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Topics - Stratovarius

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1
Board Discussion / This Board is now an Archive
« on: July 06, 2017, 08:06:56 PM »
As we have successfully resurrected the primary MinMax forums, we no longer have a need for this board to allow active posting. Thus, the ability to create new posts has been turned off.

However, users can still edit any existing posts, and can register and send PMs, should they need to use this as an avenue for contacting the MMF moderators and admins.

2
Non-Arhosan Material / Warboss [Base]
« on: June 30, 2017, 12:16:47 PM »
Warboss
"You gonna follow me, or I gonna kill you!"
- Rusty Gutstabba, Orc Warboss

Warbosses are the biggest, meanest, and strongest warrior within a tribe, being both a supreme iron-fisted tyrant and a hulking behemoth that is considered by himself to be the greatest warrior around. These powerful individuals are relatively cunning and exceedingly powerful warriors, having fought and pummeled his way through his tribe's hierarchy by winning battles and killing every challenger that would dare to defy his brutal rule.

Making a Warboss
Orcs and goblins become warbosses through being bigger and tougher than other members of their tribe, not necessarily through being more intelligent, and many an a Warboss simply sends his troops at the enemy with little thought for tactics, trusting to their innate strength and ferocity to win the day.

Abilities: Strength, Constitution.

Races: Warboss appear only amongst orc and goblin races.

Alignment: Warboss are usually non-good, but not entirely so.

Table 1: The Warboss

Level  BAB   Ref   Fort  Will  Abilities                             
---------------------------------------------------------------------
1      +1    +2    +2    +0    Horde, Cowardice, Bloodlust (+1, 0d6)
2      +2    +3    +3    +1    Get Them First
3      +3    +3    +3    +1    Fight You Cowards!, Bloodlust (+1, 1d6)
4      +4    +4    +4    +2    Blood Magic, Its Your Turn
5      +5    +4    +4    +2    Speed of Anger, Bloodlust (+2, 1d6)
6      +6    +5    +5    +3    Blood Fury
7      +7    +5    +5    +3    Bigger Hording, Bloodlust (+2, 2d6)
8      +8    +6    +6    +2    Get Them First, Its Your Turn
9      +9    +6    +6    +3    Fight You Cowards!, Bloodlust (+3, 2d6)
10     +10   +7    +7    +3    After Me!
11     +11   +7    +7    +3    Horde Fighting, Bloodlust (+3, 3d6)
12     +12   +8    +8    +4    Blood Magic, We Is Many
13     +13   +8    +8    +4    Circle Magic, Bloodlust (+4, 3d6)
14     +14   +9    +9    +4    Huge Horde
15     +15   +9    +9    +5    Mind Above Matter, Bloodlust (+4, 4d6)
16     +16   +10   +10   +5    Charge of Blades
17     +17   +10   +10   +5    Armour? What's That?, Bloodlust (+5, 4d6)
18     +18   +11   +11   +6    Inspirational Killing
19     +19   +11   +11   +6    Bloodlust (+5, 5d6)
20     +20   +12   +12   +6    Biggest Horde, Eternal Fight


Game Rule Information
Warboss have the following game statistics.

Alignment: Any
Hit Die: d12
Requirements: Race must be goblin or orc
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Paladin)

Class skills (4 + Int modifier): Climb, Gather Information, Hide, Intimidate, Jump, Knowledge (Architecture and engineering, History, Geography), Listen, Move Silently, Ride, Spot, Survival, Swim, Warcraft (if available)

Class Features
All the following are class features of the Warboss class.
  • Weapon and Armour Proficiency: Warboss are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Horde (Ex): A Warboss is permanently surrounded by his horde, those goblins and orcs that have chosen to follow him to glory and riches. This is represented by the Warboss permanently controlling a total number of hit dice of goblins and orcs equal to his class level times two. No creature controlled through this ability can have a CR more than 1/3rd the class level of the Warboss. Thus at 1st level, the Warboss could have two 1/3rd CR goblins as his horde. As the warboss only has goblins and orcs available to him to make up his horde, it is sometimes necessary to advance them as the warboss gains levels (a warboss can choose to have a large number of much lower CR creatures, if desired). Orcs advance as fighters or barbarians, while goblins advance as fighters, shamans (clerics), or rogues. Creatures come equipped with gear appropriate to an NPC of their level and class, and use the normal array. Any creatures lost from this total are replenished one week later. Horde members act on the Warboss's initiative. No more than one in five creatures can be a cleric (minimum one).
  • Cowardice (Ex): If the horde (excluding the warboss) takes damage equal to or greater than a quarter of its hit points (this is the sum of hit points for all creatures in the horde), every creature in the horde must make a Will save against Fear at 10 + encounter CR or become shaken. This effect lasts until the encounter ends, or the horde is healed above the total at which it was forced to save. Every quarter of the horde's hit points (so at 75%, 50%, 25%), every creature must save again. If the horde goes past two points from one attack or action (say, drops from 80% to 45% of their total hit points) they save twice. The effects stack.
  • Bloodlust (Ex): A Warboss loves a good fight, and it's even more fun to get stuck in when it's all sticky and bloody. A Warboss deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Warboss's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Warboss's attacks. Members of the horde also get Bloodlust, using their hit dice in place of the Warboss's character level.
  • Get Them First (Ex): Every Warboss knows the value of a good charge. He and his horde can make turns during a charge and charge across difficult terrain. He and his horde deal an extra 1 damage per class level or hit dice of the horde creature if the charge hits. At 8th level, if the warboss or a horde creature hits with the attack at the end of a charge, all enemies within 10' who have the same or less hit dice than the foe struck must make a will save against 10 + 1/2 attacker's hit dice + attacker's strength modifier. Creatures immune to critical hits are immune to this ability. This is a Fear effect.
  • Fight You Cowards! (Ex): Horde creatures gain Diehard as a bonus feat, and at 9th level gains a bonus on saves against fear equal to the Warboss's strength modifier.
  • Blood Magic (Ex): Goblin shamans get just as excited by combat as do the rest of the horde, they just go about entering it differently. A goblin shaman gains a +1 bonus to caster level for each point of attack bonus provided by bloodlust when under the effects of bloodlust. This replaces the attack and damage bonuses granted by bloodlust. At 12th level, this bonus also applies to spell DCs.
  • Its Your Turn (Ex): Beginning at 4th level, once per round, whenever a Warboss is hit by an attack, the Warboss may make a DC 15 Reflex save to have that attack affect an adjacent horde creature instead. The attack is treated as though it had hit the chosen bodyguard instead of the Warboss, regardless of the bodyguard's Armor Class or any other defensive effects. A horde creature may not serve as a bodyguard if it is dazed, stunned, paralyzed, or otherwise unable to act. At 8th level, the Warboss, by making a DC 20 Will save, may have a spell that targets him and only him instead strike a bodyguard. The bodyguard need not be a legal target.
  • Speed of Anger (Ex): A lust for combat spurs the horde into combat. They gain movement speed increase equal to 5' for every point of attack bonus provided by bloodlust when under the effects of bloodlust.
  • Blood Fury (Ex): The warboss and his horde, when exercised by bloodlust, can shrug off some of the wounds of combat. They gain damage reduction equal to the attack bonus provided by bloodlust when under the effects of bloodlust.
  • Bigger Hording (Ex): The horde now has a total number of hit dice of equal to his class level times three, and the maximum CR is 1/2 the class level of the Warboss.
  • After Me! (Ex): A Warboss leads by example, which usually means straight into melee. Every member of the horde uses the Warboss's base attack bonus.
  • Horde Fighting (Ex): All members of the horde gain Horde Fighting as a bonus feat.
  • We Is Many (Ex): All members of an Warboss's horde now pool their hitpoints into a single great mass. None of them die until the pool is emptied, at which point they all die.
  • Circle Magic (Ex): The Warboss has realized that maybe he can get a little bit more out of his shamans if he sticks them all in a big group. So he does. Shamans in the horde can now use circle magic, with the highest hit dice member of the horde treated as the circle leader.
  • Huge Horde (Ex): The horde now has a total number of hit dice equal to his class level times four, and the maximum CR is 1/2 the class level of the Warboss.
  • Mind Above Matter (Ex): Shamans amongst the horde have finally learned how not to hurt their allies. Took 'em long enough. The warboss and horde members in the area of effect of a horde member's spell can ignore the effects of the spell if they desire.
  • Charge of Blades (Ex): All members of the horde, warboss included, gain pounce at the end of a charge.
  • Armour? What's That? (Ex): The horde has figured out that sometimes, being big and tough just makes you easier to hit. All attacks from horde members ignore damage reduction and hardness.
  • Inspirational Killing (Ex): It feels good to get a kill in once in a while. Like every couple of seconds or so. The first time in a round that the Warboss or one of his horde drop a creature below 0 hit points, all members of the horde (warboss included) can immediately either make one melee attack at their highest attack bonus or take a single move action. The horde creatures must be able to see and hear the horde member that struck the killing blow. These extra attacks are not attacks of opportunity.
  • You Can Stop Running (Ex): Took long enough, but the horde finally realized it was scarier than whatever it was fighting. The creatures in the horde (warboss included) are immune to fear, and gain a bonus on all saves equal to the Warboss's strength modifier.
  • Biggest Horde (Ex): The horde now has a total number of hit dice equal to his class level times five, and the maximum CR is 1/2 the class level of the Warboss.
  • Eternal Fight (Ex): Permanently driven forward, the Warboss and his horde have the effect of Bloodlust even against undamaged creatures and objects.
Horde Fighting
Prerequisites: BAB +1, proficiency with at least one two-handed melee weapon
Benefit: You fight in an angry horde alongside opther berserkers.
Berserker's Alliance: If you are using a two-handed weapon, you gain a +2 bonus to your damage dealt. If you are within 5 feet of an ally who is also using a two-handed weapon and who also has this feat, you can partner up. Partnering up gives you and your partner a +2 bonus to armour class against any enemy either of you has struck this round, and neither of you can be flanked by any opponents.
Take A Chance: Long accustomed to smashing through the defences of the civilized races, horde combatants has learned how to swipe at foes on the way past. When moving as part of a charge, you can make an attack at a -5 penalty against a single foe whom you move past. That foe must be in melee range at some point during the movement, and cannot be the target of the charge. You only gains half his Strength bonus on damage rolls for this attack.
Pile On: If your ally attacks and hits an enemy you and he are flanking, you can make an immediate attack of opportunity against that target, provided you have one remaining for the round. You gain the attack of opportunity only on the first successful attack.

3
Non-Arhosan Material / Athasian Gladiator [WIP] [Wasteland Base]
« on: June 26, 2017, 08:17:14 AM »
Athasian Gladiator
"Text."
- Excasard the Brilliant, Human Athasian Gladiator

The arena is the battlefield of the gladiator. From hand–to–hand combat in the mud pits of small forts to the grand games of the city-states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence. They train to best wild beasts in deadly games for the amusement of the masses. They fight for glory, wealth, prestige and power. They fight to survive. Some are merely slaves, having to fight and perhaps hoping to win a chance to obtain freedom, while some fight willingly for the thrill of combat or the promise of riches and fame. 

Making a Athasian Gladiator
Gladiators are among the best one–on–one fighters in all the Tablelands. They are trained in hand–to–hand combat before moving on to the use of exotic weapons of the arena. They learn to improvise weapons, wielding broken bones or wooden shafts with deadly precision. They learn how to taunt and tease opponents, driving them to reckless acts and taking advantage of the situation to strike down or maim a foe. After all, a long, drawn-out combat is more a crowd pleaser than a ten-second bout. 

Abilities: Athasian Gladiators are heavily martial classes

Races: Athasian Gladiator appear amongst all races, for their talents are widespread.

Alignment: Any

Table 1: The Athasian Gladiator

Level  BAB   Ref   Fort  Will  Abilities                                                                   
--------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +2    Bonus Feats, Mercy, Bare Hands
2      +2    +3    +3    +3    Bare Hands
3      +3    +3    +3    +3    Uncanny Dodge
4      +4    +4    +4    +4    Bonus Feats, Bare Hands
5      +5    +4    +4    +4   
6      +6    +5    +5    +5   
7      +7    +5    +5    +5    Improved Uncanny Dodge
8      +8    +6    +6    +6    Bonus Feats
9      +9    +6    +6    +6   
10     +10   +7    +7    +7   
11     +11   +7    +7    +7   
12     +12   +8    +8    +8    Bonus Feats
13     +13   +8    +8    +8   
14     +14   +9    +9    +9   
15     +15   +9    +9    +9   
16     +16   +10   +10   +10   Bonus Feats
17     +17   +10   +10   +10   
18     +18   +11   +11   +11   
19     +19   +11   +11   +11   
20     +20   +12   +12   +12   Bonus Feats   


Game Rule Information
Athasian Gladiator have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: As paladin
Starting Age: Complex (as paladin)

Class skills
Balance, Bluff, Climb, Diplomacy, Heal, Intimidate, Jump, Listen, Perform, Profession, Ride, Sense Motive, Spot, Swim, Tumble.
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Athasian Gladiator class.
  • Weapon and Armour Proficiency: The Athasian Gladiator is proficient in all weapons, armour, and shields, including exotics and improvised weapons, shields, and armour.
  • Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Athasian Gladiator gains a bonus Style or tactical feat. He does not need to meet the prerequisites of these feats. At the start of each day, he can choose to change these bonus feats to any other Style or Tactical feats.
  • Mercy (Ex): At 1st level, the Athasian Gladiator suffer no penalty to attack rolls when attacking with a weapon to inflict nonlethal damage. 
  • Bare Hands (Ex): At 1st level, the Athasian Gladiator gains Improved Unarmed Strike as a bonus feat. At 2nd level, he gains Versatile Unarmed Strike as a bonus feat. At 4th level, he gains Superior Unarmed Strike as a bonus feat.
  • Uncanny Dodge (Ex): At 3rd level, you retain your Dexterity bonus to AC (if any) even if you are caught flatfooted or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead. 
  • Improved Uncanny Dodge (Ex): At 7th level and higher, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have gladiator levels. If you already have uncanny dodge (see above) from a second class, the levels from all classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.
  • Are You Not Entertained? (Ex): A gladiator is often called upon to delay his own actions, risking injury, to heighten the tension in the arena. The gladiator can choose to not use his move action during his turn. If he does so, until the start of his next turn, he may use his move action by spending an immediate action to do so. At 9th level, he may choose to do this with his standard or move actions. At 15th, with his full-round action. He gains his audience bonus on any rolls he makes as part of these delayed actions.
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
  • BonusStuff (Ex):
The Athasian Gladiator draws strength from playing to a crowd, as listed on the table below. He gains a bonus to his rolls based on the number of people in the audience. Members of the audience must be indifferent or better to provide a benefit, and have an intelligence score of at least 8. Allies, animated, created, magically conjured, and summoned creatures do not count as part of the audience. This does not stack with any use of Aid Another from any listeners.

