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zagan
2011-08-15, 01:46 PM
Prestiges Class

This chapter list the prestige class specifically designed with the changing template in mind. One for each template plus the evolutionist available to all of them. These prestiges class are meant to either improve on a particular aspect of a templates or to give more option thematically link to the template in some way. All of them, beside the evolutionist, have only five level, or six for the paraenergiser, and in most case the prerequisite can be met by level five. This can allow any character to pick a few trick without diverting too much from itís planned path.


ALIGNED PARAGON

The exiled template granted power reminiscent of the inhabitant of the outer planes. Those whoís goal aligned with a particular planes and itís inhabitant may wish to gain more power and become more like those creature. A virtuous exiled paladin may wish to become an angel, a murderous exiled fighter would prefer to become a demon. To do so they can choose to follow the path of the Aligned Paragon.

Becoming and Aligned Paragon
Any exiled character meeting the requirement can become aligned paragon. Fighter, paladin and monk could particularly benefit from the ability granted by this class.

ENTRY REQUIREMENTS
Alignment: Lawful Good, Chaotic Good, Lawful Evil or Chaotic Evil
Skills: Knowledge (the planes) 11 ranks
Feats: Aligned Exiled
Template: Exiled
Special: Must have visited a planes aligned with both component of your alignment. (the abyss for example if you are chaotic evil)

Class Skills
The aligned paragon's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Table: The Aligned Paragon
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+2|Aura, Bonus Smite 2/day

2nd|
+1|
+3|
+0|
+3|Aligned Power

3rd|
+2|
+3|
+1|
+3|Bonus Smite 3/day, Opposed Resistance

4th|
+3|
+4|
+1|
+4|Improved Aligned Power

5th|
+3|
+4|
+1|
+4|Apotheoses, Bonus Smite 4/day

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Bonus Smite (Su): Your devotion to your cause is stronger than most. At first level, you can use the smite ability grant by your aligned exiled feat one additional times per day. In addition you can add either your Wisdom or Charisma modifier, whichever is higher, to your attack roll when making a smite attack. At third level you gain another use of smite per day and at fifth level you gain yet another use of smite per day for a total of four times per day.
Note: The benefit of this class feature only apply to the smite ability granted by the aligned exiled feat and not any other form of smite you may posses.

Aura (Ex): Those sensible to it can sense your devotion at a glance. At first level you gain an aura that correspond to your alignment. For example a lawful good aligned paragon would posses an aura of both good and law. The strength of this aura is equal to that of a cleric of your character level. In addition your attack with any weapons, but not spell, are considered to be of your alignment for the purpose of overcoming damage reduction or regeneration.

Aligned Power (Sp): The outer planes has begun to notice your devotion and grant you a little power to help you. You gain two spell-like abilities depending on your alignment, you can use them a total of three times per day with a caster level equal to your character level and the save DC is equal to 14 plus your Wisdom or Charisma modifier, whichever is higher. The spell-like abilities are as follow:

Lawful Good: Holy Smite and Orderís Wrath
Chaotic Good Holy Smite and Chaos Hammer
Lawful Evil: Unholy Blight and Orderís Wrath
Chaotic Evil: Unholy Blight and Chaos Hammer


Opposed Resistance (Ex): Your strength of will manifest in an unnatural resistance against the attack of those that oppose you. You gain +1 sacred (if your are good) or profane (if you are evil) bonus to AC and on saving throw against attack or effect from creature with an alignment opposed to yours on a least one axis. This bonus increase to +2 against creature with an alignment opposed to yours on both axis. Furthermore this bonus is doubled again against creature with at least one alignment subtype opposed to yours to a maximum of +4. For example a lawful good aligned paragon would gain a +1 sacred bonus against a neutral evil goblin, a +2 bonus against a chaotic evil orc, a +2 bonus against a chaos beast (chaotic alignment and chaos subtype) and +4 against a babau (chaotic evil alignment and chaos and evil subtype).

Improved Aligned Power (Sp) Your devotion is now even stronger and recognize as such by an increase in your power. You gain two additional spell-like abilities depending on your alignment, you can use them a total of three times per day with a caster level equal to your character level and the save DC is equal to 17 plus your Wisdom or Charisma modifier, whichever is higher. The spell-like abilities are as follow:

Lawful Good: Holy Word and Dictum
Chaotic Good Holy Word and Word of Chaos
Lawful Evil: Blasphemy and Dictum
Chaotic Evil: Blasphemy and Word of Chaos


Apotheoses (Ex): You have reach the pinnacle of the power granted by the outer planes your are aligned with this translated in a variety of benefit depending on your alignment as follow:

Lawful Good: You gain the Lawful and Good subtype, you gain immunity to electricity and petrification, resistance to acid 10 and to fire 10 and finally if doing so would be advantageous you can choose to be considered an Archon for the purpose of prerequisite or for spell and effect.
Chaotic Good You gain the Chaos and Good subtype, you gain immunity to electricity and petrification, resistance to acid 10 and to cold 10 and finally if doing so would be advantageous you can choose to be considered an Eladrin for the purpose of prerequisite or for spell and effect.
Lawful Evil: You gain the Lawful and Evil subtype, you gain immunity to fire and poison, resistance to acid 10 and to cold 10 and finally if doing so would be advantageous you can choose to be considered a Devil for the purpose of prerequisite or for spell and effect.
Chaotic Evil: You gain the Chaos and Evil subtype, you gain immunity to electricity and poison, resistance to acid 10 and to fire 10 and finally if doing so would be advantageous you can choose to be considered a Demon for the purpose of prerequisite or for spell and effect.



BLACK AND WHITE MASTER

Unliving creature are a paradox being both living and undead at the same times. Powered by both positive and negative energy. Itís a unique situation and some unliving choose to explore it by studying both positive and negative energy. Soon theyíll discover that against all odds itís possible to transform one into the other, this discovery led to many more. Those unliving call themselves black and white master.

Becoming a black and white master
Any spellcaster able to cast cure light wound or inflict light wound can become a black and white master. Divine caster like cleric or archivist are the most common, followed by dread necromancer and the occasional bard.

ENTRY REQUIREMENTS
Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks
Feats: Negative Connection, Positive Connection
Template: Unliving
Special: Must be able to cast spell that deal with positive or negative energy (cure light wound or inflict light wound for example) or possessing a spell-like ability that deal with positive or negative energy
Special: Must have visited the positive and negative energy planes

Class Skills
The black and white master's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d6

Table: The Black and White Master
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Spellcasting

1st|
+0|
+0|
+0|
+2|Double Connection, Variable Conduit (melee)|

2nd|
+1|
+0|
+0|
+3|Energy Reinforcement|+1 level of existing class level

3rd|
+2|
+1|
+1|
+3|Variable Conduit (range)|+1 level of existing class level

4th|
+3|
+1|
+1|
+4|Energy Inversion|+1 level of existing class level

5th|
+3|
+1|
+1|
+4|Forced Conversion , Variable Conduit (attack)|+1 level of existing class level

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Spellcasting: At every black an white master level, except first, you gains new spells per day (and spells known, if applicable) as if you had also gained a level in whatever spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you adds the level of black an white master to the level of whatever other spellcasting class your character has, then determines spells per day and caster level accordingly. If you had level in more than one spellcasting class before you became a black an white master, you must decide to which class you adds each level of black an white master for the purpose of determining spells per day.

Double Connection: At first level, you gain double connection as a bonus feat even if you do not met its prerequisite. If you already posses this feat you can select any other feat for which you met the prerequisite.

Variable Conduit (Su): Your body is a conduit for both positive and negative energy and you channel one or the other with a touch. At first level, at will as a standard action you can make a melee touch attack. This touch attack either deal damage via negative energy on living creature or via positive energy on undead or that heal damage via positive energy on living creature or via negative energy on undead. In both case the damage dealt or healed is equal to 1d8, plus 1 per class level.
At third level you can use this ability with a ranged touch attack instead with a range of 10ft per class level. At fifth level you can use this ability as an attack action, using it more than once during a full-attack depending on your base attack bonus or even use it to make an attack of opportunity.

Energy Reinforcement (Ex): When you channel positive or negative energy you can increase itís flow beyond itís normal limit. Starting at second level, you can add twice you class level to the healing or the damage you deal with spell, or spell-like abilities, that deal with positive or negative energy. For example Trinec, an Unliving Cleric 5/Black and White Master 2, would heal a total of 1d8+9 points of damage with a cure light wound spells.

Energy Inversion (Su): You are now sufficiently experienced that you can freely transform positive energy into negative energy or vice-versa. Starting at fourth level, you can as a standard action change any one negative level you currently hold via your negative conduit ability into a positive level (see sidebar). As part of the same standard action you must touch a creature, even yourself if you wish, to grant it this positive level, otherwise it return to being a negative level immediately. You can only grant one positive level at a time to a creature and the positive level you grant in this way last only 24 hours.

Forced Conversion (Su): You have reach the pinnacle of your manipulation of positive and negative energy, you can force one to change into the other when other are using it. Starting at fifth level, you can five times per day as an immediate action change the effect of a spell, or spell-like ability, used by another creature within 30ft of you so that it use positive energy instead of negative energy or vice-versa. The creature casting the spell is allowed a caster level check (DC 10 + half your character level + the highest of your Int, Wis or Cha modifier) to resist the effect. For example Trinec , now an Unliving Cleric 5/Black and White Master 5, is currently fighting a lich. He could, at the moment the lich cast harm on itself, change it so it become a positive energy effect and it would harm the lich instead of healing it.

Sidebar: Positive level

An affected creature gain a +1 bonus on all skill checks and ability checks, attack rolls, and saving throws, and gain 5 temporary hit points and one effective level or Hit Die (whenever level is used in a die roll or calculation). A spellcaster gain one spell slot of the lowest level of spells she can cast (minimum 1, 0 level spell does not count for this purpose) or (if applicable) one prepared spell of that level (the prepared is spell chosen by the creature among the spell of this level that the character as prepared for the day). A creature can not gain more than one spell slot or prepared spell per day in this way and the spell slot or prepared spell cannot be regained once used by way of ability, item or effect such as a pearl of power. A manifester gain a number of power points equal to the cost of the lowest level of power it can manifest. A meldshaper gain 2 temporary points of essentia.
A positive level negated all penalty from a negative level but does not provide any benefit, a creature with one of each act as she possess neither.



CHIMERIC WARRIOR

A savage creature is part monster and part humanoid, all savage can call on their monster inside to briefly augment their ability. Some have them have realized that not all savage creature call on the same sort of monster. After some harsh training and careful study a few have discovered how to call on more than one monster at a times, gaining an amalgam of different ability. Those that have reach the pinnacle of their power can manifest all those monster around them simultaneously creating a chimera. As a consequence they call themselves chimeric warrior.

