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View Full Version : Base Class Contest XX - Fables and Mythos and Tales, Oh My



Temotei
2013-11-16, 06:02 PM
Fables and Mythos and Tales, Oh My

Welcome to base class challenge number twenty! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of folk literature; anything is possible, from Aesop's Fables to oral traditional stories to Jean de La Fontaine, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on January 2nd, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Recount!

Temotei
2013-11-16, 06:04 PM
Base Class Name

Put an optional image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
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) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
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2nd|
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20th|
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+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 optional 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!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
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) x 4
Skill Points at Each Additional 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|
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20th|
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+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):

malonkey1
2013-11-17, 11:07 AM
Baron of Vengeance

"If you ever presume to interfere in my affairs again, I will, I promise you, finish the job I started the day we met! Do you understand?"

-Edmond Dantes

There are people who have been wronged in the past. Wronged severely. Some have been tortured, kidnapped, imprisoned, left to die, or some combination. Many meet their end this way, fewer survive, and still fewer survive and seek vengeance against their enemies through guile and trickery, often setting up cruelly ironic punishments designed not only to make the wrongdoer suffer, but also to amuse the wronged. Such a person often becomes a Baron of Vengeance.

Adventures: Perhaps you simply need to gather money or other resources in order to avenge yourself on an enemy, or your adventure is already on the path to revenge.

Characteristics: Vengeance drives you, and it makes you who you are. You are unrelenting in your search to right the wrongs that were done to you. Some people may well fall by the wayside, or even step into harm's way, as a result of your single-mindedness, but depending on how precious life is to you, it may well be inconsequential.

Alignment: They can be nearly any alignment, but are often very extreme alignments (Lawful Good and Lawful Evil are the most common).

Religion: Deities of vengeance and/or justice are popular among Barons, but religion is almost never a prime focus of their lives, despite whatever their lives once were.

Background: Barons of Vengeance are not born, but made. In order to become one, you must have been horribly wronged (kidnapped and sold into slavery, imprisoned on false charges, having your hand eaten by a turtle, etc.), and seek vengeance against this person or persons.

Races: While many races have a knack for vengeance, being a Baron of Vengeance requires a certain amount of subtlety, guile, and intelligence that many races lack. Elves tend to be simple and elegant Barons, while Gnomes tend towards extremely complicated plots. Humans walk the middle of the road compared to the others. Other races that are drawn to this style of revenge-seeking include Doppelgangers and Tieflings.

Other Classes: They tend to get along with members of all classes, seeing them more as allies than friends in most cases.

Role: They often are the planner for the party, as well as a face and spy. Their numerous utility abilities can be very handy.

GAME RULE INFORMATION
Barons of Vengeance have the following game statistics.
Abilities: Intelligence is the key ability for this class, being important for skills and their preparations.
Alignment: Any
Hit Die: d8
Starting Age: As Wizard
Starting Gold: 6d8x10 GP (As Aristocrat)

Class Skills
The Baron of Vengeance's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge [Engineering, Geography, Local, Nobility] (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

BARON OF VENGEANCE

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2Bonus Feat, Track, Oath of Vengeance
2nd
+1
+0
+3
+3Vengeful Smite 1/day
3rd
+2
+1
+3
+3Bonus Feat, Sneak Attack +1d6
4th
+3
+1
+4
+4Dodge
5th
+3
+1
+4
+4Bonus Feat, Evasion
6th
+4
+2
+5
+5Vengeful Power
7th
+5
+2
+5
+5Bonus Feat, Vengeful Smite 2/day, Sneak Attack +2d6
8th
+6
+2
+6
+6Combat Expertise
9th
+6
+3
+6
+6Bonus Feat
10th
+7
+3
+7
+7Improved Evasion
11th
+8
+3
+7
+7Bonus Feat, Sneak Attack +3d6
12th
+9
+4
+8
+8Endurance, Diehard, Vengeful Smite 3/day, Unrelenting Pursuit
13th
+9
+4
+8
+8Bonus Feat
14th
+10
+4
+9
+9Class Ability
15th
+11
+5
+9
+9Bonus Feat, Sneak Attack +4d6
16th
+12
+5
+10
+10Blind-Fight
17th
+12
+5
+10
+10Bonus Feat, Vengeful Smite 4/day
18th
+13
+6
+11
+11Black Terror
19th
+14
+6
+11
+11Bonus Feat, Sneak Attack +5d6
20th
+15
+6
+12
+12Final Vengeance


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

Weapon and Armor Proficiencies: Proficient in light armor and simple weapons, plus the rapier, short sword, short bow, and hand crossbow.

Preparations (Ex or Arcane): Barons of Vengeance combine wicked cunning, knowledge of the natural world, and a touch of magical trickery. They receive access to a list of spells they can use called Preparations. They automatically "learn" all spells of a given level upon gaining access to spells of that level, and can cast them spontaneously, similarly to a Beguiler, Dread Necromancer, and Warmage. However, one difference is that spells that have a casting time of at least a minute are considered Extraordinary abilities, and not a spell. All other constraints still apply. Additionally, you can choose to extend the casting times of spells with casting times under a minute in order to use them as a extraordinary. Even if a spell does not normally allow you to hold a charge, you may hold the charge on a Preparation. You are still held by the limited number of charges you may hold (normally one). Holding the charge on such a spell merely keeps the effect readied to be activated at a moment of your choosing, taking the action required to normally cast the spell to do so (or a standard action in the case of spells requiring more than a full action). In order to cast a Preparation, you must have a sufficiently high Intelligence to cast spells of that level. Bonus spells, saving throws, and all other ability-based variables are figured from Intelligence for a Baron's preparations (which are figured the same as normal spells). Being technically Arcane spells, these qualify you for anything requiring Arcane spellcasting, an Arcane or undefined caster level, and so on. Classes that can advance arcane spellcasting can advance your Preparations.

Preparations:

Cantrips: Arcane Mark, Dancing Lights, Daze, Detect Magic, Ghost Sound, Know Direction, Light, Mage Hand, Mending, Message, Read Magic, Touch of Fatigue
Level 1: Alarm, Animate Rope, Cause Fear, Charm Person, Chill Touch, Command, Daze, Detect Secret Doors, Erase, Faerie Fire, Grease, Hideous Laughter, Hypnotism, Identify, Mount, Obscure Mist, Pass without Trace, Sleep, Undetectable Alignment
Level 2: Arcane Lock, Augury, Blindness/Deafness, Blur, Calm Emotions, Darkness, Daze Monster, Delay Poison, Detect Thoughts, Enthrall, Find Traps, Fire Trap, Fog Cloud, Gentle Repose, Glitterdust, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Make Whole, Obscure Object, Remove Paralysis, Scare, Silence, Spectral Hand, Spider Climb, Status, Suggestion, Touch of Idiocy, Warp Wood, Web, Whispering Wind
Level 3: Charm Monster, Confusion, Crushing Despair, Death Ward, Deep Slumber, Discern Lies, Dispel Magic, Displacement, Divination, Explosive Runes, Fear, Illusory Script, Imbue with Spell Ability, Neutralize Poison, Poison, Remove Curse, Lesser Restoration, Secret Page, See Invisibility, Sending, Slow, Snare
Level 4: Bestow Curse, Break Enchantment, Detect Scrying, Dominate Person, Enervation, Hold Monster, Legend Lore, Minor Creation, Locate Creature, Lesser Geas, Modify Memory, Phantasmal Killer, Restoration, Rusting Grasp, Zone of Silence
Level 5: Cloudkill, Greater Command, Contingency, Greater Dispel Magic, Guards and Wards, False Vision, Insect Plague, Mark of Justice, Mind Fog, Mislead, Secret Chest, Scrying, Seeming, Song of Discord, Symbol of Pain, Permanence, Symbol of Sleep, Mass Suggestion
Level 6: Animate Objects, Mass Charm Monster, Eyebite, Find the Path, Geas/Quest, Greater Scrying, Veil
Level 7: Finger of Death, Mass Hold Person, Insanity, Instant Summons, Phase Door, Raise Dead, Refuge, Repulsion, Greater Restoration, Sequester, Simulacrum, Statue, Symbol of Stunning, Symbol of Weakness, Teleport, Vision
Level 8: Antimagic Field, Binding, Clone, Demand, Discern Location, Maze, Mind Blank, Moment of Prescience, Repel Metal or Stone, Screen, Symbol of Death, Symbol of Insanity, Temporal Stasis, Word of Recall
Level 9: Antipathy, Dominate Monster, Energy Drain, Foresight, Heal, Mass Hold Monster, Mage's Disjunction, Refuge, Soul Bind, Sympathy, Greater Teleport, Weird


Preparations Per Day

Class Level0123456789
153--------
264--------
3653-------
4664-------
56653------
66664------
766653-----
866664-----
9666653----
10666664----
116666653---
126666664---
1366666653--
1466666664--
15666666653-
16666666664-
176666666653
186666666664
196666666665
206666666666


Bonus Feat: At level 1, and every odd level, you may choose any one of the following feats as bonus feats:
Alertness, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy
Additionally, at certain levels, you receive specific feats for free, regardless of whether you meet the prerequisites.
Level 1: Track
Level 4: Dodge
Level 8: Combat Expertise
Level 12: Endurance and Diehard
Level 16: Blind-Fight

Oath of Vengeance (Ex): You have sworn to avenge yourself against your enemies, be it the wrong that first began your journey, or against lesser foes. Select a single NPC or group of no more than 10 NPCs as your sworn enemies upon gaining your first level in this class. You add your Intelligence bonus to attack rolls against them, as well as to any skill checks made to oppose inconvenience or disadvantage them, and add your class level to damage rolls against them. Against these foes, you can make your attacks deal nonlethal damage without penalty. Additionally, you receive a morale bonus equal to 1+1/4 your class level on attack rolls, AC, and Intimidate checks against those who have done the following to you (and suffer no penalty for attempting to deal nonlethal damage to them):
Those who have framed you for a serious crime (e.g. one that would lead to a prison sentence). This framing needn't be successful.
Has stolen something of strong monetary or sentimental value to you.
Has killed you.
Has left you for dead (e.g. left you with negative hit points, near death due to disease or poison, hanging from the edge of a crumbling cliff)
Has gravely injured (reduced to below half hit points), poisoned, or afflicted with a disease, a family member or close friend.
Has destroyed your hometown (or similar place of origin).
Any creatures against whom you have failed a saving throw against a damaging ability, poison, disease, negative energy effect, and/or death effect.
At later levels, those affected by either part of your Oath of Vengeance are susceptible to other abilities you acquire. Should you ever choose to swear off revenge, you can no longer progress in this class, although you still retain any and all abilities from this class (including Preparations). You can resume progress in this class if you are wronged severely enough (at the DM's discretion). This doesn't prevent you from multiclassing, but can limit your opportunities. Aside from the group of NPCs mentioned in the first sentence, you may have not have a number of targets of this ability more than your Intelligence bonus (minimum 1) at any one time.

Vengeful Smite (Ex): At level 2, you can more effectively injure those who have wronged you. You can smite the targets of your Oath of Vengeance as a Paladin, replacing Charisma with Intelligence, and using your class level in place of your Paladin level. The alignment of the target is irrelevant. At levels 7, 12, and 17, you receive an additional daily use of this ability.

Sneak Attack (Ex): As the Rogue class feature. Against the targets of your Oath of Vengeance, you are treated as having an extra +2d6 in sneak attack damage.

Evasion, Improved Evasion (Ex): And the Rogue class features, gained at levels 5 and 10

Vengeful Power (Ex): You see those that wrong you, and the bile rises up inside you as you more viciously focus on them. Those affected by your Oath of Vengeance take a penalty on all saving throws against your abilities equal to your Intelligence bonus.

Unrelenting Pursuit (Ex): No matter where they run, or what they call themselves, you know who they are, and what they did. You will always find them. You receive a bonus to Survival checks (to track) and Gather Information checks against those targeted by your Oath of Vengeance equal to 1/2 your class level, and can take 10 on knowledge checks pertaining to your sworn enemies, even untrained.

Black Terror (Ex): You are truly terrifying to behold, the hatred within you bubbling to the surface. You receive a weaker form of the Frightful Presence quality, which you can suspend or resume as a swift action. Your frightful presence effect lasts 1d6 rounds, extends out to 30 feet, and has a save DC of 10+1/2 class level.

Final Vengeance (Ex): You have finally pieced everything together. You know where they are, what they want, and exactly the type of trap in which you can place them. At any time after achieving level 20 in this class, make a Diplomacy, Bluff, or Intimidate with a +20 competence bonus to entice your sworn enemy (or enemies, rolling separately for each) into a trap tailor-made for them. This trap may be for any number of your sworn enemies, and you may lure multiple enemies into separate traps if you wish. The exact nature of the trap is up to you, but it must be within your means to assemble. After all of your sworn enemies have been killed, humiliated, or otherwise successfully subjected to your trap, you may retire, allowing you to exchange any number of level in this class for any number of levels in other classes, provided you meet the requirements. (e.g. You could replace your levels in this class with levels in, say, Paladin, provided you were Lawful Good.) If you choose to replace levels in this class with levels the preclude vengeance as an allowed pursuit (some sects of Monks, Clerics of certain deities, etc.), you must exchanged all of your Baron levels for levels in other classes (not necessarily the same class). If at any time you are wronged sufficiently to regain advancement under the Oath of Vengeance class feature, you may immediately exchange your exchanged levels in other classes back to levels in Baron of Vengeance.

BornValyrian
2013-11-17, 02:11 PM
Alluring Songsmith



http://fc05.deviantart.net/fs70/i/2012/238/a/4/rattenfanger_von_hameln_by_zolaris-d5cheli.jpg


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

Haunting melodies drift out of the forest; ones that make the very songbirds stop to listen. Such is the trademark of an alluring songsmith. These masters of song send the mind of the listeners down paths to joy, to love, to sadness, to insanity.

Adventures: Alluring Songsmiths may adventure simply for the love of the music, and helping others when it may come up, or they may hope for power and use their music to manipulate people into giving them what they want or, barring that, breaking their mind to take what they want.

Characteristics: The Alluring Songsmith may seem like a songsmith at first glance, but rather than strengthening their allies with their songs, the Songsmith instead focuses on debilitating his enemies, dulling the minds and. He can also summon creatures to him, allowing him to create swarms of rats to rip apart his enemies.

Alignment: Songsmiths can be of any alignment, but because of their tendencies to meddle in the lives of others and the often wild lifestyle they live, these people tend towards a chaotic nature. Good Songsmiths will often use their songs to promote growth in a community and exterminating pests by pulling them out of houses with their music, while evil Songsmiths will use their music to turn others against each other or use their music to steal children and loved ones away with a haunting melody.

Religion: Religious Songsmiths will often venerate a Corellon Larethian as a god of music, or Farlaaghn due to their wandering nature. Many of the more unruly Songsmiths will worship Olidammara. Particularly good Songsmiths will pay homage to Chaav, the smiling God, and his sister, Lastai.

Background: Many Songsmiths first found their calling when they began learning their instrument of choice, be it the first time they sang, or their first lute lesson. Many people can play music, some even beautifully, but these people have a Gift to alter the minds of others with their melodies. After that, they often quickly surpass their master’s ability to teach them, and go off journeying to improve their songs. If they are lucky, they will come across another Songsmith to tutor them. Many, however, are self-taught after those initial lessons.

Races: Gnomes, who already take to music and befuddling, produce the most Songsmiths. Half-elves also produce a large number of Songsmiths, feeling the love of music of their elven ancestors but not wielding the arcane music of the bard that comes so naturally to their parents. Dwarves tend to be ill-suited for the job, unwilling and less able to sway the minds of others. Half-orcs rarely have the force of personality required to walk the path of the songsmith. An odd yet potent combination is the kalashtar songsmiths of Eberron, who use mind-music in place of purely physical songs.

Other Classes: Songsmiths love fighters and other beefy types, because they give the musician the luxury of a meat-shield. Many barbarians tend to pair up with songsmiths simply to listen to the music. Wizards and sorcerers tend to look down on Songsmiths for not being “true mages” while bards feel a curiosity about how the Songsmith works his magic without calling upon arcane or divine energies. Druids tend to get along with Songsmiths, who tend to live in the wild where they won’t be shunned.

Role:The Songsmith serves mainly as a battlefield controller and controller. His ability to fascinate enemies has a tendency to end encounters before they’ve really began.

Adaptation: A DM could reflavor this class by simply changing the skill the character bases his abilities off of. For example, he could make the songsmith a psychic who projects auras using the concentration skill.

GAME RULE INFORMATION
Alluring Songsmith's have the following game statistics.
Abilities: Charisma is of prime importance to Songsmiths, determining how well they play their songs and how hard they are to resist. Being lightly armored and not particularly bulky, a good dexterity and a good constitution would help in case a song goes awry.
Alignment: Any
Hit Die: d6
Starting Age: As Barbarian
Starting Gold: As Bard

Class Skills
The Alluring Songsmith’s class skills (and the key ability for each skill) are Bluff (cha), Concentration (con), Craft (int), Diplomacy (cha), Handle Animal (cha), Knowledge (nature), Listen (wis), Perform (cha), Profession (wis), Speak Language (N/A), Survival (wis)

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

Alluring Songsmith
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Melodies Known|Harmonies Known|Themes Known

1st|
+0|
+0|
+0|
+2|Favored Instrument, Melodies, Allure|2|0|0
2nd|
+1|
+0|
+0|
+3|Harmony, Sylvan Skin DR 2|3|1|0
3rd|
+1|
+1|
+1|
+3|Woodland Stride, Themes|4|1|1
4th|
+2|
+1|
+1|
+4|Protecting Wilds|5|2|1
5th|
+2|
+1|
+1|
+4|Piercing Notes|6|2|1
6th|
+3|
+2|
+2|
+5||7|3|2
7th|
+3|
+2|
+2|
+5|Sonic Resistance 5, Sylvan Skin DR 4|8|3|2
8th|
+4|
+2|
+2|
+6|Unearthly Grace|9|4|2
9th|
+4|
+3|
+3|
+6|Piercing Notes (Magic Circle), Protecting Wilds (Lesser Globe of Invulnerability|10|4|3
10th|
+5|
+3|
+3|
+7|Versatile Songsmith|11|5|3
11th|
+5|
+3|
+3|
+7|Protecting Wilds(Lesser Globe of Invulnerability), Sylvan Skin DR 6|12|5|3
12th|
+6|
+4|
+4|
+8||13|6|4
13th|
+6|
+4|
+4|
+8|Sonic Resistance 10|14|6|4
14th|
+7|
+4|
+4|
+9|Drink the Music|15|7|4
15th|
+7|
+5|
+5|
+9|Sylvan Skin DR 8|16|7|5
16th|
+8|
+5|
+5|
+10|Protecting Wilds(Globe of Invulnerability)|17|8|5
17th|
+8|
+5|
+5|
+10||18|8|5
18th|
+9|
+6|
+6|
+11|Piercing Notes (Mind Blank)|19|9|6
19th|
+9|
+6|
+6|
+11|Immune Sonic|20|9|6
20th|
+10|
+6|
+6|
+12|Slave of the Song, Fey body |21|10|6[/table]

Class Features
All of the following are class features of the Alluring Songsmith.

Weapon and Armor Proficiencies:Alluring Songsmiths are proficient in simple weapons and light armor, but not shields.

Songs (sp): Alluring Songsmiths magic come from the music they play. It is neither Arcane nor Divine. To learn a song, a Songsmith must have a number of ranks in perform. To play a song, the songsmith makes a check against a base DC, given in the description of the song. If the song requires a save, that save DC is 10 + the songsmith's allure score. The duration is of a song is a number of rounds equal to the songsmith's allure score. Songs are spell-like abilities that take a standard action to start playing and a move action to maintain. Your caster level is equal to your alluring songsmith level for the purposes of interacting with spells. Each use of a particular song increases the base DC of that song by 2. These abilities all have the [sonic] descriptor and do not work in the effect of a silence spell.

Songs have three parts: Melodies, Harmonies, and Themes. The melody is the main effect of the song, such as the Aria of Allegiance, which makes targets your friends. A Songsmith learns one melody each level he doesn't learn a Harmony and Theme, except at 1st, where he learns two. Some melodies can be augmented by increasing the DC by an amount listed in the description. Alluring Songsmiths begin play knowing 4 cantrips (0 level spells) from the bard spell list as melodies with a base perform DC of 10. If the Songsmith knows Ghost Sound melody, they may play a melody through it without maintaining either the Ghost Sound or the melody.

Harmonies alter some aspects of a song, such as the Lingering Legato, which makes a song last for a time after you finish playing. Each Harmony modifies the Base DC of the song by a value given in their description. As long as a Songsmith can make the perform check, it may use as many harmonies as it wishes, or, in some instances, as many copies of the same harmony, on the same melody.

Themes alter how a song affects a specific creature type (and subtype). Themes increase the songsmith's allure score by 2 against the specific creature type or subtype, and increases the perform check modifier by 2 for the affected creature type or subtype. Do not make separate checks for each creature, but if there are a mix of creature types and not all are affected by the theme, add the +2 modifier only to see if it succeeds against the affected creature type. This will also result in a longer duration. In addition, each theme grants an additional benefit, dictated by the theme chosen, shown in their descriptions.

Allure: Each Songsmith has an allure score that determines how hard their songs are to resist and how long they last, among other effects. It is equal to 1/3 their ranks in perform (rounded down) + their charisma modifier. Themes increase the allure of a song for a specific creature type or subtype. If the Songsmith plays particularly well, its allure score increases for that song. For every 5 by which a Songsmith beats the final modified DC of a song, the Allure is increased by 50%.

For example, Sona is a 3rd level songsmith with a charisma of 15, 7 ranks in Perform(harp) and the Selvatico theme, which gives her more control over fey creatures. Her allure score is 4 and may choose to increase it to 6 against fey. The save DC's for Sona's songs are 14 for all creatures and she may apply Selvatico to make the DC 16 against fey creatures. Then she plays the Fugue of Fascination, applying the Selvatico theme, targeting a humans and a dryad. She rolls a 17 on her perform (harp) check, enough to cast it on two creatures, but not enough to increase her Allure. Her Allure is 4 against the human and 6 against the dryad, because of Selvatico. The Will save is 14 against the human and 16 against the Dryad, and the song lasts for 4 rounds against the human and 6 rounds against the dryad. Then she uses Siren's Song with a Meter of Multiples Harmony to target the same two creatures (total Perform DC 16). She rolls a 25 on her perform check, which is enough to increase her allure to 6 (and 8 for the Dryad if she applies Selvatico). meaning the Will save will be DC 16 (and 18 for the fey) and last 6 (or 8 for the fey) founds.


Favored Instrument(ex): An alluring Songsmith picks a preferred instrument at first level. He gains Skill Focus(Perform) for that instrument.

Sylvan Skin: At 2nd level, the wild music the Songsmith plays begins to alter his body to be more like the fey. A songsmith gains DR 2/cold iron. As the Alluring Songsmith increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level, and DR 10 at 20th.

Woodland Stride: A Songsmith often spends time in the wilds and so has learned to traverse it with ease. This is as the Druid ability of the same name.

Protecting Wilds(sp) When an Alluring Songsmith of 4th or greater level plays, even the wilds abhor interruptions to the tune. While a Songsmith maintains a song, the area in a 10 foot radius circle around him become difficult terrain as plants grow and rocks rise to protect the player. This includes flying creatures, as the winds whip up around him to prevent passage. A Songsmith and anybody he designates when he begins playing is immune to this effect. He also imposes a 20% miss chance against ranged attacks as these impediments attempt to knock missiles from the air. At 9th level this effect includes the equivalent of a lesser globe of invulnerability, and at 15th level it becomes a globe of invulnerability. This ability may be used a number of times per day equal to the songsmith's allure (without themes).

Piercing Notes: A Songsmith’s tunes are so potent that they have a chance of piercing through protective spells. At 5th level, a Songsmith may make a second perform check opposed by the caster level check of the caster of the protection from evil spell. If the Songsmith succeeds, the song affects that target normally. Note that the warded creature still gets the +2 resistance bonus to saves. At 9th level the Songsmith may attempt to pierce through Magic Circle spells and at 18th level he can try to affect a creature under the mind blank spell.

Unearthly Grace (Su): An gains the otherworldly air of the fey. Alluring Songsmith adds her Charisma modifier as a bonus on all saving throws, and as a deflection bonus to his Armor Class.

Sonic Resistance(su): At 8th level, an Alluring Songsmith becomes resistant to sonic attacks, gaining resistance to sonic 5. This increases to 10 at level 13, and at level 19 the songsmith becomes immune to sonic damage.

Versatile Songsmith: At 10th level, an Alluring Songsmith gets the Versatile Performer feat as a bonus feat. Furthermore, a Songsmith may now play two songs at once, each played on a different instrument. Each takes the same move action to maintain but each song takes a separate standard action to begin playing.

Drink the Music: The Songsmith's music is so beautiful it can take the place of food and sleep. As long a 15th level Songsmith plays for one minute a song of Sustenance (Base DC 33) he and any allies do not need to eat, drink, or sleep for that day.

Slaves to the Song: At 20th level, an alluring songsmith has reached the pinnacle of their musicianship. Now he can play a song so that a creature will hear it forever. A songsmith may increase the base DC of a melody by 35 to make it an enslaving song. Enslaving songs are permanent until dismissed by the Songsmith, but the Songsmith can only have one Enslaving song. These songs are so potent that the effect cannot be dispelled by any magic short of wish or miracle. After using an Enslaving song, an alluring Songsmith cannot use that melody for the rest of the day. Treat this ability as a harmony ability.

Fey Body: The Songsmith's music has changed him to the point that he is now no longer wholly his previous race. His type changes to fey, his Sylvan Skin becomes DR 10/Cold Iron, and his Allure score gains a permanent 4 points.

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

BornValyrian
2013-11-17, 11:19 PM
This Post especially under construction:

Songs

Aria of Allegiance
Enchantment (Charm)[Mind-affecting]
Minimum Ranks in Perform: 3
Base DC: 13
Area: Close (25 ft +5 ft./2 levels)
Targets: 1 Primary
Saving Throw: Will partial
Spell Resistance: yes

You begin to pluck a quick melody on your lute. The orcs begin to panic, but quickly relax, suddenly seeming a little more willing to negotiate. The leader in particular seems very friendly all of a sudden.

One primary target is charmed as per the Charm Person or Charm Animal spell, for the duration and one hour after. You and your allies get a +5 on Diplomacy and Bluff Checks or on Handle Animal and Wild Empathy Checks made on any creatures within the area. You choose to affect animals or humanoids when you begin playing.

Embellishments:
+2 DC: Affect both Humanoids and Animals
+3 DC: Affect affect a fey, giant, magical beast, or monstrous humanoid.
+6 DC: affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.

