View Full Version : Cipher's Personal Class Portfolio (Please don't Post)

Cipher Stars
2012-06-27, 05:01 PM
I think its rather inconvenient to have all my stuff spread all over. So I'm going to put my classes all into one thread and just update the thread whenever I make a new class.

I'll be using different posts each and leave this post to link to all the individual posts as well as the thread behind them, where you can comment on them if you like but not here.

[Class Name]
[Post] [Thread]

Cipher Stars
2012-06-27, 05:37 PM
I just read the "Anointed Knight" directly after reading about the Ravages and Afflictions for the first time, I was very disapointed with its effects... Didn't seem worth sacrificing precious Class Levels to attain whats pretty much just a few feats.

So I'ma just fix'dat. :smallcool:

Though admittedly I have pretty much next to no Prestige experience :P

Anyway. I'd perhaps integrate it with my Knight Eternal.

To qualify to become an
anointed knight, a character
must fulfill all the following
Alignment: Any
Base Attack
Bonus: +5.
Special ability:
Exotic Blade ability.
Divine Health ability.

The anointed knight’s class
skills (and the key ability
for each skill) are;
Climb (Str), Concentration(Con), Craft (alchemy)(Int), Craft (Any one more) (Dex), Diplomacy (Cha), Handle Animal (Cha), Jump(Str), Knowledge(Arcana) (Int), Knowledge (religion)(Int), Knowledge(the planes)(Int), Knowledge(Nobility&Royalty), Ride (Dex), Spellcraft (Int), Swim (Str) See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

An Anointed Knight with an Ice elemental Hammer for her Exotic Blade flaunting her Holy Hands while Holy Sight is active.

{table=head]{colsp=7}Table: The Anointed Knight
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special |

1st|+1|+2|+0|+2| Anoint Self | +1 level of Blessings progression

2nd|+2|+3|+0|+3| Anoint Blade | +1 level of Blessings progression

3rd|+3|+3|+1|+3| Craft Ravage | +1 level of Blessings progression

4th|+4|+4|+1|+4| Anoint Self | +1 level of Blessings progression

5th|+5|+4|+1|+4| Anoint Blade | +1 level of Blessings progression

6th|+6/+1|+5|+2|+5| Craft Affliction | +1 level of Blessings progression

7th|+7/+2|+5|+2|+5| Anoint Self | +1 level of Blessings progression

8th|+8/+3|+6|+2|+6| Anoint Blade | +1 level of Blessings progression

9th|+9/+4|+6|+3|+6| Enhance Ravage | +1 level of Blessings progression

10th|+10/+5|+7|+3|+7| Anoint Self | +1 level of Blessings progression

11th|+11/+6/+1|+7|+3|+7| Anoint Blade | +1 level of Blessings progression

12th|+12/+7/+2|+8|+4|+8| Enhance Affliction | +1 level of Blessings progression

13th|+13/+8/+3|+8|+4|+8| Anoint Self | +1 level of Blessings progression

14th|+14/+9/+4|+9|+4|+9| Anoint Blade | +1 level of Blessings progression

15th|+15/+10/+5|+9|+5|+9| Superior Ravages | +1 level of Blessings progression


Class Features:

Weapon and Armor Proficiency: An anointed knight is
proficient with all simple and martial weapons, all types of
armor, and shields.

Blessings Progression:
The Anointed Knight continues to gain Blessings as the Knight Eternal.

Anoint Self (Su):
An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.

{table=head]Level + Cha modifier | Ability
3 or lower | Holy Sight, Holy Speech
4-6 | Holy Hands, Holy Touch
7-8 | Holy Body, Holy Endurance
9 | Holy Health, Holy Radiance
10+ | Holy Insight, Holy Power

Holy Sight: Knight gains Blindsight out 120ft as they see the world as if everything is made of solidified light. Evil creatures give off red light, good gives off blue, and neutral gives off standard yellowish white light. Objects give off a steely white light. As such, they automatically recognize living creatures and their alignment within her range. Holy Sight replaces normal sight when active, thus she cannot see anything outside of 120ft.
Holy Speech: The Knight gains benefits of Tongues, Comprehend Language, and can choose who understands her and who doesn't whenever she speaks, this includes reading and writing.
Holy Hands: Simply by touching someone, the Knight can cure 1 point of ability damage, and 2d8+Cha damage. This is damage dealt to undead or other creatures susceptible to positive energy damage, without need to focus. So this damage can be dealt with any other form of touch attack. This counts as a paladin's Lay on Hands feature for feats or as a requirement where it may apply.
Holy Touch: A knight’s entire being is suffused with holy power, which likewise flows into any weapon the knight wields. A knight’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a knight with a natural weapon takes holy damage as if hit by the knight’s attack. This damage stacks with Holy Hands for touch-unarmed attacks against creatures susceptible to Positive Energy damage provided by Holy Hands.
Holy Body: The Knight becomes immune to ability drain, and negative levels.
Holy Endurance: The Knight gains DR/Evil where DR is the knight's charisma modifier +1/2 their class levels.
Holy Health: The Knight gains Fast Healing equal to their Knight level.
Holy Radiance: The Knight gains a visible aura of light, shining bright light around 60ft. Healing effects, including the knights own, heal an additional +5hp per die. Undead in the area suffer -2 to all saves and to attack rolls. Supernatural fear effects do not function within the aura. The Knight can suppress the ability, lowering its intensity and range of exposure or suppressing it completely. The effects only work within the area of light however, so suppressing it removes its benefits. When you are alight, you suffer a penalty to any checks relying on stealth, such as move silently, hide, or thievery skills that interact with a subject or would invoke a Spot check. This penalty is -5 per 5ft in radius your light shines. Suppressing your Light or resuming it is a free action.
Holy Insight: The Knight gains a +5 sacred bonus to skill checks, reflex saves, and AC. She looses this bonus to AC if she cannot move.
Holy Power: The save DCs of any and all of the knight’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +5.

Anoint Blade (Su):
An anointed knight concocts a magic oil with which to coat her Exotic Blade granted from her Knight Eternal class levels, at a cost of 100 gp (for alchemical components). If she does not have the Exotic Blade feature, she gains one now (See Knight Eternal and take your blade and one Trait to go with it).She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level).
If the oil is applied to a weapon other than the anointed knight’s Exotic Blade, nothing happens and the oil is wasted. Creating the oil takes 1 hour.
Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the Exotic Blade permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.
Anoint Blade works regardless of the the Exotic Blade's inability to be enchanted.

{table=head]Level + Cha modifier | Ability
3 or lower | Evil Seeker, Ravage Evil
4-6 | Hard Feelings, Vengeful Push
7-8 | Evil Bane, Evil's End
9 | Dismiss Evil, Slay Evil
10 | Sever/Shatter Evil, Sentience

Evil Seeker: The weapon gains a +2 bonus to attack and damage rolls against Evil creatures, whats more you can feel the tip of the blade pulling slightly towards an evil creature. You can use this as a Detect Evil compass of sorts.
Ravage Evil: The weapon can make contact with a Ravage to absorb it, dealing its effect three times before its used up. The weapon takes on a golden gleam when storing a Ravage. This ravage is considered used up and doesn't count to your Ravages limit.
Hard Feelings: The weapon has its own vendeta against evil, you can use your Smite Evil ability five more times per day as these stem from the blade itself, rather then your own reserves.
Vengeful Push: The weapon releases a pulse of faint golden light when it makes contact with an evil creature. This causes the evil creature to move back five feet per 10 damage inflicted. If it moves back farther then 20ft, they must make a reflex save DC = your BAB +5 or fall prone and take falling damage proportionate to the distance they were sent back. Only effects creature up to your size, Large creatures are effected only half as well. Huge creatures or bigger are not effected. If you ever become Larger or Larger, these sizes are increased as well.
Evil Bane: The weapon ignores damage resistance of evil creatures.
Evil's End: This weapon's threat range increases by six steps against evil creatures, and two steps generally. A weapon that only scores on a 20 for example now scores on a 14-20 against evil creatures.
Dismiss Evil: You can make an attack roll at -10 to attack a spell effect with the [evil] descriptor, or stems from an evil creature, against the spells DC. If you win, the spell is dispelled. The spell must be targeted or a spell that lingers in an area, such as a fog of death.
Slay Evil: This weapon's critical multiplier increases by four against evil creatures, or two against nonevil creatures. a standard x2 weapon for example is now x6 against evil creatures or x4 against nonevil creatures.
Sever/Shatter Evil: Your weapon gains the ability to instantly slay an evil creature. On a natural roll of 20 on the attack die as if you rolled a natural critical without modifiers, the target dies instantly while their body shrivels revealing cracks that shine brightly as holy energy tears them apart from the inside. You can see their soul purified of taint rise up 5ft before disappearing back to the heavens to face judgement. If a foe would be immune to critical hits, they are immune to the 1hitko. However, they still take an extra d6 damage per class levels in Anointed Knight which stems directly from divine power and not subject to resistance.
Sentience: The weapon becomes an intelligent item, with the same alignment as the knight. The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains the power of speech, 120-ft. vision and hearing, and two primary abilities (rolled randomly). See Intelligent Items in the Dungeon Master’s Guide.
If you already had the intelligent trait from the Exotic Blade feature, you instead raise the mental scores by 4 and can select an Extraordinary Power.

Craft Ravage (Su):
You can create a Ravage, as found in the Book of Exalted Deeds, by spending 50gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the ravage listed. At level six, you can create two of the same Ravages at one time.
You can only have 12 Ravages created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.

Craft Affliction (Su):
You can create an Affliction, as found in the Book of Exalted Deeds, by spending 100gp in resources and 8 hours in a blessing ritual to imbue the combined ingredients into the affliction listed.
You can only have 6 Afflictions created and unused at any one time, due to the nature of the ritual which charges the ravage giving it its potency.


{table=head] Ravage | Type | Initial Damage | Secondary Damage
Golden Ice | Contact DC 14 | 1d6 Dex | 2d6 Dex
Celestial Lightsblod | Ingested DC 20 | 1d4 Dex | 1d4 Con
Jade Water | Injury DC 14 | 1d4 Wis | 1d4 Int, 1d4 Wis
Purified Couatl Venom | Injury DC 16 | 2d4 Str | 4d4 Str
Unicorn Blood | Injury DC 17 | 1d3 Str | 1d4 Str
{table=head] Affliction | Infection | DC | Incubation | Damage
Eternal Torpor | Contact | 14 | 1 day | 1d6 Dex
Consuming Passion | Contact | 17 | 1d3 days | 1d4 Int
Depraved Decadence | Ingested | 18 | 1d6 days | 1d4 Str
Pride in Vain | Ingested | 20 | 1 day | 1d6 Cha
Raging Desire | Inhaled | 15 | 1 day | 1d3 Con
Haunting Conscience | Inhaled | 16 | 1d3 days | 1d4 Wis

Celestial Lightsblood: This rare substance is as ethereal as
pure alcohol, though it is not intoxicating. A pure silvery color,
it first slows and then sickens creatures it affects.
Consuming Passion: Consuming passion causes a creature
to become covetous and paranoid as the affliction runs its
Depraved Decadence: This affliction causes ravenous
hunger and causes the victim to grow progressively
weaker from hunger.
Eternal Torpor: Creatures afflicted
with eternal torpor are constantly
drowsy and cannot charge or run.
Golden Ice: This crystalline substance
is cold to the touch, though it
doesn’t melt except at infernally high
temperatures. Evil creatures subjected
to it feel its cold spreading throughout
their bodies.
Haunting Conscience: This affliction
causes a creature to dwell on its evil
deeds, becoming guilt-wracked and
violently angry.
Jade Water: Jade is a potent
substance, noted for its effects on
certain kinds of evil supernatural creatures.
Jade water is simply holy water with a suspension
of jade crystals that takes on
unusual potency as a ravage.
Pride In Vain: Creatures afflicted
with pride in vain obsess about their status and appearance,
eventually withdrawing to the point of staring incessantly into
a mirror.
Purified Couatl Venom: The venom of a couatl, when
milked from the creature and purified, becomes a potent ravage
that severely weakens the victim.
Raging Desire: This affliction causes insatiable sexual desire
while preventing any possible fulfillment of that desire.
Unicorn Blood: Drawn from a willing living unicorn, unicorn
blood retains its potency as a ravage only as long as the
unicorn that donated the blood remains alive.

Enhance Ravage (Su):
During creation, the Anointed Knight can add a little flare and enhance its effects. The Ravage's effects now add the Anointed Knight's charisma modifier to its effect, and the Anointed Knight's levels to the save DC.
For example:
Unicorn blood---Injury DC 17---1d3 Str---1d4 Str
Unicorn's blood is a DC 17 effect that deals 1d3 Str damage at first, and 1d4 Str damage one minute later.
When used by Pakse, a 10th level Anointed Knight with a Charisma modifier of +6, Unicorn's Blood has a save DC of 27 and deals 1d3+6 Str Damage when enhanced by the Knight.

Enhance Affliction (Su):
During creation, the Anointed Knight can add a little flare and enhance the effects of an Affliction. The Affliction's effects are now increased as Ravages are increased in Enhance Ravage
You can also lengthen the incubation period by an extra die, or decrease the incubation by up to half.