Becoming a chimeric warrior
Any fighting oriented class can qualify to become a chimeric warrior. Barbarian, fighter and ranger are particularly indicated for it.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 8 ranks
Base attack bonus: +5
Feats: Any one of the following: Improved Animal Rhythm, Improved Dragon Strength, Improved Insect Carapace, Improved Magical Celerity or Improved Sprite Accuracy
Template: Savage

Class Skills
The chimeric warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 2 + int

Hit Dice: d10

The Chimeric Warrior
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+1|
+2|
+0|
+0|Bonus Bestial Attribute, Extend Attribute

2nd|
+2|
+3|
+0|
+0|Bonus Bestial Attribute

3rd|
+3|
+3|
+1|
+1|Bonus Bestial Attribute, Monstrous Healing

4th|
+4|
+4|
+1|
+1|Bonus Bestial Attribute

5th|
+5|
+4|
+1|
+1|Bestial Recovery, Protective Chimera

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Bonus Bestial Attribute (Ex): Youíve studied various monster and learn how to reach the echo of their spirit that reside within you. At first level you can select one additional bestial attribute. You gain this bestial attribute in addition to the one you already posses, you cannot select a bestial attribute more than once. You can activate any number of the bestial attribute you posses with the same swift action. You gain one additional bestial attribute at second level, third level and finally fourth level when you have obtained them all.

Extend Attribute (Ex): You are more in tune with your inner beast and can keep the power it provide longer. Starting at first level the duration of any of your bestial attribute augments by one round per class levels for a total of six rounds at level five.

Monstrous Healing (Ex): You use the vigor granted by your monstrous side to regain health. Starting at first level, as a swift action you can expend one use of any of your bestial attribute to heal a numbers of points of damage equal to your Constitution modifier.

Bestial Recovery (Ex): With a surge of monstrous power you can shrug of adverse effect. Starting at fifth level, while using a bestial attribute you can choose to prematurely end itís benefit as a swift action to remove any one condition from the following list currently affecting you. The condition that you can remove this way are blinded, confused, dazed, deafened, fatigued, shaken, sickened or stunned. You can remove a condition this way even if it would normally prevent you from taking action. If you are using multiple bestial attribute at the same time, you need only end one to gain this benefit.

Protective Chimera (Su): When you call on the power of all the monster that are part of you, you become surround in an ever shifting aura taking the shape of all those creature simultaneously. Starting at fifth level, while you are using all fives of your bestial attribute at the same times, you gain damage reduction equal to your hit dice overcome by nothing and immunity to mind-affecting effect.

zagan
2011-08-15, 01:49 PM
DIVIDING OOZE

Upon discovering their ability to create temporary allies some slime become very curious about these blob that they can control. The ability to create life by simply shedding a little "flesh" can be fascinating and some delight in exploring what they could do with those blob. They became dividing ooze.

Becoming a dividing ooze
Any slime creature could become a dividing ooze but those that may benefit the most from it are rogue, to gain better flanking partner for sneak attacking. Martially inclined character, such as fighter, could also be interest to gain some versatility.

ENTRY REQUIREMENTS
Skills: Knowledge (dungeoneering) 8 ranks, Craft (any) 4 ranks
Feats: Regenerative Blob
Template: Slime
Special: Must have voluntarily wound yourself to create a blob at least once

Class Skills
The dividing ooze's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (dungeoneering) (Int), Move Silently (Dex), Search (Int), Survival (Wis), Swim (Str)
Skills Points at Each Level: 2 + int

Hit Dice: d12

Table: The Dividing ooze
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+0|Create Blob, Fast Healing 1

2nd|
+1|
+3|
+0|
+0|Lasting Blob

3rd|
+2|
+3|
+1|
+1|Fast Healing 3, Inflated Blob

4th|
+3|
+4|
+1|
+1|Wall of Slime

5th|
+3|
+4|
+1|
+1|Fast Healing 5, Fusing Blob

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Fast Healing (Ex): After repeated wounding an splitting your body as begun to adapted and to automatically repair itself. At first level you gain fast healing 1, this improve to fast healing 3 at third level and fast healing 5 at fifth level.

Create Blob (Ex): Youíve made blob from your own body so often that now you can do it even when not externally damaged. Starting at first level, you can, as a move action, take a number of points of damage up to your current hit point total minus one and create a blob as if using your split ability. The damage taken in this way cannot be mitigated in any way but can be healed normally.

Lasting Blob (Ex): Your experience with your split ability allow you to create much more stable blob that last much longer. Starting at second level, when creating a blob, with either your split ability or create blob ability, you can choose to make it a lasting blob. A lasting blob remain alive for hour per level instead of the normal 3 round + your Constitution modifier for a standard blob. You can posses only one lasting blob at a times.

Inflated Blob (Ex): With your growing expertise at creating blob, youíve discovered to a way to make them bigger and stronger without damaging yourself too much. Starting at third level, when determining the size of a blob you are creating you can choose to make it one size category larger than normal but it cannot be larger than you. In addition all blob you create gain a +4 bonus to theirís Strength score.

Wall of Slime (Ex): You can now shape your blob into wall to block your enemy way. Starting at fourth level, you can as a standard action transform any one of your blob into a wall. The wall is 1 inch thick per size category of the blob. It covers an area depending on the size of the blob as indicated in the following table:

{table=head]
Blob Size|
Wall Area

Fine|1 (5-foot square)
Diminutive|2 (5-foot square)
Tiny|4 (5-foot square)
Small|8 (5-foot square)
Medium|16 (5-foot square)
Large|32 (5-foot square)
Huge|64 (5-foot square)
Gargantuan|128 (5-foot square)
Colossal|256 (5-foot square)
[/table]

You can arrange the square as you wish, starting from the position of the blob, as long as the wall remain continuous. You can oriented it any way you like as long as itís anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 5-foot square of wall has a number of hit points equal to the blob hit point divided by the number of 5-foot square that composed the wall, minimum 1. A Wall of slime has no hardness. A section of wall whose hit points drop to 0 is breached and this part of the wall completely dissolve. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 10 plus 1 per inch of thickness. Alternatively a creature could simply try to pass through the wall in that case it must succeed on a strength check as a full round action (DC 10 plus 1 per inch of thickness) to move to the other side of the wall. Any creature moving through a wall of slime automatically take 1d6 points of acid damage. Once youíve transform a blob into a wall you cannot transform it back into a blob, absorb it to heal with your regenerative blob feat or even make it explode if you posses the explosive blob feat.

Fusing Blob (Ex): With your experience in reabsorbing blob and your mastery of creating them you can now fuse multiple blob into one, potentially creating even bigger blob. Starting at fifth level, you can as a move action make any of your blob, thereafter referred as the central blob, absorb one or more of your blob adjacent to it. Each blob absorb in this way heal the central blob of an amount damage equal to the absorbed blob hit point any excess augment the central blob hit point total. Should the central blob gain enough hit point this way to posses an higher percentage of your own hit point total, it may change size category as if it was create this way. This way it can gain a higher hit point total than you, if it reach 150% of your total hit point it become one size category larger than you (to a maximum of colossal) and it can never gain hit point above 200% of your hit point total.


EVOLUTIONIST

Recently the majority of the living creature in the world have been changed in various way. Among those changed in this way some have become fascinated with the power granted by the change and they have begun to study it. Rapidly they also have discovered limitations in these power and in an effort to gain even more power they tried to gain other set of power. They succeed way more easily than anticipated. At a cost of course because this make them lost their previous set of power. At this point most would have stopped but those that persevere where glad to have done so for after much effort theyíve gained at the same time more set of power but also a way to combine them. Because they think itís the only true way to progress, they call themselves evolutionist.

Becoming an evolutionist
Literally any changed creature can become an evolutionist only a minimal amount of skill ranks are necessary. That said those that benefit the most from it are those that need to add some versatility to their repertory, like fighter or rogue. A spellcaster who can tolerate the loss in caster level could also benefit from possessing multiple type.

ENTRY REQUIREMENTS
Feat: Any two template feats
Skills: Knowledge (arcana, dungeoneering, local, nature or the planes) 10 ranks, and any other two skills 10 ranks.
Template: Any changing template
Alignment: Any

Class Skills
The evolutionist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), Search (Int)
Skill Points at Each Level: 2 + Int modifier

Hit Dice: d8

Table: The Evolutionist
{table=head]
Level|{colsp=2}
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Template|
Class features

|
1/2|
3/4||||||

1st|
+0|
+0|
+2|
+0|
+0|Evolution Path, Controlled mutation 1/day|
2|

2nd|
+1|
+1|
+3|
+0|
+0||
3|+1 level of one existing class feature

3rd|
+1|
+2|
+3|
+1|
+1|Bonus feat|
4|+1 level of one existing class feature

4th|
+2|
+3|
+4|
+1|
+1||
5|+1 level of one existing class feature

5th|
+2|
+3|
+4|
+1|
+1|Fast mutation (1 minute)|
6|+1 level of one existing class feature

6th|
+3|
+4|
+5|
+2|
+2|Bonus feat, Controlled mutation 2/day|
7|+1 level of one existing class feature

7th|
+3|
+5|
+5|
+2|
+2|Double mutation|
8|

8th|
+4|
+6|
+6|
+2|
+2||
9|+1 level of one existing class feature

9th|
+4|
+6|
+6|
+3|
+3|Bonus feat|
10|+1 level of one existing class feature

10th|
+5|
+7|
+7|
+3|
+3|Fast mutation (Full-round action)|
11|+1 level of one existing class feature

11th|
+5|
+7|
+7|
+3|
+3|Controlled mutation 3/day|
12|+1 level of one existing class feature

12th|
+6|
+8|
+8|
+4|
+4|Bonus feat|
13|+1 level of one existing class feature

13th|
+6|
+9|
+8|
+4|
+4|Apotheoses, Triple mutation|
14|

[/table]

Base Attack Bonus: The base attack bonus you gained from taking level in evolutionist depend on your base attack bonus before taking level in evolutionist. If it was at less than +5 you use the Ĺ column from the table above, if it was more than +5 you use the ĺ column from the table above.

Weapon Proficiencies You do not gain any new weapon proficiencies

Class features:: At each level except 1st, 7th and 13th, you can progress one, and only one, class feature (detail below) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous classís Hit Dice, Base attack bonus, skill points, or saving throws. If you had more than one class before becoming an evolutionist, you must decide to which class to adds each level of this prestige class for the purpose of determining class features. You must already possess those ability to be able to progress them, this prestige class doesnít grant them.

