! The battle ends here!"

    Reminiscent of 4th Edition's own take on the class, the Warlord excels in the center of the battlefield, where they can counter enemy assaults and provide bonuses to allies conducting their own.

    Spoiler: Warlord
    Show
    Alignment: Any

    Hit Die: d8

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Level BAB Fort Ref Will Special Aura Bonus
    1st
    +1
    +2
    +0
    +2
    Warlord Auras (Might, Protection, Intuition, Resilience)
    +2
    2nd
    +2
    +3
    +0
    +3
    Commanding Presence
    +2
    3rd
    +3
    +3
    +1
    +3
    Tactician
    +2
    4th
    +4
    +4
    +1
    +4
    Rally
    +2
    5th
    +5
    +4
    +1
    +4
    Charge! (+15ft)
    +3
    6th
    +6
    +5
    +2
    +5
    Signal
    +3
    7th
    +7
    +5
    +2
    +5
    Aura Improvement (Duration)
    +3
    8th
    +8
    +6
    +2
    +6
    Warlord Auras (Legend)
    +3
    9th
    +9
    +6
    +3
    +6
    Target the Leader
    +3
    10th
    +10
    +7
    +3
    +7
    Charge! (+30ft), Swift Aura
    +4
    11th
    +11
    +7
    +3
    +7
    Improved Rally
    +4
    12th
    +12
    +8
    +4
    +8
    Charismatic Command
    +4
    13th
    +13
    +8
    +4
    +8
    Reliability
    +4
    14th
    +14
    +9
    +4
    +9
    Multifaceted Command, Storm!
    +4
    15th
    +15
    +9
    +5
    +9
    Charge! (+40ft), The White King
    +5
    16th
    +16
    +10
    +5
    +10
    Master Tactician
    +5
    17th
    +17
    +10
    +5
    +10
    Aura Improvement (Range)
    +5
    18th
    +18
    +11
    +6
    +11
    Greater Rally
    +5
    19th
    +19
    +11
    +6
    +11
    On My Mark
    +5
    20th
    +20
    +12
    +6
    +12
    Master and Commander
    +6


    Class Skills

    The warlord’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

    Skill Points: 4 + Int (× 4 at 1st level)


    Class Features

    Weapon and Armor Proficiency: Warlords are proficient with simple and martial weapons, with light, medium, and heavy armor, and light and heavy shields.

    Auras (Ex): A warlord has access to several Auras that he can use to bolster his allies' resolve in various ways. Activating an Aura is a standard action, but maintaining it is a free action so long as the warlord is not unconscious or helpless. At 10th level, activating an aura becomes a swift action. Auras grant allies within the given radius a morale bonus to certain rolls, checks or statistics. However, these bonuses stack with any and all other bonuses that affect the same checks or statistics, including other morale bonuses. Each Aura's bonus is equal to +2 at 1st level. Every 5 levels after 1st, the warlord adds a +1 bonus to every Aura's bonus. The warlord can only maintain a single aura at a time.

    A warlord's Aura, once activated, lasts a number of rounds equal to 3 + his Charisma modifier. He can activate an Aura a number of times per day equal to half his Class Level + his Charisma modifier. Daily uses of Auras are replenished by rest just like any other daily use ability. All uses of Auras are subtracted from the daily total, so switching Auras will not replenish the total amount available. A warlord need not maintain an Aura at all times - he can dismiss whatever Aura he is currently using as a free action. Each Aura affects all allies within 60 feet that can see or hear the warlord, including the warlord himself.

    Aura of Might: Add Aura bonus to attack and damage rolls (including magical attacks, such as spells) made by allies within the area of effect.

    Aura of Protection: Add Aura bonus as a dodge bonus to Armor Class to all allies within the area of effect.

    Aura of Intuition: Add Aura bonus to all allies' Initiative (or increase their standing in the Initiative Order as appropriate) and skill checks made within the area of effect.

    Aura of Resilience: Add Aura bonus as Damage Reduction to physical damage or resistance to all elemental damage (chosen when the Aura is activated) and 1/2 Aura bonus to all saving throws to all allies within the area of effect.

    Aura of Legend (Gained at level 8): Add Aura bonus to one ability score (Strength, etc.), the type of which is chosen at the time of activation, to all allies within the area of effect.

    Commanding Presence (Ex): At 2nd level, the warlord instills a sense of respect, fear, and loyalty towards him in almost everyone he meets, as a result of his impressive figure. He adds his Aura bonus to all Diplomacy, Bluff, Intimidate, and Gather Information checks he makes.

    Tactician (Ex): The warlord is an expert at making the most of allied and enemy positions in combat. At 3rd level, whenever he and an ally are flanking an enemy, both he and the ally double their respective flanking bonuses to their attack rolls, but only so long as the warlord is actively engaging that enemy. If the flanking ally has some special benefit they use as part of flanking an opponent (such as a rogue's Sneak Attack), they use that ability as though they had 2 more levels in the class that grants it.

    At 16th level, both the warlord and any allies flanking with him can overcome any features or abilities possessed by the creature they are flanking which would cause that creature to be immune to flanking attacks, including abilities incurred as a result of flanking. The individual flanker must have a higher Hit Dice than the flanked opponent for this ability to work.

    Spoiler: Example
    Show
    A 16th level warlord is flanking a creature with a 16th level rogue and a 12th level rogue. The creature has Improved Uncanny Dodge and is undead, and has 13 hit dice. The warlord and the first rogue would normally not gain any flanking benefits against a creature with Improved Uncanny Dodge, but because they both have more HD than the creature does, they cancel this feature and gain both their normal flanking benefits (+2 to attack rolls) and the additional bonus granted by Tactician (another +2).

    Because the first rogue has Sneak Attack, which triggers if the rogue is flanking an opponent, they add 2 to their effective rogue level for that purpose. In addition, because they have more HD than the creature, their sneak attack damage penetrates its undead immunity to sneak attacks.

    The second rogue has fewer Hit Dice than the creature, however, and as such cannot overcome its immunity to flanking or sneak attacks.


    Rally (Ex): A number of times per day equal to half his Charisma modifier, a warlord of 4th level or higher can bring disabled allies back in to the fight. The warlord selects one living ally he can see (the ally must also be able to hear him), and that ally then chooses a single spell, effect, or condition affecting them with a duration longer than 1 round. The effect must be detrimental, a creature (or a device that a creature made) must have caused it, and it must have allowed a saving throw. They can then immediately reroll the saving throw that caused the effect with a +2 bonus. If they succeed, the effect ends. Using Rally is a standard action that does not provoke an attack of opportunity.

    Charge! (Ex): At 5th level, the warlord can instill a sense of urgency in any companion he can see who can also hear him speak as a free action a number of times per day equal to half his Charisma modifier. For a number of rounds thereafter equal to his Charisma modifier, they gain the listed bonus to all of their base speeds (+15ft. at 5th level, +30ft. at 10th, and +40ft. at 15th).

    At 14th level, Charge! affects all allies within the warlord's Aura radius.

    Signal (Ex): A 6th level warlord can use hand motions to bring about his point as easily as his voice. He does not need to be able to speak to activate abilities such as Charge! and Rally - an ally only needs to be able to see him.

    Aura Improvement: At 7th and 17th level, the warlord gains a permanent improvement to the function of his Auras. At 7th level, this adds his Aura bonus to the duration of an Aura once activated. At 17th level, the area of his Auras increases to 90 feet.

    Target the Leader (Ex): As part of the effects of his normal Aura so long as one is active, the warlord can, at 9th level and up, choose one enemy that he can see. As long as he maintains the Aura, his allies within the Aura's effect gain 1.5x his Aura Bonus to the effect of that Aura, but only when directly engaging that enemy. This ability can only be used once per encounter, but otherwise is limited only by the number of Aura uses the warlord has remaining.

    Improved Rally (Ex): An 11th level warlord does not need to rely on his allies' capabilities in order to assist them. He can target a living ally suffering from a hostile status effect as a move action that provokes an attack of opportunity a number of times per day equal to his Charisma modifier, as with the normal Rally. However, rather than allowing his ally a reroll, the warlord makes a roll of 1d20 + his Charisma modifier + his class level against a DC of twice the Hit Dice of the creature who caused the effect. If the warlord wins the opposed roll, the effect is immediately negated. The warlord can attempt to remove up to two effects per use of Improved Rally in this manner, and if there are more than two, he decides which ones are removed.

    A further exception is that the ally has no say in what effects are removed, and using this ability expends a use of the standard Rally as usual. All other facets of this ability are considered to be exactly the save as those of Rally, except that the effect did not need to allow a saving throw in order to be an acceptable target.

    Charismatic Command: A warlord of 12th level or higher adds a portion of his Charisma to his Aura Bonus. This bonus is equal to +1 with a Charisma of 20 or higher, and improves by +1 for every 10 points over 20 that the warlord possesses, to a maximum of a +3 Aura Bonus with a 40 Charisma. Bonuses from items are factored into determining the warlord's total Charisma, but not bonuses from spells or his Aura of Legend.

    Reliability (Ex): Of what use is a warlord who is incapacitated in the middle of battle? At 13th level, the warlord gains a bonus to saving throws equal to half his Aura bonus against any effect that he would be able to use Rally to counter.

    Multifaceted Command: Starting at 14th level, the warlord can maintain two Auras at a time. The time necessary to activate the Auras does not change, but he subtracts the use of both Auras from his total uses per day.

    The White King (Ex): At 15th level, the ability of the warlord to use the battlefield as nothing more than an overlarge chessboard has improved to an almost literal extent. Once per encounter, he can designate one ally as a 'piece', granting them a special combat ability for the duration of that encounter.

    • Pawn: Gains the warlord's Aura Bonus to attack and damage rolls whenever attacking after making a 5-foot step.
    • Bishop: Can cast spells in melee without provoking an attack of opportunity, and does not need to make a Concentration check to continue casting after sustaining damage during the process.
    • Rook: Cannot be grappled or moved against their will while conscious.
    • Knight: Can move through and past enemy squares (including those an opponent occupies) without incurring an attack of opportunity or activating measures such as contingency spells or traps, and with no movement penalties. This essentially negates movement penalties and makes the Knight immune to traps if they move exclusively through or past enemy squares.
    • Queen: Can make a full attack and move their base land speed in the same round.


    Greater Rally (Ex): At 18th level, the warlord can target as many allies with Rally as he can see, all using the same move action. Doing so requires expenditure of one daily use of Rally per ally. Regardless of whether targeting one ally or several, the warlord now grants a +5 bonus to their saving throw reroll, instead of +2.

    On My Mark (Ex): Three times per day, a 19th level warlord can take a move action to grant all allies within his Aura's radius an immediate standard action or move action as chosen by the individual character. These actions take place outside the standard Initiative order (essentially simultaneous to the rest of the warlord's turn), and a move action used to move into or out of a threatened area is not met by an attack of opportunity.

    Master and Commander (Ex): A 20th level Warlord is an awesome sight to behold, capable of almost godly feats of inspirational and tactical proficiency. On this level, the warlord gains a permanent +4 to his Charisma, and he can always take 10 on his opposed rolls when using Improved Rally. Also, once per day, he may double his Aura Bonus for 1 minute as a free action, improving his Auras and any other class feature that relies on that ability.


    Final Thoughts: The way Auras originally worked was too clunky, so now they operate more like fire-and-forget bard songs. Some of the broken abilities were toned down, and the terrible ones were improved. Knowledge (warfare) is a new skill that acts exactly like it seems; a Knowledge skill devoted to battles, wars, and the implements therein. It can be used in the same manner as Knowledge (history), for example, but in a narrower vein. There also wasn't a quick way to determine what sort of armaments you were looking at unless you wanted to stretch Knowledge (engineering), previously.
    Last edited by Overneath; 2019-01-20 at 05:29 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

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  3. - Top - End - #3
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [PEACH Series]

    The Battlemaster

    "You and what army?" - Common last words of a Battlemaster's opponent

    A combination of the fighter and warlord, the battlemaster focuses more on personally controlling the battlefield than a standard warlord does on empowering his allies or a fighter does on dealing raw damage. Any confrontation has a terrifying habit of playing directly into his hands, and if you're clever enough to keep him at bay, that minor victory won't last long.

    Spoiler: Battlemaster
    Show
    Hit Die: d10

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude, Intermediate Will, Poor Reflex


    Requirements
    To qualify to become a battlemaster, a character must fulfill all the following criteria.

    Base Attack Bonus: 5+
    Skills: Intimidate 6 ranks, Knowledge (warfare) 5 ranks
    Feats: Iron Will, Leadership, any Combat Feat


    Level BAB Fort Ref Will Special Aura Progession
    1st
    +1
    +2
    +0
    +1
    Battle Synergy
    -
    2nd
    +2
    +3
    +0
    +2
    Fearless
    +1 effective class level
    3rd
    +3
    +3
    +1
    +2
    Pommel Strike
    -
    4th
    +4
    +4
    +1
    +3
    Providence
    +1 effective class level
    5th
    +5
    +4
    +1
    +3
    Single Unit
    -
    6th
    +6
    +5
    +2
    +3
    Deep Breath
    +1 effective class level
    7th
    +7
    +5
    +2
    +4
    Retreat Hell
    -
    8th
    +8
    +6
    +2
    +4
    Taunt
    +1 effective class level
    9th
    +9
    +6
    +3
    +5
    Tremor
    -
    10th
    +10
    +7
    +3
    +5
    One Man Army
    +1 effective class level


    Class Skills

    The battlemaster’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

    Skill Points: 4 + Int modifier


    Class Features

    Weapon and Armor Proficiency: The battlemaster is proficient with all weapons, armor, and shields.

    [B]Aura Progression:[B] The battlemaster adds all even-numbered class levels to the total class levels of any other class he possesses with an Aura ability (such as Dragon Shaman, Warlord, and Divine Mind) for the purposes of improving those auras.

    Battle Synergy (Ex): Beginning at 1st level, the battlemaster can coordinate her unit so as to cover up the weak spots of the whole group. She and any allies within 20 feet gain +1 AC and 2/- physical damage reduction per ally in range, to a maximum of the battlemaster's class level/her class level x2, respectively. If the battlemaster has at least 4 levels of Warlord, this range is equal to half that of her Auras.

    Fearless (Ex): At 2nd level, the battlemaster gains immunity to fear. If she possesses a class feature that already gave her an immunity or resistance to fear effects,, she also gains a +1 bonus to attack rolls per enemy within 5 feet of her, to a maximum of +10 if fully surrounded by eight enemies.

    Pommel Strike (Ex): As a standard action at 3rd level, as a part of making a single attack, the battlemaster may opt to deal no damage and instead force the target to make a Fortitude saving throw or be stunned for 1 round. The saving throw DC is equal to 10 + the battlemaster's base attack bonus. Fearless' secondary effect adds to this DC. Note that a normal attack roll must be made first, to check that the battlemaster actually hit her target.

    Providence (Ex): As a full round action at 4th level, the battlemaster may grant any allies within range of Battle Synergy duplicates of up to three beneficial and nonpermanent spell effects that are currently on her person, though they only last half as long. Thus, if the battlemaster is under the effects of bull’s strength as cast by a 3rd level caster, she may grant all allies within range the same effects, but only for a maximum of 15 rounds, depending on how long the spell has been active.

    Single Unit (Ex): At 5th level, any allies within range of the battlemaster’s Battle Synergy ability gain additional benefits against foes their allies are engaging. First, a party member may elect to take an attack of opportunity against the target of another companion should that companion make a melee attack, so long as the target is in range. Second, all foes that are currently engaged in combat with the battlemaster or her allies are considered flanked by any ally within melee striking distance who is under the effects of Battle Synergy, regardless of positioning.

    Deep Breath (Ex): At 6th level, the battlemaster may take a full round action once per day to remove any fatigue or exhaustion effects she is experiencing, and reset all subdual damage she has taken to 0.

    Retreat Hell (Ex):
    At 7th level, the battlemaster gains a +2 bonus to damage rolls for every enemy within 5 feet of her, and cannot be flanked by those same enemies.

    Taunt (Ex): By taking a standard action to gather their attention, an 8th level battlemaster may make an opposed check of 1d20 + her Cha modifier + her HD versus a Concentration check or Will saving throw (at their discretion) of all enemies within 30 feet. Any enemy who fails the opposed roll must make the battlemaster the primary target of their attacks or suffer a penalty to attack rolls, damage rolls, and saving throws equal to the battlemaster's Charisma modifier. The effects of Taunt last for 5 rounds.

    Tremor (Ex): Even a battlemaster needs a backup plan for being overwhelmed. At 9th level, that backup plan is a full round action spent slamming her weapon into the ground. This sends all opponents within 5 feet of her sprawling backward 10 feet in a straight line. Those opponents are knocked prone, and must make a Fortitude save with a DC of 21 or be stunned for the rest of the round.

    Enemies with base attack bonus equal to or higher than the battlemaster's may make an opposed base attack bonus roll against her to resist being knocked back.

    One Man Army (Ex): At 10th level, the battlemaster treats all allies as enemies for the purposes of Fearless and Retreat Hell, and all enemies as allies for the purposes of Battle Synergy and Single Unit. However, these new circumstances only grant their additional benefits to her.
    Last edited by Overneath; 2016-11-25 at 08:52 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  4. - Top - End - #4
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [PEACH Series]

    The Specialist

    "Oh, I have many ways to kill you. Go ahead and pick one, I'll wait."

    A specialist is a versatile and adaptable opponent that excels in the midst of melee combat, dancing around blows like water and returning them like an unerring tidal wave of punishment. A specialist is never without a weapon in their hand and a trick up their sleeve, and anything becomes deadly if they bring it to bear.

    This class requires a new feat, Combat Finesse. It's in the Feat section of this thread, linked in the latter portion of the OP.

    Spoiler: The Specialist
    Show
    Hit Die: d8

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Reflex, Poor Will


    Requirements
    To qualify to become a specialist, a character must fulfill all the following criteria.
    Base Attack Bonus: 6+
    Skills: Knowledge (warfare) 5 ranks
    Feats: Combat Finesse, Combat Expertise, Power Attack


    Level BAB Fort Ref Will Special
    1st
    +1
    +2
    +2
    +0
    Defense, Warmaster, Anything and Everything
    2nd
    +2
    +3
    +3
    +0
    Precision
    3rd
    +3
    +3
    +3
    +1
    Power, Walking Armory
    4th
    +4
    +4
    +4
    +1
    Speed, Weapon Unfocus
    5th
    +5
    +4
    +4
    +1
    Harmony, Bring the Pain


    Class Skills

    The specialist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Skill Points: 4 + Int modifier


    Class Features

    Weapon and Armor Proficiency: The specialist is proficient with all weapons, with light armor, and with shields (except tower shields).

    Defense (Ex): The specialist can use whatever is at hand to his advantage when attempting to evade blows. For every different type of bonus he grants to armor class, he can add +1 atop it, to a maximum total of his class level. Thus, a 3rd level specialist could add +1 dodge, +1 dexterity, and +1 armor to his armor class, but only if he had items or abilities that already gave him armor class bonuses from those types.

    Warmaster (Ex): The specialist gains a +1 bonus to attack and damage rolls per class level whenever he uses a weapon that he has no Focus feats in. If he wields a weapon keyed towards Weapon Focus, Weapon Specialization, or Improved Critical, or any feat that grants a benefit with only that specific weapon or weapon type, he loses the bonus from Warmaster.

    Improvised weapons and unarmed strikes qualify as weapons for the purposes of Warmaster, and the specialist automatically gains the feat Improved Unarmed Strike if he did not already possess it.

    Anything and Everything (Ex): The specialist takes no penalties for using an improvised weapon, and gains the Throw Anything feat as a bonus feat.

    Precision (Ex): If a 2nd level specialist finds a vital spot, expect more pain to follow. If the specialist scores a critical hit or a sneak attack on an opponent, he gains a stacking +1 bonus to attack rolls against that target for the rest of the encounter. In addition, he adds his class level to any damage dealt whenever he scores a critical hit against an opponent.

    Power (Ex): Sometimes a blow hits hard enough to knock the wind right out of you. If a 3rd level specialist scores a critical hit on an opponent, that opponent must immediately make a Fortitude saving throw with a DC equal to the number rolled on the d20 that triggered the critical plus 10 or be stunned for 1 full round.

    Walking Armory (Ex): Beginning at 3rd level, the specialist can use weapons, armor, and shields normally restricted to particular races, classes, or alignments as though he had ranks in Use Magic Device equal to his character level. He adds his Strength modifier to the skill bonus, not Charisma.

    Speed (Ex): No fancy tricks here - the more you swing, the better your odds to hit. At 4th level, the specialist gains an extra attack with his main hand at his highest base attack bonus whenever he makes an attack as a standard or full round action.

    Weapon Unfocus: At 4th level, the specialist can trade in any feat he has that grants a benefit to a specific weapon or type of weapon for a bonus Combat feat. He must meet the prerequisites for the bonus feat, and gains as many bonus feats as feats he traded in.

    From this level forward, the specialist gains no benefits from Focus feats such as Weapon Focus or Weapon Specialization.

    Bring the Pain (Ex): At 5th level, the specialist is more readily able to bring any weapon 'up to par'. All normal and improvised weapons he wields deal an extra dice of damage and add 1 to their critical threat range.

    Harmony (Ex): Why choose which style to use on an opponent when you can use them all? At 5th level, the specialist can no longer use Combat Finesse, Combat Expertise, or Power Attack in combat. Instead, every time he makes an attack, he may allocate up to 5 total points between a bonus to the attack rolls, a bonus to damage (should the attacks hit), and a dodge bonus to armor class for the rest of the round.

    Possessing the improved versions of any of these feats adds additional benefits. Improved Combat Finesse allows the specialist to turn a single miss into a hit once per round if he allocates all of his points into an attack bonus. Improved Combat Expertise allows him to dodge a single melee or ranged attack in the same round he allocates all of his points into an AC bonus. Improved Power Attack allows him to automatically threaten and confirm a critical hit with one successful attack in the same round he allocates all of his points into a damage bonus.

    If the specialist possesses Improved Combat Finesse, Improved Combat Expertise, and Improved Power Attack, his total allocatable point pool increases to 10.


    Final Thoughts: This is a five-level prestige class. For those confused as to how Harmony works, I'll provide an example. If a 5th level Specialist makes an attack action against, say, an orc, he could devote 3 of his 5 points to his own Armor Class and add 2 more to damage should he hit. Essentially, it allows you to mix and match the benefits of Power Attack, Combat Expertise, and Combat Finesse with none of the penalties.
    Last edited by Overneath; 2015-10-30 at 11:45 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  5. - Top - End - #5
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [PEACH Series]

    The Saboteur

    "I've got a bomb with your name on it!"

    An exceptionally dangerous control-and-destroy class that can cause status effects without resorting to magic and can be item-dependent without expending all of their resources, the saboteur is equally suited to making themselves deadly or making their enemies a non-issue.

    Spoiler: Saboteur
    Show
    Hit Die: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Poor Fortitude and Will


    Requirements
    To qualify to become a saboteur, a character must fulfill all the following criteria.

    Skills: Craft (alchemy) 8 ranks, Hide 5 ranks, Tumble 3 ranks
    Feats: Dodge, Far Shot
    Special: The character must successfully craft one of each type of grenadelike weapon in the player's handbook as a part of training for this prestige class.


    Level BAB Fort Ref Will Special Spellcasting/Alchemist/Artificer Progression
    1st
    +0
    +0
    +2
    +0
    Craft Explosive, Miasmic Mixture
    +1 level of existing class
    2nd
    +1
    +0
    +3
    +0
    Roll In, Flask of Lightning
    -
    3rd
    +2
    +1
    +3
    +1
    Expert Toss
    +1 level of existing class
    4th
    +3
    +1
    +4
    +1
    Fatiguing Fog
    -
    5th
    +3
    +1
    +4
    +1
    Advanced Explosives, Flask of Frost
    +1 level of existing class
    6th
    +4
    +2
    +5
    +2
    Roll Out
    -
    7th
    +5
    +2
    +5
    +2
    Direct Hit
    +1 level of existing class
    8th
    +6
    +2
    +6
    +2
    Chaos Cloud
    -
    9th
    +6
    +3
    +6
    +3
    Extensive Incapacitation, Flask of Fire
    +1 level of existing class
    10th
    +7
    +3
    +7
    +3
    Rigged to Blow, Pocket Full of Murder
    -


    Class Skills

    The saboteur's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points: 6 + Int modifier



    Class Features

    The following are class features of the saboteur prestige class.

    Weapon and Armor Proficiency: The saboteur is proficient with all simple weapons and with light armor.

    Alchemical Potency: Every odd level, the character gains new spells, infusions, or extracts per day as if she had also gained a level of 'spellcasting' in a class she belonged to before adding the prestige class that granted these features. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of 'spellcasting'. If a character had more than one such class before becoming a saboteur, she must decide to which class she adds the new level for the purposes of determining spells/infusions/extracts per day.

    Craft Explosive: The saboteur can manufacture the materials for any of her explosive devices as a move action. She may retain them instead of using them right away, but the device will become inert and useless 5 rounds after its creation. Explosive devices include the abilities Miasmic Mixture, Flask of Fire, Fatiguing Fog, Flask of Frost, Chaos Cloud, and Flask of Lightning.

    She may also use this ability to create any splash/grenadelike weapon at half its market price, the process of which takes a full minute but does not require the ability to cast spells nor a Craft (Alchemy) check.

    Explosive devices act like splash weapons, with all the same rules for throwing them and what happens to them if they miss. However, saboteur-specific explosive devices also force various saving throws against the targets they affect. In such a case, a direct hit forces the base DC, whereas splash damage reduces the DC by 5. Unless otherwise noted, these devices have DCs equal to 10 + the saboteur's class level + the saboteur's Intelligence modifier.

    For the purposes of basic splash weapons, the saboteur adds +1 to damage dealt for every class level she possesses, and +1 to the weapon's DC, if any, for every 2 class levels she possesses.

    Miasmic Mixture (Ex): Beginning at 1st level, the saboteur can craft a canister of stunning smoke. This explosive erupts in a radius of 15 feet, forcing anyone within range to make a Fortitude saving throw or be stunned for 2 rounds.

    Roll In (Ex): From 2nd level on, the saboteur always succeeds on Tumble checks made to avoid attacks of opportunity when moving past hostile squares, though not through them.

    Flask of Lightning (Ex): At 2nd level, the saboteur can craft a special potion that only she can use. It grants her an extra move action during each of her turns for 3 rounds. Once used, Flask of Lightning cannot be used again for 5 minutes.

    Expert Toss (Ex): At 3rd level, the saboteur doubles the range at which she can throw a weapon (including a grenadelike weapon or explosive device) without penalty, to a total of 80 feet with Far Shot.

    Fatiguing Fog (Ex): This explosive produces a sickly violet fog that lingers in a 20 foot radius for 5 rounds. Anyone within the area of effect must make a Fortitude saving throw or immediately become fatigued. If a fatigued creature fails their save, they are rendered exhausted. If an exhausted creature enters the cloud and fails their save, they are knocked unconscious. If a creature remains in the cloud for three successive rounds, it is possible for them to experience all three effects in sequence.

    Advanced Explosives (Ex/Su): At 5th level, the saboteur gains access to forumlae that blur the lines between magic and technology, to devastating effect. As part of throwing a saboteur-specific explosive device, she may attach a spell, extract, or infusion to it, which triggers when the device is thrown. For example, the saboteur might attach a fireball spell to Miasmic Mixture, dealing the spell's damage and potentially stunning the target. Attached spells use the DCs of the explosive in question, and if the spell only affects one target and the device misses, the spell is wasted.

    In addition, any grenadelike weapon the saboteur uses (with the exception of her own unique Explosive Devices) deals an extra 3d6 points of damage on direct impact, and an extra 4 points of splash damage. If the weapon deals no damage, its DC is instead increased by 5.

    Flask of Frost (Ex): At 5th level, the saboteur may craft a special potion for her use only. It covers her in a thin layer of frost that blocks damage and freezes her attackers. She gains damage reduction 10/- against physical damage, cold, and fire. If she is struck in melee, the attacker must make a Fortitude saving throw against her Explosive Device DC or become slowed, as the spell, for 2 rounds.

    Roll Out (Ex): From 6th level on, the saboteur always succeeds on Tumble checks made to avoid attacks of opportunity when moving through hostile squares.

    Direct Hit (Ex): At 7th level, the saboteur adds +3 to the DCs of her Explosive Devices, meaning a direct hit now has +3 to its DC and a splash effect only loses 2 from its DC. Any grenadelike weapons she throws gain a similar DC bonus, and if the weapon deals damage, it is doubled if it hits its target.

    Chaos Cloud (Ex): At 8th level, the saboteur can toss an explosive gas canister that forces all enemies within 30 feet of the detonation point to make a Will saving throw or fall under the effects of confusion for 1 minute.

    Extensive Incapacitation (Ex): At 9th level, the saboteur doubles the length of Miasmic Mixture, causes Fatiguing Fog to cause exhaustion and then unconsciousness, instead of beginning with fatigue, and Chaos Cloud adds 10 to the percentile roll to determine what an afflicted creature will do, essentially negating the 'attack caster' option.

    Flask of Fire (Ex): At 9th level, the saboteur can create a special potion that, when ingested (by the saboteur and only by the saboteur) adds 2d8 + 5 fire damage to all of her attacks and deals this same damage to any enemies who strike her in melee. When the flask is applied, the saboteur can choose one spell, extract, infusion, or daily ability that she has already expended - she may then use that ability again, but only during the flask's duration.

    Flask of Fire lasts for 5 rounds, and multiple flasks do not allow multiple uses of the same expended ability during the same 24-hour period. Once used, Flask of Fire may not be used again for 10 minutes.

    Rigged to Blow (Ex): At 10th level, the saboteur can place explosive ordinance on a stationary, inanimate object of at least small size by taking three successive full round actions to do so. She may then detonate or disable it remotely at any time as long as she is on the same plane. This explosive device can look like whatever the saboteur desires, within reason, but is always size diminutive. It requires a DC 30 Search or Spot check to notice, and then only if the creature making the check knows that they are looking for something out of the ordinary (if they do not, the DC increases by the saboteur's Int modifier).

    The bomb deals 5d8 base damage, which is half fire and half bludgeoning. For every minute after placement it remains undisturbed, 1d8 damage is added to the total. Enemies can take half damage via a Reflex save against a DC equal to 15 + the number of dice the bomb deals in damage. The bomb has a radius of 10 feet per dice in damage. However, the bomb has a maximum 'stewing duration' of 25 minutes, after which it will remain stable (its damage dice will no longer increase) until detonated.

    Furthermore, the saboteur can attach a single explosive device effect (Miasmic Mixture, Fatiguing Fog, or Chaos Cloud) to the bomb. The effects of the chosen device activate against all creatures within range of the bomb's detonation, but these effects no longer allow a saving throw.

    Pocket Full of Murder (Ex): At 10th level, the saboteur can craft and throw dangerous devices with practiced ease. She can create an Explosive Device as a swift or a move action (and potentially craft two in one round). She can also throw grenadelike weapons and explosive devices or drink potions at a rate of two per standard action. Thus, she could craft a canister of Fatiguing Fog, a Flask of Frost, and use both of them right away, all in the same round.

    Further, any potion the saboteur drinks, aside from explosive devices such as Flasks, has a doubled duration.
    Last edited by Overneath; 2016-11-25 at 08:49 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  6. - Top - End - #6
    Dwarf in the Playground
     
    BlueKnightGuy

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    The Scoundrel

    "They're a fine enough lot, I suppose, if you need the help. There's plenty of clashing personalities here, but we all know who the real leader is."

    A master of tactical supremacy, the scoundrel is an expert at finding, then ruthlessly exploiting weaknesses in an enemy line. Striking from the shadows while keeping his allies sharp, you will only notice the danger in such an individual when you are in the process of feeling the bite of their blades, and by then, it is far too late.

    Spoiler: Scoundrel
    Show
    Hit Die: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Poor Fortitude and Will


    Requirements
    To qualify to become a scoundrel, a character must fulfill all the following criteria.

