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View Full Version : Contest Base Class Contest XXVIII - (Maybe) Morally Justified



Temotei
2015-05-10, 12:22 AM
(Maybe) Morally Justified

Welcome to Base Class Challenge number twenty-eight! 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 alignment; anything is possible, from a literal thief of virtue to a funky (http://www.giantitp.com/forums/showthread.php?55828-Negative-Energy-Ha!-OUR-undead-are-fuelled-by-FUNKITUDE!) MC, to an exploiter of the Blood War, 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 June 24th, 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?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Align!

Temotei
2015-05-10, 12:23 AM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

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


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



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


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



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

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

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):

Jormengand
2015-05-10, 02:56 PM
The Exemplar

http://th04.deviantart.net/fs4/PRE/i/2004/227/e/c/Duel.jpg
Duel by Irulana

"Sir, you are a fraud, a traitor and a charlatan. I challenge you to a duel."

For some, the place to battle for the grace of good is not on the front lines of a charge, but in a challenge to determine the result of a combat with but a single death - theirs or their enemy's. It is a dangerous job, to be sure, but the exemplar is always ready for any challenge.

Adventures: Exemplars adventure to seek out the forces of evil and crush them in honorable combat.

Characteristics: Exemplars can force their foes to enter a duel with them or suffer penalties, and are capable combatants.

Alignment: Any lawful, usually lawful good. Exemplars are the champions of good, and seek to end the foes of their cause in honourable combat. That said, it is possible to create a lawful evil exemplar to be a champion of evil, or a lawful neutral exemplar of some other cause.

Religion: Exemplars usually worship gods of honour or war.

Background: An exemplar is simply a devoted champion of their chosen cause. One can become an exemplar by simply training to fight in challenges and duels.

Races: Races with a sense of honour, such as humans and elves, are more common exemplars than, say, goblins.

Other Classes: Exemplars are often seen as the paladin's saner cousin, and treated accordingly by members of the party. Because exemplars are not required to police the rest of the party's actions in quite the same way as a paladin, rogues and their kin often feel more comfortable about them than they might a paladin.

Role: Exemplars are powerful fighters and are easily capable of locking an opponent into combat even if they can't defeat them. They can force spellcasters and others who might otherwise evade them to enter combat with them.

Adaptation: If PCs are allowed trial by combat, they may well end up facing off against an exemplar. Exemplars can also be used as bodyguards of a sort.

GAME RULE INFORMATION
Exemplars have the following game statistics.
Abilities: Strength, Dexterity and Constitution are important to the exemplar. The exemplar's challenges require charisma to function well.
Alignment: Any lawful.
Hit Die: d10
Starting Age: As bard.
Starting Gold: As fighter

Class Skills
The exemplar's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility and Royalty) (Cha), Perform (Oratory) (Cha), Ride (Dex), Sense Motive (Wis) and Tumble (Dex).

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

EXEMPLAR
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
Challenge Bonus
Decline Penalty
1st+1+2+2+0Challenge!, Duel!
1 + CHA
1 + CHA
2nd+2+3+3+0On Equal Terms (Mount)
2 + CHA
1 + CHA
3rd+3+3+3+1Challenger's Conviction
2 + CHA
2 + CHA
4th+4+4+4+1On Equal Terms (Ranged Weapons)
3 + CHA
2 + CHA
5th+5+4+4+1Scorn of Defence
3 + CHA
2 + CHA
6th+6/+1+5+5+2On Equal Terms (Flight)
4 + CHA
3 + CHA
7th+7/+2+5+5+2Duelist's Dodge
4 + CHA
3 + CHA
8th+8/+3+6+6+2On Equal Terms (Poison)
5 + CHA
3 + CHA
9th+9/+4+6+6+3Scorn of Skill
5 + CHA
4 + CHA
10th+10/+5+7+7+3On Equal Terms (Incorporeality and Etherealness)
6 + CHA
4 + CHA
11th+11/+6/+1+7+7+3Paragon's Perseverance
6 + CHA
4 + CHA
12th+12/+7/+2+8+8+4On Equal Terms (Precision Damage)
7 + CHA
5 + CHA
13th+13/+8/+3+8+8+4Scorn of Salvation
7 + CHA
5 + CHA
14th+14/+9/+4+9+9+4On Equal Terms (Triggered Magic and Psionic Items)
8 + CHA
5 + CHA
15th+15/+10/+5+9+9+5Murmillo's Might
8 + CHA
6 + CHA
16th+16/+11/+6/+1+10+10+5On Equal Terms (Supernatural Abilities)
9 + CHA
6 + CHA
17th+17/+12/+7/+2+10+10+5Scorn of Magic
9 + CHA
6 + CHA
18th+18/+13/+8/+3+11+11+6On Equal Terms (Spell-like and Psi-like abilities)
10 + CHA
7 + CHA
19th+19/+14/+9/+4+11+11+6Slayer's Strike
10 + CHA
7 + CHA
20th+20/+15/+10/+5+12+12+6On Equal Terms (Magic and Psionics), I'll Take You All On!
11 + CHA
7 + CHA

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

Weapon and Armor Proficiency
The exemplar is proficient in all simple and martial weapons and all types of armour and shields.

Challenge! (Ex)

Exemplars are champions of their chosen cause, and are expected to fight in single combat against the champion of their foe's cause. At the beginning of a combat, after the surprise round has been resolved but before anyone has taken an actual round, the exemplar may challenge any number of the opponents in the combat. If a challenge is made, each challenged creature may choose to accept or decline, in initiative order, if they have the mental capacity to make such a choice. Once one foe has accepted, the rest do not need to accept or decline: the challenge's participants have been chosen. If none accepts, the challenge has been declined.

In a challenge, both participants may only attack each other, and may not even include others (except for a participant's mount) in the areas of attacks that cover an area (though if a creature later moves into the area of an attack that lasts for some time, the fault does not lie with the user of that attack). If the acceptor breaks these terms, they must take a will save (DC 10 + half the exemplar's level + the exemplar's charisma modifier) or be stunned by the exemplar's awesome fury for one round, and are treated as having declined the challenge. If the exemplar breaks the terms of the challenge, the exemplar is automatically stunned for one round, and such an action is also against the exemplar code of conduct.

The exemplar gets a bonus to attack and damage rolls for being in a challenge, as shown on Table: the Exemplar.

If a challenge has been declined, then for the rest of the combat those creatures who were challenged take a penalty to attack and damage rolls such as is given on Table: the Exemplar. Creatures who for some reason could not have accepted the challenge are unaffected.

If two or more exemplars are in the same combat, they make challenges in initiative order. An exemplar who accepts a challenge cannot make another challenge, and no creature who is already fighting a challenge takes a penalty for declining another, however they may choose to accept two. In this case, they are free to attack either or both (or any or all, depending on circumstances) of their challenge opponents. Any exemplar is automatically stunned for failing to observe the terms of the challenge.

A creature who attacks either participant in the challenge usually breaks the challenge apart - if an ally of the exemplar attacks, the challenge is simply broken apart, but an ally of the challenged creature causes both attacker and acceptor to require a save against stunning, and both are henceforth considered to have declined the challenge. If the creature is a third party, the challenge continues, but the attacker is considered to have declined a challenge. No penalty is given to those unaware of the challenge.

No-one ever gets a penalty for failing to accept a challenge against someone whose CR is more than 3 points higher than their own.

Jon the exemplar sees two goblin warriors and a large wolf bounding down on him, but it is too late - he is Surprised and caught flat-footed by his attackers, who make their surprise actions as normal. Jon then chooses to challenge both goblins and the wolf. The wolf's initiative beats both goblins', but the wolf doesn't know what a "Challenge" is, so it can't accept. The first goblin then chooses to decline the challenge, but the second accepts. Jon gets a bonus to attack and damage rolls against the goblin, and no-one gets any penalties.

If the goblin had declined, both goblins would get a penalty, but the wolf wouldn't - it couldn't have accepted the challenge.

Duel! (Ex)

The exemplar is only really good at combat, so therefore excels at using combat to cover a large array of situations. The exemplar may call for a duel any time that the solution to a problem could possibly be a duel - such situations might be the resolution of a dispute, trial by combat, an invading army, or anything where a display of skill is required to impress someone, among many other possibilities.

When a duel is called for, the exemplar puts forth a challenge to duel an appropriate person or group - such as a person who has offended them, or some sort of champion of their prosecutor if they are on trial. That person has the option to accept or decline, as in a challenge, and the exemplar gains all the normal bonuses for a challenge. The terms of the duel are the same as those of a challenge, and those who break them forfeit the duel automatically as well as any other penalties they might take.

If the exemplar wins the duel, they gain an appropriate benefit such as being found not guilty in court, or forcing their opponent to make a public apology, or resolving some kind of dispute in their favour. To refuse such a direct challenge to your sovereignty, competence or honour as a call to duel would be to invite great scorn on the decliner, and so it is exceptionally rare that this is done.

On Equal Terms
From second level, the exemplar can demand that a challenge or duel be fought On Equal Terms. That is to say that if the exemplar doesn't perform a certain action, neither can the acceptor of the challenge. The exemplar can choose any up to all of the available extra rules for the challenge, and they must be followed by both participants or they suffer the normal penalties for breaking the terms of the challenge.

At second level the exemplar can prevent the use of a mount, forcing anyone who is mounted to dismount as soon as they can. At fourth level the exemplar can ban ranged weapons, at sixth level flight can be banned (to the effect that those who are flying must immediately land as soon as they can), and at 8th they can prevent the use of poison. At 10th, they can prevent incorporeality and etherealness, forcing those with either of those abilities to suppress them. If they can't normally suppress them, they can do so as a free action. At 12th level, the exemplar can ban all precision damage (though those who usually use precision damage can choose not to use it even if they'd normally have to.)

At 14th level the exemplar can prevent the use of magic or psionic items which require an action to use (beyond an attack action to use a weapon, and so forth), and at 16th, the exemplar can ban supernatural abilities, as well as spell-like or psi-like abilities from 18th level, and from 20th level, spells and psychic powers.

These abilities aren't actually suppressed, but using them will have the same effect as attacking a creature uninvolved in the challenge or duel.

Challenger's Conviction (Ex)
From 3rd level, the challenge bonus also applies to movement speed, rounding down to the nearest 5 ft.

Scorn of Defence (Ex)
From 5th level, the decline penalty also applies to armour class.

Duelist's Dodge (Ex)
From 7th level, the challenge bonus also applies to armour class.

Scorn of Skill (Ex)
From 9th level, the decline penalty also applies to skill checks.

Paragon's Perseverance (Ex)
From 11th level, the exemplar gets DR/- equal to the challenge bonus while in a challenge.

Scorn of Salvation (Ex)
From 13th level, half of the decline penalty applies to each saving throw.

Murmillo's Might (Ex)
From 15th level, the exemplar's strength score is increased by the challenge bonus while in a challenge.

Scorn of Magic (Ex)
From 17th level, the decline penalty also applies to caster and manifester level. This prevents those whose caster level is reduced below the level at which they could first cast a spell from doing so. For example, a wizard whose caster level is reduced to 10 can't cast 6th-level spells. The same is true of manifester level and using psychic powers.

Slayer's Strike (Ex)
From 19th level, the exemplar can, while fighting a challenge, make coup de grace attacks against their target without provoking attacks of opportunity (even with a ranged weapon). Further, they can coup de grace an opponent who isn't helpless, but must roll to hit normally and the hit isn't automatically a critical hit. It's still a full-round action.

I'll Take You All On! (Ex)
From 20th level, an exemplar is so bold (or so foolish) as to be able to declare a challenge expecting multiple people to accept it. When the exemplar does so, each person accepts or declines the challenge, and the acceptance and declining of challenges continues until no-one is left to respond regardless of how many accept. Then, each person who accepted is in a challenge with the exemplar, and each person who declined but could have accepted takes a penalty for declining.

Further, the exemplar gets the challenge bonus once for each opponent in the challenge, to a maximum of 5 times.

Code of Conduct
An exemplar who stops being lawful, who declines a challenge or duel against someone no more than 3 points of CR higher than the exemplar (regardless of whether or not someone else accepts the duel), or who disregards the terms of a challenge or duel, is no longer an exemplar and loses all their class features save for their base attack bonus and save progressions and their proficiencies and skills. To regain these features, they must become lawful if they are not, and then win a duel of honour to restore their power.

kanachi
2015-05-11, 06:26 AM
The Fractured Mind

http://images2.layoutsparks.com/1/60698/Roland-The-Dark-Tower.jpg

"I'll tell you a story that's true and then I'll tell you a story that isn't true . . . but should be." - Roland, The dark Tower III: The Wastelands, By Steven King.

Fractured Minds are born from a single moment at a time of great choosing. The moment need not be grand in scale or universal in its significance, but the ripples that flow from that choice can be seen to echo throughout all the days to come. These are the moments of fracture, when the doors that bar an individual’s perception of the infinite dimensions are cast wide.

Once fractured the individual and all their countless dimensional counterparts become aware of one another. From this point onward they view reality not only as themselves, but also through the eyes - and with the memories - of those alternate perspectives.

Many may come to view the Fractured Mind as tortured soul, stricken by visions of madness. Indeed many do ultimately lose their mind, but not because the visions they see are wild or unnatural. A Fractured Mind views themselves in forms both exalted and vile - both purely analytic and wild with mania. The insanity that finds some Fractured Minds therefore stems from the realisation that such realities are, in some undeniable way, true.

Adventures: Fracture Minds, whether knowing or otherwise, are cursed to search for The Tower – a metaphorical point in time and space that though some great effort brings a closure to the fracture they once opened. The Tower and the need to seek draws the Fractured Mind as one magnet tugs upon another. It represents an ultimate and final conclusion to a characters journey and essentially represents culmination of all the events between the time a character entered into this class and their final moment of play.

There is no such thing as a Fractured Mind who does not quest for The Tower and every action they take is merely another step beneath its shadow.

Characteristics: Fractured Minds view time and space with a unique perspective. They see that which lays in other dimensions, drawing it forth into their own reality. Mostly they hear the call of those dimensional selves who serve a different path to their own, those more noble or perhaps more savage than themselves. For this reason a Fractured Mind is a master of manipulating alignments, melding the world to help or hinder those of a particular morality.

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

Religion: The differing persona's of a Fractured Mind have at one time another given worship to and abandoned every god. In this way they may often turn towards one god or another during their long journey for The Tower. Those whose journey is long, as most doubtless are, often find some solace in the belief that somewhere Fharlanghn, the god of travel watches over them.

Background: Becoming a Fractured Mind merely requires a choice within a single moment to occur. This moment can be great or small in its worldly impact but acts simply as a point of fracture, triggering cosmic forces that grant access to the many dimensional alternatives beyond their own.

Races: Any race capable of free will can become a Fractured Mind, for all that is required is to make a single choice from which a span of countless possible outcomes can occur. Those races who more passionately exert their free will, like humans, are more commonly associated with the class, but this is in no way exempts other more reserved races from becoming a Fractured Mind.

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


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Pool of Power
Max. Judgement Level


1st

+0

+0

+2

+2
Decree, Sense alignment, Shades of grey.

1/2

1st


2nd

+1

+0

+3

+3
Evasion, Sudden sight (+1).

1/3

1st


3rd

+2

+1

+3

+3
Ever ready.

1/3

1st


4th

+3

+1

+4

+4
Uncanny dodge.

2/4

2nd


5th

+3

+1

+4

+4
Sudden sight (+2).

2/4

2nd


6th

+4

+2

+5

+5
Voice from beyond, Zeal (+1).

2/5

2nd


7th

+5

+2

+5

+5
Other worlds than these.

2/5

3rd


8th

+6/+1

+2

+6

+6
Improved uncanny dodge, Sudden sight (+3).

3/6

3rd


9th

+6/+1

+3

+6

+6
Ready and waiting.

3/6

3rd


10th

+7/+2

+3

+7

+7
Improved evasion.

3/7

4th


11th

+8/+3

+3

+7

+7
Sudden sight (+4).

3/7

4th


12th

+9/+4

+4

+8

+8
Between Worlds, Zeal (+2).

4/8

4th


13th

+9/+4

+4

+8

+8
In the tower's shadow.

4/8

5th


14th

+10/+5

+4

+9

+9
Sudden sight (+5).

4/9

5th


15th

+11/+6/+1

+5

+9

+9
Gate and key.

4/9

5th


16th

+12/+7/+2

+5

+10

+10
Proclamation (1st).

5/10

6th


17th

+12/+7/+2

+5

+10

+10
Sudden sight (+6).

5/10

6th


18th

+13/+8/+3

+6

+11

+11
Zeal (+3).

5/11

6th


19th

+14/+9/+4

+6

+11

+11
Proclamation (2nd).

5/11

6th


20th

+15/+10/+5

+6

+12

+12
Sudden sight (+7), The tower.

6/12

6th



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

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

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

Decree (Sp):

A Fractured Mind speaks with the knowledge of infinite worlds and can draw from those places many truths that seem impossible within their own dimension. This act of speaking to draw from those unseen worlds is is known as a Decree.

A Decree is a spell like ability that takes the form of a spoken statement. The power behind this statement centres upon the assertion that some element of the Fractured Minds world is representative of a given alignment (even though that assertion may not in fact be true). From this assertion they can call upon a judgement, thereby making their decree temporarily manifest and become reality. This alteration to the laws of the world will sometimes hinder and sometimes aid individuals, depending upon both the alignment and judgement spoken during the forming of Fractured Minds decree.

A Degree requires three things:

1) A target.
2) An alignment used as either the focus or exception to the decrees judgement.
3) A Judgement.

The target of a decree can be any object, location or creature (including them self) as determined by the judgement they select. Some judgements only allow for certain types of target to be chosen.

Once the target has been selected the Fractured mind must choose a single alignment (good, evil, law, chaos or neutrally) to act as either the focus or exception to the judgement made by their decree.

The judgement made in a decree is essentially the effect that will occur to those who either match or oppose the stated alignment. The power and variety of possible Judgements that a Fractured Mind may form will increase as they gain further levels in the class.

"Hear my voice and know that this blade is of righteous purpose. Let those who oppose it's goodness be smote by heavenly fire!"

The above decree specifies its target "this blade", its evidence concerning a chosen alignment "good" and its judgement "smote by heavily fire!". Note that in this example the alignment is used as the exception, as "those who oppose it's goodness" refers to any who have an alignment other than good.

The target need not hear or even comprehend the decree but it must be spoken in a strong voice. Much like the verbal component of a spell a decree can be hindered by circumstances that limit the Fractured Minds ability to speak.

While speaking is ordinarily a free action, the act of drawing from an alternate reality often requires a greater length of time. As a result the judgement proposed determines the form of action required to perform a decree. Similarly the range over which they may make their decrees, the forms of target they may select, the duration it persists and the saving throws their targets are allowed (if any) are all dependant upon the judgements made.

Pool of Power:

Each judgement has an associated toll that is temporarily deducted from a pool of the Fractured Mind's power when they make a decree. This reserve becomes available to the Fractured Mind when they enter the class and grows in size as they advance in level. The total toll of all the decrees a Fractured Mind currently has active may never exceed the limits of their pool of power. A Fractured Mind may, as a free action, end an existing decree in order to draw its effects to a close and thereby replenish the toll associated with its use.

Those who constantly push their pool of power to its limit run the risk of flooding their mind with visions and voices from the infinite worlds beyond, such exertions eventually gnaw away at the Fractured Mind's grip upon reality and can lead to insanity and even brain death. For this reason their two numbers are given in the pool of power entry in the class table above. The first represents the availability of this pool outside of an encounter while and the second represents the Fractured Mind's full pool of power, which they may access either during an encounter or at other times of great need.

Judgement Level:

When a Fracture Mind makes a decree they must apply a judgement to their words. The potential power of these judgements increases as they gain an ever greater understanding of the infinite dimensions beyond their own. As a result of this continued learning new judgements become available to the Fractured Mind as they advance in Level.

Learning Judgements:

Unlike a Sorcerer and their spells a Fractured Mind has knowledge of all the judgements applicable to their level (much like a Warmage). However, a Fractured Mind may only use a judgement if their charisma score is at least equal to 10 + the judgements level.

Judgement Save DC:

The dificulty class of saves required to resist the decrees of a Fractured Mind are equal to 10 + the judgement level + the Fractured Mind's Charisma modifier.