Audience Bonus
––––––––––––––
1-5      +1   
6-10     +2   
11-20    +3   
21-40    +4   
41-80    +5   
80+      +6


4
Non-Arhosan Material / Standalone Homebrew Index
« on: June 26, 2017, 07:34:39 AM »
As the name suggests, this is the home for all of my material that does not exist within the Arhosa Campaign Setting. Within, you'll find a lot of material, some of it focused around themes, most of it being standalone. Feel free to respond to the threads themselves. If you have any questions about what material might be suitable for a given role or theme, ask away. I've usually got something.

Wasteland Content
Rules
Preserving & Defiling

Base Classes
Blightlord
Defiler
Preserver
Walker in the Wastes

Prestige Classes
Dustborn
Master of Dust
Parasite

Other
Feats
Spells & Domains
Items

Twisted Minds, Twisted Bodies [Psionic Aberrations]
Anomaly Scion [PrC]
Heteromorph [PrC]
Neurasthenic Heteroclite [PrC]
Scion of the Twisted Thoughts [PrC]
Powers
Feats
Items
Monsters

Base Classes
Alchemist
Arcane Swashbuckler
Baresark Psion
Battlebrain
Beast Heart Adept
Bladespeaker
Bowman
Candle Caster
Chameleon
Commander

5
Non-Arhosan Material / Baresark Psion [Base]
« on: June 26, 2017, 07:20:36 AM »
Baresark Psion
"HULK SMASH!"
- Hulk the Green, Orc Baresark Psion

Text

Making a Baresark Psion
Text

Abilities Charisma is the ability that the Baresark Psion uses to manifest powers. More at home in combat than manifesting, the Baresark Psion does well to have strong physical statistics.

Races Baresark Psion appear amongst all races.

Alignment Baresark Psion can be of any alignment, but there is a heavy bias towards chaos.

Table 1 The Baresark Psion
Level  BAB   Ref   Fort  Will  Abilities                                   Power Points/Day  Powers Known  Maximum Power Level
--------------------------------------------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Rage 1/day, Wild Rage, Psychic Enervation   2                 1             1
2      +2    +1    +3    +3    Fast Movement                               5                 2             1
3      +3    +1    +3    +3    Uncanny Dodge,                              9                 2             1
4      +4    +2    +4    +4    Rage 2/day                                  14                3             2
5      +5    +2    +4    +4                                                20                3             2
6      +6    +3    +5    +5                                                27                4             2
7      +7    +3    +5    +5    Damage Reduction 2/-                        35                4             3
8      +8    +2    +6    +6    Rage 3/day                                  44                5             3
9      +9    +3    +6    +6                                                54                5             3
10     +10   +3    +7    +7    Damage Reduction 4/-                        65                6             4
11     +11   +3    +7    +7    Greater Rage, Tireless Rage                 77                6             4
12     +12   +4    +8    +8    Rage 4/day                                  90                7             4
13     +13   +4    +8    +8    Damage Reduction 6/-                        104               7             5
14     +14   +4    +9    +9                                                119               8             5
15     +15   +5    +9    +9    Mighty Rage                                 136               8             5
16     +16   +5    +10   +10   Rage 5/day, Damage Reduction 8/-            154               9             6
17     +17   +5    +10   +10                                               173               9             6
18     +18   +6    +11   +11                                               193               10            7
19     +19   +6    +11   +11   Damage Reduction 10/-                       214               10            7
20     +20   +6    +12   +12   Rage 6/day, Supreme Rage                    236               11            7


Game Rule Information
Wilding Knives have the following game statistics.

Alignment Any
Hit Die d10
Starting Gold 5d4 x 10 (125 gp)
Starting Age Complex (as wizard)


Class skills
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Psicraft* (Int), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points at 1st level (4 + Int modifier) x 4
Skill Points at Each Additional Level 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Wilding Knives are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Power Points/Day
A Baresark Psion’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table The Baresark Psion. In addition, she receives bonus power points per day if she has a high Charisma score (see Table Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A Baresark Psion begins play knowing one psychic warrior or wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the psychic warrior or wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Baresark Psion to learn powers from the lists of other classes.) A Baresark Psion can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Baresark Psion can manifest in a day is limited only by her daily power points.

A Baresark Psion simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Baresark Psion powers is 10 + the power’s level + the Baresark Psion’s Charisma modifier.

Maximum Power Level Known
A Baresark Psion begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a Baresark Psion must have a Charisma score of at least 10 + the power’s level.

Rage (Ex)
A Baresark Psion can fly into a rage a certain number of times per day. In a rage, a Baresark Psion temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Baresark Psion’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Baresark Psion may prematurely end his rage. At the end of the rage, the Baresark Psion 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 11th-level Baresark Psion, at which point this limitation no longer applies; see below). A Baresark Psion can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Baresark Psion can do it only during his action, not in response to someone else’s action.

Wild Rage (Su)
When a Baresark Psion lets her passion and emotion rise to the surface in a Wild Rage, she may transfer some of her furious anger into psychic energy when she manifests a power. During a Wild Rage, a Baresark Psion gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A Baresark Psion can choose to invoke a Wild Rage whenever she manifests a power and is under the effect of Rage. When she does so, she gains a bonus to her manifester level equal to her current Rage bonus to Strength divided in half (+2 at level 1, +3 at 11, +4 at 15, +5 at 20)  with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this Wild Rage. Instead, she augments the power by an amount of power points equal to the manifest level bonus supplied by Wild Rage. This does not cost any power points.

Level-dependent power effects are also improved, depending on the power a Baresark Psion manifests while under the effects of her Wild Rage.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She cannot use the Overchannel psionic feat and invoke her Wild Rage at the same time.

Psychic Enervation (Ex)
Pushing oneself by invoking a Wild Rage is dangerous. Immediately following each Wild Rage, a Baresark Psion may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the Wild Rage.

A Baresark Psion who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Baresark Psion level.

Fast Movement (Ex)
A Baresark Psion’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 before modifying the Baresark Psion’s speed because of any load carried or armor worn.

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

Greater Rage (Ex)
At 11th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Tireless Rage (Ex)
At 11th level and higher, a Baresark Psion no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)
At 15th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Supreme Rage (Ex)
At 20th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.

6
Non-Arhosan Material / Candle Caster [Base]
« on: June 26, 2017, 07:17:01 AM »
Candle Caster
"Let your mind attain the perfection of a single, perfect flame."
- Excasard the Brilliant, Human Candle Caster

Flame holds a special attraction to some people. Simply burning, a candle is a work of art—a teardrop of fire clinging to the dark wick, itself shrouded in a column of wax that is both the flame’s base and fuel: a wonder indeed. Secrets could be stored in that wax: secrets... or spells. Also called «spell chandlers», these specialists fill their time fashioning candles, both for esthetics and for power. The spells stored therein are revealed as the flame ignites and disperses the wax medium. Moreover, the wax itself shapes and molds stored spells so that they are enhanced by the burning flame.

Making a Candle Caster
Candle casters have quicker access to featlike abilities that enhance the effects of their candle-stored spells, and so they are often wooed by adventuring companies who have realized the importance of consumable magic items in the dungeon depths. NPC candle casters sometimes appear in places where magic is sold, attempting to sell their unfettered candles (which can be used by anyone) on an equal footing with potions. However, lighting a candle is more difficult than drinking a potion and takes longer to produce an effect, so unfettered candles are unlikely to ever reach the popularity that potions enjoy.

Abilities: Intelligence is the ability that the Candle Caster uses to give him extra spells.

Races: Candle Caster appear amongst all races, for their talents are widespread.

Alignment: Candle Caster can be of any alignment, and there is no bias in any one direction.

Table 1: The Candle Caster
Level  BAB   Ref   Fort  Will  Abilities                        0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Summon Familiar, Candle Casting  3   1   —   —   —   —   —   —   —   —
2      +1    +1    +1    +3                                     4   2   —   —   —   —   —   —   —   —
3      +1    +1    +1    +3                                     4   2   1   —   —   —   —   —   —   —
4      +2    +2    +2    +4    Unfettered Candle                4   3   2   —   —   —   —   —   —   —
5      +2    +2    +2    +4    Metamagic Candle                 4   3   2   1   —   —   —   —   —   —
6      +3    +3    +3    +5                                     4   3   3   2   —   —   —   —   —   —
7      +3    +3    +3    +5                                     4   4   3   2   1   —   —   —   —   —
8      +4    +2    +2    +6    Dipped Candle                    4   4   3   3   2   —   —   —   —   —
9      +4    +3    +3    +6                                     4   4   4   3   2   1   —   —   —   —
10     +5    +3    +3    +7    Metamagic Candle                 4   4   4   3   3   2   —   —   —   —
11     +5    +3    +3    +7                                     4   4   4   4   3   2   1   —   —   —
12     +6    +4    +4    +8    Quick Light                      4   4   4   4   3   3   2   —   —   —
13     +6    +4    +4    +8                                     4   4   4   4   4   3   2   1   —   —
14     +7    +4    +4    +9                                     4   4   4   4   4   3   3   2   —   —
15     +7    +5    +5    +9    Metamagic Candle                 4   4   4   4   4   4   3   2   1   —
16     +8    +5    +5    +10   Striped Candle                   4   4   4   4   4   4   3   3   2   —
17     +8    +5    +5    +10                                    4   4   4   4   4   4   4   3   2   1
18     +9    +6    +6    +11                                    4   4   4   4   4   4   4   3   3   2
19     +9    +6    +6    +11                                    4   4   4   4   4   4   4   4   3   3
20     +10   +6    +6    +12   Metamagic Candle                 4   4   4   4   4   4   4   4   4   4


Game Rule Information
Candle Caster have the following game statistics.

Alignment: Any
Hit Die: d4
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Candle Caster)


Class skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the candle caster class.
  • Weapon and Armour Proficiency: Candle Casters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Candle Caster’s movements, which can cause her spells with somatic components to fail.
  • Spells: A Candle Caster casts arcane spells which are drawn from the wizard spell list. A Candle Caster must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Candle Caster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Candle Caster’s spell is 10 + the spell level + the Candle Caster’s Intelligence modifier. Like other spellcasters, a Candle Caster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Candle Caster. In addition, she receives bonus spells per day if she has a high Intelligence score.
  • Wax Tablets: A Candle Caster begins play with a series of wax tablets containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Candle Caster has, the wax tablets hold one additional 1st-level spell of your choice. At each new Candle Caster level, she gains two new spells of any spell level or levels that she can cast (based on her new Candle Caster level) for her wax tablets. At any time, a Candle Caster can also add spells found in other Candle Casters’ wax tablets to her own.
  • Candle Casting: Unlike other arcane casters, the Candle Caster does not memorize spells or cast them spontaneously. Instead, she stores her spells in small candles secreted about her person, pulling them out and lighting them when she wishes to cast a spell. The number of candles per spell level is given on table: Candle Caster. If she exceeds this limit, the magic in the oldest candle of the appropriate spell level dissipates.
    • Identify the Candle: To activate a prepared candle, the candle caster must first identify it. This requires a Spellcraft check against a DC of 15+ spell level. (If it is a candle she created herself, this step is unnecessary).
    • Light the Candle: Drawing a candle from its storage place to light it takes a swift action. Lighting the candle is best done using a tindertwig. Doing so is a standard action, which is subject to disruption just as casting a spell would be. Lighting the candle by a slower method, such as flint and tinder or even a magnifying glass, is a full-round action under the best of circumstances, and definitely draws an attack of opportunity. A candle caster can "light defensively" by making a successful Concentration check (DC 15). This preempts an attack of opportunity, but if she fails the check she does not light the candle. Alternatively, the candle caster can suffer the attack of opportunity, and if hit, attempt a Concentration check (DC 10+points of damage taken) to light the candle anyway. A burning candle cannot be extinguished unless the candle caster wills it (although dispel magic still suppresses the effect as it would for any other magic item).
    • Candle Effect: A successfully lit candle automatically activates the stored spell at the beginning of the candle caster’s action in the next round (which does not draw an attack of opportunity). It works exactly like a spell prepared and cast the normal way. However, since she lit the candle during the previous round, the candle caster can take normal actions on the same round the candle’s spell takes effect. The flame of the burning candle mimics the triggered spell’s duration. Thus, an instantaneous spell causes the candle to flare and burn out immediately, while a candle scribed with a spell having a longer duration burns for that length of time. However, if the flame is extinguished before the spell expires, the spell’s duration is cut short. A scribed candle may incorporate any number of the special enhancements noted below, as long as their combined requirements do not make the spell take up a spell slot higher than the caster’s normal maximum.
  • Unfettered Candle: At 4th level, the candle caster learns how to store spells in candles that can be triggered by people other than herself. Any creature who successfully lights the unfettered candle, following the procedure described above, is targeted by the candle’s stored spell at the beginning of the creature’s next turn in the round. An unfettered candle otherwise works exactly like a normally scribed candle.
  • Metamagic Candle: At each indicated level, the candle caster gains a metamagic feat that she can utilize in the creation of her candles. These candles take up a candle slot higher than the candle's actual level, based on the adjustment of the feat.
  • Dipped Candle: At 8th level, the candle caster refines her chandler’s craft to the point where she can store two spells in the same candle. She must specify the order in which the spells take effect. The first spell is triggered normally by successfully lighting the scribed candle; when the duration of the first spell ends, the second power stored in the candle automatically triggers. If the first spell is suppressed by dispel magic, or the candle caster ends the effect voluntarily, the second effect does not trigger but is not lost. The candle caster can trigger the second effect by relighting the candle. If the second spell requires a target, the candle caster can target the effect when it activated as if casting the spell normally, as long as she is within 30 feet of the lit candle. Otherwise, the candle is the default center of effect. The two spells maybe differentiated by color; for example, the top half of the candle is yellow while the bottom is blue.
  • Quick Light: At 12th level, the candle caster learns to activate her candles more quickly. The act of lighting the candle takes no less time, but the stored spell takes effect as soon as the candle is lit (not on the candle caster’s next turn).
  • Striped Candle: At 16th level, the candle caster further refines her ability to store two spells in the same candle. Successfully lighting the scribed candle triggers both stored spells simultaneously, and the candle caster chooses any targets for both effects. The two spells may be differentiated by color; for example, the left half of the candle is green while the right is red.