Fugue of Fascination
Enchantment (Compulsion) [mind affecting]
Minimum Ranks in Perform: 3
Base DC: 12
Area: 90 ft.
Targets: 1 +1/3 rolled above perform DC
Saving Throw: Will negates
Spell Resistance: yes

Your begin your song and the archers stop and relax their bows slowly to listen to the haunting tune. They begin to hum along as they stare blankly into space.

The targets become fascinated by your music. The creature stands or sits quietly, taking no actions other than to pay attention to your music. It takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Embellishments:
+15 DC: Obvious threats do not automatically end the effect, instead allowing a new saving throw. An allied creature can only spend a standard action to grant another will save.

Symphony of Swarms
Conjuration(Summoning)
Minimum Ranks in Perform: 6
Base DC: 16
Range: Close (25ft.+5ft./2 levels)
Saving Throw: None
Spell Resistance: None

You begin the melody and thousands of tiny voices rise to answer. The rats they belong to congregate near you to listen contribute to the symphony and the fray.

This Melody summons a swarm of rats, bats, or locusts, as per the summon swarm spell. Unlike the spell, this spell only lasts while you are playing.

Embellishments:
+6 DC: This Song can summon a pest swarm as per the spell summon pest swarm instead of the normal swarms
+13 DC: This allows you to summon two of any one swarm you would be able to summon with this song. You may combine both of these Augmentations to summon 2 pest swarms.


Sirens’ Song
Enchantment(Charm)[mind-affecting]
Minimum ranks in perform: 5
Base DC: 14
Range: Medium(100+10ft./level)
Saving Throw: Will Negates
Spell Resistance: Yes

Your singing wafts over the general, and his face shifts to one of ignorant bliss. He moves away from his post, the post he was sworn to protect, and towards you and your enchanting tunes.

One target creature becomes attracted to you and your music. The subject will take reasonable steps to meet, get close to, attend, or find the source of the music. For the purpose of this song, “reasonable” means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate.

Embellishments:
+6 DC: This song instead affects all creatures in an area of 90 feet. You may select a specific creature type (all fey), a specific subtype (like fire) or a specific demographic (all elves within the ages of 200 and 300) to be affected and follow.
+10 DC: A subject walks toward the songsmith, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A target within 5 feet of the songsmith stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the target to attempt a new Will save.
+20 DC: As the +10 DC embellishment, except that the subject does not get a second saving through for moving into dangerous areas, nor for the Bard's countersong ability.

Call the Children
Conjuration (Summoning)[Evil]
Minimum Ranks in perform: 18
Base DC: 37
Range: Close(25ft.+5ft./2 levels)
Saving Throw:None
Spell resistance[b]: None

The playful tune calls the playful children together to romp about the battlefield

This song draws children to you who form a mob goes around and attacks your enemies. Treat this as a mob of halfling 1st-level commoners, whose stats are below. Other than this it this song operates as the summon swarm

[b]LN Gargantuan humanoid (mob of small halflings)
Init +4; Senses[/b[ Listen +4, Spot +4
[b]Languages Common
AC 7, touch 7, flat-footed 6
hp 135 (30 HD)
Fort/b] +11, [b]Ref +9, Will +17
Speed 20 ft. (4 squares)
Melee mob (5d6)
Space 20 ft.; Reach 0 ft.
Base Atk +22; Grp +33
Atk Options: expert grappler, trample 2d6
Abilities Str 9, Dex 13, Con 11, Int 10, Wis 10, Cha 10
SQ mob anatomy
Feats Improved Initiative, Great Fortitude, Improved
Bull Rush, Improved Overrun
Skills: Listen +4, Spot +4

Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one ofits occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob’s Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob’s Str modifier) to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped,grappled, or bull rushed. Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells. Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. If a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0 hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.

Embellishments:
+6 DC:You may summon a second mob with identical statistics.

Anthem of Animation
Transmutation
Minimum Ranks in Perform: 3
Base DC: 13
Range: Medium(100+10/level)
Saving Throw: None
Spell Resistance: None

The strings feel alive as you begin this song, and indeed, the fallen sword comes to life, ready to do your bidding

Your music “brings to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to half your ranks in perform plus your charisma modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Charisma modifier. A controlled object has its usual hardness and hit points.

You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Embelishments
+4 DC: The targeted object gains a +1 enhancement bonus to attack and damage for every time you apply this Embellishment.
+1 DC: Increase the maximum weight by 10 lbs. per application of embellishment.

Become the Song
Transmutation
Minimum Ranks in Perform: 8
Minimum DC: 19
Range: Personal
Saving Throw No
Spell Resistance: No

You begin the tune, but then you dissolve into a cloud of music, glowing mist which emits the music you were playing before

You dissolve into living music, a cloud of glowing musical mist. Treat this song as the gaseous form spell, except that you may start and maintain songs, because it is a cloud of music.

Embellishments
+4 DC: You enter a creature's ears in mist form, deafening them to everything except your music. It cannot hear anything else, but experiences the full effects of your songs. When the effect ends, you reappear in a square next to the affected creature.
+8 DC: This Embellishment allows you to possess mindless creatures while in mist form. You may do so as a swift action that requires a fortitude save to resist. If the creature fails, you enter the mindless creature's square and control its actions as a swift action. You must still maintain your songs with your other move action, and you may only take standard or swift actions if they are entirely mental or musical (so you may start a second song from within a creature). When the song ends, you materialize in an unoccupied square next to the affected creature.

Magical Medley
Universal
Minimum ranks in Perform: 12
Minimum DC:25
Range: Personal

You blend to melodies into one unified song that includes the effects of both

You combine two songs whose combined perform DC's do not exceed 35. This includes Harmonies for both. Both songs take effect in the order you choose, as if you had played them one after the other using only one standard action. You can maintain this song rather than than the two individual songs as a standard action. The base DC for each of the base songs and this song each increase by two after playing this song.

Embellishments:
+12: as above, except the combined DC's shall not exceed 55.

March of the Machines
Transmutation
Minimum Ranks in Perform: 14
Base DC: 22
Range: Medium(100+10/level)
Saving Throw: None
Spell Resistance: None

You begin the March of the Gatekeeper and the suits of armor in the hall rise and march in lockstep to the portcullis and draw their swords just as it opens to reveal the orc warband.

You animate a number of small objects equal to your Allure Score. Each object obeys your commands, which you may change during the action you maintain the spell. You may opt to animate an equivalent number of larger object. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

Embellishments:
+1 DC: You may animate another small creature per use of this embellishment.

Preemptive Dirge
Enchantment(Compulsion)[mind-affecting]
Minimum Ranks in Perform: 10
Base Perform DC: 22
Range: Medium (100 +10ft./level)
Save: Will Negates
Spell Resistance: Yes

This song has no title, because it hasn't been written yet. It is the song of the poor dragon's life, his death, his past, and what little remains of his future.

You play a dirge for one still alive, making them wish to end their life. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.

This song has a duration of one round plus another round per 10 points of Allure instead of the normal duration.

Sonatina of Sleep
Enchantment(Compulsion)[mind-affecting]
Minimum ranks in perform: 3
Base Perform DC: 13
Range: Medium(100+10ft/level)
Area: 10 ft. radius burst
Save: Will negates
Spell Resistance: yes

This melody causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

This song lasts one minute per point of Allure instead of one round. Must be maintained once a minute as a move action instead of every round

Embellishments
+1 DC: This song affects an extra 1 HD per use of this embellishment

Hymn of Hope
Enchantment(compulsion)[mind-affecting]
Minimum Ranks in Perform:9
Base Perform DC: 20
Range: Medium(100+10ft./level)
Save: Will negates (harmless)
Spell resistance: Yes (harmless)

This grants a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, and then second save to the target against all fear effects affecting the target.


Dirge of Despair

Riff of Rage

Ballad of the Blessed Jester[b]

[b]Compulsory Dance

Fill the Silence

Song of Silence

Verismo of Vertigo

Overwhelming Oratory


Harmonies

Lingering Legato
Perform DC Modifier: +4
You lengthen the notes, so that the tune extends beyond its finish

The Song's effects now last for one minute after you stop maintaining the song.

Meter of Multiples
Perform DC modifier: varies, see text
You change the beat of your song to affect more people

You alter a song so that it affects more than the normal number of creatures. For each additional target, you add to the DC half the minimum number of ranks to learn that melody.

Accidentals of Enlargement
Perform DC modifier: +2
A sharp here, a flat there, and a song goes so much further

You change a few notes and enlarge the song's range as if it were affected by the Enlarge Spell feat.

Klangfarbenmelodie
Perform DC Modifier: +5
Splitting the melody between two instruments, the magic amplifies and becomes even more potent

You play a single melody on two instrument, increasing certain effects. Increase the Allure for this song by 4, and may add +4 worth of embellishments without increasing the perform DC.

Coercive Chords
Perform DC Modifier: +3

By using a different set of chords, the song weakens the mind to other attacks

A creature affected with this song takes a -2 penalty on will saves against other effects. These penalties do not stack with multiple coercive chords.

Quickening Coda
Perform DC Modifier: +13
You skip to the end of the song, a allowing you to get the full effects for less time

The song only takes a swift action to cast. You may only cast a single quickened song each round.

Prelude of Persistence
Perform DC Modifier: +20

You play a prelude, a beginning to the song, which the universe finishes for you

After playing for a minute without interruption, the song remains in place for 1 hour per point of allure. You do not need to maintain it after the initial composition.

Transdimensional Trill
Perform DC Modifier: +4

On some notes, you rapidly switch between it and another, letting the song reach the ethereal

A transdimensional song has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must be able to perceive a creature to target it with a song, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

Widening Sforzando
Perform DC Modifier: +2
A sudden accent on a note propels the magic to new distances
Increase the area of the song by 50%, as if it had been affected by the Widen Spell feat.


Themes:

A Macchina (Constructs): Attacks of Summoned Creatures and Animated Objects are adamantine for the purposes of bypassing damage reduction. Songs may affect Constructs as though they were not immune to mind-affecting effects. This will not allow a song to affect mindless constructs.
Acquosa (Aquatic and water subtypes): Song works perfectly underwater. Unlike other themes, this effect works regardless of the creatures affected, but the change in DC and perform check modifier still only affect creatures of these subtypes.
Cadaverico (Undead): Songs may affect undead as though they were not immune to mind affecting effects. This will not allow a song to affect a mindless undead.
Assenata (Aberrations):
Selvatico(Fey):
Primitivo(Animal):
Umano (Humanoids):
Bestiale(Magical Beast): Treat Magical Beasts as animals for the purposes of what songs may target them.
Mostruoso(Monstrous Humanoids): Treat Monstrous Humanoids as Humanoid for the purposes of what songs may target them
In fiore(plants): Songs may affect Plants as though they were not immune to mind-affecting effects
Visschioso(Oozes): Songs may affect ooze creatures as though they were not immune to mind-affecting effects.
Parassita(Vermin): Songs may affect Vermin as though they were not mindless.
Ventoso(air subtype):Songs whip up winds around the targets, reducing the flight maneuverability of each target by one category (from good to average, average to poor, etc.)
Imudimire (fire subtype): Fires sputter and put off less heat, reduce the damage of all fire attacks by 10% (minimum 1 per die) in the area. Fire light sources reduce their areas of illumination by 5 ft.
Terroso (earth subtype): This song reduces the natural durability of all things of the earth. All creatures with the earth subtype along with all stones and metals have their damage reduction or hardness reduced by 20%.
Maligno(good subtype):
Benevolo(Evil subtype):
Ordinato (Chaos subtype):
Caotico(Lawful subtype):
Di Casa( Extraplanar subtype):This song invokes memories of the creatures home plane and longing for their true home. This imposes a -2 penalty on extraplanar creatures’ will saves against effects that return it to its home plane. It also reduces the duration of an extraplanar summoning by 1d4 rounds.

Ra_Va
2013-11-22, 02:28 AM
Aimensobek

Put an optional image of your class here!

Even this far under your cities, Law prevails. -

The sewers are a place many go to hide, most do not know of the struggle for every day survival that takes place just beneath their city, where the laws of their Lords and Kings have no meaning, The Aimensobek exist purely to make sure the Honorary Code of the Sewer-Cities are kept and the 'Surface World' remain oblivious to the Sewer-Cities.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Any Lawful

Religion: Aimensobek worship Sobek, an LN Avatar of the Mulhorandi Deity Sebek

Background: Aimensobek are most often residence of the Sewer-Cities chosen by other Aimensobek to become their apprentice. Others join the order more willingly forsaking their previous life for purpose, or even vengeance in some cases.

Races: Any

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Aimensobek's have the following game statistics.

Abilities: A brief description of what ability scores are important to your class.

Alignment: Any Lawful

Hit Die: dx

Starting Age: As Druid

Starting Gold: As Druid

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

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

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

1st|
+x|
+x|
+x|
+x|Animal Companion, Nature Sense, Wild Empathy

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| Resist Nature’s Lure

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|Venom Immunity

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 Aimensobek.

Nature Sense (Ex): A Aimensobek gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal within 30 feet. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Aimensobek rolls 1d20 and adds his Aimensobek level and his Charisma modifier to determine the wild empathy check result.

Resist Nature’s Lure (Ex): Starting at 5th level, a Aimensobek gains a +4 bonus on saving throws against the spell-like abilities of fey.

Venom Immunity (Ex): At 10th level, a Aimensobek gains immunity to all poisons.

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):

Xhosant
2013-11-23, 07:14 AM
Faustian Contractor

Put an optional 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!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: Any, although they are rather likely to drift lower on either scale than they were upon entry.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: At his first level, the Contractor is little more than a non-combat medic in good equipment and a hint of skill monkey (focused on Knowledge). At 2nd level he becomes a very solid bruiser, and continues to grow into a (weirdly) versatile skill monkey, rudimentary blaster, and backup melee as needed. All in all, the Contractor is a versatile 5th wheel.

Adaptation: Sadly, the Contractor is designed thematically, and it's hard to make any adaption while keeping the class' mechanics relevant to each other. One might reshape the class to make the features stem from within the character instead of a deal (such as by some heritage or simply unleashing a corrupting inner potential), or with a considerable overhaul change the forces involved (into elemental or cosmic forces, or with an extensive reversal of themes, a "divine contractor").

GAME RULE INFORMATION
Faustian Contrators have the following game statistics.
Abilities: Dexterity is useful for a higher AC, plus all weapons the Contractor uses are Weapon Finesse-compatible. Charisma affects the few DCs involved in the class. Intelligence and Constitution are generically useful. Wisdom (and with Weapon Finesse, Strength) are dump stats.
Alignment: Any.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As aristocrat.
Class Skills
The Faustian Contractor's class skills are Appraise, Concentration, Craft(Alchemy), Heal, Knowledge(excluding Arcana, Dungeoneering and Planes), Ride, Sense Motive, Swim.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

FAUSTIAN CONTRACTOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

1st|
+0(+1)|
+0(+2)|
+0|
+0(+2)|Mundane Polymath, Physician|

2nd|
+1(+2)|
+0(+3)|
+0|
+0(+3)|Devil Within, Payoff|

3rd|
+1(+3)|
+1(+3)|
+1|
+1(+3)|Profane Knowledge|

4th|
+2(+4)|
+1(+4)|
+1|
+1(+4)|Least Invocations, Physician II|+2

5th|
+2(+5)|
+1(+4)|
+1|
+1(+4)|Disguising Illusion|

6th|
+3(+6)|
+2(+5)|
+2|
+2(+5)|Conjure Valuables|+1

7th|
+3(+7)|
+2(+5)|
+2|
+2(+5)|Deceit and Poison|

8th|
+4(+8)|
+2(+6)|
+2|
+2(+6)|Devil Without|+1

9th|
+4(+9)|
+3(+6)|
+3|
+3(+6)|Whispers of Guilt|

10th|
+5(+10)|
+3(+7)|
+3|
+3(+7)|Lesser Invocations, Physician III|+1

11th|
+5(+11)|
+3(+7)|
+3|
+3(+7)|Hollow Wealth|

12th|
+6(+12)|
+4(+8)|
+4|
+4(+8)|Illusions of the Departed|+1

13th|
+6(+13)|
+4(+8)|
+4|
+4(+8)|Devil Without II|

14th|
+7(+14)|
+4(+9)|
+4|
+4(+9)|Greater invocations|+1

15th|
+7(+15)|
+5(+9)|
+5|
+5(+9)|Disguised Emissary|

16th|
+8(+16)|
+5(+10)|
+5|
+5(+10)|-|+1

17th|
+8(+17)|
+5(+10)|
+5|
+5(+10)|Devilish Horde|

18th|
+9(+18)|
+6(+11)|
+6|
+6(+11)|Disobedient Servant|+1

19th|
+9(+19)|
+6(+11)|
+6|
+6(+11)|-|

20th|
+10(+20)|
+6(+12)|
+6|
+6(+12)|Dark Invocations|+3[/table]

Class Features
All of the following are class features of the Faustian Contractor.

Weapon and Armor Proficiencies: Proficient with simple weapons, rapiers, longswords and all bows. Not proficient with any armor or shield.

Mundane Polymath:
You get a competence bonus equal to half your class level (minimum 1) on all Craft (alchemy), Heal and Knowledge (Architecture and engineering/Geography/History/Local/Nature/Nobility and Royalty/Religion) checks, and you can use all of them even if untrained.

Physician:
With a DC15 Heal check and 15 minutes of work, you can turn lethal damage sustained by a creature into nonlethal damage. This begins at 2 points, but at 4th level becomes 1 of the target's average hit die, and at 10th level 2. You can take 10 on the check, but failure means you can't treat the same person again until they heal.

The Payoff:
Upon attaining 2nd level in the class, you make a contract with devilish forces. If, after reaching 20th character level, you die, your soul immediately heads to Nessus, Baator's lowest level, as payment, and you cannot be resurrected. Should the soul be freed through any means, you immediately return to life with your dept repaid. Depending on your alignment and how strongly you stood for it in life, aid might be dispatched from a fitting plane or deity to aid those that would help you. (The player may opt to play a member of said aid).

This task may be fit to be seen as a rite of passage to Epic levels for some classes, including the Contractor himself.

Devil Within(ex):
At level 2, your pact with devilish forces provides you with an unseen guardian. While bound with it, your Fortitude and Will saves and your BAB are replaced by the numbers in brackets in the Contractor's table. Your hit points are effectively doubled (act as if you had 2 health pools and split damage evenly between the 2, not affecting negative hit point damage). You get a profane bonus to AC equal to half your class level.
Your melee attacks deal fire/chaos damage (distributed in the most beneficial way to you), equal to the unarmed damage of a monk of your class level, instead of your weapon's damage. An attack hitting by a margin of 10 or more also deals weapon damage. A DC 20 spot check allows others to notice that your target's reactions to your attacks do not match your (not always landing) blows.

Profane Knowledge:
At level 3, you may exchange your mundane studies for knowledge of the profane. By forfeiting the benefits of Mundane Polymath, and all ranks in skills affected by it, for a day, you can treat your ranks in Decipher Script, Use Magic Device, Spellcraft and knowledge (the Planes/Dungeoneering/Arcana) as increased by the average of the 4 highest ranks you gave up on. The effects of Mundane Polymath now apply to those skills instead. If the ranks of a skill would exceed your maximum ranks for class skills, add half of the excess ranks as a profane bonus.

Invocations:
At level 4, Faustian Contractors get access to least invocations. They choose their invocations from the Warlock's list, excluding those linked to Eldritch Blast. They attain lesser invocations at level 10, greater at level 14, and dark ones at level 20 (at which time they learn 3).

Disguising Illusion:
At level 5, Diplomacy and Disguise are added on the list of Profane Knowledge-affected skills.

Conjure Valuables(sp):
At level 6, you can, once per day, conjure a fake item of value, such as a coin, jewel or gem. You must spend any amount of gold on it, and the apparent value is up to 5 times as much as you spent. Make a Forgery roll, then decrease the result for each "cost increment" of the item's value above the wealth you spent. An appraise check beating this roll by 7 or more, or a forgery roll beating this number reveals its nature. However, forgery can't be used unless the inspector suspects forgery (quite unlikely for a gem).
The item remains for 1 day per class level, until you conjure another, or until dispelled.
Forgery is now affected by Profane Knowledge.

Deceit and Poison:
At level 7, you gain the benefits of Poison Use. In addition, any poison you use that induces sleep, ability damage or death on a failed save can either require two saves or has a DC increased by 4, at your option during its application.
Also, Bluff is now affected by Profane Knowledge.

Devil Without:
At level 8, as a swift action, you can give up on the benefits of Devil Within and invocation use to manifest the profane force that provided you guidance (and vice versa). The devil appears in a square adjacent to you or an enemy you threaten. It is a winged humanoid with long red hair and hands burning in black flame, and bears a subtle resemblance to you. It is intelligent and regards you as a friend, although it is mischievous to all including you.
{table=head]Size|As masterl
HD|Class level, hp special
Initiative|Master's
Speed|Master's, plus equal flying (good)
AC|10+HD/2+Master's dexterity mod, touch 10+Dex
BAB|HD*3/4
Attack|As "Devil Within"
Space/Reach|As master
Special Qualities|Invoker
Saves|Good fort and wis (for HD)
Abilities|As master
Skills|HD+3 on Profane Knowledge skills, if active
Feats|As master[/table]

The creature's hp is one of the two pools from Devil Within (your choice).
The creature cannot willingly move or stay further from you than Long (as the spell range, at a caster level equal to your class level). This restriction is removed at class level 13.
In the event of its death, you lose the benefits of Devil Within and Devil Without for 24 hours, counting from the moment it is reabsorbed, at which moment it regenerates.

Whispers of Guilt:
At level 9, you or your companion can ruin one's resolve by exploiting their guilt. As a standard action, either of you talk or whisper to a creature that can hear and understand you (by any means). Provided you know something they feel guilty or remorseful about, they take 1d6 points of Wisdom damage. This is not necessarily an action of aggression, nor does it constitute an attack by any means. If you continue talking to them uninterrupted, they take another 1d6 points of wisdom damage per minute. All this damage is cured as soon as a single point would have been cured.

If the subject is incapacitated by this damage, they make a Will save against a DC of 10+your class level/2+charisma modifier. If they fail, they will take some action to make amends for their object of guilt within the next 3 days. There is a 50% chance they will follow your suggestion (made through the spell at the time of the incapacitation). It's action will be linked to the guilt, but will not necessarily be wise. in any case, the Faustian Contractor is unaware of either the save's or the d% roll's success.

Hollow Wealth(sp):
Starting at 11th level, you can place a compulsion effect on an object of your choice, once per day. Anyone except you perceives the object as valuable (up to 10 times your class level in gp). This effect lasts for a number of days equal to your class level. After half of this duration has expired, the owners are inclined to "spend" the object, even wastefully, making tracking it back to you at the end of the duration difficult.

Illusions of the Departed(su):
Starting at level 12, you can summon and give shape to the spirit of a dead creature. This creature is a shadow conjuration, as per the spell, and can last up to one week per class level if not in your presence. The process takes 10 minutes. The resulting creature possesses the abilities, memories and personality of the original in all respects, but any of your direct commands to it carry the weight of a suggestion spell (save DC is 15+half your class level+ your charisma modifier), and the creature won't believe it has been manipulated in such a way.

A number of creatures up to a fourth of your class level can be conjured at any one time, rounded down. Dispelling one such creature you control (as a standard action) inflicts you with 3d6 Wisdom damage, but other causes of destruction do not harm you.

Disguised Emissary(su):
After level 15, your companion can now affect itself with Alter Self to be disguised to a specific individual either of you has seen. The ability is as the spell, but can only copy the likeness of a specific creature, and it confers a +15 bonus on disguise checks, not +10.

Devilish Horde:
At level 17, the deal's success has granted great prestige to the Contractor's companion. Once every year, after the appropriate preparations, it may assemble a force under it, and its master's, command.

The creature must be provided with 300.000 gp or items of similar value, and a minimum of seven uninterrupted days manifested and free to its own devices, all the while aware of the exact task the force is called upon for. You must also pay XP equal to half the experience to reach the next level from your current, but that can be provided later (but as soon as available).

At the end of this period, a force of devils has been assembled to take on the task at hand. Its composition and size are appropriate to the task in question (as determined by the GM), although it usually wouldn't exceed the power of a Leadership feat possessed by the Contractor (disregarding negative modifiers to his score). Even this power limit is entirely up to the GM's discretion.

The creatures will try to achieve the task's meaning to the best of their ability (as your companion has combed your wording for loopholes and removed them), until either the task has been completed, becomes impossible, or they are dismissed, then returning to their home planes as if a summoning spell had ended.

A task involving "further direction" (such as "Obey me for the rest of my life", but not "Assassinate the leader whose identity we are still investigating") or one that never ends (such as "guard this place indefinitely"), will be rejected by your companion. This one year that must elapse after use of this ability counts from the force's dismissal or decimation.

Disobedient Servant:
At level 18, in the event of your death under any circumstances, and if your companion is alive (manifested or not), the creature takes over to protect you. It manifests in your body's stead, with a full hp pool and as Devil Without specifies (otherwise completely healthy). The creature is under the effect of Greater Rage, which it cannot end prematurely, and cannot differentiate between friend and foe (but will strike a "truce" with creatures aiding it against an obvious threat, until said threat is dispatched). It will, however, prioritize the cause of death as an enemy.

Provided the creature survives until the end of the rage, it disappears with the master's body left behind, stable at -9 hp (as if stabilized with aid, and otherwise healthy). This effect will not occur more often than once a month.

If the Contractor's Payoff is due, the creature will instead pursue the master's most pressing task at the time of death for the duration of the rage, completely aware of friend and foe. Upon the rage's end, it will disappear (with its master) to Baator.

Zaydos
2013-11-23, 11:57 AM
Tall Tale

"Well then I said to old Asmodeus, you can play your fiddle till the sun goes down but you'll never beat me cause I'm the best there ever was. So that old wily devil he said..."

A Tall Tale is just that the protagonist of an outlandish story. He is Jack, Baron Munchausen, and many others. Usually lazy, always cunning, and with luck to spare. His feats and exploits press the limits of what is believable, often entering into the ridiculous, and his cunning is enough that sometimes he seems to bluff reality itself.

Adventures: Well you see working on a farm is hard work, all day, every day. Meanwhile all you've got to do is find some way to kill or tame a rampaging boar, lion, and unicorn and you can get a pile of gold and the hand of the mayor's daughter. I mean which would you choose? It's not like it's hard to tame a few beasts, slay a few giants, or travel a few kingdoms, at least not for a Tall Tale.