Aura: You learn additional aura as if you had gained a level in any one aura using class you have previously gained levels in. These levels stack with your previous levels to determine the power of these aura.
Bardic music:You gain additional bardic music per day as if you had gained a level in the bard class. These levels stack with your previous levels to determine the bonus granted and what type of music you can use. (provide you met the skill requirement.)
Companion: These levels stack with any one class level that grant you a companion (animal companion, familiar, special mount or other) to determine your effective level for the purpose of that companion stat and ability.
Fighterís Feats: These levels stack with those of any previous fighter level for the purpose of gaining bonus fighter feat and for determining your effective fighter level to qualify for feat.
Hexbladeís Curse: These levels stack with any previous hexblade level to determine the number of time per day you can use your hexblade curse and the save DC of the curse.
Initiator: You learn additional maneuvers as if you had gained a level in any one initiating class you have previously gained levels in. These levels stack with your previous martial adept levels to determine your initiator level. The levels that does not progress class features (1st, 7th and 13th) still count as half-initiator level each.
Inspiration point: These levels stack with those of any previous factotum level to determine the number of inspiration point you gain per encounter.
Knightís challenge: This level stack with any previous knight level to determine the number of time you can use your knights challenge ability, the save DC of the challenge, the bonus granted when you used it and the option available to you when you use it.
Manifesting: You gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in whatever manifesting class to which you belong before adding this prestige class level.
Meldshaping: You increase your meldshaper level, the number of soulmelds you can shape, the number of chakra binds you can create, and your essentia pool as if you had gained a level in the meldshaping class to which you belonged before adding this prestige class level.
Mind Blade: This level stack with those of any previous soulblade level to determine the enhancement bonus of your mindblade and the special ability that can be add to it.
Monk ability: This level stack with those of any previous monk (or unarmed swordsage) level to determine the damage dealt by your unarmed strike and your AC bonus.
Precision damage: This level stack with those of any previous class that grant you any form of precision damage (sneak attack, sudden strike, skirmish or similar) for the purpose of determining the damage dealt and for skirmish the AC bonus.
Rage: This level stack with those of any one previous class level granting you a rage of any sort for the purpose of determining the number of time per day you can use it and the intensity of the rage (Greater, Mighty).
Smiting: This level stack with those of any previous class granting you a smiting ability of any sort for the purpose of determining the number of time per day you can use it and the bonus damage dealt.
Soul Binding: Your soulbinding improves as if you had also gain a level in a binding class. Thus, these levels and your binding class level stack for the purpose of determining your bonus on binding checks, the effectiveness of your vestige-granted abilities, your ability to bind higher level vestiges and the numbers of vestiges you can bind.
Spellcasting: You gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level . (This can also apply to invocation using class like the warlock or dragonfire adept and augment the damage dealt by their eldritch blast or breath weapon as normal, or even apply to any mystery using class like the shadowcasters)
Truenaming: You learn additional utterances as if you had gained a level in any one truenaming class you have previously gained levels in. These levels stack with your previous levels to determine your truenamer level.
Wildshape: These levels stack with those of any previous druid level (or any other class granting wildshape) to determine the number of time per day you can use it, the size of the form you can take and what type of creature you can turn into.


Evolution Path (Ex): At first level and at each evolutionist level thereafter you gain access to a new changing template chosen from the list below:
Arthropod, Artificial, Bizarre, Breather, Divided, Energy, Exiled, Mundane, Oversized, Savage, Seelie, Slime, Unliving, Weed or Wonderful.
When gaining access to a template you must make any choices that would be required when applying to a creature it such as choosing bonus feats or trait. These choices can never be changed thereafter.
You cannot select a template if your original type wouldnít permit you to gain it. For example a slime human evolutionist could never gain access to the mundane template because its original type was humanoid.
In addition you also have access to the template that qualify you for this prestige class. The number of template you have access to is indicated in the table, at level thirteen you have access to all changing template except the one bared to you.
Note: If a template grant one or more skills as class skill, those skill are always class skill for you since the moment you gain access to the template even if you arenít always "using" this particular template. In the case of the mundane template who grant one additional skill point per level you gain it at the level youíve gained access to this template and at each level thereafter, you can spend this bonus skill point normally it as if you were constantly using the template, and you can use any skill ranks gained this way normally. If a template would allow you to qualify for feat or other prestige class (via a bonus feat or a special ability) you gain the benefit of the feat or the ability grant by a prestige class only when using the template that allow you to qualify for it.

Controlled mutation (Su): Once per day by meditating for 10 minute you can lose the benefit of the changing template currently affecting you and exchange it for one you have access to. At sixth you can change template twice per day and at eleventh you can do so three time per day.
When changing template you lose all the benefit from your previous template and gain all the one from your new template instead. If you posses racial hit dice you may need to recalculate base attack bonus, base save bonus and skill ranks (for those racial hit dice only). For skills you do not recalculate skill ranks each times you change times you change template, you do so only the first time and make a note of those change with that particular template. Thereafter each time you use this template again your skill rank change to those selected the first times.

Bonus feat: At third, sixth, ninth, and twelve level, you gains a bonus template feat. For the purpose of meeting prerequisite you are considered to posses all the changing templates you have access to via your evolution path ability. But you only gain the benefit of a feat if you are currently using the templates that allow you to qualify for it.

Fast mutation (Su): At fifth level you only need one minute of meditation to change template, At tenth level this is again reduced to one full-round action.

Double mutation (Su): At seventh level you when meditating to change template you can chose to assume two templates at the same time. This superseded the rule that stat that you can never posses more than one changing template at the same time. You are considered to have both type at the same time, you gain all the benefit from both template.

Sidebar: Clarification on interaction between multiple templates.

Type: You are considered to be a creature of both type simultaneously and gain any and all subtypes granted by the templates.

Hit Dice: If you posses racial hit dice change them to the highest of each template.

Speed: The bonus or penalty to speed stack and you gain any and all movement mode.

Armor Class: You gain only the highest natural armor bonus.

Base Attack/Grapple: If you posses racial hit dice, change your base attack bonus to the highest of each templates.

Attack: You gain all the natural weapon granted by each templates.

Special attacks: You gain all the templates special attacks.

Special qualities: You gain all the templates special qualities.

Saving Throws: If you posses racial hit dice, change your base save bonus for each save to the highest of each templates.

Abilities: The bonus to ability score do not stack use the highest of each.

Skills: You gain all the bonus of each templates.

Feat: You gain all the bonus feat of each templates.

Level adjustment: You do not gain the level adjustment of the additional template, only the first one apply.

Cosmetic change: Your features become a mix of your various templates changes.


Triple mutation (Su): At thirteen level you can now assume three template at the same time. This ability otherwise work exactly like double mutation.

Apotheoses: At thirteen level you gain the shapechanger subtype. In addition once per day you can change all your templates as a swift action.

Change Log:


The presentation has been cleaned.
The prerequisite now ask for three skills at 10 ranks
The base attack bonus now vary depending on the one you posses before entering the prestige class.
You now lose three level of progression instead of just one.
Add a sidebar to clarify how double mutation works.




INSECT IMITATOR

Some people are fascinated with insect and vermin, they are multiple avenue of power that can allow someone to gain ability like them or to gain control of them. Insect imitator are among those avenue of power. To become you one you need to be an insect yourself, an arthropod, after that by absorbing those vermin into your body your altered physiology can change to reflect those vermin ability.

Becoming an insect imitator
Any arthropod can become an insect imitator, those that benefit the most from it are warrior of various sort.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 8 ranks
Feats: Improved Mindless Defense
Template: Arthropod
Special: Must have spend at least a weak eating nothing but insect

Class Skills
The insect imitator's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Move Silently (Dex), Search (Int), Survival (Wis), Tumble (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Table: The Insect Imitator
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+2|
+0|Insect Aspect, Warding Pheromone

2nd|
+1|
+3|
+3|
+0|Insect Aspect

3rd|
+2|
+3|
+3|
+1|Insect Aspect, Mindless Reflection

4th|
+3|
+4|
+4|
+1|Insect Aspect

5th|
+3|
+4|
+4|
+1|Cocoon of Metamorphosis, Insect Aspect

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies

Insect Aspect (Ex): By absorbing the essence of insect you can gain some of their characteristic. Staring at first level and each level you thereafter you gain one insect aspect chosen from the list below. Each insect aspect grant you one ability and may change some part of your body.

Ant: You gain the powerful build special quality. In addition your carrying capacity is double what it should be for your Strength score.
Bee: At will but only once per hour you can regurgitate two ounces of honey. If this honey is eaten in totality by a creature, this creature immediately heal and amount of damage equal to four times your class levels any excess hit point are gained as temporary hit points that last one hour. The honey you produce this way lost his potency 24 hours after being produce and become normal honey.
Beetle: Once per round as a free action you can release a 10-foot cone of acidic vapor. Those within the cone must succeed on Fortitude save (DC 10 + half your Hit dice + your Con modifier) or take 1d4 + twice your class level points of acid damage.
Butterfly: You grow a pair of butterfly wings, they cannot be used to fly but you can deploy them as a move action. When deployed this way every creature within 30ft of you must make a Will save (DC 10 + half your Hit dice + your Cha modifier) or be fascinated for 1 round. If you use a move action each round to move your wing you can maintain the fascination effect for an additional round without allowing additional Will saves until you stop and start again. In effect a creature that fail it save against your wing stay fascinate for as long as you stay within range and spend a move action to maintain it. If you select this aspect you cannot also select the Fly or Wasp aspect.
Centipede: Your legs split into numerous smaller insects legs, you gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). In addition you gain a +4 bonus on Balance checks.
Cockroach: You gain the benefit of the diehard feat. In addition you gain a +4 bonus on saves against disease and poison.
Dragonfly: Your eyes become bulbous and move to the side of your head, this grant you the all-around vision ability. You cannot be flanked and you gain a +4 bonus on spot and search check.
Earthworm: You gain a burrow speed equal to half you base land speed. You can only use it to burrow through dirt, sand or soft earth.
Fly: You grow a small pair of fly wings, they cannot be used to fly but you can make them vibrate as a move action to create an irritating buzzing sound. Every creature that can hear this buzzing sound, must make a Fortitude save (DC 10 + half your Hit dice + your Con modifier) or takes a Ė2 penalty on attack rolls, saving throws, skill checks, and ability checks. If you use a move action each round you can continue emitting this buzzing and this prolonged the effect for an additional round without allowing additional Fortitude saves until you stop and start again. If you select this aspect you cannot also select the Butterfly or Wasp aspect.
Mantis: Your arm changed shape, you gain two claws attacks. They are primary natural attack dealing 1d4 points of damage, if you are medium sized or 1d3 points of damage if you are small sized. You can still uses those arm to manipulate item or even wield weapon like before.
Mosquito: Your mouth change shape to form a proboscises. Your bite attack now deal only piercing damage but when you successfully damage a creature with it you draw blood and heal an amount of damage equal to to the damage you dealt with your bite attack. This healing does not include damage above that of the bite damage dice plus strength modifier, sneak-attack damage for example is not include.
Scorpion: You grow a scorpion-like stinger. In effect you gain the benefit of the stinger feat but do not lose your bite attack. If you already posses the singer feat you gain an additional stinger. If you select this aspect you cannot also select the Spider aspect.
Spider: You grow two spinnerets one on your backside and a smaller one inside your mouth. You can use these spinneret to create web and used it in three way.
You can use it to lower yourself from a height at a speed equal to your base land speed. A single strand is strong enough to support up to twice your weight.
You can throw a web as standard action at will. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with a DC equal to 10 + half your Hit dice + your Con modifier.
You can also create sheets of sticky webbing with a surface of up to 20 feet square, this take one minute. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has six hit points, and sheet webs have damage reduction 5/ó.
You can move across your own web at your climb speed and can pinpoint the location of any creature touching your web. If you select this aspect you cannot also gain the Scorpion aspect.
Stick Insect: Your skin color and general shape change to hide you among the background. You can use the Hide skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment. In addition you gain a +4 bonus on Hide check.
Wasp: You grow big wasp-like wing. You gain a fly speed equal to twice your base land speed with good maneuverability. If you select this aspect you cannot also select the Butterfly or Fly aspect.