    Skills: Bluff 8 ranks, Hide 6 ranks, Sense Motive 4 ranks
    Feats: Improved Initiative, Leadership OR Persuasive/Skill Affinity: Bluff
    Special: Skirmish +2/Sneak Attack +2d6/Sudden Strike +2d6


    Level BAB Fort Ref Will Special Aura Progression
    1st
    +0
    +0
    +2
    +0
    Armistice, Sneak Attack +1d6
    -
    2nd
    +1
    +0
    +3
    +0
    Back-to-Back, Shadow Strike
    +1 effective Warlord level
    3rd
    +2
    +1
    +3
    +1
    Follow-Through, Sneak Attack +2d6
    -
    4th
    +3
    +1
    +4
    +1
    Evade
    +1 effective Warlord level
    5th
    +3
    +1
    +4
    +1
    Vendetta, Sneak Attack +3d6
    -
    6th
    +4
    +2
    +5
    +2
    Chameleon's Eye, Line of Blood
    +1 effective Warlord level
    7th
    +5
    +2
    +5
    +2
    Invisible Friend, Sneak Attack +4d6
    -
    8th
    +6
    +2
    +6
    +2
    Blindside, Fading Strike
    +1 effective Warlord level
    9th
    +6
    +3
    +6
    +3
    Brand, Sneak Attack +5d6
    -
    10th
    +7
    +3
    +7
    +3
    Twist the Knife, Everywhere at Once
    +1 effective Warlord level


    Class Skills

    The scoundrel's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points: 8 + Int modifier



    Class Features

    The following are class features of the scoundrel prestige class.

    Weapon and Armor Proficiency: The scoundrel is proficient with all simple weapons and with light armor.

    Strategist: The scoundrel adds one half of all class levels to Warlord levels for the purposes of Aura uses per day and his Aura bonus.

    Armistice (Ex): Once per encounter, the scoundrel can redirect hostile attention from an ally other than himself. After targeting the ally, he makes a Bluff check opposed by the Sense Motive checks of any hostiles currently engaging them. Any opponent who fails the opposed roll must immediately redirect their attention to another available enemy or take a penalty to attack, damage, skill checks and spell DCs equal to half the scoundrel's class level, rounded up. The penalties for targeting the selected ally last for the duration of the encounter or until the ally is killed, however they are negated for an individual opponent if that opponent elects to target another foe.

    Sneak Attack (Ex): This ability acts exactly as per the rogue ability of the same name, adding atop any existing value. The scoundrel gains +1d6 at 1st level and another 1d6 every 2 levels thereafter.

    Back-to-Back (Ex): With a pinch of shadow powder and a quick dash, a 2nd level scoundrel can appear within 5 feet of an ally whose position is within 100 feet of him once per encounter as a move action.

    Shadow Strike (Ex): At 2nd level, the scoundrel can fire off a cheap shot in the blink of an eye, softening an opponent for later assaults. As a swift action once per encounter, he may make a single melee or ranged attack against any opponent within 60 feet at his highest base attack bonus. The target is considered flat-footed for the purposes of the attack, meaning the scoundrel may add his sneak attack damage if he hits.

    Follow-Through (Ex): At 3rd level, the scoundrel becomes better at following his momentum and linking attacks together. For every successful attack he lands against an opponent, he gains a stacking +1 bonus to attack and damage rolls, to a maximum of his class level, for the rest of the encounter. If he misses, the bonus immediately resets to +0.

    Evade (Ex): Twice per encounter at 4th level, the scoundrel can move 20 feet as a swift action. This ability even allows him to move through enemy squares. If this movement would incur an attack of opportunity, the opponents are forced to make that attack against themselves, instead.

    Vendetta (Ex): Beginning at 5th level, the scoundrel can, once per encounter, select a single enemy that he can see as a move action. For the rest of that encounter, that enemy is stripped of any and all damage resistances, reductions, and immunities so long as it is the subject of at least two attacks from two different allies of the scoundrel in a round.

    At 9th level, this ability also strips an opponent of any immunity to critical hits or sneak attacks, but only with regard to the scoundrel.

    Chameleon's Eye (Ex): At 6th level, the scoundrel and any allies within 20 feet gain a +5 bonus to spot or listen checks made to find hidden or invisible creatures if they themselves are hidden and undetected.

    Line of Blood (Ex): When a 6th level scoundrel makes an attack against an opponent that is at less than half of its total hit points, he deals sneak attack damage regardless of distance or positioning unless the creature is immune.

    Invisible Friend (Ex): Beginning at 7th level, when using Back-to-Back, the scoundrel may make a Hide check as a free action, and appears next to his targeted ally as though he had stepped into a patch of shadow to do so, thus taking no penalty to the check.

    Blindside (Ex): At 8th level, the scoundrel can always sneak attack an opponent who is flanked or flat-footed, regardless of any abilities or class features they may have, unless they are specifically immune to the ability.

    Fading Strike (Ex): If an 8th level scoundrel kills an enemy with a sneak attack, he may make a Hide check as an immediate action with a -5 penalty as though they had sufficient cover to do so.

    Brand (Ex): At 9th level, once per encounter the scoundrel may select one opponent. For the rest of the battle, whenever any ally other than the scoundrel himself attacks that target, they gain a bonus to attack, damage, and critical hit confirmation rolls equal to the scoundrel's Cha modifier or +2, whichever is higher.

    Twist the Knife (Ex): A 10th level scoundrel automatically scores a critical hit whenever he sneak attacks an opponent. The sneak attack damage is still not multiplied.

    Everywhere At Once (Ex): At 10th level, the scoundrel adds an extra use per encounter to the following abilities: Armistice, Back-to-Back, Shadow Strike, Evade, and Brand.
    Last edited by Overneath; 2016-11-25 at 08:53 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  7. - Top - End - #7
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
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    Default Re: Omnibus' Workshop [PEACH Series]

    The Shield Warden

    "At me, then! I stand for all of us!"

    Most warriors view the humble shield with a kind of well-meaning derision. They see it as little more than an effective wall between themselves and an enemy, some form of pure defense that is quickly forgotten when an all-out assault becomes necessary. But some soldiers know better. To them, their shield becomes as deadly as a blade in its own right, and much more viable as cover when a superior force comes knocking.

    Spoiler: Shield Warden
    Show
    Hit Die: d12

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements
    To qualify to become a shield warden, a character must fulfill all the following criteria.

    Base Attack Bonus: +6
    Skills: Concentration 3 ranks
    Feats: Improved Shield Bash, Combat Expertise, Shield Focus: Any


    Level BAB Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known Special
    1st
    +1
    +2
    +0
    +2
    0
    0
    0
    Shield Defense (Expertise), Offensive Shielding
    2nd
    +2
    +3
    +0
    +3
    0
    0
    0
    Shield Defense (Turn the Blade), Shield Rush
    3rd
    +3
    +3
    +1
    +3
    1
    1
    0
    Shield Cover, Shield Throw
    4th
    +4
    +4
    +1
    +4
    0
    0
    0
    Shield Defense (Elemental Aegis), Perception
    5th
    +5
    +4
    +1
    +4
    0
    0
    0
    Carapace
    6th
    +6
    +5
    +2
    +5
    0
    0
    0
    Stonewall
    7th
    +7
    +5
    +2
    +5
    1
    0
    0
    Shield Defense (Resilience), Steady Footing, Scatter
    8th
    +8
    +6
    +2
    +6
    0
    0
    1
    Shield Defense (Shield Wall), Indomitable
    9th
    +9
    +6
    +3
    +6
    0
    1
    0
    Unbowed
    10th
    +10
    +7
    +3
    +7
    1
    0
    0
    Shield Defense (Safeguard), Solidarity


    Class Skills
    The shield warden’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (warfare) (Int), Ride (Dex), Spot (Wis), and Swim (Str).

    Skill Points: 4 + Int modifier


    Class Features

    The following are class features of the shield warden prestige class.

    Weapon and Armor Proficiency: The shield warden is proficient with all simple and martial weapons, all types of armor, and with all shields.

    Maneuver Training: At levels 3, 7, and 10, the shield warden gains a maneuver known from either the Diamond Mind or Stone Dragon disciplines. She may learn any maneuver from these disciplines that she qualifies for, using the combination of her base initiator levels and her shield warden levels as her total initiator levels. If she has no previous levels in an initiator class, she may still learn maneuvers, but only 1st level ones, and they use the combination of her shield warden level + 1/2 of her total levels in other classes as her total initiator level. At levels 3 and 9, she gains an additional readied maneuver per day

    At level 8, she learns a single stance from the Diamond Mind or Stone Dragon disciplines, which falls under the same restrictions. If the shield warden lacks initiator levels, she readies and recovers maneuvers as a warblade does.

    Shield Defense (Ex): At her discretion, the shield warden may drop into a defensive stance, sacrificing attack power for a better method of deflecting blows. Activating the stance is a move action, though deactivating it is a free action. While the stance is active, the shield warden deals half damage on all attacks, but can use Combat Expertise without taking a penalty to attack rolls. Shield Defense automatically upgrades as the Shield Warden levels up.

    Turn the Blade: At level 2, Shield Defense grants 5/- Damage Reduction
    Elemental Aegis: At level 4, Turn the Blade may grant either the aforementioned damage reduction or resistance of 10 to all energy damage (fire, cold, electrical, acid, and sonic); switching between the two is a free action that may only be taken once per round and must be determined at the beginning of the round
    Resilience: At level 7, the reduction bonuses from Turn the Blade and Elemental Aegis double
    Shield Wall: At level 8, all melee attacks made against the shield warden have a 20% chance to deal no damage
    Safeguard: At level 10, the shield warden becomes immune to critical hits while in Shield Defense mode

    Offensive Shielding (Ex): The shield warden is experienced enough in the use of her shield to wield it as a weapon of its own caliber. She may use a shield in her main or off- hand, or even both as once, as though it were a normal weapon. Doing so allows her to use all her attacks and special attack actions with the shield, but halves the bonus to armor class she receives from it. Enhancement bonuses on the shield automatically apply to its attack and damage rolls as befitting a normal weapon. Even if she chooses not to use her shield as a weapon, she no longer loses her shield bonuses to armor class when shield bashing, and adds enhancement bonuses to attack and damage with a shield when using it to shield bash.

    Bucklers qualify as light simple weapons that deal 1d4 bludgeoning damage, light shields are light martial weapons that deal 1d6 bludgeoning damage, heavy shields are one-handed martial weapons that deal 1d8 bludgeoning damage, and tower shields are two-handed exotic weapons that deal 1d10 bludgeoning damage. Adding shield spikes improves damage dice by one step (such as from 1d4 to 1d6) and changes damage dealt to piercing.

    Beginning at 5th level, using a shield as a weapon no longer halves the bonus to armor class it grants.

    Shield Rush (Ex): If a 2nd level shield warden makes a move action/attack action and only travels in a straight line or makes a charge, she may bull rush her opponent as a free action, without sacrificing her other attacks.

    Shield Cover (Ex): At 3rd level, the shield warden gains Deflect Arrows as a bonus feat, with the caveat that a hand holding a shield counts as a free hand for the purposes of the feat. She also gains a competence bonus to armor class against ranged attacks equal to her class level while using a shield.

    Shield Throw (Ex): A 3rd level shield warden can throw her shield with such accuracy and might that it could knock opponents off their feet before returning to her hand. She may throw a shield up to 60 feet away (although the shield's actual range increment is 30 feet), dealing its normal melee damage if it hits and returning it to her hand at the end of the round. Any opponent struck is also subject to a Bull Rush attempt on the part of the shield warden, including any feat or class bonuses she may derive when using such an attack.

    Perception (Ex): A 4th level shield warden cannot be flanked or flat-footed so long as she bears a shield.

    Carapace (Ex): At 5th level, the shield warden's Shield Cover ability applies to 'unusually massive ranged weapons' and spell effects (but only for the purposes of deflecting the projectile), and may be used twice per round. In addition, she now adds all bonuses from her shield to her Touch AC as well as her normal AC.

    Stonewall (Ex): As a full round action, a 6th level shield warden may hunker in on herself. This act makes her immune to all incoming hit point damage, but she cannot act for the rest of the round or the entirety of the next round. The immunity lasts until this second round ends. The warden can end Stonewall prematurely as a free action, but takes a -5 penalty to her Armor Class for the rest of the round in which she does so. The exception to the action rule is attacks of opportunity, which the Warden may make freely while under Stonewall's effects.

    Note that while Stonewall makes the shield warden immune to hit point damage, non-damaging and instant death effects can still be used effectively against her. Stonewall may be used only once per minute.

    Steady Footing (Ex): At 7th level, the shield warden becomes immune to the effects of a hostile charge or bull rush. The opponent may still make an attack, but they cannot move the warden against her will. As such, the Fighter’s Dungeon Crasher ability will also fail to affect her. This ability also applies to magical bull rushes or telekinetic movement.

    Scatter (Ex): As a standard action, a 7th level shield warden can push opponents in front of her off guard, making a single attack at her full base attack bonus which acts against all opponents directly in front of her and to either side. By taking a -5 penalty to her attack roll, she may force any enemy she hits back 5 feet, and if they collide with an enemy directly behind them, that enemy also takes the damage and effect that she applied to the first. If she possesses a martial maneuver which applies a hostile effect to an opponent, she may apply the effects of that maneuver to every enemy Scatter affects.

    Indomitable (Ex): At 8th level, the shield warden becomes immune to the stunned, paralyzed, dazed, and nauseated conditions.

    Unbowed (Ex): A 9th level shield warden may take a standard action to grant herself almost superhuman resilience twice per day. She gains temporary hit points equal to her class level + her Constitution score, and an additional 5 temporary hit points for every enemy within 10 feet of her. These temporary hit points do not stack with any other types of temporary hit points, but they have a unique side-benefit; while any of these temporary hit points remain, the shield warden is immune to any spells whose effects include anything other than pure hit point damage.

    Solidarity (Ex): A 10th level shield warden is not easily brought low by anything, least of all hostile magic. Against spells, her base Will save bonus is doubled, and she gains a free re-roll of any failed saving throw made against a spell if she is under the effects of Stonewall when the spell affects her.
    Last edited by Overneath; 2016-07-13 at 03:24 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  8. - Top - End - #8
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
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    Default Re: Omnibus' Workshop [PEACH Series]

    The Trickshot

    "You thought that shot was impressive? Watch this!"

    Any archer who has ever watched one of their sword-wielding brethren topple over a giant and seethed in envy has only yet to learn how to do it themselves, and do it better. The power of a bow, crossbow, sling, or other ranged weapon is not something to be discounted, and when facing a trickshot, the only way to truly close with them effectively is to wait until they run out of ammunition.

    Spoiler: Trickshot
    Show
    Hit Dice: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Poor Fortitude and Will


    Requirements
    To qualify to become a trickshot, a character must fulfill all the following criteria.

    Base Attack Bonus: +5
    Skills: Craft (bowmaking) 4 ranks, Spot 6 ranks
    Feats: Point Blank Shot, Precise Shot


    Level BAB Fort Ref Will Special
    1st
    +0
    +0
    +2
    +0
    Trick Shooting, Pinning Shot
    2nd
    +1
    +0
    +3
    +0
    Aim +1
    3rd
    +2
    +1
    +3
    +1
    Bursting Shot, Sneak Attack +1d6
    4th
    +3
    +1
    +4
    +1
    Melee Archer, Reactive Shot
    5th
    +3
    +1
    +4
    +1
    Aim +2, Pincushion, Death from Above
    6th
    +4
    +2
    +5
    +2
    Sneak Attack +2d6, Shattering Shot
    7th
    +5
    +2
    +5
    +2
    Archer's Lance
    8th
    +6
    +2
    +6
    +2
    Aim +3, Leaping Shot
    9th
    +6
    +3
    +6
    +3
    Sneak Attack +3d6, Raining Death
    10th
    +7
    +3
    +7
    +3
    Shot Through the Heart, Countershot


    Class Skills
    The trickshot's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the trickshot prestige class.

    Weapon and Armor Proficiency: The trickshot is proficient with all ranged weapons and light armor.

    Trick Shooting (Ex): A trickshot may use the Disarm, Trip, and Sunder actions with any ranged weapon at no additional penalty. However, unless he is within melee range, he is not subject to attacks of opportunity, and cannot then be disarmed or tripped if he fails the check.

    Pinning Shot (Ex): By use of a full round action, the trickshot can target a single opponent in range with a ranged weapon. He makes an attack roll at his highest base attack bonus, and if he hits, the victim must make a Reflex saving throw against a DC equal to the attack roll result or be held in place for 1 round per class level. The victim may still take actions, and is not helpless, but cannot move and is considered flat-footed until the effect expires.

    Aim (Ex): Beginning at 2nd level, the trickshot gains a +2 bonus to attack and damage rolls when using any ranged weapon. This bonus increases by +2 for every 3 levels thereafter. The attack bonus is doubled if he uses a Special Attack with his Trick Shooting ability.

    Bursting Shot (Ex): At 3rd level, the trickshot may take a full round action to let loose a projectile with any ranged weapon that explodes on impact, dealing his normal attack damage to all opponents within 15 feet of the blast radius. The damage is half physical, half fire, and can be negated with a successful Reflex saving throw against a DC equal to half the attack roll result. As it strikes the area under a target's feet, this attack always hits.

    If he has one available, the trickshot may attach a Special Substance, such as alchemist's fire, to the projectile, which detonates if the shot hits.

    Sneak Attack (Ex): This ability acts exactly as per the rogue ability of the same name, adding atop any existing value. The trickshot gains +1d6 at 3rd level and another 1d6 every 3 levels thereafter. In addition, the trickshot may make Sneak Attacks at up to 60 feet, instead of being limited to 30.

    Melee Archer (Ex): A 4th level trickshot is not subject to attacks of opportunity for firing ranged weapons in an opponent's threatened area.

    Pincushion (Ex): At 5th level, the trickshot deals an extra 2 damage against a target he has already damaged with a ranged weapon in the same round.

    Death from Above (Ex): The concept of range is not limited to a flat plane. A 5th level trickshot deals double his normal projectile damage with each attack if he is firing on an enemy from at least 10 feet of elevation.

    Shattering Shot (Ex): A 6th level trickshot may take a full round action to make a single attack with a ranged weapon against one opponent in range at his highest base attack bonus. If it hits, it deals normal damage and also reduces the target's armor class by -1 per class level for 5 rounds.

    Archer's Lance (Ex): As part of a full attack action, a 7th level trickshot can choose to halve the damage for each of his attacks in order to pierce through his enemies. Any foes in a straight line from him take damage from each projectile, even if they are behind another foe or standard cover. The base range for the ranged weapon that the trickshot is using determines how far the Archer's Lance travels. As well, any opponent struck by the projectile is knocked prone unless they succeed at a Fortitude save with a DC equal to the attack roll. The DC decreases by 5 for every enemy between the affected creature and the trickshot.

    Scattershot (Ex): Whenever an 8th level trickshot attacks with a ranged weapon, he fires a minimum of 3 projectiles in a round. Thus, a standard attack uses at least three pieces of ammunition and associated attack rolls, and the trickshot's class features can be used in tandem with two other, normal attacks if they require a full attack action. No additional attacks are granted if the trickshot uses weapon properties, feats, or class features to make at least three attacks in a round independent of this feature.

    Raining Death (Ex): By expending twenty projectiles that must all be of the same type, a 9th level trickshot can take a full round action to produce an area effect ability that deals normal projectile damage three times to any foe within 40 feet of the chosen area. In addition, any foe so affected moves at half of any of their base speeds for one round afterwards.

    Shot Through the Heart (Ex): Once per day, a 10th level trickshot may fire a single projectile at a target as a standard action. If it hits, it is an automatic critical hit that penetrates damage reduction and adds 1 to the ranged weapon's normal critical multiplier.

    Countershot (Ex): Via precise aiming, a 10th level trickshot can throw off enemy attacks. To do so, the trickshot forfeits all other actions for a turn, and calculates his total number of attacks in a round if he were to make a full attack action. Manyshot and Rapid Shot both add 1 attack each to this total if the trickshot possesses those feats, but weapon properties are not counted in the total.

    As an immediate action at any time for the rest of that round, the trickshot can make an opposed attack roll if an opponent within range makes a melee or ranged attack. If the trickshot beats that opponent in the opposed roll, that opponent's attack is considered an automatic miss. The trickshot can disrupt as many attacks in this fashion as he calculated that his total attacks were, above.


    Final Thoughts: To clarify - 'normal projectile damage' or similar terms means the damage you would do if you fired one of the projectiles you have currently equipped, with the ranged weapon you have currently equipped, into a target.



    Spoiler: Javelin Mage
    Show
    Alternate Class Features: The Javelin Mage

    Warlocks may also take levels in the trickshot prestige class, but they derive slightly different benefits than a normal character. They learn to supplement their eldritch blasts with precise aim and careful timing, and can expand the energy used to create them into a unique shield effect that absorbs or reflects enemy projectiles.

    Warlock Advancement: Every even-numbered level of trickshot qualifies as a warlock level for the purposes of invocations known and caster level. Every single level of trickshot adds to a character's warlock levels for the purposes of eldritch blast damage. No other warlock class features are gained or improved by taking levels in this prestige class.

    Trick Shooting: The javelin mage may treat their eldritch blast as a conventional ranged weapon when disarming, tripping or sundering a target with this feature.

    Pinning Shot: The javelin mage applies Pinning Shot as an eldritch essence instead of using it as its own action. Its effects otherwise remain the same.

    Eldritch Reckoning: An enemy under the lingering effects of an eldritch essence takes an additional 3 points of damage from a 2nd level javelin mage's eldritch blasts. This damage bonus increases by 3 points at levels 5 and 8. This ability replaces Aim.

    Eldritch Barrier (Su): At 3rd level, the javelin mage can take a standard action to envelop themselves in a shimmering field of magical energy powered by their eldritch blasts. To do so, the javelin mage must sacrifice 1d6 damage from the total of their next eldritch blast. So, if a character's blast dealt 7d6 damage, they could use this ability to power the field, but then their next blast would only deal 6d6 damage. The Eldritch Barrier lasts for up to 1 round per class level, and must be maintained, meaning the javelin mage cannot manifest the barrier and fire an eldritch blast in the same round. The javelin mage may sacrifice additional damage by increments of 1d6 (to a minimum output of 1d6 damage for their weakened blast) to improve the effect of the barrier.

    The barrier offers +2 AC and 5 points of damage reduction against all incoming ranged attacks and ranged touch attack effects. Any entirely nonmagical projectiles smaller than an ogre's fist (thus medium-sized bolts, arrows, and bullets, but not siege weaponry) are entirely dissipated, their damage ignored. Every additional 1d6 points of damage sacrificed from an eldritch blast adds 1 to the AC bonus and 1 point to the damage reduction.

    This ability replaces Bursting Shot.

    Sneak Attack: Javelin mages do not gain sneak attack damage from class levels.

    Melee Archer: Javelin mages do not provoke attacks of opportunity when using eldritch blasts, but if they apply an eldritch shape or eldritch essence, the action provokes an attack of opportunity.

    Eldritch Absorption (Su): At 5th level, the Eldritch Barrier thrives on its own effects, supplying the javelin mage with excess power to use against their attackers. While the barrier is active, the javelin mage stores every point of damage they take from ranged weapons and ranged touch attacks that penetrates the barrier's damage reduction. All of this damage is then applied as a bonus to the second blast they use after the barrier drops (that is, the damage bonus is applied to their next full eldritch blast, not the weakened one). If that blast misses, the bonus is wasted. This ability replaces Pincushion and Death from Above.

    Shattering Shot: The javelin mage applies Shattering Shot as an eldritch essence instead of using it as its own action. Its effects otherwise remain the same.

    Archer's Lance: The javelin mage may apply Archer's Lance as an eldritch shape that causes his blast to turn into a line that penetrates opponents (though not solid objects). All opponents behind the first take half damage from the blast.

    Eldritch Shield (Su): At 8th level, the javelin mage may apply their Eldritch Barrier to another creature within 60 feet instead of themselves, but may still only maintain one barrier at a time. This ability replaces Scattershot.

    Eldritch Demise: At 9th level, the javelin mage gains access to an alternate variant of the blast shape Eldritch Doom, the difference being that its effects may take place in any 20-foot area within 60 feet of the javelin mage themselves. Also, any affected enemies may be subject to a different eldritch essence of the javelin mage's choice - if two orcs are caught in the blast, one might be subject to Pinning Shot while the other is affected as though by Hellrime Blast. Other effects of Eldritch Doom otherwise remain the same. This ability replaces Raining Death.

    Shot Through the Heart: This ability remains the same for both trickshots and javelin mages, but javelin mage eldritch blasts fired with this ability also ignore spell resistance.

    Eldritch Supremacy: At 10th level, the javelin mage may make a full attack action to fire off as many eldritch blasts in a round as they have iterative attacks, just as though they were using a ranged weapon.

    If the character is made in a game where this property is already in use as a house rule, the javelin mage instead gains the ability to fire up to three eldritch blasts at a single opponent within 30 feet as a standard action, taking a -4 penalty to their attack rolls for the second shot and an additional -2 penalty for adding a third shot. They may not attach eldritch essences or shapes to any of the blasts manifested in this way. This otherwise acts as though the javelin mage can apply the Manyshot feat to their eldritch blasts.

    This ability replaces Countershot.

    Last edited by Overneath; 2016-10-20 at 05:25 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  9. - Top - End - #9
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [PEACH Series]

    The Gravity Mage

    "Enjoy your trip; it's a one-way express."

    With its propensity for being broken by anyone who bothers to pick up a spellbook, some might assume that the laws of physics are, at best, suggestions, and at worst, laughable nuisances. But certain spellcasters know better. They see the forces that tie the world together for the immensely powerful - and, more importantly, manipulable - pieces of the larger picture that they are. Unlike a force mage, who focuses on crushing their opponents personally, a gravity mage sacrifices some of their own spellcasting power to allow the attraction that gives them their name do the work.

    Spoiler: Gravity Mage
    Show
    Hit Dice: d4

    Base Attack Bonus: 1/2

    Saving Throws: Good Will, Poor Fortitude and Reflex


    Requirements

    To qualify to become a gravity mage, a character must fulfill all the following criteria.

    Skills: Knowledge (arcana) 8 ranks, Spellcraft 10 ranks
    Spellcasting: Ability to cast 3rd level or higher arcane spells, two of which must have the 'Force' descriptor or a telekinetic effect
    Special: Must have caused the death of an opponent via falling or force damage.


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +0
    +0
    +2
    Energy Conversion, Gravitic Resistance, Gravitic Slam (15ft)
    +1 level of existing arcane spellcasting class
    2nd
    +1
    +0
    +0
    +3
    Not The Fall That Kills You
    +1 level of existing arcane spellcasting class
    3rd
    +1
    +1
    +1
    +3
    Stability
    +1 level of existing arcane spellcasting class
    4th
    +2
    +1
    +1
    +4
    Gravity Blast, Gravitic Slam (20ft)
    +1 level of existing arcane spellcasting class
    5th
    +2
    +1
    +1
    +4
    Propulsion
    +1 level of existing arcane spellcasting class
    6th
    +3
    +2
    +2
    +5
    Reverse Gravity
    +1 level of existing arcane spellcasting class
    7th
    +3
    +2
    +2
    +5
    Gravitic Ring, Gravitic Slam (25ft)
    +1 level of existing arcane spellcasting class
    8th
    +4
    +2
    +2
    +6
    Immobilization
    +1 level of existing arcane spellcasting class
    9th
    +4
    +3
    +3
    +6
    Singularity
    +1 level of existing arcane spellcasting class
    10th
    +5
    +3
    +3
    +7
    Center of the Sun, Event Horizon, Gravitic Slam (30ft)
    +1 level of existing arcane spellcasting class


    Class Skills

    The gravity mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the gravity mage prestige class.

    Weapon and Armor Proficiency: Gravity mages gain no proficiency with any weapon, armor, or shields.

    Spellcasting: Every level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of arcane spellcasting. If a character had more than one arcane spellcasting class before becoming a gravity mage, he must decide to which class he adds the new level for purposes of determining spells per day.

    Energy Conversion (Su): To power his abilities, the gravity mage harnesses his raw spell energy and converts it to a kinetic form, allowing him a greater degree of control over the forces of physics. Gravity mage class features have no set limit, but are powered by expenditure of spell slots; some abilities have a minimum spell level that must be expended in order to use them, but higher spell levels have a more powerful effect.

    Gravitic Resistance (Su): A gravity mage never takes any falling damage. His falls are not slowed - he simply shrugs off the effects of momentum upon landing. However, he may choose to slow down in midair as per feather fall at will.

    Gravitic Slam (Su): The gravity mage can target a 15-foot circle that he has line of sight to. Anything not secured to the ground in some way is hurled up and then back down. This deals falling damage and knocks opponents prone unless they make a Reflex saving throw with a DC equal to 10 + the gravity mage's class level. A successful saving throw allows them to maintain a standing position, but they still take half damage.

    Using Gravitic Slam requires the gravity mage to expend a minimum of a level 1 spell slot. The damage dealt improves by 1d6 per level of the spell slot expended, and the DC increases by 1 for every additional 1d6 damage added to the total in this way, to a minimum damage of 1d6 and a minimum DC of 11 + class level. If a spell slot of at least 5th level is used, 5d6 flat damage is added to the calculation (expending cone of cold deals 5d6 for a 5th level spell, plus another 5d6 for a total of 10d6, doubled to 20d6 if the gravity mage is at least 2nd level). A 9th level spell slot adds 11d6 damage, instead (expending meteor swarm deals 9d6 for a 9th level spell, plus another 10d6 for a total of 19d6, doubled to 38d6 if the gravity mage is at least 2nd level).

    If an affected creature has a fly speed and is currently in midair, they take no damage from this ability, but they lose their fly speeds (and cannot recover this speed, nor gain a new fly speed on their own) for a number of rounds equal to the damage dice they would have received. Any damage they take if they hit the ground during this duration is modified by Not The Fall That Kills You, if the gravity mage is at least 2nd level.

    At levels 4, 7, and 10, the radius of Gravitic Slam improves by 5 feet.

    Not The Fall That Kills You (Ex): Whenever a 2nd level gravity mage directly causes falling damage (including damage dealt by Gravitic Slam and, later, Gravity Blast), the damage dealt is doubled.

    Stability (Su): A 3rd level gravity mage cannot be moved or knocked down against his will by purely physical means. If a Force spell is cast on him, he and its caster make opposed caster level checks - if the gravity mage wins, the spell fails to shift him, though he may still take damage.

    Gravity Blast (Su): At 4th level, the gravity mage may create an explosion on a spot within his line of sight. The explosion has a radius of 20 feet. Creatures within the radius are thrown forward 25 feet minus the number of feet they were away from the center of the explosion. For every 5 feet they are thrown, they take 2d6 falling damage, half if they succeed on a Reflex saving throw with a DC equal to 10 + the gravity mage's class level.

    Medium-sized creatures are the basis for the distances given here. For every size category a creature is below Medium, they are thrown an additional 5 feet. For every size category a creature is above Medium, the distance they are thrown decreases by 5 feet, to a minimum of 0 feet, and thus no effect.

    Using Gravity Blast requires the gravity mage to expend a minimum of a level 3 spell slot. The radius and the distance creatures are thrown improve by 5 feet for every spell level of the expended slot above 3rd, and the DC increases by 1 for every 5 additional feet added to the total in this way.

    Propulsion (Su):
    A 5th level gravity mage can use a spell slot to propel himself forward with decreased limits on his acceleration, allowing him to move quickly. This doubles any of his base speeds (including swim and fly speeds) for a number of rounds equal to the level of the spell slot he expended to use the ability.

    Reverse Gravity (Sp): At 6th level, the gravity mage can use the spell reverse gravity twice per day, though it only lasts a number of rounds equal to his class level.