7
Non-Arhosan Material / Bowman [Base]
« on: June 26, 2017, 07:14:05 AM »
Bowman
"Arrows shall blacken the sky."
- Excasard the Brilliant, Elven Bowman

Text

Making a Bowman
Text

Abilities: Dexterity affects both damage and accuracy from the Bowman. The Bowman does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Bowman appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bowman can be of any alignment, and there is no bias in any one direction.

Table 1: The Bowman
Level  BAB   Ref   Fort  Will  Abilities                       
----------------------------------------------------------------
1      +1    +2    +2    +0    Sneak Attack +1d6, Fast Movement
2      +2    +3    +3    +1    Bonus Feats, Archer's Focus 1/day                     
3      +3    +3    +3    +1                                     
4      +4    +4    +4    +2    Sneak Attack +2d6               
5      +5    +4    +4    +2    Sniper's Skill, Archer's Focus 2/day                                 
6      +6    +5    +5    +3    Bonus Feats                     
7      +7    +5    +5    +3                                     
8      +8    +6    +6    +2    Sneak Attack +3d6, Archer's Focus 3/day
9      +9    +6    +6    +3    Agile Focus                                 
10     +10   +7    +7    +3    Bonus Feats                     
11     +11   +7    +7    +3    Archer's Focus 4/day                                 
12     +12   +8    +8    +4    Sneak Attack +4d6               
13     +13   +8    +8    +4    Adept Focus                                 
14     +14   +9    +9    +4    Bonus Feats, Archer's Focus 5/day                     
15     +15   +9    +9    +5                                     
16     +16   +10   +10   +5    Sneak Attack +5d6               
17     +17   +10   +10   +5    Archer's Focus 6/day                                 
18     +18   +11   +11   +6    Bonus Feats                     
19     +19   +11   +11   +6    Supreme Focus                                 
20     +20   +12   +12   +6    Sneak Attack +6d6, Archer's Focus 7/day


Game Rule Information
Bowman have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/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 at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Bowman are proficient with all simple and martial weapons, and light, and medium armour.
  • Sneak Attack: At level 1, the Bowman gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Fast Movement (Ex): A Bowman’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 before modifying the Bowman’s speed because of any load carried or armor worn.
  • Bonus Feats: At 2nd level, a Bowman gets a bonus archery-oriented feat. The Bowman gains an additional bonus feat at 6th level and every four Bowman levels thereafter (10th, 14th, 18th). These bonus feats must be drawn from the feats noted as bowman bonus feats. A Bowman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
  • Archer's Focus (Ex): Scorching enemies with his focus, the bowman's arrows strike with precision and deadly force. He gains +4 to Dexterity and 1 extra attack per round. Duration of the focus is 3 rounds + one round per two class levels.
  • Sniper's Skill (Ex): The Bowman adds his dexterity to damage when wielding a bow.
  • Agile Focus (Ex): At 9th level, a Bowman’s bonus to Dexterity during his focus increase to +6, and a second extra attack per round.
  • Adept Focus (Ex): At 13th level, a Bowman’s bonus to Dexterity during his focus increase to +8, and a third extra attack per round.
  • Supreme Focus (Ex): At 19th level, a Bowman’s bonus to Dexterity during his focus increase to +10, and a fourth extra attack per round.

8
Non-Arhosan Material / Bladespeaker [Base]
« on: June 26, 2017, 07:09:32 AM »
Bladespeaker
"I can do all things."
- Excasard the Brilliant, Human Bladespeaker

Text

Making a Bladespeaker
Text

Abilities: Intelligence is the ability that the Bladespeaker uses to speak truenames. More at home in combat than using utterances, the Bladespeaker does well to have strong physical statistics.

Races: Bladespeaker appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bladespeaker can be of any alignment, and there is no bias in any one direction.

Table 1: The Bladespeaker
Level  BAB   Ref   Fort  Will  Abilities                                     
-----------------------------------------------------------------------------
1      +1    +2    +0    +2    Bladespeaker, Utterances
2      +2    +3    +1    +3    Weapon Focus (mind blade), Throw mind blade   
3      +3    +3    +1    +3    Psychic strike +1d8
4      +4    +4    +2    +4    +1 mind blade, Enhancing Utterance                                 
5      +5    +4    +2    +4    Free draw, shape mind blade, Bonus Recitation Feat                   
6      +6    +5    +3    +5    Mind blade enhancement +1, Speed of Thought   
7      +7    +5    +3    +5    Psychic strike +2d8, Hammer of Truth
8      +8    +6    +2    +6    +2 mind blade, See the Named, Multiple throw                                                                 
9      +9    +6    +3    +6    Bladewind, Greater Weapon Focus (mind blade) 
10     +10   +7    +3    +7    Mind blade enhancement +2, Bonus Recitation Feat, Sending                     
11     +11   +7    +3    +7    Psychic strike +3d8, Speak unto the Masses
12     +12   +8    +4    +8    +3 mind blade, Say My Name and I Am There                                 
13     +13   +8    +4    +8    Knife to the soul                             
14     +14   +9    +4    +9    Mind blade enhancement +3, Pronouncement of Doom                     
15     +15   +9    +5    +9    Psychic strike +4d8, Bonus Recitation Feat
16     +16   +10   +5    +10   +4 mind blade, Truthstorm                                 
17     +17   +10   +5    +10   Spoken Gift
18     +18   +11   +6    +11   Mind blade enhancement +4, Sword of Words                     
19     +19   +11   +6    +11   Psychic strike +5d8, Land of Thine Own Creation
20     +20   +12   +6    +12   +5 mind blade, Bonus Recitation Feat, Blade of the True             
                         

Game Rule Information
Bladespeakers have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (all)* (Int), Listen (Wis), Perform (Cha), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Truespeak (Int), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Bladespeakers are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Utterances
A Bladespeaker gains and uses utterances from the Lexicons of the Evolving Mind, Crafted Tool, and Perfected Map exactly as if he was a Truenamer of an equal class level, except that the Law of Resistance and the Law of Sequence do not apply to the Bladespeaker.

Mind Blade (Su)
As a move action, a Bladespeaker can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Bladespeaker materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Bladespeakers who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Bladespeaker can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Bladespeaker can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Bladespeaker’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Bladespeaker can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Bladespeaker maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Bladespeaker can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade)
A Bladespeaker gains Weapon Focus (mind blade) as a bonus feat.

Throw Mind Blade (Ex)
A Bladespeaker of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.

Whether or not the attack hits, a thrown mind blade then dissipates. A Bladespeaker of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su)
As a move action, a Bladespeaker of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A mind blade deals this extra damage only once when this ability is called upon, but a Bladespeaker can imbue his mind blade with psychic energy again by taking another move action.

Once a Bladespeaker has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Bladespeaker drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Bladespeaker next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Bladespeaker’s psychic strike increases as shown on the Table above.

Enhancing Utterance (Su)
By saying his own truename as a swift action in the same round as he expends his Psychic Strike, the Bladespeaker can make the damage from the Psychic Strike apply to all attacks he makes during the round, instead of the first.

Free Draw (Su)
At 5th level, a Bladespeaker becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.

Shape Mind Blade (Su)
At 5th level, a Bladespeaker gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Bladespeaker shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a Bladespeaker can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Bladespeaker would otherwise create with a single mind blade.

Bonus Recitation Feat
By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 5th level. Choose one recitation feat. You must still meet the prerequisites for the bonus feat to take it. At each indicated level, gain another bonus recitation feat.

Mind Blade Enhancement (Su)
At 6th level, a Bladespeaker gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Bladespeaker can add to his weapon improves to +2, +3, and +4, respectively. A Bladespeaker can choose any combination of weapon special abilities that does not exceed the total allowed by the Bladespeaker’s level.

The weapon ability or abilities remain the same every time the Bladespeaker materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A Bladespeaker can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Bladespeaker.

Weapon Special Ability  Enhancement Bonus Value
Defending               +1
Keen                    +1
Lucky1                  +1
Mighty cleaving         +1
Psychokinetic           +1
Sundering               +1
Vicious                 +1
Collision               +2
Mindcrusher             +2
Psychokinetic burst     +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Mindfeeder              +3
Soulbreaker             +3

Speed of Thought
A Bladespeaker gains Speed of Thought as a bonus feat at 6th level.

Hammer of Truth
When the Bladespeaker takes a full attack action, he may speak one utterance as a free action. It must affect a target he struck using his mind blade. He recieves a +4 bonus on his Truespeak check.

See the Named (Su)
Beginning at 8th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per point of intelligence modifier per day.

Multiple Throw (Ex)
At 8th level and higher, a Bladespeaker can throw a number of mind blades per round equal to the number of melee attacks he could make.

Bladewind (Su)
At 9th level, a Bladespeaker gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind blade, a Bladespeaker can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Bladespeaker’s regular mind blade.

When using bladewind, a Bladespeaker forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

The mind blade immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Mind Blade)
A Bladespeaker gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Sending (Su)
Beginning at 10th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 × target's CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability at will.

Speak unto the Masses (Su)
At 11th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.

Say My Name and I Am There (Su)
At 12th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

Knife to the Soul (Su)
Beginning at 13th level, when a Bladespeaker executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Bladespeaker can combine extra dice of damage and ability damage in any combination.

The Bladespeaker decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Pronouncement of Doom
If a Bladespeaker makes a successful psychic strike attack, he may pronounce doom on the struck creature. That creature must make a fortitude save or be destroyed (this affects undead and other unliving creatures).  Treat this as a 6th level utterance from the Lexicon of the Evolving Mind.

Truthstorm
After the Bladespeaker has successfully spoken an utterance, he may choose to expend his psychic strike. If he does, all creatures affected by the utterance take the psychic strike damage.

Spoken Gift
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can grant his mind blade a single +3 or lower weapon special ability. It lasts for a number of rounds equal to his charisma modifier.

Sword of Words
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can animate his mind blade, as per the dancing enhancement. He immediately forms another mind blade. This lasts for a number of rounds equal to his charisma modifier.

Land of Thine Own Creation
If the Bladespeaker is fighting inside an area of effect generated by his utterances, he is immune to any effects of that utterance, and doubles his psychic strike damage on any creature who is inside the area of effect with him. He also recieves a +4 bonus to attack rolls.

Blade of the True
Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.

9
Non-Arhosan Material / Beast Heart Adept [Base]
« on: June 26, 2017, 07:05:50 AM »
Beast Heart Adept
"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Beast Heart Adept

Text

Making a Beast Heart Adept
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Beast Heart Adept
Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Monster Empathy, Monster Handler              1   —   —   —   —   
2      +1    +1    +3    +3    Monster Lore                                  1   —   —   —   —   
3      +2    +1    +3    +3    Monstrous Companion                           2   —   —   —   —   
4      +3    +2    +4    +4    Monstrous Flank, Resist Monsters              2   —   —   —   —   
5      +3    +2    +4    +4    Speak with Monsters                           3   1   —   —   —   
6      +4    +3    +5    +5    Monstrous Tactics                             3   1   —   —   —   
7      +5    +3    +5    +5    Monstrous Wild Shape                          4   2   —   —   —   
8      +6    +2    +6    +6    Extra Companion                               4   2   —   —   —   
9      +6    +3    +6    +6    Monstrous Wild Shape                          5   3   1   —   —   
10     +7    +3    +7    +7    Monstrous Team-Up                             5   3   1   —   —   
11     +8    +3    +7    +7    Monstrous Wild Shape                          5   4   2   —   —   
12     +9    +4    +8    +8    Empathic Link, Monstrous Stagger              5   4   2   —   —   
13     +9    +4    +8    +8    Extra Companion                               5   5   3   1   —   
14     +10   +4    +9    +9    Monstrous Link                                5   5   3   1   —   
15     +11   +5    +9    +9    Monstrous Wild Shape                          5   5   4   2   —   
16     +12   +5    +10   +10   Monstrous Wild Shape                          5   5   4   2   —   
17     +12   +5    +10   +10   Shared Skills                                 5   5   5   3   1   
18     +13   +6    +11   +11   Extra Companion                               5   5   5   3   2   
19     +14   +6    +11   +11   Monstrous Death Blow                          5   5   5   4   3   
20     +15   +6    +12   +12   Monstrous Wild Shape                          5   5   5   5   4   

Game Rule Information
Beast Heart Adept have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: As druid
Starting Age: Complex (as druid)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
  • Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
  • Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
  • Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
  • Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
  • Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
  • Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
  • Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
  • Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
  • Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
    monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
  • Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
  • Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
  • Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
  • Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
  • Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
  • Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
  • Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.
Monstrous Companion
The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here.

Alternate Monstrous Companion
A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.
  • 6th  Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
  • 8th  Level or Higher (Level –4) - Chimera, Wyvern
  • 10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
  • 12th Level or Higher (Level –8) - Behir, Gray render, Yrthak
 

10
Non-Arhosan Material / Battlebrain [Base]
« on: June 26, 2017, 06:51:42 AM »
Battlebrain
"Into glory ride!"
- Talkerx the Diseased, Human Battlebrain

Some manifesters care for only one thing: war. They dream of steel and mighty blasts of devastating psionics, the march of troops, and the unleashed destruction found on battlefields everywhere. Born into warfare, those known as Battlebrains drilled themselves only and utterly in the manifesting of Powers most useful for laying down destruction. The utilitarian Powers used by psions have little importance to a Battlebrain’s way of thinking. What are support manifesters for, after all? A Battlebrain cares only for success on the battlefield.