Emphasis:

Some judgements can be augmented by adding emphasis to the words used during the final decree. Emphasis can be added to these judgements by increasing the toll of the decree in order to advance its effects in the ways listed.

Sense Alignment (Su):

A Fractured Mind views the world in its many alternate forms and can sense the moral and ethical truths of their own dimension in much the same way that a ripple on water hints at a point of impact. The Fractured Mind may, as a move action, sense the existence of all alignment types that are present within 30 feet of their location. They may choose to exclude both their own alignment and that of the objects they carry from this form of detection if they so desire.

Upon completion the Fractured Mind may, if able, extend this action to a full round in order to pinpoint the location of all objects or creatures of a chosen alignment within this area. Only one alignment type may be focused upon at a time.

Shades of Grey (Su):

The Fractured Mind's persistent link to the many alternate versions of themselves has been known to confound any attempts to locate or detect their true alignment - such as with a Detect Evil spell. This ability does not fool items items or powers that use the Fractured Mind's alignment to achieve results other than detection. For example it does not hinder an aligned weapon or protect against spells like Holy Smite.

Evasion (Ex):

At 2nd level and higher, a Fractured Mind's heightened awareness of both the world they live and the many other they can see grant them the ability to avoid perils with great agility.

If the Fractured Mind makes a successful Reflex saving throw against an attack that would normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Fractured Mind is wearing light armour or no armour. A helpless Fractured Mind does not gain the benefit of evasion.

Sudden Sight (Ex):

A Fractured Mind of 2nd level or greater begins to see the greater patterns and symmetries of the world. Their vision of the many dimensions beyond sight allows them to more rapidly compare and contrast differing eventualities, absorbing the subtleties and signals that act as precursors of the events to come. As a result Fractured Mind reacts and moves with a speed beyond those less observant.

The Fractured Mind gains a +1 competency bonus to initiative and spot checks. Later at 5th level and every 3 levels thereafter this bonus increases by 1 (+2 at 5th level, +3 at 8th level , +4 at 11th level, +5 at 14th level, +6 at 17th level and finally +7 20th level).

Ever Ready (Ex):

A Fractured Mind's who progress to 3rd level and beyond is ever ready and keenly honed for rapid bursts of dexterous speed. They gain both Quick Draw and Rapid Reload as bonus feats.

If the Fractured mind already has Quick Draw they instead automatically gain Improved Quick Draw.

If the Fractured mind already has Rapid Reload they instead automatically gain Improved Rapid Reload.

Uncanny Dodge (Ex):

Starting at 4th level, a Fractured Mind can react to danger before their senses would normally allow. The Fractured Mind retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.

If a Fractured Mind already has uncanny dodge from a different class they automatically gain improved uncanny dodge instead.

Voice From Beyond (Su):

A Fractured Mind who as attained 6th level speaks their decrees with a voice that radiates throughout dimensions that no power in this realm can silence. The words spoken by a fractured mind when making a decree may no longer be silenced by supernatural or magical means. Physical barriers, such as a gag, do still hinder a Fracture Minds voice when making a decree, but only in so much as those abilities can naturally muffle or otherwise stifle a persons voice.

Remember that a Fracture Mind need only vocalise their decree for it to come into reality, so barriers that deafen others to their words have no effect. Indeed the comprehension of their words by others is also not necessary to successfully produce a decree. All that is required is that the words themselves are successfully spoken aloud.

Zeal (Su):

A Fractured Mind of 6th level or greater speaks with great conviction, driving their words into reality by the sheer force of will. The save DC of all the Fractured Mind's Decrees are increased by +1. Later at 12th level this bonus increases to +2 and finally at 18th level it increases again to +3.

Other Worlds Than These (Su):

A Fractured Mind of 7th level or greater learns to commune with those beings who have moved beyond the living of this world. Once per day they may Fractured Mind may cast Speak with Dead as though they were a cleric with a caster level equal to their Fractured Mind class level.

Unlike a traditional speak with dead spell no will save is granted to the corpse if they had an alignment that differs from the Fractured Mind.

Improved Uncanny Dodge (Ex):

A Fractured Mind of 8th level or higher is so aware of their surroundings that they can no longer be flanked.

This defence denies the use of abilities like sneak attack by characters flanking the Fractured Mind, unless the attacker has at least four more levels of the reliant class than the Fractured Mind does.

Ready and waiting. (Su):

A Fractured Mind of 9th level or greater is alert to their surroundings in ways that lesser peers will never be. They gain both Improved Quick Draw and Improved Rapid Reload as bonus feats.

If the Fractured mind already has Improved Quick Draw they instead gain a +3 competency bonus to Spot skill checks.

If the Fractured mind already has Improved Rapid Reload they instead gain a +3 competency bonus to Slight of Hand skill checks.

Improved Evasion (Ex):

Upon attaining their 10th level a Fractured Mind becomes hyper agile in response to incoming dangers.

This ability works like evasion, except that while the Fractured Mind still takes no damage on a successful Reflex saving throw against attacks henceforth they also take only half damage on a failed save. A Fractured Mind who is helpless does not gain the benefit of improved evasion.

Between Worlds (Su):

Upon attaining their 12th level a Fractured Mind's link to alternate realities begins to draw their physical form into a shifting blur, making it hard to observe them.

This distortion grants the Fractured Mind concealment (20% miss chance) for as long as they have at least 1 unused point in their pool of power.

A see invisibility spell does not counteract this ability, but a true seeing spell does. Opponents that cannot see the subject ignore this ability (though fighting an unseen opponent carries penalties of its own).

Importantly this ability is, from now, considered to be the Fractured Minds default state of being. They may, as a free action, temporarily subdue it, expend their pool of power so it fades or enter an anti-magic area that nullifies this ability - but for every 10 minutes of continues duration that they remain outside the effects of this ability they will sustain 1d3 points of intelligence damage.

In The Towers Shadow (Su):

The call of the tower grows strong, and those Fractured Minds who attain 13th level know it well.

The Fractured mind may Once per day cast their mind to the tower, that great intangible point in time and space that lays at the conclusion of their journey. Doing so will reveal to them a vision that symbolically represents both the path ahead and a hint showing how they may best advance in their journey towards the tower.

Importantly the path to the tower is not always in the best interest of the Fractured Mind, for the road to reach it is forever pitted with both challenge and trial.

Following their vision the Fractured Mind will be hyper sensitive to those details they have observed and receive a +4 insight bonus to all spot and listen checks that may draw their attention to its real world representative. This effect persists for 1 day after which this hyper sensitivity (but not the vision itself) fades.

Gate and Key (Su):

When a Fractured Mind reaches 15th level their bond with the infinite worlds grows so strong that any attempts to contain or move them dimensionally become impossible.

The Fractured Mind is immune to spells, spell like effects and abilities that both directly target the Fractured Mind and bar that ability to dimensionally travel - such as the Dimensional Anchor spell. They are also similarly immune to spells, spell like effects and abilities that both directly target the Fractured mind and teleport or dimensionally relocate them against their will.

This ability does not provide resistance against locations in which dimensional travel is bared, for example with the confines of a Dimensional Lock spell. Similarly this ability does not provide protection against a location into which a Fractured Mind may enter and thus find themselves dimensionally transported away from as a result (if they were to stumble through the entrance of a Gate spell for example).

Proclamation (Su):

When a Fractured Mind reaches 16th level their observations of their many alternate forms has lead them to a great sense of self knowing.

The Fractured Mind may voice any non-emphasised decree with a 1st level judgement that targets them self. Once chosen this decree will activate permanently without incurring any toll. The chosen decree must specify their current alignment in an inclusive fashion, meaning that if their alignment should later change this decree will no longer function. During a period of rest lasting at least 8 hours a fractured mind may perform a ritual of cleansing to remove this proclaimed decree and form a replacement.

Later at 19th level the Fractured Mind may instead choose a 2nd level judgement when making a proclaimed decree.

The Tower (Su):

A Fractured Mind who reaches their 20th level has glimpsed the tower and sees it at the heart and periphery of all things. They see the fractures that once splintered the worlds within their mind washing together like melted ice. They see all as it truly is.

The fractured mind is considered to be permanently under the effect of a True Seeing spell.

kanachi
2015-05-11, 06:27 AM
Judgements

A judgement is at the core of any decree. It shapes what will occur once the words are spoken. Below is a listing of the various elements of a judgements entry, describing how they function.

Level/Toll: This determines both the level of the judgement and the toll its usage incurs upon the Fractured Mind's Pool of Power. A fractured mind may only use judgements of a level appropriate to their level (as shown on the Fracture Mind class table). Additionally a fractured mind may only activate a judgement if they have a sufficient number of points in their Pool of Power to do so.

Judgement Time: This entry details the amount of time it will take to channel the energies of the judgement into the decree. The use of most judgements requires a standard action (or longer) and doing so generally incurs an attack of opportunity.

Focus: This determines whether the judgement may be applied to a decree that focuses upon a single alignment type as its target (good for example).

Exception: This entry details whether the judgement may be applied to a decree that impacts all those who ARE NOT of a chosen alignment (all non-good for example).

Range: Much like spells or other such abilities a judgement has a range over which it may find its target.

Target: A list of applicable targets (Self, Other, Object or Location).

Duration: The maximum time throughout which a judgement may remain active.

Saving Throw: Much like spells many judgements allow their targets to perform a saving throw in order to avoid or lessen the decree's impact.

Spell Resistance: Those who have spell resistance may also apply that resistance against some, but not all, judgements.


Judgements List (by level)

1st Level


Armour

Level/Toll: 1
Judgement Time: 1 standard action.
Focus: Yes.
Exception: No.
Range: Touch.
Target: Self or Other.
Duration: 1 hour./level.
Saving Throw: Will negates (harmless).
Spell Resistance: No.

"Hear me well, for the chaos that swells within my skin shall guard me and misguide your weapons."

This judgement imbues the touched creature of the chosen alignment with a faintly visible, yet tangible field of force that cloaks them like armour.

The target gains a +4 armour bonus to AC.

Emphasis 1: Increase the armour bonus offered by this judgement by +1.

Shield

Level/Toll: 1
Judgement Time: 1 standard action.
Focus: Yes.
Exception: No.
Range: Touch.
Target: Self or Other.
Duration: 1 hour./level.
Saving Throw: Will negates (harmless).
Spell Resistance: No.

"Hear me villains! For the power of goodness is my shield!"

This judgement guards the touched creature of the chosen alignment with a faintly visible, yet tangible shield of force.

The target gains a +4 shield bonus to AC.

Emphasis 1: Increase the shield bonus offered by this judgement by +1.

Shiver

Level/Toll: 1
Judgement Time: 1 standard action.
Focus: Yes.
Exception: Yes.
Range: 30 ft.
Area: 30 ft. radius spread centred on you.
Duration: 1 min./level.
Saving Throw: Will negates (harmless).
Spell Resistance: No.

"Let great woe fall upon you, oh vile denizens of evil!"

"Let those who oppose evil cower before its might!"

Your voice fills the air and floods your enemies with self-doubt. Choose either a specific alignment other than your own to be effected OR a single alignment of your own to be exempt. Those with effected alignments within the area become shaken for the duration of the decree.

The speaker of the decree may name selected creatures or groups of creatures they wish to be immune to this effect.

Emphasis 1: Increase the radius of the effected area by 5 feet and increase the save DC by 1.



2nd Level




3rd Level




4th Level




5th Level




6th Level

Zaydos
2015-05-13, 01:20 AM
Gnostic

"Beyond good and evil? There is no beyond. There's just a hundred nooks and crannies within."

A gnostic is a student of that which is beyond the divine, the building blocks of the Upper Planes, of the soul itself. Originally developed by an order of ascetic monks who sought to understand and preserve the cosmic balance. It became their belief that the only way to understand the cosmic balance as to understand each facet individually. They studied the nature of Alignment, learning to identify and manipulate the flow of its energy through the multiverse. The gnostics have strayed from their roots as servants of cosmic balance, allowing themselves to become fractured and divided, but they have retained their secret insight into the functioning of the multiverse, and the nature of Good and Evil, Law and Chaos. Now the gnostics are similar in ways to wizards or another sort of mage, scattered groups learning their art as part of a search for power or something more.

Adventures: A gnostic might adventure to seek insights into the nature of good and evil. A paladin has fallen and become a dread blackguard whose armies threaten to overrun the west, and a gnostic might seek him out and hope to speak with him or oppose him and in the act learn more of the powers of Good and Evil that the blackguard has wielded. Others stick to the older role as champions of balance, seeking out imbalances to strike them down and allow the world to continue as it should. Others adventure for the normal, often petty, reasons of adventurers, wealth, power, prestige, and their kin.

Characteristics: A gnostic knows the secret knowledge and wisdom of the moral and ethical powers which shape reality. They are able to manipulate these powers to cause destructive interference in foes, both in poxes and the more powerful spiritual interferences, as well to channel this power outwards in the form of a variety of magical effects. Most importantly, though, is how they can affect a creature's mind and outlook, especially their own. A gnostic can play on the streams of morality which guide a creature's actions, changing the resonance of their soul to temporarily corrupt or redeem. In so doing they can turn foes to friends, or change their own resonance and in so doing change what powers they can invoke.

Alignment: Every. Any master gnostic will learn the method to temporarily alter their own mentality, changing their viewpoint temporarily the better to understand each such facet and power. As for more permanent alignments the early gnostics believed in serving cosmic order for the greater good, tending towards Law and Good although many slipped to Neutrality. The modern gnostics are more often neutral, having no greater purpose and finding themselves mellowed by their many viewpoints. Others slip towards Evil, finding it expedient to wipe away their conscience for a time to do what needs be done and slowly find themselves inured to these acts without their self-applied powers.

Religion: Gnostics rarely favor a specific god, few deities particularly eager to have their followers change viewpoint so wildly. Some gnostics turn from the gods completely, seeing them as nothing but frauds, who hold wellsprings of cosmic power, but no true monopoly, seeing their own powers as ultimately derived from the same source as the gods'. Others see the gods as representatives, or perhaps even the natural wellsprings, of these aligned forces. These religious gnostics are often pantheonic and opportunistic in their worship, praying to whatever god whose portfolio holds sway over the current situation. For those gnostics who do pick a single deity Boccob is the most common, Fharlagann and Ollidammra coming in second and third.

Background: Gnostics come primarily from one of two backgrounds. Monasteries, the descendants of the original champions of balance, still exist which teach these ancient arts dedicated philosophical organizations. Other gnostics learn their arts from a single master, often a nomad who takes a few years from their life to ensure that they have a philosophical descendent, the relation often somewhat similar to a parent and child. On the Outer Planes gnostics are more common, their monasteries being found scattered across the Outlands and within Sigil. Planars live with these cosmic forces on a daily basis and this understanding is all the more important in that situation.

Races: Of the common races humans are the most likely to become gnostics and dwarves the least. Ultimately this is the due to humans being the most likely to change their own nature on a whim, while dwarves find the instability of outlook distressing. Elves with their chaotic nature and emphasis on seeing things from other viewpoints due to their long age take naturally to gnostics as well. Among the savage humanoids gnostics are rare, as mercy is considered a weakness that few can afford.

Other Classes: Gnostics are intrigued by clerics, druids, and paladins, however they rarely get along well with such especially paladins. While druids can accept their desire for understanding of how the natural world differs from the world constructed by sapient minds and their morality which is non-existent among plants and animals, clerics find gnostics as having weak moral convictions, and paladins as exemplars of Good (or Evil) find their quest for understanding to lead them through corruption. Gnostics get along better with wizards, as both function through an understanding of cosmic secrets, and both are dedicated to this quest for knowledge, placing it above moral qualms.

Role: A gnostic most easily fits into the position of social face, their ethical Gnostic skill will always be one of the three significant social skills (bluff, diplomacy, or sense motive) and by placing ranks in Sense Motive (if not defaulting to Lawful) they can easily fulfill the social role with the second. Before 3rd level, a gnostic relies primarily on pox to make up for reduced accuracy and their skills to give them a variety of options. At 3rd level a gnostic gains Reshape Morality changing their Channel Morality ability from a single spell-like ability to one of nine as needed. At 5th level they become more capable of buffing and debuffing, their balancing aura improving allies and weakening foes. As they continue to level their role is shaped more and more by their choice of feats, their pox continuing to improve to allow them to act as a secondary melee combatant, their ample skills allowing for playing the party face, their balancing aura and Spiritual Interference allowing them to debuff foes. In the end they are a jack of all and master of none, able to contribute to most situations.

Adaptation: At its core the greatest problem of a gnostic for adaptation is the idea of alignment as a flexible and manipulable spiritual force. If a DM doesn't like a class which draws power from changing from Lawful Good to Chaotic Neutral they might allow a Specialist Gnostic (see variants below), changing them from an understanding of all alignments to all aspects of a single one. For campaigns with non-standard alignments things get more complicated. In a campaign which adds an Axis new abilities must be determined for the new Axis and a gnostic must choose 2 axes for their class features to draw upon. In a campaign without alignment a gnostic chooses their own alignment as normal, reshape outlook is now self target only and permanent duration, Pox and Spiritual Interference always treat creatures as the alignment opposing the Gnostic's own (and the Constructive Interference feat always treats creatures as the Gnostic's alignment), and a Gnostic gains a bonus feat instead of Forced Conversion. In a campaign with an alternate alignment system other changes must be made. For example if using the M:tG color wheel as alignment, treat White as LG, Red as CN, Blue as LN, Green as TN, and Black as NE (this is the 'easy' conversion, a full conversion would be better; a full conversion would probably grant 2 SLAs with Channel Morality for each alignment, 1 pox/spiritual interference, a pair of sometimes overlapping sense/speed/skill abilities).

GAME RULE INFORMATION
Gnostics have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any (possibly Every).
Hit Die: d10
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: As Barbarian.

Class Skills
The Gnostic's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

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

GNOSTIC


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Gnostic Skills, Pox 1/5 rounds, Sense Alignment


2nd

+1

+3

+0

+3
Unbound by Morality, Channel Morality


3rd

+2

+3

+1

+3
Aligned Resistance, Reshape Outlook


4th

+3

+4

+1

+4
Pox 1/3 rounds, Bonus Feat


5th

+3

+4

+1

+4
Balancing Aura, Resist Opposition


6th

+4

+5

+2

+5
Abjure Alignment, Disconnected Soul


7th

+5

+5

+2

+5
Spiritual Interference


8th

+6

+6

+2

+6
Pox 1/2 rounds, Bonus Feat


9th

+6

+6

+3

+6
Atonement, Bestow Pox


10th

+7

+7

+3

+7
Aligned Blows, Greater Balancing Aura


11th

+8

+7

+3

+7
Greater Pox 1/day, Greater Channel Morality


12th

+9

+8

+4

+8
Pox 1/round, Bonus Feat


13th

+9

+8

+4

+8
Greater Abjure Alignment, Word of Alignment


14th

+10

+9

+4

+9
Aligned Senses, Greater Pox 2/day


15th

+11

+9

+5

+9
Greater Spiritual Interference


16th

+12

+10

+5

+10
Pox at-will, Bonus Feat


17th

+12

+10

+5

+10
Aligned Step, Greater Pox 3/day


18th

+13

+11

+6

+11
True Channel Morality


19th

+14

+11

+6

+11
Forced Conversion, Greater Aligned Resistance


20th

+15

+12

+6

+12
Bonus Feat, Greater Pox 1/encounter, Ninefold Self



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

Weapon and Armor Proficiencies: A gnostic is proficient in simple weapons, light and medium armor, and shields (except tower shields).

Moral Alignments are Good, Neutral, and Evil.

Ethical Alignments are Lawful, Neutral, and Chaotic.

Ethical Neutral or E. Neutral indicates Neutral on the Ethical (Law-Chaos) axis, and Moral Neutral or M. Neutral indicates Neutral on the Moral (Good-Evil) axis.

Gnostics and Spell-like Abilities: All Spell-like Abilities granted by the Gnostic class have their saving throw DCs based upon the gnostic's Wisdom modifier instead of their Charisma modifier.