Warding Pheromone (Ex): You constantly emit pheromone that convince vermin to not attack you. Starting at first level, any vermin attempting to strike or otherwise directly attack you, must attempt a Will save (DC 10 + half your Hit dice + your Con modifier). If the save succeeds, the vermin can attack you normally and become immune to the effect of your pheromone for 24 hours. If the save fails, the vermin canít follow through with the attack, that part of its action is lost, and it canít directly attack you for the next 24 hours. Vermin not attempting to attack you remain unaffected. This does not prevent you from being attacked or affected by area or effect abilities.

Mindless Reflection (Su): When you empty your mind to protect yourself those that target you expose their own mind and may lose it. When you successfully use your mindless defense ability to resist a mind-affecting effect, the user of this effect become mindless itself for a number of rounds equal to effective spell level of the effect, half the Hit dice of the user if the effect does not posses an effective spell level. While rendered mindless in this way a creature lose itís Intelligence score and act only on instinct either attacking with natural weapon, an unarmed strike if it does not posses any natural weapon or simply fleeing from danger. In this state a creature cannot use any strategy, talk, cast spell or other such action, it become a truly mindless creature.

Cocoon of Metamorphosis (Ex): By creating a cocoon you can change yourself. Starting a fifth level you can create a cocoon around yourself to be able to reselect all your insect aspect. Creating the cocoon around your body take half an hour and you must then spend eight hours sleeping inside it at the end of this period you lose all five of your current insect aspect and can select five new one in their place, even the same one if you wish. While inside the cocoon you cannot be target by spell and take no damage from any source until the cocoon itself is destroyed. The cocoon posses a number of hit points equal to half your own and has an hardness of five. If the cocoon is destroyed before the end of the eight hour period you cannot reselect your insect aspect.

zagan
2011-08-15, 01:50 PM
ITEM ENHANCER

The artificial template is among those that impose the most radical change into a creature. From a living and breathing being to a simple animated object. Those that manage to overcome the trauma that this cause may rapidly discover that they understood magic item better than other, that they have a connection with magic item. And indeed what better to use a magic item than a magic item. If they pursue this path they may become item enhancer.

Becoming an item enhancer
Any artificial character that wish to increase the power of itís magic item can become an item enhancer. Rogue, fighter and monk in particular could particularly benefit from it. Thematically an artificer would be appropriate but the loss of spell progression and craft reserve mean that few would pursue this path.

ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 8 ranks, Use Magic Devices 4 ranks
Feats: Magical Aptitude
Template: Artificial
Special: You must posses at least one magic item worth at least 3000 gp

Class Skills
The item enhancer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (arcana) (Int), Spellcraft (Int), Use Magic Devices (Cha), Use Rope (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Table: The Item Enhancer
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+0|
+0|
+2|Enhance Item, Sturdier Item

2nd|
+1|
+0|
+0|
+3|Protect Item

3rd|
+2|
+1|
+1|
+3|Disable Item, Energized Item

4th|
+3|
+1|
+1|
+4|Rapid Activation

5th|
+3|
+1|
+1|
+4|Hidden Item, Transform Item

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Note: The abilities granted by this class apply only to magic item worn in one of the twelve body slot. They do no affect held weapon, shield, potion, wand, staff, scroll or ioun stone.

Enhance Item (Su): You can use your own body energy to enhance the effect of magic item you wear. Starting at first level, you can as a standard action increase the numerical bonus granted by the magic item you wear by one for a numbers of minutes equal to your class level. You can use this ability once per day per class level. The increase in bonus apply only to item that provide a constant and fixed bonus.

Sturdier Item (Su): When you wear magic item you automatically augment their durability. Starting at first level, the magic item you are wearing gain bonus hit point equal to twice your class level, their hardness improved by an amount equal to your class level, their AC against sunder attempt improved by an amount equal to your class level and finally you gain a bonus equal to your class level on all opposed attack roll made as part of a disarm attempt against them.

Protect Item (Su): While you wear them your magic item are harder to suppress. Starting at second level, for the purpose of dispel attempt targeting you, the caster level of the magic item you are wearing is increase by twice your class level.

Disable Item (Su): Your knowledge of magic item allow you to interfere with those of other. Starting at third level, you can as standard action make a melee touch attack if you successfully hit your target you can attempt to suppressed the magical property of all the magic item that the creature is currently wearing. To do so you must make a dispel check, 1d20 + plus your character level, against each of the creature magic item with a DC equal to 11 plus to item caster level. If you succeed, all the itemís magical properties are suppressed for 1d4 rounds, after which the item recovers on its own.

Energized Item (Su): The energy of your body permeate your items even more, allowing you to uses them more often. Starting at third level, if you are wearing magical item with a limited numbers of uses per day you can now uses those item one additional times per day. You must wear a magic item for a least 24 hours to gain this benefit with it.

Rapid Activation (Su): Your are so in tune with your magic item that they respond to barely a though from you. Starting a fourth level, you can activate magic item in a shorter amount of times than normal. You can activate magic item that require a standard action as a move action instead, magic item that require a move action as a swift action, magic item that require a swift action as a free action but only once per round, magic item that require an immediate action as a free action but also only once per round. Magic item that requires other types of action are not affect by this ability. In addition you can now uses command word item even while silenced, as a purely mental action.

Hidden Item (Su): Your own body magic aura now hide the magic of your item. Starting at fifth level, all the magic item you wear are considered to be under the effect of the magic aura spells for as long as you wear them and for up to one week afterward.

Transform Item (Su): You have reach such a hight mastery of magic item control that you can now change their very function. Starting at fifth level you can as a full-round action temporary change any one magic item you are currently wearing into any one other magic item that occupy the same body slot and with the same value as the original or less, the new item cannot be an item with a limited number of uses per day. The change last for one minutes after which the item return to is original shape and function. If you use this ability on an armor you can only change the armor property not itís type or material. You can use this ability at will but can only have one transformed item at a times, if you use it while one of your item is already transformed it immediately reverted to itís original shape. An item also immediately return to itís original shape if itís removed from your person.


KEEPER OF TITANIAíS SECRET

When a creature become a seelie it is immediately noticed by the queen of all fey, Titania. If she found someone interesting and worthy of it. She will send one of agent to test this new fey, the agent will then arrange for a number of incident to happen to the seelie as sort of test. If those test are successful the agent will approach the seelie and offer to inducted him or her as a keeper. This may seem weird as it seem that Titania would gain nothing from just giving away power but rumor are that this arrangement benefit her in some way. If this is true nobody know except perhaps Titania herself.

Becoming a keeper of Titaniaís secret
Any seelie character can become a keeper of Titaniaís secret, those that benefit the most from it are those that need to increase their versatility and wish to increases the power of their spell-like abilities. Rogue and warlock are the most common candidate.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 9 ranks, Spellcraft 4 ranks
Feats: Extra Fey Magic, Heighten Spell-Like AbilityCAr p80,
Template: Seelie
Special: Must have befriend a natural fey creature, one without the seelie template.

Class Skills
The keeper of Titaniaís secret's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Move Silently (Dex), Perform (Cha), Spellcraft (Int), Sense Motive (Wis), Survival (Cha)
Skills Points at Each Level: 4 + int

Hit Dice: d6

Table: The Keeper of Titania's Secret
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+0|
+0|
+2|Adaptable Abilities, Bonus Feat

2nd|
+1|
+0|
+0|
+3|Frequent Modification

3rd|
+2|
+1|
+1|
+3|Lucky Break

4th|
+3|
+1|
+1|
+4|Easy Change

5th|
+3|
+1|
+1|
+4|Bonus Feat, Faery Disappearing

[/table]

Note: Most of the ability of this class reference feats that modify spell-like abilities. Those feats are feats from the list of bonus feat of this class plus heighten spell-like ability.

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Adaptable Abilities (Ex): You gain more versatility on how to use your spell-like abilities. Starting a first level, you can apply the benefit of the feats you posses that modify spell-like abilities to all your spell-like abilities that met the criteria for them. For example Redra a seelie human paladin 6/keeper of Titaniaís secret 1 that posses charm person, command and enthrall as spell-like ability, all with a caster level of 7th, and who when gaining the heighten spell-like ability feat has select charm person to apply to it could now apply the feat for both charm person and command but not enthrall because itís a second level spell and a caster level of 8th is need to select a second level spell for the benefit of the heighten spell-like ability feat. This ability does not augment the number of times per day those feat can be used. In the example above Redra could heighten charm person three times or command three times or charm person twice and command once or vice versa but not more.

Bonus Feat: You control of your spell-like abilities continue to improve. At first level you gain a bonus chosen from the list: Boost Spell-Like AbilityBoVD p47, Consecrate Spell-Like AbilityBoED p42, Corrupt Spell-Like AbilityBoVD p48, Empower Spell-Like AbilityMM p303, Maximize Spell-Like AbilityCAr p81, Purify Spell-Like AbilityBoED p45, Quicken Spell-Like AbilityMM p304 or Violate Spell-Like AbilityBoVD p50. You must still met the prerequisite to qualify for this feat. At third level and again at fifth level you gain another bonus feat select from the list.

Frequent Modification (Ex): You can modify your spell-like ability more often than other. Starting at second level, you can use all your feats your that modify spell-like abilities one additional times per day each.

Lucky Break (Su): Youíve learn how to trade one type of luck for another. Starting at third level, you can, once per day as a swift action, lose the bonus granted by your wild luck ability for the rest of the day and the next spell-like ability youíll use before the end of the round no longer offer a saving throw. You can only use this ability if you are currently gaining a bonus from your wild-luck ability.

Easy Change (Ex): The secret youíve learned allow you to more easily change your spell-like ability. Starting at fourth level, the effective spell level of your spell-like ability is reduce by one to a minimum of zero for the purpose a determining if your caster level is high enough to apply feats that modify spell-like abilities to those spell-like abilities.

Faery Disappearing (Su): Youíve learned the last of Titaniaís secret, how to disappear after making your attack. Starting at fifth level, immediately after using a spell-like ability, as a free action, you can chose to become invisible as per the greater invisibility spell for one round.


MAGIC EATER

When a creature become a wonderful, itís suddenly more in tune with the flow of magic in the world. This can be an exiting sensation in the beginning but after some times they may start to notice pocket of wrongness in that flow. The curious one will quickly realize that this wrongness come from the magic shaped by all the spellcaster in the world. They trapped magic and forced it into unnatural shape. Often a wonderful who notice that decide that they should do something about that in order to restore the flow, after some research they may become magic eater.

Becoming a magic eater
Any wonderful character can become a magic eater but those that fight against magic user benefit the most from it. Ranger, paladin, monk and fighter are the most likely candidate.

ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 8 ranks, Spellcraft 4 ranks
Feats: Specialized Spell Resistance
Template: Wonderful
Special: Must spend at least one week without being affected by any spell, during this week you must have fight in at least two encounter against creature able to cast spell or use spell-like abilities.