Superior Ravages (Su):
The Anointed Knight's skill with handling Ravages and understanding of how the blessing ritual works is now great enough, they can craft Superior Ravages.
Superior Ravages cost 5,000gp in alchemical ingredients to craft, and a 12 hour ritual of blessing.
The Anointed Knight can only have one Superior Ravages blessed and potent at any one time. Making another makes the last grow impotent, and useless (However, you may re-bless it at a later date if its stored properly).


{table=head] Ravage | Type | Initial Damage | Secondary Damage
Penitent Flame | Contact DC 24 | 1d6 Con + 1d4 Int | 6d4 Con + 4d6 Int
Judgement of Light | Inhaled DC 20 | 3d8 Str + Blindness for 2d6 rounds | 4d8 Str damage + Blindness for 2d6 days
Severance of Life | Injury DC 25 | 4d4 Wis + 4d4 Dex | 12d4 Dex + 4d4 Wis
Death's Rebuttal | Inhaled DC 10+ | Special | Special
Plague of Six | Contact DC 21 | 1 drain, all | Special[/table]

Penitent Flame: Penitent Flame causes the subject to Burn with white fire that burns at their very being. If they fail the initial save, the burns take over and whats left is usually a charred corpse of white ash.

Judgement of Light: Judgement of Light causes the effected's blood to turn into holy light and feed off their own evil, overtaking muscular function causing them to weaken, meanwhile the light effects flood their eyes and other muscles. This causes blindness.
If the victim lives after the Secondary effects run their course, the light has consumed much of their evil and they make a will save DC 25 or become good aligned. (Lawful Evil - Lawful Good, Neutral Evil - Neutral Good, Chaotic Evil - Chaotic Good).
The next three times the option comes up to perform an evil action they are presented with another will save. After the third, the change is permanent.

Severance of Life: Severance of Life is a Ravage that causes the evildoer's skin to blacken as black as their heart, their body suffering from Rigimortis even though it (may) still live. Their thought process rots and slows to a crawl or not at all while their body seems to stop working or otherwise being slow to respond. If both the Wis and Dex damage would result with both being zero, they see a vision of what afterlife they would go to but twisted to be one of torment and misery, which may cause them to repent of their life of evil and strive to atone as to not see that fate again. Maybe. This depends on the character's personality or faith in their dark gods.

Death's Rebuttal: Death's Rebuttal causes harm on the foe based on how many lives the evil creature has ever taken. They take one point of damage for every soul they've sent away to the afterlife. The secondary damage causes all soul's they've ever destroyed to come back into being by tearing away part of the victim's soul in replacement, dealing one point of constitution drain per soul ever devoured or otherwise used up.
This Ravage relies heavily on DM's filling-out of the character, or a quick judgement decision how they would be effected.
Typical guideline:
Universal force of evil: Probably immune, but just in case: probably something like: 100d100
Evil Overlords: 5d100
Tyrants: 2d100
Super-villains: 10d10
Budding evil overlord: 5d12
Typical evil henchman: 1d20
New recruit-grunt: 5d4

As for the secondary damage, thats totally up to the DM and how the character is. Someone can be completely evil but never destroyed/used up a soul before.

Plague of Six: The subject of Plague of Six starts off with 1 point of Ability Drain to each ability score. Then, the Secondary effect brings them to suffer from all six of the listed Afflictions, starting with the quickest to take effect and ending with the longest. One at a time.

Cipher Stars
2012-06-27, 05:40 PM

Aesthetic Sage

Aesthetic Sages are wandering warriors who's skill with the blade is great. They often seek beauty where ever they see it, be it in destruction, or in life. They don't often choose the lifestyle, it chooses them. They're eye for detail aids in they're development for the perfect form.
Sages often leave home at the strike of adulthood to explore, and search for answers to life's questions as they explore they're fascination with the beautiful things in life.

Adventures: What good would being a wandering swordswoman be if you don't do anything? The Aesthetic Sage is prone to helping, or hindering, things along they're way. If they're stopping in town for supplies when a bandit raid strikes, they're going to step up and defend, maybe out of pure vengeance for ruining they're meal or even to help the bandits for one reason or another (evil).

Characteristics: The Aesthetic Sage gains her ability through self perfection, and a link with the natural beauty of the world. Primary characteristics in Aesthetic's are grace, and balance thats hard to match. They have the ability to perform amazing feats and may even seem to be everywhere at once at times.

Alignment: Aesthetic Sage's come primarily in three groups: The Chaotic Good, the True Neutral, and the Lawful Evil. Aesthetic's can be found of any alignment, however.

Religion: Its common for Aesthetic's to believe in a higher power, they may or may not actually worship a deity however. But rather, some higher force above it all. Maybe even just life in general.

Background: Those destined to be Aesthetic Sages show signs at young ages, when they awe at the beautiful things, and often try to draw, sketch or paint what they see. Many even find themselves singing to themselves, or dancing to an unheard music. They have natural talents in the Arts, and as they age they learn to hone it into swordsmanship, the art of the blade. Whether they come into it naturally or find themselves fascinated in the study thanks to the tutelage of a master. Most find themselves ready to travel at an age of around twenty, when they leave, often to find purpose elsewhere in life.

Other classes: Aesthetic Sages admire anyone who also respects beauty, or Self perfection. Many enjoy the company of classes such as Monks, Psions and even Wizards. Some may find it irksome to be around the more destructive classes. While some may find it so when around clerics or paladins, who just can't understand the beauty in destruction. (good and evil, respectively)

Role: Aesthetic Sage's at low to mid levels are heavy one-shot hitters, they try to end things before they start, Otherwise they're relatively low-powered casters, or they can keep up with the fighters on the front lines thanks to aid from they're abilities.

__________________________________________________ ___________________
The Aesthetic Sage
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th

1st|+0|+0|+2|+2|Fluid Motion|4|1|—|—|—

2nd|+1|+0|+3|+3|Channel Spell, Aesthetic Strike +1d8|4|2|—|—|—


4th|+3|+1|+4|+4|Aesthetic Strike +2d8|4|3|—|—|—

5th|+3|+1|+4|+4|Uncanny Dodge|4|3|1|—|—

6th|+4|+2|+5|+5|Aesthetic Strike +3d8|4|3|2|—|—

7th|+5|+2|+5|+5|Superior Form|4|4|2|—|—

8th|+6/+1|+2|+6|+6|Greater Channel Spell, Aesthetic Strike +4d8|4|4|3|1|—

9th|+6/+1|+3|+6|+6|Improved Evasion|4|4|3|2|—

10th|+7/+2|+3|+7|+7|Aesthetic Strike +5d8|4|4|3|2|—

11th|+8/+3|+3|+7|+7|Improved Uncanny Dodge|4|4|4|3|1

12th|+9/+4|+4|+8|+8|Aesthetic Strike +6d8|4|4|4|3|2

13th|+9/+4|+4|+8|+8|Masters Form|4|4|4|3|2

14th|+10/+5|+4|+9|+9|Aesthetic Strike +7d8|4|4|4|4|3

15th|+11/+6/+1|+5|+9|+9|Timed Escape|4|4|4|4|3

16th|+12/+7/+2|+5|+10|+10|Aesthetic Strike +8d8|4|4|4|4|3

17th|+12/+7/+2|+5|+10|+10|Reactive Reflexes|4|4|4|4|4

18th|+13/+8/+3|+6|+11|+11|Aesthetic Strike +9d8|4|4|4|4|4

19th|+14/+9/+4|+6|+11|+11|Superior Channel Spell|4|4|4|4|4

20th|+15/+10/+5|+6|+12|+12|Perfect Form, Aesthetic Strike +10d8|4|4|4|4|4

Aesthetic Sage's have the following game statistics.
Abilities: Any, usually chaotic good, true neutral, or lawful evil.
Hit Die: d10
Starting Age: as fighter
Starting Gold: 4d4x10g

Class Skills:
Class Skills... Appraise, Balance, Concentration, Craft (any two), Diplomacy, Jump, Knowledge (any two), Listen, Move Silently, Perform (any two), Profession (any three), Spot, Search, and Tumble.
Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Abilities:

Weapons and Armor:
The Sage is not proficient with any armor, or shields. And is proficient with Simple weapons, as well as one martial or exotic weapon of choice. Once choice is made, it cannot be changed.
If the Sage wears even Light armor, all class features are lost.

The Aesthetic Sage gains spells from the Sorcerer/Wizard spell list. The Sage knows Cha-Mod spells from the list at any given time per spell level, and can cast them spontaneously using the given Spells per Day in the table. Spellcasting is based of of Charisma, for saves and extra spells per day.
Saves against a Sage's spells are 10+1/2 Sage levels, + charisma modifier, they rely on skill, study, and execution rather then the spell itself.
All spells the Sage casts are treated to have the Eschew Materials feat, but they all require a focus. The focus is usually the Sage's blade, or some memento. Once chosen, so it remains. If your original focus is lost any similar item can replace it. (Necklass for Necklass, Blade for Blade, gloves for gloves, ect. but not Blade for Hammer, gloves for boots, ect (Boots don't really make a good focus anyway))
Beyond whats listed here, they cast spells like a wizard-sorcerer mix and can remove a spell and learn another via spellbooks, but current spells remain as spontaneous casting.

Fluid Motion (Ex):
The movements of an Aesthetic Sage are strangely hypnotizing in they're smooth, fluid, and quickness. The Aesthetic Sage gains an insight bonus equal to her Charisma modifier to AC, as well as to Tumble, Balance, Iajutsu Focus, and Move Silently.

Channel Spell (Sp):
The Aesthetic Sage can, as a Standard Action, Channel a single spell through her blade, Effectively making the attack roll as normal, weapon damage and effects, Then the spell and spells effects.
Only Touch spells can be channeled this way.

Aesthetic Strike (Ex):
The Aesthetic Sage knows its signature ability, The Aesthetic Strike.
Only usable at the start at the battle, The Aesthetic Strike is a single full-round action against a single target you can see within 1/2 the Sage's speed. The Aesthetic Sage then vanishes, appearing 5ft behind the target in a negative flash of momentary darkness, during which those looking see a brilliant streak following the path of the Aesthetic's blade and the movement does not provoke attacks of opportunity, and can move through enemy squares.
The attack itself is resolved as a Touch attack, and adds listed bonus to the weapons damage, However like most additional damages it is not multiplied on a critical. If the Aesthetic Strike doesn't make it passed AC, the target still takes half the Aesthetic Strike bonus damage (an eight level Sage would deal 2d8 damage, with no modifiers or other damage sources. This damage), but otherwise no effect and the Sage does not appear behind them, but instead appears adjacent and in front of them.
At level Ten, the Aesthetic Sage can perform this at any time during the fight, but only once.
At level Twenty, the Aesthetic Sage can perform this at will, with a 1d6 round recharge.
Note: Aesthetic Strike is not a special attack on its own and damage is in addition, much like a Sneak Attack with different conditions that need to be met.
Aesthetic Strike bonus damage is Sonic in nature, yes, but Silence doesn't effect it. Sonic was merely the closest I could get with 3.X's limited Energy list. (4e had nice energies, Radiant, Necrotic, water ect)

The Aesthetic Sage gains the Evasion ability, as the Rogue ability of the same name.

Uncanny Dodge:
The Aesthetic Sage gains the Uncanny Dodge ability, as the Barbarian ability of the same name.

Superior Form (Ex):
The Aesthetic's form is exceedingly fine, and honed. As Fluid Motion. But +2 extra AC, +1/2 Charisma mod (in addition) to listed skills, and +Charisma mod to saves.

Greater Channel Spell (Sp):
As Channel Spell, but you can now channel a touch spell in with a Full Attack, or a normal standard action to channel any Targeted spell.
Or, Channel a Touch spell through an Aesthetic Strike, if you have not used up its use for the encounter yet.

Improved Evasion:
The Aesthetic Sage gains the Improved Evasion ability, as the Rogue ability of the same name.

Improved Uncanny Dodge:
The Aesthetic Sage gains the improved Uncanny Dodge ability, as the Barbarian ability of the same name.

Master's Form (Ex):
The Aesthetic's form is paragon, and considered the human limit of capability. As Superior Form. But +4 extra AC, +full Charisma modifier again (Cha mod x2) to listed skills, and +Cha mod to Attack rolls.

Timed Escape (Ex):
When subject to a Reflex for Half save, the Aesthetic can appear within 1/2 Speed feet away. Also, the effects of Improved Evasion can be applied to any Reflex save based spell, not just Reflex-for-Half. Meaning, The Aesthetic Sage always takes at most half damage from Reflex-based spells.

Reactive Reflexes (Ex):
The Aesthetic Sage can react almost immediately to tactile senses, when ever the Sage would be damaged in melee, she can make an attack of opportunity against the attack. If her attack is successful, the attack deals half damage and you can make a basic attack in return, which also deals half damage. Works on ranged weapons, but you instead take 1/4th damage, and no attack is given in return.

Superior Channel Spell (Ex):
You can now channel a Touch Spell in with each attack of your Full attack action, a Targeted spell as part of a full attack, Or any other non-personal spell as a standard action.

Perfect Form (Ex):
The Aesthetic's form becomes that of perfection. Sought after by even grand masters of the art of self-improvement. As Master's Form. But +6 extra AC, +full Charisma score (Rather then just Charisma Mod) to listed skills, and +Cha mod to Attack and damage rolls.
The path of the Sage is as much about self mastery as it is about physical perfection. Perfect Form also prevents the Sage from aging passed adulthood, they do not gain any manner of aging penalties, and gain fast healing 1, resistance to poison and disease equal to they're con mod, and once per day can reset they're health to 1 if it gets to -1 or below.