Characteristics: A Tall Tale is larger than life, sometimes literally. Ultimately it is capable of using skills. Just in different ways than most. Need to fool divination, hide from it. Need to fly, balance on the wind. Need to find an invisible creature, listen to it and hear what color it is. A Tall Tale can gain a variety of magical abilities through the power of music or deceit, martial power through a variety of skills, or become accompanied by a pair of extremely talented animal friends, among many other options.

Alignment: A Tall Tale tends to be Chaotic, living free of the laws of man and reality itself. Tall Tales end up relying on a sort of karmic blessings so that many lean more towards good than evil, but this is not universal. Even so Tall Tales can come in any stripe or alignment.

Religion: A Tall Tale has no particular slant towards or against deities. Those that are devout often worship gods connected in some way to their talents (gods of physical activities for those with physical skills, nature for those with Survival, Handle Animal and the like, thieves for those with Sleight of Hand, Bluff, and Hide, or Knowledge for those specializing in it, etc), but other than that a Tall Tale is in no way bound religiously by their class.

Background: One doesn't set out to become a Tall Tale, at least not usually, it just sort of happens. Some Tall Tales begin by seeking absolute mastery in their chosen talent, others just seeking an easier way to get rich than old fashion hard work trusting to a certain lazy intelligence and quick wit to see them through, still others move forward out of sheer wanderlust and curiosity a love for adventure propelling them into outlandish situation after outlandish situation.

Races: Humans and halflings are the most likely to produce Tall Tales. Their combination of curiosity and ambition pushing them towards the role. Dwarves and gnomes, rooted in tradition, are less likely to become them but do produce some, most famously those specializing in Mining, Crafting, and Engineering. Even the monstrous humanoids, such as orcs and goblins have examples of Tall Tales such as the legendary orc adventurer Gramor Skyhopper, who combined his gigantic size with powerful leaps and keen eyes to defend the orcish kingdom of Rial for forty years till age sapped his strength.

Other Classes: A Tall Tale's relation with other classes depends upon what role they fill. A Tall Tale that fills the fighter's role will relate much like a fighter, and one that fills the thief's roll much like a rogue. Their supernatural and more extreme extraordinary abilities may attract extra attention from Int and Wis based classes which enjoy studying such things, but there is no one way a Tall Tale interacts with other classes, because the powers and origins of two individual Tall Tales show too much variance.

Role: A Tall Tale's role depends upon what skills it has selected. The Heal skill, for example, allows them to fulfill the role of a healer. The Bluff skill goes a long way towards making a Tall Tale into the party's face, especially coupled with Decipher Script. Skills such as Profession (Lumberjack), Iajutsu Focus, and Martial Lore can all push a Tall Tale towards melee combat. While skills such as Disable Device and Search allow a Tall Tale to find traps without comparison.

Adaptation: A DM might decide that a Tall Tale performs their exaggerated stunts through an instinctive use of magical or psionic abilities making exaggerated skills supernatural in nature (and possibly granting Wild Talent as a bonus feat) or represents a trace of divine heritage granting them all a common origin (my grandpappy was Kord). Alternatively a DM may decide they want the closer to actual folk tales approach of only one exaggerated skill breaking the class down into a 4 level prestige class with each level having increasing prerequisites; to do so increase skill points by 2 per level, 1st level remains the same, 2nd level requires 8+ ranks in the chosen skill, grants the lesser exaggerated skill as well as skill focus in it, 3rd requires 13+ ranks and grants the greater exaggerated skill as well as skill mastery, and 4th requires 16+ ranks and grants the storied exaggerated skill as well as the ability to take 15 on it. Another option is to break the class into 4 feats (warning exaggerated skills were intended to be at a higher balance point than feats) requiring Skill Focus in the related skill and 4, 9, 14, and 17 ranks respectively. Finally one could merge the class with fighter granting 2 exaggerated skills on a fighter's chassis to create a more versatile and powerful fighter.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As rogue.

Class Skills
The Tall Tale's class skills (and the key ability for each skill) are any skills in the campaign.

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

TALL TALE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Exaggerated Skills, Least Skill, Trapfinding

2nd|
+1|
+0|
+3|
+0|Least Skill, Skin of your Teeth (bonus to AC, Atk, and damage at low hp)

3rd|
+2|
+1|
+3|
+1|Least Skill, Skill Focus, Blessing of Kindness

4th|
+3|
+1|
+4|
+1|Least Skill, Uncanny Dodge

5th|
+3|
+1|
+4|
+1|Least Skill, Evasion

6th|
+4|
+2|
+5|
+2|Lesser Skill, Skill Focus

7th|
+5|
+2|
+5|
+2|Lesser Skill, Improved Uncanny Dodge

8th|
+6|
+2|
+6|
+2|Lesser Skill, Skill Mastery

9th|
+6|
+3|
+6|
+3|Lesser Skill, Skill Focus

10th|
+7|
+3|
+7|
+3|Lesser Skill, Exaggerated Ease (take 12)

11th|
+8|
+3|
+7|
+3|Greater Skill, Skill Mastery

12th|
+9|
+4|
+8|
+4|Greater Skill, Skill Focus, Extended Skin of Your Teeth

13th|
+9|
+4|
+8|
+4|Greater Skill, Uncanny Luck

14th|
+10|
+4|
+9|
+4|Greater Skill, Skill Mastery

15th|
+11|
+5|
+9|
+5|Greater Skill, Skill Focus

16th|
+12|
+5|
+10|
+5|Storied Skill, Greater Exaggerated Ease

17th|
+12|
+5|
+10|
+5|Storied Skill, Skill Mastery

18th|
+13|
+6|
+11|
+6|Storied Skill, Skill Focus

19th|
+14|
+6|
+11|
+6|Storied Skill, Greater Skin of Your Teeth

20th|
+15|
+6|
+12|
+6|Storied Skill, Skill Mastery, Legendary Ease[/table]

Class Features
All of the following are class features of the Tall Tale.

Weapon and Armor Proficiencies: A Tall Tale is proficient in all simple weapons and one martial weapon of their choice, as well as light armor and shields.

Exaggerated Skills (Ex): A Tall Tale gains access to five exaggerated skills, chosen from the list below. At first level they select one such skill gaining 4 skill ranks in it (if they already have skill ranks in it and this would push it to above max ranks they may retrain the excess skill ranks; this may not raise their skill ranks in a skill above their maximum ranks) and the Least ability associated with that skill. At 2nd level you gain another skill from the list below gaining 5 skill ranks in it (if they already have skill ranks in it and this would push it to above max ranks they may retrain the excess skill ranks; this may not raise their skill ranks in a skill above their maximum ranks) and the Least ability associated with that skill. At 3rd, 4th, and 5th they repeat the process gaining 6, 7, and 8 skill ranks respectively. You cannot select the same skill twice.

At each Tall Tale level after you gained a skill as an Exaggerated Skill you gain 1 free skill rank in that skill.

At 6th level you may select one skill in which you have the Least power and gain its Lesser power. You repeat this process each level until 11th when you may select one skill in which you have the Lesser power and gain its Greater power. This is then repeated until 16th level when you gain access to Storied powers gaining the Storied power associated with one skill in which you have the Greater power, and another each level until 20th.

There is a quick Pathfinder (http://www.giantitp.com/forums/showpost.php?p=16484733&postcount=18) conversion.

Trapfinding (Ex): As the rogue ability of the same name.

Skin of Your Teeth (Ex): A Tall Tale is at their best when they're at their worst. When you are at less than 1/4th your maximum hp you gain a +2 competence bonus to attack rolls, saving throws, AC, skill checks, and weapon damage.

Skill Focus (Ex): At 3rd level, and every 3 levels there after, a Tall Tale gains Skill Focus as a bonus feat. The skill selected does not have to be one of their Exaggerated Skills.

Blessing of Kindness (Su): Once per session (or once per day in a PbP or other game where by session does not work) if you help someone you are unfamiliar with and have no expectation of reward from (no reward can be promised or likely to be forthcoming) the forces of karma smile upon one granting you a Blessing of Kindness. This Blessing can be activated as a standard action at any time and applies to either the next time you enter combat or the next time you would buy an item as applicable. You may choose the effects from the table below. You may only have one Blessing of Kindness active or pending at a time although you may save one that has been received but not activated between sessions.
{table=head]Level|Effects|Cost reduction
3|Bless, Cost Reduction, Sanctuary, or +Level to Initiative|9 GP
4|-|16 GP
5|Divine Favor, or Shield of Faith|25 GP
6|Aid|36 GP
7|True Strike|49 GP
8|50% miss chance against all attacks, spells, and effects|64 GP
9|Resist Energy|81 GP
10|-|100 GP
11|Invisibility Purge|121 GP
12|Death Ward|144 GP
13|Spell Immunity, Freedom of Movement|169 GP
14|Resist Energy (All)|196 GP
15|Divine Power|225 GP
16|+4x Level to Initiative|256 GP
17|Spell Resistance|289
18|Chaotic Sword, Holy Sword, Lawful Sword, or Unholy Sword|324
19|True Seeing|361
20|Heal|400[/table]

Spell Effect: Any ability which duplicates a spell effect does so on yourself, even if it is normally multi-target, with a caster level equal to your tall tale level. This is automatically cast as soon as combat begins. Any save DC is 10 +1/2 your tall tale level + your Charisma modifier.

+Level to Initiative: Next time you roll initiative you gain a bonus equal to your Tall Tale level.

Cost Reduction: Next time you attempt to buy something the cost is reduced as noted to a minimum of 1/3rd its market price; the item has some superficial flaw, or couldn't sale, or was an old object hidden in their parent's attic till their parent died and they are trying to sale, etc.

50% Miss Chance: This applies to all attacks, spells, and harmful effects (including mind-affecting or completely non-physical ones). This benefit applies for 1 round (from whoever acts first in the combat's turn to their turn again).

Invisibility Purge: Unlike other abilities based on spells this affects other creatures directly.

Resist Energy (All): A resist energy effect for each of the five energy types.

+4x Level to Initiative: Next time you roll initiative you gain a bonus equal to four times your Tall Tale level.

* Sword: As spell Holy Sword but alignment can be varied (Chaotic works against Law, Lawful against Chaos, and Unholy against Good).


Uncanny Dodge (Ex): As the rogue ability of the same name.

Evasion (Ex): As the rogue ability of the same name.

Improved Uncanny Dodge (Ex): As the rogue ability of the same name.

Skill Mastery (Ex): Beginning at 8th level a Tall Tale may select one skill that they have chosen as an Exaggerated Skill. They may always take 10 when using that skill, even if distracted. At 11th level and every 3rd level thereafter they may select another skill they have chosen as an Exaggerated Skill and apply this benefit to it.

Exaggerated Ease (Ex): A Tall Tale succeeds with a lazy grace of sorts. Beginning at 10th level whenever a Tall Tale takes 10 on a check they may treat it as if they had rolled a 12 instead of treating it as if they had rolled a 10.

Extended Skin of Your Teeth (Ex): Beginning at 12th level a Tall Tale shines under somewhat less adversity. Your Skin of Your Teeth ability now functions as long as you are under half health.

Uncanny Luck (Ex) Once per session (or per week in games where a per session ability is inconvenient/unworkable) you may, as a free action, declare a moment of uncanny luck. This helps you in some way to achieve a goal. For example if a friend has been petrified you might stumble across a scroll of stone to flesh, find a friendly scroll merchant (possibly willing to sell it to you for reduced price), or perhaps hear tell of a mystic spring that has water to restore creatures to flesh. If a friend has died you might find a diamond for the raise dead spell. This ability cannot do things that are impossible (if the legendary demon is only harmed by the legendary sword it will help you find the sword in some way but not find a way to defeat the demon without the sword). If used in combat the benefits should be at least equal to one of the following; these are examples to help DMs, not a comprehensive list of things it can do. The DM decides what exact effects any use of Uncanny Luck has.

Damage equal to 1 attack +2 damage/Tall Tale level (no power attack).
An attack is an automatic critical hit without an attack roll (typically with a 2x or 3x critical weapon).
+5 to attack and damage for 1 round.
Negating 1 enemy attack or spell.
50% miss chance for 1 round.
Killing a minor enemy.


Greater Exaggerated Ease (Ex): Beginning at 16th level when you take 10 on a skill check you may treat it as if you had rolled a 15 instead of a 10.

Greater Skin of Your Teeth (Ex): Beginning at 19th level you gain more bonuses when under duress. The bonuses from Skin of Your Teeth double and once per round while Skin of Your Teeth is active you may instead of rolling for an attack just treat it as if you had rolled a 10 to hit.

Legendary Ease (Ex): Beginning at 20th level when you take 10 on a skill check you may treat it as if you had rolled an 18 instead of a 10.

Exaggerated Skills: Continued in next post.

Autohypnosis: Found in the Expanded Psionics Handbook
Least: When you fail a saving throw against fear, you may make an Autohypnosis check to overcome it immediately, instead of waiting until your next turn. In addition you may replace your fort save to resist a disease’s effects (but not infliction) with an autohypnosis check, and may spend an immediate action to replace a saving throw against the initial damage from a poison with an Autohypnosis check.

Lesser: You may spend an immediate action to grant yourself Spell Resistance 8 plus your ranks in Autohypnosis.

Greater: Any mind-affecting effect affecting you ends after 2 rounds.

Storied: When you use an immediate action to grant yourself spell resistance against an effect it grants spell resistance of 16 plus your ranks in Autohypnosis.

Balance:
Least Tier: You suffer no penalty for accelerated movement when balancing and do not fall unless you fail by 10 or more. In addition you may treat your weight as 1/10th your actual weight to see if a surface can withstand your weight.

Lesser Tier: Your movement is not slowed by nautral terrain features and you may walk on water (as the spell).

Greater Tier: You may fly (good maneuverability) at your land speed by walking on air.

Storied Tier: You are immune to any effect which would force you to move or knock you prone. In addition you gain Evasion if you do not have it, and Improved Evasion if you do.

Bluff:
Least Tier: You can lie through magical effects (as glibness) and bonuses to your opponent's sense motive check for outlandishness of your tales are reduced by an amount equal to your class level.

Lesser Tier: You may use a Bluff check in place of Diplomacy and Intimidate checks.

Greater Tier: Your lies and tricks go deep and few creatures even realize they should resist. By making a DC 20 Bluff check as a standard action you may offer a Suggestion (as the spell) to a target creature. This suggestion has an effective spell level of 1/2 your Tall Tale level and a caster level of your Tall Tale level. You may use this ability at-will, and is a spell-like ability with SR: No.

Storied Tier: Reality really is gullible, ain't it? You may now also copy any 6th level or lower spell that is either mind-affecting, an illusion that is not of the shadow subschool, or targets only yourself three times per day as a spell-like ability. This requires a DC 25 Bluff check. If a spell or effect would read your thoughts you can attempt to bluff it as well; this is an opposed Bluff-Sense Motive check as normal (you do not need to make a DC 100 as is normal for this use of the Bluff skill nor does your opponent).

Climb:
Least: When you make an Accelerated Climb you suffer no penalty to your climb check and you may climb at your full land speed by suffering a -5 to your check. In addition you gain Improved Grapple as a bonus feat.

Lesser: You gain a climb speed equal to your base land speed. You also deal +4d6 damage with a successful grapple check to deal damage.

Greater: You may run when climbing. In addition the DC for you to climb a perfectly smooth, flat, vertical surface is reduced to 35, and the DC to climb a perfectly smooth, flat overhang or ceiling is only 45. You gain a +5 to grapple checks.

Storied: Your bonus to grapple checks increased by +5 and your bonus to damage with grapple checks increases by +4d6. In addition, as a supernatural ability, you may climb the air itself; this is a DC 40 climb check, or 50 if you climb horizontally (treating it as a vertical surface).

Concentration:
Least: You gain Deflect Arrows as a bonus feat and may use it with shields, and weapons (including improvised weapons) in addition to free hands. Once per encounter you may gain a resistance bonus to a saving throw equal to your ranks in Concentration for one save as an immediate action.

Lesser: You gain Combat Reflexes as a bonus feat. When fighting defensively, taking a total defense action, or using Combat Expertise for at least a -2 penalty you gain the following benefits: an additional +2 to AC; the ability to deflect a number of arrows in one round (with deflect arrows) equal to your Dexterity modifier (minimum 1/round) instead of 1; and if you use the Least Exaggerated Skill saving throw boost it applies until the start of your next turn instead of only against one effect.

Greater: Your focus helps you spot even the smallest opening in opponents and strike. 5-ft steps, swift action movement and standing, as well as swift or immediate action spells, spell-like abilities, psionic powers, and psi-like abilities provoke attacks of opportunity from you. In addition any check made to avoid provoking an attack of opportunity (such as a tumble check to move through a square safely or concentration check to cast defensively) has its DC increased by your Tall Tale level (this includes opposed checks). This does not stack with the DC increase from the Iajutsu Focus Exaggerated Skill. When making an attack of opportunity you may add your Constitution to damage.

Storied: Once per encounter you may focus so hard that everything seems to be slowed around you. This is a supernatural ability which duplicates the effects of the Temporal Acceleration power manifested by a psion 1 level lower than your Tall Tale level. In addition you may use the Least Storied Skill’s saving throw bonus effect an additional time each encounter, and in any round in which you have already used it you may use it as a free action even if it is not your turn.

Control Shape: Found in Monster Manual. You must be a lycanthrope, shifter, or changeling to select this Exaggerated Skill and its effects vary depending upon your race.
Least (Lycanthrope): Your alignment no longer changes as a result of a voluntary change, and when you fail a control shape check to resist an involuntary change you may assume hybrid form instead of animal form.
If you are a true lycanthrope half your DR now applies against silver weapons.

Lesser (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal. When you select this ability select three other animals with hit dice up to 1 greater than your base animal. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new animal instead, except for racial hit dice (which stay the same).

Greater (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal or a magical beast. When you gain this ability, select three creatures which are either other animals with hit dice up to 5 greater than your base animal or magical beasts or aberrations with hit dice up to 2 greater than your base animal’s. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new creature instead, except for racial hit dice (which stay the same). You gain all supernatural attacks and qualities of the assumed creature’s form.

Storied (Lycanthrope): When you enter your hybrid or animal form you may choose to instead enter the shape of another animal or magical creature. You may assume the form of any animal with hit dice up to 5 greater than your base animal’s. In addition, when you gain this ability, select three creatures with hit dice up to 5 greater than your base animal’s. You may assume their forms instead of your base animal, or hybrid forms based on theirs. When you do so you lose all abilities based on your base animal, gaining those of the new creature instead, except for racial hit dice (which stay the same). You gain all supernatural attacks and qualities of the assumed creature’s form as well as spell-like abilities which are based on spells which lack XP costs.

Least (Changeling): When you alter your form with your Minor Shapechange ability you may shift your form to grant you one of the following benefits:

+2 Str
+2 Dex
+2 Con
+2 Natural Armor
DR 2/-
Light Fortification (as the armor quality).

You may also use the Control Form skill instead of any saving throw against an effect that would transform your body such as baleful polymorph, petrification, or disintegrate. Doing so requires an immediate action and replaces your regular saving throw (natural 1 and 20 are not automatic failure or success when using this ability).

Lesser (Changeling): 1/day plus an additional time each day per 3 Tall Tale levels, when you alter your form with your Minor Shapechange ability you may copy the effects of an Alter Self spell. These benefits last for 1 minute/tall tale level. This is in addition to the benefit gained from the Least Exaggerated Skill.

Greater (Changeling): When you use your Minor Shapechange ability you may affect your gear’s appearance as well. This only allows for cosmetic changes, and is limited, a longsword is still a longsword but may have a different pattern or hilt. Any item you drop reverts back to its natural form immediately. In addition three times per day you may change the enhancements upon a magic sword or armor to another set with the same effective enhancement bonus for prices (bonuses which have a flat cost cannot be changed or added), this effect lasts as long as you hold the item or until you change it again (reverting to its normal set of enchantments does not expend a use).

Storied (Changeling): When you use your Minor Shapechange ability you may select 3 abilities from the Least Exaggerated skill’s list instead of just 1, or select the same ability three times (its effects stack). In addition you may duplicate the effects of a Shapechange spell with your Minor Shapechange ability. This lasts for 1 round/Tall Tale level and retains the bonuses applied to Minor Shapechange by your Exaggerated Skill.

In addition it no longer requires an action to replace a saving throw against an effect which would change your form with a Control Shape check.

Least (Shifter): You gain a second Shifter Trait (although may only have one active at a time), a bonus Shifter feat, and the ability to shift an additional time each day. In addition you may use the Control Form skill instead of any saving throw against an effect that would transform your body such as baleful polymorph, petrification, or disintegrate. Doing so requires an immediate action and replaces your regular saving throw (natural 1 and 20 are not automatic failure or success when using this ability).

Lesser (Shifter): When shifting you may apply both Shifter traits at once, gain another Shifter bonus feat, and the ability to shift an additional time each day. In addition when you shift you gain Fast Healing equal to half your Tall Tale level.

Greater (Shifter): You gain a third Shifter Trait which is applied when you shift, gain another bonus Shifter feat, and may shift an additional time per day. In addition you may shift without expending a daily use but if you do so you only gain your original shifter trait.

Storied (Shifter): You gain immunity to any unwanted effect that would alter your form. In addition your fast healing when shifted now equals your Tall Tale level. 1/day when you shift you may double all ability score bonuses gained from shifting for the duration, as well as all numerical bonuses applied by shifting and the base damage of all natural weapons gained from shifting. In addition you gain an additional bonus Shifter feat and may shift another time each day.

Craft (select one):
Least: You can craft items of the selected type in 1/10th the regular time (silver pieces per day or gold pieces per week). In addition you need only pay 1/4th the item's price in RAW materials instead of 1/3rd. If your selected Alchemy as your Craft skill you can make alchemical items without possessing spellcasting.

Lesser: You can craft items of the selected type in 1/100th the regular time (gold pieces per day or platinum pieces per week). In addition you gain one of Brew Potion (if you selected alchemy), Craft Magic Arms and Armor (if you selected weaponsmithing, bowmaking,or armorsmithing), or Craft Wondrous Objects (if you selected something else) as a bonus feat and the ability to emulate any spell that could be cast by a character of your class level or lower in a base class for the purpose of making magic items. You may treat your Tall Tale level as your caster level for selecting item creation feats.

Greater: You can craft items of the selected type in a flurry of speed. It takes you one full round per 10-cubic feet of objects to be crafted. If crafting something outside of your specialty you may substitute half your ranks in your chosen Craft for the appropriate Craft and make it in 1/10th the regular time. In addition you gain an Item Creation feat you qualify for as a bonus feat, and reduce the time it takes you to create magic items by 1/2.

Storied: You can craft items at truly incredible speed creating an object of your chosen type as a swift action on a successful craft check. In addition when creating magic items the gold piece cost and XP cost are both reduced by 25%. When crafting items not of the selected type you may use your full ranks in your selected Craft skill and craft items in 1/100th the normal time.

Decipher Script/Forgery:
Least: You gain the ability to comprehend languages (as the spell), and learn 3 languages + 1 per Tall Tale level.

Lesser: You gain the ability to speak all languages as per the spell tongues. All bonuses to the reader's forgery check to discern that a document you forged is forged are halved.

Greater: You gain the ability to Read Magic and Speak with Animals as the spells. In addition you may use scrolls as if you were a spell caster of the appropriate type of your Tall Tale level.

Storied: You gain telepathy 100-ft and the ability to Speak with Plants as the spell; the telepathy is considered supernatural in nature. You may use Stone Tell as a spell-like ability 1/day + Charisma modifier times per day. You may forge a document in 1 round, or 1d4 rounds per page of a longer or complex document, and the bonus to the reader's check if you do not have a text sample is reduced to +10 (before being halved).

Diplomacy/Gather Information:
Least: You gain Bardic Knowledge as a bard of your Tall Tale level.

Lesser: 3/day you may ask a creature a question as a standard action, it must make a Will save (DC 10 +1/2 your Tall Tale level + your Charisma modifier) or be forced to answer your question, completely and honestly to the extent of its knowledge. This is a supernatural, mind-affecting effect. A creature which successfully saves against a question cannot be asked a question (with this effect) covering the same subject for 24 hours.

Greater: 1/day you may use Commune as a spell-like ability. This functions normally except instead of communing with a deity you are talking to the universal narrative. To any outside observer you appear to be talking to nothing.

Storied: Any creature that spends at least one round talking with you (even if only you speak) and has a type or the augmented subtype for a type you have or have the augmented subtype of (for example if you were a Outsider (Augmented Humanoid) you could affect Humanoids, Outsiders, and any creature that was an Augmented Outsider or Augmented Humanoid) that creature must make a Will save (DC 10 +1/2 Tall Tale level + your Charisma modifier) or be charmed as the Charm Monster spell for as long as they continue to interact with you and for 1 minute thereafter. A creature which makes its save is immune to this effect for 24 hours. This is an extraordinary, mind-affecting effect. A creature must be able to hear you for this ability to affect it.


Disable Device/Open Locks:
Least: You do not suffer a penalty for using improvised tools to perform Disable Device or Open Locks checks. In addition you may do it more quickly, disabling a simple device is a move action, and an intricate or complex one is a full-round action or 1d4 rounds, and an Open Locks check is now a move action. You add half your Tall Tale level to Search checks made to find traps.

Lesser: You may structurally damage objects and constructs with a touch as a standard action. This deals damage equal to a Disable Device check, ignoring Hardness and DR, and inflicts a cumulative -2 Strength penalty to Constructs. This Strength penalty lasts until the construct is repaired (any effect which heals it, including in certain cases rest, removes 2 points of Strength penalty per 5 hp healed) and may reduce the target’s Strength to 0. In addition even disabling complex device is now only a standard action, and if you ever successfully pick a lock you no longer need to make Open Lock checks for any lock with the same key automatically succeeding on them.

Greater: You may detect spell effects as if they were magical traps (Search DC 25 + Spell level to detect them at which point you understand them as if with 3 rounds of detect magic) and disable them (dispel) as if they were magical traps (Disable Device DC 25 + Spell level). In addition you no longer need any sort of tools, or even proper hands, to pick locks or disable devices, and can do so as a swift action. If you have tools, even improvised ones, you may treat them as masterwork, and if you have masterwork tools the bonus they grant is doubled. You may also disable walls, doing so takes 1 full round and requires a DC 25 Disable Device check, success destroys one 5-ft cube of wall, floor, or ceiling you can reach; a magical wall gains a bonus to the DC equal to its caster level.

Storied: Your disabling touch’s damage increases to three times your Disable Device check and the strength penalty inflicted becomes -4. In addition you may now use it on non-construct creatures, in which case the damage is only twice your Disable Device check and it deals 2 Strength damage instead of inflicting a Strength penalty.

