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Tanuki Tales
2013-04-01, 10:39 AM
Spell it Out for Us





"The world is full of magic things, patiently waiting for our senses to grow sharper." - W.B. Yeats


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 30th of April.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 15th of May. You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a pixelated trophy that I create myself with my limited skills in Paint. In the case of any ties I will cast the tie breaking vote.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is themed around one specific spell of your choosing from any official Paizo material. This could take the form of such things like a base class that specializes in Magic Missile, a Monster who's spilt blood evaporates into a Cloud Kill or a race of living illusions born from a miscast Mirror Image.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?t=234663)

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2013-04-01, 10:44 AM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2013-04-01, 10:45 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-04-01, 10:48 AM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2013-04-01, 10:51 AM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2013-04-01, 10:54 AM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]

Tanuki Tales
2013-04-01, 10:59 AM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Razanir
2013-04-01, 07:37 PM
Bombardier

"I cast Magic Missile at the darkness!" -Galstaff, Sorcerer of Light

Bombardiers are archers who look within themselves to discover arcane (or more accurately, psionic) power. They discover the ability fire missiles from their fingertips made of pure force. Eventually, they learn to apply more powerful effects both to these missiles and to their normal ranged attacks.

The tale of Galstaff is a long one, mostly lost to history. The one thing we think we know is his status as a Bombardier and not a Master of Missiles :smalltongue:

Role: Bombardiers provide ranged support for their party. They are not built for front-line combat. They can also provide backup healing at slightly higher levels

Alignment: Bombardiers may be of any alignment. Lawful ones tend to choose this path because of the discipline it can require, whereas chaotic ones tend to become Bombardiers just because magic missile is so fun to cast

Hit Die: d8

Starting Gold: As sorcerer

Class Skills
The Bombardier's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier

BOMBARDIER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|pp/day|Damage Die

1st|
+0|
+2|
+0|
+0|Magic Missile, Powerful Strike|
2|
1d6

2nd|
+1|
+3|
+0|
+0|Introspection (1 skill)|
6|
1d6

3rd|
+2|
+3|
+1|
+1|Augment, Missile Resistance|
11|
1d6

4th|
+3|
+4|
+1|
+1||
17|
1d8

5th|
+3|
+4|
+1|
+1|Mettle, Charismatic Boost|
25|
1d8

6th|
+4|
+5|
+2|
+2|Augment, Introspection (2 skills)|
35|
1d8

7th|
+5|
+5|
+2|
+2|Pummeling Arrow|
46|
1d8

8th|
+6/+1|
+6|
+2|
+2|Sturdy|
58|
1d10

9th|
+6/+1|
+6|
+3|
+3|Augment|
72|
1d10

10th|
+7/+2|
+7|
+3|
+3|Charismatic Boost, Introspection (3 skills), Force Resistance|
88|
1d10

11th|
+8/+3|
+7|
+3|
+3|Quick Reflexes|
106|
1d10

12th|
+9/+4|
+8|
+4|
+4|Augment, Aligned Arrow|
126|
2d6

13th|
+9/+4|
+8|
+4|
+4|Improved Mettle|
147|
2d6

14th|
+10/+5|
+9|
+4|
+4|Introspection (4 skills)|
170|
2d6

15th|
+11/+6/+1|
+9|
+5|
+5|Augment, Charismatic Boost|
195|
2d6

16th|
+12/+7/+2|
+10|
+5|
+5|Piercing Arrow|
221|
2d8

17th|
+12/+7/+2|
+10|
+5|
+5|Force Immunity|
250|
2d8

18th|
+13/+8/+3|
+11|
+6|
+6|Augment, Introspection (5 skills)|
280|
2d8

19th|
+14/+9/+4|
+11|
+6|
+6||
311|
2d8

20th|
+15/+10/+5|
+12|
+6|
+6|Charismatic Boost, Death Missile|
343|
2d10[/table]

Class Features
All of the following are class features of the Bombardier.

Weapon and Armor Proficiencies: Proficient with light armor, all simple weapons, shortbows and longbows.

Power Points (Ps): Bombardiers gain power points to cast magic missile. They earn bonus points from having a high Charisma.

Psionics were chosen instead of magic because power points seemed a better mechanic than Vancian casting

Magic Missile (Ps): Bombardiers know a single power– a psionic version of magic missile. In addition to augmenting to grant more missiles, Bombardiers learn additional augments to provide additional effects. A Charisma of 10 + 1/2 pp spent is required to manifest it.

Powerful Strike (Ps): Bombardiers use the listed dice when rolling damage for magic missile instead of the normal d4.

Introspection (Ex): Mastering magic missile requires a lot of introspection. As a result, Bombardiers discover they know more than they think they do. At second level and every four levels thereafter, a Bombardier may select one skill to be class skills. He may use these skills untrained. Additionally, he receives up to his class level of his Charisma modifier as an insight bonus to these skills

Augment (Ps): At third level and every three levels thereafter, Bombardiers learn one augment from the following list to improve their missiles. To learn an augment, you must have a manifester level of required pp + 1
Blinding: The target must make a Fortitude save (DC 10 + 1/2 class level + Cha modifier) or be blinded for a number of rounds equal to the Bombardier's Cha modifier. Requires 6 pp to activate
Channeling: Not actually an augment. This option allows the Bombardier to spend the regular amount of pp to apply any augment besides Hadoken to a ranged attack
Dazing: The target must make a Fortitude save (DC 10 + 1/2 class level + Cha modifier) or be dazed for 1 round. Requires 2 pp to activate
Elemental: Change the damage type to Fire, Cold, Acid or Electric. Requires 4 pp to activate
Energetic: Change the damage type to Positive or Negative energy. This can be used to heal allies. Requires 4 pp to activate. Must have the Elemental augment
Hadoken: Reduce the damage dice one step to hit all in a 25' line. Requires 4 pp to activate
Piercing: To be used with Channeling. Changes the attack to a ranged touch attack. Requires 4 pp to activate
Striking: The target must make a Fortitude save (DC 10 + 1/2 class level + Cha modifier) or be knocked prone. Requires 2 pp to activate
Tiring: The target must make a Fortitude save (DC 10 + 1/2 class level + Cha modifier) or be fatigued for a number of rounds equal to the Bombardier's Cha modifier. Requires 6 pp to activate


Legend has it that Hadoken is powered by love. Literally. People thought it consumed love and caused the divorce rate to increase. This, however, is utter nonsense.

Missile Resistance (Su): By learning to cast magic missile so well, a Bombardier also learns to resist it. Beginning at 3rd level, if anyone uses magic missile on a Bombardier of a higher level than the caster/manifester, they must make a ranged touch attack to hit

Charismatic Boost (Ex, except as noted): Bombardiers learn to apply their sheer force of personality to things other than manifesting magic missile. This is an insight bonus unless otherwise stated. At 5th level and every 5 levels thereafter, they may choose one bonus from this list:

Charismatic Resistance: Apply your charisma modifier up to your class level to Fortitude saves
Charismatic Reflexes: Apply your charisma modifier up to your class level to Reflex saves
Charismatic Insight: Apply your charisma modifier up to your class level to Will saves
Charismatic Strike: Apply your charisma modifier up to your class level to ranged attack and damage rolls
Charismatic Instinct: Apply your charisma modifier up to your class level to initiative rolls
Charismatic Resilience (Su): Apply your charisma bonus up to your class level to your AC as a deflection bonus


Mettle (Ex): As rogue ability Evasion, except it applies to Foritude saves instead of Reflex saves

Pummeling Arrow (Su): Bombardiers eventually learn to shoot mundane arrows with the same force as their magic missiles. Beginning at 7th level, the larger damage dice from Powerful Strike apply to damage rolls for any ranged weapon the Bombardier is proficient with.

Sturdy (Ex): Beginning at 8th level, Bombardiers gain half their class level as a competence bonus to their CMD. Additionally, they are treated as one size larger when being affected by heavy wind. This increases to 2 sizes larger at 15th level.

Force Resistance (Su): At 10th level, a Bombardier gains force resistance 10. This functions exactly like resistance to any other energy type, except applied to force damage instead.

Quick Reflexes (Ex): Beginning at level 11, if an enemy within reach range provokes an attack of opportunity, a Bombardier may manifest magic missile at them as an immediate action.

Aligned Arrow (Ps): At 12th level, the Bombardier's skill with imparting magical effects to his arrows becomes more potent. He chooses from the axiomatic, anarchic, holy, unholy, and unaligned (see spoiler) weapon properties. By spending 4 pp, he may add the chosen property to any ranged weapons used that round.

An unaligned weapon is infused with true neutral power. It deals an extra 2d6 points of damage against LG, LE, CG and CE creatures. It bestows one permanent negative level on any LG, LE, CG or CE creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Improved Mettle (Ex): As rogue ability Improved Evasion, except it applies to Foritude saves instead of Reflex saves

Piercing Arrow (Ps): Beginning at 16th level, when activating Aligned Arrow, a Bombardier may also choose from cold iron, silver and adamantine and treat arrows loosed that turn as the chosen material for purposes of overcoming damage reduction.

Force Immunity (Su): At 17th level, a Bombardier gains immunity to force. This functions exactly like immunity to any other energy type, except applied to force damage instead.

