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ideasmith
2015-06-28, 08:43 PM
REARRANGING CORE CLASS FEATURES WITH TIERS IN MIND

I am certainly the wrong person to do this. Since I found myself doing it anyway, I might as well post the results and see if anyone has any use for them.

Why am I the wrong person for this? Because I don’t really understand tiers, don’t really care about them and don’t intend to be in the sort of game where they matter.

What have I done with this? I rearranged the class features found in core into what are intended to be tier 2 &/or 3 classes. (Okay, I left prepared casting out and toned down alignment.) That’s the witch, trickster, stalwart, priest, magic user, and beastmaster.

Then I tried to fill in a serious gap in that list. All the above classes have spells, and many players don’t like that sort of resource management. So I attempted to create a tier 2 or 3 class that did not use such resource management. That’s the battler.

I don’t intend to use these classes, and don’t consider them appropriate for most campaigns. In fact, best to give a warning notice:

WARNING: These classes are not, and are not intended to be, compatible with standard D&D classes. The balance assumptions are very different. Use at your own risk.

TABLE OF CONTENTS

Intro 1st post
Witch 1st post
Trickster 1st post
Stalwart 2nd post
Priest 2nd post
Magic User 2nd post
Beastmaster 3rd post
Battler 3rd post

Summary

WITCH: Alignment: any; Hit Die: d6; Skill Point Base: 6; BAB: medium; Fort. Save: Poor; Ref. Save: Good; Will Save: Good
Class Skills: as bard//commoner//adept//wizard; Class Features: as bard//wizard//archmage//hierophant//loremaster adjust prestige features to fit base class and add woodland stride as ranger
Spellcasting: spontaneous, bard progression, adept, bard, cleric, druid, and sorcerer lists

TRICKSTER: Alignment: any; Hit Die: d8; Skill Point Base: 8; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as monk//rogue//assassin; Class Features: as monk//rogue//assassin//shadowdancer, adjust prestige features to base class and add ranger combat style track
Spellcasting: spontaneous, bard progression, assassin list, plus abj./div./ill. sorcerer spells.

STALWART: Alignment: any; Hit Die: d12; Skill Point Base: 4; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as barbarian//fighter//paladin//aristocrat//duelist; Class Features: barbarian//fighter//paladin//duelist, adjust prestige features to base class and add favored enemy as ranger & evasion as rogue, minus aura/detect evil & illiteracy, smite ‘any enemy’.
Spellcasting: spontaneous, bard progression, paladin list sans aligned spells, plus cleric list

PRIEST: Alignment: not opposed to deity; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as cleric; Class Features: cleric plus detect hostile aura, turn/rebuke undead per deity rather than alignment
Spellcasting: spontaneous; spells/day half sorcerer; spells known sorcerer-1 plus domains; cleric and druid lists (plus domains)

MAGIC USER: Alignment: any; Hit Die: d4; Skill Point Base: 2; BAB: Poor; Fort. Save: Poor; Ref. Save: Poor; Will Save: Good
Class Skills: as sorcerer; Class Features: divination specialists get bardic knowledge
Spellcasting: spontaneous, sorcerer list and spells known, half sorcerer spells per day plus specialization as wizard (but no prohibited schools)

BEASTMASTER: Alignment: any; Hit Die: d8; Skill Point Base: 6; BAB: medium; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: as druid//ranger//horizon walker; Class Features: as druid//ranger//horizon walker, sans combat style chain; adjust prestige features to base class; both animal companions gained, add summon familiar (×2), number of animal/plant forms the beastmaster is familiar with specified.
Spellcasting: spontaneous, bard progression, ranger and druid lists

BATTLER: Alignment: any; Hit Die: d12; Skill Point Base: 8; BAB: Good; Fort. Save: Good; Ref. Save: Good; Will Save: Good
Class Skills: all except use magic device; Class Features: Feats, immunities, and numerical bonuses; specials on specific to-hit rolls; enhancements to 5-foot step; freedom of movement at 9th, true seeing at 11th.
Spellcasting: none

WITCH
Alignment: Any.
Hit Die: d6.
Class Skills
The witch’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Age: As rogue
Starting Money: As bard




Witch
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+0+2+2Scribe Scroll, Summon Familiar, Inspire Courage +1, Fascinate, Countersong, Bardic Knowledge, Bardic Music2 — —————
2nd+1+0+3+330—————
3rd+2+1+3+3Inspire Competence310————
4th+3+1+4+4320————
5th+3+1+4+4Bonus Feat332————
6th+4+2+5+5Secret, Suggestion3320———
7th+5+2+5+5Woodland Stride3331———
8th+6/+1+2+6+6Inspire Courage +2, Secret3332———
9th+6/+1+3+6+6Bonus Language, Inspire Greatness3332 — ——
10th+7/+2+3+7+7Secret, Bonus Feat33320——
11th+8/+3+3+7+7Greater Lore33331——
12th+9/+4+4+8+8Song of Freedom, Secret33332 — —
13th+9/+4+4+8+8Bonus Language333320—
14th+10/+5+4+9+9 Spell-Like Ability (0th), Inspire Courage +3, Mastery of Shaping, Secret433331—
15th+11/+6/+1+5+9+9Spell-Like Ability (1st), Bonus Feat, Inspire Heroics, Mastery of Counterspelling, True Lore443332 —
16th+12/+7/+2+5+10+10Spell-Like Ability (2nd), Secret4443320
17th+12/+7/+2+5+10+10Spell-Like Ability (3rd), Bonus Language, Arcane Reach4444331
18th+13/+8/+3+6+11+11Spell-Like Ability (4th), Secret, Mass Suggestion, Gift of Power4444432
19th+14/+9/+4+6+11+11Spell-Like Ability (5th), Arcane Fire 4444443
20th+15/+10/+5+6+12+12Inspire Courage +4, Spell-Like Ability (6th), Secret, Bonus Feat, Mastery of Elements4444444


Witch Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd63 — ————
4th63 21————
5th643————
6th64421———
7th6443———
8th6443———
9th644421——
10th64443——
11th64443——
12th6444421—
13th644443—
14th644443— 15th65444421
16th6554443
17th6555443
18th6555544
19th6555554
20th6555555