Gnostic Skills (Ex): A gnostic gains an understanding of the talents of their own alignment, one of the first steps down their path. A gnostic gains ranks in two skills based upon their alignment equal to their class level +3. If at 1st level in Gnostic this would increase their skill ranks in that skill to higher than their max ranks any excess ranks may be reassigned. If a Gnostic's alignment changes they switch ranks between the Gnostic Skill of their old moral alignment and new moral alignment and their old ethical alignment and new ethical alignment. A Gnostic may still put ranks in these skills normally, but may not do so for their default (i.e. permanent, i.e. not under the effect of Reshape Outlook) alignment. If they switch temporarily to an alignment that they have ranks in the Gnostic Skill of they gain that many ranks in the Gnostic Skill of their default alignment while it is active.

The skill associated with each alignment is listed below:
AlignmentSkill
LawfulSense Motive
E. NeutralDiplomacy
ChaoticBluff
GoodHeal
M. NeutralSurvival
EvilIntimidate

Pox (Su): A gnostic gains the ability to unbalance the cosmic energies of morality which exist within all sentient creatures. As part of an attack a gnostic may attempt to bestow a 'pox' on the target of the attack selecting either Ethical or Moral. The attack gains a bonus to hit equal to the gnostic's Wisdom modifier and if it hits in addition to its normal effect they must make a Will save (DC 10 + 1/2 gnostic level + Wisdom modifier). If they fail they suffer a penalty based upon their Ethical or Moral alignment depending upon which you chose. Once you have used your pox ability you cannot use it again for 5 rounds (4 more of your turns); this cool down reduces to 3 rounds at 4th level, 2 rounds at 8th level, becomes usable 1/round at 12th level, and at-will (a.k.a. on every attack you make) at 16th level. A pox has no effect upon a creature with animal or lower Intelligence.

AlignmentPenaltyDuration
LawfulSudden vertigo causes them to fall to the ground.Instantaneous
E. NeutralAttack deals +1 damage/gnostic levelInstantaneous
ChaoticSlowed1 round/6 gnostic levels (min 1)
GoodSickened1 round/2 gnostic levels (min 1).
M. Neutral2 Strength damageInstantaneous
EvilShaken, this does not add with other fear effects1 round/2 gnostic levels (min 1).

Sense Alignment (Su): A gnostic learns to recognize the spiritual signs of a creature's alignment. By concentrating on a creature within 60-ft (as a standard action) a gnostic can view one creature's aura, allowing them to see its strength as an aura of each alignment (as if viewed with all four of Detect Chaos/Evil/Good/Law); you suffer no ill-effect for viewing an overwhelming aura this way.

Channel Morality (Sp): A gnostic learns to tune their mind and spirit into one of the cosmic sources of morality, channeling the power of Good, Evil, Law, Chaos, or the Balance Between these Forces to their own end. 1/day +1/day per 3 gnostic levels above 2nd a gnostic may use Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.

AlignmentSpell
Lawful GoodAid
Neutral GoodCure Moderate Wounds
Chaotic GoodExtended Shield of Faith
Lawful NeutralHold Person
True NeutralBarkskin
Chaotic NeutralHideous Laughter
Lawful EvilBlindness/Deafness
Neutral EvilGhoul Touch
Chaotic EvilScorching Ray

Unbound by Morality: A gnostic's soul is able to attune to cosmic energies of Good and Evil (and Law and Chaos) even if they oppose their own natural energies. Beginning at 2nd level a gnostic may ignore the alignment prerequisites on feats and may retain Vile and Exalted feats even if they do not match their requisite alignments or maintain an Exalted behavior (they must still abide by any special restrictions of the feats such as a Vow). A Exalted or Vile feat does not cause a gnostic to radiate an aura of that alignment. You no longer need to abide by the alignment restriction of classes, unless their power is obtained from an outside source (such as cleric and some PrCs), although you must still abide by their code of conduct.

Aligned Resistance (Su): A gnostic's connection to cosmic forces serves to protect them from energies and certain types of harm. Beginning at 3rd level a gnostic gains a +4 bonus on saving throws against effects based on their current alignment. A Lawful Gnostic gains a +4 bonus on saves versus Illusions, an Ethically Neutral Gnostic gains a +4 on saves versus Transmutation effects and those that would change their form (including petrification), a Chaotic Gnostic gains a +4 on saves versus Compulsion. A Good Gnostic gains a +4 bonus on saves versus Fear, a Morally Neutral Gnostic gains a +4 bonus on saves versus Death effects, an Evil Gnostic gains a +4 bonus on saves versus Poison. So a Neutral Good Gnostic would gain a +4 bonus on saves versus Transmutation and Fear.

Reshape Outlook (Su): A gnostic is a master of the moral forces, one who has looked deep into each and every one of them and their nature and how creatures reflect them. Beginning at 3rd level a gnostic gains the ability to artificially change a creature's outlook. As a standard action you may select a target within 30-ft and set its alignment to the alignment of your choice. The subject retains whatever outlook, allegiances, and relationships it had before as long as they do not conflict with its new alignment. Otherwise it acts in keeping with its new alignment.
For example even if turned Evil a character is unlikely to betray their companions in the middle of an ongoing battle, but they may do so later for substantial gain. If turned Good a character may balk at and rebel from obeying Evil orders.
This ability is a Mind-Affecting Compulsion effect which lasts for 1 minute/gnostic level, increasing to 10 minutes/gnostic level at 10th level, and radiates an aura of magic (Enchantment school), and may be dispelled as if it were a spell with a caster level of your gnostic level. An unwilling target is allowed a Will save (DC 10 +1/2 gnostic level + Cha mod) to resist this effect. You may use this ability a number of times each day equal to your gnostic level. A creature with animal or lower Intelligence is immune to this ability.

If used on yourself this ability does not radiate magic, cannot be dispelled and lasts for up to 10 minutes/gnostic level (increasing to 1 hour/level at 10th) with a preset maximum duration which you can determine when you originally activate this ability (to prevent your recently unleashed evil side from keeping this ability active to try and Mr. Hyde you). While this ability is affecting you if you, you may use it on yourself again, but if it would change you to the same Ethical or Moral alignment as you currently are it does not extend the duration (to stop Mr. Hyde from jumping you between Lawful, Neutral, and Chaotic Evil). You may use this ability on yourself an additional number of times each day equal to your gnostic level, and on yourself at-will beginning at 10th level.

Using this ability to turn yourself Evil so that you will commit an evil act is itself an evil act (same theoretically holds true for other alignments).

Bonus Feat: At 4th level and every 4th level thereafter a gnostic gains a bonus feat. This feat must have an alignment requirement, be an Exalted or Vile feat, or a [Gnostic] feat (see post below).

Balancing Aura (Su): The cosmic moral force which a gnostic channels overflows from them and leaks from their body, spreading across the world around them. Beginning at 5th level a gnostic radiates an aura out to 15-ft. A gnostic may deactivate this aura as a swift action, or reactivate it as a standard action. When a gnostic activates this aura they must choose one of 6 auras to produce but may change which aura is produced as a swift action. Each aura grants a beneficial effect to all allies within range of an alignment(s) based upon the aura, and each aura inflicts a penalty on all creatures (allies and enemies both) within range of a different alignment(s) based upon the aura. Creatures with animal or lower Intelligence are unaffected by a gnostic's balancing aura.

AuraBuffed AlignmentBuffPenalized AlignmentPenalty
LawLawful (any).+1 morale bonus to attack when adjacent to an ally, +1 dodge bonus to AC against creatures you flank.Chaotic (any)Entering or leaving any square within the aura costs an extra square of movement (if both only +1 square).
GoodGood (any)+1 sacred bonus to AC, heal 1 hp per round if below 0 hp.Evil (any)Any ability of theirs which allows a save has its save DC reduced by 2.
ChaosChaotic (any)+2 morale bonus to saving throws.Lawful (any)-2 on opposed rolls.
EvilEvil (any)+2 weapon damage.Good (any)-2 AC
BalancingTrue Neutral+1 competence bonus to ability checks, +2 competence bonus to skill checks.LG, LE, CG, CE-1 to attack rolls and damage.
ExtremeLG, LE, CG, CE+1 competence bonus to attack rolls.True Neutral-2 to saving throws

Resist Foe (Su): A gnostic is capable of turning the powers of alignments to their own defense, resisting the forces that oppose their alignment. Beginning at 5th level a gnostic gains a +2 bonus on saves against effects generated by a creature of an alignment based on their own (current) alignment. A True Neutral gnostic resists any extreme alignment (LG, LE, CG, CE), a partially Neutral gnostic resists any alignment which opposes their own (i.e. NG resists all Evil, NE resists all Good), and a gnostic of a wholly non-Neutral alignment resists any alignment which they do not share on at least one axis (LG resists TN, NE, CE, and CN).

Abjure Alignment (Sp): A gnostic learns the ins and outs of how cosmic forces of Good, Law, Chaos, and Evil impact the world. This knowledge allows a gnostic to cut through magic fueled by these primal forces and destroy it. Beginning at 6th level a Gnostic may use Dispel Magic as a spell-like ability at-will, but when they use it they must select an alignment (on one axis). This Dispel Magic effect only affects spells with the selected alignment descriptor or cast by creatures with that alignment subtype. Beginning at 13th level this functions instead as Greater Dispel Magic and may affect any spell cast by a creature with an Aura of the appropriate alignment ability (such as a cleric with the relevant alignment domain or a god of the relevant alignment).

Disconnected Soul (Ex): A gnostic is detached somewhat from any of the alignments, their attempts to understand them all leaving them slightly less connected to any than normal. Beginning at 6th level a gnostic themselves never radiates an aura of any alignment, though their Balancing Aura still does, and they may use magic items which require a specific alignment regardless of their alignment.

Spiritual Interference (Sp): A gnostic is capable of turning a creature's own aligned energies against itself, stirring opposed energies within it creating a pattern of destructive spiritual interference which manifests within the target as a baleful magical effect. Beginning at 7th level a gnostic gains the ability to use Spiritual Interference as a spell-like ability with a range of Close (25-ft +5-ft/2 caster levels) on a single target within range. This functions, except for the range, as a spell determined by the creature's alignment as shown on the table below; if the spell normally would have an area or multiple targets it is instead single target, if it would normally be a ray no ranged touch attack is required. A gnostic may use this ability 1/day + 1/day per 3 gnostic levels above 4th. Spiritual Interference has no effect upon a creature with animal or lower Intelligence.

AlignmentSpell
Lawful GoodGreater Rebuke
Neutral GoodContagion
Chaotic GoodCharm Monster
Lawful NeutralPhantasmal Killer
True NeutralEnervation
Chaotic NeutralHold Monster
Lawful EvilConfusion
Neutral EvilVampiric Touch
Chaotic EvilMoon Bolt

Atonement: A gnostic learns more and more of the nature of good and evil and how they affect each other. Beginning at 9th level a gnostic may use Atonement as a spell-like ability 1/week.

Bestow Pox: A gnostic learns to disrupt foes in an area instead of merely one at a time. Beginning at 9th level a gnostic may, as a standard action, apply a pox on all creatures within a 15-ft radius as if they had struck them with an attack augmented by this ability. Each creature is affected based upon its alignment (moral or ethical as chosen when you use this ability) and this counts as a single use of Pox.

Aligned Blows (Su): When a gnostic's soul and perspective is in harmony with a cosmic force it flows freely through them, empowering any weapon they wield. Beginning at 10th level any attack a gnostic makes is considered their current alignment for the purposes of overcoming DR and they add their Wisdom modifier to damage against any creature which they gain a save bonus against through Resist Opposition.

Greater Balancing Aura (Su): As a gnostic's store of cosmic energy increases so too does the flow and force with which it can bleed out into reality around them. Beginning at 10th level a gnostic's balancing aura improves. Its range increases to 30-ft, and its effects improve against foes. When a creature would be negatively affected by a gnostic's balancing aura it must make a Will save (DC 10 + 1/2 gnostic level + cha mod) or suffer an additional debuff for as long as it is within the aura and 1 minute thereafter. A successful Will save renders the creature immune to the additional negative effects of that gnostic's balancing aura (even if they change it to another type of balancing aura) for 24 hours.

AuraAdditional Penalty
Law-2 to AC, saves, and attack rolls in any round in which they do not repeat their actions of the last round (cast the same spell, use the same maneuver, make the same number of attacks, move the same distance, etc; they do not need to choose the same targets or same directions though).
GoodWhenever they deal damage to another creature they take 1/5th that damage rounded up themselves (if it was nonlethal they take it as nonlethal).
Chaos20% miss chance to all attacks.
EvilCannot regain hit points, and -2 to all saves.
BalancingPenalty to ability and skill checks equal to your Wisdom modifier.
ExtremeMust attempt another save each round or be staggered for that round.

Greater Pox (Su): Beginning at 11th level a gnostic may impose a greater pox on a creature when they use their Pox ability; this ability does not function with the Bestow Pox ability. When a gnostic uses a greater pox their bonus to hit from using Pox doubles (to twice their Wisdom modifier) and the creature suffers a more debilitating penalty on a failure. A gnostic may only use this ability 1/day at 11th level, gaining an additional use at 14th and 17th level. Beginning at 20th level the first time a gnostic uses this ability each minute does not count against their daily uses. When used against a Lawful target attacks made against them during that turn do not register for the purposes of Confusion and you are never considered the closest creature to them.

AlignmentPenaltyDuration
LawfulConfusion.1 round/2 levels
E. NeutralParalyzed1 round
ChaoticDazed1 round/2 levels
GoodNauseated1 round/2 levels
M. Neutral3d4 Strength drainInstantaneous
EvilBlinded1 round/2 gnostic levels.

Greater Channel Morality (Sp): A gnostic's deepening understanding of the cosmic forces grants them access to more and greater powers. 1/day +1/day per 3 gnostic levels above 11th a gnostic may use Greater Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level.

AlignmentSpell
Lawful GoodHeroes' Feast
Neutral GoodHeal
Chaotic GoodGreater Heroism
Lawful NeutralTrue Seeing
True NeutralAntimagic Field
Chaotic NeutralTeleport
Lawful EvilMass Suggestion
Neutral EvilAntilife Shell
Chaotic EvilMass Contagion

Word of Alignment (Sp): A gnostic is able to speak a word of power which resonates with one of the alignments harming those which oppose it. Beginning at 13th level a gnostic may use Blasphemy, Dictum, Holy Word, Word of Balance, Word of Chaos as spell-like abilities a total of 3 times per day. Your current alignment must match the alignment descriptor of the spell, except for Word of Balance in which case you must be True Neutral.

Aligned Senses (Su): A gnostic's soul tunes into the essence of their ethical and moral outlook, channeling it through their body to tune their senses in more closely. Beginning at 14th level a gnostic gain special senses based upon their current Ethical and Moral Alignment. If Lawful they gain the ability to See Invisibility (as the spell), if Ethically Neutral they gain Trapfinding and an automatic search check whenever they pass within 20-ft of a trap or secret door, if Chaotic they gain Blindsense 10-ft. If Good they gain the ability to determine whether a creature or object is alive, dead, undead, or unliving (an inanimate object, or a construct), and if they are a living creature whether they have full health, are barely wounded (90%-100% hp), noticeably wounded (75-89% hp), wounded (50-74% hp), badly wounded (25-49% hp), critically wounded (11-24% hp), near death (10% or less hp), or dying (less than 0 hp) as well as if the creature is suffering the effects of poison and/or disease at a glance, if Morally Neutral they suffer only a -1 to Spot and Listen checks per 30-ft of distance (instead of -1/10-ft) and may see 3 times the normal distance in optimal lighting, if Evil they gain the ability to see in darkness including magical darkness out to 120-ft in full color and detail.

Greater Spiritual Interference (Sp): A gnostic learns more and more how to channel and wield the powers of alignment against other creatures. Beginning at 15th level they gain Greater Spiritual Interference. This is the equivalent of an 8th level spell and affects all creatures within a 15-radius burst within medium range (100-ft +10-ft/caster level) as the spell shown for their alignment on the table below. Regardless of spell shown it is considered an 8th level spell for this purpose (save DC 18 + Cha) and never needs an attack roll to hit (in the case of ray effects). A gnostic may use this ability 1/day at 15th level, and 2/day at 19th. Creatures with animal or lower Intelligence are immune.

AlignmentSpell
Lawful GoodAvasculate
Neutral GoodFinger of Death
Chaotic GoodEmpowered Orb of Fire
Lawful NeutralInsanity
True NeutralBaleful Polymorph
Chaotic NeutralFlesh to Stone
Lawful EvilEmpowered Orb of Cold
Neutral EvilDisintegrate
Chaotic EvilSolipsism

Aligned Step (Su): A gnostic learns to move without thought but simply as the moral energies within themselves flow, and in so doing they gain the ability to move in ways that should not be possible for a human, demonstrating bursts of speed, or defying gravity. Beginning at 17th level a gnostic gains special movement based abilities based upon their current ethical and moral alignment. If Lawful they gain a burrow speed equal to 1/2 their land speed and a climb speed equal to their land speed, if Ethically Neutral they gain the ability to move 1/2 their speed as a Swift action each round, if Chaotic they gain a continual Freedom of Movement effect. If Good they gain a fly speed (good maneuverability) equal to their land speed, if Morally Neutral they gain Pounce (the ability to make a full attack at the end of a charge), and if Evil they gain the ability to teleport their speed whenever they would move (if they would move some fraction or multiplier of their speed they instead teleport that distance).

True Channel Morality (Sp): As they reach the pinnacle of their art a gnostic is able to channel more and more aligned energy. Beginning at 18th level a gnostic may use True Channel Morality to create a spell effect based upon their current alignment as shown on the table below. Your caster level for this effect is your Gnostic Level and you may use this ability 3 times per day, although certain abilities may count as multiple daily uses.

AlignmentSpell
Lawful GoodForesight (counts as 2 uses)
Neutral GoodMass Heal (counts as 2 uses)
Chaotic GoodGreater Spell Immunity
Lawful NeutralPower Word Stun
True NeutralMoment of Prescience
Chaotic NeutralMind Blank
Lawful EvilDominate Monster (counts as 2 uses)
Neutral EvilWail of the Banshee (counts as 2 uses)
Chaotic EvilGreater Bestow Curse

Forced Conversion (Su): A gnostic understands Good, Evil, Law, and Chaos, perhaps in a sublime way that even they do not know how to put into words. Just as they understand these four cyclopean forces they understand how to work them on others in a deep and meaningful way. Where Spiritual Interference uses anathemical aligned energy to harm a creature, a gnostic at their pinnacle understands how to use it to work a more subtle and meaningful change. Beginning at 19th level a gnostic may 1/week, as a standard action, choose an alignment and target creature within 60-ft must make a Will save (DC 10 + 1/2 gnostic level + Cha mod) or have their alignment instantaneously changed to the alignment of the gnostic's choice. The target feels there is nothing wrong with its new outlook as if it had come to it naturally. A gnostic may use this ability on Intelligent magic items, as well as those with aligned traits (such as holy weapons). In the latter case if they change their alignment to one incompatible with their magical traits they are replaced by one fitting their new alignment (e.g. an Anarchic sword made Neutral Good would become Holy). This has no effect on artifacts. Creatures with animal or lower Intelligence are immune.

Greater Aligned Resistance (Su): The protective energy of the moral and ethical forces a gnostic binds within themselves increases with the quantity the gnostic can contain. At 19th level a gnostic gains immunity to any effect which they gain a bonus on saves to from Aligned Resistance; in the case of illusions this immunity allows them to treat any shadow effect as 0% real, and automatically succeed on saves against illusions, but they do see invisible creatures for example.

Ninefold Self (Su): A gnostic's self experimentation and growing insight into Good and Evil, Law and Chaos, leads them almost inevitably to the conclusion that while cosmic forces may exist in black and white morality itself does not, and that in the right situation Good and Evil blur together, absolute entropy the same as absolute stasis. Beginning at 20th level a gnostic may invoke such a state upon themselves for a short time each day. As a free action a gnostic may cause their alignment to be considered all ethical and moral alignments (and thus all 9 alignments) for 1 round. They gain the benefits of each of these alignments (ranks in all 6 gnostic skills, all 6 aligned senses and aligned step and aligned resistances). For the purposes of Channel Morality and the like they may choose between all 9 alignments for which effect to generate (they do not generate all 9 as one action). For harmful effects a gnostic with this ability active is considered to be of whichever alignment is most beneficial or of no alignment granting them immunity to Spiritual Interference and Pox for example. A gnostic may only maintain this state for 1 round per 2 class levels each day.