Disguise:
Least: Creating a disguise takes only 1 minute (instead of 1d3 x 10 minutes). In addition you may negate a -2 penalty to your disguise check for disguising yourself as another gender, race, or age category; you may negate another -2 penalty caused by these factors per 5 Tall Tale levels you have obtained beyond 1st.

Lesser: When you disguise yourself as a creature you through a disguise check you may replace one of your physical ability scores with theirs. If you do so this disguise begins to fall apart after a number of minutes equal to your disguise check. You may only activate this ability once per day, plus an additional time each day per 5 tall tale levels. When disguised as a specific creature targets who recognize them on sight no longer gain a bonus to see through your disguise.

Greater: Creating a disguise takes only 1 round. In addition, as a supernatural ability, you may disguise yourself as another creature so thoroughly you take on its form, this takes the same amount of time as donning a disguise. This functions like Polymorph but you also gain Extraordinary special qualities and may only take on forms within 1 size category of your own and with hit dice no greater than 2 less than your Tall Tale level and may not have the swarm subtype; you may remain in this form for 1 minute per tall tale level. You may use this ability once per day plus one additional time per day per 4 tall tale levels beyond 11th you have obtained.

Storied: When disguised as a specific creature, creatures which would qualify as Close Friends or less gain no bonus to see through your disguise and even those which qualify as Intimate only gain a +4 bonus to see through your disguise. Once per day, as a supernatural ability, you may fashion a disguise so thorough it grants even supernatural abilities. This functions as the spell Shapechange but once you have chosen your form you cannot change it, the form may have a hit dice up to your Tall Tale level and lasts for 1 minute per 2 tall tale levels.

Escape Artist:
Least Tier: Escape artist checks that would normally take 1 minute take 1 full-round action instead. Those that would normally be a full-round action are instead standard actions. Those that would normally be standard actions are now swift actions.

Lesser Tier: You may make an Escape Artist check as a swift action to ignore any magical effect that would slow or impede movement (as Freedom of Movement) for 1 round. The DC of this check is 15 plus the caster level of the effect.

Greater Tier: You gain a permanent Freedom of Movement effect. In addition you may make Escape Artist checks more quickly. Ones that originally took 1 minute now take 1 standard action, ones that took a full-round action instead require a swift action, and ones that would normally be a standard action are performable 1/round as a free action.

Storied Tier: You may make an Escape Artist check to pass through solid walls. To do so is a 30 check + 5 per 5 additional feet you must pass through. If the wall is magical in nature (the product of an instantaneous conjuration effect does not count as magical for this purpose) the DC is increased by the caster level of the wall or enchantment upon it. You may use this to pass through Extremely Tight Spaces and Walls of Force instead of the regular epic DC. This is a standard action which allows you to move your speed, or a full-round action which allows you to move twice your speed.

Handle Animal:
Least: You gain the ability to speak with animals (as spell), and Wild Empathy as a druid of your Tall Tale level. Finally you may offer commands to animals more quickly; handling an animal is a swift action fro you and pushing one is a standard action. In addition you may teach an animal tricks in ½ the regular time.

Lesser: You may now choose any animal companion as a druid of your Tall Tale level. In addition by spending 1 week bonding with an animal you may domesticate it (as if you had “reared” it with the Handle Animal skill) to do so requires a Handle Animal check (DC 20 + animal’s hit dice).

Greater: Your animal companion gains the benefits of your Exaggerated Skills of Lesser or lower rank based on Strength, Dexterity (but not Ride), Concentration, or Wisdom. In addition you may now teach an animal a trick in the space of 10 minutes. You suffer no penalty to Handle Animal and Wild Empathy checks dealing with magical beasts with 4 or less Intelligence.

Storied: Whenever you or your animal companion would take damage you may choose to have that damage split between you and your animal companion however you choose (one could take 100% of the damage or it could be split evenly, or one takes 1 point of damage and the other the rest); this split is after any effects which reduce damage or render it nonlethal and once split the damage cannot be reduced. In addition your animal companion gains the benefits of Skin of Your Teeth whenever you do and for 1 minute after you die should it outlive you. Your animal companion also gains the Greater and if you have them Storied rank abilities of any Exaggerated Skills it received the benefits from. In addition you may now teach an animal a trick in the space of 1 minute.
Heal:
Least: You may perform miraculous acts of surgery. As long as you have rudimentary medical tools or things which can reasonably be improvised as such (such as could be found in a healer's kit or a sewing kit, knife and clothe, etc) you may make a Heal check to restore 1/2 that many hit points to a creature as an action taking 5 rounds. You may only use this ability on a single given creature once per day plus an additional time per day per 2 Tall Tale levels.

Lesser: Your skill in surgery allows you to now heal a creature as described above as a standard action and no longer require tools (you must be able to reach the target still and have a free hand), and by spending 1 minute you can heal vile damage, or other damage which resists healing, equal to 1/3rd your Heal check (you may use this ability only 1/day per target). You may also spend 5 full rounds to heal 4 points of ability damage, 1 point of ability drain, or 1 negative level; you may only do this once per day per target.

Greater: When you spend a standard action to heal a creature you now heal damage equal to your heal check instead of 1/2, and may use the two additional forms of surgery granted by the Lesser Exaggerated Tale 3 times per day per target each. As a standard action you may also perform a brilliant surgery which duplicates the Heal spell (with a CL of your Tall Tale level), but you may only do this once per day and this is a supernatural ability; this is not a positive energy effect and has no effect on undead or constructs and does not require any special tools.

Storied: You may now use the brilliant surgery equivalent to a Heal spell once per day per target. In addition you may use your lesser surgery which heals hp damage at-will. Finally once per day you may revive any previously living creature that has been dead for less than 1 minute as if through the Revivify spell except that it may affect creatures killed by Death effects; this is a supernatural ability.

Hide:
Least Tier: You suffer no penalty to Hide checks when moving at full speed, and only a -10 when running or charging.

Lesser Tier: Whenever a divination effect would predict your actions, scry on you (even if you are not the primary target), or detect your location you may make a Hide check opposed by the caster's Spellcraft check (this check does not include modifiers for size, or movement speed). If you beat their Spellcraft check the effect fails to detect you (if you are the primary target it fails entirely, if you were only incidentally detected you simply are not detected).

Greater Tier: You may hide while observed as long as you have cover or concealment.

Storied Tier: Hidden from Death: You no longer have a maximum lifespan. Nor can you die from suffocation (although it can still knock you unconscious), starvation or thirst (the total nonlethal damage from these two effects caps at 1 less than your maximum hp). The first time each encounter that you would die that effect is negated for you (if it is a spell that would kill you it does nothing to you, if it is an attack that would reduce you to negative 10 hp it deals no damage instead).

Iajutsu Focus: Found in Oriental Adventures (3.0)
Least: You gain Quick Draw as a bonus feat and may sheath your weapon as a free action at the end of a full-attack action or as part of a move action. You also gain a +2 bonus to your Initiative.

Lesser: You may apply Iajutsu Focus to your first attack each round even if the target is not flat-footed as long as you drew your weapon during the round. In addition if your Iajutsu Focus check is higher than 10 plus the targets Sense Motive modifier they are considered flat-footed against the attack. Both of these only apply to your first attack of the round made not as an attack of opportunity.

Greater: Even if your weapon is sheathed you may still threaten as if you were wielding it. In addition when you make an attack of opportunity you can draw any weapon you have sheathed (and the free hand/hands required to wield) with which you could legally threaten the target’s square and make your attack of opportunity with it. If you do so you may deal bonus damage from an Iajutsu Focus check even if the target is not flat-footed and sheath your weapon as a free action afterwards. Targets attempting to use Tumble to move through your threatened area without provoking an attack of opportunity have the DC for their check increased by your Tall Tale level, this does not stack with the increase from the Concentration Exaggerated Skill.

Storied: The first time each encounter you successfully make an attack which benefits from bonus damage from Iajutsu Focus that damage is doubled and you may sever a limb or appendage from the target. The target may make a Fortitude save (DC 10 +1/2 Tall Tale level + your Charisma) to prevent the loss of the limb or appendage and suffer instead a reduced effect for 1 round (some limbs and appendages are listed on the table below, the DM is encouraged to expand this for creatures with unusual anatomies).
{table]Appendage|Loss|Penalty
Head|As vorpal|If vulnerable to vorpal -2 to AC, attacks, and ability and skill checks
Arm|They can no longer use that arm|-4 to attacks, skills, and ability checks using that arm (two-handed weapons for example) cannot use a shield on that arm
Leg|If a biped they cannot stand unassisted, if a quadruped they lose any natural weapons associated with it and move at half speed|move at half speed and -4 to any attacks which use that arm, as well as tumble and balance checks and checks to resist trip or bull rush attempts.
Wing|Lose any fly speed reliant on that wing, and any wing attack using it|lose fly speed for 1 round, -4 to attacks with that wing
Tail|Lose any tail attack, -4 to balance, and -5-ft to land speed|-4 to balance and attacks with that tail -5-ft to land speed
Eyestalk (Beholder)|Lose eye ray, -2 to spot checks|Cannot use that eye ray, -2 to Spot checks[/table]

In addition swift and immediate action movement, as well as 5-ft steps, and martial strikes now provoke attacks of opportunity from you.


Continued Intimidate-Search (http://www.giantitp.com/forums/showpost.php?p=16484733&postcount=9) and Sense Motive on (http://www.giantitp.com/forums/showpost.php?p=16620362&postcount=18).

Zaydos
2013-11-23, 06:45 PM
Exaggerated Skills continued.


Intimidate:
Least: When you leave a target shaken or demoralized the penalties the target receives are doubled. When you make an attack against a target you may demoralize that target as a move action as long as they are in melee range.

Lesser: When you make an attack against a target you may demoralize that target as a swift action, even if they are not in melee range. In addition when you demoralize a target they are shaken for 1 round after the effects of being demoralized ends and suffer a -1 penalty to attack rolls, skill and ability checks, AC and saving throws.

Greater: As a swift action you can create an aura of fear which causes even inanimate forces to shift away from you, this is a supernatural ability. Difficult terrain, even if magically created, ceases to be difficult terrain when you are moving through it, liquid mediums part before you (unless you are swimming), and magical impediments including any spell that restricts your movement (such as slow or hold person) do not affect you for the round, any that create non-instantaneous physical barriers move out of your way as you pass returning to their previous position once you have passed. Any creature that attempts to prevent your movement, either by grappling you or making an attack of opportunity or readied attack against you must make a Will save (DC 10 + ½ Tall Tale level + Charisma modifier) or be frightened for 1 round and unable to perform any action to halt you (this is a fear effect). Fear effects that you create are no longer considered mind-affecting effects. In addition 1/round you may demoralize an enemy you strike with an attack as a free action instead of a swift.

Storied: You may demoralize creatures normally immune to fear although they gain a +5 bonus to resist. You gain a +2 bonus to hit and damage against creatures suffering from a fear effect of any sort. You can scare even fundamental concepts of reality. Entering into a form of pure terror weapons, gravity, magic, and even death fear to approach you. Entering this mode is a swift action which can be performed once per day, and is a supernatural ability. This mode lasts for 1 + Charisma modifier rounds and while it is active you gain a host of abilities. Attacks made against you suffer a penalty 4 greater than your Charisma modifier. You may activate your Greater Exaggerated Skill in Intimidate as a free action. You gain a fly speed equal to your land speed with perfect maneuverability. You gain Spell Resistance equal to 12 plus your ranks in Intimidate. While this form is active you cannot die or rendered unconscious, any effect which would kill you is delayed until this effect ends and you may continue to act normally despite any amount of damage.

Jump:
Least: You are always treated as having a running start for jumps and 1/encounter may make a Jump check as a swift action.

Lesser: When making a jump check to determine the distance you can jump you double that distance (this does not apply to jump any other part of the check such as whether it beats a creature's AC or if used as diplomacy).

Greater: When making a jump check to determine the distance you can jump you may spend a full round action to jump, if you do you jump 10 times the normal distance instead of twice (it still takes you only 1 round to do so). In addition you may jump as a swift action once per round.

Storied: When jumping as a full round action you may measure your jump in miles instead of feet going 1 mile per 10-ft you would have leapt, if you do so you do not gain any distance multipliers from this class. In addition you may land on the air when jumping as long as you jump at least 10-ft each round (if you do not you fall), this is a supernatural ability.


Knowledge (Architecture and Engineering):
Least: You gain a +2 bonus to Search checks and gain an automatic check whenever you pass within 5-ft of an architectural feature that requires a search check to notice (such as a secret door, a trap built into the building, or another hard to notice architectural feature), in addition you gain a +2 bonus to balance checks due to floors of uneven or difficult construction, saving throws versus traps or collapsing architecture, and a +2 to climb artificial walls. In addition if you are in charge of the construction of a building it takes ½ the normal time.

Lesser: You may destroy a 5-ft cube segment of wall as a standard action. You now gain an automatic search check when within 10-ft of a relevant feature instead of 5-ft. You may not destroy the floor under a creature (unless it is flying more than 2 feet above it). In addition if you are in charge of the construction of a building it takes 1/5 the normal time, and you count as 10 people for construction.

Greater: You may destroy a piece of the ceiling (5-ft by 5-ft by up to 5-ft) with an attack made as a standard action causing it to collapse on creatures beneath that square dealing 1d6 damage per Tall Tale level to all creatures beneath it (Reflex DC 10 + ½ Tall Tale level + Charisma modifier) this is considered an area of effect for affecting swarms. If the ceiling is at least 2-ft thick it makes the square beneath it difficult terrain. If it is 5-ft thick it makes the square beneath it and all squares adjacent to it difficult terrain. The bonuses from the Least Exaggerated skill double. In addition if you are in charge of the construction of a building it takes 1/20 the normal time and you count as 20 people for construction.

Storied: You may destroy a 10-ft segment of floor with an attack as a standard action, any creature huge or smaller standing on the destroyed floor (or a large creature standing half-way on it) falls through (Reflex DC 10 + ½ Tall Tale level + Charisma modifier allows them to move to an adjacent square). You may also destroy 10-ft cube of ceiling or wall at a time (this deals the same damage as a 5-ft square but in a 10-ft area), and when destroying a wall or the ceiling you may do so as an attack action as opposed to a standard action. In addition the range and bonuses from the Least Exaggerated Skill increase to 20-ft and +8 respectively. In addition if you are in charge of the construction of a building it takes 1/100 the normal time.

Listen:
Least Tier: You suffer half penalty on listen checks due to distance (-1 per 20-ft instead of -1 per 10-ft). In addition you gain Blindsense 5-ft.

Lesser Tier: Your blindsense increases to 30-ft., and only suffer -1 to Listen checks per 50-ft of distance. You may attempt a Listen check to hear something as a free action 1/round, or as a move action to gain a +2, or as a standard action to gain a +4.

Greater Tier: Your blindsense stretches out to 60-ft and you gain Blindsight 30-ft. These numbers double while underwater. You only suffer -1 to Listen checks per 100-ft of distance.

Storied Tier: Your blindsense becomes 120-ft, and your blindsight now stretches out to 60-ft. In addition you can "hear" purely visual information such as color within your blindsight range. Your penalty to Listen checks for distance is further reduced to -1 per 200-ft. You may also attempt a Listen check to hear something as a full-round action to gain a +10 to the check.


Martial Lore: Found in Tome of Battle
Least: Select one Martial Discipline with a key skill that you have an Exaggerated Skill in. You gain 2 maneuvers known and readied from that discipline as well as a stance. Your Initiator Level from Tall Tale only adds as 3/4th level for these maneuvers. You may recover 1 tall tale maneuver by making a skill check with a DC of 5 + twice the maneuver's level. If you beat the DC by at least 5 you may recover another maneuver of that level or lower. You may either make this skill check as a swift action, or as part of using that skill for another purpose (using the same roll for both). You may not use any maneuvers in the same round you recover maneuvers.

Lesser: Your Tall Tale level now counts fully for initiator level as a Tall Tale. In addition you gain 2 more maneuvers known and learn 1 more stance from your chosen discipline. In addition you may mimic a maneuver you have seen since the start of your previous turn initiating it yourself; this counts as an extra maneuver readied of no discipline (for Master of Nine, etc), and you may recover the ability to do this as if it were an expended level 4 maneuver. In short this is a special maneuver known and readied.

Greater: You gain 2 more maneuvers known, an additional maneuver readied, and another stance all from your chosen discipline. In addition you gain a bonus to AC equal to one less than the number of maneuvers you have readied as a Tall Tale against attacks made as part of martial strikes.

Storied: You gain another two maneuvers known, another maneuver readied, and another stance known. In addition you may perform a martial strike with a standard action activation as an attack of opportunity instead of a regular attack.

Perform (General note): Any Exaggerated Perform Skill grants you the following benefits with it in addition to those specific to the skill.
Least: When making a Perform check to gain money you gain twice as much as normal.

Lesser: This increases to 3 times the normal amount.

Greater: This increases further to 6 times the normal amount.

Storied: This increases further to 10 times the normal amount.

Perform (Act):
Least: You may make a Perform (Act) check in place of a Disguise check, and in place of a Bluff check made to convince someone that you are a person you are Disguised as (a bluff check to convince them you are the captain of the guard, but not one to convince them that you will actually pay them that 50 gold you’re promising them).

Lesser: 1/encounter you may declare a target as a free action (1/minute outside of combat). For the next 2 rounds you may use their Base Attack Bonus, one of their base saves, one of their ability score modifiers, or their ranks in a single skill instead of yours (choose one when you use this ability). In addition 1/day, plus an additional time per day per level of Exaggerated Skill in Perform (Act) beyond Lesser you obtain, you may use Perform (Act) in place of any other skill check even trained only skills you lack ranks in.

Greater: 1/day when you observe a creature use an extraordinary ability, a supernatural ability, a spell-like ability, or cast a spell/manifest a power you may analyze that ability as a free action usable when it is not your turn. This allows you to use that ability as if you were its original user 3 times that day; if it is a spell-like ability which copies a spell with an XP cost or expensive material component you must still provide the component and pay the XP cost; any duration of an ability copied this way is reduced to 1 hour.

Storied: You may observe 3 abilities each day, although you may only use all three a total of 3 times each day. In addition when using your Lesser ability it now lasts 5 rounds instead of 2, and you may use it twice per encounter, but activating a new use ends the previous one. In addition you may use your ability to replace skill checks with Perform (Act) to replace an attack, damage, or saving throw with a Perform (Act) check and may use that ability an additional time each day.

Perform (Dance)
Least: You gain a bonus to your AC when able to move and wearing light or no armor equal to your Charisma modifier or twice your Tall Tale level whichever is lower.

Lesser: You may use your Charisma in the place of your Strength when wielding a finesse-able weapon.

Greater: You may add half of your Strength or Charisma modifier, whichever you are not using as the primary stat for attack and damage, if positive to your attack and damage rolls when using a finesse-able weapon. In addition 1/encounter you may move up to 20-ft with any movement mode you possess as an immediate action (if burrowing you may only move through material which you could normally burrow through with a normal move action).

Storied: When you use your immediate action movement you may move up to 30-ft. In addition you may take a 5-ft step before each attack during a full-attack action and after your last attack made as one.


Perform (Keyboard Instruments, Percussion Instruments, String Instruments, or Wind Instruments): Choose one.
Least: Choose one perform skill when you select this ability; you gain ranks in that perform skill and may only perform these songs with those instruments. You may take this Exaggerated Skill multiple times gaining extra songs for each additional time you take it. Songs gained from different versions of this Exaggerated Skill are tracked separately. You gain the ability to perform one of the four special songs listed below. Playing a song takes a standard action (unless otherwise noted) each round it is played. If you have this Exaggerated Skill for multiple types of performance you may use both/one of each type of instruments at once (even if logically you should not be able to play a flute, violin, and bongos at the same time), but may only play one special song at a time. For each additional instrument you play, you gain a +2 synergy bonus on Perform checks, though. All songs played as part of this ability are Supernatural abilities (even those which duplicate spell effects) unless specified otherwise.

Song of the Horse: By playing this song for 1 round you duplicate the effects of a Mount spell with a caster level of your Tall Tale level. You may only have one mount created by this spell at a time.
Rabbit’s Song: Playing this song transforms you into a tiny or smaller animal with no more than 1 HD (as if through the Polymorph spell but you do not regain health). This song’s effects last for 1 minute/Tall Tale or until dismissed as a standard action. The animal forms assumed through this spell are all outlandish in some way, rabbits may be bright pink, cats striped like tigers, or a snake that is yellow with purple dots.
Lorecaller’s Song: Creatures within 30-ft of you as you play this song gain a +3 bonus to Knowledge checks. This bonus increases to +4 if you have at least 4 levels in Tall Tale, and by +1 at 8th and every 4th level thereafter.
Song of Warping: Playing this song causes you to teleport to another location within 30-ft to which you have line of sight and line of effect.
Song of Destiny: Playing this song grants one creature within 60-ft the benefits of one of your Exaggerated Skills (including temporary skill ranks to increase the skill to max ranks) for as long as you spend a standard action each round to play it; the target does not gain any abilities with limited uses. While you are playing this song you lose access to all benefits (except skill ranks) of the selected Exaggerated Skill.
Song of the Forest: By spending 1 minute playing this song you may make a Perform (Wind Instruments) check in place of a Diplomacy check to influence a creature’s or group of creatures’ attitude; you may use this ability even if you do not speak the language(s) of the target and even on animals and vermin (but not other mindless creatures).
Song of Chastisement: Your song damages outsiders whose alignment opposes you. When you play this song all outsiders with an alignment subtype that opposes at least one axis of your alignment take 1d6 plus your charisma modifier damage + 1d6 damage/4 Tall Tale levels and suffer a -2 penalty to attack rolls for 1 round. A successful Will save halves this damage and negates this penalty.
Song of Fire Control: This song animates a fire as the spell Animate Fire, but lasts for as long as you play it (there is no maximum duration, but it requires concentration to play) and may move any distance from its source fire, although the fire must stay within hearing distance of your song and takes no actions which you do not direct and you do not gain special access to its senses. You still require a fire as per the Animate Fire spell, although playing this song puts out the fire by turning it into an elemental. If your Tall Tale level is at least 6th you may animate a larger fire as a Medium fire elemental, at 10th level this increases to Large, at 14th to huge, and at 18th to greater; each increase needs a comparatively larger fire.
Countersong: As the Bardic Music ability of the same name. You must wait 1 round after using a Countersong for each round it was maintained before using it again.
Song of Blasting: You release a devastating cone of cacophonous force in front of you. This ability deals 1d6 damage + 1d6 damage per 4 Tall Tale levels in a 40-ft cone in front of you. A successful Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage. Crystalline objects and creatures take 1d6 damage + 1d6 damage per 2 Tall Tale levels instead.
Artificer Song: Any creature which listens to you play this song for at least 30 minutes gains a +3 bonus on Craft checks for 24 hours. This bonus increases by +1 for every 4 Tall Tale levels you possess. If you possess this Exaggerated Skill at the Lesser level the targets also have their production doubled, this increases to tripled at the Greater level and to times four at the Storied level.
Song of Mending: By playing this song for 1 round you may duplicate the effects of a Mending spell. By playing it for 10 minutes you may repair damage to a construct equal to your ranks in the relevant Perform skill.
Song of Endurance: While you play this song all creatures within 60-ft which can hear it may run, hustle, or perform other exhausting activities without tiring (such as walking long distances). In effect rounds spent performing these actions while listening to this song are not counted against the limit of how long they may do so (if you played this song for 8 hours while walking you could walk another 8 hours without making checks against forced marches). In addition any rage, frenzy, and similar abilities only count rounds listening to this song as half a round each for the purposes of their durations. For each level above Least that you have this Exaggerated Skill its maximum range increases by 60-ft (to a maximum of 240-ft at Storied). If you have this Exaggerated Skill at the Greater level rounds in which you play this song are considered to be spent sleeping for the purpose of recovering spells and abilities for all those who can hear it.
Raven’s Song: Playing this song summons a raven. You may only have one summoned raven at a time and you may command the raven by playing this song again as a standard action. You may automatically handle the crow, or push it (still as a standard action) with a Perform check. It is considered to know the Come, Down, Fetch, Heel, Seek, and Stay tricks. In addition while you play this song you may see and hear through the raven’s senses as if they were your own. The raven must hear your song to be commanded by it.
Song of Curing: By playing this song you can heal 1 more hp to a target creature within 30-ft. You may heal up to your Tall Tale level times your Charisma modifier in hp this way each day. If used on a creature which is not healed by positive energy any hp of healing that would have been expended is wasted.
Song of Fog: By playing this song you duplicate the effects of an Obscuring Mist spell (centered on yourself) for as long as you play and 1 round per Tall Tale level thereafter. Once you have this Exaggerated Skill at the Lesser level this increases to a Fog Cloud spell, once you have this skill at the Greater level you may center it anywhere within 60-ft instead of on yourself, and once you have this skill at the Storied level you may duplicate the effects of a Solid Fog spell.
Master’s Song: You add your Tall Tale level as a luck bonus to Perform checks when playing this song as part of a performance. In addition you gain triple money from any such Performance.

Lesser: You gain the ability to perform an additional Least song and one of the songs listed below.