1 Provided the witch has a high enough Wisdom or Charisma score to have a bonus spell of this level.

Class Features
All of the following are class features of the witch.
Weapon and armor proficiency: A witch is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Witches are proficient with light armor and shields (except tower shields). A witch can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any arcane spellcaster, a witch casting an arcane spell while wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass witch still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A witch casts spells, which can be either arcane or divine as determined by the witch at time of casting, and which are drawn from the adept, bard, cleric, druid, and sorcerer spell lists. She can cast any spell she knows without preparing it ahead of time. Every arcane witch spell has a verbal component (singing, reciting, or music), but spells cast as divine spells might not. To learn or cast a spell, a witch must have a Wisdom or Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Wisdom or Charisma modifier.
Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch Spells. In addition, she receives bonus spells per day if she has a high Wisdom or Charisma score. When Table: Witch Spells per Day indicates that the witch gets 0 divine per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom and Charisma scores for that spell level.
The witch’s selection of spells is extremely limited. A witch begins play knowing eight 0-level spells, and one first level spell, of your choice. At most new witch levels, she gains one or more new spells, as indicated on Table: Witch Spells Known. (Unlike spells per day, the number of spells a witch knows is not affected by her Wisdom or Charisma score; the numbers on Table: Witch Spells Known are fixed.)
Upon reaching 5th level, and at every witch level after that, a witch can choose to learn a new spell in place of one she already knows. In effect, the witch “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level witch spell the witch can cast. A witch may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a witch need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Bardic Knowledge: A witch has bardic knowledge as a bard of the same level.
Bardic Music: A witch has bardic music as a bard of the same level.
Summon Familiar: A witch can summon a familiar as a wizard of the same level.
Scribe Scroll: At 1st level, a witch gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a witch gains a bonus feat. At each such opportunity, she can choose a metamagic feat, or an item creation feat. The witch must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The witch is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Secret: At 6th level and every two levels higher than 6th (8th, 10th, 12th, and so on), the witch chooses one
secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.



[tr] Witch Secrets
Level + Int Modifier Secret Effect
1 Instant mastery 4 ranks of a skill in which the character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +2 bonus on Will saves
4 The lore of true stamina +2 bonus on Fortitude saves
5 Secret knowledge of avoidance +2 bonus on Reflex saves
6 Weapon trick +1 bonus on attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*

* As if gained through having a high ability score.

Woodland Stride (Ex): Starting at 7th level, a witch has woodland stride as a ranger of the same level.
Bonus Languages: A witch can choose any new language at 9th, 13th and 17th level.
Greater Lore (Ex): At 11th level, a witch gains the ability to understand magic items, as with the identify spell.
Mastery of Shaping: At 14th level, a witch can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Spell-Like Ability (Sp): At 14th level a witch gains a spell-like ability that can be used twice per day. The witch does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs her 10 times that amount in XP. This spell must be a spell from the adept, bard, cleric, druid, or sorcerer list which the witch already knows. The witch gains an additional spell-like ability, typically one level higher, at each level above 14th.
The spell is normally of the level specified on the table, (or lower, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The witch can choose a lower-level spell to use the spell-like ability more than twice per day. Choosing a spell three levels lower allows her to cast the spell four times per day, and a spell six levels higher lets her cast it six times per day. This ability can be applied to the same spell (increasing the number of times per day it can be used).
Mastery of Counterspelling: When a 15th level witch counterspells a spell, it is turned back upon the caster as if it were fully affected by a [/i]spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled.
True Lore (Ex): At 15th level, once per day a witch can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.
Arcane Reach (Su): A 17th level witch can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Gift of Power (Su): An 18th level witch can temporarily transfer one or more of her witch Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the witch cannot use the transferred power. She can transfer any of her witch powers except spellcasting, bonus feats and the ability to have a familiar. The subject uses the witch’s class level but her own ability scores and skill ranks.
The witch’s bardic music ability can be partially or completely transferred. The witch chooses how many uses of bardic music per day to give to transfer and retains the rest of the uses for herself.
Arcane Fire (Su): At 19th level, a witch gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of witch) that deals 1d6 points of damage per class level of the witch plus 1d6 points of damage per level of the spell used to create the effect.
Mastery of Elements: A 20th level witch can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when she begins casting.




TRICKSTER
Alignment: Any.
Hit Die: d8.
Class Skills
The trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), ), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Age: As rogue
Starting Money: As rogue



Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+2+2+2Trapfinding, Sneak Attack +1d6, Flurry of Blows, Unarmed Strike, Bonus Feat30—————
2nd+1+3+3+3Evasion, Bonus Feat31—————
3rd+2+3+3+3Trap Sense +1, Still Mind, Sneak Attack +2d6320————
4th+3+4+4+4Uncanny Dodge, Slow Fall 20 ft., Ki Strike (magic)331————
5th+3+4+4+4Sneak Attack +3d6332————
6th+4+5+5+5Poison Use, Death Attack, Improved Combat Style, Bonus Feat, Slow Fall 30 ft., Trap Sense +23320———
7th+5+5+5+5Wholeness of Body, Sneak Attack +4d63331———
8th+6/+1+6+6+6+1 Save Against Poison, Inspire Courage +2, Slow Fall 40 ft.3332———
9th+6/+1+6+6+6Trap Sense +3, Sneak Attack +5d6, Improved Evasion, Darkvision33320——
10th+7/+2+7+7+7Special Ability, Slow Fall 50 ft., Ki Strike (all Alignments)33331——
11th+8/+3+7+7+7+2 Save Against Poison, Sneak Attack +6d6, Diamond body, greater flurry, Combat style mastery, Shadow illusion, summon shadow 33332——
12th+9/+4+8+8+8Slow Fall 60 ft., Trap Sense +4, Abundant Step, Shadow Jump 20 ft.333320—
13th+9/+4+8+8+8Special Ability, Sneak Attack +7d6, Diamond Soul433331—
14th+10/+5+9+9+9+3 Save Against Poison, Slow Fall 70 ft.443332—
15th+11/+6/+1+9+9+9Trap Sense +5, Sneak Attack +8d6, Quivering palm, Shadow jump 40 ft., summon shadow 4443320
16th+12/+7/+2+10+10+10Special Ability, Slow Fall 80 ft., Ki Strike (adamantine)4444331
17th+12/+7/+2+10+10+10+4 Save Against Poison, Sneak Attack +9d6, Timeless Body, Tongue of the Sun and Moon4444432
18th+13/+8/+3+11+11+11Slow Fall 90 ft., Trap Sense +6, Shadow Jump 80 ft.4444443
19th+14/+9/+4+11+11+11Special Ability, Sneak Attack +10d6, Empty Body, Summon Shadow4444444
20th+15/+10/+5+12+12+12+5 Save Against Poison, Slow Fall Any Distance, Perfect Self4444444



Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521—————
2nd63—————
3rd6321———— 4th643———— 5th643———— 6th64421——— 7th6443——— 8th6443——— 9th644421—— 10th64443—— 11th64443—— 12th6444421— 13th644443— 14th644443— 15th65444421 16th6554443 17th6555443 18th6555544 19th6555554 20th6555555