    Gravitic Ring (Su): At 7th level, the gravity mage can create a field of hyper-gravity that slows down foes to a crawl. The gravity mage can designate allies in the field to remain unaffected as an immediate action. The field originates at a point within the gravity mage's line of sight, and is 40 feet around. Base speeds are reduced by 5 for every 5 feet within the ring an opponent is. Thus, if an enemy is 30 feet away from the epicenter, their speeds are reduced by 10. In addition, any creature affected such is also under the effects of a slow spell (except for the halved speed effect). If a creature's speed is reduced to 0, unless they have another speed they can use that is not reduced to 0, they are rendered helpless. Gravitic Ring lasts a number of rounds equal to half the gravity mage's class level.

    Using Gravitic Ring requires the gravity mage to expend a minimum of a level 5 spell slot. The duration of the effect improves by 1 round per level of the spell slot expended. If an 8th or 9th level spell slot is expended, Gravitic Ring reduces speeds by double its normal amount.

    Immobilization (Su):
    At 8th level, the gravity mage can designate one opponent within his line of sight and, by expending a spell slot of at least 7th level, create a miniature Gravitic Ring under their feet. The opponent must make a reflex save (DC = 10 + the gravity mage's class level + the level of the spell slot expended) or be rendered helpless for 5 rounds.

    Dampen Velocity (Su): At 8th level, the gravity mage can slow down attacks made against him, making them less effective and easier to dodge. He gains a dodge armor class bonus equal to half his class level, so long as he is aware of the attack and not helpless.

    Singularity (Su): At 9th level, the gravity mage can expend a spell slot of at least 8th level to create a swirling vortex that pulls enemies closer to it on a single point within his line of sight. Singularity has two radii: Horizon and Breach. Horizon radius is the distance at which enemies begin to move towards the singularity every round. Breach is the 10'-by-10' radius that the singularity itself occupies; anything in that area is floating and helpless. Enemies can make a saving throw (DC 25 Fortitude or Reflex at their discretion) to resist being pulled towards it every round they are in the Horizon Radius. The Horizon radius is equal to 5 feet x the level of the spell slot expended, and enemies within it are pulled 20 feet towards the Breach every round if they fail their save. Singularity lasts 5 rounds.

    Creatures of Huge size or larger are not affected by the Breach, but they are pulled closer to it if they are within the Horizon radius.

    Center of the Sun (Sp): At 10th level, the gravity mage adds implosion to his list of spells known. If he so desires, he may expend two 9th-level spell slots and a full round action to use Singularity and attach implosion to its center; the implosion DC is the same as the one made to resist being pulled towards the Breach, but if an opponent makes their saving throw, the implosion effect immediately ends. Otherwise, this variant of Implosion lasts as long as Singularity does.

    Event Horizon (Sp): At 10th level, the gravity mage can alter Singularity such that the center of the event acts as a constant dimension door spell (with the additional feature that any creature in the door's square enters it automatically) with an endpoint within 750 feet chosen at the time of the casting. The effect lasts as long as the Singularity effect does, but cannot be used at the same time as Center of the Sun.


    ALTERNATE PRESTIGE CLASS: Gravity Manifester
    Spoiler: Gravity Manifester
    Show
    If using this prestige class with a psionic character, alter its prerequisites and features thusly:

    Requirements

    To qualify to become a gravity manifester, a character must fulfill all the following criteria.

    Skills: Knowledge (psionics) 8 ranks, Psicraft 10 ranks
    Spellcasting: Ability to manifest 3rd level or higher powers, two of which must have the 'Force' descriptor or a telekinetic effect
    Special: Must have caused the death of an opponent via falling damage.


    Manifesting: Instead of progressing spellcasting, every level the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of gravity manifester to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

    Energy Conversion (Su): To power his abilities, the gravity manifester harnesses the energy of his mental reserves and converts it to a kinetic form, allowing him a greater degree of control over the forces of physics. Gravity manifester class features have no spell level limit, but are powered by expenditure of power points instead of spell slots. Whenever a gravity mage class feature states that it requires a certain level of spell to achieve a given effect, the gravity manifester must instead expend a number of powers points equal to 2 + 2x the stated spell level (Singularity, thus, would require 18 power points). This includes benefits received from exceeding the base necessary spell levels for a greater effect - the ability simply costs 2 more power points per 'spell level' added. Note that a gravity manifester still cannot expend more power points than his manifester level on a single feature.

    Needless to say, if the gravity manifester gains an ability that says it adds a spell to his powers known, he gains that spell as a known power instead, at the appropriate level.
    Last edited by Overneath; 2017-01-16 at 09:01 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  10. - Top - End - #10
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Blood Mage

    "One slow red river runs through us all..."

    Blood is life. Life is power. Every being from the eldest vampire to the lowliest commoner has some inkling of these facts. A blood mage takes this power to an extreme, powering his magic with his own life essence to rip the life of others out of them with extreme prejudice.

    Spoiler: Blood Mage
    Show
    Hit Dice: d6

    Base Attack Bonus: 1/2

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements

    To qualify to become a blood mage, a character must fulfill all the following criteria.

    Skills: Spellcraft 10 ranks, Heal 5 ranks
    Feats: Toughness
    Spellcasting: Must be able to cast 3rd level or higher spells
    Special: Must have, at some point, been reduced to 0 hit points or less.


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +0
    +0
    +2
    Blood Magic
    +1 level of existing spellcasting class
    2nd
    +1
    +0
    +0
    +3
    Stanch, Blood Ritual
    +1 level of existing spellcasting class
    3rd
    +1
    +1
    +1
    +3
    Improved Toughness
    +1 level of existing spellcasting class
    4th
    +2
    +1
    +1
    +4
    Thicker than Water
    +1 level of existing spellcasting class
    5th
    +2
    +1
    +1
    +4
    Blood Draught
    +1 level of existing spellcasting class
    6th
    +3
    +2
    +2
    +5
    Wounding Spells
    +1 level of existing spellcasting class
    7th
    +3
    +2
    +2
    +5
    Extract Blood Elemental
    +1 level of existing spellcasting class
    8th
    +4
    +2
    +2
    +6
    Blood Flow
    +1 level of existing spellcasting class
    9th
    +4
    +3
    +3
    +6
    Etch Scar
    +1 level of existing spellcasting class
    10th
    +5
    +3
    +3
    +7
    Bloodwalk, Blood Mastery
    +1 level of existing spellcasting class



    Class Skills


    The blood mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Heal (Wis), Profession (Wis), and Spellcraft (Int).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the blood mage.

    Weapon and Armor Proficiency:
    Blood magi gain no proficiency with any weapons, armor, or shields.

    Spellcasting: When a new blood mage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of blood mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one spellcasting class before he became a blood mage, he must decide to which class he adds each level of blood mage for the purpose of determining spells per day.

    Blood Magic (Su):
    The blood mage is a master of adding the magic of the arcane and the magic of blood together to produce even more powerful spells. When he casts a spell that deals damage or has a save DC, he can deal damage to himself as a free action to increase either (the blood mage cannot increase both the damage and DC of a spell with this ability; he must choose one). By sacrificing a number of hit points equal to 3 x the level of the spell, the blood mage can either add one dice of damage to the spell, or increase its DC by 1. Thus, a fireball could go from 10d6 to 11d6 damage or a DC of 19 to 20 for the same amount of hit points drawn (9). The blood mage cannot use up more than 25% of his total hit points at once in this fashion.

    Stanch (Ex): At 2nd level, if the blood mage drops below 0 hit points, he automatically stabilizes and may take normal actions. He still dies if he drops to -10 HP or below.

    Blood Ritual (Su): Beginning at 2nd level, the blood mage can fuel costly spells with his own blood. When a spell calls for costly material components, he may willingly lose hit points as part of casting the spell, and then need not provide those components. If a spell has an XP cost, that still must be paid normally. Components costing less than 50 gold pieces require a hit point cost of 3. Components with a value between 51 and 4,000 gold require a hit point cost of 15. Components with a cost above 4,000 gold require a sacrifice of 45 hit points.

    Improved Toughness (Ex): At 3rd level, the blood mage gains an extra 1 hit point per character level, applied retroactively. These bonuses stack with normal Toughness.

    Thicker than Water (Ex): Starting at 4th level, the blood mage gains a hardness of 1 for every 2 class levels he possesses. This subtracts damage from the total sacrificed whenever he uses Blood Magic, not each individual part.

    Blood Draught (Ex): At 5th level, a blood mage learns how to store spells of up to 4th level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium and with one additional maximum spell level. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once “brewed,” a blood draught remains in circulation within a mage’s body. The maximum number of draughts he can store at one time is equal to his class level + his Consitution modifier, but if he is ever slain, they are all immediately ruined—even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood mage pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood mage’s blood as a full-round action. The blood mage must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood mage cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.

    Wounding Spells (Su): At 6th level, whenever the blood mage casts a damaging spell on a target, that target takes 1 point of Constitution damage per 2 levels of the spell that was cast, to a maximum of 4. In addition, the spell does an extra 3 damage per spell level if the target is already bleeding (as per a specific status effect) or wounded in a similar manner. The latter bonus does not apply to bleeding caused by Wounding Spells. CON damage dealt in this manner does not stack with itself.

    Blood Thrall (Su): Once per day starting at 7th level, the blood mage can attempt to exert control over a single living creature within 60 feet. The creature must make a Will saving throw against a DC equal to 10 + the blood mage's class level. The blood mage can alter the DC with his Blood Magic feature - treat Blood Thrall as a 5th level spell. If the creature fails their saving throw, they are under the blood mage's complete control, although they are unwilling victims to whatever actions they take. Because this is not a mind-affecting effect, immunity to those type of effects is not a barrier, and suicidal commands do not allow additional saving throws. Blood Thrall lasts for 1 turn.

    Blood Flow (Su): Once per day at 8th level, the blood mage can exert control over his internal systems to produce a surplus of enhanced blood as a move action. For one turn per blood mage level, he cannot be affected by Wounding or Bleeding effects, gains 20 temporary hit points, and also heals himself of 2 hit points per blood mage level. However, he cannot use Blood Magic for the duration of this ability unless he prematurely ends it (giving up his wounding immunity and temporary hit points) as a swift action.

    Etch Scar (Sp): Twice per day at 9th level, as a standard action, the blood mage can scar himself to produce a similar scar on a designated opponent...along with a debilitating effect. This counts as casting a 7th level spell for the purposes of any immunities or resistances the target may have, has a Fortitude save DC of 19 + the blood mage's primary spellcasting attribute's modifier, and lasts for 1 round per class level. The blood mage can activate one of the following effects on the target if it fails its save (on a successful save, nothing happens):
    • Any ranged attack (including ranged touch attacks) the target makes automatically misses.
    • The target takes a penalty of 5 to any action that requires a roll to resolve (attacks, damage, saving throws, etc).
    • The target becomes enraged as per the 1st-level barbarian ability, except they lose 8 AC, any damage reduction they possess is halved, and they attack a random target each round.
    • The target takes 2d6 damage every round, and if they die before the mark ends, they explode violently, dealing 10d10 damage to all creatures within 30ft. Neither damage can be reduced via saving throw or resistances, but no damage is taken at all if the save is made by the original target of the mark.


    Bloodwalk (Su): Once per day at 10th level, as a standard action, the Blood Magus can enter a creature (he must succeed at a melee touch attack if the target is unwilling) and teleport any distance the mage designates on the same plane, exiting from a creature on the other side. The distance the blood mage travels is in miles, and a rough estimate; if need be, he will be relocated to an area with a suitable creature he can exit from. The mage can choose a specific creature to exit from if he has a sample of that creature’s blood. If he desires, he can make a ‘bloody exit’ from the creature on the other side. If he does, that creature must make a DC 18 Fortitude save or die spectacularly. If it succeeds, the creature still takes 16d6 damage from the shock.

    Blood Mastery: At 10th level, the blood mage improves the bonuses granted from Blood Magic, with a slight increase in their risk. Taking damage equal to 5 x the spell level now adds 2 dice of damage or improves the DC by 2, and the blood mage can now expend up to 50% of his total hit points with one spell.



    The Deathbringer

    "Death comes for you; feel its icy breath!"

    The man with a bow laughs gleefully from atop his perch, secure in the knowledge that he will never allow his foes close enough to retaliate. The man with the sword and shield adjusts his stance, certain that no one can touch him behind his iron wall. The man with a knife in each hand dashes across the open field, cutting through a dozen lesser opponents before they can perceive him.

    But they all turn tail when they see the man bearing the two-handed sword.

    Deathbringers have one duty and one duty only - to deal as much damage as possible in the shortest amount of time. Their ruthlessness is unmatched, and the horrors of their brutal efficiency have driven more than one hapless enemy insane with fear.

    Spoiler: Deathbringer
    Show
    Hit Dice: d10

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude, Intermediate Will, Poor Reflex


    Requirements

    To qualify to become a deathbringer, a character must fulfill all the following criteria.

    Base Attack Bonus: +6
    Skills: Intimidate 8 ranks
    Feats: Power Attack, Improved Sunder, Weapon Focus (any two-handed melee weapon)


    Level BAB Fort Ref Will Special
    1st
    +1
    +2
    +0
    +1
    Deathbringer Assault, Might
    2nd
    +2
    +3
    +0
    +2
    Horrific Visage
    3rd
    +3
    +3
    +1
    +2
    Nothing is Scarier, Giant's Reach
    4th
    +4
    +4
    +1
    +3
    Fearsome Opponent, Scything Charge
    5th
    +5
    +4
    +1
    +3
    Crippling Pain
    6th
    +6
    +5
    +2
    +3
    Mighty Blow
    7th
    +7
    +5
    +2
    +4
    Destroyer
    8th
    +8
    +6
    +2
    +4
    Nightmarish Opponent, Obliteration
    9th
    +9
    +6
    +3
    +5
    Focused Attack
    10th
    +10
    +7
    +3
    +5
    Deathbringer Annihilation


    Class Skills

    The deathbringer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (warfare) (Int), Ride (Dex), Spot (Wis), and Swim (Str).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the deathbringer prestige class.

    Weapon and Armor Proficiency: The deathbringer is proficient with all simple and martial weapons and with light and medium armor.

    Deathbringer Assault (Ex): A deathbringer is, as their name implies, a master in the art of laying low an opponent with a single mighty strike. When wielding a weapon with two hands, he has a chance of instantly slaying an opponent whenever he rolls a natural 20 on an attack roll and then confirms a critical hit. In this way, Deathbringer Assault acts like the Vorpal property - however, it is a death effect, and does not rely upon the opponent having a head or being vulnerable to losing it.

    Deathbringer Assault has a 5% chance of triggering at 1st level, and the chance increases by another 5% every two levels thereafter, to a maximum of 25% at level 9.

    Might (Ex): Whenever the deathbringer uses Power Attack while wielding a weapon with two hands, he doubles the damage added without increasing the penalty to his attack bonus.

    Horrific Visage (Ex): Fear of a deathbringer is instinctual; from the mightiest dragon to the lowliest animal, all know to avoid the wrath of the unflinching warriors in the blood-soaked plate. If a 2nd level deathbringer has slain an opponent within the past 24 hours, any of his enemies within 15 feet take a -2 penalty to saving throws. This is a fear effect, but not a mind-affecting one.

    Nothing is Scarier (Ex): After witnessing true carnage first-hand, little fazes a deathbringer. At 3rd level, they are entirely immune to fear.

    Giant’s Reach (Ex): At 3rd level, the deathbringer adds 5 feet to his base reach when wielding a weapon with two hands.

    Fearsome Opponent (Ex): A 4th level deathbringer is a marvel to observe in combat, but also unnerving. Watching a someone nigh-casually disembowel a companion can have an adverse effect on one's psyche. Whenever the deathbringer reduces an opponent to 0 Hit Points or less, all allies of that opponent who saw the act must make a Will save (DC equal to the total damage dealt that killed the creature) or become shaken for a number of rounds equal to the deathbringer's class level. Creatures immune to fear are immune to this effect, but not those who are only immune to mind-affecting spells.

    Scything Charge (Ex): At 4th level, the deathbringer gains Pounce as a bonus feat. In addition, whenever he makes a charge while wielding a weapon with two hands, he can make a single melee attack that includes his charge bonus at any opponent within reach along the path he takes.

    Crippling Pain (Ex): At 5th level, the deathbringer can, as a full-round action, make a single attack with a weapon wielded in two hands at his highest base attack bonus. This attack does not benefit from the Power Attack feat. When struck, an opponent must make a Fortitude save with a DC equal to 5 + the damage dealt or take 1d6 Constitution damage. If the attack was a critical hit, the Constitution damage is doubled, but not the base damage.

    Mighty Blow (Ex): As a full round action, a 6th level deathbringer may make a full attack action against one creature in melee range using a weapon he wields with two hands. Each successful hit is an automatic critical hit, but the deathbringer takes a -5 penalty to each attack roll and a -5 penalty to his armor class until the beginning of his next turn. The deathbringer can use Mighty Blow once per day per three levels.

    Destroyer (Ex): At 7th level, the deathbringer ignores up to 10 points of damage reduction whenever he strikes an opponent while using Power Attack and wielding a weapon with two hands. If he scores a critical hit, any damage reduction is negated entirely.

    Nightmarish Opponent (Ex): At 8th level, the deathbringer's ability to brutally down his foes has become even more shocking to observe, as he cleaves like a guillotine through flesh and bone. Whenever he reduces an opponent to 0 Hit Points or less, all allies of that opponent who saw the act must make a Will save (DC equal to half the damage dealt that killed the creature) or become frightened for a number of rounds equal to half the deathbringer's class level. Even if they succeed on their Will save, they are still shaken for double this amount of time. Creatures immune to fear are immune to this effect, but not those who are only immune to mind-affecting spells. This ability improves upon (replaces) Fearsome Opponent.

    Obliteration (Ex): The attacks of an 8th level deathbringer can and will drain the life right out of an opponent. If he scores a successful attack against an opponent with a weapon he wields in two hands, the next successful attack to land on that same opponent adds the deathbringer's class level as a competence bonus to its own damage roll. Every successive hit adds cumulative damage totals, but if the deathbringer has not dealt damage to the enemy in 2 rounds, the damage bonus is lost for his next strike.

    Focused Attack (Ex): Once per day, a 9th level deathbringer may, as a swift action, elect to deal double damage on all successful attacks while wielding a weapon with two hands against his enemies for the rest of his turn. If any attacks are confirmed critical hits, simply treat the critical multiplier of the deathbringer's weapon as 1 higher than normal. This ability may not be used in tandem with Crippling Pain or Mighty Blow.

    Deathbringer Annihilation (Ex): Nothing escapes the wrath of a true deathbringer. All are equal before his blade. At 10th level, Deathbringer Assault is no longer contingent upon a critical hit; merely rolling a natural 20 is enough to trigger the chance of instant death. The ability is also no longer a death effect and no longer acts like the Vorpal property - there is no immunity to it.
    Last edited by Overneath; 2016-11-25 at 08:46 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

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  11. - Top - End - #11
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Acolyte of the Celestial Twins

    "A decent bow, a willing heart, and a marching tune; is there anything else one could need?"

    The Acolyte of the Celestial Twins (also sometimes called the Acolyte of Artemis or the Acolyte of Apollo) is a creature of many aspects, a follower of the sun, the moon, or both. They often use their powers to explore, guide, or hunt in service of their church. They can call on various aspects of the celestial bodies sometime separate from the portfolios of the deity who governs them. As such, they are more skilled and can follow broader goals than most clerics.

    Spoiler: Acolyte of the Celestial Twins
    Show
    Hit Dice: d8

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Intermediate Will, and Poor Fortitude


    Requirements

    To qualify to become an acolyte of the celestial twins, a character must fulfill all the following criteria.

    Deity: Must worship a deity that grants the Sun domain or a deity that grants the Moon domain
    Base Attack Bonus: 4+
    Skills: Knowledge (any), Survival, Perform (any), Spot; any two 7 ranks, other two 4 ranks
    Feats: Precise Shot, True Believer (Complete Divine)


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +0
    +2
    +1
    Fengarilion Lore, 1st Minor Aspect
    -
    2nd
    +1
    +0
    +3
    +2
    Strength in Faith
    +1 level of existing spellcasting class
    3rd
    +2
    +1
    +3
    +2
    2nd Minor Aspect
    -
    4th
    +3
    +1
    +4
    +3
    1st Moderate Aspect
    +1 level of existing spellcasting class
    5th
    +3
    +1
    +4
    +3
    Fengarilion Icon, 3rd Minor Aspect
    -
    6th
    +4
    +2
    +5
    +3
    2nd Moderate Aspect, 1st Major Aspect
    +1 level of existing spellcasting class
    7th
    +5
    +2
    +5
    +4
    4th Minor Aspect
    -
    8th
    +6
    +2
    +6
    +4
    3rd Moderate Aspect
    +1 level of existing spellcasting class
    9th
    +6
    +3
    +6
    +5
    2nd Major Aspect
    -
    10th
    +7
    +3
    +7
    +5
    Ultimate Aspect, Scion of the Celestial Twins
    +1 level of existing spellcasting class


    Class Skills

    The acolyte's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the acolyte of the celestial twins prestige class.

    Weapon and Armor Proficiency: The acolyte is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields). In addition, the acolyte can cast arcane spells of any kind freely while wearing up to light armor without suffering an arcane spell failure penalty. Armor heavier than light, or any kind of shield, applies the normal penalty.

    Spells Per Day: Every two levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an acolyte, she must decide to which class she adds the new level for purposes of determining spells per day.

    Fengarilion Lore (Ex): The acolyte is well-versed in the histories and traditions of their church, which gives them a precise insight into other, broader aspects of daily life. This ability mimics and stacks with Bardic Knowledge. In addition, choose a Knowledge skill within the sphere of your chosen deity - you gain an additional +2 bonus to checks using that skill.

    Aspects of the Celestial Twins: As the acolyte grows in power, they begin to take on a stronger visage of their deity, representing various aspects of their domain. Each aspect has four tiers: Minor, Moderate, Major, and Ultimate. A tier can only be accessed if the acolyte has chosen the ability of the tier directly beneath it. You cannot take a Major Guiding Light Aspect if you lack a Moderate Guiding Light Aspect, and so forth. The acolyte gains a Minor tier slot at 1st level, 3rd level, 5th level and 7th level. They gain a Moderate tier slot at 4th level, 6th level, and 8th level. They gain a Major tier slot at 6th and 9th level. Finally, they gain a single Ultimate tier slot at 10th level.

    A tier slot can be expended to improve as a mortal being instead of attempting emulation of one's deity. A Minor tier slot can be expended in this way to instantly gain access to skill points equal to the acolyte's character level. A Moderate tier slot can be expended to gain a bonus feat that the acolyte qualifies for. A Major tier slot can be expended to grant a permanent +2 bonus to one ability score. And the Ultimate tier slot can be expended to grant immunity to mind-affecting effects, 22 spell resistance, and 10/- fire and cold resistance, which stacks with the benefits from Scion of the Celestial Twins.

    One the choice of how to spend a tier slot has been made, it can never be changed.

    Spoiler: Aspects
    Show
    Spoiler: Aspects of the Guiding Light
    Show
    Minor Aspect 1: One Foot in the Past (Ex) - An acolyte with this aspect gains a +1 bonus to all knowledge skill checks. This bonus increases for every 2 class levels he possesses.

    Minor Aspect 2: Painless Divination (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the divination school. In addition, any divination spell he casts, if it has a duration longer than 1 turn, lasts one turn longer per two class level he possesses.

    Minor Aspect 3: Fengarilion Mysticism - An acolyte with this aspect may add an effective spellcasting level to a previous spellcasting class every level, instead of every two levels.

    Moderate Aspect 1: Foreseen Threat (Su) - An acolyte with this aspect can spontaneously trigger a vision involving himself and another creature. Twice per day as a swift action, he targets one enemy he can see. For the next three minutes or until the ability is expended, he can choose to gain a bonus equal to half his class level toward any saving throw, skill check, or opposed roll he makes against the target. He can choose not to use this bonus, but once he does, the ability is expended.

    Moderate Aspect 2: Discerning Third Eye (Su) - An acolyte with this aspect may automatically roll a Will save to disbelieve any illusion he comes into contact with while he is under the effects of a divination spell.

    Major Aspect 1: Vanish From the Face of the Mind (Su) - An acolyte with this aspect may tune his power over the past, present, and future in order to block other creatures with similar abilities. Once per day as a swift action, he can render himself invisible (as the spell, using his highest caster level or his class level, whichever is higher). While invisible via this method, he becomes immune to all divination spells and effects as cast by a creature with fewer hit dice than himself.

    Major Aspect 2: Reach Into the Future (Su) - An acolyte with this aspect can work in the present to alter events in the future. He rolls a single d20 upon use of this ability, available once per day. At any time during the next 4 hours, when a d20 is rolled, he may exchange that roll for the number on the d20 he rolled earlier.

    Ultimate Aspect: The Oracle of Delphi (Su) - An acolyte with this aspect gains immense power over his second sight, allowing him to see events far away in time. He can perform a ten-minute ritual that allows him to see up to one year in the future. He may then pose up to five specific questions as to the events that will occur during that time, such as "Will I permanently die?" or "Will we succeed in our quest to kill Wando?". The question is then answered by a single 'yes' or 'no', or up to a sentence of exposition, as the phrasing of the question dictates. However, sentence-long answers usually take the form of riddles that the acolyte must then decipher.

    The Oracle of Delphi can be used once per month.


    Spoiler: Aspects of the Warming Art
    Show
    Minor Aspect 1: Soothing Notes of Noontide (Ex) - An acolyte with this aspect gains a +1 bonus to all perform skill checks. This bonus increases for every 2 class levels he possesses.

    Minor Aspect 2: Simple Enchantment (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the enchantment school. In addition, any enchantment spell he casts, if it has a duration longer than 5 rounds, lasts one round longer per two class level he possesses.

    Minor Aspect 3: Superb Sonnets of Summer - An acolyte with this aspect treats acolyte levels as bard levels for the purposes of progressing bard song rounds per day, but does not give him automatic access to new bardic performances.

    Moderate Aspect 1: Song of the Dawn's Warmth (Su) - An acolyte with this aspect learns a new bardic performance, the Song of the Dawn's Warmth. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. Song of the Dawn's Warmth has a radius of 50 feet and requires a verbal component, and has two effects. Firstly, it immediately ends any fear effects on the acolyte's allies within range. Secondly, it deals fire damage equal to acolyte's initial Perform check to any enemies within that same range.

    Song of the Dawn's Warmth requires the expenditure of 2 rounds of Bardic Music.

    Moderate Aspect 2: Healing Hands (Su): Once per day for every two class levels he possesses, an acolyte with this aspect can touch a wounded creature and make a perform check as a full round action to heal their wounds. The amount of hit point damage healed is equal to the result of the perform check.

    Major Aspect 1: Song of Banishing Night (Su) - An acolyte with this aspect learns a new bardic performance, the Song of Banishing Night. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. The Song of Banishing Night has a radius of 100 feet and requires a verbal component. It first dispels all blindness and darkness effects within its radius. Then, any enemies with Light Blindness, Darkvision, or who caused the blindness or darkness effects that were dispelled are themselves blinded unless they pass a Fortitude saving throw with a DC equal to the acolyte's initial Perform check. This blindness lasts for 1 minute, and suppresses all blindsight and blindsense abilities for the same duration.

    The Song of Banishing Night requires the expenditure of 3 rounds of Bardic Music.

    Major Aspect 2:Stanza of Stagnation (Su) - An acolyte with this aspect can touch an ally as a standard action and expend 2 rounds of Bardic Music. This ability then attempts to cure a single hostile affliction of the ally's choice. The acolyte then makes an opposed hit dice check against the enemy who caused the effect (or a base DC of 25 if no single creature was the cause). However, the acolyte uses his highest ranks in a Perform skill instead of his hit dice for the check. If the acolyte wins, the affliction is removed.

    Multiple afflictions can be removed with the same use of Stanza of Stagnation, with another 2 rounds of Bardic Music being expended each time.

    Ultimate Aspect:Hymn of Eternal Sunrise (Su) - An acolyte with this aspect learns a new bardic performance, the Hymn of Eternal Sunrise. It acts exactly like any other bard song and is subject to the same restrictions as the class feature. Hymn of Eternal Sunrise has a radius of 60 feet and requires a verbal component. For as long as the Hymn is active, all allies within its radius gain a +2 untyped bonus to all of their ability scores, immunity for fatigue and exhaustion, and a +4 bonus to all saving throws.

    Hymn of Eternal Sunrise requires the expenditure of 2 rounds of Bardic Music for every round it remains active.


    Spoiler: Aspects of the Eminent Hunter
    Show
    Minor Aspect 1: Pathfinding (Ex) - An acolyte with this aspect gains a +2 bonus to all survival skill checks. This bonus increases by +2 for every 2 class levels she possesses.

    Minor Aspect 2: Easy Transmutation (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the transmutation school. In addition, she may choose to increase or decrease the duration of any transmutation spell she is affected by, up to 1 round per class level in either direction.

    Minor Aspect 3: Woodstalking (Ex) - An acolyte with this aspect may either choose a new favored enemy (as per the ranger class feature) or add a +2 bonus to the benefits derived from an existing one. At 9th level, this benefit is granted again.

    Moderate Aspect 1: Huntress' Dominant Reflex (Ex): When an acolyte with this aspect is caught flat-footed or in a surprise round, she does not lose her Dexterity modifier to her AC, and in the latter case, she gains a +3 bonus to her initiative check when combat for her side begins.

    Moderate Aspect 2: Effortless Trail (Ex): An acolyte with this aspect can track a creature overland at her full base speed with no penalty.

    Major Aspect 1: Moonlit Eye (Su): When in shadowy illumination, an acolyte with this aspect can see clearly as though she had darkvision out to 120 feet, and also gains blindsense out to 20 feet.

    Major Aspect 2: Faultless Hunt (Ex) - An acolyte with this aspect can choose a single target that she can recognize as a unique individual as a free action. For up to two weeks, she always knows what direction that target is in relation to her and can match whatever speed it's going so long as she is actively tracking them.

    Ultimate Aspect: The Will of the Wild (Su) - An acolyte with this aspect can view any area on the same plane with the senses of a single animal if she is aware of its existence. Seeing through the animal is a full-round action, and she has no control over where the animal goes or what it does, although she can comprehend any languages she normally could while the effect is active.


    Spoiler: Aspects of the Peerless Archer
    Show
    Minor Aspect 1: Unwavering Eye (Ex) - An acolyte with this aspect gains a +2 bonus to all spot skill checks. This bonus increases for every 2 class levels she possesses.

    Minor Aspect 2: Effortless Evocation (Su) - An acolyte with this aspect gains a +3 bonus on checks to penetrate spell resistance when casting a spell from the evocation school. In addition, any evocation spell she casts, if it deals damage over time, deals an extra dice of damage in every round it remains active.

    Minor Aspect 3: Peerless Aim (Ex) - An acolyte with this aspect treats class levels in Acolyte of the Celestial twins as though the class provided full Base Attack Bonus progression, instead of 3/4ths, but only for the purposes of using ranged weapons or qualifying for feats.

    Moderate Aspect 1: Twin Strung Oaks (Ex): This aspect grants the acolyte a +1 bonus to attack and damage rolls with any ranged weapon she uses. This bonus improves by +1 for every 3 class levels she has.

    Moderate Aspect 2: Magic on the Wind (Su): This aspect grants the acolyte the ability to expend a spell slot as part of an attack action with a ranged weapon. An attack as a result of this action, of her choice, is then imbued with the spell, which is cast upon hitting the target (a miss means the spell is wasted). Only one spell can be attached to one attack every round, and the spell used cannot have a spell level higher than 3rd.

    Major Aspect 1: Painless Puncture (Su) - An acolyte with this aspect can choose to deal no damage or subdual damage at will with no penalty when making a ranged attack. Among other things, this means that if she chooses to imbue a projectile with a defensive spell using Magic on the Wind and fires on an ally, that ally will be unharmed.

    Major Aspect 2: Through All Three Hearts (Ex) - An acolyte with this aspect can 'retain' the complete result of one of her turns in which she made at least one ranged attack for later use. Successful attacks , the damage they dealt, and any saving throws on the part of the target are all kept static for up to a week until she decides to use them again as a full-round action that essentially replaces her turn with the retained one, as well as the static results. Only one turn can be retained in this way at a time, and the acolyte must wait at least 2 days in between using the turn and retaining a new one.