Song of Bombos: Your song causes a devastating fiery explosion. All creatures within 20-ft of you (except for yourself, and any familiar/animal companion/special mount you possess) take 1d6 fire damage/Tall Tale level. A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier)halves this damage. You may only use the Song of Bombos 1/minute.
Song of the Sun: Your song creates a blinding flash of light. Non-allied creatures within 20-ft must make a Fortitude save (DC 10 + ½ Tall Tale level + Charisma modifier) or be blinded for 1d3 rounds and dazzled for 1d4 rounds once the blindness has worn off. A successful save reduces this effect to being Dazzled for 1d4 rounds. Undead creatures must instead succeed on a Fortitude save or be turned (as if through Turn Undead) for 1d4 rounds; undead with hit dice equal to your Tall Tale level or less (including any Turn Resistance) do not receive saves against this effect. Once you have played the Song of the Sun you may not do so again for 1 minute.
Princess’s Lullaby: Your song rallies hope in people. This copies the effects of a bard’s Inspire Courage as used by a bard 2 levels lower than your Tall Tale level. You may use this ability at-will.
Song of Graves: This song copies the effects of an Animate Dead spell (caster level = Tall Tale level) but its duration is only until you stop playing and 5 rounds thereafter to a maximum of 5 minutes. Undead animated through this effect can be controlled through playing the song.
Song of Construction: By playing this song for 30 minutes you may cause a structure to be magically constructed as if 100 people worked for 3 days. You may play this song for up to 30 minutes each day per 2 Tall Tale levels.
Song of Silence: By playing this song you create an area of magical silence (as the Silence spell) in a 15-ft radius centered on yourself. You may only play this song for up to 1 round per 2 ranks in the relevant Perform skill that you possess. Once you cease playing this song you must wait 1 round per round you played it before playing it again. Unlike other songs granted by this exaggerated skill this song functions in a zone of magical silence.
Song of Speed: This song duplicates the effects of a Haste spell on all allied creatures which can hear it within 60-ft. You may play this song 1/day per 4 Tall Tale levels.
Song of Winds: This song creates windstorm force winds within 50-ft of you for as long as it is played. You may only play this song for a number of rounds equal to ½ your ranks in the relevant Perform skill and once you have finished must wait 1 round per round you played it before playing it again. You (but not your ranged attacks) and any familiar/animal companion/special mount you may possess are unaffected by the wind although you suffer the normal penalty on Listen checks.
Song of the Sea: As long as you play this song you and any allied creature within 30-ft can breathe water as if it were air, and gain a swim speed equal to one-half their base land speed.
Song of Stars: When you play this song you create a number of dangerous meteors equal to your Tall Tale level each of these meteors shoots off at a target within 60-ft. Resolve these meteors as ranged touch attacks using your Charisma in place of your Dexterity. Each meteor deals 1d6 untyped magic damage. Once you have played this song you must wait 1 minute before playing it again.
Fanfare of Victory: When played after a battle all creatures within 60-ft regain hp equal to four times your Tall Tale level, only hp lost during that battle can be restored this way. This song may heal undead and constructs as well as living creatures. A creature can only be healed by this fanfare once per battle.
Song of Sound: When you play this song you dispel any magical silence effect with a caster level of less than twice your Tall Tale level . Unlike other songs granted by this Exaggerated Skill this song functions even in a zone of magical silence.

Greater: You gain the ability to perform an additional Least song, an additional Lesser song, and one of the songs listed below.

Song of Storms: Control Weather as spell, this song requires ten minutes of playing to activate.
Song of Transport: This song duplicates the effects of a Teleport spell (CL = Tall Tale level) except it may only take you to places you have been to personally and have at least studied closely (failing entirely if the intended location does not satisfy these conditions). You may only use this song once each day per 7 Tall Tale levels. Some Tall Tale’s using this song manifest it as a mystical duck swooping in to take them where they want to go.
Song of Aether: You release a devastating blast of lightning and wind in all directions dealing 1d6 damage/Tall Tale level electricity damage to all creatures (other than yourself, and any familiar/animal companion/special mount you possess) within 30-ft of you. This effect also creates terrible winds which blow all creatures within the area back as if they were struck by Tornado force winds (Large or smaller creatures are blown back 1d4x10 feet being knocked prone and taking 1d4 nonlethal damage per 10-ft of movement, huge creatures are knocked down, larger creatures are unaffected by the instantaneous effect of the wind; huge or smaller flying creatures are knocked back 2d6x10-ft and take 2d6 nonlethal damage, gargantuan flying creatures are blown back 1d6x10-ft, and colossal ones are blown back 1d6x5 feet). A successful Reflex save (DC 10 + ½ Tall Tale level + Charisma modifier) halves the damage and negates the effect of the winds. Regardless of whether they succeed or fail at the save all invisible creatures and objects within the area are highlighted with electricity for 1 minute causing them to produce light as if a torch and negating their concealment. You may only perform the Song of Aether 1/minute.
Song of Healing: This song duplicates the effects of a Heal spell on one living creature within 30-ft. It has no effect on creatures damaged by positive energy. You may only use the Song of Healing 1/day per 9 Tall Tale levels you possess.
Song of Chastisement, Greater: When you play this song all outsiders which oppose your alignment suffer devastating effects. Any outsider with an alignment subtype that opposes your alignment on at least one axis suffers 1d6 damage per Tall Tale level plus twice your Charisma modifier and suffer a -4 penalty to attack rolls, saving throws, and AC and lose access to any abilities to teleport, travel between planes (including Astral Projection and Gate), summon or call creatures, or perform wishes or miracles (including Limited Wish) for 1d4+1 rounds. A successful Will save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage, negates the penalty, and reduces the duration of spell-like ability suppression to 1 round.
Song of Dismissal: This duplicates the effects of a Dismissal with a save DC of 13 + one and a half your Tall Tale level + your Charisma modifier – the creature’s HD). You may use this ability at will, but a target which successfully saved against this ability gains a +3 on all saves against this ability for 1 minute, this bonus is cumulative.
Song of Freedom: This ability functions as the Bardic Music ability of the same name except is Supernatural and uses your Tall Tale level for your Caster Level for the Break Enchantment effect. You may only use this song 1/day per 4 Tall Tale levels.
Song of Blasting, Greater: This song deals 1d6 Sonic damage per Tall Tale level in a 40-ft cone in front of you. Creatures within this cone are also deafened for a number of rounds equal to your Charisma modifier. A successful Fort save (DC 10 + ½ Tall Tale level + Charisma modifier) halves this damage and negates the deafening.
Barrier Song: When you play this song you may create a Wall of Force (as spell, CL = Tall Tale level) within 100-ft (you must have line of effect and sight to this area when you create the wall). This wall lasts for as long as you play the song and remain within 100-ft of the wall and for 5 rounds thereafter.
Song of Slumber: When you play this song a single creature within60-ft that can hear you must make a Will save (DC 10 +1/2 Tall Tale level + Charisma modifier) or fall asleep for 1 minute per Tall Tale level. A creature that successfully saves is immune to this ability for 1 hour.

Storied: You gain an additional song from each of the lower levels of Exaggerated Skill and a Storied Song.

[* ]Song of Time: Undo the last round (including your previous action) within 1000-ft. Creatures’ memories are not affected. You may only use this song once per minute.
Song of Endowment: Target creature (you must have line of sight to it when you begin playing) gains all the benefits of one Exaggerated Skill you possess (including temporary skill ranks to bring the skill up to their max ranks) using your Tall Tale level or their Hit Dice (whichever is lower) for their Tall Tale level for all benefits of the Exaggerated Skill. This song lasts for as long you play and an additional 1 minute afterwards. Only one creature may benefit from this song at a time. All creatures you grant a Storied Skill to share uses of any Exaggerated Skill for usage limits (X/day, X/encounter, must wait 1 hour between uses, etc).
Song of the Soul: Target creature which died within 100-ft or which has a piece of their body within 100-ft and which died within the last minute is revived as if by the spell Greater Resurrection. This song may only be played once per day.
Song of Quakes: Duplicate the effects of an Earthquake spell. This ability may be used once per minute.
Song of Transportation, Greater: This ability functions as the Song of Transportation but you do not need to have visited the location previously, and may have a familiarity of less than Studied Closely. In addition you may transport 5 Medium sized creatures per Tall Tale level, instead of 1 per 3 Tall Tale levels. You may use this ability 1 per day per 6 Tall Tale levels you possess.
Song of Slumber, Greater: This ability functions as Song of Slumber but affects all non-allied creatures (or allied creatures you are unaware of) within the range.

Perform (Sing):
Least: Any creature which listens to you play for at least 1 minute is affected as if you had made a Diplomacy check equal to your Perform (Sing) check to influence their attitude; this affects even creatures which do not understand your language as long as they have minds. In addition you earn double the normal amount from performances.

Lesser: Your songs are so potent that they take on the elements of magic. You may use Charm Monster as a spell-like ability at-will by singing as a full-round action. Your target must be able to hear your song. You may only have 1 creature charmed at a time and successfully charming another ends this effect on previous targets, and if a creature successfully saves they are immune to this effect for 24 hours.

Greater: Your songs attract the attention of the fair folk, calling them from across the boundaries of space and time. By singing as a full-round action you may summon a creature from the list below. Once you have summoned a creature it stays for 2 minutes before vanishing. You may only have one creature summoned at a time, and if you cease singing, or it moves out of hearing of your song, for more than 1 round it vanishes immediately. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures.

{table=head]Tall Tale Level|Fey Summoned (you may select from lower leveled lists)
11-12|Dryad (without symbiosis), Satyr (with pipes), Grig, Nixia, Pixie (no irresistible dance), Petal MMIII, GlaistigMMIII (without water symbiosis), RedcapMMIII, Splinterwaif KnaveMMIII, ThornMMIII, SprigganFF
13+|Nymph, Glaistig Mindbender, Elder RedcapMMIII, Shimmerling SwarmMMIII, Lunar RavagerMMIV,BanshraeMMV, OreadFF (no Mountain Dependency) [/table]

Storied: You gain additional summons options based on your level and may summon 1d3 creatures from the previous table instead. If you summon a creature with Spell-like Abilities or spells any expenditures from one summon are carried over to the next summon until you rest 8 hours without summoning creatures, but in the case of level 13 or lower creatures you summon the 1st summon each time keeps uses from the 1st summon previous times, the 2nd from the 2nd in previous summons, and the 3rd from the 3rd (giving you 3 sets of SLA uses).
{table=head]Tall Tale Level|Fey Summoned
16-19|Pixie (with Irresistible Dance), Verdant PrinceMMIV, KelpieFF
20|RagewalkerMMIII, Ruin ChanterMMV[/table]

Profession (General note): Any Exaggerated Profession Skill grants you the following benefits with it in addition to those specific to the skill.
Least: When making a Profession check to gain money you gain twice as much as normal.

Lesser: This increases to 4 times the normal amount.

Greater: This increases further to 10 times the normal amount.

Storied: This increases further to 30 times the normal amount.

Profession (Farmer):
Least: You may identify plants with a Profession (Farmer) check as if it were a Knowledge (Nature) check, predict the weather with a Profession (Farmer) check (DC below), . This predicts what the natural weather should based upon observances, if the weather is magically manipulated you will be able to note that. This is a base DC 15 check, but the DC increases depending upon situations. Plants you tend produce twice their normal yield, and animals you raise get a +2 bonus to Constitution.
{table]Situation|DC
Observed for at least 1 hour a day for a week|-5
Observed for at least 3 hours within the last week, including at least 30 minutes today|-2
Observed for at least 1 hour today|+0
Observed for 10 minutes today|+2
Observed for 1 round|+5
Observations made during magical weather|+5
Observations made exclusively during magical weather|+10
Determine weather for today|-2
For tomorrow|+0
Per additional day after tomorrow (within a week)|+2 cumulative
Determine weather beyond 10 miles per rank in Profession (sailor)|+2 per additional 10 miles.
Determine weather is magically altered|-5 (ignore Observations made during magical weather)[/table]


Lesser: Plants you tend grow produce triple their normal yield, and animals you raise are immune to disease, gaining another +2 bonus to Constitution. You gain the ability to use Calm Animals and Charm Animals as spell like abilities at will.

Greater: When growing plants you may treat an area as if it got an additional 4 inches of rainfall a month (or 48 inches of annual rainfall which is enough to push the driest desert into the range of a deciduous rain forest), or 4 inches less rainfall, if that would be beneficial. In addition plants you tend produce five times their normal yield. You may also speak with plants and animals as the spells. Finally any animal you rear is immune to fatigue, has exhaustion reduced to fatigue, and may work for up to 12 hours before suffering the effects of a forced march, and gain a +2 bonus to Strength (in addition to their +4 to Constitution).

Storied: You may control the weather (as a druidic casting Control Weather spell) of any location (here defined as a 3-mile radius around the targeted point) you have not left for at least 1 whole week, or have spent at least 75% of your time within the last 3 months within, at will. If used in the latter way the effect does not have to be centered on you, but instead anywhere within that location and can be used up to 5 miles away per class level. In addition plants you grow produce 10 times the usual yield. Any animal you rear is immune to death effects and mind-affecting effects. Finally 1/day you may use Control Plants as a spell-like ability.

Profession (Gambler):
Least: Whenever you play a game of chance, or perform another activity based purely on random chance (such as roulette, craps, flipping a coin, or activating a rod of wonder) you may roll (or flip) twice to determine the result and choose which one to keep. Your skill at gambling even extends into combat. You automatically confirm critical hits when your initial attack roll was a natural twenty, and once per encounter you may declare an attack a risky blow; if you do so the attack deals double damage and automatically confirms on a critical threat but has a 50% chance of missing. In addition you gain a bonus Luck feat (see Complete Scoundrel).

Lesser: You no longer automatically miss on a natural 1 for an attack roll or fail saves on a natural 1. In addition whenever you roll a natural 20 on a saving throw you are treated as having either Mettle or Evasion as appropriate for the save in question. You gain a bonus Luck feat.

Greater: Whenever you roll a natural 20 on an attack roll you increase the critical damage multiplier of your weapon by 1 and ignore any miss chances that may apply. In addition you gain a bonus Luck re-roll that can be used once per encounter. You gain a bonus Luck feat.

Storied: You are skilled enough to best even Death itself in games. Whenever you would die roll a d20, on an 11 or higher you do not die, instead being left at 1 hp (if it is less than your previous hp) and alive (if you would have died due to Constitution damage/drain you are left at 1 Con as well); you do not get a 2nd roll due to the Least Exaggerated skill, you may however use 3 daily Luck re-rolls to re-roll this check. This ability works even against death due to old age in which case you stop aging and no longer suffer from age related death should you survive due to this ability. If you also have the Storied level of the Hide Exaggerated Skill you must use that ability first before using this one. In addition you gain 2 bonus Luck feats.

Profession (Lumberjack)
Least: You gain powerful build. In addition you can use Profession (Lumberjack) to identify plants (whether animate or not) instead of Knowledge (Nature).

Lesser: You lose powerful build and you increase in size by 1 size category. You gain +2 Strength, +2 Constitution, and -2 Dexterity with this size increase. You gain Favored Enemy (Plant) at +2 as the ranger ability except it also applies to inanimate plants.

Greater: Your size increases by another category granting you another +4 to Strength, and -2 to Dexterity. Your Favored Enemy bonus against plants increases by +2.

Storied: Your size increases by another category and, if you are gargantuan or smaller, you gain Powerful Build. Your Strength increases by +4, and your Constitution by +2. Your Favored Enemy bonus against Plants increases by +2.

Profession (Miner):
Least: You gain Stonecunning (as a dwarf) or the bonus from your Stonecunning increases by +2 and the distance increases by 10-ft. You make ten times the normal amount each week from a profession (miner) check.

Lesser: You gain Weapon Focus, Weapon Specialization, and Improved Critical in Light and Heavy Picks. In addition when using a pick you gain a +4 to damage for each time you have hit them with a pick since the beginning of your last turn. In addition when properly equipped you can dig at 5 times the normal rate, or at the normal rate for a properly equipped miner when without tools.

Greater: You gain a burrow speed of 1/2 your land speed. Unlike most burrow speeds you leave usable tunnels behind you.

Storied: Your burrow speed now equals your land speed and you may burrow 5-ft through solid stone as a standard action or 10-ft as a full-round action. You gain Greater Weapon Focus, and Greater Weapon Specialization with Light and Heavy picks and you increase their crit range after any/all multiplication by 1 (so 18-20 with Improved Critical).

Profession (Sailor): See Stormwrack for rules for ship based movement.
Least: You are not considered to be balancing when walking on a yardarm, heeling deck, or a ship with a heavy roll; you suffer no penalty to AC and do not need to make Balance checks for these surfaces. In addition you may predict the weather with a Profession (Sailor) check (DC below). This predicts what the natural weather should based upon observances, if the weather is magically manipulated you will be able to note that. This is a base DC 15 check, but the DC increases depending upon situations.
{table]Situation|DC
Observed for at least 1 hour a day for a week|-5
Observed for at least 3 hours within the last week, including at least 30 minutes today|-2
Observed for at least 1 hour today|+0
Observed for 10 minutes today|+2
Observed for 1 round|+5
Observations made during magical weather|+5
Observations made exclusively during magical weather|+10
Determine weather for today|-2
For tomorrow|+0
Per additional day after tomorrow (within a week)|+2 cumulative
Determine weather beyond 10 miles per rank in Profession (sailor)|+2 per additional 10 miles.
Determine weather is magically altered|-5 (ignore Observations made during magical weather)[/table]

Checks and attack rolls made with ship-bound weapons (such as siege engines or battering rams) by you or of a ship you control gain a +2 competence bonus, as does the AC of any ship you pilot. This bonus increases by +2 per level of Exaggerated Skill beyond Least that you gain.

Lesser: You ignore 5 points of DC increase to Profession (sailor) checks for having less than a full complement (at least half watch +0, <1/2 >1/4 +5 DC, <1/4 +10 DC). A ship you control never founders in less than a hurricane or very heavy surf and even then you need only check once per hour at most. In addition you may sail a sailing ship directly into the wind with a ¼ speed reduction. You may sail in a hurricane (but not a dire gale) without being driven by making a Profession (Sailor) check DC 30; if you do so you may move up to the speed you would be driven. You may now make Profession (Sailor) checks instead of Knowledge (Geography) checks for sailing a ship.

Greater: You ignore 10 points of DC increase to Profession (sailor) checks for having less than a full complement (at least 1/4th watch +0, <1/4 +5 DC). You may now sail directly into the wind with only a ½ speed reduction or 1 point away with no speed reduction. You suffer no speed penalty for sailing against a current, and may sail in a hurricane or dire gale with a DC 25 or 30 check respectively. Ships you control never suffer rolls and/or wash unless you choose to allow it. Finally you gain the ability to by sailing for 1 hour beyond the sight of land sail to any other location physically reachable by your ship also out of sight of land.

Storied: You ignore all DC increase to Profession (sailor) checks for having less than a full complement (you can sail even the largest ships single handed), and may always treat the wind or current as being moving in the direction of your ship (regardless of its actual direction). Finally you gain the following pair of supernatural abilities. First you may cause any ship you pilot to move across the air as if it were water, effectively granting it a fly speed equal to its sailing speed with good maneuverability. Secondly you may use your ability to sail between places when outside of sight of land to travel to any other point outside of sight of land even if it is on another plane or a point physically inaccessible from your current location (such as an underground sea).

Ride:
Least: You gain Mounted Combat as a bonus feat. In addition you may use Mounted Combat's ability once per round per Tall Tale level instead of 1/round. Finally should you use Mounted Combat and fail to negate the attack you may choose to suffer its effects instead of your mount.

Lesser: You gain a special mount (as a paladin of your level). This is a supernatural ability (as you summon it from another world still).

Greater: Your special mount gains the benefits of all Exaggerated Skills you have of Lesser or lower rank based on Strength, Dexterity (but not Ride), Concentration, or Wisdom. Any mount you ride moves at x6 speed when taking the run action (x7 if they have the run feat) instead of x4.

Storied: Your special mount also gains the Greater and if you have them Storied rank abilities of any Exaggerated Skills it received the benefits from. When mounted if you or your mount fail a saving throw you may re-roll it with the better of your and your mount's bonus to that save; if this save fails both you and your mount suffer the effect of a failed save even if it would normally have only affected one of you. In addition any mount you ride gains +20-ft land speed and may move on air and water as if it were solid land (effectively gaining a fly speed equal to their land speed with good maneuverability).

Search:
Least: You gain the Track feat and may track with the Search skill instead of Survival skill. You may make a Search check as a swift action instead of a Full-Round Action (and may take 20 by spending 10 swift and 10 full-round actions) and may search a 10-ft by 10-ft area (or 10-ft cube of goods) as a single action. When you make a melee attack against a creature you may ignore 1 point of armor or natural armor bonus they benefit from as your attention to detail allows you to see even the smallest chinks in their defenses; this does not apply against creatures with concealment or total concealment.

Lesser: You may make a Search check as a free action each round (and may take 20 by spending 7 swift actions and 6 full-round actions). In addition you may make a search check for a 30-ft by 30-ft area (or a 30-ft cube) as a single action. In addition as a full-round action you may search an area and detect any magical auras within the area (as if spending 3 rounds using Detect Magic) and observe any magical effects which were active within the area in the last minute including when they appeared and left.

Greater: You gain a free search check whenever you move within 20-ft of anything hidden (which would require a search check to spot). In addition whenever you make a melee attack against an opponent you may ignore 1 additional point of armor or natural armor bonus (you may choose armor or natural armor for each point separately) they benefit from on future attacks against them until you attack another creature or go at least 1 round without attacking them and gain a bonus to melee damage equal to the total amount of armor and natural armor you may ignore even if the target has less armor and natural armor than is ignored; this does not apply against creatures with concealment or total concealment and the bonus damage is precision damage. In addition as a DC 40 search check as a Full-Round Action you may observe events within the last minute as if you had been there yourself, this only allows you to detect visible events or events which would leave tracks (such as an invisible monster’s movement).

Storied: You may ignore concealment and total concealment of any creature within an area you searched for 1 round as long as you can see their square, this allows you to use abilities which normally do not work on creatures with concealment and allows you to treat them as if you had line of sight. Your Search when performed as a full-round action also reveals events and magic up to 1 day back per consecutive full round action spent (up to a maximum of 1000 years with 730,000 consecutive full round actions taking 25 days, 8 hours, and 20 minutes).

Beelzebub1111
2013-11-25, 05:27 PM
Knight of Dullahan

"His Skelet'n horse didn't make no noise as he left the graveyard. Like some kinda ghost! His head were under his arm and the reigns inna other. They say a gravedigger approached him, and the horseman ripped out his own spine and whipped the groundskeeper's throat clean out. I tell you what, I ain't never leaven the city walls again."
-Third-hand account of a sighting of a Knight of Dullahan

The Dullahan, despite their undead appearance, are fey of the Unseelie Court. Creatures of Death and Ill Omen, they ride their steeds from graveyard to graveyard, spreading curses of death and destruction, foretelling death. Whether brave or foolish, some seek to bargain for a small portion of that power.

Adventures: The adventures of a Knight of Dullahan can vary depending upon what drove him to seek contract. Some do it out of fascination and study of death. Others desire power for power's sake. More commonly, one seeks out the Dullahan's power to aid in a quest for revenge. Regardless of why he seeks the power, most Knights of Dullahan end up spreading death and destruction wherever they pass as they advance in power. With that, they gain reputation and spend their late careers fighting off 'heroes' who seek to destroy an 'undead abomination'

Characteristics: The Knights of Dullahan are nightmares incarnate. The personification of man's fear of death. In battle he is a terrible sight to behold. Riding into the fray on his skeletal steed, head under his arm swinging his spinal cord with deadly precision. Even the most hardy warrior can be left aghast at that grisly sight.

Alignment: As forging a contract with dark powers is an evil act, Knights of Dullahan cannot be of Good alignment. Those that start off neutral inevitably find them traveling down a dark path towards evil. Some may try to stay righteous, but once the goal they intended when they became knights has been reached, they are left with all their dark powers intact and the temptation to use them is often too great to resist.

Religion: Gods of Death such as Nerrul are popular among the Knights of Dullahan. The Lawfully aligned are known to worship Hextor, using their powers to conquer and subjugate entire towns. Fharlanghn is favored among those who roam the countryside from graveyard to graveyard in imitation of the Dullahan.

Background: To enter the class, one must enter a contract with a Dullahan or a Knight of Dullahan of at least 10th level. If he's willing to listen, a Dullahan seldom asks for anything in return. Once the case is made he will mark the soul of the newly anointed knight, imparting the dark knowledge necessary to become a Knight of Dullahan as he advances.

Races: Humans are the most common Knights of Dullahan, mostly because the Dullahan themselves tend to ride close to human settlements. Humans were also the few that braved the fear of death and forged the first contracts to become knights. Very few other races have been brave or lucky enough to enter a contract with the Dullahan or other Knights, and those that do are outcasts among their kind.

Other Classes: Knights of Dullahan get along best with Necromancers, Clerics of Gods of Death, and any who deal with the dead on a regular basis. Paladins tend to consider them mortal enemies, although the Knight of Dullahan often does not think of them that way.

Role: At lower levels a Knight of Dullahan is similar to fighter or barbarian, dealing damage and taking hits. At mid-level they gain abilities that can hinder enemies and take out large groups of opponents. At high levels they can kill enemies easily, specializing in finishing blows and ending fights quickly.

Adaptation: Without the Fey creature component, a Knight of Dullahan could be used as a progression class for a Death Knight or Anti-Paladin. In Eberron, the Knights of Dullahan are the elite enforcers of the Order of the Emerald Claw.

GAME RULE INFORMATION
Knights of Dullahan have the following game statistics.
Abilities: As a melee class, Strength and Constitution are most important. Charisma helps determine the effectiveness of some abilities
Alignment: Any Non-Good
Hit Die: d12
Starting Age: As Sorcerer
Starting Gold: As Paladin

Class Skills
The Knight of Dullahan's class skills are Bluff(Cha), Craft(Int), Handle Animal(Cha), Intimidate(Cha), Knowledge(History)(Int), Knowledge(Nature)(Int), Knowledge(Religion)(Int), Profession(Wis) Ride(Dex),Sense Motive (Wis)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

The Knight of Dullahan
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Aurophobia, Deathwatch, Master of Whips

2nd|
+2|
+3|
+0|
+3|Mettle

3rd|
+3|
+3|
+1|
+3|Soul-bound Armor

4th|
+4|
+4|
+1|
+4|Dying Body (Negative Healing, Sleep)

5th|
+5|
+4|
+1|
+4|Spinal Blade (+1, Bane)

6th|
+6/+1|
+5|
+2|
+5|Skeletal Steed

7th|
+7/+2|
+5|
+2|
+5|Spinal Blade (First Ability), Eyes of Flame

8th|
+8/+3|
+6|
+2|
+6|Dying Body (25% fortification), Spinal Blade (+2)

9th|
+9/+4|
+6|
+3|
+6|Headless

10th|
+10/+5|
+7|
+3|
+7|Fiendish Blast

11th|
+11/+6/+1|
+7|
+3|
+7|Spinal Blade (+3), Dying Body (Poison and Disease)

12th|
+12/+7/+2|
+8|
+4|
+8|Bind Skeletal Warrior

13th|
+13/+8/+3|
+8|
+4|
+8|Dying Body (50% Fortification), Spinal Blade (Second Ability)

14th|
+14/+9/+4|
+9|
+4|
+9|Spinal Blade (+4)

15th|
+15/+10/+5|
+9|
+5|
+9|Mark for Death, Dying Body (Death effects and Energy Drain)

16th|
+16/+11/+6/+1|
+10|
+5|
+10| Words of the Damned(Blasphemy)

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Dying Body (100% Fortification), Spinal Bade (+5)

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Words of the Damned(Stun)

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Spinal Blade (Third Ability)

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Dying Body (Immunities), Words of the Damned(Kill)[/table]

Class Features
All of the following are class features of the Knight of Dullahan

Weapon and Armor Proficiencies: A Knight of Dullahan is proficient with all simple and martial weapons plus the bastard sword and Whip, With all types of armor(light, medium and heavy), and with Shields (except Tower Shields).