1 Provided the trickster has a high enough Intelligence score to have a bonus spell of this level.
Trickster Unarmed and Unarmored Progressions
Level Flurry of Blows Attack Bonus
Unarmed Damage1
AC Bonus
Unarmored Speed Bonus
1st-2/-21d6+0+0 ft.
2nd-1/-11d6+0+0 ft.
3rd+0/+01d6+0+10 ft.
4th+1/+11d8+0+10 ft.
5th 2/+21d8+1+10 ft.
6th +3/+31d8+1+20 ft.
7th +4/+41d8+1+20 ft.
8th +5/+5/+01d10+1+20 ft.
9th +6/+6/+11d10+1+30 ft.
10th +7/+7/+21d10+2+30 ft.
11th +8/+8/+8/+31d10+2+30 ft.
12th +9/+9/+9/+4 2d6+2+40 ft.
13th +9/+9/+9/+4 2d6+2+40 ft.
14th +10/+10/+10/+5 2d6+2+40 ft.
15th +11/+11/+11/+6/+1 2d6+3+50 ft.
16th +12/+12/+12/+7/+2 2d8+3+50 ft.
17th +12/+12/+12/+7/+2 2d8+3+50 ft.
18th +13/+13/+13/+8/+3 2d8+3+60 ft.
19th +14/+14/+14/+9/+4 2d8+3+60 ft.
20th +15/+15/+15/+10/+5 2d10+4+60 ft.

1 The value shown is for Medium tricksters. See Table: Small or Large Trickster Unarmed Damage for Small or Large tricksters.

Class Features
All of the following are class features of the trickster.
Weapon and armor proficiency: Tricksters are proficient with all simple weapons, plus the handaxe, hand crossbow, kama, nunchaku, sai, rapier, sap, shortbow, short sword, shuriken, and siangham. Tricksters are proficient with light armor, but not with shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a trickster loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the trickster adds her Wisdom bonus (if any) to her AC. In addition, a trickster gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five trickster levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the trickster is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): A trickster has flurry of blows as a monk of the same level.
Unarmed Strike: At 1st level, a trickster gains Improved Unarmed Strike as a monk of the same level.
Bonus Feat: At 1st level, a trickster may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A trickster need not have any of the prerequisites normally required for these feats to select them.
Sneak Attack: A trickster has sneak attack as a rogue of the same level.
Trapfinding: A trickster has trapfinding as a rogue of the same level.
Evasion (Ex): At 2nd level or higher a trickster has evasion as a monk of the same level.
Spells A trickster casts arcane spells, which are drawn from the assassin spell list and from the abjuration, divination, and illusion schools of the sorcerer list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a trickster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a trickster’s spell is 10 + the spell level + the trickster’s Intelligence modifier.
Like other spellcasters, a trickster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Trickster. In addition, she receives bonus spells per day if she has a high Intelligence score. When Table: Trickster Spells indicates that the trickster gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
The trickster’s selection of spells is extremely limited. A trickster begins play knowing four 0-level spells of your choice. At most new trickster levels, she gains one or more new spells, as indicated on Table: Trickster Spells. (Unlike spells per day, the number of spells a trickster knows is not affected by her Intelligence score; the numbers on Table: Trickster Spells Known are fixed.)
Upon reaching 5th level, and at every third trickster level after that (8th, 11th, and so on), a trickster can choose to learn a new spell in place of one she already knows. In effect, the trickster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level trickster spell the trickster can cast. A trickster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a trickster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Combat Style (Ex): At 2nd level, a trickster has combat style as a ranger of the same level.
Fast Movement (Ex): At 3rd level, a trickster gains an enhancement bonus to her speed, as shown on Table: Unarmed and Unarmored Progressions The Trickster. A trickster in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A trickster of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Trap Sense (Ex): At 3rd level, a trickster gains trap sense as a rogue of the same level.
Ki Strike (Su): At 4th level, a trickster’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s trickster level. At 10th level, her unarmed attacks are also treated as chaotic weapons, as good weapons, as evil weapons and as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a trickster has slow fall as a monk of the same level.
Uncanny Dodge (Ex): Starting at 4th level, a trickster has uncanny dodge as a rogue of the same level.
Purity of Body (Ex): At 5th level, a trickster gains immunity to all diseases except for supernatural and magical diseases.
Improved Combat Style (Ex): At 6th level, a trickster gains improved combat style as a ranger of the same level.
Death Attack: If a 6th level trickster studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (trickster’s choice). While studying the victim, the trickster can undertake other actions so long as her attention stays focused on the target and the target does not detect the trickster or recognize the trickster as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + half the trickster’s class level + the trickster’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the trickster. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the trickster has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the trickster does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Poison Use: At 6th level, tricksters are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Wholeness of Body (Su): At 7th level or higher, a trickster has wholeness of body as a monk of the same level.
Improved Uncanny Dodge (Ex): A trickster of 8th level has improved uncanny dodge as a rogue of the same level.
Save Bonus against Poison: The trickster gains a natural saving throw bonus to all poisons gained at 8th level that increases by +1 for every three additional levels the trickster gains.
Hide in Plain Sight (Su): An 8th level trickster can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a trickster can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Evasion (Ex): At 9th level, a trickster gains improved evasion as a monk of the same level.
Darkvision (Su): At 9th level, a trickster can see in the dark as though she were permanently under the effect of a darkvision spell.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a trickster gains a special ability of her choice from among the same options that rogues similarly choose from.
Diamond Body (Su) : At 11th level, a trickster gains immunity to poisons of all kinds.
Combat Style Mastery (Ex): At 11th level, a trickster gains combat style mastery as a ranger of the same level.
Shadow Illusion (Sp) : When a trickster reaches 11th level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su) : At 11th level, a trickster can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the trickster, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the trickster and can communicate intelligibly with the trickster. Every 4th level gained by the trickster adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the trickster chooses to dismiss it, the trickster must attempt a DC 15 Fortitude save. If the saving throw fails, the trickster loses 200 experience points per trickster level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The trickster XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Abundant Step (Su): At 12th level or higher, a trickster can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her trickster level (rounded down).
Shadow Jump (Su): At 12th level, a trickster gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A trickster can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every three levels higher than 12th, the distance a trickster can jump each day doubles (40 feet at 15th and 80 feet at 18th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Diamond Soul (Ex): At 13th level, a trickster gains diamond soul as a monk of the same level.
Quivering Palm (Su): Starting at 15th level, a has quivering palm as a monk of the same level.
Timeless Body (Ex): Upon attaining 17th level, a trickster gains timeless body as a monk of the same level.
Tongue of the Sun and Moon (Ex): A trickster of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a trickster gains empty body as a monk of the same level.
Perfect Self: At 20th level, a trickster gains perfect self as a monk of the same level.

ideasmith
2015-06-28, 08:46 PM
STALWART
Alignment: Any.
Hit Die: d12.
Class Skills
The stalwart’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Age: As rogue
Starting Money: As aristocrat



Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+1+2+0+21st Favored Enemy, Smite Foe 1/day, Bonus Feat, Rage 1/day, Fast Movement30—————
2nd+2+3+0+3Evasion, Lay On Hands, Divine Grace, Bonus Feat, Uncanny Dodge31—————
3rd+3+3+1+3Divine Health, Aura of Courage, Trap Sense +1320————
4th+4+4+1+4Turn Undead, Rage 2/day, Bonus Feat331————
5th+5+4+1+42nd Favored Enemy, Smite Foe 2/day, Special Mount, Improved Uncanny Dodge332————
6th+6/+1+5+2+5Remove Disease 1/Week, Trap Sense +2, Bonus Feat3320———
7th+7/+2+5+2+5 Damage reduction 1/— 3331———
8th+8/+3+6+2+6Rage 3/day, Bonus Feat, Canny defense, Improved reaction +2 3332———
9th+9/+4+6+3+6Remove Disease 2/Week, Trap Sense +3, Enhanced mobility 33320——
10th+10/+5+7+3+73rd Favored Enemy, Smite Foe 3/day, Bonus Feat, Damage reduction 2/—, Improved evasion 33331——
11th+11/+6/+1+7+3+7 Greater rage, Grace 33332——
12th+12/+7/+2+8+4+8Remove Disease 3/Week, Rage 4/day, Trap Sense +4, Bonus Feat, Precise strike +1d6 333320—
13th+13/+8/+3+8+4+8 Damage reduction 3/— 433331—
14th+14/+9/+4+9+4+9Bonus Feat, Indomitable will, Acrobatic charge 443332—
15th+15/+10/+5+9+5+9Remove Disease 4/Week, 4th Favored Enemy, Smite Foe 4/day, Trap Sense +5, Elaborate parry 4443320
16th+16/+11/+6/+1+10+5+10Rage 5/day, Bonus Feat, Damage reduction 4/—, 4444331
17th+17/+12/+7/+2+10+5+10 Tireless rage, Improved reaction +4 4444432
18th+18/+13/+8/+3+11+6+11Remove Disease 5/Week, Trap Sense +6, Bonus Feat, Deflect Arrows 4444443
19th+19/+14/+9/+4+11+6+11 Damage reduction 5/—, Precise strike +2d6 4444444
20th+20/+15/+10/+5+12+6+125th Favored Enemy, Smite Foe 5/day, Rage 6/day, Bonus Feat, Mighty rage 4444444


Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521————— 2nd63————— 3rd6321———— 4th643———— 5th643———— 6th64421——— 7th6443——— 8th6443——— 9th644421—— 10th64443—— 11th64443—— 12th6444421— 13th644443— 14th644443— 15th65444421 16th6554443 17th6555443 18th6555544 19th6555554 20th6555555
1 Provided the stalwart has a high enough Wisdom score to have a bonus spell of this level.

Class Features
All of the following are class features of the stalwart.
Weapon and armor proficiency: A stalwart is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Art of Weaponry A stalwart is, for purposes of feat prerequisites, treated as a fighter of the same level.
Bonus Feats: At 1st level, a stalwart gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The stalwart gains an additional bonus feat at 2nd level and every two stalwart levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as stalwart bonus feats. A stalwart must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A stalwart is not limited to the list of stalwart bonus feats when choosing these feats.
Fast Movement (Ex): A stalwart’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the stalwart’s speed because of any load carried or armor worn.
Rage (Ex): A stalwart can fly into a rage as a barbarian of the same level.
Smite Foe (Su): Once per day, a stalwart may attempt to smite a foe with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per stalwart level. If the stalwart somehow accidentally smites a creature that is not an enemy, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the stalwart may smite foe one additional time per day, as indicated on Table: The Stalwart, to a maximum of five times per day at 20th level.
Favored Enemy (Ex): At 1st level, a stalwart gains a favored enemy as a ranger of the same level.
Uncanny Dodge (Ex): At 2nd level, a stalwart gains uncanny dodge as a barbarian of the same level.
Spells: A 2nd level stalwart casts divine spells, which are drawn from the paladin spell list (excluding those paladin spells with alignment descriptors) and from the cleric spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a stalwart must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a stalwart’s spell is 10 + the spell level + the stalwart’s Wisdom modifier.
Like other spellcasters, a stalwart can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Stalwart Spells. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Stalwart Spells indicates that the stalwart gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
The stalwart’s selection of spells is extremely limited. A stalwart begins play knowing four 0-level spells of your choice. At most new stalwart levels, she gains one or more new spells, as indicated on Table: Stalwart Spells. (Unlike spells per day, the number of spells a stalwart knows is not affected by her Wisdom score; the numbers on Table: Stalwart Spells Known are fixed.)
Upon reaching 5th level, and at every third stalwart level after that (8th, 11th, and so on), a stalwart can choose to learn a new spell in place of one she already knows. In effect, the stalwart “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level stalwart spell the stalwart can cast. A stalwart may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a stalwart need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Divine Grace (Su): At 2nd level, a stalwart gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a stalwart has lay on hands as a paladin of the same level.
Evasion (Ex): At second level, a stalwart gains evasion as a rogue of the same level.
Trap Sense (Ex): Starting at 3rd level, a stalwart has trap sense as a barbarian of the same level.
Aura of Courage (Su): Beginning at 3rd level, a stalwart has aura of courage as a paladin of the same level.
Divine Health (Ex): At 3rd level, a stalwart gains divine health as a paladin of the same level.
Turn Undead (Su): When a stalwart reaches 4th level, she gains the supernatural ability to turn undead as a paladin of the same level.
Improved Uncanny Dodge (Ex): At 5th level and higher, a stalwart has improved uncanny dodge as a barbarian of the same level.
Special Mount (Sp) : Upon reaching 5th level, a stalwart gains special mount as a paladin of the same level. (However, the realms the mount is summoned from are appropriate to the stalwart’s alignment, and not necessarily celestial.)
Remove Disease (Sp): At 6th level, a stalwart gains remove disease as a paladin of the same level.
Damage Reduction (Ex): At 7th level, a stalwart gains Damage Reduction as a barbarian of the same level.
Canny Defense (Ex): When not wearing armor or using a shield, a 7th level stalwart adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a stalwart is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 8th level, a stalwart gains a +2 bonus on initiative checks.
At 17th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, a 9th level stalwart gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Improved Evasion (Ex): At 10th level, a stalwart gains improved evasion as a rogue of the same level.
Greater Rage (Ex): At 11th level, a stalwart’s bonuses to Strength and Constitution during her rage each increase to +6, and her morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Grace (Ex): At 11th level, a stalwart gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.
Precise Strike (Ex): At 12th level, a stalwart gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 19th level, the extra damage on a precise strike increases to +2d6.
Indomitable Will (Ex): A stalwart of 14th level or higher gains indomitable will as a barbarian of the same level.
Acrobatic Charge (Ex): At 14th level, a stalwart gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Parry (Ex): At 15th level and higher, if a stalwart chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.
Tireless Rage (Ex): At 17th level and higher, a stalwart no longer becomes fatigued at the end of her rage.
Deflect Arrows: At 18th level, a stalwart gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.
Mighty Rage (Ex): At 20th level, a stalwart’s bonuses to Strength and Constitution during her rage each increase to +8, and her morale bonus on Will saves increases to +4. The penalty to AC remains at –2.