Making a Battlebrain
Battlebrains sign up for stints with adventuring companies that require straightforward, military-style blasting psionics. Battlebrains hone and develop their arts through action rather than study, so without prolonged use of their powers in combat they cannot reach the pinnacle of their profession. Good-aligned Battlebrains are concerned with rebuffing the movements of warlike groups — who better to blast into smoking ruin than those who have it coming? Evil-aligned Battlebrains feel no constraints on who might become the targets of their powers. They adventure to gain destructive power.

Abilities: Strength and Constitution.

Races: Battlebrain appear amongst all races.

Alignment: Battlebrain are any alignment.

Table 1: The Battlebrain

Level  BAB   Ref   Fort  Will  Abilities                                Powers Known  Maximum Power Level Known
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0    +2    +2    Bloodlust (+1, 0d6)                      1             1   
2      +2    +0    +3    +3    Warrior's Edge                           2             1   
3      +3    +1    +3    +3    Bloodlust (+1, 1d6)                      2             1   
4      +4    +1    +4    +4    Batlemanifest                            3             1   
5      +5    +1    +4    +4    Bloodlust (+2, 1d6)                      4             2   
6      +6    +2    +5    +5    Enhanced Blade                           4             2   
7      +7    +2    +5    +5    Bloodlust (+2, 2d6)                      5             2   
8      +8    +2    +6    +6    Batlemanifest, Burgeoning Power Area     6             2   
9      +9    +3    +6    +6    Bloodlust (+3, 2d6)                      6             3   
10     +10   +3    +7    +7    Improved Converter                       7             3   
11     +11   +3    +7    +7    Bloodlust (+3, 3d6)                      8             3   
12     +12   +4    +8    +8    Batlemanifest                            8             3   
13     +13   +4    +8    +8    Bloodlust (+4, 3d6)                      9             4   
14     +14   +4    +9    +9    Burgeoning Power Area                    10            4   
15     +15   +5    +9    +9    Bloodlust (+4, 4d6)                      10            4   
16     +16   +5    +10   +10   Batlemanifest                            11            4   
17     +17   +5    +10   +10   Bloodlust (+5, 4d6)                      12            5   
18     +18   +6    +11   +11   Blade Burst                              12            5   
19     +19   +6    +11   +11   Bloodlust (+5, 5d6)                      13            5   
20     +20   +6    +12   +12   Overwhelm                                14            5


Game Rule Information
Battlebrain have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Psion)

Class skills
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (psionics) (Int), Listen (Wis), Ride (Dex), Psicraft (Int), Spot (Wis), Swim (Str), Warcraft (Int)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Battlebrain.
  • Weapon and Armour Proficiency: Battlebrain are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Powers: A Battlebrain's manifester level is equal to his class level. He may only select Psychokinesis powers from the Psion list. He uses Strength to determine the DC of his Powers. He does not have a normal pool of Power points. See below.
  • Conversion Pool: A Battlebrain gathers psionic energy by drawing it from foes he has struck. For every six points of physical damage he deals (physical damage dealt by powers or psionic effects does not count), he gains one Power point. The maximum number of power points he can have at any one time is equal to his constitution times his class level times 1/2. At the beginning of any encounter, add a number of Power points to the pool equal to 1/2 the Battlebrain's constitution modifier. The pool empties one minute after an encounter has concluded, and any unused points are lost.
  • Bloodlust (Ex): Battlebrains have much more in common with fighters and barbarians than with their psionic brethren, and their tendency towards physical combat shows that. A Battlebrain deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Battlebrain's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Battlebrain's attacks. This extra damage or attack roll bonus does not apply to any powers he manifests.
  • Warrior's Edge (Ex): Any Power manifest by the Battlebrain deals extra damage to all affected targets equal to the Battlebrain's intelligence modifier.
  • Batlemanifest (Ex): A Battlebrain gains the ability to manifest powers while making a weapon attack. He may take a full-round action to attack and manifest a Power. The Power must be a psionic power with a point cost of 1 or less. Using Batlemanifest does not provoke attacks of opportunity. At 8th level and higher, a Battlebrain can Batlemanifest a power costing 3 points or less. At 12th level, a Battlebrain can Batlemanifest a power costing 5 points or less. At 16th level, a Battlebrain can Batlemanifest a power costing 7 points or less. The Batlemanifest ability does not allow him to manifest a power whose cost he could not normally pay.
  • Enhanced Blade (Ex): As a swift action and by paying as many power points as necessary for the desired power, the Battlebrain can apply a single power to his weapon. All subsequent attacks with that weapon until the start of his next round apply the chosen power's effect on a successful attack. If there is a save required, the DC applies as normal. This does not allow him to spend more power points on an effect than he could normally. He cannot manifest a power in the same round as he uses this ability.
  • Improved Converter (Ex): The Battlebrain now converts physical damage into power points at a ratio of four to one, instead of six to one.
  • Burgeoning Power Area (Ex): Battlebrains adjust how they manifest powers to better engulf large numbers of troops. At 8th level, increase the area of powers by 50%. At 14th level, by 100%.
  • Blade Burst (Ex): When using his enhanced blade ability, if the Battlebrain successfully strikes his target, the power's effect affects the target, and everyone in a 5 ft. radius around the target. They save as normal.
  • Overwhelm (Ex): Battlebrains who have reached the pinnacle of their power are scary things to behold indeed, able to lay waste to vast swathes of territory. The Battlebrain increases the area of powers by 200%, and doubles the damage dealt by his Warrior's Edge ability. In addition, he now converts physical damage into power points at a ratio of two to one, instead of four to one.

11
Non-Arhosan Material / Alchemist [Base]
« on: June 26, 2017, 06:48:29 AM »
Alchemist
"Your petty corruption of magic will not diminish my power, fool!"
– Relak Traven, Human Alchemist

text


Making an Alchemist
text

Abilities: An Alchemist uses Intelligence to determine what level of spell the Alchemist can cast. If he has less than 11 Intelligence, he cannot cast any spells.

Races: Alchemists can be found among any race, although the Biyous of Biyan tend to have the most per head of population. They are uncommon among the other races.

Alignment: Because of the serious and complex requirements inherent in researching and creating potions, Alchemists tend towards the lawful, but can be found at any point on the law–chaos spectrum. They have no bias on the good-evil spectrum.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Alchemist
Hit Die: d6

Level  BAB   Ref   Fort  Will  Abilities                           
-------------------------------––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +0    +2    Brew Potion, Grenadier                         
2      +1    +0    +0    +3    Delay Potion, Potion Quick Draw, Extra Spell                         
3      +1    +1    +1    +3    Brew Potion (2nd), Double Throw                         
4      +2    +1    +1    +4    Metamagic Potion, Extra Spell                         
5      +2    +1    +1    +4    Brew Potion (3rd), Potion Wielder                         
6      +3    +2    +2    +5    Identify Potion, Extra Spell                         
7      +3    +2    +2    +5    Brew Potion (4th), Extra Potions                         
8      +4    +2    +2    +6    Metamagic Potion, Extra Spell                         
9      +4    +3    +3    +6    Brew Potion (5th), Potion Master                       
10     +5    +3    +3    +7    Twinned Metamagic, Extra Spell                         
11     +5    +3    +3    +7    Brew Potion (6th), Potion Barrage                         
12     +6    +4    +4    +8    Metamagic Potion, Extra Spell                         
13     +6    +4    +4    +8    Brew Potion (7th), Potion Expert                         
14     +7    +4    +4    +9    Extra Potions, Extra Spell                         
15     +7    +5    +5    +9    Brew Potion (8th), Splash Around                         
16     +8    +5    +5    +10   Metamagic Potion, Extra Spell                         
17     +8    +5    +5    +10   Brew Potion (9th), Potion Genius                         
18     +9    +6    +6    +11   Spray of Potions, Extra Spell                         
19     +9    +6    +6    +11   Doubled Brewing                         
20     +10   +6    +6    +12   Metamagic Potion, Augmented Alchemy   


Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)
             
Class Features
Your potions are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Alchemists are proficient with all simple weapons and light armour.
  • Brew Potion (Ex): Rather than cast spells, you use your alchemical talents to brew spells into potions. This acts like the brew potion feat, except this costs no gold or XP and you can brew no more than three times your class level in total spell levels per day. It takes one hour each morning to brew the potions you have chosen for that day, although if you choose not to brew all of the possible potions, it takes 15 minutes to brew a potion at any point later in the day. Any potions not used within 24 hrs of being brewed are wasted. You may brew any potion that targets one or more creatures or an area. If the potion is drunk, the drinker is the target of the spell. If the potion is thrown, if it is an area effect spell, the centrepoint for the area is where the potion breaks open. If it is a targeted potion, it targets the creature struck. Potions are thrown as ranged touch attacks with a range increment of 10 ft. Every two levels after first, you can brew a higher level of potion (2nd at 3rd class level, 3rd at 5th, etc.). You may brew potions using any appropriate spell from the cleric spell list. For the purposes of potions, your caster level is equal to your class level.
  • Grenadier (Ex): You gain the benefits of the Grenadier feat, except it also applies to thrown potions.
  • Delay Potion (Ex): Any ally to whom you give a potion (including yourself) can delay the onset of the potion as if they had the Delay Potion feat.
  • Potion Quick Draw (Ex): A 2nd-level alchemist can produce a potion stored at his belt or in a bandolier as a free action, as if he were drawing a weapon using the Quick Draw feat.
  • Extra Spell (Ex): At each indicated level, you may choose a single spell off of the wizard/sorcerer list that is of a level equal to or less than the highest level potion you can brew. You can now brew potions using that spell.
  • Double Throw (Ex): You may drink or throw two potions as a standard action.
  • Metamagic Potion (Ex): At each indicated level, you gain one metamagic feat, which can be applied to a potion without increasing the potion level required. You must pay any other costs of the metamagic feat. You can only apply one feat at a time.
  • Potion Wielder (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Identify Potion (Ex): Beginning at 6th level, you are so sure of your knowledge that you always successfully identify any potion as what it is.
  • Extra Potions (Ex): At 7th level, you can brew up to four times your class level in total spell levels per day. At 14th level, this increases to five times.
  • Potion Master (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Twinned Metamagic (Ex): You may apply two metamagic feats to a potion when creating it without increasing the potion level required.
  • Potion Barrage (Ex): You may drink or throw up to one potion per four class levels as a standard action, but if you throw more than two, you take a -4 penalty on all attack rolls.
  • Potion Expert (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Splash Around (Ex): Potions you throw are now treated as grenade-like weapons, and anyone caught in the splash radius is affected by the spell.
  • Potion Genius (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Spray of Potions (Ex): As a full-round action, you may throw a potion at your full base attack bonus at each opponent within 30 feet.
  • Doubled Brewing (Ex): When brewing a potion, you can choose to have a single potion have two spells inside of it. These spells both count against the spell levels brewed per day, and both activate when the potion is thrown or drunk.
  • Augmented Alchemy (Ex): Whenever creating a potion, you can choose to make it more powerful than normal by increasing its level cost by two. If you do so, the benefits, damage, penalties, and duration of the potion are doubled, and the save DC increases by 2.

12
Non-Arhosan Material / Arcane Swashbuckler [Base]
« on: June 26, 2017, 06:43:06 AM »
Arcane Swashbuckler
"I just love to fly in the face of tradition!"
- Excasard the Brilliant, Human Arcane Swashbuckler

Text

Making An Arcane Swashbuckler
Text

Abilities: Charisma is the ability that the Arcane Swashbuckler uses to give him extra spells. Equally at home in combat as in spellcasting, the Arcane Swashbuckler does well to have strong physical statistics.

Races: Arcane Swashbuckler appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Arcane Swashbuckler can be of any alignment, and there is no bias in any one direction.

Table 1: The Arcane Swashbuckler
Level  BAB   Ref   Fort  Will  Abilities                           0   1st   2nd  3rd  4th 
------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak Attack +1d6, Trapfinding      —    —    —    —    —   
2      +2    +3    +1    +3    Combat Style                        —    —    —    —    —   
3      +3    +3    +1    +3    Evasion, Trap Sense                 2    —    —    —    —   
4      +4    +4    +2    +4    Sneak Attack +2d6                   3    0    —    —    —   
5      +5    +4    +2    +4                                        3    1    —    —    —   
6      +6    +5    +3    +5    Improved Combat Style               3    2    0    —    —   
7      +7    +5    +3    +5    Sneak Attack +3d6                   3    3    1    —    —   
8      +8    +6    +2    +6    Improved Uncanny Dodge              3    3    2    —    —   
9      +9    +6    +3    +6    Special Ability                     3    3    2    0    —   
10     +10   +7    +3    +7    Sneak Attack +4d6                   3    3    3    1    —   
11     +11   +7    +3    +7    Combat Style Mastery                3    3    3    2    —   
12     +12   +8    +4    +8    Special Ability                     3    3    3    2    0   
13     +13   +8    +4    +8    Sneak Attack +5d6                   3    3    3    3    1   
14     +14   +9    +4    +9                                        3    3    3    3    2   
15     +15   +9    +5    +9    Special Ability                     3    3    3    3    2   
16     +16   +10   +5    +10   Sneak Attack +6d6                   4    3    3    3    3   
17     +17   +10   +5    +10   Improved Legerdemain                4    4    3    3    3   
18     +18   +11   +6    +11   Special Ability                     4    4    4    3    3   
19     +19   +11   +6    +11   Sneak Attack +7d6                   4    4    4    4    3   
20     +20   +12   +6    +12   Adjust Probability                  4    4    4    4    4           
               
