Battleground Specializations
Note: For purposes of Battleground Specializations, a foe/enemies is/are defined as a creature or group of creatures that pose a direct, immediate threat to the protector or someone under his protection.
Compassionate Mercy: those who walk this path are battlefield medics first and foremost. This battleground specialization centers on the ability to help their harmed comrades and bring them back to battle readiness, with renewed vigor.
Most of their abilities are powered from an inner font of positive energy. This font is filled through a link to the positive energy plane the protector develops, and infuses the protector as he goes about his life. In fact, protectors of Compassionate Mercy must have one Conjuration (healing) spell prepared in the top three spells levels they can cast each day to use the abilities it grants.
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Aura of life: You call on your soul to unleash a wave of white and yellow positive energy that infuses you and your allies, healing within a 30 ft radius centered on you. This healing is equal to 1d4 hit points for every protector level you have + Int modifier (add once, not per level). This ability cannot be channeled.
Healing hand: Your hand begins to glow with a soft white light. Your touch suffuses the body of an ally with mending energy, healing for 2d4 hit points for every protector level you have plus your Intelligence modifier. You cannot use this ability on yourself. This ability cannot be channeled.
Shared harm: You dramatically heal an ally in touch range for an amount equal to 4d4 hit points for every protector level. You take half of the total healing given as damage. Absorbing this damage is quite traumatic and you will be unable to heal your own wounds by any means for 1d4 rounds. Alternatively, you can use this ability preemptively, creating a link between you and the target. This link makes you share damage, taking half of the damage your target receives. Once the link is set, it works regardless of distance, but only on the same plane. This alternative use does not prevent you from healing either you or your linked ally through other means.
Recall soul: As a full round action you separate your soul from your body as you lay your hands on your fallen friend, searching in nearby planes in hopes you can convince his soul to rejoin his body. You can attempt to resurrect a fallen ally, bringing them back with half hit points; the ally cannot have been dead longer than 1 round for every two protector levels you possess. Each round the ally is dead before you begin requires a full round from you searching for his soul in nearby planes, since the soul has more time to move further away. The separation from your body and soul takes its toll; harraging with the soul deals you 1d4 points of damage for every level (or HD, if applicable) your target has + 1d4 for every round you spent searching. This ability costs two battleground rounds to use, but regardless of how long it takes to use, it is not considered channeled (in fact, it cannot be channeled), therefore it only ever costs 2 battleground rounds. At 12th level this ability is considered the equivalent of the Raise Dead spell. At 17th it becomes the equivalent of a Resurrection spell.
Mindswipe: You sense if anything is askew with your allies minds in a 30 ft. radius, and can choose to send a beam of positive energy to one of them, wiping clean one intrusion from his or her mind. You can choose to free one ally from one of the following effects: blinded, charmed, confused, cowering, dazed, dazzled, deafened, fascinated, frightened, panicked, paralyzed, shaken, staggered, or stunned. If the effect has a caster level equal to or higher than your protector level, you must roll a caster level check with a dc equal to 10 + the caster level of the spell to break the effect. You cannot channel this ability.
Battlemind: you infuse an ally of your choice within 30 ft. with incredible combat prowess drawn from the positive energy plane. This energy lodges itself into both the brain and muscles of your ally, granting him the fighting expertise that is natural to the plane's creatures. Your ally gains an insight bonus to attacks, damage, and armor class equal to +1 for every 4 protector levels you have. Alternatively, the ally can choose to gain a specific feat. All prerequisites must be met to acquire the feat. Anyone who benefits from a feat that has per day charges using this ability cannot use this ability to gain another feat that has per day charges for 24 hours.
Aura of respite: this aura infuses your allies, granting them peace of mind and allowing them to rest. You cannot use this ability in the midst of combat. This ability costs four Battleground rounds, takes 5 minutes, and has a 10 ft. aura that is the equivalent of eight hours of rest for those in it. Spellcasters still follow the 24 spell use rule (see Spellcasting and Resting, Corebook).
Aura of regeneration: Filling the air with a white and yellow light, your allies begin to regenerate damage dealt to them. The regeneration provided by this aura is equal to your protector level. Limbs removed while this aura is active will reattach themselves when placed in contact with the body as long as the effects from this ability are still active. Alternatively, you can use this ability to reattach limbs that were severed when the aura was not in use. This use can only reattach limbs that were lost no more than 1 round for every 4 protector levels you have.