__________________________________________________ ________________
Example Character
Lasserine Victa
Neutral Good/Female/Human/Aesthetic Sage 10

Init +5, Senses: Listen +10, Spot +10,
Languages Common
AC 21 , touch 21, flat-footed 16
hp 10d10 HD +20 (70hp)
Fort +10, Ref +17, Will +9
Speed 30ft. (6 squares)
Melee Snaked Sword +12 atk 1d10/2d4 dmg.
Base Atk +7/+2, Grp +9
Atk Options Snaked Sword, Spellcasting, Channel Spell
Combat Gear Snaked Sword +3 (1d10/2d4 damage, -/30ft range, 19-20/x2)
Spells Prepared
0- Touch of Fatigue, Mending, Prestidigitation, Light, Ghost Sound
1- Shocking Grasp, Burning Hands, Ray of Enfeeblement, Chill Touch, True Strike
2- Alter Self, Web, Flaming Sphere, Ghoul Touch, Knock
3- Vampiric Touch, Fireball, Deep Slumber, Ice Lance, Keen Edge
Abilities Str 15, Dex 20, Con 15, Int 10, Wis 10, Cha 20
SQ Superior Form, Greater Channel Spell, Improved Evasion, Uncanny Dodge, Aesthetic Strike +5d8
FeatsCombat Reflexes, Power Attack, Cleave, Great Cleave, Improved Overrun, Blade Rush* (http://www.giantitp.com/forums/showthread.php?t=206738), Improved Bull Rush.
FlawsWeak Will* (http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm#weakWill), Vulnerable*
(http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm#vulnerable)Skills Balance 22, Jump 10, Move Silently 11, Spot 10, Listen 10, Tumble 22
Possessions Snaked Sword, Kimono* (http://www.oldshanghaionline.com/_all-images/womens/kimono-handpainted/600/HPKML-silk_kimono-black-floral-600.jpg) (black), fine gold chain necklace, Coin pouch (12gp)

Lass is a quiet young woman who travels around the country living off the generosity of others. She's quick to repay kindness, And persistently offers to help until equal payment has been made on her part. She never expects to be repaid herself, and often helps those she sees are in need.
She probably just has too much free time.
She adventures to find meaning, love, and to live a life many could remember. She doesn't take kindly to hostile acts. But otherwise wont distinguish a vampire from a little kid in terms of base evil rating. If If either of them are misbehaving however, mercy shine on them. (Though the kid would naturally have a higher chance of escaping alive... well, not destroyed at least)

A typical Lass encounter starts off with her avoiding, watching, and preparing defenses until the moment is right, when she strikes as hard as she can to hopefully stop the fight there. Against multiple opponents, she keeps back and performs crowd controlling actions until one is left, which she tries to end it with her Aesthetic Strike that she saves until best use.
Unless given incentive, she only attacks non-lethally.



1: If using BoEF, or at least the Appearance stat, the Aesthetic Sage uses Appearance, rather then Charisma.
2: Spells that weaken enemies melee capability, or inhibit ranged attackers are recommended. As are effects you don't have to pay attention to, such as walls. An occasional ranged or targeted spell such as Fireball or Lightning bolt are welcome as well for when enemies try to hang back.

__________________________________________________ _____

Bonus Stuff

Iajutsu Aesthetics
Requirements: Iajutsu Focus 5 ranks, BAB +1
Benefit: You can perform Aesthetic Strike with your Strike in an Iajutsu Duel.
Normal: Iajutsu duels consist of three parts, Strike is the third. as such you would not be able to perform Aesthetic Strike with it until level ten.

Greater Iajutsu Aesthetics
Requirements: Iajutsu Focus 10 ranks, BAB +7
Benefit: You can add your Iajutsu skill to damage rolls when ever your perform Aesthetic Strike.
Normal: Iajutsu skill is only added to damage rolls on Iajutsu strikes.

Superior Iajutsu Aesthetics
Requirements: Iajutsu Focus 18 ranks, BAB +10
Benefit: You can perform Aesthetic Strike whenever you perform an Iajutsu Strike.

Variants/Alternate Class Features

Spiritual/Divine Sage:

Casting becomes Divine, and drawn from the Cleric spell list. The Sage doesn't have to worship a deity, but chooses Spirits instead. They gain a single domain every five levels. Either from they're domain from a deity, or from a newly forged link with a Spirit of the Domain's nature. "Spirits"/"Kami" w/e
Domain spells are added to the list, as well as with the one bonus spell.
so... you have a domain, you have your five known spells, then you have six spells 5+ the domain spell. you still only have given spells per day of that level, however.
You also gain access to Granted Powers, however some modifications are necessary. Instead of "Turning or Rebuking x" you gain a +2 to attack and damage rolls against x.
1,5,10,15,20 are Domain levels.
Spiritual Sages are not restricted by Alignment, they are a balance and believe all forms of magic are not evil, or good in nature. But are Neutral, and nothing more then a tool that is only good or evil depending on how it is used. A Cure spell you charge money for, and ignore the sick is just as evil as using Inflict to harm an innocent. meanwhile, using Inflict to bring down a threat that could cause loss of life or harm to innocence, is good. (And using to to defend yourself is neutral)
In addition, finally. The Spiritual Sage increases BAB to full. In effect, they're Clerics without armor, turn undead, or full spellcasting. In return, they get some better features (though turn undead is awesome...), full bab, and domains.
They CAN wear armor, if they gain the proficiency elsewhere or through feats. but by base, they do not gain armor. so have fun spending feats. However, they don't get CHA to AC while wearing armor. instead, they gain a +2 per Form rank. (Fluid, Superior, Masters, Perfect)

Cipher Stars
2012-06-27, 05:41 PM

^Image: an arcane evaluator seeing the world through the eyes of the Matrix. (though a lot is missing in the image)

The Arcane Evaluator
"I see what you did there..."
Arcane Evaluators are rare, but welcome additions to any group of adventurers delving into the unknown. They are the finders of secrets, often keepers of many more. Theirs is the power kept guarded by the Reapers themselves to see and judge.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

Evaluate, Modify, Matrix




Evaluate, Modify





Evaluate, Modify, Arithmetics





Evaluate, Modify





Evaluate, Modify, Reincarnate[/table]

Hit Die:

Skill Points:
4+int mod (x4 at first level)

Class Skills:
Autohypnosis, Appraise, Balance, Concentration, Diplomacy, Craft (any), Disable Device, Forgery, Gather Information, Heal, Knowledge (any), Listen, Psicraft, Spot, Search, Sense Motive, Speak Language, Spellcraft, Use Magic Device, Use Psionic Device.

Arcane Evaluators are considered Psionic creatures with 1 power point and can obtain psionic feats.

Class Features:

Weapons Proficiency:
The Arcane Evaluator is proficient with any weapon he can study for a period of one week. They are not proficient with any armor or shields however, as it disrupts they're abilities- they need to feel the flow of the universe around them, its gentle whispers are incapable of reaching the Evaluator when armored.

Evaluation Points:
The Arcane Evaluator gains a pool of “evaluation points” with which to use her class features.
Evaluation points are equal to Intelligence modifier +10 x Evaluator level. (+5 int at level 10 would be 150 points)
They are recovered with every eight hour rest.

The arcane evaluator gets their name from this ability. The Arcane Evaluator sees things in statistics, numbers, calculations and estimates. To do so costs 1 evaluation point per level you use it as. If you instead look for 1 specific stat (as long as you would normally see the stat) it instead costs /2 the amount round up and you gain a bonus of +1 for each spent point on that use of Evaluate.
To do so, they make an Appraisal check (Appraisal Ranks + ability mod + Misc bonuses +1d20 as normal) against the targets Will save (Will save +1d20 as normal).
Seen Statistics:

lv1: HP,AC,Ongoing effects, Class, Race, Age, Height, Weight, Gender
lv5: Str, Dex, Con, speed, BAB, Sexual Orientation, Alignment, Deity, Name
lv10: Fort, Ref, Int, Wis, Cha, Parentage, Siblings,
lv15: Will, Skills, Resistances, Life span(estimate how long they have left to live if no outside effects interfere such as assassination)
lv20: Weaknesses, Immunities, Level, Genealogy. Now usable At Will.

The Arcane Evaluator can reach into his own statistics to alter one trait, granting +1 (Total score, not level up. so +1 to a 5 bab would not make it +6/1 just +6 for example) To use Modify you spend 2 evaluation points, as a full round action at level 1, Standard action at level 10, and free action at level 20. This bonus is untyped and sticks to a score until you take it back and put it somewhere else. You can modify any number based stat, and add a new stat with the Modify points, such as a resistance to fire. You only have your Modify points as listed above. this is not a +x you can throw around to what ever, its a pool of points you can throw around wherever. You have 5 points... not you have +5's to throw around.

The arcane evaluator can see the numbers fly as an enemy casts a spell or manifests a power. By using 2 Evaluation points, the Arcane Evaluator can copy a spell or power used on her for later use, each copied spell can be used a number of times equal to her intelligence modifier before they are forever forgotten (unless they are copied again) She can also copy spells from spellbooks. Due to the nature of spellbooks and the unique systems of writing their own personal copies, doing so costs 3 evaluation points and 1 minute per spell level.
At the end of the day the Evaluator forgets all spells/powers copied that day.
at third level, the Evaluator can copy 0-2nd level spells. at seventh, this becomes 0-4th level spells/powers. 12th level is 0-7 and at 17th this becomes 0-9th level spells/powers. Caster level for copied spells is equal to Evaluator level, Copied powers are converted to spell system (level three power taking a level three spell slot)
By spending ten points +1 per spell level, the caster can permanently add a single spell to a spell list to a maximum that mimics the Wizard spells per day (a level 20 could carry four of each spell level) each can be used by spending 1 point per spell level. Spells/powers used in this manner are treated as Powers, in that they don't have components just displays. If you can augment a power, you can still do the same by spending 1 Evaluation point for every two power points to a minimum of 1.
and yes, 0 level spells would be free to use.

The Arcane Evaluator can manipulate the statistics of an opponent or ally seen with Evaluate but cannot reduce or heighten their total stats more or less then it already was. when doing this, they take a point(s) from one statistic they can see, and add it to another.
To do so expends a number of uses of Evaluate equal to to 1/2 the level of which you use this ability rounded down. using the lv 4 version would cost 2 uses of evaluate for example.
The evaluator makes an appraisal check +1/2 class levels against targets will, as with evaluate. Target need not be living or sentient. so you can Reallocate the hardness on a rock for example.
Any Reallocate change is NOT permanent. but lasts for 1 minute per level or until you dismiss it (Sending points back where they belong)

lv 4: 1 point
lv 9: 2 points, Bonus
lv 14: 4 points
lv 19: 6 points, Bonus

Bonus: at level 9 the evaluator can grant the missing points to a stat on a different character, like an ally for example.
Bonus: at level 19 the evaluator can manipulate statistics that are not based on number, but only minor changes. Such as Hair color. And can Add new features with the free floating points, such as Resistance or Vulnerability to fire.
Optional: change the numbers do die. 2=1d4 and 6-1d12 for example.

The Arcane Evaluator sees the world in numbers. Literally. She gains a form blindsense called the Matrix (Not the movie "matrix" but going off the definition), She can see ethereal, distinguish colors, all that. Though she doesn't actually see. What she sees, Mentally, is a map of lines, numbers, and statistics however, it forms them and your mind automatically generates an image accordingly.
This special "sight" pierces minor illusions with a +1/2 class levels bonus to seeing through illusions, and the sight extends intelligence modifier x10 +10 feet in radius. (A 20 intelligence Evaluator would see 60ft in all directions for example) Feats that would normally extend Blindsense/blindsight can increase Matrix as well. This ability is always active and can be amplified through an overcharge using Class Levels worth of Evaluation points to see all within normal range x100 feet (60ft becomes 6000ft) lasting for intelligence modifier worth of rounds.

Manipulating the numbers seen through Matrix, the Evaluator can duplicate the very statistics that make up her being and force them somewhere else to certain effects:
Teleportation: Using 5 Evaluation points, the Evaluator can mimic the effects of any teleportation spell they would normally be able to use by having a level equivalent to the level at which a Psion/Wizard/Cleric would be able to attain the mimicked teleportation spell, as a move action to somewhere she can see with Matrix.
Mirror Image: Using 5 evaluation points, the evaluator can mimic the effects of Mirrior Image.
Blur: 2 Evaluation points.
Displacement: 4 evaluation points.
Blink: 4 evaluation points.
Invisibility: five evaluation points.
Etherealness: ten evaluation points.
Fission: seventeen evaluation points.
To use any Arithmetic ability, you must be of a level that a Sorcerer or Cleric would normally be able to gain that ability as a spell. Such as being level seventeen to use Fission as its a level nine power.