Gnostic Class Variants

A Specialist Gnostic is a Gnostic who has harmonized their soul with a specific alignment (Good, Evil, Law, or Chaos) so much that it is stuck there. Such a Gnostic does not learn to understand all alignments, but all facets of their chosen alignment (e.g. a Good Specialist Gnostic learns to understand LG, NG, and CG).

Cons: A Specialist Gnostic must be of an alignment matching their chosen specialty (Unchained Morality does not affect this).
A Specialist Gnostic's Unchained Morality does not ignore allow alignment requirements on the same axis as their specialty (e.g. a Good Specialist Gnostic cannot take Vile feats or take levels in dread necromancer, they could however multiclass with druid or bard and be LG).
A Specialist Gnostic may only use Reshape Outlook to make a creature one of the three alignments which include their specialty.
A Specialist Gnostic may not use a Balancing Aura which opposes their own, or Balanced, or Extreme.
A Specialist Gnostic does not gain Unbound Soul.

Pros: A Specialist Gnostic gains an Aura of Alignment as a cleric of their alignment.
A Specialist Gnostic gains the [insert word] Channel Morality feat matching their specialized alignment (e.g. Good gets Sanctified Channel Morality, and Lawful gets Structured Channel Morality).
A Specialist Gnostic gains an additional use of Channel Morality, Spiritual Interference, Greater Channel Morality, Greater Spiritual Interference, and True Channel Morality, and an additional extra use of each per 6 levels in Gnostic they have obtained since first gaining the feature.
A Specialist Gnostic applies Constructive Interference (as the feat) benefits to targets of their specialized alignment when they use Spiritual Interference or Greater Spiritual Interference (allowing them to apply Constructive to some targets and destructive to others). They may take the feat as normal, in which case they may choose to apply destructive interference to their specialized alignment, though they may still choose not to use it at all (they may not, however, choose to apply destructive to their specialized alignment and constructive to other alignments).
A Specialist Gnostic gains an additional use of Greater Pox.



An Enlightened Gnostic is intended primarily for a gestalt game in which it is intended to occupy both hales of your gestalt, however if the DM feels that Gnostic is too low power level for their game (it is intended to be tier 3-4) they may want to use Enlightened Gnostic to replace it.

Chassis Changes: An Enlightened Gnostic has Full BAB and 6 + Int skill points (instead of Medium and 4 + Int).
Proficiencies: An Enlightened Gnostic gains proficiency in all Martial Weapons.
Pox: At 1st level an Enlightened Gnostic must only wait 4 rounds (instead of 5) to use their Pox again, this reduces to 2 rounds at 4th, 1 round at 8th, at-will at 12th, and beginning at 16th level they may choose to apply their Pox (or Greater Pox) to both axes at once, in which case against a normal pox the target only saves once and suffers both penalties on a failure. Against a greater pox they must save against each effect separately.
Reshape Morality: An Enlightened Gnostic gains the ability to use Reshape Morality at 2nd level but only on themselves. Beginning at 13th level an Enlightened Gnostic may use it on 1 creature/3 class levels within range as a single use of this ability.
Channel Morality/Spiritual Interference (and improvements): An Enlightened Gnostic gains double the normal daily uses of these abilities.
Aligned Feat: At 4th, 12th, and 20th level instead of gaining a bonus feat an Enlightened Gnostic selects an alignment axis. They then select a feat for each alignment on that axis, while that alignment they gain the benefits of the feat. They may select the same feat for all three alignments if they wish, or select a non-good feat for good and/or an Exalted feat for evil if they wish.
Greater Pox: When an Enlightened Gnostic gains Greater Pox they gain 2 daily uses instead of 1. And at 20th level they may use it 1/5 rounds without expending its use.

Zaydos
2015-05-13, 01:29 AM
Feats for Gnostics (and others)

Gnostics and Ability Focus: A gnostic may take the Ability Focus feat for Pox, if they do it applies to Greater Pox and Bestow Pox. A gnostic may take it for Channel Morality, Spiritual Interference, or their improvements. If they do so it applies to all regardless of their or the their opponent's alignment but if True Channel Morality is selected it doesn't apply to Channel Morality or Greater Channel Morality and the same is true if one of the lower level versions are selected (unlike Bestow Pox and Greater Pox, the various Spiritual Interferences and Channel Morality abilities are wholly separate abilities). If selected for Balancing Aura it applies to Greater Balancing Aura (it is completely useless on Balancing Aura otherwise) and regardless of which aura is currently manifest.

Lexicon:
[Gnostic] indicates a feat that despite lacking an alignment requirement can be selected as a bonus feat by gnostics.

[Supernatural] indicates a feat that is a supernatural ability. Many Gnostic feats are.

Aligned Resilience [Gnostic, Supernatural]
Your faith and unswerving devotion to your ideals toughens your body and lends you protection against harm.
Prerequisites: Character level 3+.
Benefit: When you take this feat select Ethical or Moral and you gain DR 3 overcome by something based upon your alignment on that axis. Lawful is overcome by Silver, Ethical Neutral by Adamantine, Chaotic by Cold Iron, Good by Evil, Moral Neutral by Magic, and Evil by Good. If your relevant alignment changes so does what is required to overcome your DR.
Special: You may take this feat twice, once for Ethical and once for Moral.

Aligned Resistance [Gnostic, Supernatural]
Your soul resonates with your alignment, protecting you from certain energies.
Prerequisites: Character level 5+.
Benefit: You gain an energy resistance 10 based upon your moral alignment and one at 10 based upon your ethical alignment. Lawful grants Electricity Resistance, Ethical Neutral grants Sonic Resistance, Chaotic grants Acid Resistance, Good grants Cold Resistance, and Evil grants Fire Resistance. Moral Neutral instead of granting energy resistance grants you Negative/Positive Energy resistance. It does not stop or reduce effects which would heal you unless they would heal you over your normal maximum health, but reduces the damage you take from positive and negative energy effects which would damage you.

Balance of Violence [Gnostic, Supernatural]
A disciple of the Warriors of Balance of old, you are able to draw forth spiritual energy to augment your attacks when working to 'balance the books of reality'.
Prerequisites: Non-good alignment.
Benefit: Whenever you attack a creature whose alignment opposes, on either axis, that of the last creature you killed you deal +1d6 damage. For example if you kill a Lawful Good creature you deal +1d6 damage against Chaotic and Evil creatures (until you kill another creature). So go kill a paladin to help you harrow the Abyss.

Bear Sin [Gnostic, Supernatural]
To those who channel cosmic power of some sort the merest act out of kind can prove devastating. A gnostic can learn how to draw the burden of that sin onto themselves instead.
Prerequisites: Gnostic level 3+.
Benefit: When a creature within your Charisma score x 5-ft commits an act in defiance of their code of conduct, an unexalted act, act in violation of a vow, or other act which would see them lose the benefits of class features or a feat you may, as an immediate action take the weight of the act on yourself. Doing so inflicts 1 point of Constitution and Charisma burn to yourself, this cannot be negated or reduced, but means that the creature does not fall or lose access to the feat or other feature, and is treated as if they hadn't broken their code/vow/etc. If the act takes longer than one round each use of this feat will allow for 10 minutes of such action (for example fighting undead with Vow of Purity, or using a magic weapon with Vow of Poverty). Of course if the creature habitually commits acts which threaten a paladin's code or Exalted status they will likely cease to be Good aligned and lose such features anyway.

Bestow Greater Pox [Gnostic]
You are able to use your Greater Pox ability with Bestow Pox.
Prerequisites: Bestow Pox, Greater Pox.
Benefit: When you use Bestow Pox you may expend a single daily use of your Greater Pox ability to choose a single creature within the area of your Bestow Pox and have it be affected by a Greater Pox instead of a normal Pox, or two daily uses to apply a Greater Pox to all creatures within the area.

Bind Gnostic Soulmeld [Gnostic]
Your gnostic soulmeld affixes itself to one of your chakras as long as it is open and free.
Prerequisites: Shape Gnostic Soulmeld.
Benefit: As long as you have opened your chakra associated with your current Gnostic Soulmeld and do not have another soulmeld or magic item bound to that chakra your Gnostic Soulmeld will grant you chakra bind benefits. Each possible form of a Gnostic Soulmeld is associated with only one chakra bind (see table under Shape Gnostic Soulmeld) even if the emulated soulmeld usually has multiple chakras it may be bound to. This soulmeld does not count against your number of chakra binds and you may wear a magic item in the associated slot or even have a soulmeld shaped in it as long as it is not bound in it.

Channel Nature's Blessing [Gnostic]
You are able to tune your mind towards the simple morality of nature without consciousness, without true morality, calling upon the cosmic power that exists without consciousness, but rises out of the primal nothingness.
Prerequisites: Channel Morality.
Benefit: When your current alignment is Neutral on either axis and you use Channel Morality, Greater Channel Morality, or True Channel Morality you may choose to use a spell from the list below corresponding to the ability used as opposed to that normally associated with your current alignment.
Channel Morality: Speak with Animals, Speak with Plants, Tree Shape.
Greater Channel Morality: Liveoak, Transport via Plants, Wall of Thorns.
True Channel Morality: Control Plants (costs 1 use), Shadow Landscape (SpC, costs 2 uses).

Constructive Interference [Gnostic]
When you use Spiritual Interference on a creature instead of turning its aligned energy against it you can bolster and augment said energies.
Prerequisites: Spiritual Interference.
Benefit: When you use Spiritual Interference or Greater Spiritual Interference you may choose to augment the target(s) instead of filling them with opposing energies, using like aligned energies to bolster their own essence. You must augment all targets or none, but may select which to do each time you use this ability. If the spell would normally have a range of personal it targets the target as if they were the caster of the spell. This feat does not grant you a special knowledge of the target's alignment (you must choose Constructive or Destructive without knowing their alignment unless you discern it through other means). This otherwise functions as (Greater) Spiritual Interference. The buffing effect based upon the target(s) alignment is shown on the table below.

Target's AlignmentSpiritual InterferenceGreater Spiritual Interference
Lawful GoodRadiant Shield (BoED)Righteous Might
Neutral GoodDeathwardLife's Grace
Chaotic GoodFreedom of MovementFires of Purity (SpC)
Lawful NeutralTelepathic Bond (you and target only)True Seeing
True NeutralSpell ImmunityStoneskin
Chaotic NeutralGreater InvisibilityDivine Agility (SpC)
Lawful EvilInvestiture of the Steel Devil (FCII)Fiendish Clarity (BoVD)
Neutral EvilNondetectionUnholy Aura
Chaotic EvilBite of the Wereboar (SpC)Animal Shapes

Entropic Channel Morality [Gnostic]
You are better able to channel the power of entropy and anarchy to generate magical effects granting you additional options with Channel Morality as long as you are Chaotic aligned.
Prerequisites: Channel Morality.
Benefit: When your current alignment is Chaotic and you use Channel Morality, Greater Channel Morality, or True Channel Morality you may choose to use a spell from the list below corresponding to the ability used as opposed to that normally associated with your current alignment.
Channel Morality: Invisibility, Minor Image, Shatter
Greater Channel Morality: Animate Objects, Mislead, Ray of Entropy (SpC).
True Channel Morality: Cloak of Chaos (costs 1 use), Maw of Chaos (SpC, costs 2 uses).

Expanded Balancing Aura [Gnostic]
Your balancing aura extends further.
Prerequisites: Balancing Aura.
Benefit: Your balancing aura's length doubles (increasing to 30-ft, or 60-ft with Greater Balancing Aura).

Extra Channel Morality [Gnostic]
You are able to Channel Morality more often.
Prerequisites: Channel Morality.
Benefit: You gain an additional use of Channel Morality each day. If your character level is at least 11th you gain 2 additional uses instead.
Special: You may take this feat multiple times, each time you do so it adds 1 or 2 additional uses of Channel Morality based upon your character level.

Extra Gnosticism [Gnostic]
You are able to use Gnosticism more often.
Prerequisites: Gnosticism.
Benefit: You gain an additional use of Gnosticism each day. If your character level is at least 15th you gain 2 additional uses instead.
Special: You may take this feat multiple times, each time you do so it adds 1 or 2 additional uses of Gnosticism based upon your character level.

Extra Greater Channel Morality [Gnostic]
You are able to use Greater Channel Morality more often.
Prerequisites: Greater Channel Morality.
Benefit: You gain an additional use of Greater Channel Morality each day.
Special: You may take this feat multiple times, each time you do so it adds 1 additional use of Greater Channel Morality based upon your character level.

Extra Greater Gnosticism [Gnostic]
You are able to use Greater Gnosticism more often.
Prerequisites: Greater Gnosticism.
Benefit: You gain an additional use of Greater Gnosticism each day.
Special: Unlike the others you may only take this feat once.

Extra Greater Pox [Gnostic]
You are able to exert a greater pox on a creature more often each day.
Prerequisites: Greater Pox ability.
Benefit: You may use your Greater Pox ability an additional time each day.
Special: You may take this feat multiple times each time you do you gain an additional use of Greater Pox each day.

Gnostic Battle Prowess [Gnostic]
You are able to allow the cosmic power of alignment to flow through you in a way as to augment your capabilities on the battlefield gaining a defensive or offensive advantage based upon your current alignment.
Prerequisites: Gnostic level 1+.
Benefits: When you take this feat select either Ethical or Moral, you gain an advantage based upon your alignment on that axis. Lawful grants you a +1 bonus to hit, Ethical Neutral grants you 1 temporary hit point at the beginning of each round, Chaotic grants you a +10-ft increase to your landspeed, Good grants you a +1 sacred bonus to AC, Moral Neutral grants you a +1 bonus on saving throws, and Evil grants you a +2 bonus to weapon damage. If your alignment on the selected axis changes so too does your bonus.
Special: You may take this feat twice, once for Ethical and once for Moral.

Gnostic Battle Prowess, Improved [Gnostic]
You are more in tune with the cosmic power on the battlefield than is normal even for a gnostic, letting it guide your blade and your shield.
Prerequisites: Gnostic level 1+, Gnostic Battle Prowess.
Benefits: When you take this feat select either Ethical or Moral, you must have Gnostic Battle Prowess for the same axis and you gain an advantage based upon your alignment on that axis. If you select Ethical and are Lawful adjacent allies may use your shield bonus to AC in place of their own, and you may use their shield bonus to AC in place of your own. If you select Ethical and are Ethically Neutral you gain a bonus to damage with attacks equal to the number of prior attacks you have made against your target since the last time you attacked another target up to your character level, e.g. if you are level 8 and attack Orc A three times the first would have +0 damage, the 2nd attack would have +1, the 3rd +2, if you then attacked Orc B your bonus would reset, but if you continued attacking Orc A you could get up to a +8 to damage/attack on your 9th or later consecutive attack against Orc A. If you select Ethical and are Chaotic you gain a +1 bonus to AC and Saving Throws as long as you have no adjacent allies. If you select Moral and are Good you and all allies adjacent to you or benefiting from your Balancing Aura gain 2 temporary hit point, each creature gains these temporary hit points at the start of their turn and they last until the start of their next turn. If you select Moral and are Morally Neutral whenever you would take ability damage the amount of ability damage is reduced by 1 point (to a minimum of 0); this stacks with similar effects such as Strongheart Vest. If you select Moral and are Evil you gain +1d6 sneak attack.
Special: You may take this feat twice, once for Ethical and once for Moral (you need Gnostic Battle Prowess twice in this case).

Gnostic Maneuver [Gnostic]
Harmonizing yourself with the cosmic forces of reality you let them guide your blade allowing you to perform feats of sublime combat.
Prerequisites: Gnostic level 3+.
Benefits: You gain access to a maneuver based upon your current alignment and level, only gaining the highest level maneuver available for any given alignment. This maneuver cannot be used to meet prerequisites, nor do you need to meet prerequisites. You ready and use this maneuver as if you had gained it from Martial Study, and the maneuver for all 9 alignments share a single common use (if you use one then change your alignment it remains expended). The minimum Gnostic level needed to use a maneuver is listed after it in parenthesis, your initiator level for a maneuver gained through this feat is 3/4 your Gnostic Level + your level in initiating PrCs + 1/2 your level in other classes.

AlignmentManeuver Granted
Lawful GoodDouse the Flames (3rd), Tactical Strike (5th), Lion's Roar (8th), White Raven Strike (11th), Flanking Maneuver (13th), Order forged from Chaos (16th), Swarming Assault (19th).
Neutral GoodCrusader's Strike (3rd), Shield Block (5th), Revitalizing Strike (8th), Entangling Blade (11th), Radiant Charge (13th), Rallying Strike (16th), Shield Counter (19th).
Chaotic GoodBurning Blade (3rd), Flashing Sun (5th), Death Mark (8th), Searing Blade (11th), Leaping Flame (13th), Desert Tempest (16th), Inferno Blade (19th).
Lawful NeutralCounter Charge (3rd), Baffling Defense (5th), Feigned Opening (8th), Strike of the Broken Shield (11th), Mirrored Pursuit (13th), Scorpion Parry (16th), Hydra Slaying Strike (19th)
True NeutralStone Bones (3rd), Mountain Hammer (5th), Bonecrusher (8th), Bonesplitting Strike (11th), Elder Mountain Hammer (13th), Iron Bones (16th), Ancient Mountain Hammer (19th)
Chaotic NeutralMoment of Perfect Mind (3rd), Action Before Thought (5th), Mind over Body (8th), Ruby Nightmare Blade (11th), Disrupting Blow (13th), Moment of Alacrity (16th), Quicksilver Motion (19th)
Lawful EvilSteel Wind (3rd), Wall of Blades (5th), Exorcism of Steel (8th), Mithral Tornado (11th), Dazing Strike (13th), Manticore Parry (16th), Finishing Move (19th)
Neutral EvilClinging Shadows Strike (3rd), Drain Vitality (5th), Strength Draining Strike (8th), Hand of Death (11th), Bloodletting Strike (13th), Shadow Noose (16th), Death in the Dark (19th)
Chaotic EvilSudden Leap (3rd), Rabid Wolf Strike (5th), Flesh Ripper (8th), Fountain of Blood (11th), Pouncing Charge (13th), Rabid Bear Strike (16th), Hamstring Attack (19th)

Gnostic Paladin [Gnostic]
You are capable of forcefully channeling the powers of Good (or Evil) to maintain your paladinic powers and even improve them and your gnostic abilities with the admixture.
Prerequisites: Unbound by Morality, Divine Grace.
Benefits: You are no longer bound by your paladin Code of Conduct and may freely multiclass between Gnostic and Paladin. If you are an ex-paladin you cease to be one becoming a normal paladin once more regardless of your alignment or the egregious ways you break your paladin Code of Conduct.
You add your Paladin levels to your Gnostic levels to determine the saving throw DC of Gnostic abilities based off of your class level, your caster level for Gnostic spell-like abilities, and your daily uses of Gnostic spell-like abilities you possess (it does not grant you access to new ones, but does give you new uses of ones you do possess).
You add your Gnostic levels to your Paladin levels to determine your Lay on Hands/Deathly Touch and Turn (or Rebuke) Undead class features. This can grant you Turn Undead if you do not already have it.

Gnostic Skill Focus [Gnostic]
You are more thoroughly attuned to the ways that your alignment guides your skills.
Prerequisites: Gnostic Skills.
Benefits: You gain a +3 to checks made with your (current) Gnostic Skills. For example if you are Lawful Good you gain a +3 to Heal and Sense Motive, and if you are Chaotic Neutral you gain a +3 to Bluff and Survival. If you are LG and change to NE you'd lose the +3 to Heal and Sense Motive and gain +3 to Diplomacy and Intimidate.

Gnostic Skill Mastery [Gnostic]
You are capable of performing your Gnostic Skills with near perfect precision even when stressed or otherwise distracted.
Prerequisites: Gnostic Skill Focus, Gnostic Level 7+.
Benefits: You may take 10 on your (current) Gnostic Skills even if distracted or threatened.

Invoke Healing [Exalted, Supernatural]
You are capable of healing a creature with a touch like a paladin.
Benefits: You gain the ability to heal a living creature (or harm undead) with a touch. This functions like Lay on Hands except that it only heals up to 2 hp/character level each day. If you have Lay on Hands you may instead add this pool of healing to that granted by your Lay on Hands ability.