Blood of Gods: you touch an ally, suffusing him with the positive energy of a demigod. This heals your ally of any ability damage and hit point damage, and removes any negative conditions (other than dead). It also grants him regeneration 15, a +5 divine bonus to attacks and damage (including any magical damage they may deal, applied once per spell only), and you can choose to automatically cast a spell you have prepared on the ally. Regardless of how many targets the spell would normally affect, it only affects the ally.
Dynamic fortitude: There is energy everywhere, in many different forms, and to this protector, manipulating it and changing it to his needs is what he ultimately seeks. You learn to move energies within bodies, as well as those that surround us. You are the ultimate controller, directing all energies against foes and enhancing the ones your allies already have. A dynamic fortitude protector must eat constantly, at least every two hours the equivalent of a meal, as the energies they constantly shift include their own. If they fail to eat at a proper interval (or do not constantly eat throughout each two hour interval), they become fatigued. No effect can remove this fatigue until the protector has eaten enough food to sustain an average creature of his size and type for one day, which then resumes his normal two hour meal diet (but does not remove the fatigue itself). After four hours of being fatigued, the status changes to exhausted, and the amount of food that must be eaten first is double the average amount a creature of his size and type would need for one day. Even a ring of sustenance is not enough: his diet is slowed down to the normal rate for a creature of his size and type. A dynamic fortitude protector can voluntary discharge all his available BRs to negate the need to eat. Any negative status already affecting the protector will continue to run their course. Creatures that naturally do not eat either increase whatever method of energy consumption they have by the same ratio as above, or develop a method to consume food, the equivalent for a humanoid of their size, but still adding the increase as above.
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Transfusion: You lock into the life energies surrounding a foe's heart, and you attempt to sync with it. Doing so creates a purple and blue ray between you that allows you to drain him, reducing his health in the form of a -1 circumstance penalty to saving throws for every 3 protector levels. This energy is transferred as hit points to your allies within 15 ft. of the target, in the form of 1d6 hit points per 3 protectors levels. The healing effect occurs once regardless of how long the penalty may be suffered.
Shift Strength: a red ray springs from your outstretched finger letting you perform a ranged touch attack to steal the strength from a foe, reducing all damage she deals by -2 for each level you have. You release this stolen energy around yourself, granting you and your allies within 15 ft. a bonus to damage equal to half of the penalty she received.
Tap speed: you release a ray from your outstretched finger, this one yellowish and wrapped in what seems like lightning. This ranged touch attack attempts to tap into the energy of speed from a targeted foe. If you succeed, the enemy is under a slow effect. Meanwhile you may choose to take the energy into yourself or just act as a halfway point for the energy and give it to an ally. Whoever receives this energy becomes affected by a haste effect. This ability can be channeled as a swift action.
Gravity's Weight: This ability creates a black point in space about a foot in diameter within close range. This black point is incredibly dense, drawing anything within 15 ft. of it, including air, light, and even slowing time. Those trapped within lose all actions while in the area of effect, albeit they get a reflex save as soon as they are affected and once again at the beginning of their turns. Successfully saving at any point allows a victim to move just outside the area. Any time the black point comes in contact with any living subject it turns all its drawing strength into the opposite, violently pushing away anything within 15 ft. Any that enter or begin their turn in the area must make a reflex save or be bull rushed towards the black point. If any living being comes into contact with the black point, it takes damage equal to 1d6 for every 5 ft. it was pulled this turn. Immediately after, any in the area of effect are bull rushed away from the black point. The black point has a CMB equal to your level + your intelligence modifier to all Bull Rush check and also has a +5 bonus to checks for every 5 ft. the target is closer to the black point; +5 at 15 ft, + 10 at 10 ft, +15 at 5 ft. If anyone cannot move outside of the 15 ft. radius as they are pushed away, e.g. because they are slammed into a wall, they receive 1d6 points of damage for every 5 ft. not traveled. At the beginning of the following turn after the black point changes direction, it once again reverses and begins the suction.