Aurophobia(Ex): As part of gaining a fraction of the Dullahan's power, the Knight of Dullahan also gain a fraction of his weakness. A Knight of Dullahan must make a Will Save (DC 10+½ the Knight of Dullahan's Class Level) in order to touch or interact with gold in any way. A successful save means that the Knight of Dullahan can overcome his aversion to gold for one minute per class level. Upon failure, he cannot attempt another save for one hour. It is only when he can see the gold that he needs to make the save, so to pick up a gold statue would require a save but not to accept a bag of gold coins.

Deathwatch (Sp): A Knight of Dullahan can use Deathwatch as the spell at will with a caster level equal to his class level.

Master of Whips (Ex): A Knight of DUllahan can wield a whip with deadly precision. His attacks with a whip may deal lethal damage and damage targets regardless of their armor or natural armor bonus.

Mettle (Ex): At 2nd level, a Knight of Dullahan can resist magical and unusual attacks with great willpower or fortitude, if he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Knight of Dullahan does not gain the benefit of Mettle.

Soul-bound Armor (Su): At 3rd level, a Knight of Dullahan may undergo a ritual that binds his soul to a heavy armor of masterwork quality or greater. This process requires a ritual preformed at a graveyard or desecrated site and takes 1000gp in gems and 1 hour to complete. The armor gains a +1 enhancement bonus and is bound to the knight, its armor check penalty is reduced by two and max dexterity bonus is increased by 1 when worn by the Knight of Dullahan. The Knight of Dullahan may sleep in the armor without becoming fatigued. The knight may further enhance the item as if he possessed the Craft Magic Arms and Armor feat with a caster level equal to his class level and knows any requisite spells of a spell level equal to ½ his class level. He need only preform a ritual in a graveyard or desecrated site and sacrifice gems or magic items of equivalent value to the difference between the current enhancement and the new one. A Knight of Dullahan may only posses one Soul-bound Armor at a time.

Dying Body (Ex): Beginning at 4th level the Knight of Dullahan's body begins to die, being sustained by his soul-bound armor. While he wears his soul-bound armor he benefits from some of the advantages of being half-dead
At 4th level he is healed by negative energy damage and no longer needs to sleep, gaining immunity to sleep effects
At 8th level he has a 25% chance to ignore extra damage from critical hits and sneak attacks, this chance increases to 50% at 13th level, and full immunity at 17th level
At 11th level he becomes immune to poison and disease
At 15th level he becomes immune to Death effects and Energy Drain
At 20th level he becomes immune to physical ability damage, ability drain, all mind-affecting effects, Paralysis, Stunning, Fatigue and Exhaustion. He is now damaged by positive energy instead of healed

Spinal Blade (Su): At 5th level, while the Knight of Dullahan is wearing his soul-bound armor, he can draw his own spinal cord and use it as a deadly weapon. The weapon can behave as either a whip or a bastard sword at the whims of the Knight of Dullahan. The weapon has a +1 enhancement bonus and the bane properties towards creatures that share the Knights Type and Subtype(if applicable). The weapon's enhancement bonus increases by one every three levels (+2 at 8th, +3 at 11th, etc) To a maximum of +5 at 17th level. At 7th level the spinal blade gains an ability chosen from the table below from the first column. At 13th level, it gains an ability from either the first or second column, and at 19th it gains an ability from the first, second, or third column. The knight cannot be disarmed of this blade, and if the Blade is destroyed, it reforms in the Knight's hand in one minute. The blade has 10 hardness and 10 hit-points before any bonus from enhancement is applied. If the Knight of Dullahan's soul-bound armor is destroyed or removed while his spine is not inside his body, he must spend his next available full-round action to put his spine back into his body and can take no other actions until he does so.
{table=head]
7th|
13th|
19th
Keen|
Ghost Strike*|
Souldrinking*
Bloodfeeding|
Unholy|
Vorpal
Flaming|
Vampiric|
Speed
Vicious|
Screaming Burst*|
Wounding
Whirling|
Greater Dispelling*|
Mindcrusher[/table]
*Synergy Prerequisites do not need to be met.

Skeletal Steed (Su): At 6th level the Knight of Dullahan can preform a ritual giving him a faithful undying steed. The ritual costs 100gp in materials to preform plus the cost of the warhorse to be made. The ritual must be preformed in a graveyard or desecrated ground at midnight. When the ritual is complete the horse is slaughtered and rises as a skeletal steed with the stats below. If the Skeletal steed is destroyed it is reformed at the Knight's side at midnight in 1d4 days.

Eyes of Flame (Su): At 7th level the Knight of Dullahan's eyes take on a burning red hue that allow him to see clearly in the darkest of nights. He gains a 60ft darkvision that can see through even magical darkness. His sight is still obscured by fog and smoke.

Headless (Ex): At 9th level a Knight of Dullahan gains the iconic feature of his fey patron. When wearing his Soul-bound armor, the Knight may remove his head from his body as a move action. He cannot be killed by beheading such as by a vorpal weapon or executed via guillotine or galley. Any enemies within 30ft who sees a Knight of Dullahan remove his head or fight headless must make a will save (DC 10+½ Class Level+Cha bonus) or be shaken for 5d6 rounds. This is a mind-affecting fear effect. An opponent who makes the saving throw is immune to the effects of the same Knight's fear for 24 hours. If a Knight of Dullahan's armor is removed or destroyed, or his head travels more than 60ft from his body, he takes one point of con damage each round at the end of his turn until his head is returned to his body (reattached if not wearing his soul-bound armor, or back within 60ft otherwise). The Knight of Dullahan can "see" and "hear" out of both his head and his body granting him the benefits of the Alertness feat while his head is detached.

Fiendish Blast (Su): Once per day, a 10th level a Knight of Dullahan may throw his head at a range of 400 feet + 40 feet per level, which then explodes in a burst of unholy fire filling a 20ft radius spread. The blast deals 1d6 points of damage per level of the Knight of Dullahan (maximum 20d6). Half of the damage is fire damage, but the rest results directly from dark powers and is therefore not subject to being reduced by resistance or immunity. A reflex save (DC 10+½ class level+Cha bonus) reduces the damage by half. The head returns to the knight's grasp immediately after it explodes.

Bind Skeletal Warrior (Su): A 12th level Knight of Dullahan can raise the body of a warrior that he has bested in combat as a devoted companion. When he has dealt the killing blow to an opponent of a martial class (Warrior, Fighter, Paladin, Barbarian, Ranger, Crusader, Warblade, Knight, Hexblade, Samurai, or Swashbuckler) he must take the body to a graveyard or desecrated site by the next midnight. Racial HD and Prestige Classes do not count towards the class requirement. After the ritual is preformed at the stroke of midnight the body rises as a creature with the bone creature template (see below) and completely devoted to the Knight of Dullahan. This creature is treated as a cohort with a maximum ECL of The Knight of Dullahan's level-2 not including level adjustment from the bone creature template. A paladin risen by this ability is considered to have fallen, and automatically counts as meeting the skill, feat, and special requirements for the blackguard prestige class.

Mark for Death (Su): At 15th level a Knight of Dullahan may spray an adjacent opponent with blood as a standard action. This blood may not be washed off and carries with it a terrible curse. The subject counts as having 4 less HD for the purposes of any spell with the Death descriptor. They also take a -4 penalty on any saving throw against a death effect (Such as an Assassin's death attack) or spells with the death descriptor. A successful reflex save (DC 10+½ Knight of Dullahan's class level+Charisma bonus) prevents the curse. The curse cannot be dispelled, but it can be removed with a Break Enchantment, limited wish, miracle, remove curse, or wish spell.

Words of the Damned (Sp): A 16th level Knight of Dullahan gains some knowledge of profane language. Holding his head aloft he may speak these dark words to the detriment of his opponents. At 16th level he can use these words to produce a Blasphemy spell. At 18th level he may use them as Power Word: Stun. At 20th level he may produce a Power Word: Kill. Each effect may be used once per day.

Beelzebub1111
2013-11-25, 05:28 PM
Skeletal Steed
The Knight of Dulahan's Skeletal Warhorse is more than an ordinary animated skeleton. It is the product of Black magic beyond that of a simple Animate Dead Spell. This leaves a deep unbreakable bond between Steed and the rider's soul.

The Skeletal Steed is treated as either a Warhorse or Warpony of the type used in the ritual with the Skeleton template, in addition it gains the abilities below

At the DM's option, a Knight of Dullahan may choose another animal that may be ridden as a mount. If the animal has more than 4 HD, subtract any excess from bonus HD.
{table="head"]Knight of Dullahan level|Bonus HD|Natural Armor Adj|Str Adj|Turn Resistance|Special
6th-8th|
+2|
+4|
+1|
+4|Soul Link, Improved Evasion, Share Saving Throws, Nightly Reformation
9th-12th|
+4|
+6|
+2|
+6|Silent Hooves
13th-15th|
+6|
+8|
+3|
+8|Belly of Flame
16th-20th|
+8|
+10|
+4|
Immunity|Ghostly Stride
[/table]

Bonus HD
Extra twelve-sided (d12) Hit Dice, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A Skeletal Steed’s base attack bonus is equal to that of a Wizard of a level equal to the Steed’s HD. A mount has good Will saves (treat it as a character whose level equals the animal’s HD).

Natural Armor Adj.
The number on the table is an improvement to the steed’s existing natural armor bonus.

Str Adj.
Add this figure to the Steed’s Strength score.

Turn Resistance
The mount counts as a certain number of HD higher than its actual HD for purposes of turning and rebuiking undead. At the Knight of Dullahan's 16th level, His steed becomes Immune to turning

Soul Link (Su)
A Knight of Dullahan has a deep connection with his mount. As long as the Steed is within one mile, the Knight of Dullahan knows the Mount's Status (As the Status (http://www.d20srd.org/srd/spells/status.htm) Spell). The Knight also gains a +5 bonus on any ride checks for his steed, as it follows his every mental command to the letter.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, the Steed takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Saving Throws
For each of its saving throws, the steed uses its own base save bonus or the Knight of Dullahan's, whichever is higher. The steed applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Nightly Reformation (Su)
Each night at midnight, the Skeletal Steed heals 2 hit points per HD.

Silent Hooves (Su)
At 9th level At the Knight of Dullahan's option, his steed moves silently and surely as if under the effects of a Silence and Pass without Trace spell.

Belly of Flame(Su)
At 13th level the Steed feels the pull of the fires of hell. Its hooves and mouth become covered in unearthly flames. Its natural attacks deal an additional 1d6 fire damage.

Ghostly Stride(Su)
At 16th level the Steed can make itself and its rider incorporial as a swift action for a number of minutes per day equal to the Knight of Dullahan's class level. This time spent incorporeal need not be contiguous.


Bone Creature Template

(3.5 Update of Bone Creature Template from BoVD)
A bone creature, at first glance looks like an ordinary skeleton, but its movements and actions still show the cunning of a thinking, living creature.

A Bone Creature cannot be created by a simple animate dead spell. Although a Create Greater Undead spell can.

Creating a Bone Creature
The "Bone Creature" template is an acquired template that can be added to any corporeal living creature that has a skeletal system.

Size and Type
The creature's type changes to Undead. It uses all the base creature's statistics and special abilities as noted here. Do not recalculate Base Attack Bonus, Saves, or Skill Points. Size is unchanged

Hit Dice
Increase all current and future hit dice to d12s

Speed
Speed remains unchanged, if the base creature could fly, its flight becomes a supernatural with the same speed and mobility.

Armor Class
Natural Armor Bonus changes to a number based on the Bone Creature's size:
{table="head"]Size|Natural Armor Bonus|
Tiny or Smaller|
+0|
Small|
+1|
Medium or Large|
+2|
Huge|
+3|
Gargantuan|
+6|
Colossal|
+10|
[/table]

Attacks
A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the Bone Creature can strike with each of its claw attacks at its full attack bonus.

Damage
Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the base creature’s size. (If the base creature already had claw attacks with its hands, use the Bone Creature claw damage only if it’s better.)
{table="head"]Size|Claw Damage|
Diminutive or Fine|
1|
Tiny|
1d2|
Small|
1d3|
Medium|
1d4|
Large|
1d6|
Huge|
1d8|
Gargantuan|
2d6|
Colossal|
2d8|
[/table]

Special Attacks
The Bone creature retains all special attacks of the Base Creature

Special Qualities
Same as Base Creature. A bone creature gains the following special qualities
Immunity to Cold(Ex)
Without flesh, a bone creature cannot be affected by cold
Damage Reduction(Ex)
A Bone Creature gains Damage Reduction 5/Bludgeoning

Abilities
Modify the base creature's as follows
Str +0, Dex +2, Con Ø, Int +0, Wis +0, Cha +0

Skills
Same as Base Creature, modified by ability score adjustments

Feats
Same as Base Creature.

Alignment
Always Evil (Any)

Challenge Rating
Same as Base Creature +2

Level Adjustment
Same as Base Creature +4

Advancement
As Base Creature.


New Feats

Terrifying Cry
Prerequisites: Headless Class Feature, Intimidate 10 ranks
Benefit: You can take a standard action and let out a maddening cry to frighten your foes. Any within 30ft that have been shaken by the Knight of Dullahan's Headless Class Feature must make a will save (DC 10+½ Knight of Dullahan class level+Charisma Modifier) or become Frightened for 1 round per Knight of Dullahan class level or the remainder of their time spent shaken, whichever comes first. If they make their save, and at the end of the duration of the Frightened effect, they are shaken for the remainder of the time spent shaken.

Entangling Whip
Prerequisites: Master of Whips class feature. Weapon Focus (Whip)
Benefit: Before you attack, you may declare that when you successfully hit an enemy equal to your size or smaller with your whip, instead of dealing damage, you may force your target to make a reflex save (DC 10+½ your character level+Strength modifier) or be entangled by the whip. In addition to the effects of being entangled, the subject must stay at least partially within the reach of the whip. As a full round action, the entangled creature can attempt an opposed strength check, or an escape artist check with a DC equal to the attack roll of the entangling attack roll, to free himself from the entanglement. If you attempt to move out of your whip's reach while entangling a target, you must succeed an opposed strength check to move the target with you. You may not attack with the whip while it is entangling a subject, and you may end the entanglement as a free action on your turn.
Special: If you have the weapon finesse feat, you may apply your dexterity modifier to the Reflex save instead of strength.

Fiendish Breath [Draconic]
Prerequisite: Fiendish Blast class ability, Breath weapon that deals energy damage
Benefit: When you use your breath weapon, half the damage dealt is from an unholy source and not subject to being reduced by resistance or immunity. In addition, you may have your Fiendish Blast ability deal the same type of damage as your breath weapon instead of fire damage.

Howl from Beyond
Prerequisite:Words of the Damned class feature, Death Devotion
Benefit: You may call upon the screams of the tormented dead to wreak havoc on the living. You gain Wail of the Banshee as a spell-like ability once per day with a caster level equal to the class level of the class that grants you the Words of the Damned class feature.

Zrak
2013-11-26, 02:23 AM
Picaresque Hero

Put an optional image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

"It was then that I discovered, much to my chagrin, that I had not, after all, stumbled upon the fabled Cloak of Double-Invisibility my master had told me about. Fortunately, the blanket I mistook for that artifact was sufficiently damp to save me from the Dragon's flames."

A general description of what your class is!

Adventures: Typically, the Picaresque Hero literally cannot help but adventure. Between grand desires, humble birth, and an utter unwillingness to hold down any sort of reasonable occupation, most Picaros would be drawn to adventurers even if they had a say in the matter. Those few whose cowardice or indolence overrides these desires find themselves forced into adventure, unable to comprehend, let alone explain, why they left a perfectly nice tavern to travel with a group of seemingly insane killers they've never met. To be a Picaresque Hero is to be putty in the hands of an amused, but otherwise uncaring fate.

Characteristics:

Alignment: Any Chaotic. The Picaresque hero tends overwhelmingly towards chaos, either through a conscious disdain for the false rules of an absurd society, or by virtue of being genuinely unaware of those rules. Mischievous rapscallions whose behavior often edges towards the immoral and the criminal, it's easy for a picaresque hero to fit anywhere along the good/evil axis.

Religion: Typically, a Picaresque hero will at least nominally follow a lawful religion, though they make very poor followers, generally misunderstanding and violating the tenets of their faith to humorous, satirical effect. Like most other facets of their bizarre lives, they really have very little control over this.

Background:

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: A Picaresque hero tends to get along poorly with the more sanctimonious classes, such as paladins and clerics; the Picaro will be

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any chaotic.
Hit Die: d8
Starting Age: As barbarian
Starting Gold: 1d100x10 A picaresque hero

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

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

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

1st|
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19th|
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20th|
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+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 optional 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!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
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) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
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2nd|
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19th|
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20th|
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+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):

Zrak
2013-11-26, 11:39 PM
<Reserved for Class Features>

Alabenson
2013-11-29, 12:35 AM
The Feyblessed

The denizens of the fey realms are a notoriously unpredictable lot. Many a traveler has heard tales of the dangers of angering the fair folk, who have little compunction against placing ruinous curses upon those who have incurred their wrath. However, there are also those who have earned the favors of the fair folk, whether by passing some test of character, pleasing them with a song, or by simply being in the right place at the right time. These fortunate ones, the feyblessed, are gifted with incredible luck and the ability to call upon the magic of the fey.

Adventures: As often as not, feyblessed don’t go out seeking adventure as adventure finds the feyblessed. Many feyblessed simply go out into the world seeking their fortune, trusting to their luck to see them through whatever fate has in store for them.

Characteristics: Feyblessed can call upon the magical traditions of the fey, granting them limited arcane spellcasting ability. Furthermore, the feyblessed are gifted with amazingly good luck, allowing them to succeed at tasks through sheer good fortune when skill isn’t sufficient.

Alignment: The vast majority of the feyblessed are genuinely good natured individuals who share the chaotic leanings of the fey themselves. That said however, the fey are notoriously fickle, and even the most devout champion of law may find themselves gifted with their blessings. Similarly, every so often the unseelie court will grant their blessings to a mortal whose heart is as black as their own.

Religion: Many feyblessed lean towards the worship deities of nature or luck, however the feyblessed count followers of almost every deity among their number.

Background: Becoming a feyblessed is largely a matter of being in the right place at the right time. Fey can be found almost anywhere, and the actions that earn their favor can be deceptively innocuous. An enjoyable song sung in the right forest glade, a meal shared with the right beggar, even cursing the right misfortune. Any of these could induce the capricious fair folk into granting a mortal their favor.

Races: The majority feyblessed are human, largely owing to the fairy court’s incredible fascination with that particular race. Most other feyblessed are elves, half-elves, gnomes or halflings. While races other than these rarely become feyblessed, such individuals aren’t totally unknown.

Other Classes: Most members of other classes are delighted to have a feyblessed among them, due to their ability to improve the fortunes of those around them. However, feyblessed sometimes come into conflict with those who strongly oppose the fey, such as some paladins, clerics of lawful deities, and rangers who have taken fey as a favored enemy.

Role: Much like bards, feyblessed are generalists, able to fill a number of roles thanks to their unique abilities. In particular, they are well suited to acting as the party face thanks to their skills and Charisma focus.

GAME RULE INFORMATION
Feyblessed have the following game statistics
Abilities: Charisma is by far the most important ability for a feyblessed, as it determines the power of their spellcasting, as well as many of their class features. Dexterity is also valuable, as the feyblessed is restricted to light armor.
Alignment: Any
Hit Die: D8
Starting Age: As barbarian
Starting Gold: As barbarian

Class Skills:
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (geography), Knowledge (local), Knowledge (nature), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble
Skill Points at 1st level: (6 + Intelligence Modifier) x4
[B]Skill Points at Each Additional Level: 6 + Intelligence Modifier

{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th

1st|+0|+2|+2|+2| Armored Mage, Magical Companion, Wild Empathy|3|2|-|-|-|-

2nd|+1|+3|+3|+3| Good Fortune|4|3|-|-|-|-

3rd|+2|+3|+3|+3| Grace of the Wee Folk|5|4|-|-|-|-

4th|+3|+4|+4|+4| Charming Skill|6|5|-|-|-|-

5th|+3|+4|+4|+4| Shared Luck|6|5|2|-|-|-

6th|+4|+5|+5|+5| Fortune’s Blade|6|6|3|-|-|-

7th|+5|+5|+5|+5| Charming Skill|6|6|5|-|-|-

8th|+6|+6|+6|+6| Magical Empathy|6|7|6|-|-|-

9th|+6|+6|+6|+6| Unluck|6|7|6|2|-|-

10th|+7|+7|+7|+7| Charming Skill|6|8|7|3|-|-

11th|+8|+7|+7|+7| Eye for Deception|6|8|7|5|-|-

12th|+9|+8|+8|+8| Lucky to be Alive|6|8|8|6|-|-

13th|+9|+8|+8|+8| Charming Skill, Fortunate Aura|6|9|8|6|2|-

14th|+10|+9|+9|+9| Everlasting Youth|6|9|8|7|3|-

15th|+11|+9|+9|+9| Fantastic Empathy|6|9|8|7|5|-

16th|+12|+10|+10|+10| Charming Skill|6|9|9|8|6|-

17th|+12|+10|+10|+10| Amazing Luck|6|10|9|8|6|2

18th|+13|+11|+11|+11| True Seeing|6|10|9|8|7|3

19th|+14|+11|+11|+11| Charming Skill|6|10|10|9|7|5

20th|+15|+12|+12|+12| Fae Transformation|6|10|10|10|8|6[/table]

Weapon and Armor Proficiencies: A feyblessed is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Feyblessed are proficient with light armor and shields (except tower shields).

Spells: A feyblessed casts arcane spells, which are drawn from the feyblessed spell list (see below). A feyblessed can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a feyblessed must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a feyblessed spell is 10 + the spell level + the feyblessed’s Cha modifier.
A feyblessed can cast only a certain number of spells of each spell level per day. The feyblessed’s base daily spell allotment is given on the Table. In addition, a feyblessed receives bonus spells per day if he has a high Charisma score.

Spells Known: A feyblessed begins play knowing two 0-level spells and two 1st-level spells, chosen from the feyblessed spell list. The feyblessed also knows one additional 0-level spell for each point of Charisma bonus.
Each time a feyblessed gains a new class level, he learns one additional spell of any level he can cast, chosen from the feyblessed spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, a feyblessed can choose to learn a new spell in place of one he already knows. In effect, he loses access to the old spell in exchange for gaining the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the feyblessed can cast. For instance, upon reaching 9th level, a feyblessed could trade in a single 1st-level spell for a different 1st-level spell. A feyblessed can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level
A feyblessed need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. The unique nature of a feyblessed’s spells, however, allows them to avoid any chance of arcane spell failure if they wear light armor or carry a shield (other than a tower shield). This does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Bonus Languages: A feyblessed gains the ability to speak Sylvan as a bonus language.

Magical Companion: A feyblessed may begin play with a magical companion, an enchanted animal gifted with supernatural intelligence and durability which acts as the feyblessed’s companion and ally. The feyblessed chooses which kind of companion he receives. As the feyblessed advances in level, his magical companion also increases in power.
If the magical companion dies or is dismissed by the feyblessed, the feyblessed must attempt a DC 15 Will saving throw or suffer a -2 morale penalty on all attack rolls, damage rolls, saves and checks for the next 24 hours.

Wild Empathy (Ex): A feyblessed can use body language, vocalizations and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person. The feyblessed rolls 1d20 and adds his feyblessed level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the feyblessed and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal this way takes 1 minute but, as with influencing people, it might take more or less time.
A feyblessed can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon) but he takes a -4 penalty on the check.

Good Fortune (Su): One of the most valuable gifts a feyblessed receives from the their otherworldly patrons is their unbelievable luck. A feyblessed of 2nd level or higher may reroll an attack roll, damage roll, save, or check and take the better of the two results a number of times per day equal to one half their class level + their Charisma modifier. Using this ability requires no action. A feyblessed may not expend multiple uses of this ability to modify a single roll. A feyblessed must decide to use this ability after they have made the original roll but before the success or failure of that roll has been announced.
If a feyblessed takes luck feats (see Complete Scoundrel), he may use a luck reroll on a roll that has already been modified by his Good Fortune ability, however he may not use his Good Fortune ability to modify a roll that he has already used a luck reroll on.

Grace of the Wee Folk (Ex): Starting at 3rd level, a feyblessed may add their Charisma modifier (if positive) as a luck bonus to their saving throws.

Charming Skill (Ex): At 4th level, a feyblessed may select any skill they have at least 1 rank in. The feyblessed may add their Charisma modifier as a luck bonus to that skill from then on. At 7th level and every 3 levels thereafter (10th, 13th, 16th, 19th), the feyblessed may select an additional skill to which this bonus applies.

Shared Luck (Su): Beginning at 5th level, a feyblessed gains the ability to share some of their good fortune with their companions. As an immediate action, a feyblessed may expend a daily use of their Good Fortune ability to allow an ally within 60 feet to reroll a single attack roll, damage roll, save, or check.

Fortune’s Blade (Ex): A feyblessed of 6th and higher may add their Charisma modifier (if positive) as a luck bonus to all attack and damage rolls.

Magical Empathy (Ex): Starting at 8th level, a feyblessed may use Wild Empathy on magical beasts without penalty.

Unluck (Su): At 9th level, a feyblessed gains the ability to negatively influence the luck of his enemies. As an immediate action, the feyblessed can expend one daily use of his Good Fortune ability to force an opponent within 60 feet to reroll a single attack roll, damage roll, save, or check.

Eye for Deception (Ex): A feyblessed of 11th level or higher has become so used to the tricks of the fae that he can spot them almost immediately. The feyblessed automatically receives a saving throw to disbelieve illusions, even if they haven't interacted or carefully studied them.

Lucky to be Alive (Ex): At 12th level, a feyblessed gains the ability to survive harm that should otherwise kill him by sheer dint of luck. If the feyblessed is dealt sufficient damage to bring him to -10 hitpoints, the feyblessed may expend two daily uses of his Good Fortune ability to instead be brought to -1 and stable condition. The feyblessed need not expend an action to use this ability, but he may not use it if he is unconscious.

Fortunate Aura (Su): At 13th level, a feyblessed gains the ability to project an aura of good fortune. The feyblessed may grant all of their allies within 30 feet a luck bonus equal to the feyblessed’s Charisma bonus to attack rolls, damage rolls, saving throws, or skill or ability checks. The feyblessed may only grant this bonus to one type of roll at a time.

Everlasting Youth (Ex): After attaining 14th level, a feyblessed no longer takes ability score penalties for aging and cannot be magically aged Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the feyblessed still dies of old age when his time is up.

Fantastic Empathy (Ex): At 15th level, a feyblessed gains the ability to use Wild Empathy to improve the attitude of any creature with an Intelligence of 1 or 2, regardless of their creature type.