Death Missile (Ps): The pinnacle of the Bombardier's abilities is the death missile– a potent version of the spell capable of killing the target immediately. A number of times per day equal to half his Charisma modifier, a Bombardier may fire a death missile. He may loose a single missile as a standard action at any target in close range (25 ft + 5 ft/level) by spending 20 pp. The target must make a Fortitude save (DC 20 + Cha modifier) or die immediately. If the target makes this save or is immune to death effects, they take 5d10 damage instead.

Power List
Magic Missile– as the spell magic missile, except close range. Requires 1 pp to manifest. Augment: 2 pp/additional missile

Elricaltovilla
2013-04-02, 12:29 PM
Scorching Mage



"Sure, there might be better spells out there, but none of them can roast three chickens in under thirty seconds at fifty yards and still have it taste this good!" Jerak, Scorching Ray Enthusiast

It wouldn't be surprising to know that most wizards and sorcerers have a favorite spell or two. For a Scorching Mage, that spell happens to be Scorching Ray. While most Mages never delve deeply enough into the power of this spell to understand its true potential, serious fans of the spell have learned to utilize it in unique and powerful ways that make other wizards balk at the sheer destructive potential.


Role: A Scorching Mage is primarly a ranged blaster. He utilizes the multiple rays of his favorite spell to hammer opponents with powerful blows at long range.

Alignment: Scorching Mages can be of any alignment. There are fans of the spell across all walks of life.

Hit Die: d6

Requirements
To qualify to become Scorching Mage, a character must fulfill all of the following criteria.
Spells:Able to Cast Scorching Ray
Skills:Knowledge (Arcana) 5 ranks
Feats:Weapon Focus (Ray)
Special:The character must write a 5 page essay (double spaced) on why Scorching Ray is their favorite spell.

Class Skills
The Scorching Mage's class skills (and the key ability for each skill) are Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Skill Points at First Level: (2 + Int modifier)


Scorching Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day

1st|
+0|
+1|
+0|
+1|Extra Ray +1|

2nd|
+1|
+1|
+1|
+1|Intelligent Ray|+1 Level of Spellcasting Class

3rd|
+2|
+2|
+1|
+2|Searing Ray|+1 Level of Spellcasting Class

4th|
+3|
+2|
+1|
+2|Extra Ray +2|

5th|
+3|
+3|
+2|
+3|Ignite Spell Slot|

6th|
+4|
+3|
+2|
+3|Leaping Ray|+1 Level of Spellcasting Class

7th|
+5|
+4|
+2|
+4|Extra Ray +3|+1 Level of Spellcasting Class

8th|
+5|
+4|
+3|
+4|Pummeling Ray|

9th|
+6|
+5|
+3|
+5|Penetrating Ray|

10th|
+7|
+5|
+3|
+5|Extra Ray +4, Spell Perfection (Scorching Ray)|+1 Level of Spellcasting Class[/table]

Class Features
All of the following are class features of the Scorching Mage.

Weapon and Armor Proficiencies: The Scorching Mage is proficient with all simple weapons and Light Armor and does not incur the usual arcane spell failure chance for wearing Light Armor.

Spells Per Day:
At the indicated levels, a Scorching Mage gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Scorching Mage, he must decide to which class he adds the new level for purposes of determining spells per day.

Extra Ray (Su):
Starting at 1st level, a Scorching Mage learns how to get more bang for his buck from his favorite spell. When he casts Scorching Ray, the Scorching Mage can fire 1 extra ray per casting. Every three levels after 1st (4th, 7th and 10th), he can fire one additional ray whenever he casts Scorching Ray.

Intelligent Ray (Su):
At 2nd level, a Scorching Mage can fire his rays with pinpoint accuracy. He adds his Intelligence Modifier to attack and damage rolls whenever he fires a Scorching Ray.

Searing Ray (Su):
At 3rd level, a Scorching Mage can ignore up to 5 points of fire resistance that any target of his Scorching Ray possesses. At each odd numbered level, the Scorching Mage can ignore an additional 5 points of fire resistance, for a maximum of 15 at 9th level. For the purposes of this ability, a Scorching Mage treats immunity to fire as Fire Resistance 20.

Ignite Spell Slot (Ex):
At 5th level, a Scorching Mage can sacrifice a prepared spell slot of 2nd level or higher to spontaneously cast Scorching Ray. If the Scorching Mage sacrifices a higher level slot, he can apply any metamagic feats to the spell, up to the level of the spell slot sacrificed. For example, if a Scorching Mage sacrificed a 5th level spell slot to cast Scorching Ray, he could apply both the Intensified (+1) and Empowered (+2) metamagics to his casting.

Leaping Ray (Su):
At 6th Level, a Scorching Mage can cause his rays to leap from one target to another. When casting Scorching Ray, the rays now fire one more time from their initial target at the start of your next turn. These new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. These new rays cannot target the creature that serves as their point of origin.

Pummeling Ray (Su):
At 8th Level, a Scorching Mage's rays strike with such force that they can knock a target off its feet. When the Scorching Mage casts Scorching Ray, he can make a free Bull Rush or Trip maneuver against the first target of each of his rays. The Scorching Mage gains a bonus to his CMB equal to his Intelligence Modifier on these checks.

Penetrating Ray (Su):
At 9th Level, a Scorching Mage gains a bonus to caster level checks to overcome spell resistance equal to his Scorching Mage level. This bonus only applies to Scorching Ray spells.

Spell Perfection (Scorching Ray) (Ex):
At 10th Level, a Scorching Mage gains Spell Perfection (Scorching Ray) as a bonus feat.
---------------
Please Comment once it's finished!:smallbiggrin:
OK, I think its done now!

SamBurke
2013-04-06, 09:40 AM
Deepcaster

A Deepcaster unleashes one of his Ascendances:
http://i.imgur.com/ZE3yGsV.png
From HELMUTT's DeviantArt Page. (http://helmuttt.deviantart.com/art/Hunters-Chosen-360904132)


Magic is not something you just wake up one morning and “know.”

It is not an idle pursuit.

It is not your playtoy.

The power that every true arcane master wields is one of the laws of the universe, not a cheap copy-catting of some other famous man’s pursuits, riding the coattails of those truly wise.

This is what brought me to the discovery of the Ancient Tomes, to the discovery of these Runes: each of them is a principle, an action as natural to the universe as gravity or sunlight. But casting from the depths of the world is not a simple task, and it can’t be taught in a university. Should anyone read this, and understand, you are one out of a myriad. You are a rarity, and your brilliance and use of these Runes is a true treasure. It has become simple.



You are a Deepcaster. -An ancient Deepcaster Revivalist, name lost to history.

A Deepcaster is what the Wizard and the Sorcerer should have been: a class based both on magic, and on a man's understanding of it.

Role: A Deepcaster’s roles are as multi-faceted as his abilities and as flexible as he himself is. The principles of true magic do not limit them to destruction, or aiding allies, or slowing their foes, control or simple utility. With the proper study and work, a Deepcaster can be whatever role is necessary, though not all at once.

Alignment:There is no restriction on a Deepcaster’s Alignment. Those who pursue the power, brilliance, and work of ancient Runes and arcane laws are bound together by their study, not by mere beliefs.

Hit Die: d6

Starting Gold: As Sorcerer

Class Skills
The Deepcaster's class skills are: Appraise (Wis), Bluff (Cha), Craft (Int), Diplomacy(Cha), Fly(Dex), All Knowledges (Taken Separately, Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis).

Skill Points at First Level: (4 + Int modifier)


The Deepcaster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Runes Known | Motes

1st|
+0|
+0|
+0|
+2|Deepcasting, Motes |2 |2

2nd|
+1|
+0|
+0|
+2| Resilient Caster |3 |3

3rd|
+1|
+0|
+0|
+3|Favorite Designs (1) |4 |4

4th|
+2|
+1|
+1|
+3|Deepen Design, Depth (1) |4 |5

5th|
+2|
+1|
+1|
+4|Depth (2) | 5|6

6th|
+3|
+1|
+1|
+4|Quick Patterns| 6|8

7th|
+3|
+2|
+2|
+5|Gathering Designs, |7 |10

8th|
+4|
+2|
+2|
+5|Depth (3), Favorite Designs (2) |8 |12

9th|
+4|
+2|
+2|
+6|Concentrated Power of Will |9 |14

10th|
+5|
+3|
+3|
+6|Instant Impact |10 |16

11th|
+5|
+3|
+3|
+7|Deep Patterns, Depth (4) |10 |20

12th|
+6/+1|
+3|
+3|
+7|Weight of Depth (1), |11 |24

13th|
+6/+1|
+4|
+4|
+8|Favorite Designs (3) | 12|28

14th|
+7/+2|
+4|
+4|
+8|Depth (5) |12 |32

15th|
+7/+2|
+4|
+4|
+9|Ascendant |13|36

16th|
+8/+3|
+5|
+5|
+9|Utter Patterns |14 | 42

17th|
+8/+3|
+5|
+5|
+10|Depth (6) |14| 48

18th|
+9/+4|
+5|
+5|
+11|Favorite Designs (4) |15 | 54

19th|
+9/+4|
+6|
+6|
+11|Weight of Depth (2) |16| 60

20th|
+10/+5|
+6|
+6|
+12|Memorized Mastery |16 | 66
[/table]

Class Features
All of the following are class features of the Deepcaster.

Weapon and Armor Proficiencies: The Deepcaster is proficient with the use of all simple weapons and light armors.

Deepcasting:(Su): An arcane, widely-awed art, Deepcasting is the application of the most basic laws and principles of magic in the most ingenious of ways, taking each individual “rune” or spell and binding it together with others to create a much more powerful ability.