Using their own death to their opportunity, They rearrange all their own statistics as they wish, such as dropping Charisma points for further intelligence or removing a vulnerability. Changes can be extreme, such as Race and Class (though they'll be stuck as the new class unless it can switch as well)
You cannot manipulate your statistics to be more then the total. (Take one point from somewhere you have to add it somewhere else)
Restriction: You cannot add more to a stat like BAB more then your Modify score beyond what it would normally max out as. (Such as BAB 20 rather then 15 with a Modify of 5 floating points)
You can effectively prolong your life indefinitely (so long as you are resurrected) by reducing your own age each death.
You can use this ability even if you would normally lose Resurrection as a class feature due to level loss.
You cannot raise your own level through reincarnate, but you can lower it, break it down with various multiclass, Lower it for some level adjusting template (or not if your DM is kewl like that).

Combat: Arcane Evaluators are typically kept in the back of the group, or as party leader. Their main objective is usually providing information in battle to keep the party out of the dark, metaphorically.
Advancement: Arcane Evaluators make good rogues or sorcerers if they choose to multiclass (or if your playing gestalt), Or for a more devote team helper, Clerics to go around healing when their not informing.
Resources: Arcane Evaluators might draw upon information from others, guilds, or general information networks to complement their own abilities. You know their Race, their class. But do you know anything else about the race? So what if their a vampire. but... whats a vampire?

Holy f*** man, Did you see that chick in the corner? It was like... she was staring... into my soul man, My soul! ~Timmothy Havox, (now)wanted pedophile on run from law after the local law enforcement received a mysterious letter depicting his past actions.

Daily Life: Most arcane evaluators make a living as informants, law enforcement, or spies for kings and queens. Usually making good money for information even highly trained spies would be hard pressed to discover. Some serve as councilors for kingdoms using their abilities to know if a king is fit to rule, or stand as judge in court.
Notables: Marian Gi Veneri is a famous Arcane Evaluator who use to go by the name of V, She blended in with crowds scanning for vile criminals and reporting them, others include many high councilors and judges.
Organizations: The Reapers (http://www.giantitp.com/forums/showthread.php?t=201218). the reapers are a well organized world wide group of Evaluators who are usually Neutral. The Reapers are all some form of everliving life form, from sane vampires or even wights as long as they can think clearly and provide just judgment, to celestial beings as long as they they don't let their own ideals of 'good' interfere with true judgment. Reapers are exclusive to Evaluators. Though not every Evaluator is offered a position. If you are offered a position, they usually make you into a vampire as its usually the easiest. Though the type of ageless being usually depends on who recruits you. To become a Reaper, an existing Reaper must take a liking to you.

NPC Reaction
People often distrust you, No one likes someone who can know more about you then you do. Many people find Evaluators to be creepy. Many of them may seem blind, or walk around obstacles and avoid threats even though their hoods down to their chin! When they see you, its like they're seeing through you. Generally they are thought of in some cultures to be lesser reapers, to travel the world searching for the worthy. Many such superstitions surround the Evaluators.

Adaptation: Rather simple. that guy you paid for information on that Lord Butterbottom could have been an Arcane Evaluator, that judge who put your buddy in prison for what he did after hitting the rum to hard at the local tavern last night could have been an Arc Eva, A Character could have been paid to help the party on a quest to a new dungeon that appeared the other day (or is just tagging along for the discovery of new knowledge)

Cipher Stars
2012-06-27, 05:42 PM


You ever feel like sorcerers were gimped? I did...
Who says a Sorcerer can't be studious, even religious, about her inborn ability to do magic?
By all accounts they should be the ones who should rule the magical world, not the bloody Wizards, the arcane wannabees. They had to learn their craft, you were born with it.
But what happens when your born with it... But capitalize on your connection to magic as you learn, and develop, like the impostor "Wizards" do?

The Relentless Sorceress. Her relentless pursuit of enhancing her magical nature has lead her to new heights, finding and exploiting any trick she can to bring out the true magic inside her.
Her magic comes from emotion, and personality, So she looked to the bard. Charismatic half-breeds gifted with a small amount of magic. Yet with this small magical connection their able to perform decent magic. So what of the Sorcererss, who's force of personality binds the arcane? What if she were to use the bard's tricks for herself?

The Relentless Sorceress uses what she can to better herself.

The Relentless Sorceress.

{table=head]{colsp=6}Table: The Relentless Sorceress |{colsp=10} Spells per Day(week)
Level|Base Attack|Fort Save|Ref Save|Will Save|Class Features |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+2|Bonus Feat, Familiar, Implement|4|4|—|—|—|—|—|—|—|—

2nd|+1|+0|+0|+3|Carnal Knowledge|5|5|—|—|—|—|—|—|—|—

3rd|+1|+1|+1|+3|Bonus Feat|6|6|4|—|—|—|—|—|—|—

4th|+2|+1|+1|+4|Carnal Knowledge|7|7|5|—|—|—|—|—|—|—

5th|+2|+1|+1|+4|Rapid Metamagic, Implement|8|8|6|4|—|—|—|—|—|—

6th|+3|+2|+2|+5|Bonus Feat, Carnal Knowledge|9|9|7|5|—|—|—|—|—|—


8th|+4|+2|+2|+6|Carnal Knowledge|11|11|9|7|5|—|—|—|—|—

9th|+4|+3|+3|+6|Bonus Feat|12|12|10|8|6|4|—|—|—|—

10th|+5|+3|+3|+7|Carnal Knowledge, Implement|13|13|11|9|7|5|—|—|—|—


12th|+6/+1|+4|+4|+8|Bonus Feat, Carnal Knowledge|15|15|13|11|9|7|5|—|—|—


14th|+7/+2|+4|+4|+9|Carnal Knowledge|17|17|15|13|11|9|7|5|—|—

15th|+7/+2|+5|+5|+9|Bonus Feat, Implement|18|18|16|14|12|10|8|6|4|—

16th|+8/+3|+5|+5|+10|Carnal Knowledge|19|19|17|15|13|11|9|7|5|—


18th|+9/+4|+6|+6|+11|Bonus Feat, Carnal Knowledge|20|20|19|17|15|13|11|9|7|5


20th|+10/+5|+6|+6|+12|Carnal Knowledge, Implement, Metamagician|20|20|20|19|17|15|13|11|9|8

[/table] [/CENTER]
Alignment: Any
Hit Die: 1d4

Class Skills:
Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Knowledge, Perform, Sense Motive, Spellcraft, Use Magic Device, and two chosen interaction skills: Bluff, Diplomacy, or Intimidate.
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapons and Armor Proficiency:
Relentless Sorceresses are not proficient with any armor, shield, or any weapon but simple weapons.

The Relentless Sorceress casts spells using her Charisma, her force of personality to inflict her will upon the world, she gets a number of spells per week as listed on the table plus additional spells per day for having a high charisma score. Unless otherwise listed, a spell's DC is equal to the Sorceress's caster level + 10 + Cha Mod.
Spells per Day and Spells per Week are used interchangeably for this class, they refer to the same pool of spells slots that as you will read, are recovered in full only once a week but can be recovered partially or individually at any time.

A Relentless Sorceress at first level must choose a type of Perform skill. The Sorceress must use this perform skill for twenty minutes per spell level she wishes to replenish. There must be at least one sentient creature to witness the performance, it is undetermined why this must be. This creature cannot be the sorceress's familiar.
This replenishing can only be done once a week.
To regain spells during the day, the Relentless Sorceress must use her performance for ten minutes per spell, per spell level. Spells gained in this manner are gained one at a time.
Time is one aspect of it, but every interval, the Sorceress must make a perform check equal to the spell level +10. If she fails, she must repeat the interval and gets a cumulative +2 to her next check.

{table=head]{colsp=11}Spells Known






















Bonus Feats:
The Relentless Sorceress gets bonus feats at each given level. These feats can either be Metamagic feats, or feats pertaining to her Performance and/or Perform skill.

The sorceress gets a familiar, as the standard sorcerer or wizard does.
The familiar gives no penalties when it is killed, and you can acquire a new one as normal or resurrect your dead one like you would a normal creature.
Its your implement that houses your real life force, not some bonded critter...

The Sorceress at first level chooses a type of implement. She spends a week with a Mentor sorceress to craft her implement.
Her implement is an item through which she can direct power, she can use her implement as a medium to perform all Somatic spells and use it as a replacement to a Focus, and through it she eschews material components of 10gp or less in cost.

Spells stored in an Implement count as Prepared spells, you can prepare them at any time you would recover a new spell per day, instead giving it to the implement if it was used in the performance.
Stored spells cast through the implement do not use one of your spells per day, and can be cast as a swift action.
You can only store one spell of the highest spell level you can cast, the number you can store within the limits of the implements total storage capacity doubles each spell level lower then your highest.
At every Implement level, you can store an additional spell in the implement.
At twentieth level, in addition to gaining a fifth stored spell, you can cast spells stored in your implement spontaneously by using one of your own spells per day even if you've already expended the stored spell.

Implements as said, count as prepared spells. When she chooses her stored spells, they need not be spells she knows but can be copied from an item, or taken from the sorcerer/wizard spell list.

Implements are limited by the maximum spell level you can cast.

If your Implement is stolen, you are under the effects of the Insanity spell, no save, until it is returned to you. If you simply set it down somewhere, you have no effect. But if someone actually takes it with the intent of keeping it for themselves or for someone other then you, the effect kicks in.
Whenever Insanity would have you attack someone, you instead babble incoherently while your senses are dislodged and you Scry on your implement.
Your implement houses much of your innate arcane power, if it is destroyed you lose all your spellcasting and must find another Relentless Sorceress and team up to craft a new one, and you take damage equal to 4 your HD, which can kill you if you have no or a negative constitution modifier.
Crafting an implement costs 100gp x Caster Level. Only one implement can exist for one Sorceress.

The Implement cannot be sundered in combat, *but can be disarmed. *You take a bonus to the disarm check equal to your class levels when trying to avoid being disarmed. * The Orb cannot be disarmed, *but it can be sundered with the same bonus to avoiding the damage.
The implement has hit points equal to your own, *and a hardness equal to your charisma, *+2 every Implement level shown on the table.

There are four types of implements.


Your implement is a wand. Your wand can be used to store a single spell at first level. It is easily concealable, and easy to use.
The wand can be used as a basic ranged weapon (Range increment of 40ft) that uses your charisma instead of dexterity. It deals 1d6 damage/2 class levels, of one basic element chosen at its creation (Acid, Cold, Electricity, Fire). You can chose to forgo elemental damage for the wand at any time to fire a bolt of pure arcane energy that deals only d4 damage instead, but can't be resisted by elemental resistances or immunities. When using a wand, you do not provoke attacks of opportunity for casting spells when threatened.


Your implement is a Staff. Your Staff can be used to store a single spell at first level, and in addition adds +1 to the save DCs of your spells cast through it.
It is hard to hide and almost always needs to be carried out and in hand.
The Staff can can be used to perform an at-will attack, but is a standard action with a ranged attack (Range increment 60ft) roll using your charisma in stead of dexterity, and It deals 1d10 damage/3 class levels, or in melee to replace strength with charisma. The damage is of one basic element chosen at its creation (Acid, Cold, Electricity, Fire). You can chose to forgo elemental damage for the staff at any time to fire a bolt of pure arcane energy that deals only d6 damage instead, but can't be resisted by elemental resistances or immunities.
The staff can also be used as a Quarterstaff to do melee damage, it has twice the hardness and HP of the other implements.


Your implement is an Orb. Your orb can shrink its size to suit your will (to the size of a ping-pong ball, or as large as a basketball), and can remain in a fixed position in the air around you, and controlled by your thoughts to move it as a free action in any way you desire (Including telling it to remain in a fixed location, such as always an inch in front of your forehead or something).
It can be used to store a single spell at first level, it is very easy to conceal when shrunk. It cannot deal damage itself, it remains in place around you but softly so and cannot be used itself to deal damage unless you actually grab it and whack someone with it (as an improvised weapon).
An orb amplifies the damage of damaging spells, increasing your caster level for them to the next beneficial level between one and five, greater then that and it merely does its best (+5). A Magic Missile spell at level one for example would have a +2 caster level so you get a second missile. If there is no next beneficial level, it has no effect. (Such as if your already level 15 and are casting a Fireball, which only goes up to 15).

Tomb (Or scroll):

A Tomb or Scroll isn't especially hard or easy to conceal, and its quite normal in general. It is a book or scroll personal to the Sorceress, and it can be used to store two spells at first level, and an additional two whenever it would gain one new one. A Tomb can be used to store two spells of your highest level, rather then one, and an additional two on every other spell level.
Your Tomb and your Spellbook can be the same item.


Your familiar IS you implement. It follows all normal rules for familiar, but gets damage reduction x/- where x is your class levels +5, and has HP equal to your own instead of half.
You can cast any spell you can use through your familiar at range, capitalizing on your enhanced arcane bond. You can always communicate telepathically with your familiar, see what it sees, hear what it hears, feel what it feels, and so on.
As a full around action, you can possess your familiar while your familiar enters your body and does its best to protect it while you use its body. You can access its special abilities including supernatural, extraordinary, or spell-like abilities, but you lose your own spell-like, supernatural, or extraordinary abilities. A Drow would lose her Darkvision, and darkness abilities for example, unless the familiar also has them.

Here are the full list of effects for each new Implement level:
I (1st):
Store one spell per day. Ignore 10gp material components. Use to replace any focus. Special: Whatever the implement's type provides.
II (5nd):
Store two spells per day. Ignore 20gp material components. Ignore 5% of XP costs.
III (10rd):
Store four spells per day. Ignore 40gp material components. Ignore 15% of XP costs.
IV (15th):
Store eight spells per day. Ignore 80gp material components. Ignore 25% XP costs.
V (20th):
Store sixteen spells per day. Ignore 160gp material components. Ignore 50% XP costs.

