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View Full Version : [3.P] Beginner Classes: A Project [Base Classes]



The Mormegil
2014-02-19, 10:04 AM
Introduction

We all have to introduce new players to the table sometimes. Some of these new players are eager to delve deep into the options and customization provided by the system. Some are eager to learn and study the spellcasting system to best understand their powers. Some, to put it lightly, are not.

When this happens we usually try to help them make their character, and gently nudge them in the direction of "something simple". Problem is, something simple is usually terribly underpowered.

Most people who use the Tier system are most happy with Tier 3. Let's see what Tier 3 has:
1) Martial Adepts
2) Beguiler, and Dread Necromancer
3) Bard and Factotum
4) Duskblade and Psychic Warrior
5) Wildshape Varient Ranger
6) Binder

Arguably, a beginner may be allowed to play a Tier 1 or Tier 2 class without fear of gamebreaking potential. However this has the risk of the player maturing, the other players influencing him, and more importantly all Tier 1 and 2 classes are casters, and very complex ones to boot.

I strongly disagree with making a beginner play a class that is Tier 4 or 5. He will have a hard time in game as is, if he starts playing a class that cannot contribute well to various situations he will never understand what parts of the game he likes and will likely get bored when his character doesn't have any way of impacting a scene.

The Binder is oddly specific, and isn't very simple to play either. The Wildshape Ranger, the Duskblade and the Psychic Warrior, while simple to play as melee characters, have quite a few mechanical hurdles, lots of options, spells, feats and various powers, and aren't very welcoming either.
The Factotum and Bard aren't easy to play, they have lots of options and spells. They also require extensive game knowledge to be properly played as T3 characters.
The Beguiler and Dread Necromancer may very well be some of the easiest spellcasters to play, alongside the Warmage, due to their spellcasting mechanic. However, they have massive lists of options and can lead to analysis paralysis for a beginner.
Martial Adepts aren't very difficult to play, the Warblade in particular isn't mechanically complex. It's easy to "get" the maneuvers mechanics intuitively, especially if you have any previous notion of CRPGs (and who doesn't these days?), and power cards can help with memory issues. Martial Adepts are a good way to introduce the game all in all. But I asked myself, can we do better?

The following classes are intended to cover a few common fantasy archetypes (a champion of something, be it a deity, an ideal, a king or a cause; a warrior that uses his magical powers to fight, like many characters in modern fiction; a spellcaster that draws his powers from nature; a dashing swashbuckler that can easily be built to feel like Jack Sparrow or similar charismatic characters).
They are intended to be Tier 3, with few choice points in character creation, few options in any given situation to avoid analysis paralysis, but enough utility to feel meaningful at many points in the game.
They are built to have a definite flavor and aesthetic, to avoid giving beginners completely blank (and sometimes offputting) slates. They shouldn't feel like beginners are put in a ghetto away from everything cool the mature players can do, they should be solid options and also open for beginners.
They should be heavily reliant on class level, to encourage focus. Beginners will likely avoid multiclassing at first, and rewarding intended behavior is a good rule.
As a last note, there is one assumption I made when creating these. I assumed the Master fixed Diplomancy to be something that can actually work, without being horrendously broken. For all I care, the fix can very well be the generally accepted "whatever flies at the table that night, and feels right to the Master".

With that said, here are the classes.


Champion

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

1st|+1|+2|+0|+2|Aura, Divine Oath (holy strike)

2nd|+2|+3|+0|+3|Oath of Enmity +1d6

3rd|+3|+3|+1|+3|Oath of Power: Inspiration

4th|+4|+4|+1|+4|Oath of Enmity +2d6, Divine Oath (mind shield)

5th|+5|+4|+1|+4|Oath of Power: Truth

6th|+6/+1|+5|+2|+5|Oath of Enmity +3d6

7th|+7/+2|+5|+2|+5|Oath of Power: Steed

8th|+8/+3|+6|+2|+6|Oath of Enmity +4d6, Divine Oath (wings)

9th|+9/+4|+6|+3|+6|Oath of Power: Gate

10th|+10/+5|+7|+3|+7|Oath of Enmity +5d6

11th|+11/+6/+1|+7|+3|+7|Oath of Power: Dispel

12th|+12/+7/+2|+8|+4|+8|Oath of Enmity +6d6, Divine Oath (keen senses)

13th|+13/+8/+3|+8|+4|+8|Oath of Power: Prayer

14th|+14/+9/+4|+9|+4|+9|Oath of Enmity +7d6

15th|+15/+10/+5|+9|+5|+9|Oath of Power: Death

16th|+16/+11/+6/+1|+10|+5|+10|Oath of Enmity +8d6, Divine Oath (extra action)

17th|+17/+12/+7/+2|+10|+5|+10|Oath of Power: Commune

18th|+18/+13/+8/+3|+11|+6|+11|Oath of Enmity +9d6

19th|+19/+14/+9/+4|+11|+6|+11|Oath of Power: Life

20th|+20/+15/+10/+5|+12|+6|+12|Oath of Enmity +10d6, Unstoppable Punisher

[/table]

Alignment: Any
Hit Die: 1d12

Class Skills:
Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiencies:
The Champion is proficient with all simple and martial weapons, with light, medium and heavy armor and with heavy shields (but not tower shields).

Special Abilities:

Aura
The Champion has an aura of his alignment, as a paladin of the same level.