Amazing Luck (Ex): At 17th level, a feyblessed’s good luck becomes even more pronounced. Whenever he uses his Good Fortune ability to modify one of his own attack rolls, damage rolls, saves, or checks, he may roll two additional times and takes the best of the three outcomes.

True Seeing (Su): At 18th level, a feyblessed gains the ability to perceive things as they truly are, as per the true seeing spell out to a range of 30 feet.

Fae Transformation: At 20th level, a feyblessed partially transforms into one of the fair folk. This transformation brings several benefits:
- The feyblessed is treated as having the Fey type for the purposes of spells and effects.
- The feyblessed gains damage reduction 10/cold iron
- The feyblessed is gifted with everlasting life. The feyblessed now has no maximum age, and will never die due to old age. However, the feyblessed’s life can still be ended normally.
- Finally, once per day the feyblessed can use one of the following spells as a spell-like ability; elemental swarm, shambler, shapechange, or storm of vengeance. The save DC is equal to 19 + the feyblessed’s Charisma modifier.

Magical Companions
Magical companions are magically linked to their masters through the same fey magics that grant the feyblessed their other abilities. A magical companion is a normal animal that has been granted supernatural intelligence and vigor, becoming a magical beast. It retains the appearance and feats of the animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type, as well as its Hit Dice, base attack bonus, base saves, and skill points. Furthermore, a magical companion’s starting skill points are recalculated according to its new Intelligence. Only a normal, unmodified animal may become a magical companion. Thus, a druid/feyblessed can’t use her animal companion as a magical companion.
A magical companion also grants special abilities to its master, as given on the table below. These special abilities apply only when a master and the magical companion are within 1 mile of each other.

{table=head][b]Magical Companion|Special
Cat|Master gains +2 to Bluff and Diplomacy checks
Dog, Small|Master gains +2 to Gather Information and Search checks
Hawk|Master gains +2 to Search and Spot checks
Monkey|Master gains +2 to Jump and Tumble checks
Owl|Master gains +2 to Listen and Spot checks
Pony|Master gains +2 to Handle Animal and Survival checks
Rat, Dire|Master gains +2 to Hide and Move Silently checks
Snake, Tiny Viper|Master gains +2 to Bluff and Intimidate checks
Weasel|Master gains +2 to Balance and Escape Artist checks
[/table]

A magical companion becomes stronger and gains special abilities as its master increases in level, as described below.

{table=head]Class Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Int|Special
1-2|+0|+0|+0|10|Empathic link, share spells, speech
3-5|+2|+2|+1|11|Evasion
6-8|+4|+4|+2|12|
9-11|+6|+6|+3|13|Speak with animals of its kind
12-14|+8|+8|+4|14|
13-15|+10|+10|+5|15|Improved Evasion
16-18|+12|+12|+6|16|
19-20|+14|+14|+7|17|
[/table]

Magical Companion Basics:
Use the basic statistics for a creature of the magical companion’s kind, as given in the Monster Manual, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the magical companion’s adjusted HD total, whichever is higher. As a magical beast, the magical companion’s HD increases in size to 1d10.
Class Level: The character’s feyblessed level. The feyblessed’s class levels stack with levels of any other classes that are entitled to a magical companion for the purpose of determining the companion’s abilities.
Bonus HD: Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the magical companion’s base attack and base save bonuses. A magical companion has a base attack bonus equal to its HD and good Fortitude and Reflex saves. A magical companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice, however its size never changes from these bonus HD.
Natural Armor Adj.: The number noted here is an improvement to the magical companion’s existing natural armor bonus, if any.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Int.: The magical companion’s Intelligence score.
Empathic Link (Su): The master shares an empathic link with his magical companion out to a distance of up to 1 mile. The master cannot see through the magical companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that magical companions see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the master has the same connection to an item or place that his magical companion does. For instance, if his magical companion has seen a room, the master can teleport into that room as if he has seen it too.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his magical companion. The magical companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the magical companion if it moves farther than 5 feet away and will not affect the magical companion again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his magical companion (as a touch range spell) instead of on himself. A master and his magical companion can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Speech: A magical companion is able to speak Common, as well as any additional languages that the master is able to speak.
Evasion (Ex): If a magical companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Speak with animals of its kind (Ex): If the master is 9th level or higher, a magical companion can communicate with animals of approximately the same kind as itself (including dire varieties): cats with felines, dogs with canines, hawks and owls with birds, monkeys with primates, ponies with equines, dire rats with rodents, snakes with reptiles and weasels with similar creatures of the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a magical companion, takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

0: dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, read magic

1: animate rope, calm animals, charm animal, detect animals or plants, disguise self, endure elements, expeditious retreat, faerie fire, goodberry, hide from animals, magic mouth, obscure object, pass without trace, silent image, speak with animals, unseen servant, ventriloquism

2: animal messenger, animal trance, blur, calm emotions, darkness, enthrall, heroism, hypnotic pattern, invisibility, locate object, minor image, mirror image, misdirection, pyrotechnics, reduce animal, silence, soften earth and stone, tongues, whispering wind

3: clairaudience/clairvoyance, daylight, diminish plants, dispel magic, dominate animal, glibness, illusionary script, invisibility sphere, major image, plant growth, sculpt sound, see invisibility, speak with plants, water breathing

4: command plants, freedom of movement, giant vermin, hallucinatory terrain, invisibility, greater, legend lore, locate creature, rainbow pattern, zone of silence

5: animal growth, commune with nature, dispel magic, greater, heroism, greater, mirage arcana, mislead, persistent image, seeming, tree stride

Alabenson
2013-11-29, 12:36 AM
Cursed Spell (Metamagic)
You can cast spells imbued with the power of ill fortune.
Prerequisites: Unluck, any metamagic feat
Benefit: Anyone who has to make a save against a cursed spell must roll twice and take the lower of the two results. If a spell requires multiple saving throws (such as phantasmal killer), then the subject must reroll and take the lower result for each saving throw required. A cursed spell uses a spell slot one level higher than the spell’s actual level.

Extra Fortune
You can use your power of good fortune more often than normal.
Prerequisite: Good fortune
Benefit: You gain three additional daily uses of your good fortune ability.
Special: You may take this feat multiple times. Its effects stack. Each time you take the feat, you can use your good fortune ability three more times per day.

Fae Knight
You’ve learned to combine the blessings of the fair folk with your paladin training.
Prerequisites: Lay on hands, good fortune
Benefit: Your feyblessed and paladin levels stack for determining your daily uses of your smite evil and good fortune abilities, the amount you can heal with your lay on hands ability, and the amount of bonus damage your smite evil ability deals.
In addition, you can multiclass freely between the feyblessed and paladin classes. You must still remain lawful good in order to continue advancing as a paladin. You still face the normal XP penalties for having multiple classes more than one level apart.

Fae Musician
You’ve learned to combine the blessings of the fair folk with the power of song.
Prerequisites: Inspire competence, good fortune
Benefit: Your bard and feyblessed levels stack for the purposes of determining the uses per day and available effects for your bardic music ability and the uses per day for your good fortune ability.

Improved Magical Companion
Your magical companion is more powerful than normal.
Prerequisite: Magical companion
Benefit: Your effective feyblessed level is treated as being 4 levels higher for the purposes of determining the power and abilities of your magical companion. This benefit can’t increases your effective level to higher than you Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of other classes, you might be able to apply the rest of the bonus.

Mystical Fortune
You can augment your luck by expending magical power
Prerequisites: Able to cast 2nd level spells, good fortune
Benefit: When you use your good fortune ability to modify an attack roll, saving throw, or skill check, you may expend a prepared spell or spell slot to gain a bonus to the second roll equal to the level of the spell or slot.


Champion of the Unseelie

While it’s true that most of the individuals who receive the blessings of the fairy receive them from members of the Seelie Court, every so often an exception emerges. Whether out of simple perverse curiosity or even more sinister motives, ever so often the Unseelie Court will select a mortal to receive their dark favors. While those chosen by the Unseelie Court tend to be some of the most cruel and evil of the feyblessed, there are a few whose wickedness is so great even the dark fey find themselves impressed. Calling themselves the champions of the unseelie, they focus their training on mimicking the powers of their benefactors, mastering the curses and trickery the unseelie are infamous for wielding.

REQUIREMENTS
To qualify to become a champion of the unseelie, a character must fulfill all of the following criteria.
Alignment: any evil
Skills: Bluff 10 ranks, Intimidate 10 ranks
Feat: Battle Caster, Cursed Spell
Spells: Able to cast 3rd-level arcane spells

Hit Die: D8
Class Skills:
Bluff, Climb, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Swim
Skill Points at Each Level: 4 + Intelligence Modifier

{table=head]Level|BAB|Fort|Ref|Will|Special |Spellcasting

1st|+1|+2|+0|+2| Fortune, sneak attack +1d6|+1 arcane spellcasting class

2nd|+2|+3|+0|+3| Lay curse|+1 arcane spellcasting class

3rd|+3|+3|+1|+3| Sneak attack +2d6|+1 arcane spellcasting class

4th|+4|+4|+1|+4| Aura of malice|+1 arcane spellcasting class

5th|+5|+4|+1|+4| Sneak attack +3d6|+1 arcane spellcasting class

6th|+6|+5|+2|+5| Lay greater curse|+1 arcane spellcasting class

7th|+7|+5|+2|+5| Sneak attack +4d6|+1 arcane spellcasting class

8th|+8|+6|+2|+6| Improved aura of malice|+1 arcane spellcasting class

9th|+9|+6|+3|+6| Sneak attack +5d6|+1 arcane spellcasting class

10th|+10|+7|+3|+7| Lay dire curse|+1 arcane spellcasting class[/table]

Weapon and Armor Proficiencies: A champion of the unseelie is proficient with all simple and martial weapons, with light and medium armor, and shields (except tower shields).

Fortune: A champion of the unseelie adds their class level to their feyblessed level when determining the daily available uses of their good fortune ability.

Sneak Attack (Ex): A champion of the unseelie deals an extra 1d6 points of damage when he is flanking an opponent or at any time when the target would be denied its Dexterity bonus, as per the rogue class feature. The extra damage dealt by the champion of the unseelie’s sneak attack increases by 1d6 ever other level. If the champion of the unseelie receives a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Lay Curse (Su): Beginning at 2nd level, a champion of the unseelie gains the ability to place a curse on a single opponent within 60 feet as a swift action. The target must succeed on a Will save (DC = 10 + the champion of the unseelie’s class level + the champion of the unseelie’s Cha modifier) or take a -2 penalty on all attacks, saves, ability checks, skill checks, and weapon damage rolls. These penalties last for 1 hour per champion of the unseelie class level, or until the target receives a remove curse spell. The champion of the unseelie can use this ability a number of times per day equal to 3 + his Cha modifier.

Aura of Malice (Su): At 4th level, a champion of the unseelie learns to emit a palpable aura of hatred which can unnerve those who come too close. As a swift action, the champion of the unseelie can project an aura out to a maximum distance of 20 feet. Any creature within the aura’s area must succeed on a Will save (DC = 10 + the champion of the unseelie’s class level + the champion of the unseelie’s Cha modifier) or be shaken for 10 minutes. An individual who successfully saves against a champion of the unseelie’s aura of malice becomes immune to its effects for 24 hours. Maintaining or dismissing the aura requires no action.

Lay Greater Curse (Su): Starting at 6th level, the penalties caused by a champion of the unseelie’s lay curse ability increase from -2 to -4.

Improved Aura of Malice (Su): At 8th level, the aura of malice emitted by a champion of the unseelie intensifies in potency. It can now affect creatures who would normally be immune to fear or mind-affecting effects, such as paladins or undead creatures. This ability to bypass fear immunities does not negate the temporary immunity granted by succeeding on a saving throw against the effect.

Lay Dire Curse (Su): At 10th level, the curse of a champion of the unseelie reaches the pinnacle of its power. The penalties inflicted by the champion of the unseelie’s lay curse ability increase from -4 to -8.

sengmeng
2013-12-10, 05:35 PM
Merry Woodsman

Put an optional image of your class here!

Steal from the rich, give to the poor!

Adventures: Merry Woodsmen adventure to further their goals, which are usually opposing some stifling tyrant or other oppressive enemy. They are typically outlaws (whether this means that they are wanted for crimes or that they exist outside the law's authority is up for debate), with great skill at wilderness survival, stealth, intrigue, and archery. A Merry Woodsman is comfortable in both urban and natural environments and few can match his abilities with a bow. He can also be a leader and inspiration to his followers, and a passable melee combatant.

Characteristics: The Merry Woodsman manages to do some amazing things with ranged weapons while not possessing any magic.

Alignment: Chaotic Good. Merry Woodsmen fight for the freedom of others, opposing tyranny in all its forms. If a Merry Woodsman becomes non-Chaotic or non-Good, he can no longer advance as a Merry Woodsman. He does not, however, lose any of his class abilities.

Religion: Merry Woodsmen are not known for their great piety, but a few revere nature deities, and some revere non-evil gods of trickery or thieves, though it is rare unless these deities have significant numbers of Good worshipers.

Background: Merry Woodsmen come from a variety of backgrounds; some are peasants rising up in revolt, others are disgraced noblemen. Even professional mercenaries who have a change of heart can make fine Merry Woodsmen.

Races: Humans are the most common Merry Woodsmen, with nearly as many half-elves. Elves excel with the bow and forest living, but they tend to stay out of politics. Few members of the other common races are attracted to the Merry Woodsman's lifestyle, though halfling's sometimes make excellent Merry Woodsmen with a focus on thrown weapons.

Other Classes: Merry Woodsmen tend to be charismatic and fairly well-organized for those who oppose law. They recognize the value of teamwork and welcome allies more than rogues or rangers tend to. However, they clash with paladins because of their disregard for the law, and non-stealthy allies are sometimes seen as a nuisance.

Role: The Merry Woodsman's Guile Tricks allow him to do a variety of things that are nearly supernatural with his ranged attacks, and like magic, he is limited in the number of times he can use them per day. His role is as a ranged combatant, a party face, a stealth and skill-based operator, and even a ranged utility character.

Adaptation: There is little necessary adaption to include Merry Woodsmen in a given campaign setting.

GAME RULE INFORMATION
Merry Woodsmen have the following game statistics.
Abilities: Merry Woodsmen gain the most from Dexterity and Constitution, although Intelligence can give them even more utility with their many skills, and Strength and Constitution can give them the ability to last in melee.
Alignment: Chaotic Good.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.
Class Skills
The Merry Woodsman’s class skills (and the key ability for each skill) are Appraise (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at First Level: (6+ Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CMerry Woodsman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Sniping
1st|
+1|
+2|
+2|
+0|Ranged Sneak Attack +1d6|30’

2nd|
+2|
+3|
+3|
+0|Guile Trick, Sniping|35’

3rd|
+3|
+3|
+3|
+1|Ranged Sneak Attack +2d6|40’

4th|
+4|
+4|
+4|
+1|Guile Trick|45’

5th|
+5|
+4|
+4|
+1|Ranged Sneak Attack +3d6|50’

6th|
+6|
+5|
+5|
+2|Guile Trick|55’

7th|
+7|
+5|
+5|
+2|Ranged Sneak Attack +4d6|60’

8th|
+8|
+6|
+6|
+2|Guile Trick|65’

9th|
+9|
+6|
+6|
+3|Ranged Sneak Attack +5d6|70’

10th|
+10|
+7|
+7|
+3|Guile Trick|75’
11th|
+11|
+7|
+7|
+3|Ranged Sneak Attack +6d6|80’

12th|
+12|
+8|
+8|
+4|Guile Trick|85’

13th|
+13|
+8|
+8|
+4|Ranged Sneak Attack +7d6|90’

14th|
+14|
+9|
+9|
+4|Guile Trick|95’

15th|
+15|
+9|
+9|
+5|Ranged Sneak Attack +8d6|100’

16th|
+16|
+10|
+10|
+5|Guile Trick|105’

17th|
+17|
+10|
+10|
+5|Ranged Sneak Attack +9d6|110’
18th|
+18|
+11|
+11|
+6|Guile Trick|115’

19th|
+19|
+11|
+11|
+6|Ranged Sneak Attack +10d6|120’

20th|
+20|
+12|
+12|
+6|Guile Trick|125’[/table]

All of the following are class features of the Merry Woodsman:

Weapon and Armor Proficiencies: Merry Woodsmen are proficient with all simple weapons and martial weapons. Merry Woodsmen are proficient with all light armors and bucklers.

Ranged Sneak Attack: The Merry Woodsman deals extra damage when he catches his opponents off guard, similar to a rogue’s sneak attack, but he only gains this bonus damage when using a ranged weapon, and the opponent must be flat-footed or otherwise denied their dexterity bonus to AC, not flanked. It counts as sneak attack for feat and prestige class prerequisites, and stacks with sneak attack damage from other sources, such as levels in rogue. At first level, the Merry Woodsmen must be within 30 feet of his target to properly target their vital organs, just as a rogue, but he gains the ability to make sneak attacks at greater distances as he levels up.

Sniping: At second level, the Merry Woodsman adds five feet to the distance he is able to sneak attack, and five more feet every level after second. He must be within the first range increment of his weapon to gain the benefit of this ability, however. Only his Ranged Sneak Attack ability is affected by Sniping; sneak attack from other sources, such as levels in Rogue do not apply if he is farther that 30 feet from his target.

Guile tricks (Ex): At second level, and every even level thereafter, the Merry Woodsman learns a special ability called a Guile Trick. Guile Tricks are generally used by spending Guile Points. The Merry Woodsmen has a reserve of Guile Points equal to the number of Guile Tricks he knows multiplied by his charisma bonus, though he always gains at least one when he learns a new Guile Trick, even if his Charisma modifier is +0 or lower. Some Guile Tricks have no cost, and others have a cost of “Burn 1 Guile Point.” Burning a Guile Point means that the Merry Woodsman’s pool of Guile Points is permanently lowered by one; this is an exception to the rule that he will always gain at least one Guile point if his Charisma modifier is lower than +1. If a Guile Trick has a cost of 1 Guile Point burned, then that trick always applies when the circumstances for its use are met. Merry Woodsmen still gain Guile Points when they select a trick that burns a Guile Point; they just gain one less than normal.

Barrage: As a full attack action, you make one attack at your highest base attack bonus against every enemy within one range increment of you.
Cost: 2 guile points.

True Shot: Before any ranged attack, you use this ability to cause the attack, if it hits, to be a critical threat. If the attack misses, the True Shot ability is wasted.
Cost: 1 guile point.

Keyhole: Before making any attacks in a round, you may declare that you are using your keyhole ability. Any enemies that are successfully damaged by you with ranged attacks on this round take double damage from your ranged attacks on the following round as your shot hits the embedded projectile and pushes it further into their flesh or splits it in half, and also take a -2 penalty on any saves provoked by your guile tricks. Cannot be used with slings or other blunt ranged weapons.
Cost: 1 guile point.

Called Shots: Selecting this guile trick gives you the choice of three different combat options, all of them based around targeting a specific part of your opponent. If an opponent does not have the body part you wish to target, you cannot use this ability. Oozes, plants, and most constructs and undead are immune to called shots (although other guile tricks can overcome this) and it is up to the DM’s discretion whether a called shot will work on a given creature. Most humanoids, monstrous humanoids, dragons, giants, animals, and vermin are affected normally. No incorporeal creature can be affected.
Eye: You spend 1 guile point and make a ranged attack at -8. If successful, it deals normal damage and forces a fortitude save equal to 10 + ½ your Merry Woodsman levels + your Charisma bonus. A failed save has the target only able to take a partial action on its next turn. The target also takes a -2 penalty on Spot checks until the eye is restored, either via natural regeneration or the regeneration spell. If a creature is hit with called shots to the eye equal to the number of eyes it has, it is blinded until its eyes are regenerated. Remove Blindness does not restore its sight; the eyes won’t work until they are made whole.
Leg/Wing: You spend 1 guile point and make a ranged attack at -4. The attack deals normal damage and target must make a fortitude save equal to 10 + ½ your Merry Woodsman levels + your Charisma bonus or have its base land speed or fly speed is reduced by 10 feet, depending on whether you are targeting a leg or a limb. Creatures cannot be reduced to a base land speed of zero; they can always move at least 5 feet. If a creature’s fly speed is reduced to zero, it falls and cannot fly. This ability doesn’t stack with itself. Creatures with more than four legs or two wings may take more than a single called shot to the leg or wing to slow them; with some, such as a giant centipede, it may not be possible at all. Creatures with a locomotion based on slithering or swimming require you to make the attack at -8. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing.
Arm: You spend 1 guile point and make a ranged attack at -4. The attack deals normal damage and target must make a fortitude save equal to 10 + ½ your Merry Woodsman levels + your Charisma bonus or take a -1 penalty to attacks made with that arm, including using it to wield a two handed weapon. “Arm” can also mean tentacles or claws, or even a tail, as long as the limb in question is used in attacks, other than bite attacks. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing.

Arcane Sever: You are able to spot and target the points where ongoing spells bind themselves to their targets. You must declare you are using this ability before you make a ranged attack. The target of the attack, if successfully damaged, is subject to a dispel magic effect, and the check is equal to 1d20 + the damage dealt by the attack, but only including the base weapon damage, any enhancement bonus, and your strength bonus (for thrown weapons and composite bows), not energy damage, or extra damage from sneak attacks or critical hits. If the target was subject to the Keyhole ability on the previous round, the dispel check gets an additional +2 (the Keyhole ability also doubles the damage, but not for the purposes of this check).
Cost: 2 guile points.

Gearslayer: You may use your ranged attacks to operate or destroy devices and mechanism, including constructs. You take a -8 penalty to the attack roll against AC 18 (for a size Fine object). If you hit, treat the total result of your attack roll (disregarding the -8 penalty) as the result for a Disable Device or Open Lock check, whichever is appropriate. This ability can also be used to make Constructs vulnerable to sneak attacks for a single attack.
Cost: 1 guile point.

Trick Shots: This Guile Trick modifies a single ranged attack. You may use your Improved Disarm, Improved Trip, or Improved Bull-Rush feats with a ranged attack, or resolve one attack as if you had the Ranged Pin feat. You must have one of those three feats to make use of this trick, unless you only use it to emulate Ranged Pin.
Cost: 1 guile point.

Puncture: You resolve a single ranged attack as a touch attack.
Cost: 1 guile point.

Running Salvo: You may make a full attack and move up to your base land speed as a full-round action. You may move up to twice you base land speed by taking a -2 penalty on all attacks. You may intersperse attacks with movement in any way you want (though you must declare whether the total distance will be over your base land speed or not before you attack; you cannot attack at no penalty and then move more than your base land speed).
Cost: 1 guile point.

Steady: Gain a bonus to damage equal to 1.5x your dexterity bonus to all ranged attacks in any round in which you do not move, including a 5 foot step. This Guile Trick has no cost.

Unholy Sever: You train farther in your Arcane sever ability; you are now able to target the spells that connect undead creatures to the negative energy plane. Add your Charisma damage to one ranged attack against an undead creature. If the damage you dealt with the attack is greater than the creature’s hit die, it is destroyed as if you had made a turning check against it (so turn resistance is added to its hit die for this purpose). When calculating the damage, only include the base weapon damage, any enhancement bonus, charisma bonus, and strength bonus (for thrown weapons and composite bows), not energy damage, or extra damage from sneak attacks or critical hits, and adding +2 from the Keyhole ability, rather than doubling the damage.
Cost: 2 guile points.

Planar Sever: You train further in your Arcane Sever ability; when you use it on a creature that is not on its home plane, that creature is banished to its home plane if the damage it receives from the attack exceeds its hit die. When calculating the damage, only include the base weapon damage, any enhancement bonus, and strength bonus (for thrown weapons and composite bows), not energy damage, or extra damage from sneak attacks or critical hits, and adding +2 from the Keyhole ability, rather than doubling the damage.
Cost: Burn 1 Guile point.

Grace: You gain a bonus to all saves equal to your charisma bonus, as long as your are wearing light or no armor and not using any type of shield other than a buckler.
Cost: Burn 1 Guile point.

Hard Target: You add your charisma bonus to your AC as a luck bonus, as long as your are wearing light or no armor and not using any type of shield other than a buckler.
Cost: Burn 1 Guile point.

Inspiring Shot: You must declare you are using this ability before making any attacks in a round. Any allies who witness you kill an enemy with a ranged weapon this round gain a morale bonus to attack, damage, skill and ability checks, and saves equal to your charisma bonus. This bonus lasts for 1 round per enemy killed.
Cost: 1 guile point.

Readiness: You add your charisma bonus to initiative rolls.
Cost: Burn 1 Guile point.

Ranged Intimidation: You may demoralize an enemy with a well placed shot. Make an attack roll against an opponent within one range increment; if the attack roll exceeds his AC, then instead of doing damage, you add your charisma bonus + any bonuses to your Intimidate skill (other than ranks in Intimidate), such as a synergy bonuses from the Bluff skill or the Persuasive feat to the attack roll result and check it against the opponent's modified level check, as per using the Intimidate skill. (1d20 + character level or Hit Dice + target’s Wisdom bonus + target’s modifiers on saves against fear).
Cost: This Guile Trick has no cost.

[I]Missile Parry: You may shoot incoming missiles out of the air. You may stop normal ranged attacks by sacrificing an attack of opportunity and rolling an opposed attack roll with a ranged weapon you were wielding when you were attacked. If your attack roll exceeds the roll of the incoming missile, it is deflected harmlessly. Magic projectiles, such as magic missiles or melf’s acid arrow, or exceptionally large ones such as a giant’s thrown boulders or siege weapons, cannot be deflected in this manner. You may also deflect missiles aimed at someone or something other than yourself, as long as some part of the missiles path is within one range increment of your weapon.
Cost: Normally, this Guile Trick has no cost. Using it to block ranged attacks aimed at someone other than yourself costs 1 Guile point.

Stylish Shot: add your charisma bonus to your ranged weapon damage any time you use a Guile Trick.
Cost: Burn 1 Guile point.

Interaction of Guile Tricks:Some Guile Tricks can be combined; a Merry Woodsman can use no more Guile points in a round than his Charisma bonus. Thus, if he has a +4 Charisma bonus, he can use Barrage (2 Guile Points), and Keyhole (1 Guile Point, affects all ranged attacks made in that round) and True Shot (1 Guile Point, affects a single ranged attack) to get an attack against all enemies within one range increment with Barrage, mark them for double damage on the next round with Keyhole, and make one attack an automatic critical threat with True Shot. He would still also benefit from any Guile Tricks that have no cost or a cost of “burn 1 Guile Point,” So the same Merry Woodsman could spend two Guile Points on Barrage, make two attacks into critical threats with True Shot, and any other enemies could be targeted with “Ranged Intimidation,” since it has no cost (other than giving up damage), and benefit from “Stylish Shot” on the two attacks that used “True Shot.”

sengmeng
2013-12-10, 05:36 PM
Reserved for Feats 'n' Stuff.