At every Implement level, you can chose to give your Implement a Trait.

Cloaked: Your implement is transparent, and fairly hard to notice. enemies take a -5 when trying to sunder or disarm it. It takes a Spot Check equal to your caster levels +10 to see the implement unless you are actively wielding it in-hand.
>> Invisible:
Your implement can become visible or invisible as a free action. When invisible, and you aren't actively using the implement, others cannot attack it directly if they do not know where it is. If wielding it in-hand, its easy to see where it is though they take a -10 to any sunder or disarm checks. Must have taken Cloaked to get this Trait.
You can summon your Implement to your hand as a move-action. You can't recall it if it is in someone else's hands, or if it was taken with the intent to steal.
>> Stored: You can store your Implement in an extradimensional space, you can retrieve it as with Recall by a Move Action to reach into thin air and pull it back to you. Must have taken Recall to get this Trait.
You can ignore an extra 10gp of material components, per Implement level(s).
>> Bountiful: You ignore 50% an items material component's cost. If it is less then or equal to the amount of gold you can ignore after reducing it by 50%, you ignore it as normal.
Vigorous: You ignore an extra 15% XP.
>> Boundless: You ignore an extra 50% XP cost. Must have taken Vigorous twice previously.
Your implement is more durable, gaining +10 Hardness and +10HP.
>> Invincible: Your implement cannot be damaged. If it is subject to an overwhelming effect, it is teleported out of the way. Such as if it is being crushed between two Iron Walls or some such, it will teleport to the closest safe location. You need to take Durable twice before selecting this trait.
Spell-Storing: You can cast a spell on the Implement and it will store it for release when desired as a move-action. You can store one spell, +1 more spell every time you reselect this trait.
Marked: You always know the general direction your Implement is in.
>> Scrying: You can always scry on your Implement, Seeing as though there was an invisible eye centered on the Implement allowing you to see normally as you would in all directions, looking around, hearing, smelling. The eye can move within 5ft of the Implement, allowing you to move it around and check on the condition of the implement.
>>>> Vengeful: You can cast spells through your implement even at range, allowing you to reap vengeance on anyone who would steal your implement.
Seeking: Staff or wand only. The implement's attack has a bonus to its attacks equal to your class levels instead of your normal BaB. a 20th level caster with the Staff would have a +20 to attack, the same as a Fighter would get with it's attack. But the fighter would get three other attacks, the Sorceress does not.
>>>> Relentless: Staff or wand only. The implement's attack has a bonus equal to that a Fighter of your level would have, and allows you to make consecutive attacks with high enough bonuses just as a fighter. A 20th level Sorceress would make four attacks with a full attack at a +20/15/10/5. This only applies to the implement's basic attacks as shown in its entry, not spells cast through the implement.
Must have taken Seeking to get this trait. Both these traits' given bonuses are supernatural in nature and do not function in antimagic fields.

Carnal Knowledge:
You delve deep into the intrigues of your performance, drawing on raw talent and potential to change your body's physique and alter your personality with newfound knowledge that lights your personality and the impression you give people.
At every Carnal Knowledge level, you gain +1 bonus to charisma, considered untyped, and can choose one spell you know, that spell is now a spell-like ability usable a number of times per day equal to three + your charisma modifier.
You remove that spell from your Spells Known and cannot replace it thereafter.
The spell must have been able to be cast three levels prior before it becomes eligible to become Spell-Like. Thus you cannot select a 9th level spell to be Spell-like until 20th level. A 2nd level character would be able to select a 0 level spell for her Carnal Knowledge.
Every five class levels, starting at fifth, you can choose one spell like ability to make it an at-will supernatural ability, This supernatural ability cannot be the the same spell you only just made Spell-Like at this level.
Spell-Like and Supernatural abilities through this always retain their XP costs, but not the material costs. However, they can benefit from being cast through your Implement.

The Soceress gets the ability to use a spellbook. She can use this to craft her own custom spells and save them, and once a week when she does her replenishing performances she can trade one spell from the spell book with one she currently knows.
She can compare spellbooks with any other spellbook or scroll, and add spells listed on them to the spellbook.
When a sorceress customizes her own spells, she can choose to spend extra gold in place of XP when crafting them.
Spellbook benefits from the same Traits added to the Implement. However, it is always considered to have the Stored trait.

Rapid Metamagic:
At this level, the Sorceress gets the rapid metamagic feat for free, unless she happens to already have it in which case she instead reduces metamagic cost by 1. Rapid Metamagic can be taken once, at a feat cost as normal, in the future to get the same -1 effect.

The Sorceress can apply one metamagic feat to a spell she casts completely free, no level raising or casting time increase, nothing. Just pure metamagic effect. Other metamagics can be added, but they are not effected by this.

Dual Wielder:
You can forgo the Familiar class feature in order to gain a second implement. Your Traits apply to both.
You chose which implement to channel through when you cast your spell, not both.

Cipher Stars
2012-06-27, 05:44 PM

The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)

Labyrinth Knight
Labyrinth Knights are above the standard power level, due to them hailing from a time/space where giant mecha and world destroying battleships exist.

Agent K: There are things out there you don't need to know about.
Agent J: That's not the lie you told me when you recruited me!

Labyrinth Knights are soldiers from across the stretches of the Multiverse. They guard, shield, and are the avenging arm or Cosmic Law. Anything that threatens the balance of an intelligent planet is their enemy. Anything that threatens to change the course of history, past present or future is their enemy. Outside intruders seeking to control a lesser planet, is their enemy. The Labyrinth Knights are always there, in the background, watching, waiting. Not all Sects of the Knights share totally the same ideas, many operate more freely in worlds they are charged with protection of. And they may even work in the open on worlds of technology close enough to they're own.

Labyrinth Knights of freer Sects may openly travel, usually in disguise, with Natives of what ever planet they serve on. Otherwise, the Labyrinth Knights are essentially a Multi-Universal SWAT team that all together, keep balance in the cosmos. If a threat occurs, a task force is dispatched to deal with the problem no matter how long it takes. But beyond the orders of the higher ups, Labyrinth Knights are free to judge for themselves when a situation is overbalancing. They are like universal police officers, and will smite unlawful governments down, and eliminate threats to the plane they guard. Whats more, however, this "protection" is more then just to defend, but also to keep technology from advancing too far on planets that have not already advanced beyond a certain point. You wondered why Steampunk seems to be the most advance any D&D plane gets? Now you know...

Labyrinth Knights are special soldiers of time and space that seek to keep the strands of reality in shape. As such they are specially trained in combat, special weapons use, strategy, tactics, and even histories and knowledge of the world they serve on.

Labyrinth Knights are almost exclusively True Neutral, Lawful Neutral, or Lawful Good. Any other mindset is usually deemed unstable, and incapable of true judgment with which to maintain peace.

Labyrinth Knights in general have seen countless deities and so called gods. They've seen nearly as much fall, sometimes by they're own hand. As such they do not care much for worship of "Higher Powers" these days.

Usually one is born into the Knights, Occasionally however a Native may be recruited to serve they're home plane by becoming a Labyrinth Knights. The process doesn't include just anyone, they must fit the criteria and show a correct mindset in not just community, or of peace, but of balance and a heart for the protection of the world. Someone who is completely free of racist thought and open to new ideas and experiences.

Any race may become a Labyrinth Knight. From the generic Humanoid to the crazy intelligent tentacle monster. The Labyrinth Knights were Human founded, but it proved unprofitable to be an exclusive group when one is striving to achieve peace across the infinite expanses of not one universe, but the entire Multiverse.

Other Classes:
If a problem becomes severe, Labyrinth Knights may openly show themselves and willingly cooperate with Native classes. Sometimes they do so anyway especially in High-Tech to High-Magic worlds where they're tech can more easily pass off. Otherwise Labyrinth Knights are trained to be completely unbiased towards all things, Race, Gender, Class hardly makes a difference.

Labyrinth Knights are trained with many skills and capabilities. Labyrinth Knights do not skimp on training, and are raised from birth to become what they are. Labyrinth Knights can fill most roles depending on their preference.

Granted, letting a High Tech soldier into a fantasy world may strike a cord with some, or even send some into a red faced frenzy. But in a world where wizards and sorcerers are delving into powerful magics of time and space, its only natural something would slip through. Something that either attracts the Labyrinth Knights to your dimension, or perhaps even sucking a team, or a single Labyrinth Knight through by incident.

Labyrinth Knights's have the following game statistics.
Intelligence comes first for a Labyrinth Knight, The intelligence with which to learn, to adapt, and to know when to make a judgement call. When your smart, you die less. Labyrinth Knights don't like to die. Lots of paperwork. Intelligence also guides the Knight's ability to manifest psionic abilities, every Knight is expected to know a trick or two of the mind.
Dexterity comes next for a Labyrinth Knight, Dexterity guides their hand, improves hand eye coordination, and lets the Knight fire the first shot in any around. Any Knight is expected to be quick on their feat as well as their mind. A Knight who is not quick enough, is a Knight more likely to die in combat. Again, Paperwork is never fun.
Constitution is the third most important trait for a Knight. As a Knight, it is expected that they will travel a lot. See new things, be exposed to new diseases and sicknesses. Whats more, for all the dexterity and intelligence in the world, knights tend to get stabbed more then once every so often. It helps to be able to take a hit, so they don't die.
Strength and Wisdom go a long way on a Knight as well, but if there was to be a fourth it would be Charisma. A Knight needs to know how to blend in, to disguise, to know what and when to speak and to talk her way out of inquisitive neighbors asking what the giant metal pointy thing your back yard is. This also helps them to not die, which is always good.

True Neutral, Lawful Neutral, and Lawful Good
Hit Die:
Starting Age:
As rogue
Starting Gold:
Class Skills
The Labyrinth Knight's class skills are:
Autohypnosis, Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Scrip, Diplomacy, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Open Lock, Perform, Profession, Psicraft, Search, Sense Motive, Sleight Of Hand, Speak Language, Spellcraft*, Spot, Survival, Swim, Tumble, Use Magic Device, Use Psionic Device, Use Rope
*The Labyrinth Knight can only use spellcraft for identifying the arcane.

Skill Points at First Level:
(8 + Int modifier) x 4
Skill Points at Each Additional Level:
8 + Int modifier

The Labyrinth Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special Features|Power Points|Powers Known|Max Power Level

+0|Code, Ordinance, Suit |
2 |
1 |

+0|Iron Will, Evasion |
6 |
2 |

+1| Improvement |
11 |
3 |

+1| |
17 |
4 |

+1| Improvement |
17 |
5 |

+2|Slippery Mind |
25 |
6 |

+2| Improvement |
35 |
7 |

+2| Mettle |
46 |
8 |

+3| Improvement |
58 |
9 |

+3|Improved Evasion, Officer |
88 |
10 |

+3| Improvement |
106 |
11 |

+4|Indomitable Will |
126 |
12 |

+4| Improvement |
147 |
13 |

+4| |
170 |
14 |

+5| Improvement |
195 |
15 |

+5|Impenetrable Fortitude |
221 |
16 |

+5| Improvement |
250 |
17 |

+6| |
280 |
18 |

+6| Improvement |
311 |
19 |

+6| Captain |
343 |
20 |

Class Features
All of the following are class features of the Labyrinth Knight.

Weapons and Armor:
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample-1c691626d510434ee04ff6074f7925d6.jpg)
Compared to the tech of her age, the weapons she is exposed to are simplistic... She is proficient with all Simple and Martial weapons, and can become proficient with an exotic weapon if she sees it used once, or spends a minute studying its form and taking 15 minutes practicing with it for a bit.
She is proficient in all Light and Medium armors, but not Heavy Armors. She is proficient with all shields, including Tower shields.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Coded.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/d1d8e5cbf2b57855def2ff222c9db705.png)
A Labyrinth Knight has a code. They are not allowed to reveal their status as a Knight, and are not to do anything that would further the advancement of technology among the locals. They can't answer questions about the universe, about time and space, and cannot reveal how any of their out of place equipment works. They are allowed to use their equipment in front of others, but only sparingly.
A Labyrinth Knight who intentionally reveals what she knows about how the universe works, about the secrets of Time and Space, or gives one of her futuristic items to a Local, she is discharged as a Knight and set to have her memories erased, as well as those she gave or told anything to, then be left on the planet. Everyone else still knows about her, and if she made any relations they would still remember them. But the Labyrinth Knight is completely and utterly without memory. If she was recruited from a planet, she remembers her life before she became a Labyrinth Knight, but nothing afterwards.
This removes all class levels, but the potential is still there, and those levels can be retrained as something else.

Power Points:
The number of power points the Knight has to spend per day. Bonus points as a Psion for having a higher Intelligence stat.
Except as listed here, the Knight manifests Powers in every way as a Psion does. Including selecting a Discipline.

Powers Known:
The number of Psionic Powers the Knight knows.