Divine Oath
The Champion makes an oath to a patron deity. Details of this oath must be discussed with the Master. As long as this oath is upheld, the Champion gains various powers. If this oath is violated voluntarily, the Champion must seek atonement before he can use his class powers again.
At level 1, a Champion imbues all his attacks with the holy power of his oath, gaining a bonus to all weapon damage rolls (both melee and ranged) equal to his Wisdom modifier. His attacks always count as magic and as his alignments for the purposes of damage reduction.
At level 4, his mind is shielded from external assaults. He gains a bonus on all Will saves against mind-affecting abilities and effects equal to his Wisdom modifier.
At level 8, he gains wings of energy that allow him to fly with a speed equal to his base land speed, with good manoeuvrability.
At level 12, his senses are keened by divine power. He sees as with true seeing, and can hear so well he gains blindsight for up to 20’.
At level 16, he gains an extra standard action every round.

Oath of Enmity
Starting at level 2, a Champion may formulate an Oath of Enmity against a target within sight. A Champion may not formulate a new Oath of Enmity until the target of his last Oath of Enmity is dead, or he cancels the Oath by meditating for 5 minutes. Formulating an Oath is a swift action.
The Champion gains improved movement and more powerful attacks against his Oath of Enmity target. He gains 20’ extra movement speed whenever he moves closer to his target. He also gains +1d6 damage every two levels on all attacks against his target, and he ignores any damage reduction and regeneration the target has.

Oath of Power: Inspiration
Starting at level 3, a Champion gains limited magic abilities from his patron deity. He can use his Oath of Power abilities a collective amount of times equal to 3 + his Wisdom modifier. Unless otherwise stated, these abilities count as supernatural abilities, and as such they do not provoke opportunity attacks.
At level 3, he can draw inspiration from his patron deity as a free action to gain a bonus on a single skill check equal to half his class level. He is considered trained in this skill when using this ability.

Oath of Power: Truth
At level 5, a Champion can touch a creature as a standard action to impose the mark of his deity upon it. If the creature fails a Will save (DC 12 + Wisdom modifier) or is willing, it becomes incapable of telling lies for one minute per class level. Everyone that sees the creature knows that it is under the effect of this ability.

Oath of Power: Steed
At level 7, a Champion can call a steed from the realm of his patron god. This steed can only be ridden by the Champion, has a base land speed of 100’, can walk on sandy, muddy, swampy ground, through undergrowth, even on water and it lasts 8 hours. If the creature is killed (AC 18, 20 hit points), it is immediately dismissed. A Champion may use this ability to grant another creature he touches one of these special steeds, attuned only to him.

Oath of Power: Gate
At level 9, a Champion may teleport a short distance as a move action. The Champion must see the place he wants to teleport to, and it must be unoccupied. The Champion can teleport up to 400’ with this ability.

Oath of Power: Dispel
At level 11, a Champion may dispel magic effects with his touch. As a standard action, he may make a touch attack. If he hits, the creature or object he hits is subject to a targeted greater dispel magic, with a caster level equal to his class level.

Oath of Power: Prayer
At level 13, a Champion may use a swift action to grant all allies within 30’ of him (including himself) a +3 morale bonus to all attack rolls, saving throws and skill checks for one minute.

Oath of Power: Death
At level 15, a Champion may try to kill a creature within 100’ of him that he can see. The creature must make a Fortitude saving throw (DC 17+Wisdom modifier) or die. This is a death effect.

Oath of Power: Commune
At level 17, a Champion can directly pose questions to his patron god (or at least one of his highest ranking servants). He may pose one question per use of this ability. The answer is always one-word: “yes”, “no”, “maybe”, “never”, “irrelevant”, “complicated”, “unknown”...

Oath of Power: Life
At level 19, a Champion may bring back to life a creature. This use of Oath of Power is special, and can only be invoked once per month. This otherwise works as a true resurrection spell.

Unstoppable Hunter
The Champion cannot be stopped once he sees an enemy. At will, as a move action, he can teleport adjacent to his Oath of Enmity target, as per greater teleport but without limits of range. This ability doesn’t cross planar boundaries.



Duelist

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

1st|+1|+0|+2|+0|Dueling Finesse, Charming Style, Duel (defensive posture)

2nd|+2|+0|+3|+0|Dashing +2, Glibness

3rd|+3|+1|+3|+1|Assume Identity

4th|+4|+1|+4|+1|Athletic +2, Fast Movement

5th|+5|+1|+4|+1|Duel (riposte)

6th|+6/+1|+2|+5|+2|Dashing +3, Insidious Suggestion

7th|+7/+2|+2|+5|+2|Luck Favors the Bold

8th|+8/+3|+2|+6|+2|Athletic +3, Wall Climb

9th|+9/+4|+3|+6|+3|Duel (pierce protections)

10th|+10/+5|+3|+7|+3|Dashing +4, Charming Smile

11th|+11/+6/+1|+3|+7|+3|Magic Knack

12th|+12/+7/+2|+4|+8|+4|Athletic +4, Impossible Balance

13th|+13/+8/+3|+4|+8|+4|Duel (follow teleports)

14th|+14/+9/+4|+4|+9|+4|Dashing +5, Rethink Opinion

15th|+15/+10/+5|+5|+9|+5|Mimic

16th|+16/+11/+6/+1|+5|+10|+5|Athletic +5, Flash Step

17th|+17/+12/+7/+2|+5|+10|+5|Duel (sequester)

18th|+18/+13/+8/+3|+6|+11|+6|Dashing +6, Muddle Memory

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

20th|+20/+15/+10/+5|+6|+12|+6|Athletic +6, Crippling Strike

[/table]
Alignment: Any
Hit Die: 1d8

Class Skills:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier

Weapon and Armor Proficiencies:
Duelists are competent with all simple weapons and with martial melee and thrown weapons. They are also competent with light armor.