Necrotic Touch [Vile, Supernatural]
You are capable of inflicting harm upon creatures with a touch like a paladin of slaughter or tyranny.
Benefits: You gain the ability to damage living creatures (or heal undead) with a touch. This functions like a paladin of tyranny's Deathly Touch ability except that it can only deal up to 2 hp/character level each day. If you have Deathly Touch you may instead add this pool of damage to that granted by your Deathly Touch ability.

Poxing Aura [Gnostic]
You are able to extend your pox in an area around yourself, letting its disruptive power bleed out from yourself.
Prerequisites: Pox, Cha 13+.
Benefits: You may expend a use of your Pox as a swift action to affect all creatures adjacent to you as if you had used it upon them (and hit). If you are able to use a Greater Pox you may even inflict one this way.

Profane Channel Morality [Gnostic]
You are better able to channel the power of evil to generate magical effects granting you additional options with Channel Morality as long as you are Evil aligned.
Prerequisites: Channel Morality.
Benefit: When your current alignment is Evil and you use Channel Morality, Greater Channel Morality, or True Channel Morality you may choose to use a spell from the list below corresponding to the ability used as opposed to that normally associated with your current alignment. If the spell is a Corrupt spell you still must pay any Corruption cost associated with it.
Channel Morality: Command Undead, Inflict Moderate Wounds, Scare.
Greater Channel Morality: Consume Likeness (BoVD), Harm, Hellfire Storm (FCII).
True Channel Morality: Utterdark (LoM, costs 2 uses), Unholy Aura (costs 1 use).

Quick Reshape Outlook [Gnostic]
You are able to reshape a creature's beliefs more quickly making it much easier to use in combat.
Prerequisites: Reshape Outlook ability.
Benefit: You may use your Reshape Outlook ability as a Swift action instead of as a Standard action.

Sanctified Channel Morality [Gnostic]
You are better able to channel the power of good to generate magical effects granting you additional options with Channel Morality as long as you are Good aligned.
Prerequisites: Channel Morality.
Benefit: When your current alignment is Good and you use Channel Morality, Greater Channel Morality, or True Channel Morality you may choose to use a spell from the list below corresponding to the ability used as opposed to that normally associated with your current alignment. If the spell is a Sanctified spell you still must pay any Sacrifice cost associated with it.
Channel Morality: Ayailla's Radiant Burst (BoED), Close Wounds (SpC), Shield Other.
Greater Channel Morality: Sicken Evil (BoED), Blade Barrier, Restoration.
True Channel Morality: Exalted Fury (BoED, costs 2 uses), Holy Aura (costs 1 use).

Shape Gnostic Soulmeld [Gnostic]
You gain the ability to shape a special soulmeld which reflects your current alignment.
Prerequisites: Gnostic level 1+.
Benefit: You gain the ability to shape a Gnostic Soulmeld. This soulmeld does not actually need to occupy one of its associated body slots in any way, and what soulmeld is shaped is based upon your current alignment. If your alignment changes so does the current form of this soulmeld. What soulmeld this functions as for each alignment is shown on the table below. You may invest essentia in this soulmeld as normal, if your alignment changes the essentia remains within the soulmeld, and this soulmeld counts against your maximum number shaped as normal, and may even benefit from abilities which expand a soulmeld's essentia capacity as normal, but it may not be bound to a chakra through the normal method (though see Bind Gnostic Soulmeld above).

AlignmentSoulmeld GrantedChakra (for Bind Gnostic Soulmeld)
Lawful GoodLammasu Mantle.Shoulders
Neutral GoodLifebond Vestments.Arms
Chaotic GoodBluesteel Bracers.Arms
Lawful NeutralStrongheart VestWaist
True NeutralSpellward ShirtHeart
Chaotic NeutralImpulse BootsFeet
Lawful EvilNecrocarnum CircletCrown
Neutral EvilSilvertongue MaskThroat
Chaotic EvilBloodwar GauntletsHands

Soul Weapon [Gnostic, Supernatural]
Focusing your will and mind you form a weapon out of the energy of your soul.
Prerequisites: Gnostic Level 3+.
Benefit: As a full round action you may create a weapon of soulstuff. If this weapon leaves your hand it lasts only long enough to make a single attack before vanishing into nothingness once more. When you create this weapon select either your Ethical or Moral alignment to base it on; if your alignment changes the weapon changes as well allowing you to reselect which axis it is based on. The weapon gains various benefits based upon your character level and its base form is determined by the alignment it is based on. You are always considered proficient in your Soul Weapon even if you are not proficient with weapons of that type. Lawful soul weapons are Greatswords, Ethically Neutral ones are Tridents, and Chaotic ones are Mighty Composite (Str = your Str mod) Longbows, Good soul weapons are rapiers, Morally Neutral ones are Greataxes, and Evil ones are Scythes. Soul weapons gain magical enhancements based upon your character level as shown below.

LevelLawfulE. NeutralChaoticGoodM. NeutralEvil
5th or less+1+1+1+1+1+1
6th-9th+2+2 Returning+2+2+2+2
10th-13th+2 Axiomatic+2 Returning Collision+2 Anarchic+2 Holy+2 Collision+2 Unholy
14th-17th+3 Axiomatic+3 Returning Collision+3 Anarchic+3 Holy+3 Collision+3 Unholy
18th-20th+3 Axiomatic and Lv 10-13 ability of other axis of your alignment+3 Returning Collision and Lv 10-13 ability of other axis of your alignment or Balancing if it is Neutral+3 Anarchic and Lv 10-13 ability of other axis of your alignment+3 Holy and Lv 10-13 ability of other axis of your alignment+3 Collision and Lv 10-13 ability of other axis of your alignment or Balancing if it is Neutral+3 Unholy and Lv 10-13 ability of other axis of your alignment

At 21st level and every 4 levels thereafter the enhancement bonus increases by another +1.

A Balancing Weapon is infused with a power anathema to the extreme alignments. It deals +1d6 damage against targets for each non-Neutral alignment they possess (NG would take +1d6, TN +0, and LE +2d6). It bestows a negative level on any non-Neutral creature attempting to wield it. The negative level remains as long as the weapon is on hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Ranged weapons so crafted bestow this power on their ammunition.

Moderate Evocation; CL 7th; Craft Magic Arms and Armor, align weapon, creator must be True Neutral; Price +2 bonus.

Soul Weapon, Exotic [Gnostic, Supernatural]
You are capable of creating a more complicated, and powerful, soul weapon.
Prerequisites: Soul Weapon, Gnostic level 5+.
Benefits: You are considered 2 levels higher for the purposes of your Soul Weapon. In addition when you create it, or change it, you gain an additional choice of form per alignment. If you are Lawful you may choose rifle (this is a self-loading rifle which needs no black powder and can be loaded as a free action, has 2d8 damage, 250-ft range, and a x3 crit, but it has +1 less enhancement bonus than it would have otherwise), Ethically Neutral may select two-bladed sword (you are considered to have Two-Weapon Fighting for the purposes of this weapon), Chaotic may select Goliath Greathammer (RoS), Good may select elven courtblade (RotW), Morally Neutral may select Great Crossbow (RoS, like the rifle it is self-loading allowing you to load it as a free action but has +1 less enhancement bonus than normal), Evil may select Spiked Chain.

Structured Channel Morality [Gnostic]
You are better able to channel the power of order to generate magical effects granting you additional options with Channel Morality as long as you are Lawful aligned.
Prerequisites: Channel Morality.
Benefit: When your current alignment is Lawful and you use Channel Morality, Greater Channel Morality, or True Channel Morality you may choose to use a spell from the list below corresponding to the ability used as opposed to that normally associated with your current alignment.
Channel Morality: Calm Emotions, Discern Shapeshifter (SpC), Mechanus Mind (SpC)
Greater Channel Morality: Greater Dispel Magic, Guards and Wards, Wall of Gears (SpC)
True Channel Morality: Shield of Law (costs 1 use), Mass Hold Monster (costs 2 uses).

Tongue of Souls [Gnostic, Supernatural]
You are capable of speaking the language of your alignment, speaking in a tongue understood by all creatures of that alignment and understanding anything spoken by them.
Prerequisites: Wis 13+.
Benefit: When you take this feat select either Ethical or Moral and you gain the ability to speak a special language of your alignment on that axis. This language is understood by any creature that shares that alignment and has a language, but is not understood by any creature which does not share that alignment even while under the effects of a Tongues spell, and you may understand any language spoken by a creature of that alignment even if you do not share it.
Special: You may take this feat twice once for Ethical and once for Moral.

chaos_kitsune
2015-05-13, 02:50 PM
Overlord



“There’s somethin’ wrong with that witchboy, with ‘is creepy glowing eyes. ‘e’s Evil I tell’s ya!”

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
Overlord's have the following game statistics.
Abilities:A high Charisma score is very important as the Overlord’s
Invocations DC and other class features rely on it. High Dexterity is very valuable
to an Overlord, improving his mindlash accuracy and his AC.
Strength and Constitution are also useful for melee combat.
Alignment: Any Evil.
Hit Die: d8
Starting Age: As barbarian
Starting Gold: As fighter
Class Skills
The Overlord's class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str),
Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int),
Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).


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

Overlord


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations


1st

+0

+0

+0

+2
Invocations, Empowered by Evil, mindlash 1d6

2


2nd

+1

+0

+0

+3
Acts of Evil

3


3rd

+2

+1

+1

+3
mindlash 2d6

4


4th

+3

+1

+1

+4
Acts of Evil, armored invoker (medium)

5


5th

+3

+1

+1

+4
mindlash 3d6

6


6th

+4

+2

+2

+5
Acts of Evil, Invocations (least or lesser)

7


7th

+5

+2

+2

+5
mindlash 4d6

8


8th

+6

+2

+2

+6
Acts of Evil, armored invoker (shields)

9


9th

+6

+3

+3

+6
mindlash 5d6

10


10th

+7

+3

+3

+7
Acts of Evil, Imbue item

11


11th

+8

+3

+3

+7
mindlash 6d6, (least, lesser, or greater)

12


12th

+9

+4

+4

+8
Acts of Evil, armored invoker (heavy)

13


13th

+9

+4

+4

+8
mindlash 7d6

14


14th

+10

+4

+4

+9
Acts of Evil

15


15th

+11

+5

+5

+9
mindlash 8d6

16


16th

+12

+5

+5

+10
Acts of Evil, Invocations (least, lesser, greater, or dark)

17


17th

+12

+5

+5

+10
mindlash 9d6, armored invoker (two-handed)

18


18th

+13

+6

+6

+11
Acts of Evil

19


19th

+14

+6

+6

+11
mindlash 10d6

20


20th

+15

+6

+6

+12
Ultimate Evil

22



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

Weapon and Armor Proficiencies: Overlords are proficient with all simple and martial weapons, with all types of armor and with shields (except tower shields). Because the somatic components required for Overlord invocations are relatively simple, a Overlord can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an Overlord wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including Mindlash, have a somatic component). A multiclass Overlord still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

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


Empowered by Evil (Su): At 1st level, the Overlord gains a reservoir
of mystical Evil energy that he can draw upon to fuel his powers.
This Evil pool has a number of points equal to 1/2 his Overlord level (minimum
1) + his Charisma modifier. At the start of each day, an Overlord gains a number of
Evil points equal to his Charisma modifier (minimum 1), and can his Evil pool be further refill by committing specific Acts of Evil (see below). At first level the Overlord may regain one point to his Evil pool by slaying any intelligent creature with his mindlash ability (see below) or by successfully performing a coup de grace on an intelligent non-evil creature.
The Overlord must spend 1 Evil point to use his mindlash ability with a shape or essence Invocation of lesser rank or higher or to use a non-shape or essence Invocation of any rank. The Overlord must have at least 1 Evil point to use his mindlash ability. Finally Evil points are central to the Acts of Evil class feature (see below).

Invocations: An Overlord does not prepare or cast spells
as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations
that require him to focus the Evil energy that suffuses
his soul. An Overlord can use any invocation he knows at will,
with the following qualifications:
An Overlord’s invocations are spell-like abilities; using an
invocation is therefore a standard action that provokes attacks
of opportunity. An invocation can be disrupted, just as a
spell can be ruined during casting. A Overlord is entitled to a
Concentration check to successfully use an invocation if he
is hit by an attack while invoking, just as a spellcaster would
be. An Overlord can choose to use an invocation defensively, by
making a successful Concentration check, to avoid provoking
attacks of opportunity. An Overlord’s invocations are subject to
spell resistance unless an invocation’s description specifically
states otherwise. An Overlord’s caster level with his invocations
is equal to his Overlord level.
The save DC for an invocation (if it allows a save) is 10 +
equivalent spell level + the Overlord’s Charisma modifier.
Since spell-like abilities are not actually spells, a Overlord
cannot benefit from the Spell Focus feat. He can, however,
benefit from the Ability Focus feat (see page 303 of the Monster
Manual), as well as from feats that emulate metamagic effects
for spell-like abilities, such as Quicken Spell-Like Ability
and Empower Spell-Like Ability (see pages 303 and 304 of
the Monster Manual).
The four grades of invocations, in order of their relative
power, are least, lesser, greater, and dark. A Overlord begins
with knowledge of one invocation, which must be of the
lowest grade (least). As a Overlord gains levels, he learns
new invocations, as summarized on Table 1–1 and described
below. A list of available invocations can be found following
this class description, and a complete description of each
invocation can be found in Chapter 4 of this book.
At any level when a Overlord learns a new invocation,
he can also replace an invocation he already knows with
another invocation of the same or a lower grade. At 6th
level, a Overlord can replace a least invocation he knows
with a different least invocation (in addition to learning a
new invocation, which could be either least or lesser). At
11th level, a Overlord can replace a least or lesser invocation
he knows with another invocation of the same or a lower
grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a Overlord
can replace a least, lesser, or greater invocation he knows
with another invocation of the same or a lower grade (in
addition to learning a new invocation, which could be least,
lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations
are subject to arcane spell failure chance as described
under Weapon and Armor Proficiency above.

Mindlash(Su):The first ability an Overlord learns is
mindlash. An Overlord attacks his foes with eldritch power,
using baleful magical energy to deal damage and sometimes
impart other debilitating effects.
An mindlash is a ray with a range of 60 feet. It is a ranged
touch attack that affects a single target, allowing no saving
throw. A mindlash deals 1d6 points of damage at 1st
level and increases in power as the Overlord rises in level.
An mindlash is the equivalent
of a 1st-level spell. If you apply a lash shape or lash
essence invocation to your mindlash your mindlash uses the level equivalent of the shape
or essence. A mindlash is subject to spell resistance, although the
Spell Penetration feat and other effects that improve caster
level checks to overcome spell resistance also apply to mindlash.
A mindlash deals half damage to objects. Metamagic
feats cannot improve a Overlord’s mindlash (because it is a
spell-like ability, not a spell). However, the feat Ability Focus
(mindlash) increases the DC for all saving throws (if any)
associated with an Overlord’s mindlash by 2. See page 303 of
the Monster Manual.

Acts of Evil(Su): at 2nd level and every even numbered level afterward until the 18th, the
Overlord gains a new Act of Evil. Acts of Evil are a series of grouped actions, attitudes, and passive abilities
that interact with the Overlord’s Evil pool. They are presented as follows.


the name of the act

a flavor text description of the act, usually in italics

Active- the acts active ability if any

Passive- the acts passive ability if any

Gain- an action the Overlord can take to gain Evil points



Arson, Murder, and Jaywalking
The best way to get out of a murder charge is to regretfully admit that it couldn't be you because you were committing theft on the other end of town.
Active- as long as you haven't been caught committing a major crime in the last week, any time a law official would suspect you of having committed a major crime you may spend 1 Evil point and make a bluff check with a bonus equal to your Overlord level to convince him that you guilty of a minor crime instead.
Gain- during or shortly after a major crime (Arson, Murder, horse theft, desecrating a church) commit at least 3 minor crimes (Jaywalking, Littering, stealing a loaf of bread) to gain 1 Evil point. this gain condition may only be fulfilled once per major crime.

Lazy Bastard
being slothful doesn't get you much but, hey! It's one of the seven deadly sins! It must be worth something right?
Gain- after having slept the basic 8 hours needed for rest, if you are at full health you may continue to rest to gain 1 Evil point for every extra hour of rest. furthermore sleeping for 8 hours on a fortifying bedroll will completely fill your Evil pool.

Dark Heresy
Father! you smell of Elderberries!
Active- you may as an immediate action spend a number of Evil points equal to the spell level of a Divine spell cast within 60ft in order to attempt to counterspell it (see page 170 of the PHB).
Gain- you may gain Evil points by directly blaspheming against the gods and their servants. whether by defacing holy symbols, burning rare books of holy writing, or leaving the head priest of the local temple of chastity tied up in the worst red-light brothel you can find, any action that directly harms the divine grants you 1 Evil point.

Intimidation, for fun and profit
now jimmy, this can go two ways. Either you give me your lunch money... or you can have an 'accident' on the stairs, I drive you to the hospital, and you give me gas money plus a little extra as a thank you.
Active- spend 1 Evil point to get a bonus equal to half your overlord level to an intimidate check.
Gain- gain 1 Evil point when you intimidate someone for no reason.

Kick a puppy
Passive- gain a +X profane bonus to your attack and damage rolls against creatures with the Animal type, where X is the number of Evil points you have in your pool up to a max bonus of your Charisma modifier.
gain- gain 1 Evil point whenever you kill a creature with the animal type that has less than half your HD.



Armored invoker(Ex): at 4th level the Overlord gains the ability to cast invocations while wearing medium armor without incurring spell failure. at 8th his invocations become robust enough that he can cast them without fine hand movements, allowing him to cast while using a shield or duel wielding. at 12th he can cast even in the heaviest of armours. and finally at 17th he can force the Evil energies within him into invocations with a single gesture, allowing him to cast even while wielding a two-handed sword or with his hands manacled together in front of him.


Imbue Item(Su): An Overlord of 10th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the Overlord can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

r2d2go
2015-05-14, 12:41 AM
Zealot

They granted me my life again. I will gladly sacrifice it in their service.

Zealots are devout warriors, but unlike Paladins or Clerics, their devotion is not necessarily to a god. Some may be tied to a cause, others to an ideal, but no matter the cause, Zealots fight with fervor and strength only possible through their unshakable resolve.


Adventures: Zealots generally adventure either to gain strength to better serve their cause, or in direct service to their cause, defending, recovering relics, smiting heathens, or any number of other situations where a supernaturally powerful solider is needed.

Characteristics: Zealots are durable melee fighters, capable of completely ignoring a great deal of damage while dealing significant damage in return.

Alignment: Any except True Neutral.

Religion: Any.

Background: Those who have an undying faith in a cause, especially if that cause is not divine (or, in fact, against the gods), may find themselves Zealots.

Races: Any, though races such as high elves or gnomes may find themselves both physically disadvantaged and personally disdainful of the dirty work Zealots get into.

Other Classes: Paladins of the same cause can get along famously with Zealots, while those who oppose a Zealot's beliefs will find them incapable of anything but animosity.

Role: Zealots are front-line fighters, putting out reasonable damage while having high durability.

Adaptation: Any game where people can fight for a cause can have Zealots, but the more organizations and religion there is, the more Zealots there might be.

GAME RULE INFORMATION
Zealots have the following game statistics.
Abilities: Strength and Constitution, for damage and durability respectively.
Alignment: Any except True Neutral.
Hit Die: d12
Starting Age: As Barbarian.
Starting Gold: As Cleric.


Class Skills
The Zealot's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (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


Zealot


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Sense Opposition, Undying Faith +1, Resolute Strike +1


2nd

+2

+3

+0

+3
Mortal Obstinacy +1


3rd

+3

+3

+1

+3
Resolute Strike +2


4th

+4

+4

+1

+4
Ideal 1


5th

+5

+4

+1

+4
Undying Faith +2


6th

+6

+5

+2

+5
Mortal Obstinacy +2


7th

+7

+5

+2

+5
Resolute Strike +3


8th

+8

+6

+2

+6
Ideal 2


9th

+9

+6

+3

+6
Undying Faith +3


10th

+10

+7

+3

+7
Mortal Obstinacy +3


11th

+11

+7

+3

+7
Resolute Strike +4


12th

+12

+8

+4

+8
Ideal 3


13th

+13

+8

+4

+8
Undying Faith +4


14th

+14

+9

+4

+9
Mortal Obstinacy +4


15th

+15

+9

+5

+9
Resolute Strike +5


16th

+16

+10

+5

+10
Ideal 4


17th

+17

+10

+5

+10
Undying Faith +5


18th

+18

+11

+6

+11
Mortal Obstinacy +5


19th

+19

+11

+6

+11
Resolute Strike +6


20th

+20

+12

+6

+12
Immortal Ideal




Class Features
All of the following are class features of the Zealot


Weapon and Armor Proficiencies: All martial weapons, armor and shields (excluding tower shields).