Maximum Power level:
The maximum power level of a power the Knight can use.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Ordinances.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample-42fc72a60f4acfe9527ae77d1ce674ec.jpg)
Labyrinth Knights are given a unique weapon with which they can guard their assigned location. This weapon is not usable by anyone other then a Labyrinth Knight as anything other then an improvised melee weapon, as if it was nothing but a piece of awkward metal.
There are a few overlining traits for an Ordinance, which governs its type. There are then Improvements which can be made on the item. The Knight starts by choosing her type, which cannot be changed, and choosing one improvement at first level and every other Improvement level thereafter.

Longshots are weapons that deal very high damage at long ranges but with very slow reloading times between each shot and equally slow rates of fire on average.
Longshots start out with 2d10 damage, one shot per round maximum, reloading time 2 rounds, reload after every shot. Longshot has a range increment of 200ft

Rapidfires are averaged size weapons that fire very quickly and have average reloading times, but deal less damage then the others on average.
Rapidfire starts out with 1d4 damage, always fires 3 shots per attack, full round action to reload, reload after every 30 shots. Rapidfire has a range increment of 100ft. At 20th level, they'd get four attacks a round from BaB resulting in 12 shots, 3 each. Roll once for each set of three however.

Concealed weapons are small, more easily hidden weapons with average damage, and average rate of fire and very quick reloading speeds on average.
Concealed starts out with 2d6 damage, one shot per attack, move action to reload, reload after every 16 shots. Concealed has a range increment of 50ft

Personal weapons are weapons for those who like to get up close and personal. Personal weapons have melee range, but can deal very large amounts of damage with very slow rates of fire but no reloading speed, or average damage with quick rates of fire and no reloading speed.
Personal starts out with either: 2d12 damage, no reloading, one attack per turn maximum, and a cool down of one round. This weapon is a large melee weapon.
Or. 1d8 damage, no reloading, no cool down. This is an average or small sized melee weapon.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/suitup.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/828ec14fe47332469e8ac4de823fe040.jpg)
Each Labyrinth Knight gets a special Suit to call there own. This suit varies from individuals. They are all potent and specialized for varied uses.
A level one Knight chooses what type of suit to use, this cannot be changed, each suit has its own features and there are different classes of suits. Like her ordinance, the Suit can be upgraded at each Improvement level along side the ordinance.

Heavy Suits are large and bulky. They are powered by an internal power source to aid in maneuverability. These suits have the best defense of all the Suits.
Heavy Suits start with a +8 armor bonus and a -5 armor check penalty. Speed is reduced by 15ft in a Heavy suit.

Medium Suits are moderate in size, they are not very bulky and are considered standard issue. They have a medium level of protection while balancing defense with mobility.
Medium suits start with a +4 armor bonus and a -1 armor check penalty, speed is reduced by 5ft in a Medium suit.

Light suits are light, they are often a lot sleeker. They don't have any penalties to skills and don't limit mobility at all. They have the second least benefit to their armor class.
Light suits start with a +2 armor bonus.

Covert Suits aren't really suits at all. They are special defensive items that provide indirect means at defense and are the best at improving mobility and stealth and come with an Aversion field that helps modify the perception of individuals looking into the field. The field's distortion adds a certain deflection bonus to its defense as well, which serves to negate predicted threats.
Covert suits start with a +1 deflection bonus. But there is a 5% chance that a creature will not notice a Covert suited Knight. Roll whenever a creature would notice the Knight, such as on a failed Hide check.

No Suit:
You do not have a Suit. Instead, you gain an extra Weapon improvement when you would normally gain a Suit improvement.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Improvements.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/sample-a5bfe8d4f77a9f21ca7971e13b72625a.jpg)
Improvements are modifications on your weapon that allow it to be more unique and effective. Improvements are gained at each level marked with Improvements in the table; 1st, 3rd, 5th, 7th, and so on.
Unless otherwise stated, an Improvement can be added only once. An asterisk means it can be taken once more per asterisk. *** would mean it can be taken three times.
At every Improvement level, you can also retrain up to two past Improvements before or after your new Improvement.

Improvements are as follows:

Statistical Increase:


Lv 1+

*+2 Armor Bonus: Heavy, Medium, Light
*+1 Deflection: Covert
**-1 Armor Check Penalty: Heavy, Medium
+5ft Movement Speed: Heavy, Medium
****+5% Nondetection Chance: Covert

Lv 7+

+4 Armor Bonus: Heavy, Medium
*+2 Deflection: Covert
-2 Armor Check Penalty: Heavy, Medium
+10% Nondetection Chance: Covert

Lv 13+

+5 Armor Bonus: Heavy, Medium
+4 Armor Bonus: Light
+3 Deflection: Covert
-4 Armor Check Penalty: Heavy, Medium
+15% Nondetection Chance: Covert

Lv 19+

+10 Armor Bonus: Heavy, Medium
+5 Armor Bonus: Light
+4 Deflection: Covert
-5 ACP: Heavy, Medium
+25% Nondetection Chance: Covert


Lv 1+

+1 die: Any
+50% Range: Long, Rapid, Concealed
+1 Shot: Long.
+5 Shots: Rapid, Concealed.

Lv 7+

+1 die: Any
+100% Range: Long, Rapid, Concealed.
+1 Shot: Long
+10 Shots: Rapid, Concealed
-1 Round Cooldown: Personal

Lv 13+

+1 die: Any
+200% Range: Long, Rapid, Concealed
+1 Shot: Long
+10 Shots: Rapid, Concealed

Lv 19+

+2 dice: Any
+400% Range: Long
+200% Range: Rapid, Concealed
+2 Shots: Long
+20 Shots: Rapid, Concealed

Kinetic Energy Adaption:
A Suit or Ordinance can be adapted to only one element at a time.


Lv 1+

Fire: 5 Fire resistance
Frost: 5 Cold Resistance
Electricity: 5 Electric Resistance
Corrosion: 5 Acid Resistance

Lv 7+

Fire: 10 Fire Resistance
Frost: 10 Cold Resistance
Electricity: 10 Electric Resistance
Corrosion: 10 Acid Resistance

Lv 13+

Fire: 15 Fire Resistance
Frost: 15 Cold Resistance
Electricity: 15 Electric Resistance
Corrosion: 15 Acid Resistance

Lv 19+

Fire: Fire Immunity
Frost: Cold Immunity
Electricity: Electric Immunity
Corrosion: Acid Immunity


Lv 1+

Fire: +1d6 Fire damage
Frost: +1d6 Cold damage
Shock: +1d6 Electric damage
Acid: +1d6 Acid damage

Lv 7+

Fire: +2d4 Fire damage
Frost: +2d4 Cold damage
Shock: +2d4 Electric damage
Acid: +2d4 Acid damage.

Lv 13+

Fire: +2d6 Fire damage. +2d10 on Critical Hit
Frost: +2d6 Cold damage. +2d10 on Critical Hit
Shock: +2d6 Electric damage. +2d10 on Critical Hit
Acid: +2d6 Electric damage. +2d10 on Critical Hit

Lv 19+

Fire: +2d8 Fire damage. +4d12 on Critical Hit
Frost: +2d8 Cold damage. +4d12 on Critical Hit
Shock: +2d8 Electric damage. +4d12 on Critical Hit
Acid: +2d8 Acid damage. +4d12 on Critical Hit

Iron Will:
At second level, the Knight gets the Iron Will feat for free.

Slippery Mind:
At sixth level, the Knight gets the Slipper Mind ability as a Rogue.

At second level the Knight gains the Evasion ability, as Rogue.

Improved Evasion:
At 10th level, the Knight gains Improved Evasion, as a rogue.

At eighth level, the Knight gains the Mettle ability. Which is to say, when a Will or Fortitude ability would still effect them on a successful save, they instead take no effect.

Indomitable Will: At twelfth level whenever the Knight fails a will save, she instead takes half damage if such an option is available. If it is an attempt to get into her mind via compulsion, or Mind-effecting, she is not effected.
Impenetrable Fortitude: At sixteenth level whenever the Knight fails a fort save, she instead takes the half damage if such an option is available. If an effect would occur on a successful save, she takes no effect.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Officer.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/7ce4cd13b1be76a0a8eb62cb8da07489.jpg)
You become an Officer. Your Will save progression becomes Good and changes to match a Good save of your level.
You gain special implants and endure a reinforcement treatment that grants to DR10/Adamantine as your skeletal structure is now bonded with a highly durable metal alloy. Your flesh is laced with microscopic robots that constantly heal and repair damage to you regardless of your consciousness. You gain regeneration equal to your class levels, as they are wirelessly improved by your superiors. This regeneration is overcome by Negative energy damage.
Small implants in your brain boost your Psionic capability. You gain the ability to perform Telekinetic Thrust, Telekinetic Force, and Telekinetic maneuver at will, and gain Telepathy with a range of 100ft.

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/Captain.jpg (http://i1091.photobucket.com/albums/i382/Cipherthe3vil/5689b7141fb2e56224820e08b2c1d685.jpg)
You become a Captain. Your Reflex and Fortitude save progressions become good and change to match a good save of your level.
You gain advanced, secret implants and endure a bonding treatment that improves upon your existing conditions and adds further perks of your new rank.
You gain DR 20/-, as your skeletal structure is adapted with Hyperdiamond materials. Your skeletal structure is also altered and replaced in areas with mechanical counterparts, these parts serve to produce more nanites and your flesh is literally teeming with the small robots that can wirelessly connect to one another to complete neural pathways at distances. They can sever muscle and cells on your whim, and seal off areas of damage temporarily, allowing you to sever a limb and have it perform an action at a range of 100ft. The nanites generate there own gravity which they use for movement, with so many of them in your system, you can use this to your advantage. You become immune to gravitational powers and spells, and have a flight speed equal to twice your land speed at perfect maneuverability.
The nanites improved efficiency and quantity allow them to repair you faster. You gain regeneration equal to 15+Class levels. Regeneration is now self sufficient. It is only overcome by Negative energy damage. But, the Labyrinth Knight is considered to have Resistance 15 to Negative Energy.
Psionic implants in your brain allow you to use your Thrust, Force and Maneuver telekinetic abilities used as if they were Power level 9 instead of 3 and 4. You gain Telekinetic Sphere, Time Hop-Mass and Psionic Teleport at will. You can perform Time Stop, Time Regression, and Timeless Body once per day at no cost.


Cipher Stars
2012-06-27, 05:47 PM

Warning, the following material is rated PG-13 for implied content. Implied. It should be fine.

The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it,
though this one is probably fine.)
The Sacred Something

Abilities: Charisma is by far the most important as it supplements her casting and abilities. A sacred something may not need any other stat, as she concentrates on healing, buffing, and providing aid when the combat is over.

Organization: Sacred somethings exist within most churches and a way of communion with patron's deities. They can be found often in big churches so long as chastity isn't one of there key selling points.

Alignment: Sacred somethings can be of any alignment.

Religion: Sacred somethings don't usually worship any one deity. She serves all yet no deities, as it is not her own faith in a deity but that of those who come to her that matters. Still. Good gods do not commune through an evil sacred something unless the faith of the patron is particularly strong and he doesn't know it. Evil gods can find it difficult to use a good sacred something due to all the positive energy around them, but otherwise they don't usually have any qualms against it.

Background: Sacred somethings come from a diverse background and don't have an overall common history behind them.

Races: Any race can serve as a sacred something. Some races are more drawn to it then others, more suited or capable, such as; Nymph, Aasimar, Changeling, or Human.

Other Classes: Its fairly certain that nearly any class or race would be most appreciative of the sacred something's service in a party. However what it comes down to is personality and the way they grew up. Some people may find the sacred something to be nothing more then a glorified [something]. Others may wonder why they are not considered evil. It depends on the background and personal views of the character. The one class that could have the most problems with the sacred something would be the beloved of Valarian, who are nearly the opposite of the sacred something. The beloved of Valarian value chastity, and cannot even find simple love without being abandoned by their class. As such the two usually pity the other more then anything. They don't often meet however, as sacred somethings are found in cities that will have them and beloved of Valarian are found in the wilds.

Role: Sacred Somethings are very hard to beat when it comes to out of combat support. They are great negotiators, smooth talkers, and can care for the party uplifting spirits in the darkest of places and restoring their vitality.

Hit Dice: D8
Starting Gold: 2d10x10g
Starting Age:
Skills at first level: 6+Int x4
Skills per level: 6+int
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Listen (Wis), Perform (Somekinda' technique)(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).