Special Abilities:

Dueling Finesse
You can use Dexterity in place of Strength for attack rolls and damage rolls of any weapon you are competent with.

Charming Style
You add your Charisma modifier to all melee and thrown weapon damage rolls.

Duel
You are considered in a duel with a creature if it is the only enemy adjacent to you, and you are the only enemy adjacent to him. The enemy that is in a duel with you is called your adversary. While in a duel, you gain various bonuses and options.
At level 1, you gain an insight bonus to your AC and to your saving throws equal to your Charisma modifier against all attacks made by your adversary.
At level 5, every time your adversary hits you with an attack or spell, you may retaliate as an immediate action with a melee attack.
At level 9, you can make a special attack as a standard action against your adversary. This attack ignores all spells and magical protections on the target, and if the attack hits it will automatically dispel one such protection (the one with the highest equivalent spell level; in case of a tie, a random one is selected as tie breaker). A protection is, for this ability, any spell or magical effect that grants a bonus to AC or saving throws, damage reduction or a miss chance (including effects such as mirror image).
At level 13, every time your adversary teleports away from you, you may follow him passing through the same gate he opens and arriving adjacent to him (wherever he ended up).
At level 17, you may choose to sequester your adversary. Make a special melee attack as a standard action. This attack deals damage as normal, but you can also choose to make a touch attack that deals no damage and only sequesters the target. If you hit, both you and the target are teleported as per your flash step ability.

Dashing
You gain a bonus to all Charisma checks, including Charisma-based skill checks.

Glibness
You are immune to all spells and effects that force you to tell the truth or reveal your lies. The caster of such spells is aware of this immunity only if his caster level is 4 more than your class level.

Assume Identity
Your disguises are almost perfect. If you take 10 minutes with a masterwork tool for Disguise checks at your disposal (make up and a little bit of magical substances that alter your appearance, such disguise kits cost 50 gp and can be found in many marketplaces), you are considered under the effects of an disguise self spell that copies your chosen creature, until your disguise is taken off. The disguise must be renovated every 8 hours or the effect fades (you are still disguised normally, though). You cannot copy a creature of a different size of you, but the effect grants no Will saves and is both tactile and audible (it is not an illusion). Additionally, if you know or have been accurately described the creature, you pick up his mannerisms and typical moral outlook. This is generally enough to fool even creatures familiar with the original, although anyone that interacts with you long enough and has previous knowledge of the original may attempt a Sense Motive check as usual.

Athletic
You gain a bonus to all Strength and Dexterity checks, including Str and Dex-based skill checks.

Fast Movement
You gain extra movement speed when you are wearing light or no armor. This movement speed starts at 10’, increases to 20’ at level 9 and increases by 10’ more every five levels thereafter (30’ at level 14, 40’ at level 19).

Insidious Suggestion
You gain the ability to plant ideas and suggestions in the mind of others while talking to them. This ability works as a suggestion spell with a caster level equal to your class level except as noted below. This effect is not magical. In order to plant a suggestion you need to spend at least 10 minutes talking with the target and make a Bluff check (if the suggestion is covert) or a Diplomacy check (if the suggestion is clearly stated) with a DC equal to 18 + the target’s Sense Motive ranks + the target’s Wisdom modifier, or 18 + the target’s Will save modifier, whichever is higher. You cannot take 10 or 20 on this check. Whether or not you succeed, you cannot use this ability again on the same target in the following 24 hours. The suggestion cannot go against the creature’s nature, or even its philosophy or morality: it must be subtler, it must be something the creature could decide to do on its own if nudged in the right direction. If you are using Bluff, the creature won’t notice that it was you who planted the suggestion unless you fail the check by 5 or more.

Luck Favors the Bold
Once per day, you may choose to reroll a d20 roll once but must accept the second result.

Wall Climb
You can run on walls and stay put by putting your weapon through them and balancing on it. You gain a climb speed equal to your base land speed as long as you have a weapon or climbing tools on you.

Charming Smile
You gain the ability to be incredibly charming with people that speak with you. This ability works as a charm monster spell with a caster level equal to your class level except as noted below. This effect is not magical. In order to charm someone you need to spend at least 10 minutes talking with the target and make a Bluff check with a DC equal to 20 + the target’s Sense Motive ranks + the target’s Wisdom modifier, or 20 + the target’s Will save modifier, whichever is higher. You cannot take 10 or 20 on this check. Whether or not you succeed, you cannot use this ability again on the same target in the following 24 hours. As usual, the effect is broken if you or your allies attack or menace the target during the duration.

Magic Knack
You gain the ability to replicate magical effects with pure muscle memory and no cognition of cause. You may activate spell completion items as if you knew the spell inside them, as long as the spell is of 3rd level or lower. At level 14, you can use spells of 4th level or lower, at level 17 you may use spells of 5th level or lower and at level 20 spells of 6th level or lower.

Impossible Balance
You may balance on liquid surfaces, impossibly thin ropes and similar items that wouldn’t normally be able to sustain your weight. You still cannot balance of gases, such as clouds and air.

Rethink Opinion
You gain the ability to make people you speak with rethink their opinions on subjects they were previously convinced about. This ability will convince a creature that a certain opinion is correct. This opinion may not be in complete contrast with what the creature knows or strongly believes, but it may lead the creature to change its behavior regarding a certain matter. This ability may be used to soften the requirements for your Insidious Suggestion ability. This ability will last for up to one day per class level. This effect is not magical. In order to convince someone you need to spend at least 10 minutes talking with the target and make a Bluff check with a DC equal to 22 + the target’s Sense Motive ranks + the target’s Wisdom modifier, or 22 + the target’s Will save modifier, whichever is higher. You cannot take 10 or 20 on this check. Whether or not you succeed, you cannot use this ability again on the same target in the following 24 hours.