Increase Weight: you target an ally, forcing his muscles and bones to grow thicker, making his body significantly heavier and denser. This grants him an enhancement bonus to his strength and constitution equal to half your protector level. He also receives damage reduction 2/slashing and +4 bonus to any checks made to resist being moved against his will for every five levels you posses. His weight is multiplied by your level. While under these effects, his movement speed is halved, and he cannot run. Alternatively, you can attempt to use this ability offensively, increasing an enemy's weight recklessly, instantly attempting to crush his internal organs with the sudden weight of the rest of his body. He takes 1d4 points of constitution damage, as his system is compromised, his bones and muscles many times heavier now. He receives a fortitude save for half damage. You cannot channel the offensive use of this ability.
Speed Boost: You hasten a single ally to incredible speeds, making his body act faster than his thoughts. All of the target's movement speeds get an enhancement bonus of 30ft., he gains an enhancement bonus to initiative checks equal to your protector level and he gains extra standard actions (usable once per turn, before or after his normal turn) equal to 1 for every 4 levels you posses. Channeling this ability is a standard action. Channeling this ability does not grant more standard actions than those gained at the beginning of the use of this ability; only more available turns to use them. Your target may not combine the extra standard actions together. You may not use this ability on yourself. This ability does not stack with any other haste effects or extra action increases (including Commands).
Gravity's hold: you reduce the hold of the earth upon yourself and your allies in long range, manipulating the natural energy fields that they all generate, using it to create an almost magnetic resistance toward the earth. This grants a bonus to acrobatic checks for purposes of jumps equal to triple your protector level. Distance traveled with jumps while under the effects of this ability is divided by four before it is counted against your normal maximum movement in a round.
Transference: You tap directly into the life force of an enemy, draining the endurance with a vicious looking glossy black ray, dealing him 1d6 + int modifier damage for every 2 level you have. This energy is released around him in a 30 ft. radius as a bright multicolored spectacle. You also modify your allies auras within 30 ft. of the target allowing them to absorb the released energy to heal. This healing equals double the amount of total damage dealt, divided as you see fit amongst your allies.
Tide Turn: You lock into the energy patterns of your targeted foe, and begin to shift all his converging energies with a ray of pure white light; everything from what is naturally found in his body to what he has absorbed on his time on the plane. Every other foe within 30 ft. of the target and you is also affected (fortitude save negates), as the energies bleed in multicolored cascades around both the target and you, who continue to be linked by the ray (bird's eye view: two circles connected center to center by a line, even if the circles touch/overlap). This reduces all the enemy's damage potential (including magical damage, even ability damage) by an amount equal to: 2 multiplied by the number of affected foes i.e. two enemies affected gives both -4, six enemies affected gives -12, etc. All of these displaced energies are transferred to all allies within 30 ft. of either the target or you. All damage potential of your allies increases by the same amount taken from your foes. The more foes that are affected by this ability, the more power you and your allies receive.
Fetid ebbing: The powers of the negative energy flow freely through you. This grants you the ability to drain your enemies of their strengths while granting it back to your allies. Protectors who walk this path are usually dark, considering the path to victory lies in the ability to weaken foes by unleashing the power of the negative energy plane upon them. While Fetid Ebbing protectors are not necessarily evil themselves, they do draw some power from it. Good creatures will normally not come to the call of a Fetid ebbing protector, and therefore summon spells cast by this protector do not call any.
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Dark Hold: you channel negative energy through your outstretched hand and aim it at a foe. As a ranged touch attack, you place a connection between the two of you, granting him a profane penalty to attacks equal to -1 for every three protector levels, minimum -1. Allies in a 30 ft. radius around you gain Fast Healing 1 for every three protector levels you posses, minimum 1.
Shadow Strings: You drop a patch of viscous negative energy which grasps, slowing any down, giving them the entangled condition if they fail a reflex save. Even if they save, the area is still considered difficult terrain. This patch has a 30 ft. radius. Furthermore, any caught inside, take your Int modifier in negative energy damage each round.
Blackout: filling your targeted foe's head with brackish light, you roll a ranged touch attack. Your foe receives a Fortitude save if you strike him, and is blinded if he fails. Furthermore, regardless if he saves or not, he takes a -1 morale penalty to attacks and damage for every five protector levels. Foes within 30ft of the target also receive this penalty, but do not run the risk of being blinded.