The Sacred Something|{colsp=10}
Level|BaB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+2|+0|Aura of Ease, Special Talent |6|3+1|—|—|—|—|—|—|—|—

2nd|+1|+3|+3|+0|Special Healing I |7|4+1|—|—|—|—|—|—|—|—

3rd|+1|+3|+3|+1|+1 Cha, Bonus Feat |7|4+1|—|—|—|—|—|—|—|—

4th|+2|+4|+4|+1|Special Healing II |7|5+1|3+1|—|—|—|—|—|—|—

5th|+2|+4|+4|+1|Restorative Act |7|5+1|4+1|—|—|—|—|—|—|—

6th|+3|+5|+5|+2|+1 Cha, Bonus Feat, Take Part |7|5+1|4+1|3+1|—|—|—|—|—|—

7th|+3|+5|+5|+2|Special Communion |7|6+1|5+1|4+1|—|—|—|—|—|—

8th|+4|+6|+6|+2|Special Healing III |7|6+1|5+1|4+1|3+1|—|—|—|—|—

9th|+4|+6|+6|+3|+1 Cha, Bonus Feat |7|6+1|5+1|5+1|4+1|—|—|—|—|—

10th|+5|+7|+7|+3|Special Communion II |@will|6+1|6+1|5+1|4+1|3+1|—|—|—|—

11th|+5|+7|+7|+3|Restorative Act II |@will|6+1|6+1|5+1|5+1|4+1|—|—|—|—

12th|+6/+1|+8|+8|+4|+1 Cha, Bonus Feat, Take Part II |@will|6+1|6+1|6+1|5+1|4+1|3+1|—|—|—

13th|+6/+1|+8|+8|+4|Special Healing IV |@will|6+1|6+1|6+1|5+1|5+1|4+1|—|—|—

14th|+7/+2|+9|+9|+4|Special Communion III |@will|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—|—

15th|+7/+2|+9|+9|+5|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—|—

16th|+8/+3|+10|+10|+5|Restorative Act III |@will|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—

17th|+8/+3|+10|+10|+5|Special Healing V, Self Service |@will|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—

18th|+9/+4|+11|+11|+6|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1

19th|+9/+4|+11|+11|+6|Special Communion IV |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1

20th|+10/+5|+12|+12|+6|Restorative Act IV, Paragon's Height |@will|6+1|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1


Class Features:

Weapons and Armor Proficiency:
The Sacred Something is not proficient with any armor or shields, and is proficient only in Simple Weapons.

Special: Any reference to charisma in this class can be replaced by appearance at the players option if it is used in the game.

The Sacred Something casts spells like a sorcerer using the Cleric spell list with a spells per day as listed on the table and a number of spells known given on the upcoming table.
The Sacred Something can choose a domain. This domain can be from any source as your alignment permits, as sacred something does not need to worship a singular deity to gain her abilities, but its a collective of general divine energy (sacred somethings frequently commune with a variety deities). You do gain the Granted Power. If it would grant you a Turning ability, you can gain the Turn Undead class feature but only for the granted power's purpose.
At Tenth level, Orisons can be cast at-will. No orison can be cast more then 10 times without a 20minute cooldown.

{table=head]{colsp=11}Spells Known






















1; The Sacred Something gets bonus spells from having a Domain.

Aura of Ease (Ex):
At 1st level, a sacred something's dedication the her cause radiates an aura that makes others feel more comfortable, especially in regards to certain matters. The sacred something adds her class levels to all Bluff and Diplomacy checks that have a certain component to them, including seductions, flirtation, and using certain traits to get her way.
Every time she gains a new Spell Level, she gains +2 deflection bonus to AC. ie; at 3rd, 6th, 9th, 12th, and 15th. A Sacred Something isn't very useful if she's dead or incapacitated by the end of an encounter.

Special Talent (Ex):
At 1st level, a sacred something can perform certain acts with a partner. When doing so, they tap into divine power to grant a benefit. Choose one of the following:

(Divine) Gather Information: The partner can make a Gather Information check about something without ever leaving the Sacred Something's side.
(Arcane) Knowledge: The partner gains a bit of divine insight. He or she gains a +5 bonus to a knowledge skill for 24 hours.
(Healing) Heal: The partner can benefit from the Heal skill using the Sacred something's heal skill +5, as if she took 10 on the check.

To benefit from this ability, the sacred something and her partner must engage in a certain activity for at least 20 minutes (Constitution check DC 15) requiring a perform (Somekinda' technique) at the end of the 20 minutes at a DC 15. If both checks succeed the partner benefits from the selected use.

Special Healing I (Su) (Healing):
Starting at 2nd level, a sacred something's certain acts have beneficial effects on their partners. The subject must engage in the activity for at least 20 minutes, requiring a constitution check DC 15. The sacred something must make a Perform (Somekinda' Technique)(DC 15) check after the act. If successful, the subject is healed for 1d8+1/level+Cha and cured of any and all of the following adverse conditions:
Confused, Dazed, Dazzled, Exhausted, Fatigued, feebleminded, nauseated, sickened, and stunned.
In addition, the sacred something's partner is healed a number of ability damage equal to the sacred something's charisma modifier. This healing occurs to only one ability score at a time. The power of the sacred something even heals ability damage brought on by class features. Special Healing removes all negative moral penalties the creature has. A seperate Perform (Somekinda' Technique) check must be made for a second Ability score. A sacred something may use this ability with another sacred something, though only one may gain the benefit of this effect at any one time.

Special Healing II (Su):
At 4th level, a sacred something's healing ability becomes more powerful. This is as the special healing I ability listed above, but in addition, the act also dispels curses as if by remove curse. Special healing II also cures wounds as if by cure serious wounds, with a caster level equal to the sacred something's total level. Special Healing II requires 30minutes of sustained activity.
Special Healing III (Su):
At 8th level, a sacred something's healing ability becomes mroe powerful. This is as special healing I and II abilities listed above, with the added effect of functioning as remove disease and this restores health as if by Cure Critical Wounds and can restore two ability scores at a time for a number of points equal to her Charisma modifier. III requires 40minutes of sustained activity.
Special Healing IV (Su):
At level 13, The Sacred Something's healing ability further increases. By spending the same 20 minutes at a Perform (Somekinda' Technique) DC of 25 with a dead body deceased 24 hours or less, the sacred something can cast Raise Dead at no material cost (totally not necrophilia) as the corpse's faculties slowly come back online until its life is returned to it. The subject loses one level as normal.
If used on a Living partner, she can give them the benefit of a Heal spell.
For instead of IV the sacred something can perform as III with the following extra benefit; the partner can leave the scene feeling newly invigorated; The partner gains the effects of Bulls Strength, Cats Grace, or Bears Endurance for 24 hours. IV requires 50minutes of sustained activity.
Special Healing V (Su)
Special Healing now grants the effects of Regenerate throughout the certain activity, and at a DC 25 Perform (Somekinda' Technique) the partner is healed as if by Restoration Greater at half the XP cost paid by the partner.
As with all features save for spellcasting and Aura of Special Ease, it requires at least 20 minutes of a certain act before the Greater Restoration kicks in.
If she performs this on a dead body the time limit for which it has been dead is one year per level and it acts like True Resurrection so long as a portion remains at least the size of a finger, minimum. The material cost is supplied by whoever is paying for the act and they just look pretty nearby or who knows, maybe the diamonds get in on the act as well (sounds like a crazy dream XD).
Special Healing V cannot resurrect someone who has died of Old Age, but if used on a living person they will grow younger by 5% their total age per sacred something level to the age there race becomes an adult. This takes away penalties to aging but not the benefits however they can only benefit from each age categories bonuses once. V requires 60minutes of sustained activity.

Bonus Feats:
At every indicated level, the Sacred Something gains a bonus ["Special"] feat that she meets the requirements for. Instead of a "Special" feat, you can take a metamagic feat if you wish.

Charisma bonus:
At the indicated levels, the sacred something's charisma is glorified. Her body changes, and the knowledge she possesses and skill she wields is evident in her form or posture. She receives an untyped +1 bonus to charisma at the given levels.

Special Communion (Su) (Divine):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.

Special Communion I (Su):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.
Special Communion II (Su):
At tenth level, the sacred something can better act as a connection to her partner's deity.
This functions as Special Communion I, however up to one question can be answered per sacred something level as if by the spell Commune. However, no XP component is required and the holy water material component is supplied by... alternative means.
As with Communion I, The Sacred Something cannot divine something about herself. Questions that are directly about the sacred something asked by the partner fail and are skipped. Also as with Communion I, a sacred something can still get these questions by partnering with a different sacred something. But only one can benefit from the questions at a time. II requires 30minutes of sustained activity.
Special Communion III (Su):
At level 14, the sacred something can open itself to her partner's deity who can fill her mind with the knowledge her partner seeks.
This effect functions like Communion I, but she can use Discern Location instead of Divination.
Alternatively, they can repeat the session once a day for 5 days with no benefit until the fifth to gain the effects of Legend Lore at no material cost or focus. III requires 40minutes of sustained activity.
Special Communion IV (Su):
As special Communion I but instead of Divination, the partner can benefit from Foresight for 24 hours and before the act begins they can designate anyone they know as the subject of the Foresight (See "Foresight", the subject in this case being who the partner wishes to know about.). IV requires 50minutes of sustained activity.

Restorative Act(Su) (Arcane):
At 5th level, once per day, a sacred something may engage in certain activities with a spellcaster, restoring any spell slots that he may have used for that day. The sacred something must make a Perform (Somekinda' technique) check against a DC equal to 10+the spellcaster's class level. On a success, the spellcaster's spells are restored as if he had prepared spells (Like a wizard or ranger) or meditated as normal (like a cleric, sorcerer, or other spontaneous caster). They must engage in certain activities for at least 20 minutes, requiring a separate stamina check. Failure indicates that the restorative act did not work and the spellcaster maintains the same number of spells available for that day as before the act. A sacred something may use this ability with another sacred something, though only one may regain spells at a time.

Restorative Act II (Su):
At level 11, a sacred something's ability to replenish spells increases. She can use Restorative Act twice a day. One caster cannot benefit from the effect more then once per day however.
Restorative Act can now also effect noncasters, replenishing a partner's daily uses of racial traits or class features. II requires 40minutes of sustained activity.
Restorative Act III (Su)
As with II, but the sacred something gains an extra use per day. She can now restore three people this way per day. III requires 40minutes of sustained activity.
Restorative Act IV (Su):
As with II, but the sacred something gains more uses per day.
She can now use Restorative Act 3+Cha times per day.
In addition, for 24 hours they can benefit from a Minor Restorative Act which functions like Restorative Act I but is not limited per day, it restores a number of spell slots of the lowest unfilled level equal to the sacred something's charisma modifier. IV requires 50minutes of sustained activity.

Take Part (Ex):
At level 10, the Sacred Something can now benefit from her own Special Healing at the same time as her partner(s) so long as the Special Healing is one category less then her current Special Healing ability. For example, at this level you can perform Special healing III, so you could benefit from Special Healing II.

Take Part II (Ex):
At level 20, the Sacred Something can now benefit from her Restorative Act and Special Healing class abilities at the same time as her partners. She OR the partner can benefit from her Communion abilities.

Self Service:
You can perform your class features upon yourself.

Paragons Height (Ex):
The Sacred Something is now something else. Divine power from many different sources fuels her, it reinforces her.
She gains DR 20 which can only be overcome by a weapon that has witnessed the Sacred Something's Communion ability and she has Regeneration 5 which can only be overcome by a weapon coated in the sacred something's own *ahem*... Holy Water...
When she is not dead or dying, her Regeneration is superseded by a Fast Healing of 25 that can be overcome by a weapon that belongs to a character with the Vow of Chastity feat.
And finally, the Sacred something is eligible for Divine Rank Zero at the DM's option, usually after a few more levels of proving herself in specific deity related quests.

Epic Progression!
{table=head]Level | Special
22th | Grand Special Healing
23th | Grand Commune
25th | Grand Restorative Act
Grand Healing (Su): Completely revitalizes the target to full capability and permanently increases one statistic by 2 as a sacred bonus. You can use Grand Special Healing on spirits and ghosts, allowing you to perform True Resurrection through this ability without physical remains. Ghosty undead are harder to please however. DC 35 Perform (Somekinda' Technique)
Using Grand Special Healing requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Commune (Su): Directly communicate with the partner's deity who can tell you all that it would have the partner know at this time.
Using Grand Commune requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Act (Su): Gain two more uses to Restorative Act per day. As previous Restorative Acts, and partners regenerate one use of any and all daily abilities per hour.
Using Grand Act requires an hour instead of 20 minutes. At the end of one hour the effects occur.

The Act
This class references a certain act to be performed from 20 to 60 minutes. Where would it be if no one knew how to perform this certain act?
Here it is! The grand rules for the Act.

I present you two options. One for quick and clean mechanics, and another for more creative play.

For obvious reasons, I cannot share what I have on rules for "The Act", sorry.


Beyond the feats listed in the Book that Shall Not be Named, there are these feats specifically for the Sacred Something.

Extra Partners [Special]:
Prerequisites: Sacred Something level 1
Benefit: The Sacred Something can use her Special Talent ability on a number of extra partners equal to her Charisma Modifier.

Font of Healing [Special]:
Prerequisite: Sacred Something level 6
Benefit: The Sacred Something can provide her Special Healing ability to a number of extra partners equal to her Charisma modifier minus the level of Special Healing, minimum 1 So a Sacred Something with a +6 modifier can healing 4 can heal 2 partners at once, or 5 partners with Special Healing I.

Font of Divinity [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions as Font of Healing, however it functions for using her Communion abilities as she can now channel the power of multiple deities at once.

Font of Restoration [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions like Font of Healing, except it works with the Restorative Act abilities.

Cipher Stars
2012-06-27, 05:57 PM

http://i1091.photobucket.com/albums/i382/Cipherthe3vil/cooltext708749603.png............................. ..
The Cheater
Hit Die
Starting Gold
Skills at first level
(6+int) x4
Skills per level
Class Skills
Appraise, Balance, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather information, Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Rope.
{table=head]Level|BAB|Fort|Ref|Will|Special | Insp.