Mimic
You gain the ability to mimic the spellcasting or initiating of others a number of times per day equal to your Charisma modifier. As a standard action, you may copy any spell or maneuver you have seen a creature use since your last turn. The spell or maneuver will have a caster or initiator level equal to your class level or the level of the original user, whichever is less. You may not copy spells or maneuvers that require a higher level than your class level to use (which means at level 15 you may not copy 9th level spells or maneuvers, for example). The spell or maneuver will work as if the original caster or initiator used it, except that it originates from you and you make all decisions regarding it.

Flash Step
As long as you can see the destination, and you would be able to reach it moving normally (that is, there are no obstacles you cannot surpass between you and the destination), you may teleport there. This ability is supernatural (thus doesn’t provoke opportunity attacks). It is not actually a teleport (just a very fast movement), but it follows the rules for teleportation and cannot be used if you are under the effect of dimensional anchor or similar spells (because they interfere with your movements). This ability has a range equal to twice your movement speed.

Muddle Memory
You gain the ability to make people you speak with believe their memory to be wrong. This ability will substitute a memory of a creature with another (similar) memory. This ability works like modify memory with a caster level equal to your class level except as noted below. You may not change the memory in a way that makes it unbelievable to the target, but you may make additional Bluff checks as part of this ability to sell him your lies. If you erase a memory, the target believes his memory to be false or the result of too much wine. You may not allow the target to recall his memory perfectly with this ability. This ability will last forever or until the target discovers you lied. This effect is not magical. In order to convince someone you need to spend at least 10 minutes talking with the target and make a Bluff check with a DC equal to 24 + the target’s Sense Motive ranks + the target’s Wisdom modifier, or 24 + the target’s Will save modifier, whichever is higher. You cannot take 10 or 20 on this check. Whether or not you succeed, you cannot use this ability again on the same target in the following 24 hours.

Reflect Spell
You gain the ability to send back spells to the caster a number of times per day equal to your Charisma modifier. This works like spell turning, except it only blocks one spell of any level, requires an immediate action to activate (in reaction to the spellcasting) and only blocks spells directly targeted at you (not area spells or spells that also target you).

Crippling Strike
Every time you score a critical hit with a weapon you are proficient with, you may choose to deal 2 Constitution, Strength, Dexterity or Intelligence damage to the target. This damage cannot be dealt to creatures without an anatomy or immune to critical hits, but can still be dealt to creatures normally immune to ability score damage (such as creatures protected by death ward or golems).



Medium

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

1st|+0|+0|+0|+2|Spirit's Blessing I (boon), Medium's Empathy|1

2nd|+1|+0|+0|+3|Everyone's Voices (animals, plants)|2

3rd|+1|+1|+1|+3|Spirit's Blessing II (lesser arcana)|3

4th|+2|+1|+1|+4|Everyone's Voices (tongues)|3

5th|+2|+1|+1|+4|Spirit's Blessing III (greater arcana)|4

6th|+3|+2|+2|+5|Everyone's Voices (dead)|4

7th|+3|+2|+2|+5|Spirit's Blessing IV (special qualities)|5

8th|+4|+2|+2|+6|Everyone's Voices (nature, earth)|5

9th|+4|+3|+3|+6|Spirit's Blessing V (two spirits)|6

10th|+5|+3|+3|+7|Everyone's Voices (city)|6

11th|+5|+3|+3|+7|Spirit's Blessing VI|7

12th|+6/+1|+4|+4|+8|Everyone's Voices (stone)|7

13th|+6/+1|+4|+4|+8|Spirit's Blessing VII (extra arcanas)|8

14th|+7/+2|+4|+4|+9|Everyone's Voices (natural materials)|8

15th|+7/+2|+5|+5|+9|Spirit's Blessing VIII|9

16th|+8/+3|+5|+5|+10|Everyone's Voices (objects)|9

17th|+8/+3|+5|+5|+10|Spirit's Blessing IX|10

18th|+9/+4|+6|+6|+11|Everyone's Voices (greater spirits)|10

19th|+9/+4|+6|+6|+11|Spirit's Blessing X (lifebound)|11

20th|+10/+5|+6|+6|+12|Transcendence|11

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills:
Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Survival (Wis)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficiencies:
The medium is proficient with all simple weapons and no armor or shields.

Medium’s Empathy
A medium can improve the attitude of other creatures. This ability functions like a Diplomacy check made to improve the attitude of a person. The medium rolls 1d20 and adds her medium level and her Charisma modifier to determine the medium’s empathy check result. This ability may be used on all animals, dragons, fey, humanoids, magical beasts, monstrous humanoids, outsiders, plants and undead with an Intelligence score the medium can talk to. This check can substitute for a Diplomacy check if the medium’s skill modifier is lower than his empathy modifier.
To use empathy, the medium and his target must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing someone in this way takes 1 minute but, as with influencing people, it might take more or less time.