At first level, you gain two “Runes” or spells from the list of Runes below. Each of these may be cast separately, on their own, as a standard action. At every noted level, you gain one additional Rune known, which can only be drawn from the list of Runes that you may know. At level 10, you may also select “Sublime” Runes to be known.

If a Rune would impose a penalty on any creature, that creature is entitled to an applicable save. The Difficulty Class for a saving throw against a rune or design is 10 + 1/3 the deepcaster's level + the deepcaster's Intelligence modifier, in addition to any other abilities that increase the Save DC.

However, Runes on their own are often not very useful. So, by expending a full round action, you may bind together a number of Runes into what is called a Design. These Runes may come into affect all at once, or you may choose to stagger them, as you wish. By creating a Design, you must pay the mote cost for all included Runes, as well as any other effects added. Most ordinary Runes have a mote cost of 1, whilst most Sublime Runes have a cost of 2.

With many Sublime Runes, in addition, you can invest an additional 1, 3, or 5 Motes to gain the First, Second, or Third Tier abilities. You must invest motes equal to the initial cost of a Sublime in order to obtain the other tier abilities. Each investment is cumulative: in order to gain the benefit of all three tiers, you would normally invest or expend 10 motes (2 + 1 + 3 + 5) in order to do so. You may choose not to invest into any of the benefits that you desire, thus not gaining their benefits either.

There are three types of Runes: Sigils, Dweomers, and Ascendancies.

Sigils are Runes that are affixed to a certain point in space, such as the ground, an object, or a willing (and completely still) character. If the place to which they are fixed moves, a Sigil’s effect moves with it. Sigils have a range of Medium.

Dweomers are Runes that move from the Deepcaster to its target, within a range of Close. A Dweomer always affects a 5’ burst, which, for most practical purposes, means that it only affects one square. Nevertheless, it is still considered a burst for the purposes of enlarging the range of abilities. When considering the range of any Rune that is cast immediately after a Dweomer, but in the same design, you may only consider the range from the end of the Dweomer.

The final type of rune is the Ascendance. An Ascendance is a Touch-Range spell, which may be used either on the Deepcaster himself, or an ally. If you cast a Dweomer or Sigil, the Ascendance affects a creature who would be within your reach, as if you were standing in the effect.

If you cast a Design that has more than one type of rune in it, you must choose an order in which to activate Runes. Each rune’s range may be determined either from you, or from the target of the rune just before it. Should this not be a single square or point, you may determine the range from any point in the effected area of a Rune.

In addition, since Deepcasting is an arcane art, you are subject to Arcane Spell Failure chance when you wear armor, as normal. Besides this, you are subject to Concentration checks if you take damage, just as if it was a spell.

Motes(Su): Runes are powered by Motes, which are gained every level as shown on the Deepcaster Class Table. This pool of Motes is refreshed every evening at Midnight, but requires 8 complete hours of rest to be used.

You gain an additional number of Motes equal to your Intelligence Modifier at the beginning of each day. This pool can be refreshed with 1 hour of concentration, and may be refreshed up to twice per day. However, this pool of Motes may not be used on any Design which has Depths or Patterns applied to it. You may not gain a number of additional motes greater than your class level.

Resilient Caster(Su): One of the first things a Deepcaster learns is to look beyond himself, and attune to the dark secrets which fill his knowledge. This means, as well, that his magic transcends the limits of mere hindrance.

When creating and casting a Design, you may ignore the first 10% Arcane Spell Failure chance.

Favorite Designs(Su): In the long traditions of magic, many names come to mind instantly: Bigsby’s crazed love of force effects, for example, or Mordenkainen’s powerful magnum opus spell-destroyer. It is these famous spells which are handed down to Deepcasters, each of them the Favorite Designs of some ancient mage. So, too, does every Deepcaster have a special few ideas that they keep returning to, refining, and perfecting.

By spending an hour at the beginning of the day, a Deepcaster may prepare a single Design, with the specific Runes, Mote Cost, and so on all pre-chosen. By doing so, you may cast it as a Standard Action, even if would ordinarily take a Full Action or more. You gain an additional Favorite Design at level 8, 13, and 18. A Design lasts for the entire day, no matter how many times you cast it: you may always cast that specific pre-determined group of Runes, Patterns, and Depths as a Standard Action, as long as you have enough Motes to do so.

Depth of Design(Su): While wizards may dabble in metamagic, those who take a purer form of the art know a dozen ways to make their Runes more powerful, and they are not at all afraid to use them.

At levels 4, 5, 8, 11, 14, and 17, you may select a single Depth from the following list:
{table=head]Effect of Depth
Bonus overall damage
Increase the range by one category
Increase Save DC for all Runes
Increase Save DC for a specific Rune
Increase damage on each Rune
Increase the targets affected
Add 10’ to the area of effect.
Increase the duration by one and a half.
Add an extra effect on a failed save
Add an effect that applies on a successful save
Add damage for each target hit past the first
Double the benefit of the spell for the first 1d4 turns
Add one to the benefit of the spell if it has a numerical bonus.
Make an additional Jump
[/table]

See below for further descriptions of all of these Depths. A Depth may be applied to a Design as a Swift or Move Action costing 1 Mote, and applies only to that Design, having the stated effect. Applying any additional Depths is a Free Action, but cost additional Motes equal to 1 plus the number of Depths applied to that Design.

Patterns(Su): It is not enough to effect a single enemy: a battle is waged with armies, and victories must destroy those foes en masse. This very truth led to another powerful tool in the arsenal of the Deepcaster: his Patterns.

At 6th level, you gain the ability to apply your individual Runes in an Area of Effect called a Pattern, which has three levels or intensities: Quick, Deep, and Utter. At the beginning of every day, you may choose a number of Patterns equal to half your class level of any level of Pattern you know. You may add that to any Rune you know for a mote cost equal to its level, and by expending your Swift or Move Action. If a Pattern would extend the range of your Rune, then it does so. You begin with the knowledge of Quick Patterns only.

At 11th Level you gain the knowledge of Deep Patterns, and may select from them as well as from Quick Patterns. Similarly, at 16th level, you can select from Utter Patterns as well as Quick or Deep.

Gathering Designs(Su): The perfect tool for the task is not the one made in a moment, but one that has each element added with thought, spread out over a little time.

You may expend the Swift or Move Action necessary to add a Depth or Pattern, the Standard Action necessary to add a Rune, or any other such part necessary to create a design on a turn before you actually cast it. For example, you could add 10’ to the area of effect by spending a Mote on that Depth with a Swift Action, then do something else with your turn. On the next turn, however, you may finish the Design that you began, by adding Runes and Patterns to it as normal.


Concentrated Power of Will(Su): Magic is known as the craft of the men of masterful mind, as an endeavour not for the faint of heart. This is especially true of its purest form and most ancient discipline: Deepcasting. It is this mental power that allows them to keep their spells and designs from collapsing to the flux of the weave long after it seems possible.

Once per day, you may maintain a Design for the duration of the encounter, so long as you do not fail a concentration check. If you are not in an encounter, then the Design continues for a number of hours equal to your Intelligence modifier.


Instant Impact(Su): Quickly, quickly, quickly! The world of arcane mastery can only get more dangerous, and more deadly. While homegrown hedge wizards’ duels may be flashy shows of force, few can see, let alone survive, a match of great power. Why? Because it happens at lightning speed, with elements being changed in between the blinking of an eye.

Beginning at 10th Level, if you only add a single Depth to your Design, you may do so as a free action once per encounter.

Weight of Depths(Su): The depth that was unfathomable when beginning in study is easy to a more accomplished Deepcaster. But easy is not at all the goal of any true arcane artisan: no. The only thing easy about that goal is stating it: the goal is power.

At 12th level, once per encounter, you may spend an additional mote on a single Depth, and gain the benefit a second time. At 19th level, you may do this twice per encounter.

Ascendant(Su): A Deepcaster’s goal is more than mere discovery or even knowledge: it is the path of self-recognition, the dispensing of this power to himself and all those who would have it.

You may cast any Ascendance Rune as a Move Action, when you target yourself and the rune is not part of a design. Once per day, you may cast an Ascendance Rune as a Swift Action.

Memorized Mastery(Su): Few can decipher the arcane and horrible writing of an ancient Deepcaster. If they could, what would be found? Written on every page, again and again, a single principle: the combined knowledge of a dozen powerful truths and laws crystalized into a single process, one that may well bear the Deepcaster’s name, because it is as much a part of him as his own name.

At the beginning of the day, select one of your Favorite Designs. This entire Design, complete with Depths and a Pattern if you so desire, can be cast as a Swift Action once per day.

SamBurke
2013-04-06, 10:38 AM
Depths:

You gain a bonus to damage equal to half the number of dice rolled on that Design. This damage is untyped.
You increase the range by one category. Touch range becomes Close, Close becomes Medium, and Medium becomes Long range.
Each of the Runes in this Design increase their Save DC by 1.
If you have already increased your Save DC by 1, you may instead increase it by 2.
You may increase the save of a specific Rune inside your Design by 2.
You gain additional damage equal to your Intelligence Bonus on each Rune that deals damage.
You effect a number of additional targets equal to ¼ your level.
You may add 10’ to the area of effect. This means that a Dweomer now effects a 15' burst.
You increase the duration of your design by 1.5.
You add an additional effect on a failed save: either an additional number of d6 equal to your level, or one of the following effects. Paralyzed for 1d3 turns, 1d4 Ability Damage to your choice of Ability Score, or entangled.
You may apply any first-tier Elemental effects even on a successful save. These may be applied to Designs where you do not include an Elemental Rune.
You add an additional 2 damage for every target that is hit beyond the first. This damage is cumulative.
You may multiply the numerical benefit of a spell for the first 1d4 turns.
You may add one to the numerical benefit of a spell.
Make an additional Jump when you apply a Jump, Twin Jump, Jumping Infusion, or Burst Jump Pattern. The target of this jump must be within 15’ feet of at least one other jump.