Howl of midnight: You open the floodgates holding back your connection to the negative energy plane, unleashing upon your foes your darkest desires, draining their life. All enemies caught in a 30 ft. radius burst centered on you are stunned for one round and take damage equal to your protector level. Affected targets may roll a fortitude save for half damage and to negate the stun. At the same time, the protector directs the drained energy of his enemies to allies in the area. The amount of damage dealt equals the amount of damage healed by the protector, divided as he sees fit. If a target of this healing was killed within 1 round for every five protector levels you have, then he is returned to life his soul pulled back from the nether back into his body. Allies who are risen with this power suffer 1d6 Con damage upon returning, which may kill them again. This particular ability cannot be channeled and uses up four BRs to activate and also deals you 1d4 con damage if it brings someone back from the death. This is considered the equivalent of the Raise dead spell.
Shroud of Darkness: You actively wrap shadows around all your allies in a 30 ft. radius, which constantly grasp at all of you as the area moves with you, new shadows filling in for others than won't reach anymore. You grant them concealment equal to 5% for every two protector levels you have. They also gain a +8 circumstance bonus to stealth checks. Channeling this ability only requires a swift action. Allies who leave the area of effect but return while it is being channeled reset their timer.
Eyes of Terror: You draw forth a wave of panic in a 30 ft. cone in front of you. Any caught in the area must roll a Will save or become shaken. Any who save against this effect become immune to your particular use of this ability for 24 hours. Any already shaken who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the status effect to increase to the frightened condition. Any already frightened who are in the cone must roll a Will save at the beginning of their turn. Failure to save causes the status effect to increase to the panicked condition. This is a mind-affecting fear effect.
Gorgon Gaze: rather than unleash a wave of fear, you've learned to fine tune the release of negative energy from you in order to terrorize one enemy within medium range, freezing him in his steps. This takes all of your concentration and therefore all of your actions, including immediate actions, albeit it is a standard action to initiate. If the target fails a Will save, he begins cowering, frozen in fear. At the beginning of the target's next turn, he gets a new will save in order to replace the cowering condition with the panicked condition, hopefully calming down enough to try to run away if he can. This continues with the frightened then shaken conditions, ending when the target saves against the shaken condition or after Int modifier in rounds after the protector stops channeling. If the protector stops channeling while the target is under any of the effects of this power, the power will run its natural course, continuing to offer a save every round for Int modifier in rounds. This is a mind-affecting fear effect.
Black hole: you open a tear to the negative energy plane within close range, even if it is normally not possible to breach planar boundaries where you are located. This hole, no larger than a black dot free floating in the air, pulls in everything within 20 ft of it. Anyone caught in the area receive a reflex save in order to get out of the area of effect. Victims who fail their save begin to shift between the plane you are in (originating plane) and the negative energy plane as they are drawn closer to the fissure, eventually becoming incorporeal, their bodies turning into shadowstuff, making them intangible. As long as they are trapped by the pulling forces, they cannot affect nor be affected by those on your plane by conventional means. Every round inside the area moves all caught 5 ft. closer to the fissure. Each round, at the beginning of their round, each victim that is turning into shadows can roll a will save to literally will themselves back to the originating plane. Success brings them closer back to the originating plane and grants them a reflex save to try to move 5ft. away from the fissure. Any who actually reach the center are pulled into the negative energy plane completely, left to their own devices on how to get back.
Revenant of Dark: You summon a servant of the dark to aid you within close range, it can only exist on the same plane as you. This Revenant possesses the equivalent of your base statistics, including saves, hp, modes of movement, etc. as he is a dark reflection of you, including your equipment. It possesses all of your fetid ebbing powers, but none of your other protector abilities, including spells, nor any magical effects your equipment may have. His unarmed attacks use all the statistics of a weapon of choice you carry, including your total attack bonus and damage at the time he was summoned, even the weapon's magical enhancements. He has as many battleground rounds to use as you had left when it was summoned. His battleground rounds used does not affect the amount of battleground rounds you have left to use (excluding what you spent to summon/channel the Revenant). Any spells you cast on yourself will automatically apply to your Revenant as well, regardless of distance. Spells cast on the Revenant, even by you, do NOT automatically apply to you as well.
Force shields: when you walk in the shoes of a force shield protector, you are a proactive member of your entourage, placing fields of protective energy around those in your care. You reduce the ability of foes, environmental challenges, and traps to hurt them, eventually making them almost impossible to harm. Note that, as with other specializations, you cannot stack the same ability on a target. However, another force shield protector can place the same force shield abilities on the target as well; the abilities will join together, granting 100% of the most powerful ability +50% of all others. Unless otherwise specified, all your abilities have a 30 ft. radius, regardless of what the source of the area of effect is. Your Force Shield abilities last extra rounds equal to half your protector level.