Spirit’s Blessing
The medium can make a pact with spirits of the land and gain their powers for a while. The medium selects one spirit at first level that he may contact, and gains additional spirits at later levels as shown in the table. He may choose any spirit with a rank no higher than what is shown in the table (rank 1 at 1st level, rank 2 at 3rd level and one extra rank every two levels thereafter). The medium may form a bond with a spirit by spending 5 minutes contracting in a place the spirit can be found (see the spirit’s description). The medium must rescind a previous bond before receiving the blessing of a new spirit. During this ritual, the spirit may ask the medium to do a task for him, appropriate for the spirit’s nature and as decided by the Master, in exchange for his services. These requests are occasional, and meant for giving plot hooks rather than as a price for this ability.
Once the medium has formed a bond, he gains a special ability known as a boon. Boons are supernatural abilities, and as such they don’t provoke opportunity attacks. Starting at level 3, the medium also gains a special attack known as lesser arcana. The medium may use lesser arcanas from his spirits up to three times per day, no matter how many spirits he contacts. Arcanas are spell-like abilities and as such they provoke opportunity attacks. Starting at level 5, the medium also gains a more powerful special attack known as greater arcana. The medium may use greater arcanas from his spirits once per day, no matter how many spirits he contacts. Starting at level 7, the medium is granted a special quality by his spirit. All these abilities can be found in the spirit’s description.
At level 9, a medium can form a bond with two spirits at the same time, gaining all the abilities of both. However, he is still limited to three lesser arcanas and one greater arcana per day. At level 13, the medium may use lesser arcanas two more times each day. At level 19, the medium is under the effects of death ward as long as he has a bond with a spirit.

Everyone’s Voices
Starting at level 2 the medium gains a magical ability to talk with all things, living or otherwise. He may use everyone’s voices up to 3 + Charisma modifier times per day. Each use of this ability lasts for up to one minute per level and has a caster level equal to his class level, unless otherwise stated.
At level 2, he may communicate with animals and plants (as per speak with animals and speak with plants).
At level 4, he may communicate with anyone with a language (as per tongues).
At level 6, he may ask dead people questions (as per a speak with dead spell).
At level 8, he may talk with the spirits of nature (as per the commune with nature spell).
At level 10, he may talk with cities (as per the commune with city spell [Races of Destiny]).
At level 12, he may talk to stone (as per the stone tell spell).
At level 14, he may talk to any natural material, from wood to metal to water to earth to any solid or semisolid terrain feature or natural object (this extends the effect of the stone tell spell; the medium must select one thing to be able to talk to every time he uses this ability; the medium cannot talk with air or other gaseous substances).
At level 16, he may speak with objects (as per the legend lore spell, but only about the object or events in the object’s past).
At level 18, he may contact the greater spirits of nature (as per the commune with greater spirit spell [Complete Arcane], except with no XP cost).

Transcendence
At level 20, the medium transcends mortality. He becomes a fey creature, gains damage resistance 5/cold iron and is immune to all mind-affecting spells or abilities that would influence his emotions and impartiality. This is an extraordinary ability.


Runeblade

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

1st|+1|+2|+0|+2|Arcane Strike, Warding (AC)

2nd|+2|+3|+0|+3|Mystic Runes, Rune of Might

3rd|+3|+3|+1|+3|Runic Blade +1

4th|+4|+4|+1|+4|Rune of Sleep

5th|+5|+4|+1|+4|Warding (saves)

6th|+6/+1|+5|+2|+5|Arcane Strike (full attack), Rune of Speed

7th|+7/+2|+5|+2|+5|Runic Blade +2

8th|+8/+3|+6|+2|+6|Runic Circle

9th|+9/+4|+6|+3|+6|Warding (entropy)

10th|+10/+5|+7|+3|+7|Rune of Metamorphosis

11th|+11/+6/+1|+7|+3|+7|Arcane Strike(no penalty), Runic Blade +3

12th|+12/+7/+2|+8|+4|+8|Rune of Guile

13th|+13/+8/+3|+8|+4|+8|Warding (death ward)

14th|+14/+9/+4|+9|+4|+9|Rune of Freedom

15th|+15/+10/+5|+9|+5|+9|Runic Blade +4

16th|+16/+11/+6/+1|+10|+5|+10|Arcane Strike (extra attack), Rune of Stone

17th|+17/+12/+7/+2|+10|+5|+10|Warding(SR)

18th|+18/+13/+8/+3|+11|+6|+11|Rune of Shadows

19th|+19/+14/+9/+4|+11|+6|+11|Runic Blade +5

20th|+20/+15/+10/+5|+12|+6|+12|Rune of Time

[/table]
Alignment: Any
Hit Die: 1d10

Class Skills:
Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapons and Armor Proficiency:
The Runeblade has proficiency in all simple and martial weapons and in light and medium armor.

Arcane Strike
The Runeblade may make an Arcane Strike as a standard action. He makes one attack as normal, but with a -2 penalty to the attack roll. This attack deals 1d4+1 extra force damage, and is considered a magical force effect for the purposes of bypassing DR and the insubstantial quality. The extra damage increases to 2d4+2 at level 3, and by 1d4+1 every two levels after that (3d4+3 at level 5, 4d4+4 at level 7…).
Starting at level 6, a Runeblade may make an Arcane Strike as a full-round action. If she does, she makes her normal full attack at a -2 penalty, plus she gains the benefits of arcane strike on all attacks he makes with one weapon. She may use other weapons as part of this full attack (including natural weapons) as normal, without gaining the benefits of arcane strike for them.
At level 11, the penalty to attack rolls associated to Arcane Strike disappears.
At level 16, the Runeblade may make an extra attack at his maximum attack bonus with one weapon when he is using Arcane Strike. This extra attack is granted both during the full attack and when the Runeblade uses Arcane Strike as a standard action. This extra attack is cumulative with the extra attack granted by haste.