    Spoiler: Example
    Show
    Chartreuse makes a full attack action with her Thundering longbow and rolls very well, inducing two critical hits (19, 20) and a normal hit (11) on the giant she's fighting. The giant takes 71 damage and is permanently deafened, having failed his saving throw (7) against her attack. She chooses to retain her entire turn and all of the results therein for a later date.

    Four days later, she engages an ogre mage and elects to forfeit her turn in favor of rolling the exact same numbers for herself and the ogre's reaction as she had stored previously. She gauges the static rolls against their new parameters (the ogre's AC and Fortitude), and adjusts the new attacks accordingly. She finds that her third attack missed and her first critical failed to threaten. However, she still confirmed one critical, and so the ogre mage must use the giant's roll of 7 as its saving throw against he bow's Thundering property.


    Ultimate Aspect: Unrelenting Chain (Ex): A character with this aspect reduces their iterative attack penalty by 5, and gains a stacking +1 bonus to attack rolls made in the same round if a previous attack hit. Thus, a character with +15/+10/+5 attacks would have +15/+15/+10 instead and if their first two attacks hit during a full attack, the third attack would have a base of +12.


    Strength in Faith (Ex): A 2nd level acolyte can shrug off intrusions to the mind if they are focused enough. If the acolyte fails a Will saving throw of any kind by a margin of less than 4 between the roll and the DC, they may immediately reroll the save.

    Fengarilion Icon (Ex): At 5th level, the acolyte curries the favor and respect of fellows members of their church, who recognize the status that the acolyte holds as a living symbol of their god. For all purposes that require one, the acolyte qualifies as their own holy symbol, and any followers of their deity treat them as Friendly unless given good reason not to.

    Scion of the Celestial Twins (Su): At 10th level, a portion of the acolyte's soul ascends to watch over the mortal realm by the side of their deity, forever vigilant and prosaic. The hole left behind is filled by the blessings of divine energy that elevate their mortal form into something beyond normalcy. The acolyte's type changes to Outsider, and they gain a 5/- resistance to fire and cold. In addition, their soul can never be entirely bound or shattered - they are immune to any effects that prevent them from being resurrected, such as soul bind, and any conditions applied to that body that would necessitate the use of true resurrection can only ever warrant resurrection instead.


    Final Thoughts: The original version tried to cram too many features into one class, even by my loose standards, so I elected to go with a variant of the Feralan's system of choosing class feature spreads, but a more direct one. The Acolyte can now more easily be geared towards just Artemis, just Apollo, a bit of both, or whatever suits the sky gods in a given campaign setting.
    Last edited by Overneath; 2016-12-14 at 10:58 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  12. - Top - End - #12
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Reaver

    "Strike me! Face your inevitable demise! I am a Reaver, and my wrath is as eternal as your pain!"

    Much like the Blood Mage, a reaver grows stronger with injury, their attacks becoming faster and more deadly with every hit point they lose. Because the reaver's core abilities rely on hit point percentages, it is recommended that the player takes note of the point at which their character is considered to be below 75% and 50% of their total hit points.

    A reaver with 96 hit points, for example, reaches their first threshold (calculated by using a calculator to multiply 96 by 0.75) at 72 hit points and their second threshold at half their total, or 48. Decimals are, in this case, rounded up.

    Spoiler: Reaver
    Show
    Hit Dice: d12

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements

    To qualify to become a reaver, a character must fulfill all the following criteria.

    Base Attack Bonus: 6+
    Skills: Concentration 5 ranks
    Feats: Endurance, Power Attack
    Special: Must have either been reduced to 0 hit points or less, or have been subject to a pain effect


    Level BAB Fort Ref Will Special Powers Known
    1st
    +1
    +2
    +0
    +2
    Unfazed, Fueled by Pain
    -
    2nd
    +2
    +3
    +0
    +3
    Devour Essence
    +1 level of existing manifesting class
    3rd
    +3
    +3
    +1
    +3
    Aura of Pain, Fervor
    -
    4th
    +4
    +4
    +1
    +4
    Horrific Feast
    -
    5th
    +5
    +4
    +1
    +4
    Retribution
    +1 level of existing manifesting class
    6th
    +6
    +5
    +2
    +5
    Field of Pain
    -
    7th
    +7
    +5
    +2
    +5
    Absolute Pain, Schadenfreude
    -
    8th
    +8
    +6
    +2
    +6
    Impassioned Fervor
    -
    9th
    +9
    +6
    +3
    +6
    Furious Rampage, Fueled by Suffering
    +1 level of existing manifesting class
    10th
    +10
    +7
    +3
    +7
    Knight of Cerebus
    -


    Class Skills

    The reaver’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), and Swim (Str).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the reaver prestige class.

    Weapon and Armor Proficiency:
    The reaver is proficient with all simple and martial weapons, and with any exotic weapon that deals slashing damage.

    Broken Mind: At levels 2, 5, and 9, the character gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of reaver to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

    If a character had more than one manifesting class before he became a reaver, he must decide to which class he adds the new level of reaver for the purpose of determining power points per day, powers known, and manifester level.

    In addition, a reaver gains focus when injured that he can use to fuel his powers. When below 50% of his hit point total, the reaver manifests powers as though his manifester level were 4 higher than it actually is. He may also exchange hit points for power points when manifesting a power, the rate being 5 hit points for 1 power point.

    Unfazed (Ex): A reaver is immune to all pain effects, such as a symbol of pain or the bonus subdual damage caused by a mord sith's agiel. He also talks half damage from all subdual attacks.

    Fueled by Pain (Ex): If the reaver is reduced to less than 75% of his maximum hit point total, he multiplies all damage he deals by 1.5x. An attack that deals 20 damage or a power that deals 30 would then deal 30 or 45 damage, respectively. The end value is rounded down to the nearest whole number. The damage multiplier does not apply to powers whose power point cost is reduced by Broken Mind.

    Devour Essence (Su): By ripping the negative energy produced by suffering out of an enemy, a reaver of at least 2nd level can fuel himself and agitate the wounds of that foe. This is a targeted ability usable once per encounter as part of a single melee or ranged attack, and can only be used on an enemy that is at less than their maximum hit point total.

    Devour Essence deals 1d4 damage per class level of the reaver, and heals the reaver for a number of hit points equal to half the damage dealt. A Fortitude saving throw with a DC equal to 15 + the reaver’s Constitution modifier + the reaver’s class level may be made to halve the damage taken and negate the healing effect on the reaver. The damage Devour Essence deals is of the same type as the attack it is attached to.

    Aura of Pain (Su): As a standard action, a 3rd level reaver can emit a damaging field at will. It has a radius of 30 feet and lasts for a number of rounds equal to the reaver’s class level. The aura can be dismissed as a free action, but until it dissipates, anything within its range – including the reaver – takes damage equal to 1d8 + the reaver’s class level every round or immediately upon entering the field. This damage is untyped, and cannot be resisted.

    Fervor (Ex): If a 3rd level reaver reduces an opponent to 0 hit points, he gains class benefits as though his own hit point total were below 75% for the rest of his current turn and the next.

    Horrific Feast (Su): This improves the reaver's Devour Essence ability. At 4th level, its damage is increased to 1d6 per class level, and any enemy who witnesses its use must make a Will saving throw with the same DC as Devour Essence or become shaken for the remainder of the encounter. This is a mind-affecting fear effect.

    Retribution (Su): If a 5th level reaver is struck in melee combat while under the effects of Aura of Pain, his attacker takes double the damage the aura dealt to them that round.

    Field of Pain (Su): At 6th level, the reaver may leave his Aura of Pain in a stationary location when he activates it, instead of causing it to follow him around the battlefield. This location is chosen at the time the Aura is used, and cannot be relocated unless the reaver deactivates and reactivates the Aura.

    Absolute Pain (Ex): If a 7th level reaver has activated Aura of Pain, he gains an extra use per encounter of his Devour Essence ability. The damage it deals increases to 1d8 per class level if it is used inside the Aura.

    Schadenfreude (Ex): At 7th level, the reaver gains a measure of vitality from inflicting pain on his enemies. If he deals damage to an opponent while either himself or the opponent are inside his Aura of Pain, he gains temporary hit points equal to half the damage dealt. The damage Aura of Pain deals every round does not qualify as damage for the purposes of Schadenfreude, nor does damage dealt by Devour Essence.

    Because the hit points gained are temporary, the 'healing' conferred by this ability does not interfere with the benefits of Fueled by Pain if the reaver is injured.

    Impassioned Fervor (Ex): At 8th level, the reaver gains an extra attack in the same round he reduces an opponent to 0 hit points or less. The extra attack is added to his standard or full attack string, depending on what action he used. This benefit stacks with Cleave and Great Cleave.

    Furious Rampage (Su): Once per day at 9th level, the reaver can embrace absolute pain and fury, becoming an implement of pure destruction for one minute. For the duration of that minute, he gains a +4 bonus to all attack and damage rolls, increases his critical threat range by 1, and cannot die until the Rampage is over. If attacks reduce his hit points to -10 or less, he dies normally at the end of the minute. Otherwise, however, Furious Rampage has no lasting ill effects.

    Fueled by Suffering (Ex): This improves the reaver's Fueled by Pain ability. If a 9th level reaver is reduced to less than 50% of his maximum hit point total, all damage he deals until he is healed to above that point is modified by an additional number equal to 1.5x his class level. This improves upon the previous ability, meaning that the reaver deals an extra 1.5x damage at less than 75% of his hit points, and adds a flat 15 more at less than 50% of his total. Moreover, the damage bonuses stack with each other (meaning a reaver under 50% of his total hit points who struck a foe for 20 damage would multiply it to 30, then add an additional 15 damage atop that value). The 15 bonus damage is of the same kind as the damage of the attack itself.

    Knight of Cerebus (Su): Pain is fleeting, and the fight is forever. A 10th level reaver takes half damage from his Aura of Pain ability, and any effects that heal hit point damage affect him at twice their normal rate. Thus, a cure light wounds spell would heal him for 2d8+10 damage, if cast by a 5th level or higher caster. If the reaver does not wish to be healed, he may choose to only take the normal effect of the healing or none at all.
    Last edited by Overneath; 2017-01-16 at 09:15 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  13. - Top - End - #13
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Coastbound Disciple

    "Behold and despair, landwalkers! The ocean itself answers my call!"

    Defenders of the sea and champions of the land, coastbound disciples walk the line between earth and water, and hold great powers over both forces and the beings who inhabit those regions.

    Spoiler: Coastbound Disciple
    Show
    Hit Dice: d8

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements

    To qualify to become a coastbound disciple, a character must fulfill all the following criteria.

    Will Saving Throw: +4 (including any bonuses from feats)
    Deity: Must follow a deity that can grant the Water domain
    Skills: Swim 10 ranks, Climb 6 ranks
    Special: Must have lived inside of or within 3 miles of a large body of salt water for at least two years.


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +2
    +0
    +2
    Seabound
    -
    2nd
    +1
    +3
    +0
    +3
    Natural Abilities 1/encounter, Commanding Gaze
    +1 level of existing spellcasting class
    3rd
    +2
    +3
    +1
    +3
    Advanced Swimming
    -
    4th
    +3
    +4
    +1
    +4
    Stormbound
    +1 level of existing spellcasting class
    5th
    +3
    +4
    +1
    +4
    Natural Abilities 2/encounter, Earth's Wrath
    -
    6th
    +4
    +5
    +2
    +5
    Commanding Bond, Share the Sea
    +1 level of existing spellcasting class
    7th
    +5
    +5
    +2
    +5
    Sea's Embrace, Crushing Wave
    -
    8th
    +6
    +6
    +2
    +6
    Natural Abilities 3/encounter, Earth's Fury
    +1 level of existing spellcasting class
    9th
    +6
    +6
    +3
    +6
    Dominating Gaze, Calm the Waves
    -
    10th
    +7
    +7
    +3
    +7
    Waterborn
    +1 level of existing spellcasting class


    Class Skills

    The coastbound disciple’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

    Skill Points: 4 + Int modifier


    Class Features

    The following are class features of the coastbound disciple.

    Weapon and Armor Proficiency: Coastbound disciples gain proficiency with simple and martial weapons, with light armor, and light and heavy shields.

    Spellcasting: Every two levels, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a coastbound disciple, she must decide to which class she adds the new level for purposes of determining spells per day.

    Seabound (Ex): Whenever the disciple is within 1 mile of a large body of water, she gains a +1 morale bonus to all attack rolls, damage rolls, skill checks, and saving throws. Actually being in the body of water increases the bonus to 2. If it is salt water, either bonus is increased by 1.

    In addition, a 1st level disciple can breathe air and water interchangeably, as though they were an amphibious creature.

    Natural Abilities: As she increases in level, the disciple gains access to special abilities. These abilities are Commanding Gaze, Earth's Wrath, and Crushing Wave. At 2nd level, she can use any of these she has access to once per encounter each. At 5th level, she can use each one twice per encounter. At 8th level, she can use them three times per encounter each. The Difficulty Class for all of her abilities are equal to 10 + her disciple level + her Wisdom or Charisma modifier, whichever is higher. Activating a natural ability uses a standard action and provokes an attack of opportunity.

    Commanding Gaze (Su): The disciple can lock eyes with a creature, whether sentient or not, and force its mind to obey her, to a limited degree. This is a single target gaze attack with a range of 40 feet, and provokes a Will save. Failure causes the creature to be under the effects of a charm person spell for a number of rounds equal to the disciple's class level. Any creature that does not have the Water or Aquatic subtype gets a +3 bonus on their saving throw against this effect. Creatures naturally immune to mind-affecting spells are likewise immune to this effect, but any magical immunities are bypassed. A creature already friendly to the disciple can willingly submit to the gaze, and is not affected by the charm aspect.

    At 6th level, the disciple can communicate telepathically with a creature affected by this ability to a distance of 100 feet in its native language. If it does not have a language, she can issue basic commands or ideas.

    At 9th level, the effect improves to domination, and the duration is increased to turns per class level. Willing, friendly creatures are still immune to this aspect, but not the telepathic one.

    Advanced Swimming (Ex): At 3rd level, the disciple gains a +6 bonus to swim checks, a swim speed equal to her land speed, and can always take 10 on swim checks, even when distracted or threatened. If she already had a swim speed, it improves by 20 feet. She takes no penalties for taking normal actions underwater as most creatures would.

    Stormbound (Su): Once every 4 hours, the disciple can take a standard action to coat herself in a stormfront risen from the waves. She must be at least halfway submerged in water to activate this ability. It causes Severe winds within 15 feet of her, gives enemies attacking in melee a -2 penalty to hit, and grants her immunity to fire. In addition, she hovers 5 feet off the ground, making her immune to movement penalties gained by adverse natural or magical terrain (and as such she does not take falling damage while this ability is in effect). This ability lasts a number of rounds equal to the disciple's class level.

    Earth's Wrath (Su): A 5th level disciple can cause a localized earthquake as the ground rebels outward and upward. This ability affects a radius 30 feet outward from the disciple. Affected creatures must make a Strength check against the disciple's Difficulty Class or fall prone.

    At 8th level, this ability extends outward to 50 feet, and stalagmites shoot up from the ground to slam into enemies. The protrusions deal 5d8 bludgeoning damage to each opponent, whether or not they were knocked prone, but those who failed their Strength check take 3d8 more. In addition, all affected opponents must make a Fortitude save or be stunned for 2 rounds.

    Share the Sea (Su): At 6th level, the disciple can extend the benefits of her Seabound and Advanced Swimming features to any allies within 60 feet of her as a full round action, once per day. This effect lasts only so long as the allies remain within this distance of the disciple, and the ability has to be replenished every 8 hours.

    Sea's Embrace (Su): At 7th level, the disciple can become one with the waves, letting them soothe her body and nurse her back to health. When fully submerged underwater, the disciple can take a full-round action to cure herself of all poisons, curses and diseases and be healed for a number of hit points equal to her class level x her Wisdom or Charisma modifier (whichever is higher). This ability can only be used once every 4 hours.

    Crushing Wave (Su): At 7th level, the disciple can summon a massive wave from a sufficiently large (at least 20 feet wide and 5 feet deep) water source within 35 feet of her. The wave moves up to 60 feet in a line 15 feet wide and 10 feet high, and deals 8d6 damage to anything in its path. It deals double damage to any creatures with the Fire subtype. Crushing Wave has no effect on the disciple if she is caught in its path.

    Calm the Waves (Su): A 9th level disciple can exert her will over the ocean and its environment once per week as a standard action. All magical and natural phenomena that constitute a hazardous condition of some sort (such as dangerous winds or a storm at sea) end within 10 minutes.

    Waterborn (Ex): At 10th level, the disciple is almost invincible while underwater. As long as she is completely submerged in pure fresh or salt water, she can grant herself 10 damage reduction against all sources, Fast Healing 5, and the ability to automatically stabilize if she falls below 0 hit points. This ability lasts for 1 hour and can be activated once per day, but it ends prematurely if any part of the disciple's body is removed from water.
    Last edited by Overneath; 2015-06-30 at 12:02 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  14. - Top - End - #14
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Disciple of Ascendancy

    "A spark of divinity lies within all of us. But in some fortunate few, that star shines just a little bit brighter."

    Humans are well-known to possess incredible diversity and potential, and it is not altogether unsurprising to find that one has mastered their race's innate determination to become the best in their field. For some, this is simply an extension of their short lifespans and virtually random tenacity. Others, however, feel that these abilities have come from a specific source. Disciples of Ascendancy venerate an ancient, primal force, that calling that allows the normal to perform the acts that make them extraordinary. This force, they believe, guides and drives the excellence that rests within all sentient souls, the stuff heroes and legends are made of. When this force is accepted and made manifest, a being so endowed with such power can work towards the goal of noble progress - the idea that creatures blessed with sentience must always strive to improve themselves and those around them.

    Spoiler: Disciple of Ascendancy
    Show
    Hit Dice: d8

    Base Attack Bonus: 3/4ths

    Saving Throws: Intermediate Fortitude, Reflex and Will


    Requirements

    To qualify to become a disciple of ascendancy, a character must fulfill all the following criteria.

    Race: Human, Half-Elf, Half-Orc
    Skills: Any one skill 9 ranks, any other skill 6 ranks
    Feat: Great Fortitude, Iron Will, or Lightning Reflexes and any Skill Focus feat
    Special: Non-humans can take levels in this prestige class if they show a vested interest in surpassing their own limitations, and undertake a quest for whatever organization oversees the Disciples in their world


    Level BAB Fort Ref Will Special Class Progression Tier Points
    1st
    +0
    +1
    +1
    +1
    Heroic Techniques
    +1 level of existing class features
    1
    2nd
    +1
    +2
    +2
    +2
    Gift of Ascension
    +1 level of existing class features
    2
    3rd
    +2
    +2
    +2
    +2
    Weapon of the Gods
    +1 level of existing class features
    3
    4th
    +3
    +3
    +3
    +3
    Gift of Ascension
    -
    4
    5th
    +3
    +3
    +3
    +3
    Blessing of the Humani
    +1 level of existing class features
    5
    6th
    +4
    +3
    +3
    +3
    Gift of Ascension
    +1 level of existing class features
    6
    7th
    +5
    +4
    +4
    +4
    Blessing of the Humani
    +1 level of existing class features
    7
    8th
    +6
    +4
    +4
    +4
    Gift of Ascension
    +1 level of existing class features
    8
    9th
    +6
    +5
    +5
    +5
    Blessing of the Humani
    -
    9
    10th
    +7
    +5
    +5
    +5
    Heroes Never Die, Final Ascension
    +1 level of existing class features
    11


    Class Skills

    The disciple of ascendancy's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). In addition, she may choose any six skills not on this list, and those skills are also treated as though they were class skills for her.

    Skill Points: 4 + Int modifier


    Class Features

    The following are class features of the disciple of ascendancy prestige class.

    Weapon and Armor Proficiency: The disciple of ascendancy is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

    Class Progression: At every level except 4th and 9th, the character adds an effective class level to one of their previous classes for the purposes of that class' spellcasting and class features, assuming those features scale with level. This ability does not unlock brand new class features. Therefore, if a character with 1 level of rogue took two levels of Disciple of Ascendancy, their Sneak Attack would improve to +2d6, but they would not gain Evasion.

    Heroic Techniques (Ex): When humankind was first created, it is said that their bodies were formed from the essential elements of perfection, the absolute apex of the mortal form. Modern man has lost most of these attributes, but echoes of their strength remain, enough such that the Disciple can call upon them. Each Heroic Technique represents and improves upon a basic aspect of the Disciple's physical or spiritual form.

    At 1st level, the disciple gains access to one Tier Point for their Heroic Techniques. They gain an additional point every level thereafter, and two points at 10th level. These points are invested into the tiers of Heroic Techniques at the levels they are gained. Buying the first tier of a Technique requires one Tier Point, buying the second tier costs another for a total of 2, and it costs a total of 3 Tier Points to buy all three tiers of a Heroic Technique. A Disciple of Ascendancy is not required to invest all of their points into the same Technique tree, and may choose to specialize or diversify with their points as they wish. All tier benefits stack up to the third, so knowing the third tier of a Technique means you also still know the abilities from its first and second tiers, and so on.

    All Heroic Techniques qualify as Extraordinary abilities (except those from the Mystic Attunement and Exceptional Health trees, which are either Spell-Like or Supernatural), and have either active or passive forms. Passive abilities always confer their benefit, but active abilities are usable only once per encounter.

    At 4th, 7th, and 10th level, the Disciple may completely reallocate all of their accrued Tier Points, potentially swapping out entire Techniques for new ones, or simply getting rid of those they disfavor or do not use.

    Spoiler: Heroic Techniques
    Show
    Powerful Body:

    [Lesser, Passive] You treat all melee weapons as two-handed for the purposes of bonus Strength damage they deal. If you wield a two-handed weapon in two hands, you deal 2x your Strength modifier, instead of 1.5x. If a rule is in place stating that you already deal 2x damage with two-handed weapons, you deal 3x instead of 2x.
    [Improved, Active] You may activate this ability as part of an action that requires a Strength check to break an object, lift something heavy, or resist being moved. You automatically succeed on the check if its DC is less than 40.
    [Greater, Passive] When attacking an enemy in melee combat, you ignore an amount of their damage reduction equal to your Strength modifier.

    Flawless Grace:

    [Lesser, Active] You can immediately add an amount equal to your Dexterity modifier to your Armor Class against a single attack that you are aware of.
    [Improved, Passive] You cannot be disarmed, and if you are prone, you may stand as a free action without provoking attacks of opportunity.
    [Greater, Passive] Once per turn, if you successfully make a Reflex saving throw against a hostile effect, you can immediately move up to your speed.

    Unbreakable Form:

    [Lesser, Passive] You are immune to the effects of nonmagical fatigue and exhaustion, and you can survive without food, water or air for twice as long as a character with your same Constitution score.
    [Improved, Passive] If you fail a Fortitude saving throw again disease, poison, or death, you may reroll it with a -5 penalty. You may also reroll Hit Dice upon gaining a new level if the die is below its average value.
    [Greater, Active] If you take damage, you may immediately ignore some of the damage you took. You may subtract your Constitution score from the damage taken.

    Skilled Mind:

    [Lesser, Passive] If you are exposed to a language you are unfamiliar with for at least one minute, you gain a halting understanding of it, enough to convey basic concepts with it. If you are exposed to that language for at least an hour, you are generally considered to 'know' that language, though some subtleties may elude you. If you are not exposed to that language for 24 hours after learning it in this way (talking to yourself doesn't count), you lose the ability to converse in that language until you learn it again.
    [Improved, Passive] You gain a number of 'floating skill points' equal to your Intelligence modifier. You apply these at the beginning of every day, and each point represents a +1 competence bonus to the skill you apply it to. The bonus is lost at the beginning of the day, and then immediately re-applied in the order you wish.
    [Greater, Active] You may succeed on one skill check or Intelligence check you make.

    Attentive Senses:

    [Lesser, Passive] If you are actively on alert, you may make up to two Spot and/or Listen checks to make out details or oppose rolls - one to represent your passive reaction, one to represent your awareness of your surroundings.
    [Improved, Active] If you are under the effect of a mind-affecting spell, you may activate this ability to perform one 'out-of-character' action outside the compulsion or sensory-alteration effect, such as seeing your surroundings, shouting a warning, or waking up for a split-second.
    [Greater, Active] You may fine-tune your senses, gaining Blindsense out to 5 feet per point of Wisdom modifier you possess for 1 minute.

    Silvered Tongue:

    [Lesser, Active] If a creature attempts to use a Compulsion or Fear ability, spell or power against you, you may roll a skill check against their caster or manifester level to negate the effect. The skills used are Diplomacy against Compulsions and Intimidate against Fear.
    [Improved, Active] If you shift a creature's disposition to 'friendly' you may activate this ability to make them your loyal companion for 1 minute per point of your Charisma modifier or until their disposition is less than 'friendly'. This is not a charm or compulsion, and the ability does not change the creature's personality.
    [Greater, Active] When making a Diplomacy check to affect a creature's disposition or make a request, you may activate this ability to roll the results of the check against the target and a number of other creatures within 60 feet of you up to twice your Charisma modifier.

    Arcing Blade:

    [Lesser, Passive] When you hit a target, you add +1 to the damage of your next attack against that same target. This bonus stacks and continues to accrue until you miss or stop attacking.
    [Improved, Passive] When you attack a creature, you may roll to hit both your original target and any other target within five feet of them.
    [Greater, Passive] When you critically miss a target, your next attack roll against that creature is an automatic hit.

    Mystic Attunement:

    [Lesser, Passive, Extraordinary] You can always correctly identify a spell being cast if you have seen it before.
    [Improved, Active, Spell-Like] You can cast a spell of 1st, 2nd, or 3rd level that you have identified before, as a spell-like ability. You use your highest ability score (not only among your mental scores) to determine its DC.
    [Greater, Active, Supernatural] If you see and identify a spell being cast, you can force the caster to cast the spell defensively, and add +10 to the Concentration DC.

    Unerring Motion:

    [Lesser, Passive] All of your speeds increase by 10 feet.
    [Improved, Active] You can activate this ability to move at your base land speed up vertical surfaces and over liquids for up to 1 minute.
    [Greater, Active] You may activate this ability to totally ignore an effect that would impede your ability to move at your full base speed.

    Exceptional Health:

    [Lesser, Active, Supernatural] You may heal yourself for 1d12 hit points per class level you possess as a swift action.
    [Improved, Active, Supernatural] You may touch another creature to heal them for 1d10 hit points per class level you possess as a swift action. Both this ability and the lesser-tier ability now cure all ability damage if the healed creature was at full hit points, or there is excess healing left over.
    [Greater, Passive] You may use your healing ability in response to yourself or another creature taking damage, healing the damage they took immediately after they take it. The range of your improved-tier ability increases to 20 feet.



    Gift of Ascension (Ex): At 2nd level, and every even-numbered level after that, the disciple learns to unlock some hidden aspect of her being. These are special skills or talents she may have always had, but not fully understood, brought to the surface by her power and confidence. Every time she gains this class feature, she may choose a benefit from the following list. All benefits stack with themselves if taken repeatedly, although some do not stack after a certain point.

    • +3 bonus to any skill, and the ability to take 10 with that skill even under stressful circumstances
    • +1 increase to base attack bonus (this may be taken up to three times)
    • +1 increase to effective spellcaster level in a previous spellcasting class (this may be taken twice, and qualifies as a boost to the Class Progression ability, but only in relation to spellcasting)
    • +1 increase to effective manifester level in a previous manifesting class (this may be taken twice, and qualifies as a boost to the Class Progression ability, but only in relation to manifesting)
    • +2 bonus to any saving throw (this may be taken twice)
    • +2 hit points per character level, applied retroactively (this may be taken twice)
    • Proficiency with all exotic weapons
    • Proficiency with all armor (and the ability to cast arcane spells freely when wearing light armor)


    Weapon of the Gods (Su): At 3rd level, the disciple can call upon her own reserves of inner power to call into being the representation of one of three ancient and powerful weapons that have existed since time began. The disciple can only choose one type of weapon, and once this choice is made, it cannot be changed. When it is first acquired, the weapon only has a +1 enhancement bonus, but it is unbreakable and penetrates damage reduction as a magical weapon. At 6th level, the weapon is a +2 weapon with a minor (+1 effective enhancement) special property. At 8th level, a flat 1d8 damage bonus is added to the weapon. The default type is fire, but it can be changed to cold, electrical, sonic, acid or back to fire as a full-round action. At 10th level, the weapon improves to a +3 enhancement bonus, and the disciple can choose to add a moderate (+3 effective enhancement or lower) special property to it.

    A Weapon of the Gods always exists, but can only manifest in the Disciple's possession for a total number of minutes per day equal to her class level. She may call the weapon into existence or send it away as a move action, which also allows her to return it to her grasp if she is disarmed or otherwise loses it. Sending the weapon away stops its per-day countdown, and she is not required to use her minutes consecutively.

    Weapon Damage Alternate Damage Critical Range Type
    Tsurugi 1d8 2d6 19-20/x2 10 ft. Slashing
    Magatama 1d6 1d4 18-20/x2 100 ft. Piercing
    Kagami 1d8 - 20/x3 40 ft. Bludgeoning

    Tsurugi, 'The Glaive' - This long blade is double-edged and covered in ancient symbols. Flames dance upon its edge in combat, corresponding to the color of its element. It can act as a one-handed blade (1d8 damage) or a two-handed sword (2d6 damage) and extends the disciple's reach by 5 feet.

    5th Level: Critical hits cause wounding with no saving throw.
    7th Level: When you make a charge attack, you cannot be stopped mid-route by objects or people - you impact upon your chosen target.
    9th Level: If you deal enough damage with one hit to reduce an enemy from positive hit points to less than -10, you immediately regain hit points equal to your HD.

    Magatama, 'The Rosary' - A dozen shimmering crystals surround you, preparing to strike a foe you mentally designate with unerring accuracy. They can act as ranged weapons (1d6 damage) or two small handheld knives (1d4 damage each). The Rosary is affected by the Far Shot feat, but its range cannot be improved beyond this (even with the distance property) and once the crystals reach past their maximum range, they return to the disciple without dealing damage.

    5th Level: You add half your class level to all damage dealt by the crystals in either form.
    7th Level: You can spend a full round action to form a shield with the crystals, granting yourself total concealment and dealing 3d6 damage plus the elemental bonus to any creature that successfully strikes you with a melee attack, ranged attack, or spell.
    9th Level: When making a full attack with the Rosary, you may take a -5 attack bonus penalty to gain an additional two attacks during the round.

    Kagami, 'The Reflector' - A large, thin disc that hovers just above your arm, the Reflector also acts as a mirror when the disciple wishes. It can be thrown once per round out to the given distance, but not beyond, dealing normal damage, and has the returning property for this purpose.

    5th Level: You add the Reflector's enhancement bonus, as well as an additional +2 bonus, as a shield bonus to armor class. This bonus is effective even against touch attacks and incorporeal opponents.
    7th Level: You gain 16 + class level Spell Resistance while you bear the Reflector.
    9th Level: If any enemy attacks you in melee and misses at least once during their total number of attacks for that action, you immediately gain an attack of opportunity against them that does not count against the total number at your disposal per round.

    Blessing of the Humani (Ex): At 5th, 7th, and 9th level, the disciple gains some level of insight into that indescribable force that pushes the extraordinary forward, the drive that allows the supposedly normal to triumph over impossible odds. This energy allows her to go above and beyond whatever cloth she was cut from, to excel on the path she was chosen. She may choose one bonus from the following list:

    • +2 bonus to any ability score, or a +1 bonus to two ability scores
    • Any bonus feat she qualifies for
    • A single spell-like ability usable three times per day. The spell's level cannot exceed a third of her class level. When she uses this spell, she may spontaneously modify it with one metamagic feat she knows for no additional cost.
    • An additional Tier Point to use for her Heroic Techniques


    Heroes Never Die (Su): When all the world stands before you, and the fates raise their hand to cut you away from the mortal coil...ignore them. Such concerns are only passing. The spirit of a true hero resides in your soul, and that flame will last forever. At 10th level, the disciple gains a special ability, usable once per week. When she would normally die due to a supernatural effect or loss of hit points, she is instead targeted with a true resurrection spell for no material or XP cost, does not lose a level, and immediately rises to the top of the initiative order if that was not her place already.