Patterns:

Quick:
Line:
Your rune effects every square in a 60’ line that emanates from a square adjacent to you.

Cone:
You create a 30’ cone that emanates from a square adjacent to you, and has the results of your rune applied to that area.

Burst:
You may effect a 20’ area. If this is applied to a Dweomer, the burst is 30’.

Aura:
Your ability may affect a number of targets equal to ¼ your level within 30’.

Wall:
This effects a number of adjacent squares in a line up to half your level +2.

Funnel:
This is exactly the same as a cone, only its point is angled away from the caster, and the effect emanates from the wide end.

Jumping:
If your target fails their save (or if there is no save necessary), the effects of your targeted rune applies to another applicable target within 30’.

Orb:
You create a 10' burst that fully encloses you with the effect of your spell. Any creature who crosses this line is subject to the effects of your spell once on a given turn.

Infused:
You may apply your Rune to an ally, weapon, or object. They can then activate that Rune as a standard action to an appropriate, legal, target, as if you had cast it.

Deep:

Allied:
You may select one Quick Pattern, and apply that to your Rune. Any allies who would be harmed in that Pattern are not harmed.

Wide:
You may select one Quick Pattern, and apply that to your rune. If its size is measured in squares, it affects an additional 10’ of area. If a Cone or Funnel, it affects an additional 15’.

Twin Jump:
If your target fails their save, or if no save is necessary, the effects of your targeted Rune jump to two secondary targets, who each must take the effects of the Rune as normal.

Swathe:
Your rune effects a number of squares equal to twice your level, plus your Intelligence Modifier. However, each of these squares must be adjacent to at least two others in your Design.

Explosion Wake:
Select either a Cone, Funnel, Burst, or Orb. If your Rune deals damage, it deals an additional 1.5 damage at the squares along its edge. For the purposes of this Pattern, edge is defined as each of the squares which is adjacent to an area that is NOT inside this Pattern.

Discerning:
Select a single Quick Pattern. The Rune you apply that to only affects certain kinds of people, such as those who need healing, creatures with a certain template, and so on. This, however, does not distinguish between allies.

Infused Jump:
Your Rune may be used as an infusion for two allies within 30’ of each other, at least one of whom must be in the appropriate range for your rune.

Utter:

Jutting:
Select one Quick or Deep Pattern. That starts a new Wall, Cone, or Line of your choice in its last row of effect, turning in any direction you choose. All parts of this area gain the effect of the Rune you apply this Pattern to.

Cascade:
You affect every target within 60’ of you, but you may only effect a number of total targets equal to your Intelligence bonus plus the number of Motes invested into that design.

Bursting Jump:
You may make a Twin Jump, as the Rune. At the end of all three targets, you add an additional 10’ burst with the effects of your chosen Rune.

Pepperblast:
You may effect a number of unconnected squares equal to twice your level plus the number of motes invested into this Design with the effects of your chosen Rune.

Masterful:
You may add any two different Deep Patterns to any Rune.

Apotheosis Infusion:
All allies within your eyesight gain the Infusion as if you had used the Infused Pattern on them.


Runes:

Glimmering, (Rune)
Sigil

Mote Cost: 1
Those who are effected by a Glimmering Rune are effected by an Intimidate check, with your Intimidate Bonus, plus your Intelligence, plus your level.

Undeath, (Rune)
Dweomer

Mote Cost: 1
This rune deals a number of d6 of Negative Energy damage equal to your level, minus 1. If you invest 1 additional mote, those who are knocked unconscious by this ability are considered to be dead. If you invest a total of 2 additional Motes, those who are brought to negative hit points by this Rune rise the next round as undead of equal CR to the dead creature, and attack the nearest creatures until they are sent back to true death. These undead are not under your control, but are not protected from your Mind or Thought Runes.

Rejection, (Rune)
Sigil

Mote Cost: 1
Whatever square or Pattern this Rune effects forces all enemies to make a Will Save in order to enter or cross the area.

Cunning, (Rune)
Dweomer

Mote Cost: 1
The creature or object targeted may be hidden or trapped as a Rune, which cannot move, but is attached to the Deepcaster, or any object or surface which the target was touching at the Deepcaster’s choice. An unwilling creature is entitled to a Will Save.

Shimmering, (Rune)
Sigil

Mote Cost: 1
Those who are effected by this Rune must make a Will Save or be enthralled, as the spell.

Binding, (Rune)
Dweomer

Mote Cost: 1
You must cast this Sigil on two objects or creatures that have been affected by another rune, including another rune that is in the same Design as this one. If these two objects or creatures touch each other, they are bound together and require a Strength Check to separate them. This check is equal to 10 plus the number of Motes invested into the Design in which you cast this rune.

Beacon, (Rune)
Sigil

Mote Cost: 1
If your target fails a will save, you know where the targeted object or creature is at all times. If you invest two additional Motes, this prevents miss chance, invisibility, and illusions about the target of your Becaon.

Speed, (Rune)
Ascendance

Mote Cost: 1
The target of this Ascendance gains an extra Move Action on every turn this rune is active. This Rune lasts for a number of turns equal to half your class level.

Range, (Rune)
Ascendance

Mote Cost: 1
When you cast this ability upon yourself, or in a Design, you may cast a Rune that reaches up to Long Range, even if you cannot see your target. If you invest 2 motes, your range increases to a number of miles equal to half your level plus your Intelligence bonus. If you invest an additional 2 Motes, you may cast to any object or creature in the world that you can form a visual image of in your mind. Then, any Design which is created with this Rune may be triggered as a Move Action.

Seeing, (Rune)
Sigil

Mote Cost: 1
You may use this Rune to view through, as if your eyes were placed wherever this rune is.

Piercing, (Rune)
Dweomer

Mote Cost: 1
You may upgrade a Seeing Rune so that it can look through walls, even those it is carved into. In addition, it can see invisible creatures.

Living, (Rune)
Ascendance

Mote Cost: 1
Any Rune which has this Ability cast on it can move on its own, up to your move speed. This does not require any action from you, but if the Rune is a creature or object hidden with the Cunning Rune, it does require that creature to take a move action. Runes which are Living may not attack unless they are an actual creature hidden by the Cunning Rune or other means.

Calling, (Rune)
Dweomer, Requires Living

Mote Cost: 1
You may summon a single Creature whose CR is equal to the number of Motes you expend with this Rune. Motes expended may not be for other Runes, Depths, or Patterns.

Image, (Rune)
Sigil

Mote Cost: 1
You may create the visual likeness of anything that you can imagine, complete with appropriate sounds. However, unless you apply the Living Rune to such a creation, it is not able to move. You may not create an image that fills more 5' cubes than your level, plus your Intelligence Modifier. If you invest additional motes, you can create an image that fills a number of additional squares equal to your level times the number of motes you invested into this specific Rune. Motes invested into other Runes do not count, but those invested into Depths do.

You may only apply a Pattern to this rune if your image is of Medium size or smaller.

Give Form, (Rune)
Ascendance

Mote Cost: 1
You may make incorporeal creatures or illusions physical for a number of turns equal to the number of Motes invested in the design in which this is cast, to a maximum of your level. In addition, the illusion must be of a CR less than your level.

Alternately, you may grant a creature a bonus to Constitution equal to the number of Motes invested in this Rune, or Depths and Patterns applied to this rune, to a maximum of your Intelligence Modifier.

Greatness of Body, (Rune)
Ascendance

Mote Cost: 1
The target gains a bonus to either Dexterity, Strength, or Constitution, chosen at the beginning of the day. This bonus is equal to 1+ the number of Motes invested in this Rune. Motes invested may not be for other Runes, Depths, or Patterns.

Greatness of Mind, (Rune)
Ascendance

Mote Cost: 1
The target gains a bonus to either Intelligence, Wisdom, or Charisma, chosen at the beginning of the day. This bonus is equal to 1+ the number of Motes invested in this Rune. Motes invested may not be for other Runes, Depths, or Patterns.

Impactful, (Rune)
Ascendance

Mote Cost: 2
You may choose one effect of a Sublime Rune, and apply it to this design. If you do not possess that Rune, you must invest an additional Mote. Even though it only costs two Motes in order to gain the effect, your Design still must have at least enough invested in it to equal twice the number of Motes necessary to gain the ability normally.

For example, if you possess the Element of Electricity Rune, and wish to use its 3rd level ability to immobilize targets, you need only spend the 2 Motes necessary to activate this Rune. However, the Design you would like to apply must have at least 10 additional motes (two times the number of necessary motes, which is 5), for a total of 12, in order to be able to apply this ability.

Thought, (Sublime Rune)
Dweomer

Mote Cost: 2
For any ability based on the Thought Rune, the target gains a Will Save: if they succeed at the will save, your Motes are expended, but you do not gain any benefits. You may read a creature’s mind and their surface thoughts, such as what they think of you, their opinions on something, or their visual memory of something you have mentioned.
Additional Effect: You can read a creature’s deep emotions and motivations. This includes their feelings, their past, ther knowledge about something you haven’t mentioned, or perhaps don’t even know about.
Second Additional Effect: You can predict your target’s entire next turn, and if you choose, after their turn’s dice have been rolled and you know the results, you can spend a move action to tell your allies what their action will be. This forces your target to re-roll all dice used in that turn.