Class Skills
The magic eater's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Knowledge (arcana) (Int), Listen (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skills Points at Each Level: 2 + int

Hit Dice: d8

Table: The Magic Eater
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+2|Absorb Magic, Release Magic

2nd|
+1|
+3|
+0|
+3|Vengeful Release

3rd|
+2|
+3|
+1|
+3|Absorbing Aura, Healing Magic

4th|
+3|
+4|
+1|
+4|Liberating Wall

5th|
+3|
+4|
+1|
+4|Antimagic Emanation, Ultimate Resistance

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Absorb Magic (Su): Youíre natural resistance to magic now allow you to absorb the magic throw at you. Starting at first level, when your spell resistance successfully prevent a spell from affecting you, you gain a number of magic point equal to the level of the spell. You can hold a maximum of magic points equal to your class level multiplied by your Constitution modifier, any additional magic point are lost. You automatically lose all the magic point you hold at dawn each day.

Release Magic (Su): You can release the magic that other have shaped to give it back to the world. Starting at first level, by expending three magic points you can as standard action produce an effect identical to the spell dispel magic but with no maximum caster level. You effective caster level for this purpose is equal to your character level.

Vengeful Release (Su): When you release magic it damage those that were benefiting from it. Starting at second level, unless you voluntarily choose not to any times you use the abilities gained by this class to dispel a spell the creature or object that was the target of this spell take damage equal to twice the level of the spell dispelled this way. The damage dealt this way is untyped damage and cannot be prevent in any way.

Absorbing Aura (Su): Your mere presence make magic difficult to use. Starting at third level, every creature that try to cast a spell or use a spell-like ability within 10 feet of you must succeed on a Concentration check (DC 20 + your class level + spellís level) or lose that spell. You gain a number of magic points equal to the level of any spell or spell-like ability lost this way.

Healing Magic (Su): You use the magic you released to heal yourself. Starting at third level, by expending magic points you can as a standard action heal yourself of a number of points of damage equal to five times the numbers of magic points expand this way. Alternatively by expending one magic point as a standard action you can remove the fatigues or sicken condition from yourself.

Liberating Wall (Su): You can now create a transparent wall that release the magic of all those that cross it. Starting at fourth level, by expending five magic points you can as standard action produce an effect identical to the spell dispelling screenSpC p67 but with no maximum caster level. You effective caster level for this purpose is equal to your character level.

Antimagic Emanation (Su): You can now project a field of energy to negate all magic around you. Starting at fifth level, by expending seven magic points you can as standard action produce an effect identical to the spell antimagic field centered on you but it does not affected you. You effective caster level for this purpose is equal to your character level.

Ultimate Resistance (Su): Your resistance to magic is now so potent that no spell can ignore it. Starting at fifth level, all spell affecting you now allow spell resistance even if they normally do not. For example a wizard casting the acid arrow spell at you would need to make a caster level to see if it defeat your spell resistance even if normally the acid arrow spell does no allow spell resistance to apply.

zagan
2011-08-15, 01:51 PM
MUTANT

Mutant are bizarre creature who have taken their change with a passion. Theyíve become fascinated with the change in their body and with all the variation of those change that exist. Seeking to always improve theyíve start to study the body of other aberration in order to create more mutation in themselves.

Becoming a mutant
Any bizarre creature can become a mutant, but only the most devoted to augmenting their body ever do so. Warrior and rogue-like class benefit the most from this class.

ENTRY REQUIREMENTS
Skills: Knowledge (dungeoneering) 8 ranks, Heal 4 ranks
Feats: Extra Mutation, Extra Mutation
Template: Bizarre
Special: Must have personally fight and killed an aberration of a CR a least equal to your own alone, in addition you must have dissect this aberration to learn how itís body function.

Class Skills
The mutant's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Listen (Wis), Psicraft (Int), Spellcraft (Int), Swim (Str), Use Rope (Dex)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Table: The Mutant
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+0|Extra Mutation, Minor Mutation

2nd|
+1|
+3|
+0|
+0|Minor Mutation

3rd|
+2|
+3|
+1|
+1|Extra Mutation, Minor Mutation

4th|
+3|
+4|
+1|
+1|Minor Mutation

5th|
+3|
+4|
+1|
+1|Extra Mutation, Major Mutation

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Extra Mutation: You continuously mutate, above and beyond other bizarre. At first level you gain extra mutation as a bonus feat, this is an exception to the normal rule that you cannot gain the benefit of this feat more than twice. At third level and again at fifth level you gain extra mutation again.

Minor Mutation (Ex): In addition the the more obvious mutation youíve gained, you body also change in more subtle way. At each level except fifth, you gain one minor mutation determined randomly by rolling a d100 on the following table. Each minor mutation modify your body slightly in more or less visible way and grant you a permanent bonus to one type of roll. If you roll the same mutation twice the bonus stack.

Table of Minor Mutation

{table=head]
Dice Roll|
Physical Change|
Bonus

1|Magnifying Eyes|+2 bonus on Appraise check
2|Crystal Nose|+2 bonus on Autohypnosis check
3|Pendulum Beard|+2 bonus on Balance check
4|Calming Pheromone|+2 bonus on Bluff check
5|Cramp Feet|+2 bonus on Climb check
6|Incense Odor|+2 bonus on Concentration check
7|Elongate Finger|+2 bonus on Craft check
8|Moving Eyes|+2 bonus on Decipher Script check
9|Puppy Eyes|+2 bonus on Diplomacy check
10|Amorphous Hands|+2 bonus on Disable Devices check
11|Shifting Visage|+2 bonus on Disguise check
12|Double Joint Legs|+2 bonus on Escape Artist check
13|Ink Reservoir|+2 bonus on Forgery check
14|Additional Ears|+2 bonus on Gather Information check
15|Dominant Fragrant|+2 bonus on Handle Animal check
16|Sensitive Hands|+2 bonus on Heal check
17|Chameleon Skin|+2 bonus on Hide check
18|Oiled Palm|+2 bonus on Iajutsu Focus check
19|Extended Legs|+2 bonus on Jump check
20|Runic Brain|+2 bonus on Knowledge (arcana) check
21|Stone Gland|+2 bonus on Knowledge (architecture and engineering) check
22|Depth Cortex|+2 bonus on Knowledge (dungeoneering) check
23|Magnetic Nerves|+2 bonus on Knowledge (geography) check
24|Indexing Encephal|+2 bonus on Knowledge (history) check
25|Repeating Thalamus|+2 bonus on Knowledge (local) check
26|Elite Medula|+2 bonus on Knowledge (nobility and royalty) check
27|Diamond Forebrain|+2 bonus on Knowledge (psionics) check
28|Holy Vertebrae|+2 bonus on Knowledge (religion) check
29|Ethereal Meninges|+2 bonus on Knowledge (the planes) check
30|Echoing Membrane|+2 bonus on Listen check
31|Programed Muscle|+2 bonus on Martial Lore check
32|Digital Pads|+2 bonus on Move Silently check
33|Elongated Thumb|+2 bonus on Open Lock check
34|Elegant Body|+2 bonus on Perform check
35|Ectoplasm Nodes|+2 bonus on Psicraft check
36|Durable Muscle|+2 bonus on Profession check
37|Enlarged Pelvis|+2 bonus on Ride check
38|Serpent Tongue|+2 bonus on Search check
39|Perceptive Nose|+2 bonus on Sense Motive check
40|Sticky Palm|+2 bonus on Sleight of Hand check
41|Magic Cyst|+2 bonus on Spellcraft check
42|Telescopic Eyes|+2 bonus on Spot check
43|Oversized Nose|+2 bonus on Survival check
44|Palmed Feet|+2 bonus on Swim check
45|Supple Bones|+2 bonus on Tumble check
46|Illuminated Hands|+2 bonus on Use Magic Device check
47|Astral Hands|+2 bonus on Use Psionic Device check
48|Opposable Pinky|+2 bonus on Use Rope check
49|Acidproof Scales|+2 bonus on save versus Acid effect
50|Taloned Feets|+2 bonus on save versus Air effect
51|Heavy Fur|+2 bonus on save versus Cold effect
52|Hardy Skin|+2 bonus on save versus Earth effect
53|Latex Blood|+2 bonus on save versus Electricity effect
54|Secondary Heart|+2 bonus on save versus Fear effect
55|Elevate Temperature|+2 bonus on save versus Fire effect
56|Force Hairs|+2 bonus on save versus Force effect
57|Aluminum Skull|+2 bonus on save versus Mind-Affecting effect
58|Closed Ears|+2 bonus on save versus Sonic effect
59|Fish Branchy|+2 bonus on save versus Water effect
60|Piston Muscle|+2 bonus on Strength check made to bull-rush a foe
61|Anchored Feet|+2 bonus on Strength check made to resist being bull-rushed
62|Spring Bones|+2 bonus on attack roll made to disarm a foe
63|Glue Gland|+2 bonus on attack roll made to resist being disarmed
64|Gorilla Arms|+2 bonus on grapple check made to start a grapple
65|Slippery Skin|+2 bonus on grapple check made to escape from a grapple
66|Enlarged Feet|+2 bonus on Strength check made to overrun a foe
67|Anchoring Leg|+2 bonus on Strength check made to resist being overrun
68|Adamantine Extension|+2 bonus on attack roll made to sunder a foe weapon or shield
69|Reflexive Hand|+2 bonus on attack roll made to resist a sunder attempt
70|Extend Arms|+2 bonus on Strength check made to trip a foe
71|Stable Feet|+2 bonus on Strength or Dexterity check made to avoid being tripped
72|Secondary Eyelid|+2 bonus on save against effect that can blind you
73|Gripping Feet|+2 bonus on save against effect that can blown you away
74|Secondary Brain|+2 bonus on save against effect that can confuse you
75|Reinforced Skull|+2 bonus on save against effect that can daze you
76|Light Resistant Eyes|+2 bonus on save against effect that can dazzle you
77|Vibrating Ear|+2 bonus on save against effect that can deafen you
78|Barb Legs|+2 bonus on save against effect that can entangle you
79|Enlarged Heart|+2 bonus on save against effect that can fatigue you
80|Redundant Nerves|+2 bonus on save against effect that can paralyze you
81|Reflective Skin|+2 bonus on save against effect that can petrify you
82|Trembling Body|+2 bonus on save against effect that can stun you
83|Hardening Sweat|+1 bonus on save against Abjuration effect
84|Constant Twitching|+1 bonus on save against Conjuration effect
85|Invisible Neurons|+1 bonus on save against Divination effect
86|Double Spinal Cord|+1 bonus on save against Enhancement effect
87|Impulsive Veins|+1 bonus on save against Evocation effect
88|Third Eyes|+1 bonus on save against Illusion effect
89|Dead Organs|+1 bonus on save against Necromancy effect
90|Morphing Stomach|+1 bonus on save against Transmutation effect
91|Reactive Synapses|+2 bonus on initiative checks
92|Arcane Symbol|+1 bonus on caster level checks
93|Emerald Parasyte|+1 bonus on manifester level checks
94|Absorbing Retina|+2 on roll made to confirm a critical threat
95|Sharp Vision|+5 bonus on roll made to determine if your attack hit despite miss chance (only if rolling a d100)
96|Steel Stomach|+2 bonus on save made to resist poison
97|Macro Phagocytosis|+2 bonus on save made to resist disease
98|Thick Blood|+5 bonus on roll made to become stable while dying (only if rolling a d100)
99|Vampiric Blood|+2 bonus on save to prevent negative level from becoming permanent
100||You gain one minor mutation of your choice
[/table]


Major Mutation (Ex, Sp or Su) Youíve become so mutated that youíve gain a major increase in power. At fifth level you gain one major mutation chosen from the list below.