    Final Ascension (Su): At 10th level, the disciple is able to face even her darkest fears head-on, secure in the knowledge that powers far older and mightier than anything she might face reside within her. She may choose three types of effects that she is immune or highly resistant to.

    First, she chooses a specific spell, ability, special attack, power or special quality that she is immune to the effects of when it is used on her, such as Tremorsense or finger of death. Special qualities must be abilities that are used on or in relation to another creature - Scent is a valid selection, Alternate Form is not.

    Second, she chooses a condition, such as Blinded or Stunned, that she is immune to. The Dead, Dying, Grappling, Helpless, Incorporeal, Invisible, Pinned, Prone and Stable conditions are not eligible selections.

    Third, she chooses a damage type, such as Piercing or Fire. She gains 50% immunity to any damage she takes of that type.

    If the Disciple is killed by a specific ability, as a result of a condition, or by losing hit points to a certain damage type, and she activates Heroes Never Die, she may immediately swap out an immunity for the type that killed her. If a Disciple had 50% immunity to bludgeoning damage but was killed by a dragon's fire breath, she could return with 50% immunity to fire, but would lose her bludgeoning resistance. This new immunity is then permanently in place unless she substitutes it with Heroes Never Die once more.

    The disciple is encouraged to choose effects that are of personal interest to her, and her story. A near-death experience with an Ankheg might cause her to choose acid damage and Tremorsense.
    Last edited by Overneath; 2019-01-20 at 07:29 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  15. - Top - End - #15
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Discordant Savant

    ”I reject your reality and substitute my own!”

    Freedom comes in many forms.

    For some, freedom is a literal breaking of shackles, casting off a binding influence to pursue one’s own goals in life. But for some, the laws of the universe itself are just as harsh and cumbersome as any chains. For these select few, the ultimate choice is raw and unrelenting chaos. Not the absence of reason and sense, but a primal freedom of decision. From this, these savants gain the power to choose their own actions, their own fates...and their own rules.

    Spoiler: Discordant Savant
    Show
    Hit Dice: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Will, Intermediate Reflex, Poor Fortitude


    Requirements

    To qualify to become a discordant savant, a character must fulfill all the following criteria.

    Alignment: Any chaotic
    Skills: Any four 8 ranks, any other four 6 ranks
    Spellcasting: Able to cast 2nd-level spells
    Special: The character must possess 3 levels in at least 2 classes, such as 3Fighter/3Wizard


    Level BAB Fort Ref Will Special Discordant Progression
    1st
    +0
    +0
    +1
    +2
    Mixed Spellcasting, Apostle of Freedom
    +1 level of existing class features
    2nd
    +1
    +0
    +2
    +3
    Reshaping the Visage
    +1 level of existing spellcasting class
    3rd
    +2
    +1
    +2
    +3
    Canny Dodge, Rapid Reaction
    +1 level of existing class features
    4th
    +3
    +1
    +3
    +4
    Hammerspace, Ranged Legerdemain
    +1 level of existing spellcasting class
    5th
    +3
    +1
    +3
    +4
    Decisive Luck, Buffoon’s Demise
    +1 level of existing class features
    6th
    +4
    +2
    +3
    +5
    Extrasensory Perception
    +1 level of existing spellcasting class
    7th
    +5
    +2
    +4
    +5
    Reshaping the World, Unbalancing Blow
    +1 level of existing class features
    8th
    +6
    +2
    +4
    +6
    Opaque Spellcasting, Hijack Action
    +1 level of existing spellcasting class
    9th
    +6
    +3
    +5
    +6
    Unseen Step, Abstract Rotation
    +1 level of existing class features
    10th
    +7
    +3
    +5
    +7
    Reality Warper, Free from Fate
    +1 level of existing spellcasting class


    Class Skills

    The discordant savant may choose any eight skills upon taking their first level of the prestige class. These skills, as well as the four they used to qualify for the prestige class, then become class skills for the rest of their savant progression.

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the discordant savant prestige class.

    Weapon and Armor Proficiency:
    The savant is proficient with all light armor, light shields, and simple weapons, and may choose two weapons of any type to also be proficient with.

    Discordant Progression: At every odd-numbered level, the discordant savant chooses a single class feature from another class in which she has at least 2 levels. Also at every odd-numbered level, all class features chosen in this way improve as if the savant had gained another level in the classes that provided them.

    Upon taking her first level in savant, Raka chooses to improve Sneak Attack from her rogue class. On that level, and every 2 savant levels thereafter, she gains an effective rogue level for improving the Sneak Attack class feature. At level 3, she chooses Summon Familiar from her sorcerer class, which immediately improves as if she had an additional 2 sorcerer levels, just as her sneak attack had improved as though by 2 rogue levels at that same point.

    At every even-numbered level, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a savant, she must decide to which class she adds the new level for purposes of determining spells per day.

    And no, you can’t choose ‘the spellcasting I’m advancing with my even-numbered levels’ as your class feature. Nice try.

    Mixed Spellcasting: The savant draws her spells from both an arcane and a divine power source. Because of this, whatever spell level the savant is capable of casting counts as both her arcane and divine upper limit for the purposes of qualifying for prerequisites. Thus, if the savant can cast 4th-level arcane spells, she could take Divine Wrath as a feat (which requires 4th-level divine spellcasting) if she met the other prerequisites. Any arcane spell the savant casts is still subject to spell failure from armor, and any divine spell the savant casts requires a holy symbol to be presented in one free hand.

    If a spell is modified by an ability that requires arcane or divine spellcaster levels, the spell then must be the appropriate type of magic. There shall be no arcane Divine Metamagic.

    The savant chooses upon casting a spell whether it is arcane or divine, not upon memorizing it. I dunno why you’d cast arcane spells when you could just cast stuff in armor, but there’s probably some good reason. (Probably in case someone jacks the holy symbol you need to cast ‘em)

    Apostle of Freedom (Ex): Beginning at 1st level, the discordant savant is dedicated to the control of her own form and fate. She gains a +1 bonus to all saving throws against any spell or effect that would force her to take actions, restrict her ability to perform actions, or outright deny her the ability to act. This bonus increases by +1 for every class level after 1st, because scaling class features are awesome.

    Reshaping the Visage (Sp): At 2nd level, the discordant savant gains the ability to alter her own form as she sees fit. She may cast disguise self as a spell-like ability at will, so long as she has spell slots remaining from her spellcasting class(es). Cantrips and Orisons don't count.

    Beginning at 6th level, the savant may cast alter self once per day as a spell-like ability in addition to the normal benefits of this feature. Her caster level for both spell-like abilities is equal to her highest caster level from among her classes.

    Canny Dodge (Ex): Beginning at 3rd level, the discordant savant gains a greater, almost preternatural sense of the world around her, allowing her to dodge fatal blows with ease. Once per encounter when an enemy hits her with an attack (be it ranged, melee, or touch), she may make a Reflex save to take only half damage.

    The DC of the saving throw is equal to the attack roll that hit her. If the savant fails the saving throw, she takes half damage from the attack. If she succeeds on the saving throw, she takes half damage and also gains the benefits of Evasion, which allows her to take no damage instead.

    Oh, and she also gets Evasion if she didn’t already have it. Because let’s be honest, any self-respecting skill monkey should have Evasion. (Lookin’ at you, BARDS!)

    Rapid Reaction (Ex): You thought 3rd level was done making you nimble? Think again. ALSO at 3rd level, the discordant savant gains the ability to react extremely quickly to a downhill situation. Once per encounter, if an enemy provokes an attack of opportunity from her, she may give up the attack of opportunity to instead take an immediate standard or move action (her choice).

    Because this class feature wouldn’t be complete without ripping off Chronomancer some more, the savant may utilize her 1/encounter use of this ability if she/her party is surprised, instead. If she does, she gains a full round’s worth of actions during the surprise round, whether or not she could normally participate in it anyway.

    Hammerspace (Su): It’s back, baby. Beginning at 4th level, the discordant savant gains access to a special interdimensional space that only she has access to. It functions like a cross between a portable hole and a bag of holding, wherein she can take a standard action at will to access it and its contents. It is capable of holding objects no larger than 7 feet in any direction, and up to 30 cubic feet or 60 pounds in total.

    Hammerspace can only hold inanimate objects (i.e. not the savant herself, sorry). The standard action used to access the Hammerspace is also used to store or draw any single item from its confines. The object within that the savant desires is always ‘on top’, like with a handy haversack.

    Waaaaait, 60 pounds and 30 feet worth of cubes sounds pretty lame. Every level after 4th, the capacity of the Hammerspace increases by 20 more cubic feet and/or 20 more pounds worth of material. Like a useful bag of holding. (But not so useful that you shouldn’t still invest in a Type IV at some point)

    Let’s see, what other prestige class haven’t we stolen features from yet…? Oh, I know!

    Ranged Legerdemain (Su): At 4th level, the discordant savant gains the Arcane Trickster’s ranged legerdemain ability. It is usable once per day, but the savant may sacrifice one of her spell slots to use it an additional time. Its range also increases by 5ft per spell level of the spell slot sacrificed.

    Decisive Luck (Ex): Beginning at 5th level, the discordant savant begins to manifest a modicum of control over her own essence of probability. More simply, they can ‘choose’ to be lucky. Once per day, she can decide to reroll any d20 immediately after the first roll. She may keep whichever of the two results she prefers.

    If the savant rolls a natural 1 on a d20, she may immediately use Decisive Luck without respect to its daily limit. Let’s be honest, otherwise you’d only roll 1’s AFTER you used the darn thing.

    Using Decisive Luck enables use of its twin feature, Buffoon’s Demise. (The DM may reserve the right to refuse additional charges of Decisive Luck if the player makes continuous unnecessary d20 rolls to ‘farm’ for 1’s. Because even savants can’t ‘choose’ to ignore the DM.)

    Buffoon’s Demise (Su): Beginning at 5th level, the discordant savant can twist the fate of her enemies, playing them into embarrassing or dangerous situations. Whenever a creature the savant can perceive (note the absence of the word ‘see’) rolls a d20, be it on an attack, saving throw or other check, the savant may use this ability to force them to reroll. If the reroll is worse than the original roll, its result is kept.

    Buffoon’s Demise has no limit on the number of times it may be used per day, but it can only be used if Decisive Luck has been triggered in the last ten minutes. The savant cannot ‘store’ more than one use of Buffoon’s Demise.

    Extrasensory Perception (Ex): Beginning at 6th level, the discordant savant gains a deeper, instinctual understanding of the world around her. Magic, danger, and precarious situations stick out to her like troll thumbs, all the better to run into them headfirst.

    This feature grants the savant several passive benefits. First, the savant gains Blindsense out to 40ft. If a creature is invisible or hidden to the savant's other senses and she attacks them, she may ignore their concealment bonuses if she catches them flat-footed. (In case the savant wants to suddenly ambush a stalker for comedic effect)

    The savant is also aware of the presence of magic. This is an intentionally nonspecific trait that works similarly to detect magic, except that it is omnidirectional and has no warmup period. The savant can tell when something is ‘magical’ and if the magic is ‘strong’, but any more specific details elude her ESP.

    Finally, the savant has a sixth sense so big that it’s also a seventh, eighth, and eleventeenth sense. She is always aware if she is being observed by someone she can’t see, whether by scrying, spying, flying, lying or drying. (...that last one doesn’t even make sense) Her ESP doesn’t tell her who is observing her, but she does know if the person is within 1 mile of her and if they have hostile intent.

    Reshaping the World (Su): Beginning at 7th level, the discordant savant may exercise her mastery of choice by changing the makeup of other objects in the world. Once per day as an immediate action, she may choose an inanimate object within 30 feet that she can perceive. The object must take up 5 square feet or less of space. If it takes up more, she can affect a 5 square foot section of it. She then converts the material it’s made of into any other inanimate material she wants.

    (...like uranium?)

    Okay yeah, good point. Into any other inanimate material she is aware exists. Common materials include paper, steel, glass and juice. Of course, she can also do exotic materials like mithril and adamantine, but the new material cannot be magical in nature, nor have any inherent magical properties.

    The object the savant is transmuting most constitute a visible mass with a connected shape. A section of a river, a picket fence, and a longsword all count, but 'the air in front of me' or 'both those separated halves of a longsword' do not. Furthermore, the savant may not transmute any substance that is a part of a creature's space, nor anything they are wearing, or anything inside of them. The specific exception to this rule is that the savant may transmute an object that a creature is holding.

    Once the material is transmuted, the savant must concentrate on maintaining the effect. She can’t cast spells or concentrate heavily on other tasks until the effect ends. She can maintain the transmutation for up to a number of rounds equal to her class level plus some random but arbitrarily balanced number like...let’s say 2.

    The object transmuted retains its general shape no matter what it’s turned into (even a gas or liquid), but if turned into something fragile it can be broken easily. Magic items return to their old shape immediately after the effect ends, no worse for wear.

    The savant may sacrifice a 3rd level or higher spell slot to regain her daily use of Reshaping the World, but every time she does so within the same 24 hour period, the cost increases. The first time, a 3rd level spell slot is required. Then, a 4th level spell slot, and so on.

    Reshaping the World cannot be used on a living creature or living materials, with one exception. The savant may turn herself into a different material, losing the ability to move or act but gaining the material’s hardness and potentially disguising herself. She can still perceive the world around her via Extrasensory Perception, and may dismiss concentration over the effect at any time as a free action.

    Unbalancing Blow (Ex): At 7th level, the discordant savant can knock the reality out of someone with a powerful punch, blast, or knock from a squeaky hammer. As part of a melee or ranged weapon attack, the savant forces a Fortitude saving throw with a DC equal to 11 + her savant level. If the attack hits and the target fails their saving throw, they are stunned for 1, 2, or 3 rounds, at the discretion of the savant.

    The savant can use Unbalancing Blow once per encounter. Try combining it with Buffoon’s Demise! (We have combos now? Great.)

    Opaque Spellcasting: Beginning at 8th level, the discordant savant gains better control over their strange form of magic. When she casts a spell and chooses whether it is arcane and divine, she may sacrifice an additional spell slot equal in level to the spell she cast to use this ability. (For example, if she wants to combine this ability with fireball, she'd need to use the spell slot of the fireball plus any other 3rd-level spell slot.) When she does, the spell bypasses all defensive magic used by its oppositional type. A divine fireball would ignore an arcane protection from fire and so forth.

    ...Get it? Opaque? As in, the opposite of Transparent? Like psionic/magic transparency?

    (I think they got it.)

    Hijack Action (Ex): Beginning at 8th level, the discordant savant can alter another creature’s actions, turning their choice into the savant’s and opting for a different outcome. Once per encounter, the savant may use this ability in response to another creature taking a standard or move action. The savant then chooses the target and/or depth of the action’s result. The savant could hijack someone’s movement action to move them only ten feet backwards, or hijack a magic missile to only target a nearby tree.

    (Are...we seriously not going to write in a defense to this? Nullifying an action every encounter for free sounds really broken.)

    Fiiiiine. The target is allowed a Will saving throw, with a DC equal to 11 + the savant’s class level, to negate the effect. However, if their HD is equal to or lower than the savant’s, they lose the entire action regardless.

    Unseen Step (Su): Beginning at 9th level, the discordant savant gains the ability to use their Hammerspace to teleport themselves. As a swift action, they may teleport up to 100 feet in any direction, with the caveat that they must emerge behind an object or creature. Doing so negates the savant’s ability to use Hammerspace for 5 rounds.

    Aw, just teleport themselves?

    Abstract Rotation (Su): Beginning at 9th level, the totally not strider at this pointdiscordant savant can use Hammerspace to teleport other people.

    That’s better.

    Firstly, accessing Hammerspace for its normal function (storing and retrieving objects) becomes a swift action. As a full round action that requires a successful melee touch attack, the savant may grab a creature within reach and violently stuff them into the Hammerspace. Doing so ejects them from the space immediately, but they emerge up to 100 feet in any direction (but no more than 10 feet straight up) that the savant chooses.

    Using Abstract Rotation doesn’t negate the ability to use Hammerspace like Unseen Step does, but this ability may still only be used once per encounter.

    Reality Warper (Su): (We’re literally just naming these after tropes now, aren’t we?) Beginning at 10th level, the discordant savant may take direct control over various facets of space, probability, and reality itself. This is a taxing process, and is only available to the savant once per day as a full round action.

    Reality Warper has two effects:

    Firstly, she may immediately swap the positions of up to 5 but at least 2 creatures (including herself) that she can perceive. This is a teleportation effect, but it isn’t subject to anti-teleportation spells, because Dimensional Lock is a real bummer.

    Secondly, she gains total control over the probability of ‘the dice’ for the next minute. Within that time, when a creature she can perceive makes a d20 roll, she can exchange the result for any number between 2 and 19. She may do this three times in total, after which the control ends.

    Free from Fate (Ex): Hey, remember that cool but not necessarily overpowered Acolyte of Freedom thing from way back at 1st level? Yeah, it gets way better now. You’re welcome.

    Beginning at 10th level, the discordant savant becomes an absolute master of her own destiny. Every choice is hers to make, and no one being has the power to take this primordial freedom from her. She may make saving throws against any effect that falls under the bounds of Acolyte of Freedom’s bonus, even if the effect does not allow a saving throw. The DC for the non-saving-throw follows the same DC calculation that the spell or ability would have used if it had one to begin with.

    Furthermore, once per day the savant may touch a creature (or herself) and immediately remove a single ongoing effect that falls under the bounds of her Acolyte of Freedom bonus. This is a swift action.
    Last edited by Overneath; 2018-04-15 at 10:34 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  16. - Top - End - #16
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Avatar of Wrath

    "How dare you! I challenge you to a fight to the death!"

    Avatars of Wrath are representatives of a particular branch of a church's military arm. They are holy warriors and battle leaders granted a powerful combat avatar that allows them to personally crush the enemies of their deity on the mortal and immortal fields of battle.

    Spoiler: Avatar of Wrath
    Show
    Hit Dice: d10

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements

    To qualify to become an avatar of wrath, a character must fulfill all the following criteria.

    Alignment: Within one step of deity's
    Base Attack Bonus: 6+
    Skills: Intimidate 6 ranks, Knowledge (religion) 4 ranks
    Feats: Weapon Focus (any)


    Level BAB Fort Ref Will Special Aura Progression
    1st
    +1
    +2
    +0
    +2
    Combat Avatar, Watchful Eye
    -
    2nd
    +2
    +3
    +0
    +3
    Measured Steps, Challenge 2/day
    +1 effective Warlord level
    3rd
    +3
    +3
    +1
    +3
    Awesome Might, Out of Place
    -
    4th
    +4
    +4
    +1
    +4
    Divine Hardiness, General of the Gods, Challenge 4/day
    +1 effective Warlord level
    5th
    +5
    +4
    +1
    +4
    Unstoppable Force, Vindictive Strike
    -


    Class Skills

    The avatar of wrath’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Profession (Wis), Search (Int), Spot (Wis), and Swim (Wis).

    Skill Points: 4 + Int modifier


    Class Features

    The following are class features of the avatar of wrath prestige class.

    Weapon and Armor Proficiency: The avatar of wrath is proficient with all simple and martial weapons, light and medium armor, and all shields.

    Aura Progression: The avatar of wrath adds levels 2 and 4 to Warlord levels for the purposes of Aura rounds per day and his Aura bonus.

    Combat Avatar (Su): An avatar of wrath can manifest a glowing silhouette of a massive being (the features of which are generally determined by their deity) around themselves at will as a standard action. This avatar grants them incredible strength and valor, but is cumbersome to use. The avatar of wrath may manifest their avatar for a total number of minutes per day equal to twice their class level, though individual rounds adding up to this total need not be consecutive. Dismissing the avatar is a swift action.

    At 1st level, the avatar grants +4 Strength, +2 Fortitude saves, Immunity to Fear, and Damage Reduction 5/adamantine. However, the avatar of wrath also loses one attack per round (to a minimum of 1), moves at half speed, and takes a -4 penalty to Dexterity.

    Measured Steps: At 2nd level, the avatar is no faster, but it is also harder to slow down further from its normal state. The avatar of wrath gains immunity to effects that reduce his base land speed (including natural impediments such as difficult terrain) so long as he maintains his avatar.

    Awesome Might: At 3rd level, the avatar of wrath counts as one size larger than he normally is for all beneficial purposes while manifesting his avatar. This ability otherwise acts like the Powerful Build racial feature, and if he already has a similar ability, it stacks with Awesome Might. The avatar of wrath may also sacrifice his avatar's damage reduction in order to add twice his Charisma modifier to damage rolls for one round as a free action. At the end of the round, his damage reduction returns.

    Divine Hardiness: At 4th level, the avatar improves such that it grants Damage Reduction 10/adamantine and +2 to Constitution. All other benefits and penalties remain the same.

    Unstoppable Force: At 5th level, any attack the avatar of wrath makes while manifesting his avatar is not subject to force effects. This has two benefits; firstly, spells such as shield and mage armor do not confer their normal bonuses when used against the eye. Secondly, the avatar of wrath may take a full round action to strike a stationary force effect (such as a forcecage or a wall of force) and nullify it for 1d10 rounds. The avatar's bonuses also improve to add a total of +6 Strength and +4 Constitution whenever it is manifested.

    Watchful Eye (Ex): An avatar of wrath gains a +1 competence bonus to spot checks for every class level he possesses. In addition, he gains low light vision if he did not already possess it, and 60-foot darkvision if he did.

    Challenge (Ex): Twice per day, a 2nd level avatar of wrath may challenge a single opponent that he has line of sight to as a swift action. Until that opponent is defeated or quits the field, the avatar gains a +2 bonus to attack, damage, and saving throws made against that opponent. Unless the opponent is immune to fear, they are shaken.

    Two additional uses per day of Challenge are granted at 4th level, and its bonuses improve to +4.

    Out of Place (Su): A 3rd level avatar of wrath can detect magical traps and glyphs simply by looking in their direction. This grants him no bonuses or abilities to disarming them, but if possible, he and his party can then bypass them. If magical effort was made to hide the trap or glyph, the avatar must made an HD check against their creator's caster level in order to spot them.

    General of the Gods (Ex): A 4th level avatar of wrath can use his Strength modifier instead of his Charisma modifier to determine his Warlord class feature benefits, as well as the bonuses to Intimidate. He also grants all allies within 50 feet a +4 bonus to Will saves and a +2 bonus to damage so long as he is engaged in combat and above 50% of his maximum hit points.

    Vindictive Strike (Su): Twice per day at 5th level, the avatar of wrath may empower a full attack action against a single opponent who has dealt hit point damage to him within the past 24 hours. He gains a bonus to his attack rolls equal to his class level and deals extra damage equal to his Strength modifier on each hit.
    Last edited by Overneath; 2016-12-14 at 10:59 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  17. - Top - End - #17
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
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    Springfield
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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Contingency Mage

    "Don't worry; I planned for this."

    Any learned wizard knows that preparation is everything. But a contingency mage recognizes not only the value in forward planning, but outmaneuvering one's enemy before they even think it necessary. A sidestep leads to an assault leads to a charge that triggers a trap, again and again. Anyone who tries to outthink a contingency mage learns the error of their ways, eventually. All according to plan.

    Spoiler: Contingency Mage
    Show
    Hit Dice: d4

    Base Attack Bonus: 1/2

    Saving Throws: Good Will, Poor Fortitude and Reflex


    Requirements

    To qualify to become a contingency mage, a character must fulfill all the following criteria.

    Skills: Spellcraft 10 ranks
    Feats: Delay Spell
    Spellcasting: Able to cast at least 2 spells from each school of magic (cantrips do not count for this purpose), and able to cast up to 5th level spells.


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +0
    +0
    +2
    Always Ready
    +1 level of existing arcane spellcasting class
    2nd
    +1
    +0
    +0
    +3
    -
    +1 level of existing arcane spellcasting class
    3rd
    +1
    +1
    +1
    +3
    Contingency
    +1 level of existing arcane spellcasting class
    4th
    +2
    +1
    +1
    +4
    Contingent Spell Slots
    +1 level of existing arcane spellcasting class
    5th
    +2
    +1
    +1
    +4
    Contingent Delay
    +1 level of existing arcane spellcasting class
    6th
    +3
    +2
    +2
    +5
    Extra Contingency
    +1 level of existing arcane spellcasting class
    7th
    +3
    +2
    +2
    +5
    -
    +1 level of existing arcane spellcasting class
    8th
    +4
    +2
    +2
    +6
    Offensive Fallback
    +1 level of existing arcane spellcasting class
    9th
    +4
    +3
    +3
    +6
    Never Unprepared
    +1 level of existing arcane spellcasting class
    10th
    +5
    +3
    +3
    +7
    Adaptation
    +1 level of existing arcane spellcasting class


    Class Skills

    The contingency mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the contingency mage prestige class.

    Weapon and Armor Proficiency: The contingency mage gains no proficiency with any weapon or armor.

    Spellcasting: Every level, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a contingency mage, he must decide to which class he adds the new level for purposes of determining spells per day.

    Always Ready (Ex): A contingency mage gains a +4 bonus to Initiative checks at 1st level.

    Contingency: At 3rd level, the contingency mage adds the spell contingency to his list of spells known for free.

    Contingent Spell Slots: Beginning at 4th level, the contingency mage may prepare extra spells slots that he can trade in at any time as backup spells. For each spell level, he gains a number of these extra slots equal to one third of his total spells per day (only base spells per day and bonuses from a high ability score qualify) for that level, to a minimum of one slot per spell level. He can fill a slot with any spell of that level he knows, but cannot add metamagic to the spell for this purpose.

    The contingency mage can use these extra spells at any time, but must give up a memorized normal spell slot of the same level to do so.

    If the contingency mage is a spontaneous caster, he instead gains free spells known when his natural spells per day progression for that spell level reaches its maximum. A 10 Sorcerer/4 Contingency Mage has 6/6/6/6/6/6/5/3 spells per day, and so learns a new spell known for levels 0, 1, 2, 3, 4, and 5 immediately. On his next level, when his natural progression for 6th level spells reaches 6, he gains a free 6th level spell known, and so on. Spells known gained in this way are only accrued if the natural progression was improved to its maximum on a contingency mage level.

    Example: Thayvin has three 6th level spells per day that he can cast. Thus, he gains one Contingent Spell Slot for that spell level when he prepares his spells at the beginning of each day. He chooses to memorize Greater Heroism, Symbol of Fear, and Move Earth as his normal spell slots, and place Greater Dispel Magic in his Contingent Spell Slot. He later meets a lich wielding powerful enchantments. Thayvin discards Move Earth in order to cast Greater Dispel Magic on the spot.

    Contingent Delay: Whenever a 5th level contingency mage augments a spell with the Delay Spell feat, instead of determining a set point when the spell will take effect, he can choose a specific circumstance or event that will cause the spell to activate. All previous restrictions inherent to Delay Spell apply, except that the Contingent Delay lasts for up to 1 minute or until expended, not 1 to 5 rounds.

    Extra Contingency: At 6th level, the contingency mage may be under the effects of up to two contingency spells at the same time.

    Offensive Fallback: At 8th level, the contingency mage may assign up to 7th level spells to a casting of contingency, and the spells imbued may affect creatures other than himself.

    Never Unprepared (Ex): A 9th level contingency mage cannot be rendered flat-footed, and always acts during a surprise round.

    Adaptation: By taking 1 minute to concentrate on the spell, a 10th level contingency mage may alter the parameters and spells imbued by a contingency spell that he has cast.
    Last edited by Overneath; 2015-06-30 at 03:17 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  18. - Top - End - #18
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Shadowed Deceiver

    "If you cannot remain unseen, remain untouched. If you cannot remain untouched, then make yourself invincible. If you can manage all three...consider yourself gifted."

    Mythologies from all manner of civilization tell tales of gods, spirits, or even mortals possessed of immense cunning and the will to use it for their whims, whether they be liberation, destruction, or simply on a lark for their own amusement. While their motives and even their methods may vary wildly, they are all talented masterminds and manipulators, masters in the art of showing a victim what they want to see.

    Traditionally, psionic characters and spellcasters use different variations on their core abilities as a shadowed deceiver. A psion is more suited to mentally bamboozling his opponents and persuading them to his way of thinking, where a spellcaster is more effective when using 'smoke-and-mirrors', usually illusions, to ensure he is never in the way of harm. The prestige class itself, however, does not discriminate between the two in most cases.

    Spoiler: Shadowed Deceiver
    Show
    Hit Die: d6

    Base Attack Bonus: 1/2

    Saving Throws: Good Will, Poor Fortitude and Reflex


    Requirements

    To qualify to become a shadowed deceiver, a character must fulfill all the following criteria.

    Skills: Bluff 10 ranks, Hide 5 ranks
    Feats: Greater Spell Focus (Illusion) or Metamorphic Transfer
    Spellcasting: Ability to cast spells or manifest psionic powers, including the use of Spell-Like or Psi-Like abilities; must be able to alter or appear to alter their form, such as through alter self, metamorphosis, or major image


    Level BAB Fort Ref Will Special Spellcasting/Manifesting Progression
    1st
    +0
    +0
    +0
    +2
    Speak Through the Wind, Armor of Lies
    +1 level of existing spellcasting or manifesting class
    2nd
    +1
    +0
    +0
    +3
    Mirror Focus
    +1 level of existing spellcasting or manifesting class
    3rd
    +1
    +1
    +1
    +3
    Silver Tongue, Backup Plan
    +1 level of existing spellcasting or manifesting class
    4th
    +2
    +1
    +1
    +4
    Tricking the Trickster
    +1 level of existing spellcasting or manifesting class
    5th
    +2
    +1
    +1
    +4
    Reflective Evasion
    +1 level of existing spellcasting or manifesting class
    6th
    +3
    +2
    +2
    +5
    Hall of Mirrors, Xanatos' Hand
    +1 level of existing spellcasting or manifesting class
    7th
    +3
    +2
    +2
    +5
    Feign Death
    +1 level of existing spellcasting or manifesting class
    8th
    +4
    +2
    +2
    +6
    With Friends Like These
    +1 level of existing spellcasting or manifesting class
    9th
    +4
    +3
    +3
    +6
    -
    +1 level of existing spellcasting or manifesting class
    10th
    +5
    +3
    +3
    +7
    True Belief
    +1 level of existing spellcasting or manifesting class


    Class Skills

    The shadowed deceiver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (all skills taken individually) (Int), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the shadowed deceiver prestige class.

    Weapon and Armor Proficiency: The deceiver gains no proficiency with any weapon or armor.

    Spellcasting/Manifesting: Every level, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. Or, he gains additional power points per day and access to new powers as if he had gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of deceiver to the level of whatever other arcane spellcasting class or manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and/or manifester level accordingly.

    If a character had more than one arcane spellcasting class or more than one manifesting class before he became a shadowed deceiver, he must decide to which class he adds each class level for purpose of determining spells per day, caster level, power points per day, powers known, and/or manifester level.

    Speak Through The Wind (Su): The deceiver is considered to always be under the effects of the ventriloquism spell, as a caster of his character level. He may exceed the normal allowed range for the spell effect if he uses this ability to speak through an illusion he has created.

    Armor of Lies (Su): The deceiver gains strength with each successful deception, making his mortal form harder to kill. He gains a +1 bonus to all saving throws and 2 temporary hit points for every active illusion spell he has control over or every sentient being under the effects of one of his enchantment spells or telepathy powers. The saving throw bonus is capped at half his class level, and the temporary hit point bonus is capped at twice his character level - the latter, if points are lost, may be refreshed with successive castings or manifested powers.

    Mirror Focus (Su): At 2nd level, the deceiver adds mirror image to his list of spells known, or his list of powers known as a 3rd-level telepathy power. Any images he creates may be placed at his side, as normal, or up to 40 feet away from him. If placed at a certain distance, the illusory double will not move with the deceiver. Instead, he must command an individual image to move (up to his own base land speed in one round) as a free action.