Element of Fire, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Fire Rune, it deals a number of D6 of Fire Damage equal to your level.
Additional Effect: Your target takes 1d4 fire damage every turn.
Second Additional Effect: Your target must make a Fortitude Save, with penalty equal to your Intelligence Modifier, or be blinded.
Third Additional Effect: Your elemental attack automatically penetrates any resistance your opponent may have. If they are immune to that element, then that immunity becomes Resistance 20.

Element of Electricity, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Electric Rune, you deal a number of D6 of Electricity Damage equal to your level. The save for the Element of Electricity is a Reflex Save.
Additional Effect: Your target is dazed for 1 turn.
Second Additional Effect: Your target is stunned for 1d4 turns.
Third Additional Effect: Your target is immobilized for 1d8 turns.

Element of Force, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Force Rune, you deal a number of D6 of Electricity Damage equal to your Level. The save for the Element of Force is a Will Save.
Additional Effect: You resolve your attacks this turn against a creature’s Touch AC. This attack is resolved against all target’s Touch Armor Class.
Second Additional Effect: Your target is Confused for 1d4 turns.
Third Additional Effect: Your target becomes unconscious for 1d8 turns.

Element of Cold, (Sublime Rune)
Dweomer

Mote Cost: 2
When you activate the Cold Rune, you deal a number of D6 of Cold Damage equal to your Level. The save for the Element of Force is a Fortitude Save, with a penalty on that save equal to your Intelligence Modifier.
Additional Effect: Your target takes a -2 penalty to each of their saves.
Second Additional Effect: Your target is slowed, as the spell, for 1d4 turns.
Third Additional Effect: Your target loses 1d4 turns, and cannot make an action of any sort. They are considered helpless during this time.

Mind, (Sublime Rune)
Sigil

Mote Cost: 2
The creature or creatures affected by this rune move one step toward friendly. In order to gain any benefit from the Mind Rune, your target(s) must fail a Will Save.
Additional Effect: If your target is Neutral or closer towards Friendly, then you may give them one subconscious direction. This direction may not be to harm them, but may be anything expressed in a single sentence.
Second Additional Effect: You may attempt to control the mind of a target, as the Dominate spell. If you have already targeted them with the Mind Rune today, but not this effect, the Save DC of your Design increases by 2.

Shielding, (Sublime Rune)
Ascendance

Mote Cost: 2
You gain a bonus to AC equal to the number of Motes invested in this Design for 1d3 turns. Each turn afterwards, your benefit decreases by one, until it reaches 0.
Additional Effect: You defend against one attack, ability, or spell per turn. This Rune completely takes all damage and effects of that ability, before fading out of existence. This ability may only be used once before needing to be cast again.
Second Additional Effect:

Homing, (Sublime Rune)
Sigil

Mote Cost: 2
If you know where a creature is, precisely, it is drawn towards a space you designate. You can draw yourself, or others. The creature is not dealt damage from being dragged or from the environment, even if it would. The creature moves there at normal speed
Additional Effect: Your target is damaged by anything that would damage it such as environmental hazards, spells, rough terrain, and so on, in addition to taking a number of d4s of damage equal to your Intelligence Modifier.
Second Additional Effect: The creature (or you) arrives instantly at the targeted space.

Pure, (Sublime Rune)
Sigil

Mote Cost: 0
Piercing Runes can Detect Magic, as the spell.
Additional Effect: You gain a +10 Insight Bonus when examining magic or magic items through a Piercing or Seeing Rune.
Second Additional Effect: When you look through a Piercing Rune, you gain a constant True Seeing Effect.

Plan, (Sublime Rune)
Sigil, Dweomer, or Ascendance

Mote Cost: 2
You can create a trigger, which activates your design as an immediate action. This trigger must be fairly specific, such as a certain time, bodily harm coming to a single individual, someone walking over the trigger, a death nearby, or so on.
Additional Effect: Alternately, you can have it be activated by the results found by another Rune (such as the Seeing or Thought Runes), or the success of one (Such as the Mind or Cold Runes).

Anti-Magic, (Sublime Rune)
Dweomer

Mote Cost: 2
The target takes damage in d6 equal to the number of motes invested in this rune, counting Depths and Patterns. This damage is untyped damage. If your target can cast spells or spell-like-abilities, you may change this rune to a ranged touch attack, which, on a 19 or a 20, deals double damage, as if it had a 19-20/x2 Critical Range.
Additional Effect: While this rune is active, you may detect active magic items and spells, and you automatically know what school of magic they are from. In addition, you gain a bonus on any check made to identify magic equal to the number of motes invested into this rune for its duration.
Second Additional Effect: You may attempt to remove a known magic effect on a creature or in an area, similar to the spell Dispel Magic. Roll 1d20, and add your class level. If this is higher than the caster level check of the original creator of the targeted magical effect, it vanishes.
Third Additional Effect: You designate a certain square or pattern with this Rune's Effects, and gain the following benefit. Anything or any creature that wishes to activate or use magic must make an opposed caster level check against your class level check. If they do not succeed at this check, then the spell or ability fizzles out, and is considered used, but has no effect.

Spiritworld’s Solution, (Sublime Rune)
Ascendance

Mote Cost: 2
The target becomes invisible for the duration of this Rune. Attacking a creature or otherwise causing harm ends this effect.
Additional Effect: You can choose to become or cease being ethereal at any point in the duration of this rune. It takes 1d4 turns to become ethereal or not.
Second Additional Effect: You may make attacks while Ethereal or Invisible without ceasing the effects of this Rune.
Third Additional Effect: You gain the benefits of the Wind Walk spell for a number of hours equal to the number of motes invested into this Design.

Suspension, (Sublime Rune)
Sigil

Mote Cost: 3
You may deal a number of D6s of untyped damage equal to your level. If you do not invest Motes into a Depth or a Pattern on the turn on which you cast this (you may do so on previous turns), you may spend a full-round action to multiply the number of dice by 1.5. The save necessary to gain any benefit from the Suspension Rune is a Reflex Save. Your target(s) must fail the save in order for you to apply the damage or penalties to them.
Additional Effect: You may levitate a creature or object that weighs less than 100 pounds times your Intelligence Bonus, and move it up to 30’ in any direction as a Swift Action. You may levitate yourself.
Second Additional Effect: You may slow a target for 1d6 rounds.
Third Additional Effect: You may immobilize a target in midair.

Quickness, (Sublime Rune)
Ascendance

Mote Cost: 3
The move speed of the creature targeted doubles.
Additional Effect: Your initiate roll increases by the number of Motes invested into this Rune. Motes invested may not be for other Runes, Depths, or Patterns. Move yourself up in the turn order accordingly.
Second Additional Effect: For the purposes of this effect, you may target any object that is within 30’ of yourself. This object or creature travels at twice its normal speed, even if it has its move speed increased already. If this would target a ranged weapon, its critical threat range is doubled. If this targets a spell, the target takes a -2 penalty on the save.
Third Additional Effect: If, by moving yourself up in the Initiative order, you are the highest, you gain an additional turn.

SamBurke
2013-04-06, 10:41 AM
Archetypes:

Linkbender
http://i.imgur.com/ZXttJjs.jpg
From KypcaHT’s Deviantart Page (“http://kypcaht.deviantart.com/art/Ancient-rune-magic-297769977”)
Modified Class: Deepcaster

The ancient traditions that are upheld by the Deepcaster are not of myopic dependency on any part of their Runes or power. No: one of the greatest and oldest schools of Deepcasting is that of the Links, which drew magic across swathes of land by placing down each point for it to touch.

While it is relatively uncommon to use such a precise and seemingly geometric style, in many cases, it can do unbelievable things.

Tied to Deep Magic: If you are in Armor which you have proficiency for, you may ignore all Arcane Spell Failure chance, if it is less than 30%. However, this only applies on turns when you either have designed, cast, or possess an active Link. This replaces Resilient Caster.

Link the Weave (Su): At 6th level, and every level afterwards, you gain the ability to make one additional Link per encounter. A Link is a specific point in space, immovable, and affecting a certain square.

Each Link connects to the one nearest to it, and, by investing a mote into it, you may cast a Design in such a way that it affects everything that is on or crosses the line of a Link. Should three or more Links enclose an area, the entire area so enclosed is affected by the design. Any number of connected Links takes a Swift Action to make, but if you prepared the Design, then you can include those Links as a free action.

For every 15’ of perimeter on your Links, you must spend one Mote in order to apply a Design to them. The Design’s damage, duration, and so on is unaffected, and only applies to the first creature to touch the square in a turn. Any creature which was affected by a specific Linked Design is immune to it until the duration of the encounter.

This replaces Patterns and all later abilities based on Patterns.


Sorcerer
http://i.imgur.com/LocXbr6.jpg
From Dleoblack’s DeviantArt Page (“http://dleoblack.deviantart.com/art/Druid-360906574”)

Modified Class: The Deepcaster

Deepcasting is not always begun as the result of constant study and unwavering determination. Sometimes, it seems to happen by “accident.” Regardless of that, Sorcerers are known not for any less skill, any less effort, or any less force of will. Instead, the power that comes within allows for unmatched versatility, changing the knowledge within their own heads daily, as the need arises.