Warding
The Runeblade maintains a runic field around her all the time. While she is conscious and wearing any armor she personally inscribed with protective runes, she gains various defensive benefits.
At level 1, the Runeblade gains an insight bonus to her AC equal to her Intelligence modifier. At level 5, she gains an insight bonus to her saving throws equal to her Intelligence modifier. At level 9, she gains an entropic warding that gives all enemies attacking her with ranged weapons or rays a 50% miss chance. At level 13, she gains the effects of a death ward spell. At level 17, she gains Spell Resistance 13 + her class level.

Mystic Runes
The Runeblade knows how to inscribe runes that grant various magical effects. The Runeblade needs 10 minutes and access to something to write with in order to inscribe a rune on a surface. Runes are bright and constantly glow of magical energy, like the light spell. Once inscribed, the Runeblade may activate it as a standard action while she is within 30’ of the rune. A Runeblade may activate 3 + Intelligence modifier runes every day. Many Runeblades inscribe their weapons and armor with runes to activate when needed. The Runeblade learns how to inscribe and activate one type of rune every two levels. The wielder of a rune is a creature that is using a piece of gear with the rune inscribed on it, or has the rune directly inscribed on its body.

Runic Blade
The Runeblade may inscribe a weapon with runes to grant that weapon magical accuracy. This requires 10 minutes and access to something to write with. The Runeblade may power only one set of such runes at a time, and if she wants to imbue a new set with power she needs to meditate for 5 minutes and rescind all ties to the previous set. A weapon with an active set of runes has an enhancement bonus as seen in the table. This is not cumulable with other enhancement bonuses on the weapon, but any other magic property of the weapon works normally.

Mystic Runes:
Rune of Might
When activated, this rune grants its wielder a +4 enhancement bonus to his Strength modifier for one minute. Additionally, the wielder may carry up to his heavy load unhindered, and is considered bigger than he is for the purposes of lifting loads: one size bigger at level 2, two sizes bigger at level 6 and one more size bigger for every three levels thereafter. This rune is often used for incredible feats of strength: a runeblade of high enough level can lift entire buildings under the effect of this rune.
Rune of Sleep
This rune is often tricky to use. The Runeblade may invoke this rune to put the creature wielding it to sleep (as the spell, but with no HD limit) unless he passes a Will save, DC 13 + Intelligence modifier. The Runeblade needs the creature to wear a piece of gear with the rune inscribed on it, or inscribe the rune directly on the creature, to use this ability.
Rune of Speed
The Runeblade may activate this rune to grant its wielder the effects of a haste spell for one minute. Additionally, the wielder may run as a full-round action that provokes opportunity attacks to move ten times its base land speed (as modified by the spell) ignoring all difficult terrain short of blocking terrain. During this movement, the wielder may move through liquid surfaces as if they were solid, but it starts swimming immediately upon coming to a halt. Using this rune to travel allows a normal human to cover almost two miles in a minute for every activation of the rune.
Runic Circle
The Runeblade may inscribe a 10’ radius magic circle on an area. Once activated, the circle works like a magic circle against evil spell, except it is stationary and it works against all creatures the Runeblade considers enemies for one minute. The Runeblade may use this ability to create a magic circle to bind outsiders, as detailed in the planar binding spell, but she may not use the planar binding herself (she just assists in preparing the circle).
Rune of Metamorphosis
The Runeblade may alter the form of the wielder upon activating this rune, and bestow the following benefits for one hour. The physical appearance of the wielder changes, and each Runeblade bestows unique distinctive traits with this rune. The wielder grows a pair of wings and gains a flight speed of 30’ with good manoeuvrability. The wielder grows one size, which increases the damage dealt by his weapons, the space he occupies and his reach accordingly (a Large humanoid occupies four squares and has a reach of 10’). The creature gains a +4 size bonus to its Strength, and +4 natural armor.
Rune of Guile
The Runeblade may activate this rune to project a persistent image, as the spell, except that the image must stay within 5’ of the rune all the time.
Rune of Freedom
The Runeblade may activate this rune to grant the wielder freedom. The wielder immediately makes a Will save against all mind-affecting effects currently on him (even if the effect originally didn’t allow a saving throw) and gains the benefits of a freedom of movement spell for one minute.
Rune of Stone
The Runeblade may use this rune in two different ways. The first is to inscribe it on a creature or piece of gear as normal, in which case activating it will turn the wielder to stone (as the flesh to stone spell) unless it makes a Fortitude saving throw (DC 16 + Intelligence modifier). The second is to inscribe it on a stone surface, in which case activating it will produce a shape stone effect, with a caster level equal to her class level.
Rune of Shadows
This rune must be inscribed on the body of the Runeblade to work, and may only be activated when the Runeblade is in a shadowy area. The Runeblade may activate this rune to produce a shadow conjuration, as the greater shadow conjuration spell.
Rune of Time
The Runeblade may use his runes to gain mastery over time. This rune must be inscribed on the body of the Runeblade to work, and activating it will burn the rune, destroying it and causing 1d6 fire damage to the Runeblade. Activating this rune is like casting time stop, but it always grants 2 rounds of apparent time.