    Silver Tongue (Ex): A 3rd level deceiver can take 10 on all Bluff checks, even if he is distracted or threatened. In addition, he gains a +4 circumstance bonus to Bluff checks if he is speaking through an illusion or to an individual affected by one of his telepathy powers.

    Backup Plan (Ex): At 3rd level, the deceiver adapts quickly to plans gone awry, and is careful not to dedicate himself foolishly to a pursuit. If he chooses to ready an action, at any point in between the time the action is readied and the action is triggered, the deceiver may choose to cancel the readied action and immediately recoup (and then use) the standard action he used to ready it.

    Among other things, this essentially allows the deceiver to delay a floating standard action for later in the initiative order without changing his place in it.

    Tricking the Trickster (Ex): A 4th level deceiver has heard all the lines, probably because he himself has used them. When using his Sense Motive skill to try and gauge whether someone is lying, he may use his Bluff skill on the check instead.

    Reflective Evasion (Su): If an opponent targets a 5th level deceiver with an attack, whether melee, ranged, touch, or ranged touch, there is a 10% chance that the attack will target another random creature within range. If the attack missed, the chance increases to 25%, but the failed attack uses its same, failed roll result against the new target.

    Reflective Evasion is activated against an attack of the deceiver's choosing, and can only function once per round.

    Hall of Mirrors (Su): When casting or manifesting the spell mirror image, a 6th level deceiver may divide the images he produces between himself and any allies within 20 feet. He must reserve at least one image for his own use. He cannot grant an image to an ally and utilize the 'distant images' function of Mirror Focus simultaneously.

    In addition, from this level on, all figments produced by the deceiver's mirror image possess his scents and sounds. Thus, merely being unable to see the doubles does not prevent a creature from being fooled by them.

    Xanatos' Hand (Su): A 6th level deceiver always wins, and he can rig the cosmic deck to ensure that he does. This ability has two primary functions. The first allows the deceiver to target a single enemy under the effects of a spell or power as a standard action - the deceiver may dismiss a spell or power of higher level on himself to dispel that enemy's enchantment. Alternatively, he may target the effects of a single magic item in that opponent's possession, dismiss a spell or power active on himself whose spell level exceeds the highest level of spell used in the creation of the item, and suppress all powers of that item for a number of rounds equal to his class level.

    The second function of this ability is that the deceiver may store up to three 'faulty rolls' for later use. If he fails a skill check or saving throw, he can immediately reroll and store the failed roll - he must use the failed roll's flat number in place of a normal check at some point in the next 24 hours (failure to do so will force the deceiver to use the unused roll result in place of their next 3 checks). He may transfer one or more of these faulty rolls to a willing ally or dominated enemy, but that creature must substitute the roll for the very next check he or she makes. When a faulty roll is stored, the slot that it takes up cannot be filled again for three days.

    Spoiler: Examples
    Show
    Raisha wants to turn an enemy fighter into her thrall, but isn't sure her spells will work on him while he's wearing his powerful cloak of resistance. She decides to dismiss a mage armor she cast on herself later in order to suppress the powers of the cloak for 6 rounds. As mage armor is of a higher spell level than resistance, the highest level of spell used in the cloak's creation, she successfully suppresses its power. Without the saving throw bonus from his cloak, the fighter is easy prey for her dominate person.

    Later, she and her new thrall engage in battle with another mage, who returns Raisha's favor by casting dominate person on her. Much to her chagrin, she rolls a natural 1, so she chooses to store the result as a faulty roll and reroll the save. Rather than have to worry about it later, she transfers the natural 1 to her fighter thrall, who must use it on the result of his next skill check or saving throw. Unfortunately, the next spell the hostile mage casts is finger of death. It looks as though Raisha will have his cloak to herself...if she survives.


    Feign Death (Ex): At 7th level, the deceiver can make it appear as though he has been slain. If he is reduced to 20% hit points or less, he may, as an immediate action, make a Bluff check opposed by the Sense Motive checks, rolled in secret, of anyone who watches him ‘die’. Any who do not know that he is playing a trick are convinced that he is dead. He reads as dead for the purposes of any divination spells and deathwatch, and gives no indication that he is anything but lifeless.

    The scion can maintain this state for up to 10 minutes, after which he must wait 24 hours before he can perpetrate the same ruse.

    With Friends Like These (Su): An 8th level deceiver can substitute a Bluff check for a Diplomacy check made to improve someone's disposition towards him. In addition, any creature that the deceiver successfully bluffs takes a stacking -1 penalty to their Will saving throws against his spells and powers, to a maximum total penalty of -4.

    True Belief: At 10th level, the deceiver’s illusions cannot be disbelieved and his telepathy powers do not allow any saving throws beyond the first, including those granted by slippery mind and forcing a dominated individual into suicidal action.
    Last edited by Overneath; 2015-10-29 at 04:15 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  19. - Top - End - #19
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Snake Hunter of Ma'at

    "Lawful does not mean predictable. Orderly does not mean weak. Remember this well, or you will find- what was that?" - Mehnit-Run, high priest of Set, moments before being assassinated by a Snake Hunter of Ma'at

    Traditionally associated with Bastet, the defender of Ra and sworn enemy of Apophis, the Snake Hunters are an elite order of infiltrators and assassins whose highest calling is the extermination of chaos and discord in the world, paving the way for unity and civilization to thrive. They combine several avenues of other paths to make their primary skillset more focused, and therefore more deadly.

    Spoiler: Snake Hunter of Ma'at
    Show
    Hit Die: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Poor Fortitude and Will


    Requirements

    To qualify to become a snake hunter of Ma'at, a character must fulfill all the following criteria.

    Alignment: Any non-chaotic
    Skills: Tumble 8 ranks, Move Silently 5 ranks, Spot and Listen 3 ranks
    Abilities: Sneak Attack +2d6, Skirmish +2, or Sudden Strike +2d6
    Feats: Dodge, Mobility


    Level BAB Fort Ref Will Special Meldshaping Progression
    1st
    +0
    +0
    +2
    +0
    Savage Strike, Detect Chaos
    +1 level of existing meldshaping class
    2nd
    +1
    +0
    +3
    +0
    Catfall, Axiomatic Flame
    +1 level of existing meldshaping class
    3rd
    +2
    +1
    +3
    +1
    Sensory Equilibrium, Bonus Feat
    +1 level of existing meldshaping class
    4th
    +3
    +1
    +4
    +1
    Uncanny Reflexes, Eye of Night
    -
    5th
    +3
    +1
    +4
    +1
    Savage Leap, Burning Bright
    +1 level of existing meldshaping class
    6th
    +4
    +2
    +5
    +2
    Physical Equilibrium, Black Cat's Mark
    +1 level of existing meldshaping class
    7th
    +5
    +2
    +5
    +2
    Fearful Symmetry, Bonus Feat
    +1 level of existing meldshaping class
    8th
    +6
    +2
    +6
    +2
    Comforting Routine, Boldness in Purpose
    -
    9th
    +6
    +3
    +6
    +3
    Boon of Bastet, Nine Lives
    +1 level of existing meldshaping class
    10th
    +7
    +3
    +7
    +3
    Savage Rend, In the Forests of the Night
    +1 level of existing meldshaping class


    Class Skills

    The snake hunter of Ma'at's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the snake hunter of Ma'at prestige class.

    Weapon and Armor Proficiency: The snake hunter is proficient with all simple and martial weapons and with light armor.

    Meldshaping: At each snake hunter level except 4th and 8th, you increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged prior to gaining the snake hunter level. You do not, however, gain any other abilities of that class; the exception to this is that you progress your tiers of chakra binds normally. If you had more than one meldshaping class before becoming a snake hunter, you must decide to which class to add each level for the purpose of determining your essentia pool, meldshaper level, and the number of soulmelds and chakra binds available.

    If you did not possess levels in a meldshaping class before becoming a snake hunter, you still gain a point of essentia at every level except 4th and 8th. You may distribute these points freely among any Incarnum feats you possess as well as abilities such as Axiomatic Flame and Eye of Night that grow stronger with investment.

    Beginning at 5th level, you may bind soulmelds to the crown, feet and hands chakras. If you did not already have levels in a meldshaping class, this generally only serves the purpose of allowing you to bind Burning Bright.

    Savage Strike (Ex): A snake hunter can progress certain class features as though she were still a member of the class that granted them. She adds her class levels to her effective level in the given class for that specific feature. The features progressed are Sneak Attack, Skirmish, and Sudden Strike. Against chaotic creatures, she improves damage dice by 1 and/or increases a granted benefit of the feature by 1.

    Spoiler: Example
    Show
    Solaris is a Rogue9/Snake Hunter4. From her rogue levels, she gains Sneak Attack +5d6. For the purposes of her Sneak Attack damage dice, she adds her snake hunter levels to her rogue levels, granting her a total of +7d6. Against chaotic creatures, her sneak attack deals +7d8 damage.


    Detect Chaos (Sp): A snake hunter can cast detect chaos at will, using her character level as her caster level. She cannot be stunned for detecting a chaotic aura of a certain HD. If she identifies a target as chaotic before engaging with them, she gains a +4 competence bonus to her Hide and Move Silently checks against them.

    Catfall (Ex): Beginning at 2nd level, the snake hunter may choose to fall at half normal speed from any height, and no longer takes falling damage. She gains a bonus equal to half her class level when using the Balance, Tumble, Hide, Move Silently, Climb and Jump skills, and may use the better of her Strength or Dexterity modifier for each of them.

    Axiomatic Flame (Su): At 2nd level, the snake hunter can infuse her attacks with blazing incarnum energy that is particularly effective against agents of chaos. She gains 1 essentia point for free and may invest this point, and any others she may possess, into this ability. For every point of essentia invested into Axiomatic Flame, her attacks deal an extra +1 damage, or +2 against chaotic creatures. These values are doubled during a Savage Strike. The effect lasts until she chooses to redistribute the essentia in 24 hours, as per the rules for adding essentia to a feat.

    Sensory Equilibrium (Ex): A 3rd level snake hunter is in tune with her senses, allowing her to feel the world around her with more clarity than most others. At this level, she gains Low Light Vision if she did not already possess it, and a +2 bonus to Spot checks. At 5th level, she gains 40 feet of Darkvision (which stacks with any existing Darkvision) and a +2 bonus to Search checks. At 8th level, she gains the Scent special quality and a +2 bonus to Listen checks. Finally, at 10th level, she gains Blindsense out to 30 feet and an additional +2 bonus to Spot, Listen, and Search checks.

    Bonus Feat: At 3rd and 7th level, the snake hunter may choose a bonus feat from among any Incarnum feats she qualifies for. She gains a bonus essentia point for choosing one even if the feat would not normally grant essentia on selection.

    Uncanny Reflexes (Ex): A 4th level snake hunter gains evasion and uncanny dodge as class features. If she already possessed evasion, she gains improved evasion. If she already possessed uncanny dodge, she gains improved uncanny dodge, which functions using her class level + her levels in the class(es) that provided uncanny dodge.

    Eye of Night (Su): At 4th level, the snake hunter learns the Eye of Night, an incarnum infusion to her vision that allows her to perceive the world even more clearly when it is being corrupted by eldritch tricksters or fell magic.

    In its default state, Eye of Night improves her Detect Chaos ability. On the first round, it alerts her that there are invisible creatures in her field of vision. On the second, it provides a faint shimmering outline around those invisible creatures that only she can see. On the third round, any creature that had been within the cone of her Detect Chaos for all three successive rounds is immediately revealed, as if they had invisibility purge cast near them.

    This ability improves if the snake hunter invests essentia into it. For every point of essentia invested, the range of her Detect Chaos ability improves by 10 feet. If at least 4 points of essentia are invested, the snake hunter may cast the spell true seeing on herself for the duration of one full round, once per encounter. The casting time of the spell is reduced to a swift action.

    Savage Leap (Ex): At 5th level, the snake hunter gains Pounce as a bonus feat. In addition, she treats any opponent she charges as flat-footed.

    Burning Bright (Su): At 5th level, the snake hunter may imbue herself with an aura of Incarnum radiance that protects her mind and body from harm. This ability is always 'on' and provides a +1 bonus to all of the snake hunter's saving throws. However, it acts as a soulmeld and can therefore be bound to various chakra and enhanced with essentia. Regardless of where it is bound, it always grants its saving throw bonus, which is improved by +1 for every point of essentia invested in the soulmeld.

    • Crown - You gain a +2 bonus on Intelligence checks and on all skill checks, and may use any skill untrained. Further, with skills you have ranks in, you may Take 10 even under stress or dire circumstances without penalty. The bonus to Intelligence, though not the universal bonus to skills, improves by +1 for each point of essentia invested.
    • Feet - You gain a 10ft bonus to all of your base movement spells. The bonus increases by +5ft for every point of essentia invested.
    • Hands - You gain a +2 bonus on all Dexterity checks and on melee or ranged attack rolls. The bonus to Dexterity checks improves by +1 for each point of essentia invested.
    • Arms - You gain a +2 bonus on all Strength checks and add 5 feet to your base reach. The bonus to Strength checks improves by +1 for each point of essentia invested.
    • Brow - You gain a +4 bonus on all Wisdom checks and may reroll any skill check or saving throw having to deal with hostile illusions or spells from the Illusion school. The bonus to Wisdom checks improves by +1 for each point of essentia invested.
    • Shoulders - You gain a +2 bonus on all Charisma checks and on Will saving throws. The bonus to Charisma checks improves by +1 for each point of essentia invested. The bonus to Will stacks with the bonus already provided by Burning Bright.
    • Throat - You gain a +2 bonus on all Constitution checks and on Fortitude saving throws. The bonus to Constitution checks improves by +1 for each point of essentia invested. The bonus to Fortitude stacks with the bonus already provided by Burning Bright.
    • Waist - You gain a +3 bonus on any opposed roll made for a special attack such as trip or disarm. The bonus increases by +1 for each point of essentia invested if you are the target of such a maneuver.
    • Heart - You gain 10 temporary hit points that are replenished at the beginning of every combat encounter but override and do not stack with temporary hit points from all other sources. The amount of temporary hit points gained improves by +4 for every point of essentia invested.
    • Soul - You gain a +2 untyped bonus to your Armor Class. The bonus improves by +1 for each point of essentia invested.


    Physical Equilibrium (Ex): A 6th level snake hunter can use one skillset as a stepping stone to another, switching between them with ease or even performing multiple tasks simultaneously. While in the process of making a skill check, the snake hunter gains a +4 bonus to any other skill checks she makes - for example, Balancing while attempting to Hide, or making a Spot check while using Concentration to focus on a spell.

    Black Cat's Mark (Su): Once per day beginning at 6th level, the snake hunter may mark a specific target as an enemy of order. For the next 24 hours or until the mark is used again, that target 'reads' as chaotic in alignment for the purposes of all divinations as well as their vulnerability to the snake hunter's class features. Using Black Cat's Mark is a full round action.

    Fearful Symmetry (Su): A 7th level snake hunter takes no penalty to Hide or Move Silently checks for moving at her full speed while hiding. If an enemy witnesses her cease hiding and make a successful attack in the same round, or successfully spots her but then loses track of her within 1 minute, that enemy suffers from Ma'at's Unbinding, which acts as a bestow curse spell as cast by the snake hunter with a duration of 1 hour. Ma'at's Unbinding cannot affect more than two creatures simultaneously, and allows no saving throw nor spell resistance.

    Comforting Routine (Su): At 8th level, combat in service of her faith is an almost everyday occurrence for the snake hunter, and this certainty allows her to recovery quickly. At the end of an encounter, she gains Fast Healing 1 for 5 rounds. She adds 2 to her Fast Healing value for every enemy she reduced to 0 hit points or less during the encounter.

    Boldness in Purpose (Ex): At 8th level, the snake hunter may shrug off blows that would fatally wound other beings as they close inexorably on their target. She gains Damage Reduction x/lawful, where x is equal to her Essentia pool.

    Boon of Bastet (Su/Sp): A 9th level snake hunter may cast cat's grace, as the spell, on herself twice per day, using her character level as her caster level. In addition, any Dexterity bonuses she gains from that spell, whether cast by herself or another caster, stack with any other enhancement bonuses to her Dexterity.

    She may also expend Essentia to free herself from hostile effects. By expending a point of essentia as an immediate action, she may mimic the effects of a freedom of movement spell for 1 full round. Essentia spent in this way returns to her essentia pool after 8 hours have passed.

    Nine Lives (Ex): Once per day beginning at 9th level, the snake hunter may fall into a deep trance instead of dying. When she is reduced to 0 hit points or less, she may activate this ability - she appears to die as normal, but instead awakens with 1 hit point after a minute has passed. Additional damage dealt to her while in this state (short of total bodily annihilation) has no effect on whether she awakens.

    Savage Rend (Ex): At 10th level, the snake hunter ignores immunity to sneak attacks and similar kinds of precision damage when she attacks a chaotic creature.

    In the Forests of the Night (Su): A 10th level snake hunter always Takes 20 when using Hide or Move Silently under cover of darkness or at night, but the time it takes to hide is not increased. Furthermore, she is exempt from any natural Special Qualities that would allow a creature to detect her while hiding, such as Blindsense and Tremorsense.
    Last edited by Overneath; 2017-11-30 at 12:47 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  20. - Top - End - #20
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Warsworn Tactician

    "The difference between bad strategy and good strategy is in the execution, not the outline."

    Where a pure warlord relies on his own martial prowess to carry him through the day as much as his allies', the warsworn tactician takes a certain amount of pride in coordinating his team, honing their deadliness until his sword is all but unnecessary. His assessments of the battlefield are just as important as the auras he exudes, but stacking the two properly is the mark of a lethal member of this class.

    Spoiler: Warsworn Tactician
    Show
    Hit Dice: d8

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Will, Poor Fortitude and Reflex


    Requirements

    To qualify to become a warsworn tactician, a character must fulfill all the following criteria.

    Skills: Knowledge (warfare) 10 ranks, Concentration 6 ranks, Intimidate or Diplomacy 4 ranks
    Abilities: Must have access to a class feature that grants a morale bonus in a radius, such as a Warlord's or Dragon Shaman's Auras or a Bard's music
    Special: Must have been involved in a full combat encounter in which no allies lost any hit points.


    Level BAB Fort Ref Will Special Aura Progression
    1st
    +0
    +0
    +0
    +2
    Tactical Assessment
    +1 effective class level
    2nd
    +1
    +0
    +0
    +3
    Warsworn Defense
    +1 effective class level
    3rd
    +2
    +1
    +1
    +3
    Warsworn Education
    +1 effective class level
    4th
    +3
    +1
    +1
    +4
    Unified Assault, Strategic Assessments
    +1 effective class level
    5th
    +3
    +1
    +1
    +4
    -
    +1 effective class level
    6th
    +4
    +2
    +2
    +5
    Knowing is Half the Battle
    +1 effective class level
    7th
    +5
    +2
    +2
    +5
    Masterful Assessments
    +1 effective class level
    8th
    +6
    +2
    +2
    +6
    Signature Tactic
    +1 effective class level
    9th
    +6
    +3
    +3
    +6
    Unified Prescience
    +1 effective class level
    10th
    +7
    +3
    +3
    +7
    Warsworn Mastery
    +1 effective class level


    Class Skills

    The tactician's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (warfare) (Int), Listen (Wis), Profession (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str).

    Skill Points: 4 + Int modifier


    Class Features

    The following are class features of the warsworn tactician prestige class.

    Weapon and Armor Proficiency: The tactician is proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

    Strategist: The tactician adds all his class levels as bonus levels in the class he had been previously that allowed him to satisfy Warsworn Tactician’s ‘morale aura’ prerequisite. This allows him to strengthen abilities from that class which scale with level, but does not grant him any new ones. A warlord9/WT2 would have an aura bonus of +4 instead of +3, but would not gain the Improved Rally feature granted to 11th level warlords. The bonus levels only apply to the 2nd class for the purposes of advancing features in that class which the character already has access to. If the character had levels in multiple classes which would have allowed him to enter the prestige class, he must choose at every class level which class to improve upon.

    Tactical Assessment (Ex): The warsworn tactician’s core group of abilities involve shifting the course of battle via control and superior intelligence. These assessments grant a variety of bonus and abilities to the tactician and his allies that may shift depending on the needs of the moment.
    Assessments come in three degrees: Intuitive, Strategic, and Masterful. Intuitive assessments are minor bonuses that come and go according to the needs of the moment. Strategic assessments are more drastic measures that enhance or disable certain abilities. Masterful Assessments might grant immunities or even brand new abilities for allies to use.
    A tactician has access to all Intuitive assessments beginning at 1st level. Beginning at 4th level, he gains access to all Strategic assessments. Finally, all Masterful assessments become available to him beginning at 7th level.
    When combat begins and initiative is rolled, the tactician gains a special action that takes place outside the initiative order. This acts like the effect of a surprise round or a contingency spell for the purposes of which special abilities can ignore or interrupt it. During this action, the tactician may use an Intuitive assessment. The bonus or penalty of that assessment persists until or unless the tactician uses a swift action to replace the Intuitive assessment bonus with another.
    A tactician cannot use a Strategic assessment until combat has been ongoing for five consecutive rounds OR any creature with an initiative score has been reduced to 0 hit points. Once either of these conditions are met, the tactician may activate a Strategic assessment as an immediate action. The tactician may trade out the chosen Strategic assessment bonus for another one with a swift action, just as with Intuitive assessments. The tactician may trade out bonuses for both Intuitive and Strategic assessments with the same swift action.
    A tactician cannot use a Masterful assessment until BOTH of the following conditions are met: Combat must have been ongoing for six consecutive rounds and two creatures with an initiative score must have been reduced to 0 hit points. Once these conditions are met, the tactician may activate a Masterful assessment as an immediate action. Unlike Intuitive and Strategic assessments, once a Masterful assessment is in play, it cannot be changed for the remainder of the combat encounter.

    Spoiler: Intuitive Assessments
    Show
    Intuitive assessments grant a simple numerical bonus to an aspect of combat. The warsworn tactician is automatically affected by any Intuitive assessment he activates, and all creatures who are both friendly to the tactician and can both see and be seen by him gain the same benefit. Creatures who lack visual perception but are aware of the tactician’s presence by other means (such as blindsight, tremorsense, or some other method) also gain these benefits.

    Intuitive assessments are unique among the tactician’s arsenal not only because of their value and versatility, but because they can be enhanced. Once an Intuitive assessment has been activated, the tactician may elect to discard his move or standard action for a given round. Instead, he may roll a Knowledge (Warfare) check. If his result is at least 20, he adds +1 to the bonus granted by his active Intuitive assessment until the start of his next turn for himself and all affected allies. The bonus continues to increase if his result is higher than 20; a 25 grants a +2 bonus, a 30 grants a +3 bonus, and a 40 grants a +4 bonus. A result higher than 40 grants no additional benefit.

    The list of Intuitive assessments and their individual benefits is as follows:

    Mystical Precision: When you deal damage to an opponent with a spell or spell-like ability, add +4 to the total damage dealt. If the spell in question strikes more than once, such as with magic missile, you add the bonus damage once per target, not once per hit.

    Physical Precision: When you deal damage to an opponent with a melee or ranged weapon, add +2 to the damage dealt.

    Steady Aim: You gain a +1 bonus to attack rolls with ranged weapons and ranged touch attacks.

    Steady Strike: You gain a +1 bonus to attack rolls with melee weapons and melee touch attacks.

    Follow-Up: Your penalties for iterative attacks are reduced by 2. A base attack bonus spread of +15/+10/+5 for example would become +15/+12/+7.

    Nimble Footing: You gain a +1 bonus to Reflex saves.

    Iron Mind: You gain a +1 bonus to Will saves.

    Stable Health: You gain a +1 bonus to Fortitude saves.

    Bend Like a Reed: You gain a +1 dodge bonus to your Armor Class.

    Quick Steps: You gain a +10ft bonus to all of your base speeds. The bonus from a Knowledge (Warfare) check adds to this benefit in increments of +5ft, rather than +1.

    Soothing Presence: At the start of every combat round, you are healed 10 for hit points. If this healing exceeds your hit point total, the excess is added as temporary hit points. These temporary hit points stack with temporary hit points from other sources, but not with themselves. Soothing Presence does not heal unconscious or dead creatures.


    Spoiler: Strategic Assessments
    Show
    Strategic assessments are largely penalties to enemy activity, rather than bonuses to allies. They are much stronger than Intuitive assessments, and serve as the harbingers of a turning tide in combat.

    Strategic assessments follow the same rules as Intuitive assessments; an affected creature must be able to see or perceive the tactician in order for the assessment to take effect.

    Big Red Target: Enemies vulnerable to a certain damage type take triple damage from that type, instead of double.

    Ineffective Armor: Enemy damage reduction is reduced by 5, to a minimum of 0.

    Blindside: Enemies are considered flat-footed if they are being flanked.

    Unable to Connect: Enemies cannot confirm critical hits.

    Clumsy Execution: Enemies roll the minimum possible damage on their first damage die roll. An attack for 1d8+3 would always deal 4 damage, but a 4d10 would become 3d10+1.

    Weakened Resolve: If an enemy fails a saving while this assessment is active, they take a -4 penalty to the next saving throw they make.

    Slow Burn: Enemies cannot take swift actions or use more than one special ability in a single turn.

    Lockdown: Enemies must pass a Concentration check with a DC equal to 11 + your tactician level in order to cast spells below 5th level.

    Frailty: If an enemy regains hit points from a spell or ability, the number of hit points they regain is halved.


    Spoiler: Masterful Assessments
    Show
    If Strategic assessments are the turning tide of battle, Masterful assessments are the beginning of the end. Once used, a Masterful assessment cannot be changed for the duration of the combat encounter, and its effects linger for that same duration. Allies of the tactician do not have to maintain line of sight in order to retain a bonus granted by a Masterful assessment; once they have it, they have it until combat ends.

    They Bite Back: When you take damage from a melee attack or melee touch attack, you may immediately make an attack of opportunity against your attacker. You may do so even if you are using a ranged weapon.

    Retribution: If you take damage from any source, you gain a stacking +2 bonus to the next damage roll you make. Once you deal damage, the bonus resets to +0 until you take damage again.

    Selective Memory: You regain use of two expended spell slots or spells per day of your choice, up to spells of 5th level. These restored spells are lost again once combat ends. The bonus from Selective Memory is applied once, when the assessment is used, not repeatedly every round.

    Rejuvenation: You immediately regain 4d10+10 hit points. Furthermore, if you have access to racial abilities or class features with limited uses per day, you may choose two of them - those two gain an additional use for the duration of the current combat encounter only. The bonus from Rejuvenation is applied once, when the assessment is used, not repeatedly every round.

    Hasty Retreat: You gain an immediate free move action if you fail a hostile saving throw or are reduced to below 50% of your maximum hit points.

    Assured Strike: You may ignore any concealment and miss chances on obscured or incorporeal enemies.

    Denied Assault: When an enemy hits you with a melee or ranged weapon, there is a 15% chance that the attack will miss entirely instead.


    Warsworn Defense: Beginning at 2nd level, the tactician may add his Wisdom modifier as a bonus to all saving throws. This bonus may not exceed half his class levels in warsworn tactician.

    Warsworn Education (Ex): Beginning at 3rd level, the tactician may add half his total ranks in the Knowledge (Warfare) skill as an untyped bonus to all other Knowledge skills.

    Unified Assault (Ex): At 4th level, the tactician and his allies fight as a single creature with many arms, not separate individuals. All allies affected by one of the tactician's Auras or Tactical Assessments gains a bonus equal to half the tactician's class level (maximum +4) to Aid Another actions and damage dealt when flanking an opponent.
    The group also gains a unique ability to share attacks of opportunity. Instead of each party member keeping track of their own during an encounter, the whole group gains access to 1 attack of opportunity per member (plus extra attacks of opportunity equal to the Dexterity modifiers of any member with Combat Reflexes), which any member can use any time an attack of opportunity would be granted. The pool of attacks is refreshed at the beginning of each new combat round. A single creature still cannot threaten more than a single attack of opportunity from a given character in the same round.

    Example: Syris, Ventus, and Jorrec together form a group. Syris has a Dexterity of 18 and Combat Reflexes. As there are three members, this adds to a total of 7 attacks of opportunity per round between them, instead of the one attack of opportunity per round they normally have access to. Ventus would normally only have one attack of opportunity available to her in a round, but two gnolls run past her threatened area in the same turn. She chooses to subtract 2 attacks of opportunity from the group's bonus pool for the round to use one attack of opportunity on each gnoll - the group has 5 more attacks of opportunity they can use during that round. At the start of the next round, the pool is refreshed to 7.

    Knowing is Half the Battle (Ex): At 6th level, the tactician may observe an opponent and deny them key advantages during combat. He makes a Knowledge (warfare) or Knowledge (history) check with a DC equal to 15 + the target creature's HD. If he succeeds, he knows each of the creature's immunities, and can choose to negate one for the duration of the encounter. This ability is usable only once per encounter as a full round action.

    Signature Tactic: At 8th level, the tactician may choose an Intuitive, Strategic and Masterful assessment to specialize in. These assessments become his calling cards, overcoming their standard limitations in his hands.
    • The chosen Intuitive assessment gains the following benefit: When making a Knowledge (Warfare) check to enhance the bonus of this assessment, the tactician gains a +10 bonus to the check.
    • The chosen Strategic assessment gains the following benefit: The tactician’s enemies do not need to be able to see the tactician in order for the assessment to take effect. If they are within 60 feet of the tactician, or he can see them instead, they take the full penalties of this assessment.
    • The chosen Masterful assessment gains the following benefit: Once per encounter as a free action, the tactician may cancel the effects of their active Masterful assessment, and use this one instead.


    Unified Prescience (Su): At 9th level, the tactician can see the battlefield through the eyes of himself and his companions. He gains the benefits of any additional sensory abilities his companions have, and can see what they see so long as they are within 60 feet of him. Thus, if traveling with a companion who has low light vision and another who has blindsense, the tactician can perceive the world and the creatures within it as though he had both blindsense and low light vision so long as he remains within 60 feet of each respective companion. If he is blinded or under similar sensory-reducing effects, he can still 'see' what either companion does, and with the same benefits.

    Warsworn Mastery (Ex): At 10th level, the tactician can use his Charisma and Wisdom scores interchangeably - for a given bonus, the higher score or modifier is used, such as a 20 Charisma over a 12 Wisdom for a Spot check or an 18 Wisdom over a 16 Charisma for the bonus of a Warlord aura.
    Last edited by Overneath; 2019-01-20 at 07:11 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  21. - Top - End - #21

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    So the gravity mage is an old Homebrew? Hmmm, I think I can tell, as I really like the concept of the gravity mage, but I don't think the PrC quite deliverers. My main problem is that how all the abilities are 1/day, and don't really scale all that well. 5d6 falling damage in a 15-ft radius, at a max of 5/day isn't exactly the strongest of abilities.

    My suggestions? Instead of having abilities be limited per/day, have them as spontaneous spell casting, burning a spell slot/spells per day to use the abilities, that way their allowed to be used more often than not. Additionally, have the abilities scale to at least some degree. Gravitic Slam for example? How about its does 5d6+1d6 per level? So at level 10, you do 15d6 damage with it, which is an ability I would rather like to be able to use.

    Also, I am disappointed that despite it being a gravity mage, theses no squishing of enemies, either by damage or Implosion. I mean come on, your a master of gravity right? You should be able to squish your enemies into paste.

    Oh and side-note. Gravity can actually distort time. Not saying you should have temporal abilities, but it would be a cool.

  22. - Top - End - #22
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    Quote Originally Posted by Tempestfury View Post
    So the gravity mage is an old Homebrew? Hmmm, I think I can tell, as I really like the concept of the gravity mage, but I don't think the PrC quite deliverers. My main problem is that how all the abilities are 1/day, and don't really scale all that well. 5d6 falling damage in a 15-ft radius, at a max of 5/day isn't exactly the strongest of abilities.