Antenna (Su): You grow a pair of big antennas on the top of your head, they allow you to move object and creature with only the power of your mind. This effect is identical to the telekinesis spell with the following difference, you can use the sustained force or combat maneuver option simply by concentrating as a standard action and you can continue concentrating in this way indefinitely, for the violent thrust option you need to use a standard action. In any case you can use these effect at will. Your caster level for this purpose is equal to your character level and the save DC, disarm and grapple checks, and attack rolls are Charisma based.
Bioweapon (Ex and Su) You grow an additional appendage of flesh and bones into the shape of a weapon. Upon gaining this ability you must choose one light or one-handed melee weapon that your are proficient with. Your new appendage as the shape of this weapon and you can use it as a secondary natural weapon. It posses all the characteristic of the weapon you have chosen but deal damage as if it was one size category larger than what you could normally wield, itís threat ranged is doubled and it act as if it posses the vampiricMiC p45 special property (this part of your ability is considered supernatural). Unlike normal natural weapon it can be sundered, dealing no damage to you, but it regenerated after 24 hours has passed.
Eyestalk (Sp): You grow a big eyestalk on the top of your head, it does not offer you greater vision but it allow you to project a sickening feeling into other creature. You can use eyebite, as the spell, as a spell-like ability at will. Your caster level for this purpose is equal to your character level and the save DC is Charisma based.
Gibbering Mouth (Su): You gain an additional mouth, on your torso or your forehead, when open this mouth emit a constant gibbering noise that unsettle your foe. You can as a free action open, or close, this mouth. While open it emits a constant gibbering. All creatures (other than you) within a 30-foot spread must succeed on a Will save (DC 10 + Ĺ your Hit dice + your Cha modifier) or be affected as though by a confusion spell for 1 round. A creature must still continue to make will saves each rounds for as long as itís in area of effect of your gibbering mouth. This is a sonic mind-affecting compulsion effect.
Noxious Gas (Ex): You gain two big semi-transparent sacks on your back, they contain yellowish gas. As a standard action you can release this gas, it act as the cloudkill spell but with the following difference, the cloud is centered on you and spreads only in 10-ft. radius and is 10 ft. high, the cloud move with you and not on itís own, your vision is not imped by the cloud, you are not affect by it and finally it always last one minute. You can create one cloud per encounter or one every five minutes outside an encounter. Your caster level for this purpose is equal to your character level (but it matter little because itís an extraordinary effect) and the save DC is Constitution based (16 + Con modifier under normal circumstance).



OMNIMAL

Among those that were changed divided are the most likely to be pitied, after all the risk of losing control of yourself at any moment seem like a terrible fate. Still divided make do with their lot in life and some come to enjoy letting themselves go, as it where. Among those a number of them developed an interest in normal animal and after much studying they learn how to take their shape, like a druid. Once they have made this first step, their power grow a at fast rate and soon they spend barely any time in their normal form. At the peak of their power they can become several animals at the same times, they are called omnimal.

Becoming an omnimal
Any divided creature can become an omnimal, but only martially inclined character really benefit from it. Ranger and fighter are the most common.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 8 ranks, Handle Animal 8 ranks
Feats: Animal Feeling
Template: Divided
Special: Must have studied with someone able to take the shape of an animal, druid are the most common but other option exist even studying with a werewolf could work.

Class Skills
The omnimal's class skills (and the key ability for each skill) are Concentration (Con), Handle Animal (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str)
Skills Points at Each Level: 2 + int

Hit Dice: d8

Table: The Omnimal
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+2|
+0|Feral Shape, Wild Shape (1/day)

2nd|
+1|
+3|
+3|
+0|Feral Affinity, Wild Shape (2/day)

3rd|
+2|
+3|
+3|
+1|Swift Wild Shape , Wild Shape (3/day, Large)

4th|
+3|
+4|
+4|
+1|Variable Shape, Wild Shape (4/day)

5th|
+3|
+4|
+4|
+1|Omnishape, Wild Shape (5/day, Tiny and Huge)

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Wild Shape (Su): Being an animal mean that with enough effort you can take the form of other animals. At first level you gain the ability to wild shape. This ability is almost identical to the druid ability of the same name but with a few key difference. You can use it turn into small or medium animal only, you can use it once per day per class level, it last two hour per class level and your new forms Hit dice canít exceed twice your class level plus one per Hit dice you posses above ten. In addition you case your wild shape ability even while in feral state without the need to make Handle animal check. At third level you can assume the form of large animal. At fifth level you can assume the shape of tiny and huge animals.

Feral Shape (Ex): Changing shape does not rob you of all your ability as a divided. Starting at first level, you do not lose your feral shape ability while in wild shape but you do not gain the claw attack it grant while in it. You also do not lose your pounce special attack.

Feral Affinity (Ex): Your ability to the shape of animal mean that you now understood them even better than before. Starting at second level, you can attempt to push a wild but friendly animal with the Handle Animal skill. This only work while in a non threatening situation, you cannot do so during combat. For example while trapped in prison you could attempt to push a rat living there so it fetch the key for you.

Swift Wild Shape: You can assume animal shape in the blink of an eyes. At third level, you gain the benefit of the swift wild shapeCC p62 feat even if you do not met the prerequisite. This only apply when taking the shape of animals, if you have gained the ability to take the shape of other type of creature you do not gain the benefit of this feat when taking the shape of those creature.

Variable Shape (Su): The shape of other animal as become so instinctive to you that you can pass from to another without the need to revert back to your normal form. Starting at fourth level, while using wild shape, you can change form once per round as a swift action, this does not expend additional uses of your wild shape ability and you can continue to so until either the duration of your wild shape end or you voluntarily return to your natural shape.

Omnishape (Su): You have so expert at taking the shape of animals that you can take the shape of multiple animals at the same times. Starting a fifth level, when using wild shape you can choose to assume the form of two animals at the same times. When doing so you choose the size of one animal, you gain the movement mode of both form using the greatest speed for each, all the naturals weapon of each form using the one that deal the most damage if you would gain the same natural weapons more than once, whichever natural armor bonus is highest, all the extraordinary special attack of each form, the highest of each of the two animals physical ability score and finally you do not gain the +10 bonus on Disguise check because your form is a mix of both creature and this is immediately obvious.


PARAENERGISER

An energy creature is special among elemental, they are made of all four primordial element instead of just one as is the most common. This difference weaken and strengthen them at the same times. It weaken them because their body is more fragile than that of other elemental. But it strengthen them too because it grant them more versatility. Those that explore this versatility often find that being able to use their various power is a boon and they seek to increase it even more by combining the element that compose them into paraelement. They became paraenergiser.

Becoming a paraenergiser
Any energy character can become a paraenergiser but only those really dedicated to the element follow this path. Those that benefit the most from it are martial class such as monk or ranger.

ENTRY REQUIREMENTS
Skills: Knowledge (the planes) 8 ranks, Concentration 4 ranks
Feats: Extra Ray
Template: Energy
Special: Must have encounter Air, Earth, Fire and Water elemental.

Class Skills
The paraenergiser's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Balance (Dex), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Psicraft (Int), Spellcraft (Int)
Skills Points at Each Level: 2 + int

Hit Dice: d8

Table: The Paraenergiser
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+2|Paraelement

2nd|
+1|
+3|
+0|
+3|Paraelement, Paraenergy Ray

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

4th|
+3|
+4|
+1|
+4|Paraelement, Reactive Paraelement

5th|
+3|
+4|
+1|
+4|Paraelement

6th|
+4|
+5|
+2|
+5|Paraelement, Quadrienergy

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Paraelement (Su): With intense study youíve learn how to mix the element that compose your body to create paraelement. At each paraenergiser level you can choose one paraelement from the list below, gaining an ability that allow you to create an area of that parelement that affect creature inside in various way. If an ability offer a save the DC is equal to 10 + Ĺ your character level + your Con modifier. Each ability can be used a number of times per day equal to your Constitution modifier, minimum 1, and the effect create last one minute. You cannot apply more than one paraelement per square. You can only choose a paraelement once, this mean that at sixth level you have access to all six paraelement.


Dust (Su): By mixing Air and Earth you obtain Dust. You can as a standard action create a cloud of dust composed of a number of five foot cube equal to twice your class level. You can arrange the cube in any way you wish but the cloud must be continuous and the edge of the cloud cannot be more 60ft away from you. You cannot create the cloud underwater. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker canít use sight to locate the target). Living creature in the cloud must succeed on a Fortitude save or take a -4 penalty to AC and a -2 penalty on attack rolls for as long as the creature stay in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. You are immune to this effect.
Ice (Su): By mixing Air and Water you obtain Ice. You can as a standard action create an area of slippery ice composed of a number of five foot square equal to twice your class level. You can arrange the square in any way you wish but the area must be continuous and the edge of the area cannot be more 60ft away from you. You can only create an area of ice on the ground or on calm water, in the last situation itís possible to walk on it safely for creature of up to 1000 lb, more and the ice break. Any creature in the area when it appear must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ice at half normal speed with a DC 10 Balance check. Failure means it canít move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). In addition every creature within the area take 1d6 point of cold damage per class level each round. You do not need to make reflex save to remain standing within the area and can move through it at your normal speed without the need for a Balance check, you are also immune to the cold damage to inflict.
Magma (Su): By mixing Earth and Fire you obtain Magma. You can as a standard action create a pool of magma composed of a number of five foot square equal to twice your class level, the pool depth is one foot per class level. You can arrange the square in any way you wish but the area must be continuous and the edge of the area cannot be more 60ft away from you. You can only create a magma pool on an horizontal surface, and you can even do so underwater but in this case the pool last only 5 rounds. Any creature in the area when it appear can attempt Reflex save to immediately move five-feet in an attempt to get out of it. The magma deals 2d6 points of damage per round of exposure, except in the case of total immersion, which deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Unlike with normal magma, resistance to fire does no grant an immunity to the effect of this magma but it still reduce the damage as normal. You are immune to the damage of the magma pool you create, but you can still drown in it. Once the magma pool dissipate it leave no trace and no harm is done to the area.
Ooze (Su): By mixing Earth and Water you obtain Ooze. You can as a standard action create an area of sticky ooze composed of a number of five foot square equal to twice your class level. You can arrange the square in any way you wish but the area must be continuous and the edge of the area cannot be more 60ft away from you. You cannot create the area of ooze in mid air, but you can do so underwater in this case it form cube instead of square. Creatures in the area or those that enter the area, become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the ooze pulse trying to entangle all creatures that have avoided or escaped entanglement. In addition every creature within the area take 1d6 point of acid damage per class level each round. You are immune to entangling effect within the area and can move through it at your normal speed, you are also immune to the acid damage it inflict.
Smoke (Su): By mixing Air and Fire you obtain Smoke. You can as a standard action create a cloud of dark smoke composed of a number of five foot cube equal to twice your class level. You can arrange the cube in any way you wish but the cloud must be continuous and the edge of the cloud cannot be more 60ft away from you. You cannot create the cloud underwater. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker canít use sight to locate the target). A creature who breathes the smoke must make a Fortitude save each round (Standard DC, +1 per previous check) or spend that round doing nothing but choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. You can breath normally within the cloud but it still hinder your vision.
Steam (Su): By mixing Fire and Water you obtain Steam. You can as a standard action create a cloud of steam composed of a number of five foot cube equal to twice your class level. You can arrange the cube in any way you wish but the cloud must be continuous and the edge of the cloud cannot be more 60ft away from you. Unlike the other cloud you can create it underwater but in this case the cloud does not hinder vision. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker canít use sight to locate the target). In addition every creature within the area is infect with blinding sickness which strikes immediately (no incubation period), unless they succeed on a Fortitude save (standard DC for a paraelement ability) if they fail they are infected and immediately take 1d4 points of Strength damage and they may need to make a second save to avoid becoming blinded, using the diseaseís save DC. For the subsequent saves you also use the diseaseís save DC. A creature that is infected but remain in the cloud must continue making Fortitude save each round to prevent infection. You are immune to the disease inflict by your own cloud of steam.