In some cases, this skill allows them to throw their designs at foes within seconds of conceiving of the idea. Going from mental concept to building Weave to hurled raw arcanic power takes but a moment, but is only learned from a lifetime.

Runes Known(Su):You gain 2 Runes known at level one, an additional rune of any type you may know at every even level afterwards. This replaces your previous number of Runes known.

Force of Will(Ex): While the deepcaster uses its Intelligence modifier for the DC of its patterns and designs, the Sorcerer uses its Charisma modifier, for things such as saves and bonus motes.

Revelation Rune(Su): At 3rd level, and again at levels 9 and 15, you gain a Revelation Rune. At the beginning of each day, you may choose what Rune out of all those you may know to prepare. You are considered to know that Rune for creating Designs for the remainder of the day, or until you refresh your Motes.

Instant Design(Su): At 8th Level, you may create a Design as a Move Action. You may do this a number of times per day equal to ¼ your Class Level. This replaces Favorite Design.

Practiced Mage:
http://i.imgur.com/Sf2S9i5.jpg
From HELMUTTT’s DeviantArt Page (“http://helmuttt.deviantart.com/art/Midkemia-251935032”)
Modified Class:The Deepcaster

If anything epitomizes the principles at work in a Deepcaster’s arsenal, it is the studious thought and carefully planned actions of a Practiced Mage. From the scientific notation of each step necessary to produce their favorite ideas, to the recurring use and refining of those designs, everything done by a practiced mage is based on logic. Rationality. Practice.

Folio of Designs(Su): At first level, you gain a Folio full of designs that you like, similar to the way that a wizard gains their spellbook. In addition, your Runes Known Progression is changed as follows: You gain 2 Runes known at first level, and an additional one at every even level following. This replaces your Runes Known.

Practice and Preparation(Su): You may may pre-create a number of designs equal to half your Class Level -1. This replaces Favorite Design.

Memories of Magic: Every time you think of a new design, you may inscribe it in your Folio of Designs, up to a number of designs equal to your level. At 11th level, once per day, you may choose a single Design from your folio to be cast without Depths or Patterns, but also expending only a single Mote.

Focus(Su): You may maintain a single Design up to a number of hours equal to your Intelligence Modifier, so long as you do not cast another spell, spell-like ability, or design during this time. This replaces Concentrated Power of Will.



Feats:
Prepared: You may either pre-create one more Design, or Gather one additional Design each time you take this Feat.
Special: You may not take this Feat more times than your Intelligence Modifier -2.
Extra Motes: You gain an additional number of Motes equal to 1+ the number of times this feat has been taken.
Special: You may not take this ability more times than your Intelligence Modifier -2.
Modeled Infusion: If the Rune you apply an Infusion Pattern deals damage, it has a chance of dealing a critical hit, using that ally or weapon’s critical hit range and threat multiplier.
Careful:: When you add a Pattern to your Design, it automatically excludes your allies.
Special: You must have used the Allied pattern at least twice before taking this feat.

DawnbringerSO
2013-04-07, 03:35 PM
Dimensional Dervish

Put an image of your class here!

You can find me in the space between spaces

The dimensional dervish flickers around the battlefield, appearing from nowhere. engaging in melee with single or multiple combatants, and then disappearing again.


Role: The dimensional dervish is an expert at engaging in melee combat with opponents from a distance. He is in and out without endangering himself and can choose from a variety of options to enhance his abilities. He can make an excellent scout, and can annihilate enemies over or through obstacles without them being able to retaliate.

Alignment: Any.

Hit Die: d10

Requirements
To qualify to become Dimensional Dervish, a character must fulfil all of the following criteria.
: Ability to use the Abundant Step class feature or cast Dimension Door


Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex) and Swim (Str)

Skill Points at First Level: (4 + Int modifier)


Dimensional Dervish
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day

1st|
+1|
+0|
+2|
+0|Dimension Door, Dimensional Agility, Minor Dimensional Ability|
+1 level of existing class

2nd|
+2|
+0|
+3|
+0|Dimensional Assault|
+1 level of existing class

3rd|
+3|
+1|
+3|
+1|Dimensional Dervish, Intermediate Dimensional Ability|
+1 level of existing class

4th|
+4|
+1|
+4|
+1|Dimensional Manoeuvres|
+1 level of existing class

5th|
+5|
+1|
+4|
+1|Dimensional Savant, Major Dimensional Ability|
+1 level of existing class
[/table]

Class Features
All of the following are class features of the Dimensional Dervish.

Weapon and Armor Proficiencies: A dimensional dervish does not gain proficiency in any new weapons or armour.

Spells per day: At the indicated levels, a dimensional dervish gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a dimensional dervish, he must decide to which class he adds the new level for purposes of determining spells per day.

Dimension Door (Sp): A dimensional dervish gains extra use of dimension door, and may cast it as a spell-like ability once per level of dimensional dervish

Dimensional Agility: At 1st level, you gain dimensional agility as a bonus feat, even if you do not qualify for the feat. If you already have this feat, you may instead choose any feat for which you qualify.

Dimensional Assault: At 2nd level, you gain dimensional assault as a bonus feat, even if you do not qualify for the feat. If you already have this feat, you may instead choose any feat for which you qualify.

Dimensional Dervish: At 3rd level, you gain dimensional dervish as a bonus feat, even if you do not qualify for the feat. If you already have this feat, you may instead choose any feat for which you qualify.

Dimensional Grab (Ex): At 3rd level, if you use succeed at grappling an opponent while you are using your dimensional dervish feat, you may take that opponent with your on your subsequent teleports.

Dimensional Manoeuvres: At 4th level, you gain dimensional manoeuvres as a bonus feat, even if you do not qualify for the feat. If you already have this feat, you may instead choose any feat for which you qualify.

Dimensional Savant: At 5th level, you gain dimensional savant as a bonus feat, even if you do not qualify for the feat. If you already have this feat, you may instead choose any feat for which you qualify.

Minor Dimensional Ability: At 1st level, you may choose a minor dimensional ability from the list below.

Clairvoyant Leap (Su): When casting dimension door or using abundant step, you gain a temporary scrying affect at the location you wish to teleport to just before you you teleport, including each teleport between attacks while using dimensional dervish. This works like the sight portion only of Clairaudience-Clairvoyance spell, except you may use it to teleport to any unoccupied space that you can see within range.

Extra Range (Su): You gain an extra range of double your movement speed when casting dimension door or using abundant step, including when you use the dimensional dervish feat.

Silent Leap (Su): You treat every casting of dimension door as if the silent spell metamagic feat were applied to it. This does not increase the casting time of the spell or spell-like ability.

Dazzling Display (Ex): When you use dimension door or abundant step, including during each teleport while using the dimensional dervish feat, each opponent you teleport within 10 feet of, they gain the dazzled condition for 1 round per dimensional dervish level.

Strike Fear (Ex): When using the dimension dervish feat, each enemy you successfully strike becomes shaken for 1 round per dimensional dervish level. A successful Will save (equal to the save of your dimensional door spell or stunning fist) reduces this to 1 round.

Lightning Leap (Su): For each time you teleport during a round, you may leave behind a column of lightning in the place you teleported from for 1 round. The column is the same size as you; for example, if you are a medium creature, the column is 5 ft. by 5 ft. by 5 ft., or a 5 ft. cube. Any creature that steps into one of these columns takes 3d6 electricity damage and must make a Reflex save (equal to the save of your dimensional door spell or stunning fist) or become entangled for 1 round per dimensional dervish level.

Illusionary Copies (Sp): For each time you teleport during a round, you may leave behind an illusionary copy of yourself in the place you teleported from for 1 round. These copies appear the moment you do after making your last teleport. Creatures cannot tell you apart from your copies and if they want to attack you they must pick a target to attack. If one of your copies is hit, it vanishes.

Distracting Leap (Ex): Whenever you teleport during a round, if your end destination is both next to an ally or allies and an opponent, those allies gain an attack of opportunity against that opponent.

Intermediate Dimensional Ability: At 3rd level, you may choose an intermediate dimensional ability from the list below, or you may instead choose two minor dimensional abilities.

Enlarge (Su): You treat every casting of dimension door or use of abundant step as if the enlarge spell metamagic feat were applied to it. This does not increase the casting time of the spell or spell-like ability.

Dimensional Grab (Ex): If you use succeed at grappling an opponent while you are using your dimensional dervish feat, you may take that opponent with your on your subsequent teleports.

Disruptive Dancing (Ex): Anyone hit by an attack made during a dimensional dervish must make concentration checks when using spells or spell-like abilities (DC equals the save DC of your dimension door spell plus the level of the spell being cast) for 1 round.

Confusion (Ex): If during your dimensional dervish you hit with all of your attacks against the same opponent, that opponent must make a Will save (equal to the save of your dimensional door spell or stunning fist) or become confused, like the spell confusion for 1 round.

Major Dimensional Ability: At 5th level, you may choose a major dimensional ability from the list below, or you may instead choose 2 intermediate or 4 minor dimensional abilities.

Dimensional Dancer (Ex): When you use your dimensional dervish feat, you gain an extra attack.

Echoing (Su): You treat every casting of dimension door or use of abundant step as if the echoing spell metamagic feat were applied to it. This effectively doubles the uses of abundant step and dimension door. This does not increase the casting time of the spell or spell-like ability.