1st|+0|+0|+2|+0| Cheat 10%, Gambit, Fast Movement | 1

2nd|+1|+0|+3|+0| Evasion, Trap Sense +1 | 1

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

4th|+3|+1|+4|+1| Uncanny Dodge, Trap Sense +2 | 2

5th|+3|+1|+4|+1| Special Ability, Cheat 20% | 3

6th|+4|+2|+5|+2| Optimize +2, Trap Sense +3 | 3

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

8th|+6/+1|+2|+6|+2| Trap Sense +4 | 4

9th|+6/+1|+3|+6|+3| Optimize +3 | 4

10th|+7/+2|+3|+7|+3| Cheat 30%, Trap Sense +5 | 5

11th|+8/+3|+3|+7|+3| Special Ability | 5

12th|+9/+4|+4|+8|+4| Optimize +4, Trap Sense +6 | 6

13th|+9/+4|+4|+8|+4| Improved Evasion | 6

14th|+10/+5|+4|+9|+4| Trap Sense +7 | 6

15th|+11/+6/+1|+5|+9|+5| Optimize +5, Cheat 40% | 7

16th|+12/+7/+2|+5|+10|+5| Trap Sense +8| 7

17th|+12/+7/+2|+5|+10|+5| Special Ability | 8

18th|+13/+8/+3|+6|+11|+6| Trap Sense +9, Optimize +6 | 8

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

20th|+15/+10/+5|+6|+12|+6| Cheat 50%, Trap Sense +10 | 9


Class Features...

Weapons and Armor...
The Cheater is only proficient with light armor and simple weapons.

(Ex) Gambit...
Starting at first level the Cheater gains her charisma modifier as a bonus to her saves and +1 every other level towards her AC so long as she is wearing only Light Armor or less.
Once per day, she can make a particularly daring action and gain double her Gambit bonus for 1 round, +1 round every five levels. Examples would be leaping off a cliff to save someone who just fell over the edge, taking off all your clothes and defensive in mockery of your enemy, or challenging a powerful opponent to a solo duel.

(Ex) Fast Movement...
The Cheater must learn to be quick on her feet. She gains +10ft to her movement speed 5ft every 2 levels.
This fast movement is only +5ft if the cheater leaves the class before fifth level.

(Ex) Evasion...
The Cheater is sharp, and has great reaction time. She gains the Evasion ability. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the cheater is wearing light armor or no armor. Even a cheater does not get to retain the benefit of evasion when Helpless.
At level 13 this increases to Improved Evasion.
This ability works like evasion, except that while the cheater still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage even on a failed save. A helpless cheater still does not gain the benefit of either evasion.

(Ex) Trap Sense...
The Cheater's expert reaction speed gives her a Trap Sense that lets her respond to traps.
She gains the listed bonus on reflex saves against traps and as a dodge bonus against attacks from traps.

(Su) Inspiration...
You have a number of points per encounter you can use to add your Charisma modifier to a single action. Using an inspiration point is an immediate action. Options for inspiration are: Skill checks. Saves. Or an insight bonus to AC against a single attack. The bonus is the same each time, so using multiple Inspirations at once wont stack on top of something.

(Su) Cheat...
Once per encounter, you can activate a Cheat. Against one opponent or for simply 1 +Cha = rounds chosen on use, you subtract the amount listed on the table from damage you take and instead give it back to the attacker. For this to take effect, you need to overcome the target's will. The DC is 10 + half your level (Minimum 1) + Cha + 5.

(Ex) Optimize...
You gain a free floating number as listed on the table that you can assign to any Ability Score, one save, one skill, or your AC. Assigning your Optimization takes one full round action. This bonus is untyped.
Assigning to Int does not give you more skill points, But when applied to a skill Optimize's effect is double. Instead of +6 to a skill it would be +12.

(Su) Special Ability...
At indicated levels the cheater gains a special ability.

Lets Play Nice...
As a standard action you create a field 50ftx50ft centered on you. Anyone who makes an attack within the field gets the damage they dealt done back to them in full. In addition, they must make a will save DC 10+1/2 cheater levels+cha or be raised one step in disposition towards the cheater. If they get hit a second time, they lose all will to fight and lose consciousness due to happiness overload. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or you are rendered helpless.

Chance Happenstance....
As a standard action you create a field 50ftx50ft centered on one target within range. Any attack made within the field has a 50% chance to critical hit, or critical fail. On a 1-10 on there die roll, they suffer a critical fail or simply attack themselves instead. If they roll a 11-20, they deal a critical hit at x2 damage unless they rolled a natural 20 and their weapon has a higher critical multiplier. Usable once per day for every 5 levels the cheater possesses; 1 at fifth, 2 at tenth, 3 at 15th, and 4 times per day at 20th. The field lasts until the end of the encounter or the target is rendered helpless.

Toggle God Mode...
For a number of rounds equal to your charisma modifier, you double your Cheat ability's percentage but only in relation to how much damage you take, not how much is sent back to the target, and triple either its duration or number of targets, depending on which version you choose. So if using a targeted version instead of a duration mode, you instead target three enemies. TGM cannot increase the percentage to more then 90% against creatures with more HD then you have class levels. Every 5HD it has over your level, the maximum percentage goes down by 10% to a minimum of +5% over its normal percentage.

Advance Attribute...
For a number of rounds equal to your charisma modifier you can double one ability score. Usable once per day +1 every ten levels. Cannot be selected if you are less then level ten. For one use at level eleven, and two uses per day at level twenty. Using this is a movement equivalent action. Optimize does not count towards the score when doubling, but provides its normal bonus.

Lag Spike...
You can make a ranged touch attack. If you succeed, you cause the character to move slowly as if stuttering in time. On a failed fortitude save (DC 10 +1/2 level +Charisma) Its speed is reduced by 15ft and it has a 25% chance to do nothing for one round. Lasts for a number of rounds equal to your charisma modifier. Multiple hits stack. Minimum speed is 5ft no matter how many times you hit. Maximum percentage is 75%. You can use this ability 1+Cha times per day.

Info Leak...
At the start of any encounter, or once an hour, you can cause information to leak off of a target, revealing its secrets.
Make a sense motive check to interpret the information. It gets to make a bluff check to avoid revealing its secrets but that does not mean it is consciously aware of the leak. You get a +5 to this check. If you succeed, you learn one thing about the target. The target does not have to be living.

Rabbit's Foot Charm...
With a flash of style, the cheater creates a 25ftx25ft area of good luck. Within the area, everyone gains +2 luck bonus to AC, reflex saves, and skill checks. Everyone within the area can score a critical hit on a 15-20 unless they could score on less.
Lasts for five rounds, used as a standard action.

Black Cat's Jinx...
With a flash of style, the cheater creates a 25ftx25ft area of bad luck. Within the area, everyone gains -2 luck penalty to AC, reflex saves, and skill checks. Everyone within the area scores a critical fail on a 1-5 unless they were unlucky enough to score on more.
Lasts for five rounds, used as a standard action.

Flip the Tables...
Once per day for every five levels the Cheater possesses for a total of five at level twenty, she can flip the results of any roll. A 1 becomes a 20, a 5 becomes a 15, a 3,1,6 on a 3d6 roll becomes a 3,6,1, and so on. She can use this as an immediate action after the dice are rolled but before the outcome is established (ie; the damage already dealt in case of damage dice, or generally just before your turn is over or an enemy who attacked you's turn has continued).

Wait! I think I've found something...
Once per day per five levels, for five times at level twenty, the cheater can choose to take ten on a skill check if she would normally be able to. After the dice is rolled.

Cipher Stars
2012-06-27, 05:59 PM
The following class is
Tier: Cipher.
(In other words, to hell with balance as you know it)
Legendary Nymph
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/LegendNymph.jpg (http://rikaflare.deviantart.com/art/Ice-Nymph-96513351)
^- Click for artist.

{table=head]{colsp=6}Table: The Legendary Nymph |{colsp=10}
Spells per Day

Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+2|+2| Nymph's Blood, +1 wis, Blinding Beauty 10ft |4|3|—|—|—|—|—|—|—|—

2nd|+1|+3|+3|+3|+1 Dex, DR 5/magic |5|4|—|—|—|—|—|—|—|—

3rd|+2|+3|+3|+3|+1 Int, +2 Cha, Stunning Glance 1d4 |5|4|3|—|—|—|—|—|—|—

4th|+3|+4|+4|+4|+1 Dex, Uneartly Grace, +4 Swim |5|5|4|—|—|—|—|—|—|—

5th|+3|+4|+4|+4|+2 Wis, Blinding Beauty 20 ft |5|5|4|3|—|—|—|—|—|—

6th|+4|+5|+5|+5|+1 Dex, +1Con, +1 Int |5|5|5|4|—|—|—|—|—|—

7th|+5|+5|+5|+5|+1 Wis, DR 5/Cold Iron |5|6|5|4|3|—|—|—|—|—

8th|+6/+1|+6|+6|+6|+1 Dex, Stunning Glance 1d6 |5|6|5|5|4|—|—|—|—|—

9th|+6/+1|+6|+6|+6|+1 Con, +2 Cha|5|6|6|5|4|3|—|—|—|—

10th|+7/+2|+7|+7|+7|+1 Dex, Blinding Beauty 30ft |5|6|6|5|5|4|—|—|—|—

11th|+8/+3|+7|+7|+7| +8 to swim + take 10, Stunning Glance 2d4|5|6|6|6|5|4|3|—|—|—

12th|+9/+4|+8|+8|+8| +1 Con, +1 Int, +2 Cha|5|6|6|6|5|5|4|—|—|—

13th|+9/+4|+8|+8|+8|DR 10/Cold Iron, Dimention Door 1/day |5|6|6|6|6|5|4|3|—|—

14th|+10/+5|+9|+9|+9|+1 Dex, Stunning Glance 3d4|5|6|6|6|6|5|5|4|—|—

15th|+11/+6/+1|+9|+9|+9|+2 Wis, Blinding Beauty 40ft|5|6|6|6|6|6|5|4|3|—

16th|+12/+7/+2|+10|+10|+10|+1 Dex, +2 Cha, +12 Swim |5|6|6|6|6|6|5|5|4|—

17th|+12/+7/+2|+10|+10|+10|+2 Wis, Stunning Glance 4d4 |5|6|6|6|6|6|6|5|4|3

18th|+13/+8/+3|+11|+11|+11|+1 Dex, +1 Int |5|6|6|6|6|6|6|5|5|4

19th|+14/+9/+4|+11|+11|+11|+2 Cha, DR 15/Cold Iron |5|6|6|6|6|6|6|6|5|5

20th|+15/+10/+5|+12|+12|+12|Blinding Beauty 50ft, Stunning Glance 3d6+2|5|6|6|6|6|6|6|6|6|6

Alignment: Any
Hit Die: 1d8

Class Skills:
Class Skills
Skill Points at 1st Level: (8 + Int modifier) Χ 4
Skill Points at Each Additional Level: 8 + Int modifier
Class Skills:
Balance, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Hide, Listen, Perform, Sense Motive, Spot, Survival, and Swim

Weapons and Armor proficiency:
Nymphs are profitient with simple weapons. Nymphs are not proficient with any armor, and cannot access Blinding Beauty, Stunning Glance, Spellcasting, or Unearthly Grace when wearing any armor.

The Legendary Nymph casts spells from the Druid's spell list with the spells known and spells per day as shown in the two tables, she is a spontaneous caster and can rearrange her spells known once every five levels. The Nymph uses her charisma stat to determine casting. Unless noted, a Nymph's save DCs are 10 + spell level + cha mod. In the case of spells from the Enchantment school, the DC is 15 + Spell level + Cha mod.

In addition, the Nymph gains the following spells at each given level:

Daze: Humanoid creature of 4 HD or less loses next action.

Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.

Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Suggestion: Compels subject to follow stated course of action.

Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.

Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.

Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.

Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.

Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.

Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.

{table=head]{colsp=11}Table: Spells Known






















Nymph's Blood (Ex): Only a Nymph can take this level.
LA +0 Nymph:

Racial Traits:
Fey type.
Starting ability score adjustments:
+1 Dex +1 Wis +2 Cha
Speed: Nymph land speed is 30 ft
Low Light Vision
Wild Empathy: As druid but with +6 racial Bonus
Skills: +4 to Swim, May run while swimming
Automatic Languages: Sylvian, Common

Ability bonuses (Ex): The Nymph gains the listed bonuses to her ability scores as a Racial bonus.

Blinding Beauty(Su): This ability affects all humanoids within 10 ft. Those who look directly at the nymph must succeed on a DC (10+ 1/2 HD + Cha) Fortitude check or be blinded permanantly as though by the blindness spell. the nymph can suppress or resiume this ability as a free action. This ability improves at level 5 to 20 ft, at level 10 to 30 ft, at level 15 to 40 ft, and at level 20 to 50 ft.

Stunning Glance(Su): As a standard action the nymph may stun a creature within 30 ft with a look. The target creature must succeed on a DC (10+ 1/2 HD + Cha) Foritude check or be stunned for 1d2 rounds. This ability improves at level 8 to 1d4 rounds, at level 11 to 2d4 rounds, at level 14 to 3d4, at level 17 to 4d4, and at level 20 to 3d6+2. If a nymph has already used this once already this encounter, stunning glance instead staggers them. Again, and it only gives the Shaken condition.

Skill bonuses (Ex): The Nymph gets boosts to her Swim skill as listed on the table. At eleventh level, the Nymph can always take ten on Swim checks.

Unearthly Grace(Su): A Nymph Adds Her Charisma Modifier as a bonus to all of her saving throws and as a deflection bonus to her AC