Paraenergy Ray (Ex): You can now modify your ray attack using paraelement. Starting at second level, when using your energy ray psi-like ability you can choose to use a paraelement you have access to via your paraelement ability instead of a standard energy type. Each one as a specific effect as describe here:


Dust: As acid energy, but the target also take a -4 penalty to AC and a -2 penalty on attack rolls for one round because of the irritating dust.
Ice: As cold energy, but also limits affected foe to a single move action or standard action for one round from the ice blocking their movement.
Magma: As fire energy, but also deals an additional 2d6 points of fire damage on the round following the attack from lingering magma.
Ooze: As acid energy, but the target is also entangled for one round by the goo.
Smoke: As fire energy, but the also an additional 2d6 points of non-lethal damage on the round following the attack from the cloying smoke.
Steam: As cold energy, but the target is also blinded for one round, from the water in their eyes.


Reactive Paraelement (Su): Your experience with paraelement allow you to create them using the energy used by your foe. Starting at fourth level, you can as an immediate action when target with an effect with the Air, Earth, Fire or Water descriptor, expend one use of your energy ray psi-like ability to negate this effect completely. Instead you create one cube or square of one of the paraelement you have access to (as per your paraelement ability), the paraelement so create depend on the descriptor of the effect youíve negate, it must be one that composed the paraelement. For example Gero is a Rogue 5/Paraenergiser 4 with access to the Dust, Magma, Ooze and Steam paraelement, when target with a fireball he could expend one use of itís energy ray and create one square of Magma or one cube of Steam because both require the fire energy to create. The square or cube position is exactly in the middle of the line form by your position and the position of the effect originator. If no such position is possible it instead form in the closest available square. The paraelement can only be formed in a position that can support it, magma cannot be formed in mid-air for example.

Quadrienergy (Su): At last you have reach the pinnacle of energy combination, the ability to combine Air, Earth, Fire and Water into pure energy, Force. Staring at sixth level, you gain a number of ability, first you gain force resistance equal to the amount of acid, cold, electricity and fire resistance granted by your energy template (if you posses the greater energy resistance feat itís benefit also apply to your force resistance and if you also posses the energy absorption feat you can heal from force damage). Second if you posses the elemental magic ability itís benefit apply to effect with the Force descriptor, if you posses the elemental conversion ability you can now deal force damage with it (allowing you to damage creature in the ethereal plane), if you posses both you gain both benefit. Finally you can now deal force damage with your energy ray psi-like ability it, it work like with fire but deal force damage instead.

zagan
2011-08-15, 01:52 PM
PRINCE OF BREATH

Dragon are among the most powerful creature in the world, they posses numerous ability that make they dangerous but they are most know for their breath attack. After the change those that became dragon, breather creature, have gain such an attack and they may wish to improve itís strength for greater effectiveness. With enough work and study they can completely mastered it and became prince of breath.

Becoming a prince of breath
Any breather character can become a prince of breath. Those that benefit the most from it are the one with a high Constitution score as such, Barbarian and Fighter are common.

ENTRY REQUIREMENTS
Skills: Knowledge (arcana) 8 ranks
Feats: Any two metabreath featDr
Template: Breather
Special: Must have survived to an attack from a true dragon breath weapon

Class Skills
The prince of breath's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge (arcana) (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str)
Skills Points at Each Level: 4 + int

Hit Dice: d8

Table: The Prince of Breath
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+0|Metabreath Feat, Target Breath

2nd|
+1|
+3|
+0|
+0|Efficient Breath

3rd|
+2|
+3|
+1|
+1|Metabreath Feat, Stolen Breath

4th|
+3|
+4|
+1|
+1|Efficient Breath

5th|
+3|
+4|
+1|
+1|Metabreath Feat, Innate Breath

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Metabreath Feat: Your mastery of your own breath weapon continue to improve. At first level you gain a bonus metabreath feat of your choice, you must still met all the prerequisite of the feat to select it. At third level and again at fifth level you gain another metabreath feat.

Target Breath (Ex): Sometimes itís not practical to use your breath weapon because your allies are in the way, to remedy this you have learn how to breath in a very tine line. Starting at first level, you can use your breath weapon as a ranged touch attack. You can target any one creature within range of your breath weapon and if your attack hit the target do not get any reflexes saves to evade it but may make any other saves required by your breath weapon as normal. When using your breath weapon this way you can apply a maximum of one metabreath feat to it, but the following metabreath feat cannot be applied at all: Lingering Breath, Shape Breath, Split Breath, Spreading Breath and Extend Spreading Breath. Unlike normal you need to wait only one round, plus any adjustment from a metabreath feat if any, before using your breath again after using it this way.

Efficient Breath (Ex): The various way you can modify your breath are often powerful but they limit your use of your breath, you have found some limited way to compensate for that. Starting at second level, you can choose any one metabreath feat you posses, the increases in rounds that you must wait before using your breath weapon generate by the feat is reduce by one to a minimum of one. For example if you use choose quicken breath you would add +3 instead of +4 when rolling to determine the number of rounds you need to wait before using your breath again. At fourth level you can choose another metabreath feat you posses to apply this benefit to, you can select the same feat twice ,the benefit stack, but you still cannot reduce the increase wait to less than +1.

Stolen Breath (Su): You control of your breath is so great that now you can steal the breathing power of other. Starting at third level, when dealing damage to a creature with your breath weapon, if that creature also posses a breath weapon, you can choose to halves the damage dealt and steal that creature ability to use itís breath weapon. When you steal a breath weapon you can use it as if it was your own using your own hit dice and Constitution modifier to determine the save DC (if any) but all other characteristic of the breath weapon are identical to that of the original creature. You can use a stolen breath weapon only once but it does no impact in any way with your own breath weapon, and you must use it within one minute of stealing otherwise you lose it. The creature that youíve stolen the breath weapon cannot use while you hold it and once youíve used it must wait the normal amount of times before using it again. You can apply metabreath feat to the stolen breath weapon normally.

Innate Breath (Ex): Your breath as become so ingrained that you can use it in any situation and it as become completely instinctive. Starting at fifth level, you breath weapon become an extraordinary ability, but you can still considered it supernatural if doing so would be advantageous. In addition you can now use it as an attack action, this mean that you can use it as part of a full attack, as an attack of opportunity or even at the end of a charge.

ADAPTATIONS:
At the DM discretion, creature that posses a breath weapon, like true dragon or some dragonborn, may qualify for this class without possessing the breather template.


SEED OF REBIRTH

Weed creature are inherently link to the natural world and plant in particular. With this link they can freely speak with plant and root into the ground living on nothing but the soil under the feet and the sun above them. With research some weed have discovered that itís possible to use this link to preserve their soul in case of death. Itís a long and hard path but if they manage to create a life seed and nurture it long enough, this seed can revive them in any situation. As such they are called seed of rebirth.

Becoming a seed of rebirth
Any weed creature can become a seed of rebirth. The one with the most affinity for this path are ranger and druid but few druid are willing to loss five levels of spellcasting progression.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 13 ranks, Heal 6 ranks
Feats: Berry Production, Plant Command
Template: Weed
Special: Must have remain rooted in a forest for a whole week.

Class Skills
The seed of rebirth's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Heal (Wis), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Survival (Wis), Use Rope (Dex)
Skills Points at Each Level: 2 + int

Hit Dice: d8

Table: The Seed of Rebirth
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+0|
+2|
+0|
+0|Life Seed (Healing Tree), Bark Armor

2nd|
+1|
+3|
+0|
+0|Entangling Vines

3rd|
+2|
+3|
+1|
+1|Life Seed (Mansion), Plant Weaponry

4th|
+3|
+4|
+1|
+1|Flesh to Wood

5th|
+3|
+4|
+1|
+1|Life Seed, Animate Plants (Resurrection)

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Life Seed (Su): You can use your plant nature to create a refuge for yourself, it allow you to heal and when you reach the pinnacle of your power to recreate your body. At first level you gain the ability to create one life seed. Creating a life seed necessitate one full day of meditation, once create you can plant this seed in fertile soil and one day later your seed will germinate into an healing tree one size category larger than you. This tree can have any appearance, a normal tree, a giant flower, a mushroom, or something else. In all case itís considered an object with a number of hit point equal to twice your own and hardness 5 plus one per class level and it regenerate at the rate of one hit point per minute. When adjacent to your tree you can enter it as a standard action, once inside you cease to exist in nearly all way and cannot be target by any effect, you can exit it at any moment as a standard action. While inside you do not need to eat, drink or breath, if you spend at least 8 hours inside you heal all damage, even vile damage, you also heal any and all ability damage, ability burn, and ability drain, all harmful condition are removed (such as blindness, fatigue, negative level even if they are normally permanent), you are healed of all magical disease, all poison are removed from your body, you regenerate any lost member and finally you are considered to have rest for those 8 hour. As a standard action, you can teleport to a square adjacent to your tree if you are within 100 miles per class level of it, this aspect is a conjuration (teleportation) effect. You can only have one healing tree at a time, if you create a new one the old one wither away and die. If your tree is harmed you are immediately aware of it, no matter the distance, but you know no detail about the attacker. If your tree is destroyed while you are inside it you immediately appear in a square adjacent to it unharmed. Starting at third level the inside of your tree become the equivalent of the mageís magnificent mansion spell, with a caster level equal to your character level. You can enter your tree in the same way as before. You are the only one that can enter your tree. Sleeping for 8 hour inside is enough to gain the healing benefit. Starting at fifth level your healing tree can resurrect you, this can work in two way. If your body is placed in a square adjacent to your tree, its immediately absorb by it and it resurrect you after 8 hours, you reappear inside. If one week after your death you still havenít been resurrected, your tree call your soul from the place it reside and resurrect you immediately, you also reappear inside. In both case this work like a true resurrection spell. If yourís soul is not willing to return, when you would be resurrected your tree become a normal plant at this point.