    My suggestions? Instead of having abilities be limited per/day, have them as spontaneous spell casting, burning a spell slot/spells per day to use the abilities, that way their allowed to be used more often than not. Additionally, have the abilities scale to at least some degree. Gravitic Slam for example? How about its does 5d6+1d6 per level? So at level 10, you do 15d6 damage with it, which is an ability I would rather like to be able to use.

    Also, I am disappointed that despite it being a gravity mage, theses no squishing of enemies, either by damage or Implosion. I mean come on, your a master of gravity right? You should be able to squish your enemies into paste.

    Oh and side-note. Gravity can actually distort time. Not saying you should have temporal abilities, but it would be a cool.
    I was sorely tempted to include Implosion, but wasn't sure whether it should be a spell-like ability or simply add it to their spells known list. The former is probably more balanced, but I'll give it some thought. Something else to note is that their capstone doubles all damage their class features do, so Gravitic Slam is 10d6 at that point, not 5d6. However, I will look into making them more effective and tying them to spell slots.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  23. - Top - End - #23

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    Quote Originally Posted by Overneath View Post
    So Gravitic Slam is 10d6 at that point, not 5d6. However, I will look into making them more effective and tying them to spell slots.
    And fireball does 10d6 damage is a 20ft radius and is a level 3 spell, so it can most likely be used numerous times per day...

  24. - Top - End - #24
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    Class Features have been updated. Now, if you expend a 3rd-level spell slot, a 10th level Gravitic Slam deals 16d6 damage in a 30ft radius, among other things. Implosion is also now a free spell known at 10th level, and can be tied to Singularity.

    As a response to the temporal alteration suggestion, that is actually its own class, Chronomancer, that I will add later.
    Last edited by Overneath; 2014-05-15 at 02:58 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  25. - Top - End - #25

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    Now that is a class I'll like to play. Immobilization is a pretty neat class feature, assuming it's new and I didn't miss it previously. With the energy conversion and scaling power with higher slots... Gravity Mage has become a lot stronger with such a few, simple changes...

    If its alright with you though, can we discuss some of the suggestions you've made for my Epic Feats? (And I've kinda put it a few more feats as well)

  26. - Top - End - #26
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Adventurer

    "Oh, I can do that."

    A dungeon is a dangerous thing, but there is always someone capable enough to conquer it. The adventurer is a canny adversary and a useful ally, a master of skills that always has a trick up his sleeve.

    Spoiler: Adventurer
    Show
    Hit Dice: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Poor Fortitude and Will


    Requirements

    To qualify to become an adventurer, a character must fulfill all the following criteria.

    Skills: Disable Device 8 ranks, Open Lock 8 ranks, 4 more skills with at least 5 ranks each
    Feats: Skill Focus (any), Alertness
    Class Features: Trapfinding and/or Charm (the Bard ability)
    Special: Must have survived traversing and completing the exploration of a dungeon


    Level BAB Fort Ref Will Special Class Features
    1st
    +0
    +0
    +2
    +0
    Skilled
    +1 level of existing class features
    2nd
    +1
    +0
    +3
    +0
    Common Trickery, Quick Recovery 1/day
    -
    3rd
    +2
    +1
    +3
    +1
    Reflexive Action
    +1 level of existing class features
    4th
    +3
    +1
    +4
    +1
    Uncommon Trickery, Quick Recovery 2/day
    -
    5th
    +3
    +1
    +4
    +1
    Intuitive Action
    +1 level of existing class features
    6th
    +4
    +2
    +5
    +2
    Extraordinary Trickery, Quick Recovery 3/day
    -
    7th
    +5
    +2
    +5
    +2
    Honed Senses, Constant Pluckocity
    +1 level of existing class features
    8th
    +6
    +2
    +6
    +2
    Fantastic Trickery, Quick Recovery 4/day, Extensive Recovery
    -
    9th
    +6
    +3
    +6
    +3
    Skill Mastery
    +1 level of existing class features
    10th
    +7
    +3
    +7
    +3
    Superhuman Trickery, Quick Recovery 5/day, Call Me Jack
    -


    Class Skills

    The adventurer counts all skills as class skills.

    Skill Points: 8 + Int modifier


    Class Features

    The following are class features of the adventurer.

    Weapon and Armor Proficiency: The adventurer is proficient with simple weapons, with light armor, and with light shields. An adventurer does not suffer from arcane spell failure caused by light armor.

    Class Features: At each odd-numbered level, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an adventurer, you must decide to which class to add each level for the purpose of determining class features.

    Skilled (Ex): At 1st level and every 2 levels thereafter, the adventurer designates 1 class skill that he has ranks in. From that point forward, he gains half his class level as a competence bonus to his checks whenever he uses that skill. Skilled cannot be applied to the same skill more than once.

    Common Trickery: At 2nd level, the adventurer gains a single bonus skill trick that he qualifies for.

    Quick Recovery (Ex): Once per day for every 2 class levels, the adventurer may reroll a failed skill check as an immediate action with a -4 penalty. If he then succeeds, he suffers no other penalties for having failed the first time.

    Reflexive Action (Ex): A 3rd level adventurer may reroll his Initiative once per day as an immediate action.

    At 5th level, the adventurer may make attacks of opportunity even if he is flat-footed, and always acts during the surprise round.

    Uncommon Trickery: At 4th level, the adventurer gains another bonus skill trick that he qualifies for, and needs two fewer ranks in the relevant skill to qualify for any future skill tricks that he gains.

    Extraordinary Trickery (Ex): At 6th level, the adventurer may use all of his skill tricks up to twice per encounter, instead of once.

    Honed Senses (Ex): Whenever a 7th level adventurer passes within 15 feet of a secret door or hidden trap, he may roll a search check to find it even if he wasn't looking for it.

    Constant Pluckocity (Ex): Whenever a 7th level adventurer succeeds on a saving throw against an effect that allows a save for a reduced effect instead of a negated effect (such as half damage in the case of fireball), he instead takes no effect if he makes his save.

    Fantastic Trickery (Ex): An 8th level adventurer can use magic items even in a dead magic area. Whenever he uses an activated magic item inside a dead magic zone or under the effects of antimagic field, he may roll 1d20 + his class level against a DC equal to 25 in the former case or the creator's caster level in the latter. The DCs remain the same if the magic item is used against someone else who is within a dead magic zone or an antimagic field, even if the adventurer is not.

    Extensive Recovery (Ex): At 8th level, if the adventurer fails the saving throw of a spell effect and does not die as a result, he may reroll that saving throw on the next round at the same DC. If he succeeds, the effect ends immediately. This acts exactly like the rogue ability Slippery Mind, except that it affects any spell or spell-like ability, not just those of the enchantment school, provided the spell does not kill the adventurer or render him entirely helpless on a failed save.

    Skill Mastery (Ex): A 9th level adventurer gains the rogue class feature of the same name.

    Superhuman Trickery (Su): Twice per day at 10th level, the adventurer can make a skill check and treat the result as though he had rolled a natural 20. This ability can also be used in the process of any rolls made while performing a skill trick.

    They Call Me Jack (Ex): A 10th level adventurer can use his highest ability score in place of any other where an ability score would be used as a bonus to a skill. For example, he may use a higher Dexterity in place of Charisma for a bonus to a Diplomacy check.
    Last edited by Overneath; 2015-10-29 at 04:22 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  27. - Top - End - #27
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Ambusher

    "The worst part of the whole thing? We never saw her. Tore through a dozen men with spells and pits and booby traps, and she didn't even have to be there." - Melsin Ordulga, lone survivor of the Red Blades, after an 'encounter' with an Ambusher.

    Unseen, unheard, and nigh on insurmountable, the ambusher can begin their career from many different points, and excels in various fields, but all members of the class have the same affinity for traps, making and using them with startling efficiency even in the heat of battle.

    Spoiler: Ambusher
    Show
    Hit Dice: d8

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Reflex, Intermediate Will, Poor Fortitude


    Requirements

    To qualify to become an ambusher, a character must fulfill all the following criteria.

    Skills: Craft (trapmaking) 8 ranks, Disable Device 6 ranks, Survival 6 ranks
    Abilities: Trapfinding
    Feats: Skill Focus: Craft (trapmaking) OR Class Feature: Woodland Stride


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +0
    +0
    +2
    +1
    Advanced Trapmaking
    +1 level of existing spellcasting class
    2nd
    +1
    +0
    +3
    +2
    Assault +1d6/+1, Trap Expertise +2, Tangle Trap
    +1 level of existing spellcasting class
    3rd
    +2
    +1
    +3
    +2
    Area Traps
    +1 level of existing spellcasting class
    4th
    +3
    +1
    +4
    +3
    Assault +2d6/+2, Wounding Trap, Trap Delay
    +1 level of existing spellcasting class
    5th
    +3
    +1
    +4
    +3
    Lengthened Trap
    +1 level of existing spellcasting class
    6th
    +4
    +2
    +5
    +3
    Assault +3d6/+3, Trap Expertise +4, Holding Trap
    +1 level of existing spellcasting class
    7th
    +5
    +2
    +5
    +4
    Thrown Traps, Springtrap
    +1 level of existing spellcasting class
    8th
    +6
    +2
    +6
    +4
    Assault +4d6/+4, Magical Traps, Scattered Traps
    +1 level of existing spellcasting class
    9th
    +6
    +3
    +6
    +5
    Fallback Point, Enlarged Traps
    +1 level of existing spellcasting class
    10th
    +7
    +3
    +7
    +5
    Assault +5d6/+5, Trap Expertise +6, Hastened Trapmaking
    +1 level of existing spellcasting class


    Class Skills

    The woodland ambusher's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    Skill Points: 6 + Int modifier


    Class Features

    The following are class features of the ambusher prestige class.

    Weapon and Armor Proficiency: An ambusher is proficient with all simple weapons and with light armor.

    Spellcasting: Every level, the character gains new spells per day as if she had also gained a level in an arcane or divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an ambusher, she must decide to which class she adds the new level for purposes of determining spells per day.

    Advanced Trapmaking (Ex): An ambusher has such an advanced grasp on the manufacture of traps that, for them, the process can be streamlined and simplified. There are three parts to creating a trap using advanced trapmaking:

    Acquisition: By succeeding at a DC 20 Survival check or spending 100 gold pieces in a populated area, the ambusher acquires the necessary parts for making one trap. Additional checks or monetary expenditure are necessary to gather parts for more than one trap.

    Assembly: The ambusher makes a Craft (trapmaking) check. She cannot fail this check, as it only determines how well-made the trap itself is. At this point, she can also choose to add a single factor to the trap, if it is available, as well as a single effect, if those too are available. Factors are area, lengthened, thrown, springtrap and scattered. Effects are tangle, wounding, holding, magical and enlarged.

    Placement: The ambusher sets the finished trap in one 5-foot square, which it occupies as a medium-sized creature. Once placed, a trap has both a Trigger Area and an Effect Area. The Trigger Area is normally the trap's occupied square and all squares within 5 feet of it, like an enhanced threatened area for a medium-sized creature. If a creature passes over any of these squares, the trap activates, dealing its effects to all creatures both in the Trigger Area AND the Effect Area. The Effect Area comprises the Trigger Area plus an additional 5 feet of space by default.

    Spoiler: Trap Example
    Show
    B
    y y y Z y
    y Q x x y
    y x x x y
    y x x x y
    F y y y y

    Q stepped into the Trigger Area, which is marked by 'x'. Z and F are inside the Effect Area (marked by 'y'), meaning they didn't actually trigger the trap, but they also take its effects when it goes off. B is outside both areas, and is unaffected.



    An ambusher's traps deal 1d8 damage per class level. They may deal piercing, slashing, or bludgeoning damage, as determined upon their creation. Each allows a Reflex save for half damage. This save's DC, as well as the DC to both find and disarm the trap, is equal to half the Craft (trapmaking) result rolled during the assembly phase (the DC to find and disable a trap has a flat DC of 10 in addition to these bonuses). An ambusher can only have a number of finished traps equal to twice her class level either set or on her person. It takes 1 minute to create one trap, but only a full round to set it. An ambusher cannot trigger any of her own traps, and can alert her companions to their existence, making them immune as well. Once activated, a trap is destroyed and cannot be reused or recovered.

    Assault (Ex): Every two levels, the ambusher adds 1d6 to her existing Sudden Strike, Sneak Attack, or Skirmish damage. If she has access to more than one, she must choose which gains the bonus at each increase.

    Trap Expertise (Ex): A 2nd level ambusher gains a +2 bonus to Craft (trapmaking) checks, Disable Device checks, and all Search checks made to find traps. This bonus improves by +2 every 4 levels after 2nd.

    Tangle Trap: At 2nd level, the ambusher can enhance her traps with the ability to entangle an opponent affected by the trap for 1 turn if they fail their reflex save.

    Area Traps: At 3rd level, the ambusher can widen the area of a trap's effect. This adds 5 feet to the trap's Effect Area. Its Trigger Area remains the same.

    Wounding Trap: At 4th level, the ambusher can enhance her traps with the ability to deal 2 points of Constitution damage to an opponent affected by the trap if they fail their reflex save. This is an ability damage effect and also acts as the Wounding property for abilities that capitalize on a bleeding opponent.

    Trap Delay: A 4th level ambusher can choose to delay the triggering of a trap she's made if she has line of sight to it. The delay is potentially indefinite, although she may drop the delay and trigger the trap as an immediate action so long as an opponent is within the trap's trigger area.

    Lengthened Trap: At 5th level, the ambusher can enhance her traps' triggers to cause a line of effect emanating from the center of the trap's area out in any single direction. This changes the dimensions of the trap so that it has no Effect Area and its Trigger Area is only the 5-foot space it was placed in. When triggered, its Effect Area becomes a 60-foot long, 5-foot wide line that shoots out from the Trigger Area. Which direction this line emanates out to is determined at the time of its placement.

    Holding Trap: At 6th level, the ambusher can enhance her traps with the ability to stun an opponent affected by the trap for 2 rounds if they fail their reflex save.

    Thrown Traps: At 7th level, the ambusher does not have to set a trap in order to use it. Instead, she can prime it when she assembles it so that it activates when she throws it at an opponent. This requires a ranged touch attack and has a range of 30 feet, but if the attack hits, the trap activates in the space it landed in as normal. If the attack misses, the trap breaks and has no effect.

    Springtrap: At 7th level, the ambusher's traps affect all opponents in the Trigger Area as well as any creatures up to 40 feet above or below it. This also affects what position enemies may be in to trigger the traps in the first place (for example, wandering under a trap set on a 40-foot-high ceiling).

    Magical Traps (Su): At 8th level, the ambusher can grant her traps a magical effect. During the assembly phase, she can 'cast' one offensive spell she has prepared (the spell is expended). When the trap is triggered, that spell affects any opponent affected by the trap as if the ambusher had targeted them with the spell. Once the trap is magically enhanced, the spell lasts until the trap is activated. The spell itself must have some kind of area of effect (such as fireball) or be able to target multiple opponents with one casting (such as scorching ray).

    Scattered Traps: At 8th level, the ambusher can break her trap into pieces and string them together. Instead of the normal trap dimensions, she makes the single trap into up to 9 individual traps, all with a Trigger Area of only the 5-foot space they occupy. Each of the individual traps may be placed in a different square, though none can be more than 90 feet apart from all the others. If one of the traps is triggered, all of the other pieces go off simultaneously. The Effect Area of each trap remains unchanged, so while the Trigger Area is smaller, the Effect Area of a Scattered Trap is equal to the Trigger Area of a normal trap. Any single Scattered trap has a Reflex, Disable Device and Search DC of 10 less than another normal trap the ambusher would have made during the assembly phase.

    Fallback Point (Ex): Beginning at 9th level, the ambusher can teleport herself to any trap she's set within 100 feet as a standard action that provokes an attack of opportunity. This ability may be used once per encounter.

    Enlarged Traps: A 9th level, the ambusher can enhance her traps' sensors or wires to be more vast and sensitive. This improves the Trigger Area of the trap by 5 feet, which also pushes its Effect Area outward a commensurate amount in comparison to a normal trap. This effect can be stacked with that of Area Traps.

    Hastened Trapmaking (Ex): A 10th level ambusher can, so long as she has the resources available, create a new trap in 1 full round action, rather than 1 minute. Doing so, however, subtracts 10 from the Craft (trapmaking) result during the assembly phase.


    Final Thoughts: The functions of Advanced Trapmaking are designed to be used in the middle of a battle or shortly before it - very convoluted or powerful traps can be easily made by an ambusher with the rules in the DMG, but it is best to use those rules for that purpose, instead of these features.
    Last edited by Overneath; 2017-01-16 at 10:07 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  28. - Top - End - #28
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Arcane Warrior (An Everynone Product)

    "Pick your poison; death by flame, or death by steel?"

    Gish. Arcane Archer. Abjurant Champion. Eldritch Knight. The blending of magic and metal has been a form of art for almost as long as both of those practices have existed. An Arcane Warrior works in complete harmony with these forces, nearly an equal to fighter and wizard alike.

    Spoiler: Arcane Warrior
    Show
    Hit Dice: d8

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Will, Poor Reflex


    Requirements

    To qualify to become an arcane warrior, a character must fulfill all the following criteria.

    Base Attack Bonus: +4
    Spellcasting: Able to cast 2nd level arcane spells
    Feats: Weapon, Armor, or Shield Focus (any) and any metamagic feat


    Level BAB Fort Ref Will Special Spellcasting Progression
    1st
    +1
    +2
    +0
    +2
    Battlecasting, Martial Mysticism
    -
    2nd
    +2
    +3
    +0
    +3
    Augment Weapon (1d4)
    +1 level of existing arcane spellcasting class
    3rd
    +3
    +3
    +1
    +3
    Martial Mysticism, Spell Knowledge: Mage's Conversion
    +1 level of existing arcane spellcasting class
    4th
    +4
    +4
    +1
    +4
    Augment Weapon (1d6)
    +1 level of existing arcane spellcasting class
    5th
    +5
    +4
    +1
    +4
    Martial Mysticism, Superior Battlecasting
    +1 level of existing arcane spellcasting class
    6th
    +6
    +5
    +2
    +5
    Augment Weapon (1d8)
    +1 level of existing arcane spellcasting class
    7th
    +7
    +5
    +2
    +5
    Martial Mysticism
    +1 level of existing arcane spellcasting class
    8th
    +8
    +6
    +2
    +6
    Augment Weapon (1d10)
    +1 level of existing arcane spellcasting class
    9th
    +9
    +6
    +3
    +6
    Martial Mysticism, Perfect Battlecasting
    +1 level of existing arcane spellcasting class
    10th
    +10
    +7
    +3
    +7
    Augment Weapon (1d12), Martial Arcanist
    -


    Class Skills

    The arcane warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (warfare) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).

    Skill Points: 2 + Int modifier


    Class Features

    The following are class features of the arcane warrior.

    Weapon and Armor Proficiency: Arcane warriors are proficient with simple and martial weapons, with all light and medium armor, and light and heavy shields.

    Spellcasting: At every level except 1st and 10th, an arcane warrior gains new spells per day (or spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as enhanced familiars for a wizard). If she had more than one arcane spellcasting class before becoming a arcane warrior, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

    Battlecasting (Ex): At 1st level, an arcane warrior can cast arcane spells while wearing light armor or using light shields without incurring the normal arcane spell failure chance. An arcane warrior still incurs the normal arcane spells failure chance while wearing medium or heavy armor, or using heavy or tower shields, and a multiclass arcane warrior still incurs the normal arcane spell failure chance for arcane spells received from other classes that she did not select to extend through her spellcasting progression.

    Martial Mysticism At every odd-numbered level, an arcane warrior gains a special ability of her choice from among the following options:

    Spoiler: Special Abilities
    Show
    Arcane Boost (Ex): You gain the ability to burn arcane energy to empower your martial skills. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself an insight bonus to attack rolls equal to the spell's level, and a bonus to saving throws equal to half the spell's level for 1 round.

    Arcane Shield (Ex): You may expend one of your uncast spells or spell slots as an immediate action to grant yourself an insight bonus to your dodge armor class equal to the spell's level, and resistance to all elemental damage equal to 3 x the spell's level. These benefits last until your next turn.

    Arcane Armaments (Ex): Whenever you cast a spell that adds an armor or shield bonus to Armor Class, or an enhancement bonus to a weapon, add a +2 bonus to the spell's effect. if you are using equipment that was already magical, then use the effect already in place or the spell, whichever is higher.

    Extended Augmentation (Ex): Any spells that directly enhance a character or character’s weapons or armor in terms of attack bonus, damage done, armor class, or damage reduction, or affects the character’s physical stats, last twice as long.

    Quick Augmentation (Ex): Any spells that directly enhance a character or character’s weapons or armor in terms of attack bonus, damage done, armor class, or damage reduction, or affects the character’s physical stats, can be cast as a standard or move action, at her discretion.

    Martial Blasting (Ex): Any spells a character casts that deal hit point damage now add the character's combined Strength and Constitution modifier or Base Attack Bonus to damage done, whichever is higher. The damage added is of the same type the spell would normally deal.

    Hack & Slash (Ex): Any time a character hits and does damage to an opponent with a weapon each turn, any spells cast by the arcane warrior on that opponent for the rest of the encounter have an effective DC of +1. This effect only applies for any given encounter, and the DC can only be increased once per round on a successful hit.

    Overpowering Concentration (Ex): An arcane warrior gains twice the normal bonus from her Constitution modifier to Concentration. Also, whenever the warrior is being counterspelled, she can make a Concentration check against a caster level check on the part of the counterspeller. If she succeeds, the spell is not countered.

    Striking Spell (Ex): Whenever you successfully confirm a critical hit on an opponent, you may channel one spell you have prepared (as long as its spell level is equal to or less than half your class level) against the target, in addition to your weapon damage.


    Augment Weapon (Su): Beginning at 2nd level, the arcane warrior can enchant a weapon that she wields with a type of elemental damage as a swift action once per encounter. This exact type of damage is of her choosing between acid, cold, electrical and fire. At 2nd level, the augmentation adds 1d4 damage and lasts for 1 round. At 4th level, the augmentation lasts for 1 round per class level and adds 1d6 damage. Starting at 4th level, the arcane warrior can augment two weapons by reducing the dice of damage by 1 die for each. Thus, she could augment both weapons with fire for 1d4 each rather than 1d6 for one. At 6th level, the augmentation adds 1d8 damage or 1d6 on two weapons, and lasts 2 rounds per class level. At 8th level, the augmentation adds 1d10 damage or 1d8 on two weapons, and lasts 1 minute per class level. At 10th level, the augmentation adds 1d12 damage or 1d10 on two weapons, and lasts 2 minutes per class level.

    Spell Knowledge: Mage's Conversion (Su): At 3rd level, the arcane warrior adds the spell Mage's Conversion to her spell book or list of spells known. In the case of spontaneous casters, this does not count against their limit of spells known.

    Mage's Conversion
    Transmutation
    Level: Sor/Wiz 3
    Components: V, S
    Casting Time: 1 standard action
    Target: Self
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No
    Magical energy flows through your body, enhancing your aim and brute force. You gain a +1 enhancement bonus to your attack and damage rolls per 4 caster levels, to a maximum of +5. This bonus stacks with any enhancement bonuses already present in the weapon you are using.

    Superior Battlecasting (Ex): At 5th level, an arcane warrior can now cast arcane spells while wearing light or medium armor or using light or heavy shields without incurring the normal arcane spell failure chance. An arcane warrior still incurs the normal arcane spells failure chance while wearing heavy armor, or using tower shields.

    Perfect Battlecasting (Ex): At 9th level, an arcane warrior can now cast arcane spells while wearing light, medium, or heavy armor or using light, heavy, or tower shields without incurring the normal arcane spell failure chance.

    Martial Arcanist (Ex): At 10th level, an arcane warrior masters the art of combining her militant and mystical training. From this point on, her effective caster level in a chosen arcane spellcasting class and her effective base attack bonus are equal. Whichever is the higher value is the one that is used (either the caster level or the base attack bonus). She can apply this benefit to only one arcane spellcasting class to which she added spellcasting levels to by her advancement as an arcane warrior.


    Final Thoughts: This is an adaptation of and fix to both the Eldritch Knight (which was too weak) and the Abjurant Champion (which was too strong). Now the class has more versatility and more tricks to pull in the middle of combat, where they're meant to be.
    Last edited by Overneath; 2016-06-02 at 11:40 AM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  29. - Top - End - #29
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Barbarian

    From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

    Spoiler: Barbarian
    Show
    Alignment: Any

    Hit Die: d12

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude and Reflex, Poor Will


    Level BAB Fort Ref Will Special Rage Benefit
    1st
    +1
    +2
    +2
    +0
    Rage 1/day, Fast Movement +10ft, Unhindered Combat
    +2
    2nd
    +2
    +3
    +3
    +0
    Uncanny Dodge, Rage Bonus
    +2
    3rd
    +3
    +3
    +3
    +1
    Rage 2/day, Honing
    +2
    4th
    +4
    +4
    +4
    +1
    Fast Movement +15ft
    +2
    5th
    +5
    +4
    +4
    +1
    Rage Bonus
    +4
    6th
    +6/+1
    +5
    +5
    +2
    Unfettered Rage
    +4
    7th
    +7/+2
    +5
    +5
    +2
    Rage 3/day, Fast Movement +20ft
    +4
    8th
    +8/+3
    +6
    +6
    +2
    Rage Bonus, Expanded Rage
    +4
    9th
    +9/+4
    +6
    +6
    +3
    Unwinded, Improved Uncanny Dodge
    +4
    10th
    +10/+5
    +7
    +7
    +3
    Fast Movement +25ft, Improved Honing
    +6
    11th
    +11/+6/+1
    +7
    +7
    +3
    Rage 4/day, Rage Bonus
    +6
    12th
    +12/+7/+2
    +8
    +8
    +4
    Perpetual Rage
    +6
    13th
    +13/+8/+3
    +8
    +8
    +4
    Fast Movement +30ft, Feral Hardiness
    +6
    14th
    +14/+9/+4
    +9
    +9
    +4
    Rage Bonus
    +6
    15th
    +15/+10/+5
    +9
    +9
    +5
    Rage 5/day
    +8
    16th
    +16/+11/+6/+1
    +10
    +10
    +5
    Fast Movement +35ft
    +8
    17th
    +17/+12/+7/+2
    +10
    +10
    +5
    Rage Bonus, Expanded Rage
    +8
    18th
    +18/+13/+8/+3
    +11
    +11
    +6
    Feral Resilience
    +8
    19th
    +19/+14/+9/+4
    +11
    +11
    +6
    Rage 6/day, Fast Movement +40ft
    +8
    20th
    +20/+15/+10/+5
    +12
    +12
    +6
    Mighty Rage, Rage Bonus
    +10


    Class Skills

    The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

    Skill Points:
    4 + Int modifier (× 4 at 1st level)


    Class Features

    The following are class features of the barbarian.

    Weapon and Armor Proficiency:
    Barbarians are proficient with simple and martial weapons, with light and medium armor, and light and heavy shields.

    Barbarian Rage (Ex):
    A barbarian can fly into a Rage a certain number of times per day. In a Rage, a barbarian temporarily gains a +2 bonus to Strength, Constitution, and his Will saving throws, and gains an extra +2 bonus to these scores for every 5 barbarian levels he possesses. These bonuses stack with all other modifiers from any source.

    While Raging, a barbarian cannot use any Dexterity, Intelligence, or Charisma based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of Rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier.

    A barbarian may prematurely end his Rage as a full-round action.

    At the end of the Rage, the barbarian loses the Rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 9th level barbarian, at which point this limitation no longer applies). A fatigued or exhausted barbarian cannot enter a Rage.

    At 1st level he can use his Rage ability once per day. At 3rd level and every four levels thereafter, he can use it one additional time per day (to a maximum of 7 times per day at 19th level). Entering a Rage takes no time itself, but a barbarian can do it only during his action, not immediately in response to someone else’s action.

    Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus after modifying the barbarian’s speed because of any load carried or armor worn.

    Every 3 levels after 1st, this bonus increases by 5 feet.

    Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

    Unhindered Combat (Ex): The barbarian adds his Constitution modifier to his Armor Class if he is wearing no armor, light armor, or medium armor. However, his Armor Class does not increase along with his Constitution when he Rages - he uses the value of his modifier from before the Rage took effect.

    Uncanny Dodge (Ex):
    At 2nd level, a barbarian retains his Dexterity and Dodge bonuses to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses these bonuses to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Rage Bonus (Ex): A barbarian's rage is a wily, destructive thing. No two barbarians rage quite alike, as they individually push themselves beyond their limits in surprising ways. At 2nd level and every 3 levels thereafter, he may choose a bonus to bestow upon himself when he rages.

    Upon choosing a Rage Bonus, he adds it to his list of Rage Bonuses he knows. Whenever he rages, he may select the benefits of a single known Rage Bonus and apply it to the bonuses he already gains from his Rage. The selected Rage Bonus(es) cannot be changed until the Rage ends.

    Honing (Ex): At 3rd level, the barbarian gains a bonus feat, representative of his intense will to survive. He can choose two of any of the following feats: Great Fortitude, Lightning Reflexes, Iron Will, Toughness, Endurance. If the barbarian chooses a feat he already has, he gains its benefits again. Similarly, he may take any of these feats after gaining them from Honing, and gains their benefits a second time.

    Unfettered Rage (Ex): A 6th level barbarian is able to quickly change their combat style on the fly, wreaking different kinds of destruction in rapid succession. As a full-round action, he may sacrifice a daily use of his Rage to immediately reselect which Rage Bonuses he is using. He also resets the duration of his Rage. Unfettered Rage may only be used while the barbarian is already in a Rage.

    Expanded Rage: At 8th and 17th level, the barbarian gains another Rage Bonus slot. Therefore a 17th level barbarian could select from three known Rage Bonuses and gain all of their benefits when he rages.

    Improved Uncanny Dodge (Ex): At 9th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has Improved Uncanny Dodge from a second class, the levels from the classes that grant them stack to determine the minimum level a rogue must be to flank the character.

    Unwinded (Ex): A 9th level barbarian is no longer fatigued after his Rage ends.

    Improved Honing (Ex): At 10th level, the barbarian improves upon his survival training. He gains two of Improved Great Fortitude, Improved Lightning Reflexes, Improved Iron Will, Improved Toughness (which grants an additional 1 hit point per HD, applied retroactively), or Diehard, depending on which feats he gained from Honing. If the barbarian already possesses any of these feats, he may take any other feat from this list without needing to meet their prerequisites. If he possesses Endurance and Diehard, he adds Die Harder and Diehard With a Vengeance to the list.

    Perpetual Rage (Ex): Beginning at 12th level, if the barbarian rolls for initiative at the start of combat and has no daily uses of Rage remaining, he immediately gains a use of Rage. However, this Perpetual Rage only has a duration equal to his Constitution modifier, and he cannot add the effects of Rage Bonuses to it. Regaining his normal daily uses of Rage through resting allows him to use those refreshed Rages normally.

    Feral Hardiness (Ex): Beginning at 13th level, the barbarian gains Damage Reduction equal to his Constitution modifier, which stacks with Damage Reduction from all other sources. This damage reduction increases along with his Constitution score when he Rages.

    Feral Resilience (Ex): Beginning at 18th level, the barbarian gains Fast Healing equal to half his Constitution modifier whenever he Rages.

    Mighty Rage (Ex): A 20th level barbarian is the pinnacle of raw strength and fury, ripping through all obstacles in his path like a scythe through wheat. Mighty Rage offers two benefits to the barbarian:

    • Once per day on entering a Rage, the barbarian may double his Rage bonus (gaining a +20 bonus to Strength, Constitution and Will instead of +10). If he does so, he becomes fatigued at the end of that rage. This condition ignores the benefits of Unwinded.
    • The barbarian may choose a special Rage Bonus from the ‘Mighty Bonuses’ list. This Rage Bonus is free and always applies whenever he rages - he does not need to sacrifice a Rage Bonus slot to gain its benefits. However, the Mighty Bonus does not apply to a bonus rage from the Perpetual Rage class feature.