Table 2: Spells Known               
Level  0   1st   2nd  3rd  4th
------------------------------
1      4    —    —    —    —   
2      5    2    —    —    —   
3      4    —    —    —    —   
4      5    2    —    —    —   
5      6    3    —    —    —   
6      6    3    2    —    —   
7      6    4    3    —    —   
8      6    4    3    —    —   
9      6    4    4    2    —   
10     6    5    4    3    —   
11     6    5    4    3    —   
12     6    5    5    4    2   
13     6    6    5    4    3   
14     6    6    5    4    3   
15     6    6    6    5    4   
16     6    6    6    5    4   
17     6    6    6    5    4   
18     6    6    6    6    5   
19     6    6    6    6    5   
20     6    6    6    6    5   


Game Rule Information
Arcane Swashbucklers have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Arcane Swashbuckler are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with An Arcane Swashbuckler’s movements, which can cause her spells with somatic components to fail.
  • Sneak Attack: At level 1, the Arcane Swashbuckler gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Spells: An Arcane Swashbuckler casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Arcane Swashbuckler must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against An Arcane Swashbuckler’s spell is 10 + the spell level + the Arcane Swashbuckler’s Charisma modifier. Like other spellcasters, An Arcane Swashbuckler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcane Swashbuckler. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Arcane Swashbuckler Spells Known indicates that the Arcane Swashbuckler 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. Upon reaching 5th level, and at every third Arcane Swashbuckler level after that (8th, 11th, and so on), An Arcane Swashbuckler can choose to learn a new spell in place of one he already knows. In effect, the Arcane Swashbuckler “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. An Arcane Swashbuckler 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, An Arcane Swashbuckler 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. He does not suffer from arcane spell failure when wearing light armour.
  • Trapfinding: Arcane Swashbuckler can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Arcane Swashbuckler can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Arcane Swashbuckler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Combat Style (Ex): At 2nd level, An Arcane Swashbuckler must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Arcane Swashbuckler selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Evasion (Ex): An Arcane Swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Arcane Swashbuckler is wearing light armor or no armor. A helpless Arcane Swashbuckler does not gain the benefit of evasion.
  • Trap Sense (Ex): An Arcane Swashbuckler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Arcane Swashbuckler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
  • Uncanny Dodge (Ex):An Arcane Swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If An Arcane Swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
  • Improved Combat Style (Ex): At 6th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Improved Uncanny Dodge (Ex): An Arcane Swashbuckler of 8th level or higher can no longer be flanked. This defense denies another Arcane Swashbuckler the ability to sneak attack the character by flanking her, unless the attacker has at least four more Arcane Swashbuckler levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Arcane Swashbuckler level required to flank the character.
  • Combat Style Mastery (Ex): At 11th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), An Arcane Swashbuckler gains a special ability of her choice from among the following options.
    • Crippling Strike (Ex): An Arcane Swashbuckler with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    • Defensive Roll (Ex): The Arcane Swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Arcane Swashbuckler can attempt to roll with the damage. To use this ability, the Arcane Swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Arcane Swashbuckler’s evasion ability does not apply to the defensive roll.
    • Improved Evasion (Ex): This ability works like evasion, except that while the Arcane Swashbuckler still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Arcane Swashbuckler does not gain the benefit of improved evasion.
    • Opportunist (Ex): Once per round, the Arcane Swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Arcane Swashbuckler’s attack of opportunity for that round. Even An Arcane Swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
    • Skill Mastery: The Arcane Swashbuckler becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Arcane Swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    • Slippery Mind (Ex): This ability represents the Arcane Swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel her. If An Arcane Swashbuckler with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Improved Legerdemain (Su): An Arcane Swashbuckler can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the Arcane Swashbuckler can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Arcane Swashbuckler can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Arcane Swashbuckler executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Arcane Swashbuckler and his or her weapon do not physically cross the intervening distance. An Arcane Swashbuckler can use improved legerdemain once per day.
  • Adjust Probability (Su): The Arcane Swashbuckler gains the ability to affect probability twice per day. The Arcane Swashbuckler can force a reroll of one attack roll, check, or saving throw that it just made. The Arcane Swashbuckler can find out whether the attack roll, check, or save would have succeeded before using this ability. She must take the second roll, whether it’s better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the Arcane Swashbuckler can’t use it if he or she is flat-footed or unable to see the situation resulting in the roll. The Arcane Swashbuckler must decide whether to reroll as soon as the result of the attack roll, check, or save is known.

13
Non-Arhosan Material / Commander [Base]
« on: June 23, 2017, 06:22:18 AM »
Commander

"Follow me, and I shall lead you to glory!"
- Excasard the Brilliant, Human Commander


Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a Commander. Commanders inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Commander has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Making a Commander
Commanders come to their profession through study and desire. Most have had formal training in a noble’s army, where they were given positions of authority. Others have trained in formal academies, preparing themselves for careers as a military officers. Commanders see others of their class as part of a special group, especially those they have studied with. Even enemy Commanders can be afforded some respect, though the enemy’s forces must be crushed all the same.

Abilities: Charisma.

Races: Commander appear amongst all races, for their talents are widespread.

Alignment: Commander can be of any alignment, and there is no bias in any one direction.

Table 1: The Commander

Level  BAB   Ref   Fort  Will  Abilities                             Cohorts
----------------------------------------------------------------------------
1      +0    +0    +2    +2    Cohorts, Commander Aura               1
2      +1    +1    +3    +3    Warden, Aid Them All                  1
3      +2    +1    +3    +3    Ability Boon                          1
4      +3    +2    +4    +4    Grant Move Action, Commander's Boon   1
5      +3    +2    +4    +4    Seal the Breach                       1
6      +4    +3    +5    +5    Ability Boon                          2
7      +5    +3    +5    +5    Rapid Refocus, Commander's Boon       2
8      +6    +2    +6    +6    Grant Move Action                     2
9      +6    +3    +6    +6    Ability Boon                          2
10     +7    +3    +7    +7    Commander Aura, Commander's Boon      2
11     +8    +3    +7    +7    When the Moment Calls                 3
12     +9    +4    +8    +8    Ability Boon, Grant Move Action       3
13     +9    +4    +8    +8    Commander's Boon                      3
14     +10   +4    +9    +9    Redirected Spell                      3
15     +11   +5    +9    +9    Ability Boon                          3
16     +12   +5    +10   +10   Grant Move Action, Commander's Boon   4
17     +12   +5    +10   +10   Instant Refocus                       4
18     +13   +6    +11   +11   Ability Boon                          4
19     +14   +6    +11   +11   Commander's Boon                      4
20     +15   +6    +12   +12   Grant Move Action, Commander Aura     4


Table 2: Spells Per Day

Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      0    —    —    —    —    —
2      0    —    —    —    —    —
3      1    —    —    —    —    —
4      2    0    —    —    —    —
5      3    1    —    —    —    —
6      3    2    —    —    —    —
7      3    2    0    —    —    —
8      3    3    1    —    —    —
9      3    3    2    —    —    —
10     3    3    2    0    —    —
11     3    3    3    1    —    —
12     3    3    3    2    —    —
13     3    3    3    2    0    —
14     3    3    3    3    1    —
15     4    3    3    3    2    —
16     4    4    3    3    2    0
17     4    4    4    3    3    1
18     4    4    4    4    3    2
19     4    4    4    4    4    3
20     4    4    4    4    4    4


Table 3: Psionic Focus

Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6


Table 4: Combat Focus

Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Commanders have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)

Class skills
Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Trained in the basics of fighting, Commanders possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Commanders make passable warriors themselves, when personal danger finds them.

Weapon and Armor Proficiency
Commanders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Cohorts (Ex)
A commander is always surrounded by a number of highly skilled individuals, ones he has shaped and taught throughout their career, and who owe everything to him. Is it on these men and women that he focuses his abilities, although there are lesser benefits for those other allies who have chosen to follow his lead. At 1st level, the commander gains a single cohort. At 2nd level and beyond, he assigns to them one of the foci listed below at the beginning of each day. Treat any cohort before assigning a foci as a commoner (of any LA 0 race) with levels equal to the commander's class level -2 (minimum level 1) and the elite array. If the commander lose a cohort, he may find another by taking a week to intensively search for one (taking no other actions during that time). Assigning foci to his cohorts requires the commander having a deep and instructive conversation with all of them for one hour, after which they gain the foci he has chosen for them for twenty four hours or until he decides to change it. At 5th level, the commander can change a single cohort's focus one time per day, with a further additional use every 5 levels (10, 15, 20). All cohorts who use the arcane focus or divine focus ability must still obey the normal rules for preparing spells (including any rest required). The commander gains another cohort at 6th, 11th, and 16th level. Otherwise, treat as per the leadership feat. The commander cannot gain cohorts via other means (leadership feat, thrallherd class, etc.).
  • Arcane Focus: The chosen cohort gains the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. He prepares and casts these spells just as a wizard does, including the use of a spellbook (Commander's cohorts often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). His spells per day are noted on Table 2. He gains bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that he get 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. His caster level is equal to his character level. He also gains a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Combat Focus: The chosen cohort gains proficiency with all martial and exotic weapons, increases his maximum hit points by +3 per cohort level, and increases his base attack bonus to that of a fighter. He gains a +2 bonus on Fortitude saves, and chooses one of the following: a +2 bonus on attack rolls, a +2 bonus on weapon damage rolls, or damage reduction 2/-. All of these bonuses (including the damage reduction) improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He then chooses one of the following:
    • Combatant: At 1st level, he gains a bonus feat, chosen from the list of fighter bonus feats. He must meet the prerequisites for this feat. At 4th, 8th, 12th, and 16th level, he gains an additional bonus feat.
    • Initiator: He gains access to a single martial discipline (See Tome of Battle). His initiator level is equal to his cohort level, while his maneuvers known, readied, and the maximum level known are all given on Table 4. He recovers maneuvers as a Warblade does.
  • Divine Focus: The chosen cohort gains the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. He prepares and casts these spells just as a cleric does, except that he cannot spontaneously cast spells. He can only prepare new divine spells at sunrise. His spells per day are noted on Table 2. He gains bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that he gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. His caster level is equal to his cohort level. He also gains a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Stealth Focus: The chosen cohort increases his maximum hit points by +1 per cohort level, and gains trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He gains Sneak Attack +1d6 for every three cohort levels (1, 3, 6, 9, 12, 15, 18). At 1st level, he gains the ability to go invisible twice per day. At 4th level, he gains two additional uses and treat his invisibility as invisibility, greater. At 8th level, he gains two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 12th level, he gains Hide in Plain Sight (as per the shadowdancer ability). At 16th level, he ignore any immunity a creature might have that prevents sneak attacks or similar effects.
  • Wild Focus: The chosen cohort increases his maximum hit points by +2 per cohort level, and gains wild empathy (see page 35 of the Player's Handbook; treat his druid level as equal to his cohort level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). In addition, he may choose either the following Favoured Enemy or Wild Shape ability.
    • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 4th, 8th, 12th, and 16th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
    • Wild Shape: At 4th level, the cohort gains Wild Shape, as per the druid class ability, useable twice per day. At 8th level, he gains two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 12th level, he gains two additional uses of Wild Shape, and the ability to change into Huge creatures. At 16th level, he gains two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
  • Psionic Focus: The chosen cohort gains the ability to learn and manifest powers, which are chosen from the psion power list (this does not given him access to discipline powers). He manifests these powers just as a psion of his level does. His power points/day and powers known are indicated on Table 3. He gains bonus power points for a high Intelligence score, just as a psion does. His manifester level is equal to his cohort level. Once he has chosen his powers known for the day, even if he subsequently refocus his aptitude, they remain his powers known until the next day. He also gains a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
Commander Aura (Su)
The commander exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Projecting an aura is a swift action, and he can only project one aura at a time. An aura remains in effect until he uses a free action to dismiss it or he activates another aura in its place. He can have an aura active continually; thus, an aura can be in effect at the start of an encounter even before he takes his first turn. Unless otherwise noted, his aura affects all allies within 60 feet (including himself) with line of effect to him. His aura is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting. The bonus granted by the aura is equal to the commander's charisma modifier or his class level, whichever is lower. A 1st-level commander knows how to project three auras chosen from the list below. At every odd-numbered level after that, he learns one additional aura. At 10th level, he can activate a second aura, and at 20th level, a third.
  • Energy Shield: Any creature striking the commander or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
  • Power: Bonus on melee damage rolls equal to his aura bonus.
  • Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus. Also, any creature viewing someone affected by the aura must make a Will save against DC 10 + 1/2 commander level + commander's charisma modifier or be fascinated until he can no longer see anyone under the effect of this aura.
  • Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 for every two points of his aura bonus (min 5).
  • Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus. In addition, all creatures under the effect of this aura receive a bonus on saves against dazzling, blindness, and deafeness equal to 2 per point of aura bonus.
  • Toughness: DR 1/magic for each point of his aura bonus.
  • Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
  • Attack: Bonus on melee attack rolls.
  • Care: Bonus to Armor Class.
  • Urgency: Allies’ base land speed is increased 5' for every two points of his aura bonus (min 5').
  • Resilient Troops: Bonus on all saves equal to 1 for every two points of his aura bonus (min 1).
  • Steady Hand: Bonus on ranged attack rolls.
  • Accuracy: Bonus on ranged damage rolls equal to his aura bonus.
  • Alliance: If an ally makes an attack of opportunity against an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Dogpile: If an ally successfully critical hits an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Transfer of Power: Allied magic users in the aura receive a +1 bonus to caster level (or appropriate) for every 4 points of aura bonus.
  • Resist the Inevitable: Allies in the aura gain spell resistance equal to 10 + 2 per point of aura bonus.
  • Countering Blows: All allies in the aura are treated as if they had the Combat Reflexes feat, except the number of Attacks of Opportunity is increased by 1 for every 4 points of aura bonus.
Warden (Su)
Born with the desire to protect their people, a commander always knows where they are. He gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies. At 9th level, his senses are honed so finely that he is aware of the location and status (as with the status spell) of all allies within 100 feet per class level, even if they are not within sight.

Aid Them All (Ex)
As a standard action, make a DC 10 commander aura check (1d20 + your commander aura bonus). If you succeed, increase your commander aura bonus by 2 for 1 round.