PRIEST
Alignment: A priest’s alignment must not be opposed to her deity’s (on either the lawful–chaotic axis or the good–evil axis). A priest may be neutral whether or not her deity’s alignment is also neutral.
Hit Die: d4.
Class Skills
The priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Starting Age: As cleric
Starting Money: As cleric


Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Detect Hostile Aura, Turn Undead32————————
2nd+1+0+0+333————————
3rd+1+1+1+333————————
4th+2+1+1+4332———————
5th+2+1+1+4333———————
6th+3+2+2+53332——————
7th+3+2+2+53333——————
8th+4+2+2+633332—————
9th+4+3+3+633333—————
10th+5+3+3+7333332————
11th+5+3+3+7333333————
12th+6/+1+4+4+83333332———
13th+6/+1+4+4+83333333———
14th+7/+2+4+4+933333332——
15th+7/+2+5+5+933333333——
16th+8/+3+5+5+10333333332—
17th+8/+3+5+5+10333333333—
18th+9/+4+6+6+113333333332
19th+9/+4+6+6+113333333333
20th+10/+5+6+6+123333333333



Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th
1st31+2————————
2nd41+2————————
3rd42+2————————
4th52+20+2———————
5th53+21+2——————— 6th63+21+20+2—————— 7th64+22+21+2—————— 8th74+22+21+20+2————— 9th74+23+22+21+2————— 10th84+23+22+21+20+2———— 11th84+24+23+22+21+2———— 12th84+24+23+22+21+20+2——— 13th84+24+23+23+22+21+2——— 14th84+24+23+23+22+21+20+2—— 15th84+24+23+23+23+22+21+2—— 16th84+24+23+23+23+22+21+20+2— 17th84+24+23+23+23+22+22+21+2— 18th84+24+23+23+23+22+22+21+20+2 19th84+24+23+23+23+22+22+22+21+2 20th84+24+23+23+23+22+22+22+22+2
1 In addition to the stated number of spells per known for 1st- through 9th-level spells, a priest gets two domain spells known for each spell level, starting at 1st. The “+2” in the entries on this table represents those spells.

Class Features
All of the following are class features of the priest.
Weapon and armor proficiency: Priests are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a priest’s gestures, which can cause her spells with somatic components to fail. While priests are divine casters, they are subject to arcane spell failure as if they were arcane casters.
A priest who chooses the War domain receives the Weapon Focus feat related to her deity’s weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Priests who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A priest casts divine spells which are drawn primarily from the cleric and druid spell lists. She can cast any spell she knows without preparing it ahead of time (see below).
To learn or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Priest. In addition, she receives bonus spells per day if she has a high Wisdom score.
A priest’s selection of spells is extremely limited. A priest begins play knowing four 0-level spells and two 1st-level spells of your choice, plus two domain spells. At each new priest level, she gains one or more new spells, as indicated on Table: Priest Spells Known. (Unlike spells per day, the number of spells a priest knows is not affected by her Wisdom score; the numbers on Table: Priest Spells Known are fixed.) These new spells can be common spells chosen from the cleric and druid spell lists, or they can be unusual spells that the priest has gained some understanding of by study. The priest can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered priest level after that (6th, 8th, and so on), a priest can choose to learn a new spell in place of one she already knows, other than domain spells. In effect, the priest “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level priest spell the priest can cast. A priest may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a priest need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
Unlike most divine casters, priests are subject to arcane spell failure as if their spells were arcane.
Deity, Domains, and Domain Spells Known: A priest’s deity influences her alignment, what magic she can perform, her values, and how others see her. A priest chooses two domains from among those belonging to her deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
Each domain gives the priest access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level; these are additional spells known cast as any other priest spell known. If a domain spell is not on the priest spell list, it is still known and can be cast.
Chaotic, Evil, Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Turn or Rebuke Undead).
A priest who worships a good deity can turn or destroy undead creatures. A priest who worships an evil deity instead rebukes or commands such creatures. A priest of a neutral deity must accept her deity’s choice as to whether her turning ability functions as that of a good deity’s priest or an evil deity’s priest.
A priest may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Detect Hostile Aura (Sp): At will, a priest of a good deity can use detect evil, as the spell; a priest of an evil deity can use detect good, as the spell; a priest of a chaotic deity can use detect law, as the spell; and a priest of a lawful deity can use detect chaos, as the spell.
Bonus Languages: A priest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.




MAGIC USER
Alignment: Any.
Hit Die: d4.
Class Skills
The magic user’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Starting Age: As wizard
Starting Money: As sorcerer


Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+232————————
2nd+1+0+0+333————————
3rd+1+1+1+333————————
4th+2+1+1+4332———————
5th+2+1+1+4333———————
6th+3+2+2+53332——————
7th+3+2+2+53333——————
8th+4+2+2+633332—————
9th+4+3+3+633333—————
10th+5+3+3+7333332————
11th+5+3+3+7333333————
12th+6/+1+4+4+83333332———
13th+6/+1+4+4+83333333———
14th+7/+2+4+4+933333332——
15th+7/+2+5+5+933333333——
16th+8/+3+5+5+10333333332—
17th+8/+3+5+5+10333333333—
18th+9/+4+6+6+113333333332
19th+9/+4+6+6+113333333333
20th+10/+5+6+6+123333333333


Spells Known
Level0lvl1st2nd3rd4th5th6th7th8th9th 1st31———————— 2nd41———————— 3rd42———————— 4th520——————— 5th531——————— 6th6310—————— 7th6421—————— 8th74210————— 9th74321————— 10th843210———— 11th844321———— 12th8443210——— 13th8443321——— 14th84433210—— 15th84433321—— 16th844333210— 17th844333221— 18th8443332210 19th8443332221 20th8443332222
Class Features
All of the following are class features of the magic user.
Weapon and armor proficiency: Magic users are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a magic user’s gestures, which can cause her spells with somatic components to fail.
Spells: A magic user casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a magic user must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magic user’s spell is 10 + the spell level + the magic user’s Charisma modifier.
Like other spellcasters, a magic user can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magic user. In addition, she receives bonus spells per day if she has a high Charisma score.
A magic user’s selection of spells is extremely limited. A magic user begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new magic user level, she gains one or more new spells, as indicated on Table: Magic user Spells Known. (Unlike spells per day, the number of spells a magic user knows is not affected by her Charisma score; the numbers on Table: Magic user Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the magic user has gained some understanding of by study. The magic user can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered magic user level after that (6th, 8th, and so on), a magic user can choose to learn a new spell in place of one she already knows. In effect, the magic user “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level magic user spell the magic user can cast. A magic user may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a magic user need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast.
School Specialization: The magic user specializes in one school of magic (see below). Specialization allows a magic user to cast extra spells from her chosen school.
A specialist magic user can cast one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. A magic user who chooses the divination school also gains bardic knowledge as a witch.
A given spell’s school is designate in the spell description. Note also that some spells are designated as ‘universal’ and do not count as any school. The schools are as follows:
Abjuration: Spells that protect, block, or banish.
Conjuration: Spells that bring creatures or materials to the caster.
Divination: Spells that reveal information.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being.
Evocation: Spells that manipulate energy or create something from nothing.
Illusion: Spells that alter perception or create false images.
Necromancy: Spells that manipulate, create, or destroy life or life force.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way.