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


Sense Opposition (Ex): Whenever a Zealot gets within 10 feet per level of someone with a alignment differing by at least 3 steps, he automatically senses their clashing alignments. If that someone is a threat to the Zealot, his allies or his cause, this is lowered to 2 steps, and the Zealot can sense the enemy's alignment. This also grants an innate +4 bonus to Sense Motive.


Note: A step of difference in alignment is a change from Good to Neutral, Neutral to Evil, Chaotic to Neutral, Neutral to Lawful, and vice versa. For example, a Lawful Good character is four steps away from a Chaotic Evil character, while a Lawful Neutral character is two steps away from a Neutral Good character.


Resolute Strike (Ex): Whenever a Zealot attacks an enemy who he senses as opposition, he gains a +1 bonus to attack and damage. For each step beyond the minimum number, this increases by +1, and at 3rd level and every fourth level thereafter, this increases by +1.


Undying Faith (Ex): A Zealot pledges to follow his faith to his death, and in fact will push death aside for his faith, keeping him alive for his (3+Con Mod) extra hit points as long as he can detect living opposition. At 5th level, this is multiplied by two, and at every 4th level thereafter, the multiplier increases by 1. For example, a 9th level Zealot with 20 Constitution dies only at -34 hit points.


The same principles that drive this aspect of the Zealot also make it easier for him to bring back to life. A Zealot can have Revivify casted upon him up to 1 round per Zealot level after his death, while Revenance can be cast at any time as long as something the Zealot treats as opposition is within Sense Opposition's range. Similarly, he loses a mere 200 exp per level possessed, instead of the full level loss of normal resurrection, and does not suffer permanent constitution loss, when being Raised or Resurrected.


Mortal Obstinacy (Ex): A Zealot refuses to stop fighting, even when dying, as long as there are heathens to strike down. As long as he can detect opposition, a Zealot can stay conscious in negative hitpoints, though each round, he loses 1 more hit point than the last round, if he acts. Furthermore, while in negative hit points, the Zealot gains an innate resistance to attacks via stubborn refusing to acknowledge them, increasing his Will and Fortitude bonuses by 2, as well as gaining DR 2/-. This bonus increases by 1 at 6th level and every 4th level thereafter.


Ideal (Su): Particularly powerful Zealots can create obviously supernatural effects tied to their ideals, enhancing their powers beyond the capabilities of normal men. At 4h level, the Zealot chooses an Ideal to gain access to. At each level thereafter, the Zealot may choose an additional Ideal at each level he can access. For example, an 8th level Zealot has two 4th level Ideals and one 8th level Ideal, while a 12th level Zealot has three 4th level, two 8th level, and one 12th level Ideal.

Note: Zealots gain more strength from focused ideals. As such, many if the following abilities are marked as following certain overarching goals, and gain bonuses from having more ideals of the same type. The types of ideal are:

Punishment - Striking down your foes.
Protection - Guarding your ideals and followers.
Restoration - Restoring the damaged and injured.
Purity - Keeping yourself entirely focused upon ideals.
Leadership - Ensuring others follow the path.


Cull the Weak (Punishment)
Nongood
Once per encounter, you may focus upon slaying those unworthy of your presence, enhancing your attacks for one round as a free action. If you do, each attack you make against enemies with CR less than your level deals your Zealot level as bonus damage.
For each Punishment Ideal you have, you may use this an additional time per encounter.

Judgement Blow (Punishment)
Nonevil
Once per encounter, you may strike an opponent with righteous might, provided they are deemed deserving. You may make a single Judgement Blow against an opposing enemy as a standard action, or make a Full Attack gain the benefit as a full-round action. These attacks gain a bonus equal to your Zealot level to attack and damage. For each alignment step past the minimum for opposition, the damage increases by your Zealot level.
For each Punishment Ideal you have, this deals additional damage equal to your Zealot level, and may be used an additional time per encounter.

Incarceration (Punishment)
Nonchaotic
Once per encounter, you may incarcerate an opposing foe with . This functions as Hold Monster, CL = Zealot level/2, save DC 12+Wisdom Modifier.
For each Punishment ideal you have, the save DC increases by 2.

Consign to Madness (Punishment)
Nonlawful
Once per encounter, you may cause an enemy to go temporarily insane. This functions as Confusion, CL = Zealot level/2, save DC 12+Wisdom Modifier.
For each Punishment ideal you have, the save DC increases by 2.

Purge the Flesh (Purity)
Nongood
Once per encounter, as a swift action, you may bloodlet yourself, purging you of a single status condition at the cost of 3 hitpoints. If the condition is applied continuously (e.g. an anti magic field or cloud of poison), you are immune to its effects for (3+Con Mod/2) rounds. This can be used even if it would normally be suppressed (such as from anti magic fields).
For each Purity ideal you have, you may use this an additional time per encounter.

Battle Purification (Purity)
Nonevil
Once per encounter, as a swift action, you may enter a fervent state of battle for (3+Con Mod/2) rounds. As long as you are in this state, you may ignore up to three status effects. When the time ends, if all opposition you can detect is dead, those status effects are negated - otherwise, they return.
For every Purity ideal you have, you may ignore an additional effect.

Righteous Aura (Leadership)
Nonevil
As a standard action once per encoutner, you may let out a battle cry, urging your allies forward to slay your enemies. For 1 minute, allies within 30 feet of you gain your Resolute Strike bonus to damage. Upon leaving the area, the bonus lasts for (3+Cha Mod) rounds.
For each Leadership ideal you have, this damage bonus increases by 1.

Crack of the Whip (Leadership)
Nongood
As a standard action once per encounter, you may create a pulse of dark energy to spur targets onwards, dealing 1 damage to each target you choose within 60 feet. Those that take damage get a bonus equal to your Resolute Strike bonus to attack and damage for (Cha Mod+3) rounds.
For each Leadership ideal you have, this damage bonus increases by 1.

Stand Fast (Leadership)
Nonchaotic
As a standard action once per encounter, you may strike the ground, marking it with a silvery aura that your allies can see and follow to keep their ranks. This allows you to give orders to up to (3+Cha Mod allies)/2, granting them +2 to any attack rolls, saving throws, and skill checks in the next round if they follow. They also gain temporary immunity to fear effects, allowing them to carry out that round's actions without fear.
For each Leadership ideal you have, this affects an additional ally.

Rising Fervor (Leadership)
Nonlawful
As a standard action once per encounter, you may shout to your allies to encourage them to charge onwards. Each ally may immediately make another save against any movement restricting effects with a +2 bonus, and gains +10 foot movement speed and +Cha mod to damage when charging for 1 turn.
For each Leadership ideal you have, the damage and save bonus increases by 1.

Protect the Weak (Protection)
Nonevil
As a move action once per encounter, you may compel enemies to attack you, forcing a will save (DC 10+Zealot Level/2+Cha Mod). On a failure, they cannot intentionally take actions that harm your allies but not you for 1d4+1 rounds. On a success, they still take -4 to attacks and save DCs of abilities that do not target you for 1 round.
For each Protection ideal you have, the save DC and uses per encounter increase by 1.

Masochism (Protection)
Nongood
As a standard action once per encounter, you may passively absorb the wounds of creatures nearby, using the pain to power you. For (Con Mod+3)/2 rounds, you take 20% of the damage any number of creatues within 60 feet. For every 3 points of damage prevented, you gain a +1 morale bonus to damage for the round.
For each Protection ideal you have, the duration increases by 1 round, and the bonus increases by a flat 1.

Feed Upon (Restoration)
Nongood
Whenever you slay an enemy, you instantly heal their hit dice + your Con mod.
For each Restoration ideal you possess, you heal an additional 5 hit points.

Healer's Blessing (Restoration)
Nonevil
You gain a pool of healing equal to (1+Con Mod/2) times your Zealot level. This healing may be expended as Lay on Hands, except that it can be used at a range of 30 feet.
For each Restoration ideal you have, the healing pool increases by your Zealot level.


Archnemesis (General)
Any
When you take this Ideal, you may choose a single creature who has survived battle with you as your Archnemesis, swearing a vow to bring them down. Against this creature, you gain a continuous (3+Cha)/2 or (3+Con)/2 bonus to attack rolls, damage rolls, tracking, sense motive, intimidate and bluff checks, saving throws, armor class and opposed checks against that nemesis. Anyone you designate as an ally within 60 feet gains a +1 bonus to these rolls as well.

If you or an ally kills or otherwise defeats this nemesis, you instantly are healed to half hit points, while allies are brought to 1 hit point, any ongoing debuffs from that nemesis are instantly removed, and the survivors can see any of those who have died smile or cackle maniacly from whatever afterlife they are in.

Once your Nemesis is dead, or if you do not choose a Nemesis upon taking this ideal, you may choose another Nemesis at any time.

This benefits from all ideals -
Punishment increases bonuses to attack, damage, skill checks, and opposed checks
Purity increases bonuses to saving throws and armor class,
Protection increases allied bonuses to saving throws and armor class,
Leadership increases allied bonuses to attack, damage, skill checks, and opposed checks,
and Restoration increases the healing upon slaying by 10 points.

Brutal Strikes (Punishment)
Nongood, Requires Masochism and Cull the Weak
Once per encounter, you may strike an enemy with incredible force by draining your own blood to fuel the attack. This drains up to 1d6 hit points per level and deals twice that much to the target, and can be used as a free action with any single melee attack. You choose the number of d6 rolled for this strike, but must accept the resulting roll.
For each additional Punishment ideal you possess, this may be used an additional time per encounter.

Prevent Suffering (Punishment, Protection)
Nonevil, Requires Healer's Blessing and Judgement Blow
Once per encounter, you may cut down an enemy to protect your allies and the innocent. This turns a single attack into a Judgement Blow as a free action, but also grants a nearby ally temporary hitpoints equal to half the damage dealt.
For each additional Punishment ideal you possess, this may be used an additional time per encounter.
For each additional Protection ideal you possess, you may designate an additional ally to gain temporary hitpoints. The amount granted is reduced by 5 for each subsequent ally - for example, the first might gain 20, the second 15, the third 10, and the fourth 5.

For Glory (Punishment)
Good, Requires Judgement Blow
Once per encounter, you may fire a blast of holy light at an enemy within 60 feet, dealing 1d8 per Zealot level, up to 10d8. Against elementals and neutral outsiders, this drops to 1d6, and against good outsiders and creatures of the positive energy plane, this drops to nothing, while against undead and evil outsiders, this increases to 2d8, and against creatures of negative energy, this increases to 3d8.

Cry for Freedom (Leadership, Purity)
Chaotic Good, Neutral Good, or Chaotic Neutral, Requires Righteous Aura, Rising Fervor or Battle Purification
Once per encounter, as an immediate action, you may call out to up to two allies within 120 feet and grant them the power to act freely, removing any charms, compulsions, and movement restricting effects for 1 round. This acts as a Freedom of Movement plus a Bard's Song of Freedom.
For each additional Purity ideal you possess, the duration of this effect increases by one round, and each other ally within range gains a +1 bonus to saves against the effects that would be negated. For every Leadership ideal you possess, you may target an additional ally with the effect.

Blessing of Courage (Leadership, Restoration)
Lawful Good, Neutral Good or Lawful Neutral, Requires Righteous Aura, Healing Blessing, or Stand Fast
Once per encounter, as an immediate action, you may bless up to two allies within 120 feet with the courage to continue, removing any fear effects and rendering them immune to further effects for 1 round, as well as granting them your Con Mod + Zealot Level in healing. If they do not need the full healing, any excess becomes temporary hit points.
For each additional Restoration ideal you possess, the healing increases by 5 points. For each additional Leadership ideal you possess, you may target an additional ally with the effect, and the duration of the temporary hitpoints and fear immunity increases by 1 round.

Decree of Tyranny (Leadership, Protection)
Lawful Evil, Neutral Evil, or Lawful Neutral, Requires Crack of the Whip, Stand Fast, or Incarceration
Once per encounter, as a standrrd action, you may compell enemies and allies alike within 60 feet into formation. Enemies must save with a +10 to the save or be Dominated as the spell. Willing taregts automatically hear your command and move into positions you choose, though you may grant them autonomy in their precise decisions if so desired.
Each effected creature gains a +1 morale bonus to AC and attack rolls for each other creature within 5 feet that has heard your Decree.
For each additional Protection ideal you possess, the AC bonus increases by a flat 1. For each additional Leadership ideal you possess, the range increases by 15 feet and the attack bonus increases by a flat 1.

Roar of Anarchy (Leadership, Punishment)
Chaotic Evil, Neutral Evil, or Chaotic Neutral, Requires Crack of the Whip, Rising Fervor, Consign to Madness, or Cull the Weak
Once per encounter, as a free action as you slay an enemy, you let out a cacophonus battle cry, urging allies within 60 feet forward while piercing your enemies' eardrums. Allies take 1 point of Sonic damage but gain a bonus equal to your Cha mod + Half Zealot Level to damage rolls until end of turn. Enemies take 1d6 points of Sonic damage per Zealot level, are Deafened, and suffer a -2 morale penalty to AC - a fortitude save negates all but half the damage.
For each additional Punishment ideal you possess, the damage to enemies increases by half Zealot level. For each Leadership ideal you possess, the range increases by 15 feet, and the bonus to damage increases by 1.

Mass Purge (Leadership, Purity)
Nongood, Requires Purge the Flesh
Purge the Flesh can now be used on any number of allies within 60 feet as a standard action.

Mass Feeding (Leadership, Restoration)
Nongood, Requires Feed Upon
Once per day, you may grant up to 3 allies within 30 feet Feed Upon for 1 minute.
For each Restoration ideal you possess, the range increases by 10 feet, and the uses per day increases by 1.

Martyrdom (Protection)
Nonevil
As an immediate action, twice per week, you may take what would be a killing blow for an ally. The attack, spell, or other effect is completely negate for the targeted ally, while you take any effects they would have suffered. For example, if an ally was struck by a Prismatic Spray's green ray and saved, and the 1d6 con damage would lower their hit points below -9, you could take the 1d6 con damage instead. If they were struck and failed the save, you could die in their place.
For each additional Protection ideal you possess, you may use this an additional time per week.

Demonic Aspect (Purity)
Chaotic Evil
When you take this ideal, choose a demon. You gain a racial +2 to that demon's highest ability score, and gain any number of physical traits that they have, to a lesser degree. This also allows you to select a single natural weapon that demon possesses, and gain it as your own, as long as you can sense opposition. Regardless of what the natural weapon is, it becomes a primary attack dealing 1d8+Str damage.
For each additional Purity ideal you possess, the damage dice of the natural attack increases as if you gained a size category.

Healer's Prayer (Restoration)
Nonevil, Requires Healer's Blessing
Healer's Blessing can be used as a full-round action. If it is, you heal each ally within range for half the points expended.

Aura of Defense (Protection)
Nonevil or Nonchaotic
Once per encounter, you may bless allies within 60 feet with your protection for (1+Con Mod/2) rounds. While blessed allies can substitute your defenses (AC and Saves) for theirs. If they do this and take damage or other effects from the source you are defending against, you are afflicted instead of them.



Blood for the Blood God (Punishment, Restoration, Purity)
Nongood, Requires Feed Upon and Mass Feeding
When you take this ideal, allies begin feeding you with their blood harvest, granting you even greater powers. Whenever an ally slays an enemy with Mass Feeding, they add to a pool of floating hitpoints. Five of these hitpoints can be expended as a free action up to three times a turn in order to: Deal +1d6 damage with melee attacks, regain 1d6 hit points, gain 1 AC, gain +1 to a chosen save, gain +1 to a chosen skill, increase save DCs of your Zealot abilities by 1, gain a +1 bonus to melee attacks, or increase your movement speed by 10 feet, until end of turn.

For each additional Punishment or Purity ability you possess, you can expend hitpoints once more each turn.

Heaven's Wings (Leadership)
Good
You ascend into the air on wings of gold and white, gaining a Fly speed of 60 feet (Good). Your image also becomes inspiring to those nearby, granting them a +2 morale bonus to attack rolls, saving throws, and skill checks. Additionally, any flying allies gain a +10 foot morale bonus to their fly speed.

For every additional Leadership ideal you possess, your Fly speed increases by 10 feet. You also may increase the bonuses granted by +1 for one round per ideal as a free action - for example, with 4 other Leadership ideals, you could increase the bonus from +2 to +4 for two rounds.

Condemnation (Punishment)
Any
Once per day, as a full-round action, you may channel a truly massive amount of energy into a single powerful strike, dealing an additional 2d6 damage per Zealot level (fortitude half). If this slays the enemy, they are Disintegrated as the spell.

For every two additional Punishment ideals you possess, you may use this an additional time per day.

Order's Call (Leadership, Protection)
Lawful, Requires Decree of Tyranny or Blessing of Courage
Once per day, as a full-round action, you may charge the area with lacing silver strands, granting each ally nearby the power to keep formation even in the most perilous of times. This grants them +4 AC and all saves, plus 2 for each adjacent ally, for 1 round, then half that for (3+Cha)/2 rounds. Additionally, they become immune to all fear, charms, compulsions, knockback, and teleportation effects for the duration.

For every additional Leadership ideal you possess, the extended bonus lasts an additional round. For every three additional Leadership ideals you possess, the initial bonus lasts an additional turn.

For every additional Protection ideal you posses, the bonus gains a flat +1.

Light's Glory (Leadership, Punishment)
Good, Requires For Glory
When you take this ideal, you begin to glow as sunlight, providing bright illumination 60 feet away and dim illumination at twice that range. You may dampen this to merely appear like a naturally radiant individual, or brighten it to blind evil creatures within 20 feet and triple the rest of the illumination range. Good creatures in the area of your bright illumination gain a +1 morale bonus to attack, damage, saves, an skill checks, while Evil creatures take equal penalties.

Additionally, you may cast a modified Bolt of Glory once per day. This deals 1d8 damage per Zealot level plus 1d8 per good creature benefiting from your glory that can see your target, up to 20d8. Against elementals and neutral outsiders, this drops to 1d6, and against good outsiders and creatures of the positive energy plane, this drops to nothing, while against undead and evil outsiders, this increases to 2d8, and against creatures of negative energy, this increases to 3d8.

For each additional Leadership ideal you possess, you may cast a modified Bolt of Glory once more per day.

Darkness' Grasp (Leadership, Restoration)
Evil, Requires Feed Upon
Once per day, you may consume an enemy's soul with Feed Upon, lifting a shadowy representation in the air and crushing it in your teeth. This makes their soul unaccessible unless restored with a Wish or Miracle, as well as granting your nearby allies a +3 morale bonus to all attacks, saves, and skill checks for 1 minute, as well as healing them for half the amount you healed.

For each Restoration ideal you possess, using this ability heals you for an additional 10 hit points.

For every two additional Punishment ideals you possess, you may use this an additional time per day.

Anarchy's Might (Leadership, Purity)
Chaotic, Requires Roar of Anarchy or Cry for Freedom
Once per day, you may imbue your body with such power that you in fact grow in size, as Righteous Might cast with caster level equal to your Zealot level. Additionally, up to (3+Cha)/2 creatures you designate within 30 feet feel your presence, and are encouraged to act freely and wildly. Whenever an ally near you takes an action that they haven't taken within 3 rounds, they gain +3 to any attack, damage or skill rolls they may make, while enemies who repeat an action get an equal penalty.

For each additional Leadership ability you possess, the effect radius increases by 10 feet and you may target an additional ally.

For each additional Purity ability you possess, allies gain an additional +1 bonus for acting "chaotic".



Blood God's Awe (Leadership, Punishment, Purity, Restoration)
Nongood, Requires Feed Upon, Mass Feeding, Blood for the Blood God
Whenever you activate Blood for the Blood God, you may grant each ally within 30 feet the bonuses granted.

For each additional Leadership ideal you possess, this range increases by 10 feet.