Invisible Attack (Su): During the round in which you use dimensional dervish, and for 1 round after, you may turn invisible, as the greater invisibility spell.

inuyasha
2013-04-12, 12:02 AM
Evasp'drr

Before you is a large black spider, as you look up you realise it has what appears to be a large octopus for a head...it doesn't look happy
Evasp'drr 8
XP X
N Large Aberration
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp 80 (10d8+40);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Bite +X (1d8+5), 8 tentacles +X (1d4+2)
Space 10 ft.; Reach 10 ft. (20ft. with tentacles)
Special Attacks

Statistics

Str 19, Dex 15, Con 18, Int 6, Wis 12, Cha 4
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment any underground
Organization Solitary, Pair, Or colony (3-8)
Treasure Incidental

The Evasp'drr (pronounced Ee-va-Speh-durr) is a failed magical experiment involving spiders blood, octopi, and black magic. An Evasp'drr appears as a large monstrous spider pitch black in color, and where a spiders head would be, there is a big black octopus. It hunts the underdark using its dark coloration and wall crawling abilities to its advantage. Unlike a spider it cannot shoot webs nor inject poison, it can however bite and use its tentacles. The most odd thing about an Evasp'drr is that when its skin is pierced, its black blood doesnt just ooze to the ground harmlessly, it rapidly expands and shoots out in sticky strands at a range of up to 15 feet, and then rapidly multiplies into a large mass of big, black, wriggling, and writhing tentacles. Also unlike giant spiders is that they fight with a crude intelligence, but still do not collect treasure

Ilorin Lorati
2013-04-13, 02:09 PM
Master of Missiles

https://dl.dropboxusercontent.com/u/2867481/Images/Black%20Mage.png
Black Mage ©Square Enix (http://na.square-enix.com/). Image used under fair use guidelines as parody.
Yeah, I know the image isn't right. The 8-bit theater image was black mage with red mage's colors, and I couldn't find that online.

"I cast Magic Missile at the darkness!" -Galstaff, Sorcerer of Light

Sometimes, one missile isn’t enough. Other times, even five won’t do. Sometimes, just sometimes, the darkness needs some magic missiles applied to it. This is where the Master of Missiles comes into play.

Role: The Master of Missiles is, pure and simple, here for damage.

Alignment: Due to the nature of unleashing dozens upon dozens of missiles on the battlefield, most Masters of Missiles are chaotic in alignment.

Hit Die: d6

Requirements
To qualify to become Master of Missiles, a character must fulfill all of the following criteria.

Feats: Greater Spell Focus (Evocation), any Metamagic Feat, Major or Minor Spell Expertise (Magic Missile).
Special: If the character is a wizard with a chosen arcane school, that school must be evocation.


Class Skills
The Master of Missiles' class skills (and the key ability for each skill) are Craft (Int), Knowledge (Arcana)(Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points per Level: 2 + Int modifier


Master of Missiles
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+0|
+1|Missile Mastery|—

2nd|
+1|
+1|
+1|
+1|Magic Missile Storm|+1 level of spellcasting class

3rd|
+1|
+1|
+1|
+2|At the Darkness|+1 level of spellcasting class

4th|
+2|
+1|
+1|
+2|Missile Barrage|—

5th|
+2|
+2|
+2|
+3|Greater Missile Storm|+1 level of spellcasting class[/table]

Class Features
All of the following are class features of the Master of Missiles prestige class.

Weapon and Armor Proficiencies: Masters of Missiles gain no proficiency with any weapons or armor.

Spells per Day: At the indicated levels, a Master of Missiles gains new spells per day as if he had also gained a level in the spellcasting class that allows him to cast magic missile. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If he has multiple spellcasting classes that can cast magic missile, he must decide which class he adds the new level to for the purpose of determining spells per day.

Missile Mastery (Su): Starting at 1st level, the Master of Missiles' focus on magic missile shows through when he casts it. The maximum number of missiles the Master of Missiles may unleash as a part of magic missile based on his caster level is increased by an amount equal to his class level, and when applying any single metamagic feat to magic missile he may treat its actual level as if it were a number of spell levels lower equal to his class level for determining the adjusted level. This may not reduce metamagic feat's level adjustment below 0.

In addition, on levels that the Master of Missiles does not gain an increased caster level for all of his spells, he instead gains 1 additional caster level for his magic missile spell, up to a maximum of his character level.

Magic Missile Storm (Sp): Starting at 2nd level, as a Standard Action the Master of Missiles may sacrifice an evocation spell in order to unleash a barrage of magic missiles. This spell unleashes 1 magic missile spell as a spell-like ability, plus a number of additional missiles (as the missiles from the magic missile spell) equal to double the sacrificed spell’s level. The maximum effective sacrificed spell level is equal to the Master of Missiles’ level; while he can sacrifice a higher level spell slot, he doesn’t gain any additional bonus. This works as magic missile, except that all missiles given as a part of this action will be evenly distributed to any number of creatures or objects, no two of which can be more than 30 ft. apart. Once all missiles are distributed as evenly as possible, the caster may distribute the remainder as he wishes.

At the Darkness (Ex): At 3rd level, the Master of Missiles no longer needs a target in order to cast magic missile. Instead, he can cast it at a 20 ft. circle anywhere within the range of his magic missile spell that does not have any creatures he is aware of in it. If any targetable object or creature exists within that area, it will automatically hit. If multiple objects or creatures exist within that area, magic missile will evenly distribute to all targets within the area. This ability may be used with Magic Missile Storm.

Missile Barrage (Sp): At 4th level, the Master of Missiles may unleash a constant stream of missiles at a target. Instead of unleashing his magic missile spell or magic missile storm abilities, he may target a single creature and store the spell in himself and unleash a single missile at the target at any time as a free action, even when it isn't his turn. The number of missiles the Master of Missiles may use per round is equal to his class level, and the total number of missiles the Master of Missiles may launch this way before missile barrage is expended is equal to the number of missiles he could unleash as a part of casting the spell.

At any time while a missile barrage is in use, the Master of Missiles may, as a swift action, unleash a number of missiles equal to his class level. This is does not count against the number of missiles able to be unleashed freely.

If the target dies while he’s the target of missile barrage, the remaining missiles are wasted. The Master of Missiles may not cast magic missile or use Magic Missile Storm while he has a missile barrage in use.

Greater Missile Storm (Sp): At 5th level, one per day the Master of Missiles may sacrifice one evocation spell in order to unleash a massive burst of magic missiles. This ability works as Magic Missile Storm, except that it is used as a full-round action and there is no limit to the maximum effective sacrificed spell level.

In addition, the Master of Missiles may freely and spontaneously apply any number of metamagic feats he has to Greater Missile Storm as a part of its use as if Greater Missile Storm were a spell, as long as the total level adjustment is not greater than his class level and all other rules for Metamagic are followed (e.g. Quicken Spell cannot be used on a spell with a base casting time of a full round action). Metamagic effects on this ability only work on the missiles caused by the magic missile spell-like ability, and not to the additional missiles provided by sacrificing a spell.



Changelog:

2013/4/16
Class

One additional CL has been added to the class.
Added Arcana and UMD as class skills.

Missile Mastery

Missile Mastery's Metamagic level adjustment now only affects one metamagic feat at any given time.

Missile Storm

Missile Storm is now a Std. Action.
Clarified that Magic Missile is used as a SLA.
Allowed the sacrificing of 1st level spells (losing metamagic feats in exchange for additional missiles at low levels)

Missile Barrage

Added an additional use for swift actions.

Greater Missile Storm

Now specifies that it is used as a full round action.
Now specifies that it breaks metamagic limitations.
No longer requires a 6th-9th level spell to be sacrificed, allowing characters that didn't have access to 6th level spells upon leaving the class (Bard, Magus) to use the ability.


2013/4/17
Greater Missile Storm

No longer applies metamagic bonuses to additional missiles due to spell sacrifice.


2013/4/19

Removed 1 CL from MoM.

gr8artist
2013-04-14, 12:50 AM
Gallows Ghost
Limp Lash (http://www.d20pfsrd.com/magic/all-spells/l/limp-lash)

The gallows ghost is a foul and hateful spirit, which desires nothing more than to torture its victims as it was tortured in the moments before its death. Criminals who have the grave misfortune of surviving the initial drop in the hangman's noose often hang there for nearly a minute, before slowly suffocating to death. Bitter and angry, these souls often return as gallows ghosts, using ethereal magic to strangle and punish their executioners. Often, this simple vengeance isn't enough to placate the ghosts, and they linger near the gallows that killed them and lash out at victims nearby.

Before you, you see what appears to be a skull and spinal chord, suspended in the air. A cloud of thin mist swirls around the bones, revealing the hint of a gaunt, emaciated frame. The spectre seems to want something from you, and reaches an ethereal hand toward your unguarded chest.

Creating a Gallows Ghost

"Gallows Ghost" is an acquired/inherited template that can be added to any living humanoid that died from hanging. A gallows ghost uses the base creature's stats and abilities except as noted here.

CR: Same as base creature +2

AL: The creature's alignment changes to Evil, but retains its normal alignment on the lawful/chaotic axis (although most gallows ghosts are criminals and as such are chaotic)

Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.

Senses: The creature gains Darkvision 60'

Armor Class: A gallows ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.

Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Gallows ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Defensive Abilities: A gallows ghost retains all of the defensive abilities of the base creature except those that rely on a corporeal form to function. Gallows ghosts gain the incorporeal ability, all of the immunities granted by its undead traits, spell resistance equal to (8+CR), and the rejuvenation ability below.