Ability Boon (Ex)
At 3rd level, when choosing a focus for a cohort, the commander may grant that cohort a +2 competence bonus to an ability score of the commander's choice. This bonus lasts until the commander changes his cohort's focus. Every 3 commander levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, the commander can split this bonus in half and apply it to two different ability scores of the cohort (thus, at 4th level, it would be +1 to two different scores).

Grant Move Action (Ex)
Starting at 4th level, a commander can direct and motivate his cohorts to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his cohorts within 60 feet. Each of the affected cohorts takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the cohorts’ initiative count; the round continues normally after the commander’s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the commander’s may get an extra move action from the commander, followed directly by a full round worth of actions on the ally’s turn.) At 8th level, a commander gains the ability to grant an extra move action to his cohorts twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

Commander's Boon (Su)
At 4th level, the commander gains the ability to grant certain abilities to all allies currently under the effect of its aura as a standard action (unless mentioned otherwise). Once per day, he can grant any of the class features described below. Every 3 levels after that (7, 10, 13, 16, 19) he gains one additional use (either to grant the same ability, or a different ability).
  • Evasion: As an immediate action, the commander grants his allies evasion for one minute.
  • Rage: The commander grants his allies the benefits of the barbarian's rage ability, for 1 round plus 1 round per point of (newly improved) constitution modifier.
  • Smite: The commander grants his allies the benefits of the paladin's smite ability for 1 round. They may add their Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per character level.
  • Sudden Strike: The commander grants his allies the ability to deal an extra 1d6 points of damage per two character levels any time the target would be denied its Dexterity bonus. This lasts for one round.
  • Skirmish: The commander grants his allies (for one round) the ability to deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet away from where they were at the start of your turn. The extra damage applies only to attacks made after they have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during their turn. This extra damage increases by 1d6 for every four character levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The affected allies must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At their 3rd character level, they gain a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as they have moved 10 feet, and lasts until the start of their next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). They cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Seal the Breach (Su)
A number of times per day equal to his charisma modifier, a commander can reposition a cohort in order to plug an opening on the battlefield. A cohort under his command is teleported from its current position, which must be within 100 feet per class level, to a square of the commander's choosing, no more than 30 feet from the commander. The square must be unoccupied, and it must not present any danger to the teleported creature. This is a standard action to use.

Rapid Refocus (Ex)
At 7th level, the commander gains the ability to change a cohort's focus in only 10 minutes.

When the Moment Calls (Su)
The commander, as any good general, can sense the moment when a battle is about to turn. The commander can grant a full round action to one cohort under his command once per encounter. That cohort takes his actions immediately. This is a standard action to activate.

Redirected Spell (Su)
Any time the commander is the target of a single target beneficial spell, he may forgo the benefits of that spell to have it affect all allies within range of his aura. In each case, treat the spell as if it had been cast normally.

Instant Refocus (Ex)
At 17th level, the commander gains the ability to change a cohort's focus in only 1 full round.

Focused Choice
Prerequisites: Aptitude Focus ability, character level 6
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times. Each time it applies to a different aptitude focus.

Commander's Will
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability, character level 6
Benefit: You increase your aura bonus for your auras by +1

By My Guiding Hand
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability
Benefit: Allies who are adjacent to one another and under the effect of an aura you have created gain a +1 bonus to AC. Should you be adjacent to an ally, you do not gain the bonus, but they do. Allies who are flat-footed do not gain the benefits, and do not count as adjacent. Alternately, as a swift action you may choose to change the benefits from this to a +1 bonus to attack, losing the +1 bonus to AC for one round. All conditions still apply.

Ability Upon Command
Prerequisites: Ability Boon ability
Benefit: You increase the ability bonus granted by your class feature by +2.

14
Non-Arhosan Material / Chameleon [Base]
« on: June 23, 2017, 06:16:46 AM »
Chameleon
"I can do all things."
- Excasard the Brilliant, Human Chameleon

Sometimes it’s good to be a fighter, able to wield any weapon. Other times, you’d be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon. Chameleons are dilettantes in every class and masters of none. They know enough of each class’s skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course—you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude—you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.

Making a Chameleon
Anyone can become a chameleon—because, after all, a chameleon can become anyone. The easiest path is through the rogue class, since the rogue’s large number of skill points makes meeting the skill requirements easy. Bards also make excellent chameleons, since they are talented performers who already know some magic. Chameleons who were spellcasters have a clear advantage, because their spell lists are not as limited. Chameleon clerics are rare, but extremely valuable, because they can heal and turn undead with more potency than a chameleon merely posing as a priest. The class is also an interesting choice for monks—their discipline makes it easier to adapt the body to each new role, even if their poor social skills hamper their performances.

Abilities: All of them.

Races: Chameleon appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Chameleon can be of any alignment, and there is no bias in any one direction.

Table 1: The Chameleon
Level  BAB   Ref   Fort  Will  Abilities                                     
-----------------------------------------------------------------------------
1      +0    +0    +0    +0    Aptitude focus 1/day (+2)                 
2      +1    +1    +1    +1    Bonus feat                                 
3      +2    +1    +1    +1    Mimic class feature 1/day                 
4      +3    +2    +2    +2    Ability boon +2                           
5      +3    +2    +2    +2    Aptitude focus 2/day (+4)                 
6      +4    +3    +3    +3    Mimic class feature 2/day, Bonus feat                   
7      +5    +3    +3    +3    Ability boon +4           
8      +6    +2    +2    +2    Rapid Refocus
9      +6    +3    +3    +3    Mimic class feature 3/day                 
10     +7    +3    +3    +3    Ability boon +6, aptitude focus 3/day (+6), Bonus feat 
11     +8    +3    +3    +3    Double Aptitude                         
12     +9    +4    +4    +4    Mimic class feature 4/day               
13     +9    +4    +4    +4    Ability boon +8               
14     +10   +4    +4    +4    Supreme Mimic, Bonus feat               
15     +11   +5    +5    +5    Mimic class feature 5/day, Aptitude focus 4/day (+8)               
16     +12   +5    +5    +5    Ability boon +10               
17     +12   +5    +5    +5    Instant Refocus               
18     +13   +6    +6    +6    Mimic class feature 6/day, Bonus feat               
19     +14   +6    +6    +6    Ability boon +12               
20     +15   +6    +6    +6    One Is All, Aptitude focus 5/day (+10)


Table 2: Spells Per Day
Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      0    —    —    —    —    —
2      0    —    —    —    —    —
3      1    —    —    —    —    —
4      2    0    —    —    —    —
5      3    1    —    —    —    —
6      3    2    —    —    —    —
7      3    2    0    —    —    —
8      3    3    1    —    —    —
9      3    3    2    —    —    —
10     3    3    2    0    —    —
11     3    3    3    1    —    —
12     3    3    3    2    —    —
13     3    3    3    2    0    —
14     3    3    3    3    1    —
15     4    3    3    3    2    —
16     4    4    3    3    2    0
17     4    4    4    3    3    1
18     4    4    4    4    3    2
19     4    4    4    4    4    3
20     4    4    4    4    4    4


Table 3: Psionic Focus
Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6


Table 4: Combat Focus
Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Chameleons have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
The chameleon’s class features allow you to adopt a variety of roles, from armored warrior to spellcaster to sneaky rogue. You can’t use any abilities gained from your aptitude focus, ability boon, or mimic class feature abilities to qualify for a feat, prestige class, or other option. You can use your bonus feats to qualify for such options, but if you change the feats, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement.

Weapon and Armor Proficiency
Chameleons are proficient with all simple weapons and with all forms of armor, including shields (but not tower shields).

Aptitude Focus (Ex)
Once per day, you can select one of the areas below upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. At 5th level, you can change your aptitude focus one time per day, with a further additional use every 5 levels (10, 15, 20). If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).

Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). Your spells per day are noted on Table 2. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Combat Focus: You gain proficiency with all martial and exotic weapons, and your base attack bonus increases to that of a fighter. You gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves, as well as damage reduction 2/-. These bonuses (including the damage reduction) improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 1st level, you gain a bonus feat, chosen from the list of fighter bonus feats. You must meet the prerequisites for this feat. At 5th, 10th, 15th, and 20th level, you gain an additional bonus feat. You also gain access to a single martial discipline (See Tome of Battle). Your initiator level is equal to your class level, while your maneuvers known, readied, and the maximum level known are all given on Table 4. You recover maneuvers as a Warblade does.

Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 2. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Stealth Focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). You gain Sneak Attack +1d6 for every three levels in the Chameleon class. At 1st level, you gain the ability to go invisible twice per day. At 5th level, you gain two additional uses and treat your invisibility as invisibility, greater. At 10th level, you gain two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 15th level, you gain Hide in Plain Sight (as per the shadowdancer ability). At 20th level, you ignore any immunity a creature might have that prevents sneak attacks or similar effects.

Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). In addition, you may choose either the following Favoured Enemy or Wild Shape ability.


  • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 5th, 10th, 15th, and 20th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
  • Wild Shape: At 5th level, you gain Wild Shape, as per the druid class ability, useable twice per day. At 10th level, you gain two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 15th level, you gain two additional uses of Wild Shape, and the ability to change into Huge creatures. At 20th level, you gain two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
Psionic Focus: You gain the ability to learn and manifest powers, which are chosen from the psion power list (this does not given you access to discipline powers). You manifest these powers just as a psion of your level does. Your power points/day and powers known are indicated on Table 3. You gain bonus power points for a high Intelligence score, just as a psion does. Your manifester level is equal to your class level. Once you have chosen your powers known for the day, even if you subsequently refocus your aptitude, they remain your powers known until the next day. You also gain a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th).

Leadership Focus: You gain bardic music, as a bard of your class level, and a single Minor aura, as per the Marshal class ability of the same name. You also gain a +2 competence bonus on all Charisma-based skill checks (Use Magic/Psionic Device excluded), and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 5th level, you gain a Major Aura +1, as per the Marshal class ability. You may instead choose a Draconic Aura, as per the Dragon Shaman class ability. At 10th level, you gain a second Minor aura. You may choose to activate both Minor auras if desired. At 15th level, the bonus on your Major or Draconic Aura increases to +3. At 20th level, you may choose a second Major or Draconic Aura, and switch between them as a swift action.

Bonus Feat (Ex)
At 2nd level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites. You gain an additional bonus feat every 4 levels (6th, 10th, 14th, 18th).

Mimic Class Feature
At 3rd level, once per day, you gain the ability to mimic a certain class feature possessed by other characters. At the start of each day, choose a number of supernatural or extraordinary class abilities equal to the number of uses of this ability you possess. Each ability must be available to a standard (base) character class at 3rd level or lower, and must appear on the advancement table or in the text description for that class. This excludes any ability that grants a companion (Animal Companion, Familiars, etc.), spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), and any ability granted by an Aptitude Focus.  Every 3 levels after that (6, 9, 12, 15, 18) you gain one additional use (either to mimic the same class feature, or a different class feature at a separate time). Each time you use a chosen class ability, you gain the benefit of that ability for one round. If the chosen ability has a stated duration (such as Rage), you gain the benefit for that duration. This cannot exceed one minute. If the benefits of the ability increase with class level, treat your chameleon level as your level in the appropriate class. Activating Mimic Class Feature is an immediate action.


Ability Boon (Ex)
At 4th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. Every 3 levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, you can split this bonus in half and apply to two different ability scores of your choice (thus, at 4th level, it would be +1 to two different scores).

Rapid Refocus (Ex)
At 8th level, you gain the power to change your aptitude focus in only 10 minutes.

Double Aptitude (Ex)
At 11th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to mimic a ranger, or the divine focus and arcane focus to mimic a mystic theurge. You can't adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.

Supreme Mimic (Ex)
At 14th level, you become the ultimate jack of all trades. Your sharp mind allows you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard (base) character class at 15th level or lower, and must appear on the advancement table or in the text description for that class (This excludes spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), or any ability granted by an Aptitude Focus. You can use each chosen class ability once per day, lasting for one minute each.

Instant Refocus (Ex)
At 17th level, you gain the power to change your aptitude focus in only 1 full round.

One Is All (Ex)
At 20th level, you may refocus as many times per day as desired.


Chameleon Feats
Extra Mimic [Chameleon]
Prerequisites: Mimic Class Feature ability
Benefit: You gain 2 additional uses of your Mimic Class Feature ability per day.
Special: You can take this feat multiple times.

Extra Focus [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You gain 1 additional use of your Aptitude Focus ability per day.
Special: You can take this feat multiple times.

Focused Choice [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times.

15
Play by Post / Cities from the Sky Continuation
« on: June 22, 2017, 08:12:33 PM »
For my players (Phae, Nan, Risada), I've been able to back up the last two pages of the campaign thread & the character sheets. So we can continue from where we left off if desired?

16
Magics of Arhosa / Osteomancy Feats [Osteo]
« on: June 22, 2017, 02:20:23 PM »
Bone Feats

Alter Attunement [Bone]
Sometimes, it is necessary to have a different ossein to hand.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: With a move action, you are able to strip away the currently attuned ossein from the bone in your hand and attune another ossein of the same level. However, the chosen ossein is permanently cast at -1 osteoblast level (until you attune a bone to it normally).
Normal: You cannot change the attuned ossien of a bone.

Bone Dancer [Bone]
You have focused your talents on bringing forth servants from the ground
Prerequisites: Dance of the Bones class feature
Benefit: You reduce the time necessary to start a Dance of the Bones from 5 minutes to a full round action.

Deatheater [Bone]
You have chosen to consume nothing but the rotting flesh of the long dead
Prerequisites: Must have spent a month living on nothing but carrion
Benefit: You become immune to mundane (non-magically caused) diseases. In addition, you gain a temporary +2 bonus to constitution and strength for one hour whenever you consume a pound or more of rotting flesh. You may gain this benefit a maximum of three times per day.

Extra Osseins [Bone]
You have better learned how to wield the magics that are inherent within the core of the body.
Prerequisites: Ability to cast Osseins.
Benefit: When you take this feat for the first time, you add 2 more ossein points to your pool each day.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of ossein points you gain increases by 1.

Lethal Skeleton [Bone]
The bones of your skeleton have grown longer, lashing out at foes who strike you.
Prerequisites: Skeleton of Razors class feature, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee.
Normal: Skeleton of Razors normally only affects unarmed and natural attacks.