Of Perfect Body (Purity)
Good
Once per week, as a ten-minute action, you may restore one creature's body and soul, provided you have some remenant of them. This negates any and all destruction effects, such as a Barghest's feeding, or Disintegrate, but does not actually Raise or Resurrect the target. If cast ahead of time upon a willing Good creature, this can be stored such that ten minutes after the creature is destroyed in such a manner, they are automatically restored.

A secondary benefit of this restoration is that the body and soul are prepared to be united, reducing the penalties of resurrection. This lowers the diamonds needed to cast resurrection spells by 20%, as well as reducing the level loss to a mere 200 exp lost per level possessed, though this may cause the subject to lose a level anyway.

For each additional Purity ideal you possess, the diamond cost and EXP loss is reduced by a further 10%.

Bastion for the Masses (Protection)
Lawful or Good
Once per day, you may become a shield for up to your Zealot level of allies. As a result, any and all attacks towards them are instead directed towards you. This allows you to use your AC, saves, and any other defenses, as well as making any area of effect attacks funnel towards you, such that only one save is needed.

For each additional Protection ideal you possess, you may protect twice as many allies. For example, if you have 4 Protection ideals, you may protect your Zealot level times 16 allies.

Strike from the Heavens (Punishment)
Good
Once per day, you may summon holy retribution from the skies, instantly killing evil enemies in a 20 foot radius circle, stretching infinitely high. A successful fortitude save reduces this damage to 2d6 electric and holy damage per level, but also stuns enemies for 1 round unless they also succeed on a Will save.

Neutral enemies aren't killed, taking 2d6 damage per Zealot level instead, and take half damage if they save. They also are only Slowed, rather than Stunned.

For each additional Punishment ideal you possess, the radius increases by 5 feet. For each Protection ideal you possess, you may put a 5 foot diameter column that is not affected in the area.

Maw of the Abyss (Punishment)
Evil
Once per day, you may open a fissure into the Abyss, measuring 15 feet by 100 feet, and measurelessly deep. This fissure may be opened at any location within 1 mile, and is open until the beginning of your next turn. Creatures not adjacent to the edge must make a Reflex save or fall, while a success leaves them clinging to the edge. Those adjacent to the edge cling to the edge on a failure, and stand on an adjacent square on a success. Even flying creatures must make a save, as the maw actively draws creatures in, though they get +5 to the save.

Enemies clinging to the edge of the Abyss are burned by its unholy fire, taking 2d6 per Zealot level of fire and infernal damage (Fortitude half). They must also succeed on DC 10+Zealot Level strength check as a standard action to haul themselves out of the maw - otherwise, they are crushed and die as it closes.

For each additional Punishment ideal you possess, the maw grows larger, gaining 50 feet of length and 5 feet of width. For each Protection ideal you possess, you may have a single ally be carried towards the edge of the abyss when it opens, as if they suceeded on their save.

Eternal Imprisonment (Punishment)
Lawful
Once per day, you may target an area, up to a 20 foot cube, within 200 feet. The chosen area is immediately placed in a stasis, acting as a Hold Person cast on the area, with a Will save allowed to negate the effect. At the beginning of your next turn, the area (and anything within it) is removed from the material plane as the spell Imprisonment. Any creature only partially contained is transfered in entirety.

For each additional Punishment ideal you possess, add 10 feet to the cube size. For each Protection ideal, you may put a single 5 foot cube that is unaffected by the stasis and Imprisonment in the area.

Plague of Chaos (Punishment)
Chaotic
Once per day, you may overload a creature within 100 feet with limitless chaos, causing their body to grotesquely mutate and self-destruct. The target must succeed on a Fortitude save or be killed instantly. Over the next round, the chaos will spread, causing any creature within 10 feet to similarly die and begin deforming. You may choose whether this process inflicts great pain or merely slays your enemies.

For each additional Punishment ideal you possess, the chaos may spread in one more iteration. For example, at 0 additional ideals, only the original target and those infected by it will die. At 1, the original, those infected by it, and those infected by the infected will die. For each Protection ideal you possess, you may designate a single ally to be unaffected.


Immortal Ideal (Su):

At 20th level, you may select a single form of immortality in addition to one ideal of each lower ideal. The forms are:

Ascension (Good) - You gain the Celestial template, but become a native Outsider, and no longer age. Additionally, you gain a +2 racial bonus to Charisma and Constitution, wings and a Fly speed of 60 feet (good), and Damage Reduction 10/Evil and Adamantine instead of /magic.

Lichdom (Evil) - You gain a modified Lich template, gaining half Charisma to each hit die, but lacks a paralyzing touch, skill bonuses, and natural armor. It also gains DR 10/Good and Bludgeoning instead of DR 15/Bludgeoning and Magic. This also creates a phylactery for the lich, of a container of the lich's choice.

Free Spirit (Chaotic) - You gain the ability to become a spirit of nature, allowing you to dissolve into apparent nothingness and reappear at will. This leaves you with only a vague sense of any given area, but allows that minor awareness of any place on the material plane. This also grants you +2 Charisma and Constitution, and acts as a form of instantaneous teleportation to any location with perfect accuracy, and may appear in essentially any form - a swirl of leaves, a body of water, a shimmering area of air, or any other manifestation you can think of.

Battle-Bound (Lawful) - You bind yourself to a single object or location, allowing you to defend it for all eternity. This instantly Revivifies you if you die within 1 mile of the location, as well as granting you +2 Charisma and Constitution if in that area. You also gain perfect awareness of the area, extending by a mile each century or by making an offering of 100,000 gp, as well as instant teleportation, and any area of effect abilities may target any enemies or allies in the area.

r2d2go
2015-05-14, 01:38 AM
Space reserved for extra Righteousness, Resolute Strike feats, ACFs, anything else I might come up with...

Righteous Wrath: Instead of Resolute Strike, gain the ability to enter a rage once per encounter (5 minutes). This rage functions identically to Barbarian rage, but grants a bonus to Strength, Constitution and Will vs Fear equal to twice Resolute Strike bonus, as well as a penalty to AC equal to Resolute Strike Bonus, instead of normal bonuses and penalties.

Resolute Execution: Instead of Resolute Strike, gain half Warblade progression (details to come).

Resolute Enhancement (Feat):
Prerequisite: Resolute Strike +2 or greater.
Whenever you use Resolute Smite, you may allocate any number of points of bonus to weapon enhancements, as long as the total bonus remains the same, and the base bonus remains at least +1. For example, a Zealot with Resolute Strike +3 could deal an additional 1d6 cold and fire damage (frost and flaming enhancements) with their strike, as well as having +1 to attack and damage, but couldn't also add 1d6 electric damage (shock enhancement), as that would drop the base bonus to +0.

Extra Ideal (Feat):
Prerequisite: Zealot 8th level or greater.
You may select an additional ideal of each level less than your current highest level. For example, a 12th level Zealot may select an 8th level and a 4th level Ideal.

MorePetrichor
2015-05-19, 10:19 PM
The BadMage

Put an optional image of your class here!

“Well, to be utterly frank, I think I could use more belly rubs. I’ve worked hard at ridding our habitat of pests, and I think it’s only fair. After all I can’t very well accept legal tender, I refuse to play into your corrupt economy. Either belly rubs or you could turn your stool into a badger again, I quite enjoyed the scrap we had last week, what a gent. I’ll let you think it through for a moment while I relieve myself in this box. Cheerio. Oh, and by the way, your legs are invisible again.“
- Freckles, a housecat granted 19 intelligence and speech by his owner Darbo, a BadMage

The BadMage is just what it sounds like: they’re bad at being mages. If you need a healer, or a damage dealer, or just about anything for your party, you probably don’t want a BadMage. However, what they lack in reliability, they make up for in enthusiasm and hardiness. A BadMage is almost impossible to kill, whether they like it or not, and they’re a little better with a weapon than the usual arcane caster. They also have the element of surprise on their side: the last thing an enemy expects when you’re the only one left is for all the air in a 10ft radius to turn into a solid block of iron.

Adventures: BadMages are often just like your average adventurer, seeking the same things anyone might: loot, glory, experience, a way to get rid of their horrible, horrible curse, the usual stuff.

Characteristics: BadMages are the definition of unpredictable. Depending on the BadMage in question, they may estimate the control they have over their powers differently. Regardless of their confidence, they’ll end up casting many spells and hoping for the best, as is often their only option.

Alignment: BadMages can be of any alignment. Depending on how willingly they take to their chaotic nature, a BadMage could conceivably be anywhere on the law/chaos axis, and the class otherwise has little bearing on their good/evil tendencies.

Religion: BadMages tend to worship the deity of their race, but are also known to worship the chaos-gods that gave them their power, either out of thanks, or hope that their horrifying curse may be lifted.

Background: BadMages are that rare, sorry bastard who’s been blessed by a god of chaos. The blessing may come at any time in a person’s life, but is almost always when it is least convenient. BadMages who gain their abilities young are however much less likely to make it to adventuring age; their magic often brings them to an early grave, be it by the ground suddenly changing to lava, the tree their lying beneath gaining sentience and bludgeoning them, or their own mother being polymorphed into a black dragon at the dinner table.

Races: Law is blind, and chaos moves law’s furniture around while it’s out of the house. Gods of chaos tend not to favor any individual race, gender, age, status, wealth, creed, or size unless they feel like it. BadMages come from all races and walks of life.

Other Classes: BadMages have no general preference toward relations with any one class, but any party member will remember the time he tried to heal them and instead made their eyes dissappear. BadMages are often the loneliest of adventurers, rarely making true friends who can put up with, or even love, their magical antics. A party member may take pity on a particularly miserable BadMage and aid them in their quest to remove their curse. There is often mutual intrigue between BadMages and other more predictable casters.

Role: The BadMage, to be honest, doesn’t really fit any role. They can easily be more trouble than their worth, but they keep in mind the ultimate rule of D&D: have fun! As they progress, they gain utility depending on the spells they memorize and how effective they are with weapons.

Adaptation: This is not a class for all campaigns, and as such, it is entirely within the DM’s discretion to say this class is not allowed.

GAME RULE INFORMATION
BadMage's have the following game statistics.
Abilities: Charisma is the main ability for this class as it is necessary both for their traditional casting abilities, and to keep them coming back to life time and time again. Secondarily important are constitution, strength, and dexterity for general staying alive purposes.
Alignment: Any
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Barbarian

Class Skills
The BadMage's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Cha), Knowledge (Int), Perform (Cha), Profession (Wis), Swim (Str)

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

The BadMage


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0


+0


+2


+0

Chaos Magic, Aura of Chaos, Un-Familiar, Arcane Competence 0


2nd

+1


+0


+3


+0

With a Vengeance, Arcane Competence 1


3rd

+2


+1


+3


+1

Arcane Competence 2


4th

+3


+1


+4


+1





5th

+3


+1


+4


+1

Chaotic Insight, Arcane Competence 3


6th

+4


+2


+5


+2





7th

+5


+2


+5


+2

Arcane Competence 4


8th

+6/+1


+2


+6


+2





9th

+6/+1


+3


+6


+3

Arcane Competence 5


10th

+7/+2


+3


+7


+3

Let's Try That Again...


11th

+8/+3


+3


+7


+3

Arcane Competence 6


12th

+9/+4


+4


+8


+4





13th

+9/+4


+4


+8


+4

Arcane Competence 7


14th

+10/+5


+4


+9


+4





15th

+11/+6/+1


+5


+9


+5

Arcane Competence 8


16th

+12/+7/+2


+5


+10


+5





17th

+12/+7/+2


+5


+10


+5

Arcane Competence 9


18th

+13/+8/+3


+6


+11


+6





19th

+14/+9/+4


+6


+11


+6





20th

+15/+10/+5


+6


+12


+6

Buy One Get One Free




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

Weapon and Armor Proficiencies: BadMages are proficient with simple weapons and one martial weapon of their choice, as well as light armor but not shields.

Chaos Magic: This is the main class ability of the BadMage. At will, as a standard action, a BadMage may cast a spell using Chaos Magic. Upon casting a spell, the DM rolls a d10000 and references the resulting number on this list of 10000 random magical effects (http://www.traykon.com/pdf/The_Net_Libram_of_Random_Magical_Effects.pdf). (This link talks about a Wild Mage which is not to be confused with the BadMage. Where the Wild Mage hits the spigot with a hammer then tries to reseal it, the BadMage runs over the spigot with a steamroller and hopes for the best.)

The BadMage can memorize a number of spells equal to their level. To memorize a spell, a player needs only say “I’ll remember that one” immediately after casting any spell. Once memorized, a spell can never be forgotten, save by a wish or miracle spell. A BadMage doesn’t need to memorize a spell as soon as they level up as other casters do, they instead may wait for as long as they want, even through multiple level-ups, to memorize a spell. This is their truest form of control amongst the chaos.

If killed, either by an enemy or by his own spells, a BadMage returns to life at full health with one less point of Charisma after 1d4 rounds. If the loss of a Charimsa point would mean their score reaching zero, the BadMage instead dies without returning, but may still be brought back in the traditional ways. Any lost Charisma points are regained the next day. If their body was not destroyed, they regain consciousness wherever it lies. If it was destroyed, they appear with all of the items previously held on their body as close to its last resting place as possible (without putting the BadMage directly into harm’s way). The BadMage returns to life regardless of their desires on the matter.

A BadMage need not worry about arcane spell failure, it’s already 100%.

Aura of Chaos: A BadMage has an aura of chaos, regardless of their alignment. The power of a BadMage’s Aura of Chaos is equal to their BadMage level.

Un-Familiar: Each day, a BadMage is granted a random new familiar from the following table. The previous day’s familiar disappears. If the familiar dies, the waiting period to summon a new one is only 1 day. All other negative effects resulting from a familiar’s death remain.



d10
Familiar
Special


1
Bat
Master gains a +3 bonus on Listen checks


2
Cat
Master gains a +3 bonus on Move Silently checks


3
Hawk
Master gains a +3 bonus on Spot checks in bright light


4
Lizard
Master gains a +3 bonus on Climb chekcs


5
Owl
Master gains a +3 bonus on Spot checks in shadows


6
Rat
Master gains a +2 bonus on Fortitude saves


7
Raven
Master gains a +3 bonus on Appraise checks


8
Snake
Master gains a +3 bonus on Bluff checks


9
Toad
Master gains +3 hit points


10
Weasel
Master gains a +2 bonus on Reflex Saves



A BadMage can’t take the Improved Familiar feat.

Arcane Competence 0-9: BadMages are bad, but even they have rare moments of competence. Once per day a BadMage may cast a random Wizard spell according to the level of their arcane competence. Arcane Competence 0 allows them to cast a single level 0 spell, Arcane Competence 1 lets them cast a single level 1 spell as well as a level 0 spell and so on. A BadMage uses Charisma to determine any saves involved.

Any spell selected by this ability takes on the casting time of 1 standard action, all other aspects are treated as normal.

Arcane spell failure still does not apply to the BadMage when using these spells.

(This (http://www.imasy.or.jp/~miyamoto/rpg/javascript/spellbook.html) is a good resource for random Wizard spells according to level.)

With a Vengence: From 2nd level on, upon death (especially when by their own spells), a BadMage explodes in a burst of a random energy type from the following table dealing 1d6/level damage to anyone within 5 feet of them (Ref DC 10+lvl+Cha for half damage). This ability can not be repressed.



d%
Energy Type


1-19
Fire


20-37
Cold


38-55
Electricity


56-70
Acid


71-85
Sonic


86-100
Force



Chaotic Insight: From 5th level on, a BadMage now immediately knows what his spells do, even if their result isn’t readily apparent.

Let’s Try That Again…: Starting at 10th level, a BadMage gains the ability to reroll any spell they deem unsatisfactory once per casting (no limit per day). They must cast the spell that results from a reroll, especially if it’s worse.

What’s Mine is Yours: On reaching level 15, a BadMage may change a spell’s effect from “caster” to “target” and vice versa.

Buy One Get One Free: A 20th level BadMage can roll for two spells in the same action. He may not reroll either of them, but may cast one, the other, or both at once.


The BadMage and MetaMagic

More to come on this.

sengmeng
2015-05-21, 01:20 PM
Karmic Avenger

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

You will be put in balance.

A Karmic Avenger shifts alignment almost at will, casting Good and Evil spells on a whim.

Adventures: A Karmic Avenger seeks to balance the multiverse, and adventuring helps them gain the power necessary to do so.

Characteristics: Karmic Avengers cast spells of destruction and protection, death and healing, good and evil, and law and chaos. They shift from positive to negative effects and back at a moment's notice. They can function as damage dealers and buffers and healers, though not all options are available at all times. They can also be a good party face and/or sage if they choose to focus on it.

Alignment: A Karmic Avenger's real alignment is always True Neutral, however when they channel negative or positive energy, they become unbalanced in that direction of the alignment wheel.

Religion: Karmic Avengers follow an ideal of balance between the universal forces. If they do follow a god, it is usually a god of balance or whatever god rules over the others, especially if that god is aloof and impartial.

Background: Karmic Avengers are created in a moment of enlightenment, which can take one of two forms: that Good and Law are one, and Evil and Chaos are one, or that Good and Chaos are one, and Evil and Law are one.

Races: Humans are by far the most common Karmic Avengers, along with any other races that show no strong preferences for any alignment. Most other races are too strongly attached to the extremes of the alignment wheel.

Other Classes: Karmic Avengers do best when their party members are as pragmatic as they are. Good characters will find their abrupt shifts offensive and their channeling of both Evil and Good energies confusing. They may even be seen as abominations lying about their true natures, and some do just that. Evil characters find them useful for the things that they themselves may not be able to do, and may take their moments of selflessness and righteousness as a trick to gain the trust of others.

Role: Karmic Avengers are similar to warlocks in that their is no maximum daily use for their abilities, but they can also have positive results. They function as blasters, debuffers, buffers, and healers. Their balanced worldview also makes them good arbitrators and able to resolve conflicts and see things from another's point of view.

Adaptation: DMs may find that the Karmic Avenger is much like a cleric, and may decree that they must follow a neutral god, or an overgod, or no god, as they see fit

GAME RULE INFORMATION
KARMIC AVENGERs have the following game statistics.
Abilities: Wisdom is the ability that Karmic Avengers cast their spells from. Their other abilities do not matter much, though Constitution will always help them as they are a bit frail, and they have access to all Knowledge skills, so Intelligence will net them more skill points and make them better with those skills.
Alignment: All Karmic Avengers are True Neutral, but their Karma ability means that they often register as other alignments for the purposes of spells and effects.
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As sorcerer.

Class Skills
The Karmic Avenger's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Highest Spell Level


1st

+0

+0

+0

+2
Karmic Aura, Karmic Spellcasting
1


2nd

+1

+0

+0

+3
Bonus Feat
1


3rd

+1

+1

+1

+3

2


4th

+2

+1

+1

+4
Bonus Feat
2


5th

+2

+1

+1

+4

3


6th

+3

+2

+2

+5
Improved Karmic Debt
3


7th

+3

+2

+2

+5

4


8th

+4

+2

+2

+6
Bonus Feat
4


9th

+4

+3

+3

+6

5


10th

+5

+3

+3

+7
Bonus Feat
5


11th

+5

+3

+3

+7

6


12th

+6/+1

+4

+4

+8
Improved Channeling
6


13th

+6/+1

+4

+4

+8

7


14th

+7/+2

+4

+4

+9
Bonus Feat
7


15th

+7/+2

+5

+5

+9

8


16th

+8/+3

+5

+5

+10
Superior Karmic Debt
8


17th

+8/+3

+5

+5

+10

9


18th

+9/+4

+6

+6

+11
Supreme Karmic Debt
9


19th

+9/+4

+6

+6

+11
Bonus Feat
9


20th

+10/+5

+6

+6

+12
Superior Channeling
9



Class Features
All of the following are class features of the KARMIC AVENGER.

Weapon and Armor Proficiencies: Karmic Avengers are proficient with all simple weapons and light armor and all shields except tower shields. Note that armor and shields do not affect their spellcasting abilities.