ideasmith
2015-06-28, 08:48 PM
BEASTMASTER
Alignment: Any.
Hit Die: d8.
Class Skills
The beastmaster’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Age: As ranger
Starting Money: As druid


Custom
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th
1st+0+2+2+2Summon Familiar, Track, 1st Favored Enemy, Wild Empathy, Nature Sense, Animal Companion30—————
2nd+1+3+3+3Woodland Stride, 2nd Familiar31—————
3rd+2+3+3+3Endurance, Trackless Step320————
4th+3+4+4+42nd Animal Companion, Resist Nature’s Lure 331————
5th+3+4+4+42nd Favored Enemy, Wild Shape (1/day)332————
6th+4+5+5+5Terrain Mastery, Wild Shape (2/day)3320———
7th+5+5+5+5Wild Shape (3/day)3331———
8th+6/+1+6+6+6Terrain Mastery, Swift Tracker, Wild Shape (Large)3332———
9th+6/+1+6+6+6 Venom immunity, Evasion, Terrain mastery 33320——
10th+7/+2+7+7+7 Wild shape (4/day), 3rd Favored Enemy33331——
11th+8/+3+7+7+7 Wild shape (Tiny), Terrain mastery 33332——
12th+9/+4+8+8+8 Wild shape (plant), Terrain mastery 333320—
13th+9/+4+8+8+8 A thousand faces, Camouflage 433331—
14th+10/+5+9+9+9 Wild shape (5/day), Terrain mastery 443332—
15th+11/+6/+1+9+9+9 Timeless body, wild shape (Huge), 4th favored enemy, Planar terrain mastery 4443320
16th+12/+7/+2+10+10+10Wild shape (elemental 1/day)4444331
17th+12/+7/+2+10+10+10 Hide in plain sight, Planar terrain mastery 4444432
18th+13/+8/+3+11+11+11 Wild shape (6/day, elemental 2/day), Planar terrain mastery4444443
19th+14/+9/+4+11+11+11 Planar terrain mastery 4444444
20th+15/+10/+5+12+12+12 Wild shape (elemental 3/day, Huge elemental), 5th favored enemy, Planar terrain mastery 4444444


Spells Known
Level0lvl1st2nd3rd4th5th6th 1st521————— 2nd63————— 3rd6321———— 4th643———— 5th643———— 6th64421——— 7th6443——— 8th6443——— 9th644421—— 10th64443—— 11th64443—— 12th6444421— 13th644443— 14th644443— 15th65444421 16th6554443 17th6555443 18th6555544 19th6555554 20th6555555
1 Provided the beastmaster has a high enough Wisdom score to have a bonus spell of this level.

Class Features
All of the following are class features of the beastmaster.
Weapon and armor proficiency: Beastmasters are proficient all simple and martial weapons. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Beastmasters are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A beastmaster may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Beastmasters are proficient with shields (except tower shields) but must use only wooden ones.
A beastmaster who wears prohibited armor or carries a prohibited shield is unable to use her wild shape or a thousand faces abilities while doing so and for 24 hours thereafter.
Bonus Languages: A beastmaster’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
Animal Companion (Ex): A beastmaster may begin play with an animal companion as a druid of the same level.
Nature Sense (Ex): A beastmaster gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A beastmaster has wild empathy as a druid of the same level.
Favored Enemy (Ex): At 1st level, a beastmaster gains a favored enemy as a ranger of the same level.
Track: A beastmaster gains Track as a bonus feat.
Summon Familiar: A beastmaster can obtain a familiar as a sorcerer of the same level.
Woodland Stride (Ex): Starting at 2nd level, a beastmaster has woodland stride as a druid of the same level.
2nd Familiar: A 2nd level beastmaster can obtain another familiar, this one as an adept of the same level.
Spells: A 2nd level beastmaster casts divine spells, which are drawn from the ranger and druid spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a beastmaster must have a Wisdom score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a beastmaster’s spell is 10 + the spell level + the beastmaster’s Wisdom modifier.
Like other spellcasters, a beastmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Beastmaster Spells. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: Beastmaster Spells indicates that the beastmaster gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
The beastmaster’s selection of spells is extremely limited. A beastmaster begins play knowing four 0-level spells of your choice. At most new beastmaster levels, she gains one or more new spells, as indicated on Table: Beastmaster Spells. (Unlike spells per day, the number of spells a bard knows is not affected by her Wisdom score; the numbers on Table: Beastmaster Spells Known are fixed.)
Upon reaching 5th level, and at every third beastmaster level after that (8th, 11th, and so on), a beastmaster can choose to learn a new spell in place of one she already knows. In effect, the beastmaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level beastmaster spell the bard can cast. A beastmaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
As noted above, a beastmaster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Trackless Step (Ex): Starting at 3rd level, a beastmaster leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Endurance: A beastmaster gains Endurance as a bonus feat at 3rd level.
Resist Nature’s Lure (Ex): Starting at 4th level, a beastmaster gains a +4 bonus on saving throws against the spell-like abilities of fey.
2nd Animal Companion (Ex): At 4th level, a beastmaster gains a 2nd animal companion, this one as a ranger of the same level.
Wild Shape (Su): At 5th level, a beastmaster gains wild shape as a druid of the same level. (In addition to being familiar with the forms of her familiar and animal companions, the beastmaster is considered familiar with 10 animal forms and 5 plant forms. She may change which of these forms she is familiar with each time she gains a level.)
Terrain Mastery: At 6th level, and again at 8th, 9th, 11th, 12th, and 14th levels, the beastmaster adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a beastmaster a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A beastmaster also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The beastmaster only gains the bonus if the creature description specifically lists the terrain type.
Beastmasters take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.
Swift Tracker (Ex): Beginning at 8th level, a beastmaster has swift tracker as a ranger of the same level.
Venom Immunity (Ex): At 9th level, a beastmaster gains immunity to all poisons.
Evasion (Ex): At 9th level, a beastmaster has evasion as a ranger of the same level.
A Thousand Faces (Su): At 13th level, a beastmaster gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Camouflage (Ex): A beastmaster of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Timeless Body (Ex): After attaining 15th level, a beastmaster has timeless body as a druid of the same level.
Planar Terrain Mastery: Planar terrain mastery functions just like terrain mastery, except that the beastmaster choose one of the planar categories at each level. Planar terrain masteries are gained at 15th, 17th, 18th, 19th, and 20th levels. The beastmaster can take a non-planar terrain type instead, if she wishes.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a beastmaster of 17th level or higher can use the Hide skill even while being observed.