Zaydos
2013-12-15, 01:52 PM
Exaggerated Skills Continued Again

Sense Motive:
Least: When you make a sense motive check to determine a creature’s alignment the DC todetermine one component of the target’s alignment is reduced to 20, and to determine their full alignment is reduced to DC 25. In addition you gain Dodge as a bonus feat and a +4 to checks to resist feints.

Lesser: When a creature makes a bluff check opposed by your sense motive check you ignore all bonuses they gain to bluff due to supernatural abilities, spell effects, or magic items. In addition when you successfully make a Sense Motive check to discern enchantment on a creature you may make sense motive checks to determine the alignment and gain a hunch about the caster or creature which created the enchantment effect.

Greater: The DC to use Sense Motive to read surface thoughts is reduced to 35; it is not considered a mind-affecting effect and a Bluff check of less than 100 is not an automatic failure to hide them but a Bluff check to hide them is made at a -5, there is no Will save against this effect. In addition you are able to sense your own motive well enough that you automatically know when you are charmed or under a compulsion effect and if you fall under the influence of a charm or compulsion effect you may immediately make a Sense Motive check against the save DC to end the effect completely (as if you had made a successful save with Mettle). If the effect would normally allow for telepathic or empathic control over you, you may immediately make a Sense Motive check to read their surface thoughts or determine their alignment as a free action.

Storied: You automatically see through all illusions. While you may still choose to hear/see them you recognize their illusory nature and can see what’s on the other side of them as if they were not there as long as you choose to. You may also recognize a creature’s true form regardless of magic which would disguise it (as if using True Seeing). Finally if a creature’s disguise check is less than 20 + your Sense Motive modifier you recognize them as being disguised, and with a successful Sense Motive check against their Disguise check you may recognize them as who they are if you have met them before.

Sleight of Hand:
Least Tier: Improved Feint as a bonus feat, you may use Sleight of Hand instead of Bluff to Feint in combat.

Lesser Tier: You may Feint as a swift action instead of a move action, and once per round you may replace your weapon damage with a finessable weapon with a Sleight of Hand check. You may also feint mindless creatures at a -8, animal intelligence creatures at -4, and nonhumanoid creatures at no penalty.

Greater Tier: You suffer only half the normal penalty for making a Sleight of Hand check as a free action the first time you make a sleight of hand check as a free action each round. In addition you may use sleight of hand to steal active spell effects (this is a DC 20 + Caster level check); you may only attempt to do this once per round. You must be within your natural melee reach of the target to perform this act.

Storied Tier: You may steal a single use of a use activated special ability, feat, or class feature, or the effects of a continuously active special ability, feat, or class feature with a Sleight of Hand check (DC 25 + target's CR). If it is a continuous ability you gain it until the beginning of your next turn, if it is a use activated ability you must use it within 1 round or the target regains the ability and any duration is reduced to 2 minutes per Tall Tale level or the ability's normal duration (whichever is less). For the round you have this ability the target does not, even if they would normally have more uses, and the ability you stole is considered expended for them. You may only use this ability once per round. You must be within your natural melee reach of the target to perform this act. You also suffer no penalty to feint attempts against creatures of animal intelligence and only a -4 against mindless creatures.

Spot:
Least Tier: You suffer half the normal penalty to Spot checks for distance (-1 per 20-ft instead of -1 per 10-ft), and can See Invisible creatures if you make a Spot check that beats their Hide check by 5 or more (they may hide even without cover or other concealment). In addition you gain a +2 to damage with ranged attacks made at more than 30-ft, and reduce range penalties by 2.

Lesser Tier: You may see invisible creatures as if they were visible, and all sight based miss chances are halved. In addition you gain Low-Light Vision and Darkvision 60-ft if you do not already have both; if you already have one it increases either to Superior Low-Light Vision or by 60-ft if Darkvision. In addition your bonus damage with ranged attacks made at more than 30-ft increases to +5. You may make a Spot check to see something as a free action 1/round, as a move action to gain a +2 on the check, or as a standard action to gain a +4.

Greater Tier: You may see even further, the penalty to Spot check due to distance decreasing to -1 per 100-ft. In addition your bonus damage with ranged attacks made at more than 30-ft increases to +10, and range penalties you suffer are halved before being reduced by 2 (so you can fire up to 3 range categories away before suffering a penalty). Finally you gain the ability to see through fog effects.

Storied Tier: You ignore all sight based concealment less than total, and cover less than full, and may see invisible creatures as if they were not invisible (though they are transparent enough to allow you to see through them). You may see in darkness as easily as full daylight, and only suffer -1 to Spot per 200-ft of distance. Finally you never suffer range penalties on ranged attacks and gain an additional +10 damage (for a total of +20) if they are at least 100-ft away. You may spend a full-round action to attempt to spot something to gain a +10 bonus on the check.

Survival:
Least: You gain the Track feat, and the Scent special ability.

Lesser: You gain the Woodland Stride special ability, and when guiding a group overland halve all movement rate reductions. In addition you gain Fire and Cold resistance 5 +1/2 your Tall Tale level and the Endurance feat as a bonus feat.

Greater: You gain the Swift Tracker ability as a ranger of your Tall Tale level and Climb and Swim speeds equal to ½ your land speed. You may also use Survival to find food and water in places that are completely devoid of life (such as the Negative Energy Plane), to do so you make a normal survival check to find food and water but take a -15 to the check.

Storied: You gain immunity to Fire and Cold and may use Find the Path as a Spell-like ability(CL = Tall Tale level) twice per day.


Swim:
Least: You can hold your breath for ten times the normal limit and gain a swim speed equal to ½ your land speed.

Lesser: You can breathe water as easily as air, and your swim speed now equals your land speed. In addition you are not slowed by swimming against a current (in theory this allows you to swim up waterfalls freely).

Greater: When in the water you benefit from a continuous Freedom of Movement effect. You may also hold your breath indefinitely and are immune to any effect which would suffocate you or require inhalation unless you talk or use scent. This includes Stinking Cloud and Cloud Kill as well as any stench, and inhaled poisons. Your swim speed increases by 20-ft.

Storied: You can swim through the air, gaining a fly speed equal to your swim speed with perfect maneuverability.


Tumble:
Least:You may tumble at full speed without penalty. In addition you gain a +10-ft increase to your base land speed.

Lesser: The increase to your base land speed becomes +30-ft instead of +10-ft. The increase to the DC of your tumble check due to difficult surfaces is reduced by 5, and you may tumble through a deep bog at +10 (before reduction).

Greater: When taking a run action you may move at 10 times your normal speed (12 times if you took the run feat). This grants you a +12 bonus on running jumps. In addition you reduce all falling damage by 10d6.

Storied: Two times per day you may run so fast that you seem to teleport. This movement is effectively instantaneous but can only take you to a location that you could reach by your own locomotion without pausing to open a door, or other such stop (such as breaking down a wall), and can only be up to 100 miles per class level. This is a full-round action. Your base land speed increases by another 30-ft (total of 60-ft increase), and you no longer suffer damage from falling regardless of the distance.

Truespeak: Found in Tome of Magic. This is made assuming uanfixed truenaming, therefore mix with fixes carefully (as some rules may be utterly changed).
Least: You gain the ability to speak two first level utterances from the Lexicon of the Evolving Mind. You use your Tall Tale level, plus any levels in Truenamer, as your effective caster level for these utterances.

Lesser: You gain the ability to speak a 3rd level or lower utterance from Lexicon of the Evolving Mind, as well as a 2nd level or lower utterance from the Lexicon of the Crafted Tool. In addition the DC for performing an utterance is reduced to 15 + the target creature’s CR/HD/item’s CL instead of 15 + (2x the target creature’s CR/HD/item’s CL).

Greater: You gain the ability to speak a 4th level or lower utterance from the Lexicon of the Evolving Mind, a 3rd level or lower utterance from the Lexicon of the Crafted Tool, and a 1st level or lower utterance from the Lexicon of the Perfected Map. In addition you gain the ability to Speak Unto the Masses as a 17th level Truenamer.

Storied: You gain the ability to speak a 6th level or lower utterance from the Lexicon of the Evolving Mind, a 4th level or lower utterance from the Lexicon of the Crafted Tool, and a 3rd level or lower utterance from the Lexicon of the Perfected Map. In addition you gain a bonus feat from table 3-11 in Tome of Magic.


Use Magic Device:
Least: You may take 10 on Use Magic Device checks when you are not disturbed or threatened. In addition any container you carry takes on aspects of a bag of holding and may store up to 5 lbs per class level non-dimensionally. Only you may access this non-dimensional space without destroying the container. In an anti-magic field you may not store anything within this non-dimensional space or retrieve it, but if the container is destroyed the objects will still spill out.

Lesser: You no longer require the use of Use Magic Device to use Spell Trigger items, and may take item crafting feats as if you had a caster level equal to your Tall Tale level; for the purposes of item creation you may emulate any spell that could be cast by a character of your class level or lower in a base class. In addition your non-dimensional storage space doubles to 10 lbs per class level per container.

Greater: You no longer need to make Use Magic Device checks to use Spell Completion items. In addition you can identify an item (as the spell) as a standard action that requires touching the object in question. You gain the ability to wear an extra magic item in a single body slot at a time (for example you could wear 2 cloaks, or three rings). Your non-dimensional storage space expands to 20 lbs per class level per container.

Storied: You gain the ability to wear another extra magic item in a single body slot at a time (for example you could wear 2 cloaks, and 2 headbands, or three cloaks). In addition 3 times per day you may use a charged item without expending charges. Finally your non-dimensional storage space expands to 50 lbs per class level per container.



Tall Tale Feats

Exaggerated Armor:
A true smith is a master of armor both in its creation and its use.
Prerequisites: Lesser Exaggerated Skill Craft (Armorsmithing).
Benefits: You never suffer non-proficiency penalties for armor you wear and made yourself. When wearing armor you made yourself its armor bonus to your AC is increased by 2 + 1 per tier of Exaggerated Skill Craft (Armorsmithing) above Lesser you have obtained, and its Armor Check Penalty is reduced by the same amount. In addition you may apply 1/2 your Armor bonus (including enhancement) to your Touch AC.

Exaggerated Grace:
You are a true master of those trades you have studied and move with an exaggerated ease even in armor when performing them.
Prerequisites: Exaggerated Skill in any skill which suffers an Armor Check Penalty. In addition you increase the maximum Dexterity bonus of any armor you wear by 1 + 1 per tier of Exaggerated Skill you have above Least.
Benefit: You never suffer an armor check penalty when making a skill check for a skill you have as an exaggerated skill, even if you are not proficient in the armor worn.

Fabled Deflection:
Your intense focus allows you to deflect extraordinary projectiles, noting the perfect moment to turn their force aside and striking with the reflexes and timing to deflect it.
Prerequisites: Deflect Arrows and either Monk Level 6+ or Lesser Exaggerated Skill (Concentration).
Benefits: You may use the Deflect Arrow feat to deflect rays, ranged touch spells, thrown boulders, projectiles fired by siege weapons, and other abnormal ranged weapons.

Legendary Perception:
Your senses are renown even among Tall Tales stretching far beyond other mortals'.
Prerequisites: Least Exaggerated Skill (Listen or Spot).
Benefits: The distance penalty on Listen or Spot checks is halved for whichever skill you have as an Exaggerated Skill, or both if you have both as Exaggerated Skills. For example if you have the Storied Exaggerated Skill in Spot you suffer only a -1 to Spot per 400-ft of distance.

Master of Few Jack of All:
You are able to apply your insight in your Exaggerated Skills to other related skills.
Prerequisites: 2 or more Exaggerated Skills.
Benefits: When making a skill check for a skill that you have an Exaggerated Skill that shares a key ability score with it you may substitute your modifier for your Exaggerated Skill for the skill in question; you may even use this ability to make trained only skill checks untrained. You may only do this 1/day for any given skill (you may substitute the same Exaggerated Skill any number of times).
Special: You may take this feat multiple times, if you do you may use it an extra time per day per skill for each additional time you take this feat.

Master Jack:
Your insight in your Exaggerated Skills helps you apply even more talent to other tasks.
Prerequisites: 3 or more Lesser Exaggerated Skills.
Benefits: 3 times per day you may, as a free action, gain the benefits of a Least Exaggerated Skill (including temporary skill ranks in it to bring it to full ranks or your Tall Tale level +3 whichever is lower) for 1 minute. This skill must share a key ability score with an Exaggerated Skill you have at the Lesser tier or better; if it shares one with an Exaggerated Skill you have at the Storied tier you also gain the benefits of its Lesser Exaggerated Skill.
Special: You may take this feat multiple times, if you do each additional time you take it grants you 3 extra uses of it each day.

Masterful Bluff:
You bluff reality itself, convincing it that all tasks are easy for you.
Prerequisites: Least Exaggerated Skill (Bluff).
Benefits: You may use your Bluff skill modifier in place of that of any other Exaggerated Skill you have and, twice per day, may use it in place of any skill's modifier when making a skill check. You may use this ability an extra time each day for every level of Exaggerated Skill (Bluff) beyond Least you have obtained (i.e. Lesser, Greater, Storied).

Unbelievable Deflection:
Concentrating on a potential threat you are able to ward off even the most disperse of ranged attacks, warding off the dangerous breath of a mighty dragon, the fiery blast of an evoker, a toxic cloud, or other dangerous area effect.
Prerequisites: Deflect Arrows, Fabled Deflection, and either Monk level 11+ or Greater Exaggerated Skill (Concentration).
Benefits: You may use your Deflect Arrow feat to block area of effect attacks such as a breath weapon, any spell with an area of effect, or any spell which deals damage and allows a Reflex save for no or reduced effect. When you do so your space and all squares adjacent to you are considered to be a solid wall for the purposes of the spell's line of effect (meaning that if the spells point of origin is within 5-ft of you the spell is completely contained).

Unbelievable Tale:
Your ability to bluff reality itself is truly remarkable, by any definition.
Prerequisites: Masterful Bluff, Storied Exaggerated Skill (Bluff).
Benefits: When using your Storied Exaggerated Skill (Bluff) you may duplicate 7th level spells within its normal limits, and may instead duplicate a Limited Wish spell with no XP cost.


Exaggerated Skills and Pathfinder:
General: Grant ranks equal to your level when gained and 1/level thereafter and any Exaggerated Skill that grants a fly speed may be used in place of the Fly skill when using its flight speed.
Concentration: Does not exist.
Disable Device/Open Locks: Grants ranks in Disable Device.
Balance/Jump/Tumble: Grants ranks in Acrobatics. If you take more than one instead of gaining additional bonus ranks you gain a +3 miscellaneous bonus to Acrobatics checks, this increases to +6 if you have all 3.
Listen/Search/Spot: Grants ranks in Perception. Reduction to penalties from Listen and Spot do not stack (only the better applies). If you take more than one instead of gaining additional bonus ranks you gain a +3 miscellaneous bonus to Perception checks, this increases to +6 if you have all 3.
Decipher Script/Forgery: Grants ranks in Linguistics. This means you gain languages twice.
Hide: Grants ranks in Stealth.

Fly:
You may select this skill even if you do not have a means of reliable flight.
Least: Whenever you deal damage to a creature that is flying it must make a Fly check (DC 10 + the damage dealt) or be unable to fly for 1d4 rounds +1/4 Tall Tale levels you possess. The creature does not immediately plummet, but instead descends straight down at a rate of 50-ft a round unable to move through flight.

Lesser: You gain the ability to fly at your land speed.

Greater: Once per round when you are attacked while you are flying you may make a Fly check in response to the attack as a free action, after you know whether the attack would hit or miss (but before damage is rolled). If your Fly check is greater than the attack roll of the attack the attack misses. Your fly speed is now twice your land speed.

Storied: You gain Improved Evasion when flying. Your flight speed now equals four times your Tall Tale level. While you are flying you gain a Dodge bonus to your AC, and a competence bonus to Reflex saves, and a competence bonus on attack rolls, equal to one-half your Dexterity bonus.

ranagrande
2013-12-19, 03:00 AM
Big Bad Wolf

Suppose a wolf came out of the forest?

Cunning, powerful, and versatile, Big Bad Wolves utilize a variety of tactics and tricks to prey on the weak and take what they want.

Adventures: Often, Big Bad Wolves will become adventurers just to satisfy their greed and gluttony. Some just want to become even bigger and badder. They may have many motivations, although rarely noble ones.

Characteristics: As they gain in power, Big Bad Wolves become more lupine in nature, and can eventually become wolves in truth. They are well-suited to both mind games and physical combat, and they make excellent scouts.

Alignment: Any nongood and nonlawful. Big Bad Wolves are ruthless predators living on the fringes of society and as such, most are Chaotic Evil.

Religion: Religion is uncommon among Big Bad Wolves. Most live only to serve themselves.

Background: Most Big Bad Wolves stumble into the class through luck or fate. Very few make people make a conscious decision to become Big Bad Wolves; it's just who they are.

Races: Members of almost any race can become Big Bad Wolves, but they are most common among Humans, Orcs, and Half-Orcs.

Other Classes: Big Bad Wolves and Paladins will seldom tolerate the company of one another for very long, and Big Bad Wolves are often a little intimidated by Rangers. On the other hand, they get along very well with Barbarians, Rogues, and Bards, especially those who play the Horn.

Role: Big Bad Wolves can contribute to a party in a variety of ways. They have solid combat ability and an extensive skill list. Supernatural abilities provide additional utility.

GAME RULE INFORMATION
Big Bad Wolves have the following game statistics.
Abilities: Strength is important for Big Bad Wolves who wish to engage in combat. Charisma determines the Save DCs of their supernatural abilities and is also the key ability score for many class skills. Constitution will also be important to the Big Bad Wolf.
Alignment: Any nongood and nonlawful.
Hit Die: d10
Starting Age: As Barbarian
Starting Gold: As Monk

Class Skills
The Big Bad Wolf's class skills (and the key ability for each skill) are Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Control Shape(Wis), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Handle Animal(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(geography)(Int), Knowledge(local)(Int), Knowledge(nature)(Int), Listen(Wis), Move Silently(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Survival(Wis), Swim(Str), and Tumble(Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Big Bad Wolf
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Bite of the Wolf, Track, Uncollared

2nd|
+1|
+3|
+3|
+0|What Big Eyes You Have!, Wolf Hide 1

3rd|
+2|
+3|
+3|
+1|And I'll Huff, Natural Focus

4th|
+3|
+4|
+4|
+1|Claws of the Wolf, Wolf in Sheep's Clothing(Alter Self) Wolf Hide 2

5th|
+3|
+4|
+4|
+1|Improved Trip, Why Don't You Pick Some Flowers?

6th|
+4|
+5|
+5|
+2|Bad Wolf, Tough Hide +1 What Big Hands You Have!, Wolf Hide 3

7th|
+5|
+6|
+6|
+2|Iron Will, Wise Wolf

8th|
+6|
+6|
+6|
+3|Scent, Wolf Empathy, Wolf Hide 4

9th|
+6|
+7|
+7|
+3|Wolfpack

10th|
+7|
+7|
+7|
+3|Big Bad Werewolf, Wolf Hide 5

11th|
+8|
+8|
+8|
+3|And I'll Puff, Multiattack

12th|
+9|
+8|
+8|
+4|Natural Werewolf, Tough Hide +2, Wolf Hide 6

13th|
+9|
+8|
+8|
+4|Big Wolf, Run

14th|
+10|
+9|
+9|
+4|What a Big Mouth You Have!, Wolf Hide 7

15th|
+11|
+9|
+9|
+5|Natural Critical

16th|
+12|
+10|
+10|
+5|And I'll Blow Your House Down!, Wolf Hide 8

17th|
+12|
+10|
+10|
+5|Alertness

18th|
+13|
+11|
+11|
+6|Tough Hide +3, Wolf Hide 9

19th|
+14|
+11|
+11|
+6|Wolf Berserker

20th|
+15|
+12|
+12|
+6|Big Bad Werewolf Lord, Wolf Hide 10[/table]

Class Features
All of the following are class features of the Big Bad Wolf.

Weapon and Armor Proficiencies: A Big Bad Wolf is proficient with all simple weapons and natural attacks, and with light and medium armor.

Bite of the Wolf (Ex): At level 1, a Big Bad Wolf gains a bite as a primary natural attack. For a medium creature, this does 1d6+(Str mod) piercing damage.

Track (Ex): A Big Bad Wolf gains Track as a bonus feat at level 1.

Uncollared (Ex): The Big Bad Wolf is no tame dog, to chaff his fur beneath a collar. Any Big Bad Wolf who wears an item around his neck loses access to all supernatural class abilities until he removes it.

What Big Eyes You Have! (Ex): A Big Bad Wolf gains low-light vision at level 2.

Wolf Hide (Ex): A Big Bad Wolf gains Damage Reduction 1/Silver at level 2. The amount of DR increases every to levels to a maximum of 10/Silver at level 20.

And I'll Huff (Su): Starting at level 3, a Big Bad Wolf can use Gust of Wind as a supernatural ability. He can use this ability a number of times per day equal to his Constitution modifier (minimum 1) and the save DC is 10 +1/2 the Big Bad Wolf's class level, rounded down + the Big Bad Wolf's Charisma modifier.

Natural Focus (Ex): Starting at level 3, a Big Bad Wolf is treated as though he has the Weapon Focus feat for any natural weapon he uses.

Claws of the Wolf (Ex): At level 4, a Big Bad Wolf gains two claws as secondary natural attacks. For a medium creature, these do 1d4+(1/2 Str mod) slashing damage each.

Wolf in Sheep's Clothing (Su): Starting at level 4, a Big Bad Wolf can use Alter Self as a supernatural ability. He can use this ability a number of times per day equal to his Charisma modifier (minimum 1).

Improved Trip (Ex): A Big Bad Wolf gains Improved Trip as a bonus feat at level 5, even if he doesn't meet the prerequisites for it.

Why Don't You Pick Some Flowers? (Su): Starting at level 5, a Big Bad Wolf can use Suggestion as a supernatural ability. He can use this ability a number of times per day equal to his Charisma modifier (minimum 1) and the save DC is 10 +1/2 the Big Bad Wolf's class level, rounded down + the Big Bad Wolf's Charisma modifier.

What Big Hands You Have! (Ex): Starting at level 6, a Big Bad Wolf gets an enhancement bonus on attack and damage rolls with any natural weapon he uses equal to 1/4 his class level, rounded down (+1 at level 6, +2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20).

Bad Wolf (Su): Starting at level 6, a Big Bad Wolf treats any weapon he wields (including his natural weapons) as Evil-aligned for the purpose of overcoming damage reduction.

Tough Hide (Ex): A Big Bad Wolf's Natural Armor bonus to AC increases by 1 at level 6, and by 1 more every 6 levels thereafter (to +2 at level 12, and +3 at level 18).

Iron Will (Ex): A Big Bad Wolf gains Iron Will as a bonus feat at level 7.

Wise Wolf (Ex): At level 7, a Big Bad Wolf's Wisdom score increases by 2.

Scent (Ex): A Big Bad Wolf gains the Scent ability at level 8. In addition, he gains a +4 racial bonus on Survival skill checks when tracking by scent.

Wolf Empathy (Ex): Starting at level 8, a Big Bad Wolf can communicate with wolves and dire wolves. Additionally, he gets a +4 racial bonus on all Charisma-based checks against wolves and dire wolves.

Wolfpack (Ex): A Big Bad Wolf gains Wolfpack as a bonus feat at level 9, even if he doesn't meet the prerequisites for it.

Big Bad Werewolf (Ex): At level 10, a Big Bad Wolf is fully in tune with his inner wolf. He gains the Shapechanger subtype and can change between wolf, hybrid and his own (also increasingly hybrid) form as a standard action. He is treated as an Afflicted Lycanthrope (gaining DR 5/silver in animal and hybrid forms, no Curse of Lycanthropy), except that he cannot be cured of his "curse" by any means.

Multiattack (Ex): A Big Bad Wolf gains Multiattack as a bonus feat at level 11.

And I'll Puff (Su): Starting at level 11, a Big Bad Wolf can use Control Winds as a supernatural ability. He can use this ability a number of times per day equal to his Constitution modifier (minimum 1). His caster level is equal to his class level and the save DC is 10 +1/2 the Big Bad Wolf's class level, rounded down + the Big Bad Wolf's Charisma modifier.

Natural Werewolf (Ex): Starting at level 12, a Big Bad Wolf is treated as a natural lycanthrope and his damage reduction improves to 10/silver in animal and hybrid forms. He still cannot transmit the Curse of Lycanthropy, however.

Big Wolf (Ex): At level 13, a Big Bad Wolf grows one size category larger. His height, length, and width are doubled and his weight is multiplied by 8. He gets a +2 bonus to Strength, a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and a -1 penalty to attack rolls and Armor Class.

Run (Ex): A Big Bad Wolf gains Run as a bonus feat at level 13.

What a Big Mouth You Have! (Ex): Starting at level 14, a Big Bad Wolf can use the Improved Grab and Swallow Whole abilities. If the Big Bad Wolf hits an opponent smaller than himself with his bite attack, he can initiate a grapple as an immediate action without provoking an attack of opportunity. If he wins the grapple check, he can make a second grapple attempt to swallow his opponent. A swallowed created takes 1d6+(1/2 the Big Bad Wolf's Str mod) nonlethal damage plus 1d6 acid damage each round from the Big Bad Wolf's stomach. A swallowed creature can cut its way out by dealing 25 points of slashing or piercing damage to the stomach (AC 11).

Natural Critical (Ex): Starting at level 15, a Big Bad Wolf is treated as though he has the Improved Critical feat for any natural weapon he uses.

And I'll Blow Your House Down! (Su): Starting at level 16, a Big Bad Wolf can use Greater Whirlwind as a supernatural ability. He can use this ability a number of times per day equal to his Constitution modifier (minimum 1). His caster level is equal to his class level and the save DC is 10 +1/2 the Big Bad Wolf's class level, rounded down + the Big Bad Wolf's Charisma modifier.

Alertness (Ex): A Big Bad Wolf gains Alertness as a bonus feat at level 17.

Wolf Berserker (Ex): A Big Bad Wolf gains Wolf Berserker as a bonus feat at level 19, even if he doesn't meet the prerequisites for it.

Big Bad Werewolf Lord (Ex): At level 20, a Big Bad Wolf is among the biggest and the baddest. He becomes a Werewolf Lord and can change between his "normal", hybrid, and dire wolf animal forms as a swift action.