Shard Spray [Bone]
Any attack draws an immediate retaliation, regardless of location.
Prerequisites: Lethal Skeleton, Strong Skeleton.
Benefit: Your Skeleton of Razors class features now affects all attacks made in melee, and any ranged attacks or spells made within 30 ft. The damage takes place after the attack resolves.
Normal: Skeleton of Razors normally only affects unarmed and natural attacks.

Strong Skeleton [Bone]
Your skeletal mastery has toughened you beyond even normal means.
Prerequisites: Hardened Skeleton class feature.
Benefit: You gain an extra +1 to natural armour from your Hardened Skeleton class feature.

Twinned Power [Bone]
You have understood the necessary techniques for using two different forms of power together.
Prerequisites: Must be able to cast 1st level osseins & manifest 1st level powers
Benefit: You are able to use your Metabone feats to affect Psionic powers as you manifest them. You are able to use your metapsionic feats to affect osseins as you cast them. Increase the caster or manifest level of any ossein or power affected in this way by +1.

Metabone Feats

Enlarge Ossein [Metabone]
With the proper focus, an ossein may reach farther than it normally does.
Prerequisites: Must be able to cast 1st level osseins
Benefit: You focus your will on bone to push the range of your ossein further, doubling the range. An ossein created in this way costs two more ossein points.

Empower Ossein [Metabone]
Created with the right skill, an ossein will impact with greater force.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable, numeric rolls are increased by 50%. An ossein created in this way costs four more ossein points.

Extend Ossein [Metabone]
To lengthen the duration of your control of bone is a simple and easy step for you.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: You focus your will on bone to lengthen your ossein. The duration of the ossein is doubled. An ossein created in this way costs two more ossein points.

Maximize Ossein [Metabone]
A single moment can be focused on to such an extreme that it strikes with deadly force.
Prerequisites: Must be able to cast 3rd level osseins
Benefit: You focus your will on bone to strengthen your ossein. All variable rolls are maximized. An ossein created in this way costs four more ossein points.

Quicken Ossein [Metabone]
Bone may be a stiff force to control, but you have mastered it, to the point of being able to force it to happen now.
Prerequisites: Must be able to cast 5th level osseins
Benefit: You focus your will on bone to speed your ossein. You may cast a single ossein as an swift action. An ossein created in this way costs six more ossein points.

Widen Ossein [Metabone]
The bursts from your osseins cover a much greater area.
Prerequisites: Must be able to cast 2nd level osseins
Benefit: Your osseins are far more deadly, covering great swathes of terrain, doubling the area. An ossein created in this way costs two more ossein points.

General Feats

Fractured
Your bones are crippled and weak, but your mind has compensated.
Prerequisites:  Constitution of less than 13.
Benefit: Your constitution shrinks, and you lose 2 points permanently. You gain 1 point in intelligence, wisdom, and charisma.

Shattered Skeleton
Your body cannot resist the heavy blows of combat.
Prerequisites:  Constitution of less than 13.
Benefit: You take an extra 1d6 damage from any bludgeoning weapon. However, the weakened body has strengthened your mind, and you gain a bonus on all intelligence, charisma, and wisdom based skills equal to 1/4 your character level, minimum 1.

Watchful Spirit
An ancestor spirit, an icon of your faith, or another being watches out for you
Prerequisites: Osteomancer or must worship a god
Benefit: Twice per day, you can reroll an initiative roll you have just made before you know your place in the initiative order. You take the better of the two rolls. If you still have two or more uses left, you gain a +1 sacred bonus on all saves. If you still have one or more uses left, you gain a +1 deflection bonus to armour class. These benefits stack with each other.

Vengeful Spirit
Your watchful spirit takes revenge on foes that have harmed you.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, once per round for the rest of the encounter you may expend your immediate action when a creature damages you. If you do, that creature immediately takes half the damage it dealt to you. This damage is untyped, so damage reduction and resistance or immunity does not apply. Also, you gain one extra initiative reroll from your watchful spirit feat.

Hasty Spirit
Your watchful spirit lends you a burst of speed in times of great need.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +10 ft. enhancement bonus to your base land speed, and you can take an extra move action on one of your turns during that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Defending Spirit
Your watchful spirit helps you defend yourself.
Prerequisites: Watchful Spirit
Benefit: If you use an initiative reroll from your watchful spirit feat, you gain a +2 dodge bonus to your Armor Class and are never flat-footed for the duration of that encounter. Also, you gain one extra initiative reroll from your watchful spirit feat.

Guardian Spirit
Your watchful spirit is more capable than normal.
Prerequisites: Watchful Spirit
Benefit: You may now use your initiative reroll from your watchful spirit feat to reroll any one d20 roll. Also, you gain one extra initiative reroll from your watchful spirit feat.

17
Magics of Arhosa / Osseins [Osteo Spells]
« on: June 22, 2017, 02:18:43 PM »
Osseins by Level

1st Level:
Animate Fire, Animate Water, Animate Wood, Calm Animals, Charm Animal, Cloudburst, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Detect Undead, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Hide from Undead, Inflict Light Wounds, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass Without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature's Ally I, Summon Undead I, Vigor (Lesser).
2nd Level:
Animal Messenger, Animal Trance, Animalistic Power, Animate Rope, Bane, Barkskin, Bear's Endurance, Blackrot, Bless, Bless Water, Bless Weapon, Bull's Strength, Cat's Grace, Chill Metal, Command, Curse of Ill Fortune, Curse Water, Delay Poison, Desecrate, Doom, Eagle's Splendour, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Fox's Cunning, Gust of Wind, Heat Metal, Hold Animal, Owl's Wisdom, Reduce Animal, Resist Energy, Restoration (Lesser), Soften Earth and Stone, Spider Climb, Summon Nature's Ally II, Summon Undead II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape.
3rd Level:
Alter Self, Artic Haze, Augury, Call Lightning, Calm Emotions, Command Undead, Consecrate, Contagion, Continual Flame, Cure Moderate Wounds, Daylight, Diminish Plants, Dominate Animal, Hypothermia, Inflict Moderate Wounds, Lightning Bolt, Locate Object, Magic Fang (Greater), Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Snare, Speak with Dead, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Summon Undead III, Vigor, Vigor (Mass Lesser), Water Breathing, Web, Whispering Wind, Wind Wall, Zone of Truth.
4th Level:
Air Walk, Animate Dead, Animate Legion, Antiplant Shell, Arc of Lightning, Arcane Eye, Bestow Curse, Blight, Boreal Wind, Burning Blood, Clairaudience/Clairvoyance, Command Plants, Cure Serious Wounds, Dispel Magic, Finger of Agony, Flame Strike, Freedom of Movement, Giant Vermin, Halt Undead, Ice Storm, Inflict Serious Wounds, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Solid Fog, Spike Stones, Summon Nature's Ally IV, Summon Undead IV, Water Walk.
5th Level:
Animal Growth, Awaken, Ball Lightning, Blizzard, Call Lightning Storm, Cloudkill, Commune with Nature, Contagion (Mass), Control Winds, Cure Critical Wounds, Death Wards, Detect Scrying, Discern Lies, Divination, Dream, Hallow, Inflict Critical Wounds, Insect Plague, Locate Creature, Nightmare, Raise Dead, Restoration, Revive Undead, Stoneskin, Summon Nature's Ally V, Summon Undead V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Vigor (Greater), Wall of Fire, Wall of Ice, Wall of Thorns.
6th Level:
Acid Fog, Acid Storm, Antilife Shell, Awaken Undead, Bear's Endurance (Mass), Bones of the Earth, Bull's Strength (Mass), Cat's Grace (Mass), Circle of Death, Command (Greater), Commune, Cure Light Wounds (Mass), Dispel Magic (Greater), Dream Casting, Dream Sight, Eagle's Splendour (Mass), Energy Immunity, Find the Path, Fire Seeds, Fox's Cunning (Mass), Freezing Fog, Harm, Inflict Light Wounds (Mass), Ironwood, Liveoak, Move Earth, Owl's Wisdom (Mass), Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI, Transport via Plants, Vigorous Circle, Wall of Stone.
7th Level:
Animate Plants, Bestow Curse (Greater), Chain Lightning, Changestaff, Control Weather, Create Undead, Creeping Doom, Cure Moderate Wounds (Mass), Fire Storm, Heal, Inflict Moderate Wounds (Mass), Restoration (Mass), Resurrection, Scrying (Greater), Storm of Elemental Fury, Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk.
8th Level:
Animal Shapes, Awaken (Mass), Control Plants, Control Undead, Cure Serious Wounds (Mass), Death Ward (Mass), Earthquake, Finger of Death, Incendiary Cloud, Inflict Serious Wounds (Mass), Maddening Whispers, Repel Metal or Stone, Restoration (Greater), Reverse Gravity, Summon Nature's Ally VIII, Sunburst, Vision, Whirlwind, Word of Recall.
9th Level:
Antipathy, Astral Projection, Burst of Glacial Wrath, Create Greater Undead, Cure Critical Wounds (Mass), Elemental Swarm, Foresight, Inflict Critical Wounds (Mass), Plague of Undead, Regenerate, Shambler, Storm of Vengeance, Summon Nature's Ally IX, Sympathy, Whirlwind (Greater).

18
Magics of Arhosa / Osteomancy [Osteo]
« on: June 22, 2017, 01:56:51 PM »
Osteomancy

General Rules
Osteoblast Level: The hit dice of the creature from which the bone (see Attuning and Casting an Ossein below) comes determines one half of the osteoblast level of the effect. The other half comes from the wielder of the bone. Thus, the total osteoblast level is one half of the wielder's class level, plus any special modifiers, and one half of the hit dice of the bone or organ. Add these two factors together before rounding down.
Ossein DC: The roll to save against an ossein is 10 + the ossein level + the osteogen's wisdom modifier.
Ossein Pool: This determines the number of ossein points that the osteogen has available on any given day. The amount of ossein points that the osteogen can expend on a single ossein is capped by his osteoblast level. The table of points is provided below, labelled Table 1.
Ossein Cost: An ossein costs a number of points equal to the level of the ossein * 2, and then reduced by 1. Thus, costs scale from 1 point for a first level ossein to 17 points for a ninth level ossein.

Attuning and Casting an Ossein
Bone Hit Dice: The hit dice of a bone is equal to the one half the hit dice of the creature from which it was taken, and partially determines the power of the ossein that is cast through it.
Harvesting: A bone or organ must be harvested in a special way for it to be used in osteomancy. Otherwise, it is simply scavenging from the dead. This requires a ritual dismembering of a deceased creature, followed by annointing the chosen bone or organ with preservative unguents. Harvesting a bone in this way costs 50 gold in supplies and ointments, and takes one half hour per bone or organ. The osteogen may only harvest one bone or organ from a single creature, as he focuses all of the energy from that creature into the bone grasped in his hand. Under all but the most strained of circumstances, this process is immediately followed by attuning the bone or organ (attuning is described below), but when time is of the essence, it is possible to harvest the bone and store it for later attuning. However, a bone must be attuned within one week of its harvesting, otherwise it no longer retains the magical essence. If the creature from which the bone or organ is ever raised, the bone or organ stops functioning immediately.
Attuning: Each piece of bone is attuned to a single ossein, and from then on can only be used to cast that ossein. The osteogen can only attune osseins with a ossein level equal to his osteoblast level times two minus one (minimum one), ignoring any bonuses to osteoblast level. The osteogen must perform a one hour ritual that requires the expenditure of gold pieces equal to 10 times the ossein level in inlays, unguents and engravings. Once the osteogen has attuned a bone, he may use it to cast the chosen ossein. A bone or organ may not be re-attuned, and only works for the creator of the bone or organ.
Casting: In order to cast an ossein, the osteogen must have the bone or organ equipped in one hand. He may draw, equip, or unequip bones and organs as a free action. If an enemy attempts to sunder (or likwise) a bone or organ while held, treat it as a wand. For all purposes, treat the ossein as if it had been cast by a wizard (or appropriate class), with a caster level equal to the osteogen's osteoblast level.

Table 1: Ossein Points per Level

Level  Ossein Points
---------------------
1      3               
2      5               
3      8               
4      14               
5      19               
6      29               
7      37               
8      51               
9      63               
10     81               
11     97               
12     115             
13     131             
14     149             
15     165             
16     183             
17     199             
18     217             
19     233             
20     249     
     
Bonus Ossein Points: The osteogen gains bonus ossein points for having a high casting statistic. He gains bonus ossein points equal to his wisdom modifier times his osteogen level times 1/2.

Bones and Organs
These gruesome tools are the core of osteomancy. Each holds powers over a certain area of the body of magic, and assists the osteogen in casting osseins that channel that aspect of magic. Waving and gesticulating with them, the osteogen summons up the power necessary to wield his magic.

Table 2: Bones and Organs

Skull    - +1 DC to any ossein from the enchantment school.
Arm      - +1 osteoblast level and DC to any ossein with the light or darkness descriptors.
Hand     - +1 osteoblast level and DC to any ossein from the evocation school.
Leg      - +1 osteoblast level to any ossein from the calling and summoning subschools.
Pelvis   - +1 osteoblast level and DC to any ossein with the water descriptor or from the creation subschool.
Foot     - +1 osteoblast level and DC to any ossein with the earth descriptor.
Rib      - +1 osteoblast level to any ossein from the transmutation school.
Spine    - +1 osteoblast level and DC to any ossein from the charm and compulsion subschools.
Brain    - +1 osteoblast level to any ossein from the scrying subschool or with the mind-affecting descriptor.
Heart    - +1 osteoblast level to any ossein with the fire descriptor or from the necromancy school.
Stomach  - +1 osteoblast level and DC to any ossein from the abjuration school.
Liver    - +1 osteoblast level and DC to any ossein with the acid descriptor.
Lung     - +1 osteoblast level and DC to any ossein with the air or sonic descriptors.
Eye      - +1 osteoblast level to any ossein from the illusion school.