Karmic Aura (Ex): Alignment is irrelevant to Karmic Avengers. When they use Good or positive energy, they become a creature of good and it infuses their being. When they use Evil or negative energy, the reverse happens. However, in either case, they are uncomfortable being out of balance. So, while they are full of Good energy, they want to help others and be kind to them and spells and effects based on alignment will register them as Good, but they also have an urge to do something hideously evil to bring balance back to their being. Mechanically, they are always in control of their actions, but roleplaying-wise, they may change based on what kind of energy they channeled recently. There are two types of Karmic Avengers, named based on what they consider "Good." The "Liberator" sees Chaos as freedom, and when they channel Good or Chaotic energy, it registers as positive, and their alignment will change to Chaotic Good. When they channel Evil or Lawful energy, it registers as negative and their alignment will change to Lawful Evil. The other type is known as a "Lawbringer," and they consider Law and Good to be one and the same. When they channel either Lawful or Good energy, it registers as positive, and their alignment changes to Lawful Good. When they channel Evil or Chaotic energy, it registers as negative and their alignment changes to Chaotic Evil. "Negative" and "Positive" refer to this choice, made at first level and irrevocable, from this point on in the description of the Karmic Avenger's abilities. Due to the Karmic Aura ability, the Karmic Avenger could, depending on their choices, meet the prerequisites for any feat or prestige class that has an alignment restriction, but they can only benefit from them while their alignment meets those prerequisites. This also applies to the negative levels inflicted by wielding certain weapons; they will sometimes suffer the negative level, and sometimes not, based on the spells they cast. A Karmic Avenger gains positive or negative Karma based on the levels of spells they cast, and then they "spend" that Karma to cast spells of the opposite type. A positive 1st level spell, therefore, brings them to a Karmic Debt level of positive 1. Their Karmic debt limit either negative or positive is equal to their levels of Karmic Avenger. A Karmic Avenger registers as True Neutral to any sort of detect alignment spell if their Karmic Debt is zero, and they register as a cleric of a level equal to whatever their Karmic Debt is at if not. So a Liberator at a Karmic debt level of negative 2 would have an aura of Law and Evil equal to a 2nd level Lawful Evil cleric, and a Lawbringer with a Karmic Debt level of positive 4 would have an aura of Law and Good as a 4th level Lawful Good cleric, no matter what their actual levels are. The DM may rule that actions other than spellcasting can incur Karmic Debt, but this should never be an absolute, nor should the player be aware of the actual numbers they will incur beforehand.

Karmic Spellcasting: A Karmic Avenger casts divine spells from the cleric domain lists of Death, Destruction, Evil (always negative), Good, Healing, Protection (always positive), as well as Law and Chaos, one of which will be positive and one of which will be negative, decided at first level. The highest level spell a Karmic Avenger can cast is given in the table. There is no numerical limit to how many spells a Karmic Avenger can cast, however, they must have enough Karmic Debt to cast a spell. At first level and with a Karmic Debt of 0, a Karmic Avenger can cast a 1st level spell that is either positive or negative, giving them a Karmic Debt of positive or negative 1. At this point, their next spell must be of the opposite energy type because their Karmic Debt limit is 1. Casting a spell always moves the character's Karmic Debt level equal to the spell's level. Karmic Spellcasting must have a legitimate target to incur Karmic debt. The Karmic Avenger can choose, when they have Karmic Debt more than 0 but less than their limit, to continue in that direction, but they are limited to 1st level spells, until they reach level 12, when they gain Improved Channeling, and can "push" their Karmic Debt level by 2 instead of 1. Thus, a 3rd level Karmic Avenger with a Karmic Debt level of positive 1 can choose to cast another 1st level positive spell and bring his debt level to 2. Then next turn, he can choose to cast a 2nd level negative spell to bring him to 0, or another 1st level positive spell to bring him to his limit of 3. Karmic spells always require the ability to speak and gesture with at least one hand, and do not require divine focuses or components. A Karmic Avenger must have a Wisdom score of at least 10 + the level of the spell he is trying to cast. His spells' saving throws are equal to DC 10 + the level of the spell + his Wisdom modifier. Metamagic feats can affect Karmic spellcasting; they raise the amount of needed debt by the amount that they would normally raise the level of the spell, and cannot bring a spell's effective level above the highest level the Karmic Avenger is normally able to cast. Karmic debt is incurred by any spells (and possibly any action) the Karmic Avenger casts (or does), even if from another spellcasting class the character has. Spells on the Karmic Avenger's spell list, and spells with the Evil, Good, Law, or Chaos descriptors will always incur the appropiate type of Karmic Debt. Other spells may also count as positive or negative, at the DM's discretion. Casting from another class cannot raise the Karmic Avenger's debt level above his maximum; if it would, it is instead raised to the maximum and the spell is cast normally.

Bonus Feat: At 2nd, 4th, 8th, 10th, 14th, and 19th level, the Karmic Avenger gains a bonus feat. The bonus feat must be chosen from the list of metamagic feats or Karmic feats.

Improved Karmic Debt: At 6th level, the Karmic Avenger can "go into the red" by 1, so to speak, when casting spells. Therefore, to cast a 3rd level spell, he only needs to have a Karmic Debt level of 2; he casts the spell and his debt level is reduced by 3, putting him at 1 on the opposite end of the scale. Example: Chalstan is a 7th level Karmic Avenger. He casts 3 positive 1st level spells, putting him at a Karmic Debt level of positive 3. He is able to cast a single 4th level negative spell, moving his debt level to negative 1.

Improved Channeling: At 12th level, the Karmic Avenger can "push" 2 levels into debt instead of 1. Thus, if he is at a Karmic Debt level of zero, he can cast up to a 2nd level positive or negative spell. Example: Chalstan has leveled up to Karmic Avenger level 13. Way to go! He can now cast up to 7th level spells, and has a Karmic Debt limit of 13. With his Improved Channeling, he only needs to cast three 2nd level spells to have enough debt for a 7th level spell, so when he finds himself with a Karmic Debt of positive 6, he unleashes a negative spell of up to 7th level, which would bring him to a Karmic Debt level of negative 1. He can instead, with Karmic Debt of positive 6, cast up to a 2nd level positive spell, which would bring him to a Karmic Debt level of positive 8. As a Liberator, when he has a Karmic Debt level of positive 6, his choices of negative 7th level spells are Disintegrate (Destruction), Blasphemy (Evil), Destruction (Death), and Dictum (Law). If he were a Lawbringer, then Word of Chaos would replace Dictum as an option. If he was at a level of negative 6, his 7th level positive options would be Regenerate (Healing), Holy Word (Good), Repulsion (Protection), and Word of Chaos (Chaos).

Superior Karmic Debt: At 16th level, the Improved Karmic Debt ability becomes Superior Karmic Debt, which allows the Karmic Avenger to go into the negative by 2 when casting a spell. Thus, Chalstan, who has been busy leveling up to 17th level and gaining his 9th level spells, only needs a Karmic Debt level of positive 7 to cast a 9th level negative spell, which will leave him at negative 2. Note that this works the same whether it is a positive or a negative spell.

Supreme Karmic Debt: At 18th level, the Superior Karmic Debt ability becomes Supreme Karmic Debt, allowing the Karmic Avenger to go into the negative by 3 when casting a spell.

Superior Channeling: At 20th level, the Karmic Avenger can "push" into Karmic Debt by 3 spell levels instead of 2.

KARMIC FEATS


Expanded Karmic Domain [Karmic]

Prerequisite: Karmic Spellcasting ability

Benefit: Negotiate with your DM to add a new cleric domain to your Karmic spellcasting options. The DM and you should agree on whether it should be positive or negative. Some, such as the Decay domain or the Glory domain, are quite obvious. Others have no clear bias for good or evil; your DM may rule that they are unavailable to you. On the other hand, he may decide that even an inherently neutral force, like the elemental domains, may have a decidedly good or evil god with that domain in the setting (such as Loki having the Fire domain) and allow them.

Special: You may choose this feat more than once. When you do, you add a different domain to your spell list.


Expanded Karmic Spells [Karmic]

Prerequisite: Karmic Spellcasting, caster level 3rd.

Benefit: Negotiate with your DM to add two positive and two negative spells to your Karmic spellcasting spell list. These spells can come from any spell list. The DM may rule that certain spells are unavailable, and he decides whether they are positive or negative. Only one of the four spells can be at the highest level you can cast; the others must be lower.


Karmic Turning [Karmic][Divine]

Prerequisite: Karmic Spellcasting

Benefit: You can turn or rebuke undead as a cleric equal to your current Karmic Debt level, and if it is positive, you turn them, and if negative, you rebuke them. You can use this ability a number of times per day equal to 3 + your charisma modifier.

Special: After you have taken Karmic Turning as a feat, you can use your Karmic Avenger bonus feats to take divine feats.


Karma Houdini [Karmic][Luck]

Prerequisites: Karmic Spellcasting

Benefits: Once per day, before making the roll, you may add your current level of negative Karmic debt to a single save. Using this feat is not an action. You may give up your use of this feat to gain another luck reroll if you have other luck feats, but you may not use this feat by using a luck reroll.

Special: After you have taken Karma Houdini as a feat, you can use your Karmic Avenger bonus feats to take Luck feats.


Laser-guided Karma [Karmic]

Prerequisites: Karmic Spellcasting

Benefits: Your base attack bonus is equal to your positive Karmic debt level or your normal base attack bonus, whichever is higher.

Special: After you have taken Laser-guided Karma as a feat, you can use your Karmic Avenger bonus feats to take Fighter bonus feats.


Karmic Guilt [Karmic]

Prerequisites: Karmic Spellcasting

Benefits: Whenever you cast a negative spell, you may increase the level of Karmic debt it inflicts by 1.

Special: You can select Karmic Guilt more than once. Its effects stack. You may not select Karmic Guilt if you have previously selected Exaggerated Karma and vice versa.


Exaggerated Karma [Karmic]

Prerequisites: Karmic Spellcasting

Benefits: Whenever you cast a positive spell, you may increase the level of Karmic debt it inflicts by 1.

Special: You can select Exaggerated Karma more than once. Its effects stack. You may not select Exaggerated Karma if you have previously selected Karmic Guilt and vice versa.


Karmic Smite [Karmic]

Prerequisites: Karmic Spellcasting

Benefits: When you have positive Karmic debt and you hit an evil creature with a melee attack, you deal extra damage equal to your Karmic debt level. This counts as Smite Evil as a prerequisite for certain prestige classes or feats. It has unlimited uses per day, however, and therefore any time you would gain extra uses of Smite Evil, add one to the damage instead.


Karmic Ambusher [Karmic][Ambush]

Prerequisites: Karmic Spellcasting

Benefits: When you have negative Karmic debt, you gain sneak attack, as the Rogue ability, equal to a rogue whose level matches your current level of Karmic debt. You can deliver this sneak attack damage with a spell if it has an attack roll.

Special: After you have taken Karmic Ambusher as a feat, you may use your Karmic Avenger bonus feats to take Ambush feats.


Karmic Metamastery [Karmic][Metamagic]

Prerequisites: Karmic Spellcasting, any three or more metamagic feats

Benefits: When you apply metamagic feats to a spell, you reduce the amount of Karmic Debt added to the spell's cost by 1, but not below 1.


Karma Chameleon [Karmic][Vile][Exalted]

Prerequisites: Karmic Spellcasting

Benefits: As long as your Karmic Debt level is one third of your maximum or below (rounding down), you count as whatever alignment would benefit you most at any given time. When someone uses Detect Evil/Law/Good/Chaos on you, you are aware of this and may choose whatever alignment you wish to register as, or none at all.

Special: Once you have taken Karma Chameleon as a feat, you can select Vile and Exalted feats with your Karmic Avenger bonus feats. You only benefit from Exalted feats while your Karmic debt level is positive, and you only benefit from Vile feats while your Karmic Debt level is negative. You do not (permanently) lose the benefit of either type of feat, even if/when your alignment actually changes. You cannot select both Karma Chameleon and Extreme Karma as feats.


Extreme Karma [Karmic]

Prerequisites: Karmic Spellcasting, caster level 10th

Benefits: The strength of your Karmic Aura is doubled, and you gain fast healing 1 when your Karmic Debt level is positive, and touching living creatures with your skin causes them to gain a negative level when your Karmic Debt is negative. Only one negative level can be given to a single opponent in a round, but if you were grappled by multiple opponents, they would all lose a level. You may also deliver this attack as an unarmed strike and choose to resolve it as a touch attack. As a move action, you may heal any creatures within 30 ft by 1 when your fast healing is active. You gain 5 temporary hitpoints every time you inflict a negative level on someone. You cannot select both Karma Chameleon and Extreme Karma as feats.

mantia
2015-06-24, 11:05 PM
Sorry for the last second upload i only found this thread yesterday. Luckily i had this class 90% done sitting on the sidelines.


Wind Warrior

"I'm not sure what happened. One minute he was on the hill, the next he was among us with the bodies of eight of my men at his feet."
-surviving commander of troops sent to capture a student of The Storm.

A Wind Warrior is a student of a kind of martial arts that allow them to slip through the air with no resistance and to use the wind to extend and empower their attacks or to accelerate their strikes becoming flurries of steel.

Adventures: Wind Warriors of The Calm may adventure to hone their skills or earn honor for their clan. Wind Warriors of The Storm tend to adventure for personal gain or to prove their might.

Characteristics: Warriors of The Calm focus on dealing massive damage with a single attack and those of The Storm are mobile warriors with many attacks.

Alignment: Wind Warriors can be of any alignment. However, lawful Wind Warriors follow the Path of The Calm and chaotic Wind Warriors follow the Path of The Storm. Neutral Wind Warriors may follow one or the other.

Religion: Wind Warriors put more stock in the focus of the mind, though each uses this focus differently. A more religious Warrior may follow a deity of law or chaos or perhaps one of weather or air.

Background: Potential Wind Warriors seek a master to train them in the arts of the blade. Training usually involves meditation to reach the focus needed to split and move air with the edge of a blade. Although, in the case of Storm users, such meditation appears more similar to a rhythmic pattern of movement than meditation.

Races: Any race may become a Wind Warrior although the more savage races are less likely to have masters to learn from.

Other Classes: The Wind Warrior is respected as a skilled bladesman by most martial classes. Monks view the Wind Warrior's focus and training as similar to their own, even those who follow The Storm since their swordplay is always controlled and methodical despite their chaotic personality. Rouges appreciate the fact that the Wind Warrior can be stealthy but once combat breaks out are less enthusiastic about The Calm's tendency for loud noises and The Storm's tendency to dive through the ranks, though that means the Rouge doesn't have to tumble to flank.

Role: Wind Warriors arn't the toughest of fighters but have high damage output. Those of The Calm can clear a path through enemies with the Sonic Boom class feature and excel at seeking out and killing the toughest enemies. Those of The Storm tend to charge into the center of the threat and lay waste to everything nearby and excel at fighting large numbers of smaller foes.

Adaptation: The Wind Warrior may get their strength from somewhere other than mental focus, whether divine gift, latent magic, or psionic talent.

GAME RULE INFORMATION
Wind Warrior's have the following game statistics.
Abilities: All physical stats are important to the Wind Warrior. Strength is more important to those of The Calm but Dex is still important as they can only wear light armor. Dexterity is more important to those of The Storm especially if they wish to increase their dual wielding skills but Str is still needed for accuracy and damage. Constitution is equally useful for both Paths as they are always in melee combat.
Alignment: Any.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As fighter.

Class Skills
The Wind Warrior's class skills (and the key ability for each skill) are...
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unencumbered Move Bonus


1st

+1

+0

+2

+0
Way of the Wind
+0 ft.


2nd

+2

+0

+3

+0
Evasion
+0 ft.


3rd

+3

+1

+3

+1
Way of the Wind II
+5 ft.


4th

+4

+1

+4

+1
-
+5 ft.


5th

+5

+1

+4

+1
-
+5 ft.


6th

+6/+1

+2

+5

+2
Way of the Wind III, Gust/Sonic Boom 1/day, Gale Strike/Super Sonic
+10 ft.


7th

+7/+2

+2

+5

+2
-
+10 ft.


8th

+8/+3

+2

+6

+2
-
+10 ft.


9th

+9/+4

+3

+6

+3
Way of the Wind IV, Improved Evasion
+15 ft.


10th

+10/+5

+3

+7

+3
-
+15 ft.


11th

+11/+6/+1

+3

+7

+3
Gust/Sonic Boom 2/day
+15 ft.


12th

+12/+7/+2

+4

+8

+4
Way of the Wind V
+20 ft.


13th

+13/+8/+3

+4

+8

+4
-
+20 ft.


14th

+14/+9/+4

+4

+9

+4
-
+20 ft.


15th

+15/+10/+5

+5

+9

+5
Way of the Wind VI
+25 ft.


16th

+16/+11/+6/+1

+5

+10

+5
Gust/Sonic Boom 3/day
+25 ft.


17th

+17/+12/+7/+2

+5

+10

+5
-
+25 ft.


18th

+18/+13/+8/+3

+6

+11

+6
Way of the Wind VII
+30 ft.

[/tr]

19th

+19/+14/+9/+4

+6

+11

+6
-
+30 ft.


20th

+20/+15/+10/+5

+6

+12

+6
Way of the Wind VIII
+30 ft.


Class Features
All of the following are class features of the Wind Warrior.

Weapon and Armor Proficiencies: Wind Warriors are proficient with all simple weapons and light armor but not shields. In addition Wind Warriors of The Calm gain proficiency with martial two-handed swords and Wind Warriors of The Storm gain proficiency with martial one-handed and light swords (except the rapier).

Way of the Wind: At first level the Wind Warrior chooses either the Path of The Calm or the Path of the Storm. Chaotic Wind Warriors CANNOT choose The Calm and lawful Wind Warriors CANNOT choose The Storm. At third level and every three levels after as well as at twentieth level, the Wind Warrior gains a bonus feat depending on which Path they chose (shown on the table below) even if they do not meet the prereqs for it. If they already have that feat they instead gain a bonus fighter feat.



Level
The Calm
The Storm


3rd
Power Attack
Two-Weapon Fighting


6th
Weapon Focus*
Mobility


9th
Cleave
Two-Weapon Defence


12th
Weapon Specialization*
Spring Attack


15th
Great Cleave
Improved Two-Weapon Fighting


18th
Greater Weapon Focus*
Whirlwind Attack


20th
Greater Weapon Specialization*
Greater Two-weapon Fighting


*These feats apply to a single martial two-handed sword.

Unencumbered Move Bonus (Ex): When wearing light or no armor and only lightly encumbered a Wind Warrior gains this bonus to their base movement speed.

Super Sonic - Calm (Ex): As a full-round attack, a Wind Warrior of The Calm can make a single attack. This attack gains +1 on the attack roll and deals sonic damage equal to the base weapon damage for each attack that they gave up. For example, if they are wielding a Greatsword (2d6) and have BaB of +6/+1 makes one attack at +7 and deals 4d6 (2 of which is sonic). You may not use this if you are wearing medium or heavy armor or not using a martial two-handed sword.

Sonic Boom - Calm (Ex): Once per day at sixth level and once more per day every five levels after, as a full-round attack, a Wind Warrior of The Calm can fire a line of sonic damage with range equal to their total current move speed. It stops at the first target it hits and deals damage equal to the bonus sonic damage from Super Sonic. The damage also increases by the base weapon damage again if you are using a weapon you have Weapon Specialization with (twice with Greater Spec.). It allows a Reflex save for half damage DC (10 + Str mod + attack bonus from Super Sonic). The DC also increases if you are using a weapon that you have Weapon Focus for (+1 for Focus, +2 for Greater Focus). Sonic Boom hits an additional target if you have Cleave and hits all targets in the line if you have Greater Cleave. The damage decreases by one multiple of base weapon damage for each target already hit. You may not use this if you are wearing medium or heavy armor or not using a martial two-handed sword.

Gale Strike - Storm (Ex): When making a full-round attack, a Wind Warrior of The Storm gains additional attacks at the same attack bonus as his off-hand weapon and vis-versa. He also takes a penalty to each hand for each extra attack that hand makes. For example when wielding an one-handed weapon, a light weapon, and Two-Weapon Fighting and BA +6/+1 normally get +4/-1 with the main hand and +4 with the off-hand. When using this they instead make +3/-2/+3 with the main hand and +2/+2/-3 with the off-hand. You may not use this if you are wearing medium or heavy armor or not using martial one-handed and/or light swords.

Gust - Storm (Ex): Once per day at sixth level and once more per day every five levels after a Wind Warrior of The Storm gains the benefit of Pounce (can make a full round attack at the end of a charge). If they have the Spring attack feat they can move through their target and can use the movement after the target as part of the charge. If they have Whirlwind Attack they can split their attacks between any number of targets within reach of their charge.