Bark Armor (Ex): The bark that constitute your skin began to harden as you spend more time in tune with other plant. Starting at first level, you gain a natural armor bonus equal to your class level, this stack with any other natural armor bonus you may already possess.

Entangling Vines (Su): To help protect yourself, you constantly create vines around you, these vines hinder your enemy. Starting at second level, when on the ground you are constantly surround by entangling vines. These vines occupy a 10ft radius centered around you and act as the entangle spell on all creature within this radius beside yourself. The save DC is equal to 10 + Ĺ your Hit dice + your Con modifier. You can manifest or dismiss the vines as a move action.

Plant Weaponry (Su): You gain the ability to grow your weapon from your very body. Starting at third level, you can as a standard action create any one weapon you are proficient with out of your own body. This weapon is considered masterwork and made of darkwood. If itís a ranged weapon it come with 10 ammunitions (bolt, arrow, etc...). The weapon also posses the fleshgrindingMiC p35 special quality even if itís a bludgeoning weapon or a ranged weapon, in the case of ranged weapon the property apply to the ammunition, which are not destroy on impact. A weapon create this way last for as long as you wield it and for 5 rounds after it leave your possession.

Flesh to Wood (Su): You can now force your foe to become a plant, but for them itís much less pleasant than in your case. Starting at fourth level, three times per day, you can as standard action transform a creature into a tree. This work as the flesh to stone spell but it turn creature into inanimate plant instead of stone. If the tree is in fertile soil it take root, otherwise it began to wither away and completely die after 1d4 weeks, at this point the creature truly die and can be resurrect normally. Your caster level for this purpose is equal to your character level and the save DC is Charisma based. You can return a creature turn into a tree, by you or another seed of life, by touching that creature and expending one uses of this ability. Other creature cannot use stone to flesh to remove the effect but they can do so with break enchantment or similar effect.

Animate Plants (Sp): You gain the ability to imbue life into inanimate plants. Starting at fifth level, three times per day, you can cast animate plants, as the spell, as a spell-like ability. Your caster level for this purpose is equal to your character level. In addition you can use this ability on your healing tree no matter itís size and it last one hour per level in that case.


TRUE GIANT

For some people becoming bigger than other give a feeling of superiority that few thing can equal. Oversized creature posses an easy way to grow and some become addicted to this feeling. In the hope of finding a way to permanently become larger, they may go lives with giant. The giant do not know any real secret for other to become larger but in an effort to fit the oversized will use itís expansion power more and more until itís body adapt to it. At this point they have really become true giant.

Becoming a true giant
Any oversized creature can become a true giant but only martial class really benefit from it, fighter and barbarian are the most common.

ENTRY REQUIREMENTS
Skills: Knowledge (nature) 8 ranks, Survival 4 ranks
Base attack bonus: +5
Feats: Boulder Throw, Overhead Strike
Template: Oversized
Special: Must have lived for at least one month with a tribe of giant

Class Skills
The true giant's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Spot (Wis), Survival (Wis)
Skills Points at Each Level: 2 + int

Hit Dice: d10

Table: The True Giant
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special

1st|
+1|
+2|
+0|
+0|Extra Expansion (+1), Harder Throw

2nd|
+2|
+3|
+0|
+0|Expand Object

3rd|
+3|
+3|
+1|
+1|Extra Expansion (+2), Immediate Expansion

4th|
+4|
+4|
+1|
+1|Expand Allies

5th|
+5|
+4|
+1|
+1|Extra Expansion (+3), Growth Spurt

[/table]

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Extra Expansion (Ex): Your need to be bigger than other continue to increase and you channel more of your energy toward that goal. Starting at first level, you can use your expansion psi-like ability one additional times per day. At third level and again at fifth level you gain another additional uses of your expansion ability, for a total of three additional times at fifth level.

Harder Throw (Ex): Your growing strength now allow you to throw bigger boulder and even other object. Starting at second level, you can throw boulder one size category larger than you can throw boulder weighting up to twice your maximum load. In addition when using throw weapon while expand, your projectile regain their normal size only after theyíve it their target, or fallen to the ground if you miss, and not when throw.

Expand Object (Ps): Once youíve change size you realize that the world around you has shrunk, while most of the times itís advantageous sometimes itís not. Starting at second level, you can use your expansion psi-like ability with a range on touch on object only. The object, or the creature wielding it, can make a Will save to resist the effect (DC 10 + half your Hit dice + your Charisma modifier).

Immediate Expansion (Ex): Becoming a giant in just an instant and when your foe least expect it can be a very rewarding feeling. Starting at third level, you can use your expansion psi-like ability as an immediate action. When use this way you can grow a maximum of one size category larger even if your effective manifester level would allow you to grow by two sizes.

Expand Allies (Ex): As you can attest being bigger than your foe is great, but it mean that you are bigger than your allies too and that can be problematic. Starting at fourth level, you can use your expansion psi-like ability with a range on touch on a willing creature.

Growth Spurt (Ex): Your body as become so accustomed with being bigger that it stay that way. At fifth level, you permanently lose your powerful build special quality and the ability to qualify for feat or prestige class as if you were one size category larger. In exchange you really become one size category larger, gaining all the benefit of becoming larger as describe in the Monster manual p291. Your equipment is not changed by this and you will probably need to change some of it.


UNIVERSAL SPEAKER

The ability to speak and to understand the world around us is something most of us take for grant, for a lot of mundane creature however this simple thing is an eye opening experience. Before changing they were simple beast, now they are sentient and see thing in totally new way. In particular the ability to communicate complex concept simply by talking is astounding. Fairly often a mundane creature will seek to learn as many language as it can to be able to communicate with all the creature they encounter and by following that path they may become universal speaker. Being able not only to understand all language but also to manipulate it.

Becoming an universal speaker
Any mundane creature can become an universal speaker, but those that do so the most are the one that gain sentience because of the mundane template. Bard or rogue are the most common entry.

ENTRY REQUIREMENTS
Skills: Knowledge (local) 8 ranks
Feats: Cultural Comprehension
Template: Mundane
Special: Must be literate
Special: Must know at least four different language

Class Skills
The universal speaker's class skills (and the key ability for each skill are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Sense Motive (Wis), Speak Language (n/a)
Skills Points at Each Level: 6 + int

Hit Dice: d8

Table: The Universal Speaker
{table=head]
Level|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Special|
Bonus Language

1st|
+0|
+0|
+0|
+2|Tongues, Language Immunity|
2

2nd|
+1|
+0|
+0|
+3|Steal Language|
4

3rd|
+2|
+1|
+1|
+3|Verbal Stopper, Copy Voice|
6

4th|
+3|
+1|
+1|
+4|Project Voice|
8

5th|
+3|
+1|
+1|
+4|Control Language, Gift Language|
10

[/table]

Note: A number of the abilities grant by this class ask for you to make Speak Language check. This mechanic unique to this prestige is considered a skill check, you roll 1d20 and add your Speak Language modifier which is equal to the number of language you know plus the highest of your Intelligence, Wisdom or Charisma modifier.

Weapon Proficiencies: You do not gain any new weapon proficiencies.

Bonus Language: You can learn new language at an impossible rate. At each class level you gain any two language of your choice as bonus language, you cannot choose forbidden language such as druidic.

Tongues (Sp): Even with your knowledge of numerous languages, there always come a times when you encounter someone from an obscure corner of the world speaking a language you do not know. To remedy that you use a little magic. Starting at first level, you can, at will, use tongues, as the spell, as a spell-like ability. In addition when using it on yourself you can do so as a swift action. For this purpose your caster level is equal to your Hit dice and the saveís DC is Charisma based.

Language Immunity (Ex): Your knowledge of multiple languages should make you more susceptible to magical command, but in a twist of logic your ability to think in multiple language at the same times mean that you simply ignore them. Starting at first level, you become immune to language-dependent spells and effects.

Steal Language (Su): You are so in tune with languages that you can prevent other from understanding them. Starting at second level, you can as a swift action make a Speak Language check (DC 10 + creatureís Hit dice + creatureís Int modifier) against any on sentient (Int 3 or more) creature within 60ft of you that can hear you. If you succeed on this check the target creature lose the ability to understand any sort language for one minute. It can still talk normally but when talk to it only hear gibberish. This is a mind-affecting and language-dependent effect.

Verbal Stopper (Su): Your mastery of languages allow you to hinder those using it as part of their spellcasting. Starting a third level, you can, as an immediate action, when a creature within 60ft of you attempt to cast a spell or spell-like ability with a verbal component or use an ability that require speaking, such as a bard inspire courage, prevent the effect from working. To do so you must make a Speak Language check with a DC equal to 10 + the spellís casterís level or for other effect the creatureís Hit dice + the creatureís casting modifier (Int for wizard for example) or for non-spell effect the creatureís Charisma modifier, if you succeed the spell or effect simply fail and the attempt is waste.

Copy Voice (Ex): Your are so adept at twisting your tongue to speak any number of bizarre and exotic language that you can imitate any voice. Starting at third level, by making a speak language check you can imitate the voice of any creature that you heard speaking at least once within the last week. Only a successful Listen check (DC equal to the result of your speak language check) allow a creature to discern the fact that your voice is not that of the creature you are imitating.

Project Voice (Ex): Your voice is no so precisely controlled that you can project it. Starting at fourth level, you can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within 60ft of you.

Control Language (Su): By a combination of voice imitation and magic you can replace magical order with your own. Starting at fifth level, you can attempt, as a standard action, to take control of an ongoing language-dependent effect currently affecting a creature within 60ft of you. To do so you must make a Speak Language check with a DC equal to 10 + the spellís casterís level or for other effect the creatureís Hit dice + the creatureís casting modifier (Int for wizard for example) or for non-spell effect the creatureís Charisma modifier, if you succeed you are now considered the creator of the effect and if this effect include giving an order to a creature you can change this order. You could also end the effect, either immediately after taking control of it or by taking a standard action while itís still in effect, even if itís not normally dismissible.

Gift Language (Sp): At the pinnacle of your talent you can grant another creature the gift of language that youíve gain yourself. Starting at fifth level, once per day, you use awaken, as the spell, as spell-like ability. You can do so in two way, temporary or permanent. If you choose to make it temporary you need only one hour to cast it, the effect last only 24 hour and you do not need to pay the experience cost. If you choose to make it permanent then it work exactly like the spell including casting time, duration and experience cost. Your caster level for this purpose is equal to your character level and the save DC is Charisma based.
Special: If you posses at least fifteen Hit dice you can use mass awakenSpC p21 instead of awaken, following the same rule as above. At your DM discretion you could also use spell such as awaken construct or awaken undead, in any case never before a spellcaster of your level could do so.

Welknair
2011-08-15, 04:11 PM
Sweet merciful Boccob! +5 Holy Sword! That is a lot of prestige classes.

I'm going to need a while to read through all of this.


And you may have a slight error in your Minor Mutations table.

zagan
2011-08-15, 04:20 PM
Sweet merciful Boccob! +5 Holy Sword! That is a lot of prestige classes.

I'm going to need a while to read through all of this.

Yes, it was a lot of work. I hope you'll like them.


And you may have a slight error in your Minor Mutations table.

Good catch, thanks. Fixed.