The Mormegil
2014-02-19, 10:07 AM
SPIRITS:
WIP
RANK I
Twin Panthers
The Twin Panthers are spirits born with the forging of strong familial ties. You may forge a bond with them wherever family ties are strong, such as inside houses, near some animal lairs or in the proximity of your own relatives.
Blood Dancer
Blood Dancers are spirits of blood and slaughter. They are often thought as malevolent spirits and omens of bad luck. You may forge a bond with them where blood has been spilled (preferably your own).
Frost Wolf
The Frost Wolves are spirits of snow and cold. Many tribes of cold regions worship them and pray for their strength. You may forge a bond with them wherever there is a bit of ice.
Thunder Hawk
Thunder Hawks are spirits of the storm. They can sometimes be seen when lightning strikes. You may forge a bond with them whenever it rains or storm clouds gather.
Oak Tree Guardian
Old trees and especially oaks often have their own guardian spirit. This spirit generally assumes the aspect of a wooden soldier with animal features. You may forge a bond with such a guardian wherever there are old trees nearby.
Lingering Flame
Lingering Flames are spirits of strong fires that died out. They tend to be attracted to strong fires and campsites, and there is where you will most likely find them to forge a bond.
Luminous Guide
Luminous Guides are generous and kind spirits that live in small settlements or on roads. Sometimes you may see them at night on a road in the countryside, showing travelers the correct directions and shining light over signals. You may forge a bond with the on any road outside of big settlements.
Fearsome Ram
Ram spirits are prideful and arrogant. Those that use their power to scare mortals are known as Fearsome Rams and may appear to terrify people that do not tread carefully in the wilderness. Those who know them best also know they often scare younglings and lost people to nudge them away from greater dangers. You may form a bond with a Fearsome Ram near any zone containing a dangerous creature or powerful monsters.

RANK II
Ironwood Treant
Ironwood Treants are strong spirits that live in the bigger forests. Multiple Ironwood Treants often gather together to protect holy natural places. You may form a bond with them inside big forests.
Diamond Witch
Diamond Witches are spirits that use their mastery over cold and ice to freeze their prey. They live near glaciers and other big bodies of ice. You may call them to form a bond near any amount of ice.
Silver Phoenix
Silver Phoenixes are spirits of health and rebirth. They travel in flocks and gather in large numbers where catastrophes struck, to help along rebirth and reconstructions. You may call upon them to form a bond wherever you like, as long as you have a silver bell to attract them.
Willow Sentinel
Willow Sentinels are solitary spirits that live inside willows. They are watchers rather than fighters, and they will hear and feel the natural order better than many other spirits. You may call them to form a bond whenever you are within ten miles from a willow tree.

RANK III
Ancestral Warrior
Ancestral Warriors are spirits of the dead that keep fighting for the world they lived in. You may call upon them in cemeteries, near tombs, mausoleums or any other resting place.
Lightning Cougar
Lightning Cougars are spirits of speed and electricity. They are often worshipped in tribes of steppes or plains, and people pray to have their speed and powers. You may call upon them in open spaces such as plains, some valleys and similar places.
Winter’s Herald
The Heralds of Winter are often thought to be malicious spirits. Their role is to spread cold and winter everywhere. They can be contacted from everywhere except sand deserts and other places of incredible heat.
Waterfall Whisperer
Waterfall Whisperers are spirits that talk to creatures near waterfalls and try to get them to swim in the waterfall, so that they may later consume the energy of their drowned corpse. You may contact them from everywhere with a stream of falling water, even an artificial one.

RANK IV
Ancient Defender
Ancient Defenders are spirits that protect the land from aberrations and undead abominations. They are mighty warriors with animal features and can be called upon from anywhere as long as you need their help to restore the natural order or protect the land from abominations.
Ominous Raven
Ominous Ravens are harbingers of bad luck. They can be found wherever there are corpses or before catastrophes happen, and that is where you can form bonds with them.
Storm Eagle
Storm Eagles are the cousins of Thunder Hawks. They can be similarly found whenever it rains or storm clouds gather, but also high on the mountains where they usually reside.
Stonecrusher
Stonecrushers are spirits of caves and other underground lands. They have a twisted morale that sees ambition as the highest quality, above everything else. You may form a bond with them from any underground place.

RANK V
Ghost Panther
Ghost Panthers are spirits of the hunt. They can be found in every natural environment.
Witch of Night
Witches of Night are rare and powerful spirits that haunt the dreams of mortals with terrible nightmares. Witches of Night can be contacted at night from everywhere.
Verdant Lord
Verdant Lords are powerful sovereigns of the natural world. They govern trees and all plant life. You can form a bond with one of them from anywhere you can touch a plant.
Spring Singer
Spring Singers are delightful announcers of spring. Their healing powers are sometimes sought by common people if they need help getting rid of illnesses. Spring Singers can be contacted from anywhere during spring, or from sacred natural places during other seasons.

RANK VI
Elder Thunderhawk
Elder Thunderhawks are very rare and mighty spirits of storm. They herald hurricanes. They can be contacted whenever it rains or storm clouds gather, but also high on the mountains where they usually reside.
Winter Phoenix
Winter Phoenixes are kindhearted spirits that signal the end of winter. They are considered an omen of good luck. Winter Phoenixes can be contacted from everywhere during winter, or from sacred natural places during other seasons.
Nevermore Ash
Forest fires never leave the terrain completely burned. Nevermore Ashes are the spirits that are born when a big forest dies to a fire, and help the forest grow back to full strength before withering and dying. You may contact a Nevermore Ash from anywhere with a big enough fire.
Starmetal Solitaire
Sometimes falling stars have a heart of metal, known as starmetal or adamantium. These falling stars bring with them alien spirits known as Starmetal Solitaires. To call a Starmetal Solitaire you need to touch some adamantium.