BATTLER
Alignment: Any.
Hit Die: d12.

Class Skills
The battler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Age: As rogue
Starting Money: As fighter


Battler
LevelBABFortRefWill Special Combat Opening Slots Gained
1st+1+2+2+2Bodyguard, Combat Readiness, Prowess, Thwack (1/round), Diamond Soul, Damage Reduction, Two Bonus Feats1 (total 1)
2nd+2+3+3+3Hard to Kill (-15), Special Attack Consistency, Fast Healer, Two Bonus Feats2 (total 3)
3rd+3+3+3+3Expanded AC Bonus, Courage, Two Bonus Feats3 (total 6)
4th+4+4+4+4Long Step 10’, Two Bonus Feats4 (total 10)
5th+5+4+4+4Resistant +1, Two Bonus Feats5 (total 15)
6th+6/+1+5+5+5 Hard to Kill (-20), Crash Lander, Thwack (2/round), Two Bonus Feats6 (total 21)
7th+7/+2+5+5+5Resistant +2, Expanded AC Bonus, Two Bonus Feats7 (total 28)
8th+8/+3+6+6+6Long Step 15’, Two Bonus Feats8 (total 36)
9th+9/+4+6+6+6Freedom of Movement, Resistant +3, Two Bonus Feats9 (total 45)
10th+10/+5+7+7+7 Hard to Kill (-25), True Seeing, Momentum, Two Bonus Feats10 (total 55)
11th+11/+6/+1+7+7+7 Thwack (3/round), Resistant +4, Expanded AC Bonus, Two Bonus Feats11 (total 66)
12th+12/+7/+2+8+8+8Long Step 20’, Two Bonus Feats12 (total 78)
13th+13/+8/+3+8+8+8Graceful Step, Resistant +5, Two Bonus Feats13 (total 91)
14th+14/+9/+4+9+9+9 Hard to Kill (-30), Immediate Step, Two Bonus Feats14 (total 105)
15th+15/+10/+5+9+9+9Resistant +6, Expanded AC Bonus, Two Bonus Feats15 (total 120)
16th+16/+11/+6/+1+10+10+10 Thwack (4/round), Long Step 25’, Two Bonus Feats16 (total 136)
17th+17/+12/+7/+2+10+10+10Mind Blank, Resistant +7, Two Bonus Feats17 (total 153)
18th+18/+18/+18/+181 +11+11+11 Hard to Kill (-35), Combat Advantage, Two Bonus Feats18 (total 171)
19th+19/+19/+19/+191 +11+11+11Resistant +8, Expanded AC Bonus, Two Bonus Feats19 (total 190)
20th+20/+20/+20/+201 +12+12+12Long Step 30, Two Bonus Feats20 (total 210)

1This includes the effects of combat advantage



Class Features
All of the following are class features of the battler.
Weapon and armor proficiency: A battler is proficient with all simple and martial weapons, and with all armor (heavy, medium, and light) and shields (including tower shields).
Bodyguard: The battler may designate a number of adjacent characters equal to the battler’s level as under the battler’s protection. Any attack aimed at such a character instead affects the battler as if the battler where the intended target and was at the intended targets location.
Combat Openings: A battler gains combat opening slots as shown on the table above. Each slot can be used to gain a new combat opening effect or to expand an existing effect.
When gaining a new combat opening effect the battler chooses one effect and one number from 1 to 20. When the natural attack roll for a combat opening is equal to that number, the battler may apply that effect (assuming any additional requirements are met). Different effects may have the same number. If multiple effects become available on the same attack, the battler must choose which effect (if any) to apply.
When expanding an existing effect, choose another number from 1 to 20 (the same number may only be chosen once for each effect). The effect is also available on natural rolls of that number.
The additional requirements (beyond the natural die roll) for using a combat opening effect are stated in its description. All effects of combat openings are in addition to the normal effects of the attack unless stated otherwise.

EXAMPLE: Assume a 7th level battler with the following com bat opening effects:

1 Amazing Hit; Set Up
2 Amazing Hit; Set Up
3 Amazing Hit; Set Up
4 Amazing Hit;
5 Amazing Hit
6 Amazing Hit
7 Amazing Hit
8 Amazing Hit
9 Amazing Hit
10 Blind; Amazing Hit
11Blind
12 Blind
13 Blind
14 Blind
15 Blind
16 Blind
17 Blind; Repeat
18 Blind; Repeat
19 Blind; Repeat
20 Blind; Repeat

If the die roll comes up 1, 2, or 3, and the adjusted roll is a miss, the battler has choice between amazing hit or set up (or using no opening).

If the die roll comes up 4, 5, 6, 7, 8, 9, or 10 and the adjusted die roll is a miss, the battler has a choice between amazing hit or no opening.

If the die roll comes up 11 or greater and the adjusted roll is a miss, no opening is available.

If the die roll comes up 17, 18, 19, or 20 and the die roll is a hit, the battler has a choice between blind and repeat (or no opening).

If the die roll comes up 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, or 20, the battler has a choice between blind or no opening.

If the die roll comes up 9 or less and the die roll is a hit, no opening is available.