    Spoiler: Rage Bonuses
    Show


    Barbarians add a Rage Bonus to their list of bonuses known at levels 2, 5, 8, 11, 14, 17 and 20. When they rage, they may apply the benefits of one Rage Bonus that they know. This benefit is treated as part of the rage. At level 8 and again at level 17, the barbarian may use another Rage Bonus they know simultaneous to the first while Raging. Rage Bonuses only apply their benefits while chosen, and then only during the course of a Rage.

    At 20th level, a barbarian chooses a single bonus from the ‘Mighty Bonuses’ list. This bonus is always active when they Rage. A Mighty Bonus does not apply to a bonus rage from the Perpetual Rage class feature.

    Standard Rage Bonuses:
    • Effortless Swing: You gain a bonus to attack and damage rolls equal to 1 + 1/4 your barbarian level.
    • Barbaric Resilience: You gain a bonus to Fortitude and Reflex saving throws equal to half that granted to Will saves by your Rage.
    • Staying Power: You gain temporary hit points equal to your barbarian level + your Constitution modifier, and a bonus to your natural Armor Class equal to half the bonus granted by your Rage.
    • Crushing Blows: Your critical multiplier with all weapons improves by x1, and you gain a +4 bonus to rolls made to confirm critical hits.
    • Savage Attacks: Whenever you use the full attack action, you may make an extra attack at your highest base attack bonus.
    • Stubborn Resolve: The first time you drop to 0 hit points in combat, you regain hit points equal to twice your level + your Constitution modifier.
    • Unshakable Focus: You are immune to all fear and compulsion effects.
    • Unparalleled Destruction: You add your Constitution modifier to any Strength check you make. When you make a Strength check to break or sunder an object, your minimum effective d20 roll is 10 - if you roll lower than 10, you gain a bonus on the check equal to the difference between 10 and your d20 roll result.
    • Terrifying Rage: You gain a special aura of fear around your person. Any hostile creature that can see you Rage is automatically subject to a Demoralize effect as if you had used Intimidate against them, but this does not require an action on your part. The DC is equal to 11 + your Intimidate skill modifier.
    • Barbaric Pounce: Whenever you take the Charge action, you deal extra damage equal to your Constitution modifier, and gain the benefits of the Pounce feat if you don’t already have it.
    • Frenzied Counterattack: When an opponent hits you with a melee attack, you may make a free attack of opportunity against them. This does not count against the number of attacks of opportunity you can make in a round. You only gain a free attack from this ability once against an individual opponent per round, regardless of how many attacks they made in that round.
    • Resolute Hardiness: You gain resistance to fire, cold, electrical and acid damage equal to twice your Constitution modifier, and you are subject to the effects of the Endure Elements spell for as long as your Rage lasts.
    • Evasive Perseverance: You gain the benefits of Evasion and Mettle while Raging.
    • Thundering Rage: Whenever you successfully make an attack against an opponent while Raging, that opponent must make a Fortitude saving throw or become stunned until your next turn. The DC of this saving throw is equal to 10 + your Constitution modifier.


    Mighty Bonuses:
    • Indomitable Will: You are immune to all mind-affecting spells, spell-like abilities, and supernatural abilities. (If you choose this rage and also have Unshakable Focus, you may immediately swap out Unshakable Focus for any other Rage Bonus)
    • Ignore Magic: You have Spell Resistance equal to your barbarian level + your Constitution modifier.
    • Die Fighting: You cannot die until your Rage ends, no matter what value your hit points are reduced to. If your Rage ends with your hit points below the point where you would die normally, you die after exiting the Rage. You die normally if subject to an effect that utterly destroys your body, such as Implosion or Disintegrate.
    • Sure Footing: You are under the effects of a Freedom of Movement spell.
    • Destructive Rage: You add a bonus equal to your barbarian level to all Strength checks made to break objects and sunder checks. This stacks with the bonus from Unparalleled Destruction. Force effects with a duration such as Wall of Force can be broken with a DC 40 Strength check.



    Spoiler: Alternate Class Feature: Whirling Frenzy
    Show
    Instead of his normal Rage ability, a barbarian may elect at 1st level to take the Whirling Frenzy feature. Instead of a bonus to Strength, Constitution and Will saving throws, a Whirling Frenzy grants the Rage bonus to Dexterity, Constitution and Reflex saving throws. It is otherwise identical to the normal barbarian rage.

    A barbarian who chooses Whirling Frenzy instead of Rage cannot then recant their decision.




    ===

    The Bard

    It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

    Spoiler: Bard
    Show
    Alignment: Any

    Hit Die: d6

    Base Attack Bonus: 3/4ths

    Saving Throws: Good Will and Reflex, Poor Fortitude


    Level BAB Fort Ref Will Special Spells Per Day/Spells Known*
    0 1 2 3 4 5 6 0 1 2 3 4 5 6
    1st
    +0
    +0
    +2
    +2
    Bardic Knowledge, Bardic Music, Inspire Courage
    2 - - - - - - 4 - - - - - -
    2nd
    +1
    +0
    +3
    +3
    Countersong
    3 0 - - - - - 5 2 - - - - -
    3rd
    +2
    +1
    +3
    +3
    Inspire Competence
    3 1 - - - - - 6 3 - - - - -
    4th
    +3
    +1
    +4
    +4
    Charm +2
    3 2 0 - - - - 6 3 2 - - - -
    5th
    +3
    +1
    +4
    +4
    Song Focus
    3 3 1 - - - - 6 4 3 - - - -
    6th
    +4
    +2
    +5
    +5
    Suggestion
    3 3 2 - - - - 6 4 3 - - - -
    7th
    +5
    +2
    +5
    +5
    Inspire Heroism
    3 3 2 0 - - - 6 4 4 2 - - -
    8th
    +6/+1
    +2
    +6
    +6
    Bardic Lore 1/day
    3 3 3 1 - - - 6 4 4 3 - - -
    9th
    +6/+1
    +3
    +6
    +6
    Jack of All Trades
    3 3 3 2 - - - 6 4 4 3 - - -
    10th
    +7/+2
    +3
    +7
    +7
    Halting Melody, Charm +4
    3 3 3 2 0 - - 6 4 4 4 2 - -
    11th
    +8/+3
    +3
    +7
    +7
    Soothing Performance
    3 3 3 3 1 - - 6 4 4 4 3 - -
    12th
    +9/+4
    +4
    +8
    +8
    Bardic Lore 2/day
    3 3 3 3 2 - - 6 4 4 4 3 - -
    13th
    +9/+4
    +8
    +4
    +8
    Song of Freedom
    3 3 3 3 2 0 - 6 4 4 4 4 2 -
    14th
    +10/+5
    +4
    +9
    +9
    Painful Discord
    4 3 3 3 3 1 - 6 4 4 4 4 3 -
    15th
    +11/+6/+1
    +5
    +9
    +9
    Song Focus
    4 4 3 3 3 2 - 6 4 4 4 4 3 -
    16th
    +12/+7/+2
    +5
    +10
    +10
    Inspire Perfection, Charm +6, Bardic Lore 3/day
    4 4 4 3 3 2 0 6 5 4 4 4 4 2
    17th
    +12/+7/+2
    +5
    +10
    +10
    Domination
    4 4 4 4 3 3 1 6 5 5 4 4 4 3
    18th
    +13/+8/+3
    +6
    +11
    +11
    Dirge of Death
    4 4 4 4 4 3 2 6 5 5 5 4 4 3
    19th
    +14/+9/+4
    +6
    +11
    +11
    Song of Defensive Clarity
    4 4 4 4 4 4 3 6 5 5 5 5 4 4
    20th
    +15/+10/+5
    +6
    +12
    +12
    Song Specialization, Bardic Lore 4/day
    4 4 4 4 4 4 4 6 5 5 5 5 5 4
    * - Assumes the bard chose Spellcasting as their class feature, instead of Magical Mimicry

    Class Skills

    The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

    Skill Points: 6 + Int modifier (× 4 at 1st level)


    Class Features

    The following are class features of the bard.

    Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip, and are proficient with light armor and light shields. A bard can cast bard spells while wearing light armor or a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using any shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Bardic Knowledge (Ex): A bard adds half his class level (to a minimum of 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

    Bardic Music: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st a bard can produce a bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic music that he has mastered, as indicated by his level. To gain a benefit from a performance, the bard must make a Perform check at the beginning of said performance, but does not have to reroll until he begins a new one (unless a single performance is much longer than usual). This Perform check indicates how effective the music is.

    Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both.

    If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

    Spoiler: Bardic Performances
    Show
    Inspire Courage (Su): At 1st level, the bard can grant a flat +1 bonus to saves against fear and charm effects, as well as the same bonus to attack and damage rolls, to all allies within 30 feet that can hear the bard perform. For every 5 points over 15 the bard rolls on his initial Perform check, the bonuses increase by an additional +1, to a maximum of +5. Inspire Courage is a mind-affecting ability that can use audible or visual components. The bard must choose which component to use when starting his performance.

    Countersong (Su): At 2nd level, the bard can deliberately disrupt an opponent's magic while it is in progress. When activating this performance, select a target within 50 feet; the next time that opponent casts a spell with a verbal component, the target must make a Concentration check opposed by the bard's initial Perform check. Failure results in the spell being wasted. Countersong uses audible components and must be maintained until the target actually attempts to cast their spell.

    Inspire Competence (Su):
    At 3rd level, the bard can use his music to help his allies succeed at a task. He selects one ally within 30 feet that can see or hear him; that ally gains a +2 bonus to all skill checks as long as the bard maintains the inspiration. For every 5 points over 20 the bard rolls on his initial Perform check, the bonus increases by an additional +2, to a maximum of +10. Inspire Competence is a mind-affecting ability that can use audible or visual components. The bard must choose which component to use when starting his performance.

    Suggestion (Sp): At 6th level, the bard can induce a Suggestion (as per the spell) in a single target within 60 feet. The Will save Difficulty Class is equal to half the bard's initial Perform check. Suggestion is a mind-affecting ability that uses audible components, and each use counts as two rounds taken from the bard's daily total. Only one creature can be affected by this ability at a time, and the Suggestion lasts for 1 turn or 3 suggested courses of action, whichever comes first.

    Inspire Heroism (Su): At 7th level, the bard can grant any allies within 30 feet that can see and hear him 2 bonus Hit Dice (d10s) for the purpose of the commensurate number of temporary hit points (which are maximized) and higher effective HD total, and a +2 morale bonus on all saving throws. For every 5 points over 25 the bard rolls on his initial Perform check, the bonus to saving throws increases by +1. For every total +2 bonus to saving throws the inspiration grants above +2, another Hit Dice is also granted (thus, a roll of 35 would grant 3 hit dice and +4 saving throws). The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent and caster level. Inspire Heroism is a mind-affecting ability and it relies on audible and visual components.

    Halting Melody (Sp): At 10th level, the bard can target a single creature within 50 feet and stop them dead in their tracks as per the hold monster spell. The Will save Difficulty Class is equal to 10 + half the bard's initial Perform check. Halting Melody is a mind-affecting ability that uses audible components, and each use counts as three rounds taken from the bard's daily total. Only two creatures can be affected by this ability at a time, and the effect lasts for a number of rounds equal to half the bard's class level.

    Soothing Performance (Sp): At 11th level, the bard can heal all allies within 20 feet for a number of hit points equal to the bard's initial Perform check. Soothing Performance is a mind-affecting ability that uses audible components, and it can be played in successive rounds as a repeat effect, using 2 more rounds from the bard's daily allotment of performance rounds each time.

    Song of Freedom (Sp): At 13th level, the bard can expend 3 rounds of his daily performance rounds to cast break enchantment (as the spell) on a single ally within 10 feet. The bard uses his highest ranks in a Perform skill or his caster level, whichever is higher. Song of Freedom uses audible components, but the ally in question does not need to see or hear the bard for the effect to work.

    Painful Discord (Su): At 14th level, the bard can bring pain to all enemies within 30 feet, who must also make a Fortitude save with a Difficulty Class equal to 10 + half the bard's class level + the bard's Charisma modifier or be stunned for a number of rounds equal to half the bard's Charisma modifier. Affected enemies take a -2 penalty to all attack rolls, damage rolls, skill checks and saving throws for 1d4 minutes due to the pain. Painful Discord is a mind-affecting ability that uses audible components, and each use counts as three rounds taken from the bard's daily total.

    Inspire Perfection (Su): This inspiration improves upon (eliminates and replaces) Inspire Competence. Both the initial bonus and the successive Perform bonuses are increased to +3, and the bard adds a flat bonus equal to half his Charisma modifier to the total skill bonus granted for as long as the inspiration lasts. Other restrictions inherent in Inspire Competence still apply.

    Domination (Sp): This ability improves upon (eliminates and replaces) Suggestion. The effect is changed to Dominate Person (except that this ability can affect any creature that Suggestion could), and lasts for 10 minutes. Other restrictions inherent in the Suggestion ability still apply.

    Dirge of Death (Su): A bard of 18th level or higher can use his performance to cause one enemy to die from melancholy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (Difficulty Class 10 + 1/2 the bard’s level + 1/2 the bard's initial Perform check) to negate the effect. If a creature’s saving throw succeeds, the target is sickened for 1d4 rounds, and the bard cannot use Dirge of Death on that creature again for 24 hours. If a creature's saving throw fails, it dies. Dirge of Death is a mind-affecting death effect that relies on audible and visual components, and uses 5 rounds from the bard's total daily allotment.

    Song of Defensive Clarity (Su): At 19th level, the bard and any allies within 40 feet gain immunity to all mind-affecting spells and a +3 dodge bonus to Armor Class for 5 rounds. For every 5 points over 30 that the bard rolls on his initial Perform check, another +1 is added to the Armor Class bonus. Song of Defensive Clarity is a mind-affecting ability that relies on audible components, and uses 3 rounds from the bard's total daily allotment.


    Spellcasting: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

    Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Bard indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: The Bard. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: The Bard are fixed.)

    Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

    OR (the player gets the option of choosing which class feature they want; either Spellcasting or Magical Mimicry)

    Magical Mimicry (Sp): Beginning at 3rd level, the bard may use his unique brand of magic to produce effects similar to arcane spells. He rolls a Perform check with a DC equal to 12 + 2x the level of the spell. If he succeeds, he may cast arcane spells of up to 6th level from the Illusion, Enchantment, or Transmutation schools without need for material components, though every spell recreated in such a manner has a verbal component, even if the spell normally would not. A spell cast in this manner uses up a total number of bardic performance rounds per day equal to the level of the spell. In order to be able to cast a spell using Magical Mimicry, the character must have an effective bard level equal to at least three times the level of the spell.
    In addition, the bard can use the following cantrips at any time just as a sorcerer could: Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic.

    The bard can use this ability to qualify for prestige classes and feats so long as his base ranks in perform are equal to three times the level of spells he needs to be able to cast. For example, if a feat requires 2nd-level arcane spellcasting, he must have 6 ranks in perform. Metamagic can be added to a mimicked spell as part of the normal casting process (this changes the standard action to a full-round action), but extra rounds are subtracted from the bard's performance daily total equal to the number of spell levels the metamagic would increase the spell by. Empower Spell uses two extra rounds, Maximize uses 3, and so forth. Magical Mimicry can duplicate spells with the 'Sonic' descriptor regardless of whether they are arcane, divine, transmutation, illusion, or enchantment. They still must be 6th level or below.

    Example: Devis wishes to recreate Programmed Image, a 6th level illusion spell. He rolls a perform check with a DC of 24 (12 + [2 x 6]). Should he succeed, he uses up 6 rounds of his total bardic performance rounds per day and 'casts' the spell as normal.

    Charm (Ex): Bards are experts at getting what they want from negotiation and guile rather than combat. At 4th level, the bard gains a +2 bonus on all checks made to influence another person during a social interaction. This bonus increases to +4 at 10th level and +6 at 16th.

    Song Focus (Su): Most bards have a signature tune - a particular bard song that they prefer to use above all others. Naturally, this specialty allows them to weave the sounds and sights inherent in that ability more easily than other bards without the knack. At 5th level, choose one Bardic Music ability that you have access to; you gain a bonus equal to half your bard level to every initial Perform check you make when using that ability.

    A bard may choose another song to focus on at 15th level, but it cannot be the same one they chose at 5th. Also at 15th level, the bard can re-choose their first song focus to another ability, now that they have more options. This change is not mandatory, and all song focus benefits granted to the original focused ability are summarily lost.

    Bardic Lore (Ex): At 8th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every four levels he possesses beyond 8th, to a maximum of four times per day at 20th level.

    Jack Of All Trades (Ex): At 9th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

    Song Specialization (Su): At 20th level, the bard has mastered his craft. Not only are his performances the stuff of legend, but he can weave the magics of the songs he knows the best like no one else. He gains a +5 bonus to Perform checks, and can re-choose both of his Song Focus abilities to any Bardic Music ability he has access to (any of them, at this point). This change is not mandatory, but bonuses to the original choices from Song Focus are eliminated. In addition, whenever he uses either of the abilities for which he has Song Focus, he is always treated as having rolled a natural 20 on his initial Perform check.
    Last edited by Overneath; 2018-02-04 at 02:29 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

    Omnibus' Workshop: Where classes go to live. Now in the process of being updated!

  30. - Top - End - #30
    Dwarf in the Playground
     
    BlueKnightGuy

    Join Date
    Jun 2013
    Location
    Springfield
    Gender
    Male

    Default Re: Omnibus' Workshop [Homebrew Compendium]

    The Forsaker

    Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It’s not that he doesn’t believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic’s benefits and destroying any magic items he finds.


    Spoiler: Forsaker
    Show
    Alignment: Any

    Hit Die: d12

    Base Attack Bonus: Full

    Saving Throws: Good Fortitude, Reflex and Will


    Level BAB Fort Ref Will Special Spell Resistance
    1st
    +1
    +2
    +2
    +2
    1st Signature Weapon, Forsake Magic, Magic Destruction, Sense Magic
    -
    2nd
    +2
    +3
    +3
    +3
    Spell Resistance
    8
    3rd
    +3
    +3
    +3
    +3
    Focus, Powerful Strikes
    9
    4th
    +4
    +4
    +4
    +4
    Ability Bonus +2, Defense +2, Damage Reduction 5/normal
    10
    5th
    +5
    +4
    +4
    +4
    2nd Signature Weapon, Quick Recovery
    15
    6th
    +6/+1
    +5
    +5
    +5
    Stick Around
    16
    7th
    +7/+2
    +5
    +5
    +5
    Natural Weapons
    17
    8th
    +8/+3
    +6
    +6
    +6
    Ability Bonus +2, Defense +3, Implements of Disruption
    18
    9th
    +9/+4
    +6
    +6
    +6
    Awesome Strikes, Distrust Magic, Denial
    19
    10th
    +10/+5
    +7
    +7
    +7
    Primal Defense, Signature Armor
    24
    11th
    +11/+6/+1
    +7
    +7
    +7
    3rd Signature Weapon, Never See Me Coming
    25
    12th
    +12/+7/+2
    +8
    +8
    +8
    Impregnable Focus, Ability Bonus +2, Defense +4, Damage Reduction 10/normal, Stay Put
    26
    13th
    +13/+8/+3
    +8
    +8
    +8
    Instinctive Detection, Follow You Into Hell
    27
    14th
    +14/+9/+4
    +9
    +9
    +9
    Resilience 3/day
    28
    15th
    +15/+10/+5
    +9
    +9
    +9
    Damage Reduction 15/normal, No Escape
    33
    16th
    +16/+11/+6/+1
    +10
    +10
    +10
    Ability Bonus +2, Defense +5, To Face Death
    34
    17th
    +17/+12/+7/+2
    +10
    +10
    +10
    Improved Denial
    35
    18th
    +18/+13/+8/+3
    +11
    +11
    +11
    Avoid Magic
    36
    19th
    +19/+14/+9/+4
    +11
    +11
    +11
    -
    37
    20th
    +20/+15/+10/+5
    +12
    +12
    +12
    Ability Bonus +4, Defense +6, Antithesis
    42


    Class Skills

    The forsaker's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Tumble (Dex).

    Skill Points: 4 + Int modifier (× 4 at 1st level)


    Class Features

    The following are class features of the forsaker. Note that all features are either Extraordinary abilities or feat-like additions, and are thus unmarked as such.

    Weapon and Armor Proficiency:
    Forsakers are proficient with simple and martial weapons, light and medium armor, and light and heavy shields.

    Signature Weapons: A forsaker is often recognized by the weapons he keeps on his person. These simple yet elegant implements of destruction form a bond with the forsaker, and he with them. At 1st level, he can bond with one weapon type (such as longsword) that he is proficient with, gaining all benefits as they come. This does not restrict him that to specific weapon; the benefits apply to any weapon of the same kind, though obviously a magical weapon will cause these to be lost. The forsaker gains a +1 familiarity bonus to attack and damage when using a Signature Weapon.

    At 5th level, the forsaker can add a second weapon type to his list of Signature Weapons, and again at 11th.

    Forsake Magic:
    A forsaker cannot willingly use any magic item, weapon, or piece of armor, and must resist any spells cast at him, beneficial or not, if possible. If he does use any kind of magic item willingly, or takes a level in any class or prestige class that grants spellcasting, he immediately loses all class feature benefits. In the former case, if he does not use any magic or magic item for a number of days equal to his forsaker level, he regains use of his abilities. Magically multiclassed forsakers can never return to their old path. Class- or race-based supernatural abilities can be used freely, but not spell-like abilities. Note that the forsaker does not lose access to forsaker abilities if he takes levels in a class that grants spell-like abilities; he simply cannot use those abilities. The same clause applies to racial spell-like abilities.

    If psionic/magic transparency is in effect, the forsaker's abilities also apply against powers and manifesters, but he cannot take levels in a manifesting class or use psi-like abilities.

    Magic Destruction: A forsaker knows innately how to end the menace of magic, be it a man or an object. By spending two consecutive full round actions (subject to attacks of opportunity), a forsaker can break and render utterly useless any non-artifact magic item permanently. This gives the forsaker a +2 morale bonus to all attack rolls, damage rolls, skill checks, and saving throws for 2 rounds per class level, and also fuels several key abilities. If he does not break enough magical items to equal a total gold value of his level × 1000 every week, he loses his Damage Reduction, Spell Resistance, and Focus abilities until he does so.

    Sense Magic: The forsaker constantly has detect magic active on his person using his character level as his caster level. As this is an extraordinary ability, it cannot be dispelled or suppressed.

    Spell Resistance: The forsaker, starting at 2nd level, gains Spell Resistance equal to his level + 6. Every fifth level, he gains an additional bonus of 4 to the score on top of this (for a total of 15 at 5th, 24 at 10th, 33 at 15th, and 42 at 20th). Unlike normal spell resistance, this value is also effective against Supernatural Abilities that target the forsaker.

    Focus: At 3rd level, the forsaker is not easily swayed from his goals. He gains a +3 bonus to concentration and a +4 bonus to his will saves.

    At 12th level, the forsaker becomes fully immune to any spells or spell-like abilities that control or affect the mind. The previous bonus is still in effect.

    Powerful Strikes: At 3rd level, the forsaker can, on his action, before making attack rolls for a round, choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed 5. The penalty on attacks and bonus on damage applies until his next turn. If the forsaker already has Power Attack, simply add 5 to the maximum number he can subtract from his attack bonus and add to his damage. This ability only functions if he is wielding a signature weapon.

    At 9th level, any damage the forsaker deals with his signature weapons entirely bypasses any and all defensive magics, up to and including such effects as stoneskin and wall of force. Note that nonmagical defenses are still calculated, such as damage reduction from adamantine armor.

    Ability Bonus: Every four levels, the forsaker adds +2 to an ability of his choice. This works exactly like the additions to ability scores on every fourth character level. At level 20, he adds +4 to an ability of his choice, instead.

    Defense: Starting at 4th level, the forsaker learns to better avoid physical blows as well as magical ones. He gains a +2 dodge bonus to his Armor Class. This bonus increases by +1 every four levels thereafter. If he is the target of a spell, this bonus, and others, can never be lost or altered; against magical effects, his base armor class is the same as his touch or flat-footed armor class.

    At 10th level, the forsaker adds his Constitution modifier (if any) to his Armor Class.

    Damage Reduction: Starting at 4th level, the forsaker gains Damage Reduction. This Damage Reduction is unlike others in that only entirely mundane weaponry can penetrate it. At first, this is 5/normal, meaning the forsaker resists 5 physical damage per attack unless his opponent is using a weapon without any magical properties. At 12th level, this is 10/normal, and 15/normal at 20th.

    Quick Recovery: A forsaker recovers from physical injuries more quickly than other people. Beginning at 5th level, he gains Fast Healing equal to his class level -3.

    Stick Around: A 6th level forsaker can, as a standard action, target a single creature within his line of sight. For 1d10 rounds after this ability is used, that caster cannot use any items or cast any spells that improve their base land speeds or grant them another type of speed. If such an effect was already active on their person when this ability was used, that effect is suppressed for the duration.

    Natural Weapons: At 7th level, any Signature Weapon a forsaker wields has an effective enhancement bonus equal to 1/4 his class level, and those weapons count as natural weapons (meaning, among other things, they cannot be disarmed or sundered). Therefore, an 8th level forsaker strikes with any signature weapon as though it were a +2 weapon, including bonuses to attack and damage.

    Implements of Disruption: An 8th level forsaker applies a stacking 10% spell failure chance every time he successfully hits an opponent. This chance applies to spells cast, spell-like abilities, and activated magic items, and lasts for 1 turn. The duration is reset with each successful strike, and the forsaker does not actually have to deal damage in order for this ability to work; he needs only to make contact.

    Distrust Magic: A 9th level forsaker of a certain caliber can strike fear into the hearts of casters, and recognize certain tells they often use. He gains a bonus equal to half his forsaker level to Spellcraft, Intimidate, and Sense Motive when dealing with spellcasters. In addition, his spell resistance takes effect against any magic that specifies him as a target, regardless of whether the spell allows it or not. Thus, a hostile spellcaster would need to make a caster level check to affect the forsaker with Glitterdust, even though the spell description states that spell resistance is not allowed. In the case of a spell that does not specifically target the forsaker, but uses him as a portion of the effect anyway (such as specifying use of one of his abilities in a contingency spell), spell resistance also applies.

    Denial: If a forsaker of 9th level or higher succeeds on a Reflex, Will, or Fortitude save against a spell that allows one for half damage or a reduced effect, he is instead unaffected.

    Signature Armor: At 10th level, every facet of the forsaker is starting to become recognizable, right down to what he wears in combat. Choose one type of armor (light, medium, heavy, or none); whenever you wear that type of armor, you may apply all of the following effects:
    • +4, +3, +2, or +5 armor bonus, respectively
    • -1, -2, or -3 to any armor check penalty, respectively (no armor grants a +2 skill bonus to any skills affected by armor check penalties if that type is chosen)
    • +3, +2, or +1 to the maximum Dexterity bonus, respectively (no armor grants an effective +2 dodge bonus to Armor Class if that type is chosen)


    The bonus chosen applies to any kind of armor belonging to the chosen type (bonuses to banded mail apply the same as to full plate, for example). In addition, shields are also categorized. Bucklers are no armor, light shields are light, heavy shields are medium, and tower shields are heavy. Shields gain only half of the above bonuses.

    Never See Me Coming: If an 11th level forsaker knows he is about to battle a spellcaster, he gets a free surprise round just before combat begins that the caster in question cannot be a part of under any circumstance, even if he expects it. In addition, the forsaker becomes entirely immune to any and all Divination spells that would, even tangentially, reveal information about himself, his location, or his abilities.

    Stay Put: A 12th level forsaker improves upon his Stick Around ability; it now also blocks any teleportation effects, effects that open gates or portals between planes, and any effects that would render the caster ethereal. It also now cannot be pre-emptively blocked, avoided, or warded against by any magical effects or immediate actions.

    Instinctive Detection: A 13th level forsaker can apply his spell resistance against any spell cast within his line of sight that would cause the caster of the spell to become invisible, ethereal, or otherwise unseen. Essentially, his spell resistance is used as a counter to that spell. He does not need to be aware that this specific type of spell is being cast; instead, the spell simply fails to hide the caster from the forsaker's view, or anyone else's.

    Follow You Into Hell: At 13th level, the forsaker can hijack and destroy the energies produced by teleportation effects. When a spellcaster casts a spell that teleports them, opens a portal, shifts the planes or otherwise takes a creature or object in one place and puts them in another, that spark of magic remains dormant in place for 48 hours. During that time, if the forsaker finds the dormant magic (which is visible to his detect magic ability), he can step into the magical flow there and instantly transport himself to the end destination specified by the spell.

    This allows the forsaker to travel using the effects of such spells as teleport, gate, etherealness, plane shift and dimension door, so long as they have been utilized by a spellcaster no more than 48 hours beforehand. Following a dormant portal destroys it, disbarring any other forsakers from using the same spell. The forsaker has no control over the end destination of the spell he's following.

    Resilience: Three times per day at 14th level, the forsaker can, as an immediate action, choose to automatically succeed on a single saving throw. The effect that caused the saving throw must be magical or supernatural in nature.

    No Escape: At 15th level, the forsaker may use Stay Put as an immediate action in response to any attempt made to cast the spells that it blocks. This ability takes effect before the spell is finished, and interrupts the casting of that spell.

    To Face Death: Beginning at 16th level, the forsaker's Stick Around ability immediately cancels the effects of any spells that disguise the target's identity, alter their form, or had manifested an additional version of themselves. simulacrums are dispelled, and a clone will instantly die (no saving throw is allowed). If a contingent aspect of the spell leaves the original spellcaster intact (for example the base use of simulacrum or the second body in stasis provided by clone), the spellcaster is then immediately teleported to a space within 30 feet of the forsaker by the collapse of time and space caused by their failing spell, and cannot act for 1 full round.

    Improved Denial: At 17th level, a forsaker gains this ability, which works like Denial, except that while the forsaker still takes no effect on a successful Reflex, Will, or Fortitude saving throw against the specified attacks, henceforth he takes only half damage on a failed save. A helpless forsaker does not gain the benefit of Improved Denial.

    Avoid Magic: In order to affect an 18th level forsaker with a targeted spell, the spellcaster must make a ranged or melee touch attack at a -5 penalty against the forsaker. The forsaker uses his highest AC bonus (base, Touch, or Flat-footed) against the attack.

    Antithesis: A 20th level forsaker is the living embodiment of everything nonmagical, a warrior of purely natural means. He exudes a 30-foot aura that dispels any and all magical effects it comes into contact with, even if it does not envelop them. Thus, if the borders of the aura and a prismatic sphere touch, the entire prismatic sphere is instantly dispelled. He can suppress or resume this aura as an immediate action. While the aura permanently strips away magical effects produced by spells, magic items simply lose their special abilities until they have been outside the aura for 4 rounds.

    There is no countering or escaping the effects of this field - the dispelling is permanent, absolute, and cannot itself be dispelled or countered (no, not even then). Spells, supernatural abilities, and spell-like abilities cannot under and circumstances be used, completed, or activated inside the field. Because spellcasters by their nature are entirely unfamiliar with the specific mundane energies of the field, this ability cannot be the source of an activated contingency.

    The field also grants some more personal benefits to the Forsaker. He is completely immune to all damage and effects from any spells cast on him (and, in fact, if a spell is used against him, he regains hit points equal to 20 + the level of the spell). Such spells still must check for spell resistance, because if they fail to overcome it and the spell cast was a hostile effect (with hostile intent), the caster is affected by the spell. This ability applies against spells, spell-like abilities, supernatural abilities, and psionics.

    In addition, the forsaker's weapons are enhanced by the field. If the forsaker strikes an object or creature with a melee or ranged attack, the Antithesis field applies its effects in a 30-foot radius around that target immediately, and then dissipates. Illusions qualify as solid objects for this purpose and are viable targets, regardless of their actual state.
    Last edited by Overneath; 2016-05-01 at 06:36 PM.
    The difference between a Fighter and a Wizard isn't that they walked into a bar and the Wizard said something more profound. The difference is that the Wizard didn't walk into the bar at all.

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