RANK VII
Storm Guardian
The Storm Guardian is the king of all storm spirits. It takes the form of an elder human with a long beard and a staff made of crystal. You may call him whenever it rains or storm clouds gather. This powerful spirit is known for being merciless and ruthless.
Undefeated King
The Undefeated King is the spirit of victory. It takes the form of a ghostly lion with three heads. You may call him from anywhere as long as you didn’t suffer a loss in the last 24 hours. The Undefeated King is known for being brave and just.
Laughing Wanderer
The Laughing Wanderer is the spirit of travel. He often changes shape, but likes to appear as an unknown traveller or as a big fat wild cat. You may call him from anywhere as long as you travelled a mile in the last 24 hours. The Laughing Wanderer is crafty and dishonest.
Summer Fire
The Summer Fire is the spirit that incarnates summer. It appears as a big bright fire vaguely shaped like a head. You may call him from anywhere during summer, or from sacred natural places during other seasons. The Summer Fire always thinks positive, and is vigorous and full of life.

RANK VIII
Relentless Hunter
The Relentless Hunter is the spirit of the hunt for sport and pride. It appears as an enormous panther with a silver cloak. You may call him from anywhere as long as you bring something you hunted in the last 24 hours as an offer. The Relentless Hunter likes challenges and the thrill of the hunt.
Primal Protector
The Primal Protector is the spirit that guards nature. If someone was to mess with nature as a whole, the Primal Protector would make sure to put an end to it. It appears as a storm giant with bark for skin and a giant wooden hammer. You may call him from anywhere as long as you didn’t voluntarily harm nature in the last month. The Primal Protector is often seen as detached and uncaring by mortals.
Eagle of Tomorrow
The Eagle of Tomorrow is the spirit of hope, progress and the future. It appears as a giant metallic eagle. You may call him from anywhere as long as you haven’t lost all hope. The Eagle of Tomorrow has a kind eye for humanoids and humans in particular, and is a spirit beloved by many.
Autumn Reaper
The Autumn Reaper is the spirit that incarnates autumn. It is a spirit of death and sorrow. It appears as a scarecrow with a scythe. You may call him from anywhere during autumn, or from sacred natural places during other seasons. The Autumn Reaper is responsible for the death that eventually leads to rebirth. It is an unnerving presence, and very dangerous.

RANK IX
Fate Weaver
The Fate Weaver is the spider spirit that weaves the threads of fate. It appears as a small golden spider on a rainbow web. You may call her from anywhere. The Fate Weaver is a wise and old spirit that doesn’t like joking and takes her job very seriously.
Great Bear
The Great Bear is the protecting spirit that incarnates altruism and the desire to preserve one’s kin. It appears as a giant golden bear. You may call her from anywhere. The Great Bear is ferocious with her enemies but kind with her allies. She is a motherly spirit.
World Healer
The World Healer is the spirit that heals and restores the balance of the world, and preserves the cycle of life. It appears as a giant tree with a humanoid face. The World Healer may be called from anywhere as long as you heal or treat a wound as a sign of peace (a simple Heal check will suffice). The World Healer is compassionate and ponders everything he says.
Everchanging Stag
The Everchanging Stag is the sovereign spirit of the seasons, and symbolizes change and the natural cycle. He takes the form of a stag with seasonal traits (such as white fur and snow in his horns during winter). The Everchanging Stag may be called from anywhere. He is a spirit of a thousand minds, he easily changes opinion on things and just as rapidly changes it back.

RANK X
World Serpent
The World Serpent is the patron of the Prime Material Plane. The earth itself rests within its coils, and all his movements cause earthquakes. His power is so great not even the gods dare contest him. The World Serpent is everywhere and may be called upon from anywhere. He is the wisest and strongest of spirits, so old he is nearly omniscient.
Crimson Phoenix
The Crimson Phoenix is the spirit of rebirth and new life. The sun is his resting place, and it is said the sun itself is a sphere of glass that dims his brightness to preserve us mortals. The Crimson Phoenix’s feathers are of all the colors of the rainbow. You may call the Crimson Phoenix from anywhere during the day. The Crimson Phoenix is the harbinger of a new world, born from the ashes of one that burned.
Evening Star
The Evening Star is the spirit of entropy, death and endings. He lives beyond the stars, which are said to be sparks of his pale luminescence beyond the veil of night. The Evening Star’s eyes are like pits of endless void. You may call the Evening Star from anywhere at night. The Evening Star doesn’t want to end the world just yet. He is definitive, authoritarian and inflexible.

FEATS:
WIP
Extra Oath of Power
Requisite: Oath of Power
Benefit: you gain 2 extra uses of Oath of Power every day.

Dueling Spellbreaker
Requisite: Duel, Dex 15
Benefit: any creature that is in a duel with you cannot cast on the defensive.

Duelist’s Footwork
Requisite: Duel, Dex 17
Benefit: every time a creature that is in a duel with you takes a five feet step, you can immediately take a five feet step in the place it vacated as an immediate action.

Clip Wings
Requisite: Dueling Finesse
Benefit: when you strike a creature with a thrown weapon you are competent with, that creature must make a Flight check (DC equal to the damage dealt) or it loses all flight speeds until the end of its next turn. If it was flying, it falls. Creatures with perfect manoeuvrability and creatures without a distinct flight anatomy (that is, creatures that do not have organs required for flying, that are flying through magic or similar means) are immune to this ability.

Disrupt Magic Flight
Requisite: Dueling Finesse, Clip Wings, BAB +5
Benefit: your clip wings feat can be used also against all creatures flying thanks to spells or other magical abilities. It still doesn’t work on creatures without distinct flight anatomy that fly naturally (such as faerie fires).




Special thanks to: WotC, Primal Power 2, Tom Siddle (Gunnerkrigg Court).