Speed: Gallows ghosts lose their previous speed and instead gain a fly speed of 30' (perfect).

Attacks: The gallows ghost loses all of the base creature's attacks but may use ghost touch weapons if it could wield weapons in life.

Special Attacks: A gallows ghost retains all the special attacks of the base creature, but any relying on physical contact or breath do not function. In addition, the gallows ghost gains the following special attacks and abilities. Unless otherwise noted, the save DC for these abilities is (10 + 1/2 gallows ghost's HD + gallows ghost's charisma modifier).

Hangman's Noose (Su)
As a standard action, the gallows ghost can manifest a spectral rope above the head of a single victim within 30 feet with a successful ranged touch attack. The gallows ghost may have a number of simultaneous nooses equal to his charisma modifier (minimum 1).
This ability functions as the limp lash (http://www.d20pfsrd.com/magic/all-spells/l/limp-lash) spell (caster level 10 or gallows ghost's Hit Dice, whichever is larger), except that the victim is also denied the ability to speak while hanging.
While a victim is hanging in this way, the gallows ghost may make touch attacks against them as though he is were in an adjacent square. The victim can spend a full-round action to make an escape artist check (DC 10 + 1/2 gallows ghost's HD + gallows ghost's charisma modifier) to escape the noose, but the spectral rope is otherwise invulnerable until the gallows ghost is defeated.

Last Breath (Su)
The gallows ghost reaches into the victim's lungs, stealing the air it craved in the moments before its death. The gallows ghost must spend a standard action and succeed on a melee touch attack to hit. This attack deals 3d6 nonlethal damage and staggers the victim for 1d4 rounds. A successful fortitude save halves this damage and reduces the stagger duration to 1 full round. If the victim is already staggered as a result of this ability, and they fail their save against it, they are reduced to -1 hp and begin dying.

Rejuvenation (Su)
In most cases, it's difficult to destroy a gallows ghost through simple combat: the “destroyed” spirit restores itself in 1d4 days. Although a few other methods are known, a gallows ghost can be permanently destroyed if the rope or gallows it was killed on are destroyed.

Suffocating Shroud (Su)
Once per day, the gallows ghost can steal the air from the nearby vicinity, damaging and fatiguing creatures nearby. This functions as the spell call the void (http://www.d20pfsrd.com/magic/all-spells/c/call-the-void) and lasts for a number of rounds equal to the gallows ghost's charisma modifier (minimum 1 round). Activating this aura is a swift action, and opponents make saves as per the spell.

Special Qualities: Mute (a gallows ghost cannot make any sound other that a raspy, choking wheeze); Fear aura (30 ft., DC 10 + 1/2 gallows ghost HD + gallows ghost charisma modifier); Lynchable (treat any rope used to loop, snare, encircle, or hang the gallows ghost as if it had the ghost touch property)

Ability Scores: Cha +4; as an incorporeal undead creature, a gallows ghost has no Strength or Constitution score.

Skills: Escape artist, Fly, Intimidate, Perception, and Stealth are always class skills for a gallows ghost. A gallows ghost gains a +4 racial bonus on intimidate and stealth checks. Otherwise, the skills are the same as the base creature.

Feats: Same as the base creature.


Sample Creature
CR 2 Human Thug (Rog 1/War 3) (http://www.d20pfsrd.com/bestiary/npc-s/npc-2/Absalom-Puddles-Thug)


Galindor, The Gallows Ghost

Galindor appears as a reddish brown skull, floating in the air with a broken spinal chord hanging from the neck. In the right light, you can almost see a translucent frame around him as he croaks and gasps for air.
Galindor CR 5
XP 1200
CE Medium Undead (incorporeal)
Init +2; Senses Darkvision 60'; Perception +1

Defenses

AC 14, Touch 14, flatfooted 12; ( +2 dex, +2 deflection)
hp 29 (4 HD; 1d8+3d10+8)
Fort +5, Ref +5, Will +2
Defensive Abilities incorporeal, rejuvenation; Immune undead traits; SR 13
Weakness lynchable

Offenses

Speed Fly 30 ft. (perfect)
Melee +1 ghost-touch dagger +6 (1d4+3 / 19-20, x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack +1d6, Last Breath (touch, DC 14), Hangman's Noose (30', ranged touch)

Statistics

Str --, Dex 15, Con --, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Catch off guard, Skill focus (intimidate), Weapon focus (dagger)
Skills Bluff +9, Fly +2 (perfect), Intimidate +7, Knowledge (local) +7, Sense motive +7, Stealth +9
Languages Common
SQ Trapfinding +1, Mute, Lynchable

Special Abilities

Hangman's Noose (Su) 30' ranged touch attack. As the spell Limp Lash, but the noose is invulnerable and the victim cannot speak. While a victim is trapped by the lash, Galindor can make attacks against them as if they were in an adjacent square. The victim can spend a full round action to attempt a DC 14 escape artist check to break free. If Galindor is defeated, the noose vanishes. Galindor may have up to 2 nooses at one time.
Fear aura (Su) 30', DC 14
Suffocating shroud (Su) DC 14, 2 rounds, as the spell Call the Void. Swift action to activate.
Last Breath (Su) DC 14, touch attack, deals 3d6 nonlethal damage and victim is staggered for 1d4 rounds. Successful save reduces stagger to 1 round and damage by half. If an opponent fails their save against this attack while staggered by another use of this ability, they drop to -1 hp and begin dying.
Rejuvenation (Su) If defeated, Galindor will return intact after 1d4 days. Galindor will not return if the ropes used to hang prisoners are taken from the gate and burned.
Lynchable Treat any rope used to snare, bind, or hang Galindor as if it had the ghost touch property.

Ecology

Environment Galindor haunts the road out of Innsmouth, where he was hanged from the wall.
Organization Galindor haunts the road by himself, without any allies
Treasure +1 ghost touch dagger, nothing else

Galindor is cruel and clever. He likes to take advantage of his flight and stealth by hiding high in the trees and attacking people travelling below. He often targets people in the back of the group first, hoping to silence them before the rest are alerted to danger. He usually opts for long-range tactics with his noose and last breath abilities, but will use his suffocating shroud if surrounded or pressed.

iTookUrNick
2013-04-22, 08:41 AM
Mason

Modified Class: Wizard.

Among all arcane discipline, conjuration enjoies the greatest variety of sub-specialist groups. One of said groups is the Masons. Despite the trappings of a secret society (that everyone knows about) dedicated to building a new world order, most of the members' main interest lies in buiding massive structures, ranging from defensive positions before a battle to massive spiraling towers that will stend as their legacy through the ages.

Arcane School: Masonry

The mason focuses on the study of building structures using only magic and their imagination.

Associated School: Conjuration.


Durable Materials (Su)

Whenever you cast a conjuration (creation) spell, increase the hardness of objects created by a value equal to 1/4 your mason level (minimum 1) and HPs by a value equal to 1/2 your mason level (minimum 1). At 20th level, you can change the duration of all non instantaneous conjuration (creation) spells to permanent. You can have no more than one spell made permanent in this way at one time. If you designate another spell as permanent, the previous spell immediately ends.

Stone Patch (Sp)

As a standard action you can create a small wall of stone. The wall is 10 feet x 10 feet. + one 5 ft x 5 ft square for every two mason levels you possess, and has a thickness of 1 inch per 4 caster levels (minimum 1). As a swift action, before the wall is fully coaleshed, you can shape the wall as you like by making a Craft (stonemasonry) check. All restrictions that apply to a Wall of Stone spell also apply here.
You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Building blocks (Sp)

At 8th level, you can use this ability to create up to 100 square feet per mason level per day as a standard action, with a thickness of 1 inch per 4 caster levels (minimum 1). This creation must be used in 5-foot by 5-foot increments. you can shape the wall as you like by making a Craft (stonemasonry) check. All restrictions that apply to a Wall of Stone spell also apply here.

Arcane Tool (Su): At 1st level, masons form a powerful bond with a mundane object of their trade: a mallet, chisel, hammer, throwel or the like. They begin play with one at no cost, and they are always masterwork quality (granting a +2 circumstance bonus on craft (stonemasonry) checks).
The object must be wielded to take effect. If a mason attempts to cast a spell without his bonded tool in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

A bonded tool can be used to apply metamagic on the fly to any conjuration (creation) spell the mason has prepared. It can be used to apply any metamagic feat, although if the mason does not possess the feat in question the casting time increases to a full-round action or the origial casting time, whichever is greater. A mason can apply a numer of levels of metamagic adjustment equal to one-half his mason level (minimum 1).

A mason of at least 9th level can add additional magic abilities to his bonded tool as if he had the Craft Rod feat. The magic properties of a bonded tool, including any magic abilities added to the object, only function for the mason who owns it. If a bonded tool's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded tool is damaged, it is restored to full hit points the next time the mason prepares his spells. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mason level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded tool. A mason can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability otherwise function as and replaces Arcane Bond.

Paragon Builder (Ex): At 1st level, a mason can use his Craft (stonemasonry) skill and his Knowledge (engeneering) skill interchangeably, and gains a bonus on said checks equal to half his level.
This ability replaces the Scribe Scroll feat.

Stone Vitality(Ex): At 15th level, a mason lerns how to bring stone to life. He gains the Golem constructor discovery for Stone Golems, and his Durable materials ability applies to their construction.
This ability replaces the bonus feat gained at 15th level.

Tanuki Tales
2013-05-01, 12:13 PM
This contest is hereby extended to May 8th because of the server downtime.