Bonus Feats: At 1st level, a battler gets two bonus feats in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The battler gains two additional bonus feats at 2nd level and every battler level thereafter. A battler must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
Damage Reduction (Ex): At 1st level, a battler gains Damage Reduction. Subtract 1 from the damage the battler takes each time she is dealt damage from a weapon or a natural attack. At 2nd level, and every battler level thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Diamond Soul (Ex): At 1st level, a battler gains spell resistance equal to her current battler level + 10. In order to affect the battler with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the battler’s spell resistance.
Thwack (Ex): Once per round, a battler may attempt to thwack with one normal melee attack. She deals 1 extra point of damage per battler level. At 6th level, thwack is usable twice per round, at 11th 3 times per round, and at 16th level, 4 times per round.
Prowess (Ex): At 1st level, a battler gains a bonus on Climb, Jump, and Swim checks equal to three times her level.
Combat Readiness (Ex): Starting at 1st level, a battler adds her level to all initiative checks.
Fast Healer (Ex): At 2nd level, the battler gains fast healing at 1 hp per minute.
Hard to Kill (Ex): At 2nd level, a dying battler isn’t dead until down to -15 hit points. This drops another 5 hit points at 6th level, and 5 more each 4 further levels, as shown on the table above.
Special Attack Consistency (Ex): When a 2nd level battler is making a bull rush, disarm, grapple, overrun, sunder, or trip attack, the attack roll may also be used as the roll for any related opposed rolls made that round. This must be chosen after the attack roll, but before the battler makes any opposed rolls.
Courage (Ex): Beginning at 3rd level, a battler is immune to fear (magical or otherwise).
Expanded AC Bonus (Ex): At 3rd level, a battler chooses one of the following ability scores: Strength, Constitution, Intelligence, Wisdom, or Charisma. The battler adds her bonus in that score (if any) to her AC. The battler may choose another score from this list at 7th level for every four battler levels thereafter (11th, 15th, and 19th levels).
These bonuses to AC apply even against touch attacks or when the battler is flat-footed. She loses these bonuses when she is immobilized or helpless.
Long Step (Ex): When taking a 5-foot step, a 4th level battler can move up to 10 feet. This increases to 15 feet at 8th level, 20 feet at 12th level, 25 feet at 16th level, and 30 feet at 20th level.
Resistant (Ex): At 5th level, a batter gains a bonus equal to +1 on all saving throws. At 7th level, and every two battler levels thereafter (9th, 11th, 13th, 15th, 17th, and 19th), this bonus increases by 1.
Crash Lander (Ex): A battler of 6th level or higher is immune to falling damage.
Freedom of Movement (Su): A 9th level battler is under the effects of a freedom of movement spell. This can be suspended or resumed as a free action.
Momentum (Ex): At 10th level, a battler can charge through terrain that slows movement (but not terrain that blocks movement). The battler can also charge through helpless creatures and allied creatures.
True Seeing (Su): A 10th level battler is under the effects of a true seeing spell. This can be suspended or resumed as a free action.
Graceful Step (Ex): Starting at 13th level, a battler can take a 5-foot step even if her movement is hampered, though such a step is 10 feet shorter than normal.
Immediate Step (Ex): At 16th level, a battler can take a 5-foot step as an immediate action.
Mind Blank (Su): A 17th level battler is under the effects of a mind blank spell. This can be suspended or resumed as a free action.
Combat Advantage (Ex): At 18th level, a battler’s additional attacks from high Base Attack Bonus are not at reduced bonus. For example, a single-class 18th level battler’s BAB is +18/+18/+18/+18.


BATTLER COMBAT OPENINGS

Access Weak Spot: This effect is only available it the attack is a miss. You can make a Spot check opposed by your target’s Tumble check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers.
If your Spot check result exceeds this special Tumble check result, your target is denied its Armor and Natural Armor bonuses to AC (if any) for the next melee attack by one creature of the battler’s choice (who may be the battler) makes against it. This attack must be made on or before the battler’s next turn.
Amazing Hit: This effect is only available it the attack is a miss. The attack becomes a hit if 20 + modifiers would have been sufficient to hit. This does not count as a ‘natural 20’.bit does not count as a ‘natural 1’ either, even if the die roll actually was a ‘natural 1’.
Blind: This effect is only available it the attack is a hit. If the target fails as save (DC 10 + half battler’s level + battler’s Charisma modifier), the target is blinded for one round.
Circle Blow: This effect is only available it the attack is a hit. After resolving the attack, you make an additional attack at your full base attack bonus against each opponent within reach. Opponents capable of movement may avoid this by moving 5 feet as a 5-foot step, giving up their 5-foot step on the next turn. Using the effect does not use up any of your attacks for the turn, though potential targets might no longer be in range.
Damage Armor: This effect is only available if the attack is a hit. In addition to damaging the target, you also damage any armor the target has, using the same damage roll(s).
Daze: This effect is only available it the attack is a hit. If the target fails as save (DC 10 + half battler’s level + battler’s Charisma modifier), the target is dazed for one round.
Dazzle: This effect is only available it the attack is a hit. The target is dazzled. At the end of the target’s turn, the target may make a saving throw (DC 10 + half battler’s level + battler’s Charisma modifier) to throw off the effect. The target continues to save each turn until the effect is thrown off.
Deafen: This effect is only available it the attack is a hit. The target is deafened. At the end of the target’s turn, the target may make a saving throw (DC 10 + half battler’s level + battler’s Charisma modifier) to throw off the effect. The target continues to save each turn until the effect is thrown off.
Inspiring Blow: This effect is only available it the attack is a hit. All allies (including yourself) who were able to observe the attack gain a +2 to attack rolls until the beginning of your next round.
Intimidating Blow: This effect is only available it the attack is a hit. As part of the attack, you may attempt to demoralize your target. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round
Push Away: This effect is only available it the attack is a hit. As part of the attack, resolve a bull rush as if the battler had rolled a 20 on the opposed Strength check. The battler need not be in the same square as or even adjacent to the target, and need not move with the target. This does not provoke an attack of opportunity.
Redirect: This effect is only available it the attack is a miss. You get an immediate, extra attack against another creature within reach (or range if a ranged attack). You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that created the opening.
Repeat: This effect is only available it the attack is a hit. You get an immediate, extra attack against another creature within reach (or range if a ranged attack). You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that created the opening.
Set Up: This effect is only available it the attack is a miss. You can make a Bluff check opposed by your target’s Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers.
If your Bluff check result exceeds this special Sense Motive check result, your target is denied its Dexterity bonus to AC (if any) for the next melee attack by each of two creatures of the battler’s choice (one of whom may be the battler) make against it. These attacks must be made on or before the battler’s next turn.
Using this effect against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a -4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a -8 penalty. Against a nonintelligent creature, it’s impossible.
Sicken: This effect is only available it the attack is a hit. If the target fails as save (DC 12 + half battler’s level + battler’s Charisma modifier), the target is sickened for one round.
Slip: This effect is only available it the attack is a hit. As part of the same action as the attack, the battler may make a 5-foot step. This does not count against the battler’s normal limit.
Sudden Sunder: This effect is only available it the attack is a hit. Choose one piece of equipment on the target’s person and not inside another piece of equipment. This may be armor. The piece of equipment takes the same damage as the target.
Sudden Trip: This effect is only available it the attack is a hit. As part of the attack, resolve a trip as if the battler had rolled a 20 on the opposed Strength check. The battler need not be in the same square as or even adjacent to the target, and need not move with the target. This does not provoke an attack of opportunity.
Switch Places: This effect is only available it the attack is a hit and the battler and target are the same size. After the attack is resolved, as part of the same action, the battler moves into the target’s square and the target moves into the battler’s square. The target may avoid this with a successful saving throw (DC 20 + half battler’s level + battler’s Charisma modifier).
Timely Warnings: This effect is only available it the attack is a hit. All allies (including yourself) who were able to observe the attack gain a +2 to armor class until the beginning of your next round.
Twist Away: This effect is only available it the attack is a hit. The target’s next melee attack against the battler is directed at a target of the battler’s choice, provided this attack takes place before the battler’s next turn. The target is not aware of this.