19
Magics of Arhosa / Osteogen [Osteo Base]
« on: June 22, 2017, 01:53:31 PM »
Osteogen
"Bones of the earth, your bones, my bones, they are the source of our true power."
- Hasgyrn Horgan, dwarf Osteogen

Bones come in all shapes and sizes, found in the smallest of creatures and the greatest of beasts. Even the earth has bones, in the form of the great spires of rock that spear forth from the land. It is the core of all things, the structure which holds up all beings that live in the world, and from that centre comes great power, for the bones of a creature hold the essence of that creature, for bound within them is the course of their life, and the power and the glory that was theirs. By binding up the energy of a life lived to the full within the bone, those with the skill and the knowledge become infused with all the energy of that creature, holding it to their will. It may be used to beg rain to leave the crops flush with good growth, or with a gesture, a growl, and a glare as the bones spear a poor hapless soul who fell afoul of those who possess power. Above all, those who use it know they have struck to the core of the matter at hand.


Making a Osteogen
The osteogen is attuned to the nature of bone, immersed in the nature and the creation and cost of all that comes with that force. By grasping that knowledge within himself, he has learned that even such an inflexible substance as bone may be altered and used as a skilled practicioner sees fit. Able to alter his and his foe's skeletal structure to unheard of degrees, the osteogen can call the magic and the power through his knowledge of the secrets of bone. To be an osteogen is to be a master of the secrets of life.

Abilities: Wisdom is the ability that the osteogen uses for his osteoblast abilities. For those who have a more physical bent to their control and structure of bone, the physical stats gain in importance. His other abilities rely on charisma for their strength, while his mind keeps his skills sharp.

Races: Osteogens appear amongst all races, but are almost always centred amongst those who have a more primitive take on life, who see spirits and bones and organs as important, and who find in a sheep's liver clues to the future. They are the shamans and the seers of a tribal life, rolling the bones to look to the future, even sacrificing creatures from beyond the village land to save their home from infection and unrest. As such, those who live in tribal states such as goblins, orcs, and others find these most common, but all races may have osteogens.

Alignment: Osteogens can be of any alignment, although they trend towards the more evil end of the spectrum, due to a native intolerance of outsiders, and the rather gruesome manner in which they create their spellcasting tools. However, as with almost all sources of power, the manner in which it is used and the mind behind it determine the implications of its use.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Osteogen
Hit Die: d6


Level  BAB   Ref   Fort  Will  Abilities
------------------------------------------------------
1      +0    +0    +2    +2    Hardened Skeleton, Osseus Hammer
2      +1    +0    +3    +3    Liquefy Bone
3      +1    +1    +3    +3    Skeleton of Razors
4      +2    +1    +4    +4    Hardened Skeleton, Dance of the Bones
5      +2    +1    +4    +4    Bonus Feat
6      +3    +2    +5    +5    Shards of Bone                       
7      +3    +2    +5    +5    Roll the Bones
8      +4    +2    +6    +6    Hardened Skeleton, Shaman's Dance
9      +4    +3    +6    +6    Piercings                       
10     +5    +3    +7    +7    Bonus Feat, Shattering Blast
11     +5    +3    +7    +7    Ritual of Bone Blackened
12     +6    +4    +8    +8    Hardened Skeleton, Piercings                       
13     +6    +4    +8    +8    Osseus Liturgy
14     +7    +4    +9    +9    Dance of the Bones                       
15     +7    +5    +9    +9    Bonus Feat, Piercings       
16     +8    +5    +10   +10   Hardened Skeleton                       
17     +8    +5    +10   +10   Osseus Waves                       
18     +9    +6    +11   +11   Piercings, Skeletal Mastery
19     +9    +6    +11   +11   Ritual of the Skinwalker                       
20     +10   +6    +12   +12   Hardened Skeleton, Bonelord


Class skills (4 + Int modifier per level, x4 at first level): Bluff, Concentration, Craft, Decipher Script, Handle Animal, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Survival.
             
Class Features
Bone occurs within all things, forming a stiffening, structural core that keeps life in a full and proper form, and shapes the world that lays draped over the skeleton beneath. These are the tools of the osteogen, who wields them as one would a weapon, his will more powerful than any weapon, and more inflexible than even the strongest of bones.
  • Weapon and Armor Proficiency: Osteogens are proficient with all simple weapons and light armour.
  • Osteomancy: The Osteogen, through his knowledge of the internal workings of all things, and the power that resides within each bone, gains the ability to cast osseins. The Osteogen uses Wisdom to determine what level of ossein he can cast, as well as for the DC of his abilities. The Osteogen starts with three 1 HD bones or organs, each inscribed with a single first level ossein.
  • Hardened Skeleton (Ex): The Osteogen's body slowly hardens as his years of practice give him the ability to manipulate and strengthen his internal organs. He gains +1 natural armour, increasing to +2 at level 4, and a further +1 every four levels beyond that, to a maximum of +6 at level twenty. This only applies to a creature with a natural skeletal structure.
  • Osseus Hammer (Su): The osteogen can launch small chunks of bone through the air, dealing 1d4+1 bludgeoning damage per two class levels as a ranged touch attack, out to a maximum of 60 ft. He may instead choose to launch deadly shards, dealing 1d6 piercing damage. All other features remain the same. This is a standard action.
  • Liquefy Bone (Su): Much as he can improve his own skeletal structure, he can damage that of another creature. Should the target, who must be a creature with a skeletal structure, fail a fortitude save against a DC of 10 + one half Osteogen level + your Wisdom modifier, the target is slowed, as per the slow spell, for one round per class level. The creature also takes 1d4 points of constitution damage per four osteogen levels (minimum 1d4). If the creature is entirely created of bone, such as a skeleton, it is destroyed unless it succeeds at the fortitude save. The target must be within 10 ft. per class level, and can only be affected by this ability once, unless he has subsequently healed away all ability damage. This ability is a standard action.
  • Skeleton of Razors (Ex): The osteogen forces his bones to extrude elongated portions of bone, covering his flesh in an array of razored edges. Any creature who grapples or strikes the osteogen in melee combat with a non-reach melee weapon, natural attack, or unarmed strike takes slashing damage equal to twice his class level.
  • Dance of the Bones (Su): The bones of creature are the core of their being, and if they can be held and controlled, they sway far better than even the most impressive puppet show. The Osteogen can animate 1 dead creature with a skeletal structure for every 4 class levels, and they gain the Skeleton template. The osteogen must dance and sway for 5 minutes to awaken these creatures, and from then on, he must continue to dance, moving no more than one half his normal speed as a full-round action. Should he stop, the skeletons collapse and are destroyed, and cannot be raised again. At level 14, he can animate 2 skeleton creatures per 4 class levels. Each skeleton can have up to 4 HD per class level.
  • Bonus Feat: The osteogen gains knowledge of a single [Bone] feat. He gains knowledge of a second at 10, and a third at 15.
  • Shards of Bone (Su): Cracking and shattering of bone results in many fine and dangerous slivers, and the osteogen knows to channel them as a weapon. By expending ossein points, the osteogen causes everyone within 20 feet to take 2d4+2 points of piercing damage per ossein point from the thousands of bone shards that spray forth. Creatures receive a Reflex save for half against the damage. The DC for this save is 10 + 1/2 class level + wisdom modifier. He cannot exceed the maximum number of ossein points he could expend on an ossein.
  • Roll the Bones (Su): Produced from a small pouch, the bones are tools of augury and prediction, clattering and rolling across the ground as they determine those things unknown. Rolling them as a move action, the osteogen can either gain a +1 bonus to his osteoblast level, lasting for one minute. He may do this a number of times per day equal to 3 + Wisdom modifier. Or, the osteogen can, as a 10 minute ritual, cast Augury. He may only use this to cast Augury once per week, at a caster level equal to his osteoblast level. At level nine, he may use Divination instead. At level eleven, Sending, and at level thirteen, Commune. Each time he gains knowledge of an addition spell, he may also use the ability one more time per week.
  • Shaman's Dance (Su): By dancing and twisting around the fire in gyrations incredible, the Osteogen can apply the benefits of metamagic feats that he knows to an ossein that he casts at the end of the dance. The osteogen must know the metamagic feat he wishes to apply, and must dance for 5 minutes per level adjustment. At the end of the dance, the metamagic feat is applied to the ossein cast. The caster level of the ossein is reduced by the level adjustment of the metamagic feat.
  • Piercings (Ex): The Osteogen has learned how to permanently equip certain graven bones, by piercing them into his body. He chooses an ossein he knows and can cast, and permanently engraves it into his body, allowing him to always treat it as attuned. He may pierce himself with 1 bone at level 9, and 1 every three levels thereafter, to a maximum of 4 at level 18. Treat all bones this way as if they have associated hit dice equal to one half class level.
  • Shattering Blast (Su): A single glance, and a creature explodes, bone fragments spraying across the room. As a swift action, the Osteogen can make any skeletal creature under his control explode, as per the Shards of Bone ability, except that the damage dealt is 2d4+2 per two hit dice of the skeletal creature.
  • Ritual of Bone Blackened (Su): Long and dark is the ritual that causes fire to spring forth from the crevices of the soul, but exist it does. Used for good or ill, it will scorch all those who touch it. By performing a dark ritual for 15 minutes, the Osteogen lets the fire in his bones spiral outwards, cloaking him and his allies within 20 ft. in a robe of flames. Any who get within 5 ft. of an enflamed creature takes 10 fire damage, plus 1 per Osteogen level. The osteogen takes 1 damage per 5 dealt to other creatures, and may cancel the ritual at any time as a swift action. If he does not, it lasts for a maximum of 4 hours. Creatures under the effects of ritual are immune to its fire damage.
  • Osseus Liturgy (Su): Locked within the bones are secrets of things that a practised Osteogen can draw forth, even if he does not know exactly what he searches for. By dancing, he may draw forth an ossein that he does not have attuned, dancing for 10 minutes per level of the ossein. At the end of the dance, he may cast the ossein on a legal target, and pay twice the required cost from his ossein pool. This ability allows him to exceed the maximum number of ossein points allowed.
  • Osseus Waves (Su): Able to grow bone matter at will, the osteogen causes it to fasten to all allies within 30 feet of him. They gain the benefit of his Hardened Skeleton and Skeleton of Razors abilities, as an osteogen of the ally's level. The osteogen now doubles the bonus from Hardened Skeleton and Skeleton of Razors.
  • Skeletal Mastery (Ex): Bone is the plaything of the osteogen, his element and his life. The bone in his body thickens and swells, encompassing all vital areas. The osteogen becomes immune to all critical hits, and takes only half damage to his constitution score.
  • Ritual of the Skinwalker (Su): Turning his body inside out, the Osteogen can force his skeleton to the outside of his body, absorbing the impacts and regenerating the damage away. By performing a ritual for 10 minutes, the Osteogen gains DR/bludgeoning equal to his class level. These benefits last for two hours.
  • Bonelord (Ex): There have been few in all of the recorded time who could match this Osteogen in the control and cultivation of bones. Any creature with a skeleton slain by a class feature or ossein rises again in 1d4 rounds as a skeleton under the Osteogen's control. All of these skeletons gain the benefits provided by Osseus Waves. The osteogen can control 1 skeleton per class level, in addition to those he could control through Dance of the Bones. Each skeleton can have up to 4 HD per class level, and is permanent until destroyed.

20
Magics of Arhosa / Master of the Bones [Osteo PrC]
« on: June 22, 2017, 01:50:34 PM »
Master of the Bones
"Something wicked this way comes."
- Cghana, elven Master of the Bones

Text

Becoming a Master of the Bones
Text

Table 1: Master of the Bones
Hit Die: d6


Level  BAB    Ref   Fort  Will   Special Abilities                   Osteomancy
------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2     Graceful Dance, Strong Skeleton     ---
  2    +1     +1    +1    +3     Twinned Bones, Lethal Skeleton      +1 Osteoblast level
  3    +1     +1    +1    +3     Skeletal Shape                      +1 Osteoblast level
  4    +2     +2    +2    +4     Osseus Mastery, Shard Spray         +1 Osteoblast level
  5    +2     +2    +2    +4     Hordewalker                         +1 Osteoblast level

 
Class skills (4 + Int modifier per level): Concentration, Craft,  Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Requirements:
Feats: Bone Dancer
Skills: Concentration 5, Craft (Boneworking) 6, Intimidate 2, Knowledge (Arcana) 8.
Ossein Level: 3rd level Osseins.
Special: Dance of the Bones class feature.

Class Features
Text
  • Osteomancy: The Master of the Bones increases his prior osteomancy class at each level indicated on the chart above.
  • Graceful Dance (Ex): His skill with the dance improving, the master of the bones can move his normal speed as a full-round action while dancing for Dance of the Bones.
  • Strong Skeleton (Ex): The master of the bones gains the Strong Skeleton feat.
  • Twinned Bones (Ex): Whenever the master of the bones uses his Dance of the Bones class feature, he controls two skeletal creatures instead of one. At every odd level of the class, he can control two additional skeletons.
  • Lethal Skeleton (Ex): The master of the bones gains the Lethal Skeleton feat.
  • Skeletal Shape (Su): There are within the nature of the bones many secrets to be hid, and the master of the bones may reveal them, step by slow step. As a full-round action, the master of the bones can transform into a skeletal creature, gaining a +2 natural armour bonus, two 2d4 claw attacks (as a medium creature), immune to cold, damage reduction 5/bludgeoning, the improved initiative feat, and a +2 bonus to dexterity. This lasts until he changes back to his normal form, as a full-round action.
  • Osseus Mastery (Ex): Whenever the master of the bones casts an ossein that uses a bone, he doubles the benefits provided by that bone.
  • Shard Spray (Ex): The master of the bones gains the Shard Spray feat.
  • Hordewalker (Su): Strong and invulnerable, the master of the bones calls upon his gods and his powers to bring forth a great rain. All creatures within 100 ft. of the master of bones take 10d6 piercing damage, and one round after the damage is dealt, 4d4 10 hit dice skeletons rise from the boneshards that felt from the sky. These skeletons are under the control of the master of the bones, but do not count against his control limit, and can be directed with a free action. The skeletons crumble into dust 10 rounds after they appear. He may use this ability once per day.

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