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Encapsulating field: a thinly woven cage of force grows around you or an ally in close range, encapsulating either of you in an almost impenetrable bubble. This bubble grants a +1 deflection bonus to Armor Class, +1 resistance bonus to Saving Throws, and damage reduction 1/- equal to your protectorl level. You may not rest while this power is active. This field works both ways; while it is on, everyone outside receives the same bonuses against attacks generated inside the bubble. At level four, and every four levels thereafter, you learn to encapsulate one additional ally with one use of this ability.
Deflecting auspices: you wrap your ally in eldritch fields, which appear as translucent circles of various colours that actively shift in fluid smooth motions around her, coming together to stop attacks aimed at her. These fields grant DR/- equal to half your protector level. You cannot place this ability on yourself.
Bolts of protection: As much as your eldritch protections help your allies, you are aware that even you must do something offensive on occasion, which you find easiest to do by altering the defenses you already have in place. This ability allows you to guarantee a hit when is critical. It can also give your allies some breathing space, distance being a great protection all its own. You stretch bolts of energy from a defensive spell or ability you casted/created to strike an enemy within close range of it. This includes spells such as mage armor, however the shield spell will automatically cancel any damage from this ability and prevent the knockback, and cannot be used to create these bolts either. A protector can creates bolts from more than one source spell or ability with a single use of this ability. You must be within medium range of the originator spell or ability. You can create a total number of bolts equal to 1 for every 3 levels you have, which strike unerringly for 1d4 + 1 points of damage. Alternatively, you may have any or all of the bolts attempt to knockback the target(s); the bolts attempt a bull rush against the target(s) in place of damage. Use your CMB to determine any of the bull rush checks. These checks receive a bonus equal to half your protector level + your int modifier. If successful the target is moved back as normal. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity. This ability may not be channeled.
Insulating Bulwark: This translucent shield imposes itself before any elemental attacks targeting the ally you summon it for; it moves and shifts, stretches and expands to cover and protect. It changes color to match the element it is working against, however the bulwark can only change elements once per turn; whatever elemental attack the ally is targeted with first in the round is the protection the bulwark will offer for the round. The bulwark can protect against acid, cold, electricity, fire, and sonic effects. You cannot use this power on yourself. The elemental resistance given is equal to your protector level + your int modifier.
Captivating Orb: You send a dense, impossible to penetrate field of force at an enemy; this clear sphere is difficult to see and travels incredibly fast trying to expand and wrap itself around the target, who gets a reflex save with a -4 penalty to avoid it. If he fail this save, he is encased in the orb which wraps around him in a flash; the orb is immobile, and the target cannot affect anyone outside, regardless if he has line of sight through the clear encasement. The target can use powers on himself, as he can still move inside the sphere, which gives him no more than a foot of space in any given direction.
Dispersion sphere: you create a large bubble that emanates from you, stretching out in bright warm colors to protect all allies in its 60 ft. radius. While active, the dispersion sphere gives all allies within increased defense, receiving a +1 deflection bonus to armor class, +1 circumstance bonus to saving throws, and (acid, cold, electricity, fire, and sonic) resistance 3 for every 5 levels you possess. Bonuses from this ability stack with other effects you create, even if they normally don't. You may channel this ability as either a swift or move action, allowing you to channel more than one Force Shield ability at the time.
Time lock: You infuse an ability of your Force Shield battleground specialization, super charging it rather than creating a new one. Doing so increases its remaining duration, making it last minutes rather than rounds. Time lock does not stack with itself; you cannot time lock an ability that was previously time locked. You may only have one ability Time locked at a time for every 5 protector levels you have. If the ability you want to Time Lock is targeting an enemy, the enemy can roll a reflex save attempting to warp the original effect enough to disrupt your infusion, which prevents you from time locking the first ability. This ability cannot be channeled.
Repulsion bomb: You pick one of your Force Shield abilities, which can include one you are currently channeling as the use of this ability will not interrupt it, and begin to expand it, knocking down any enemies on its 30 ft. radius growth, and stunning them for one round as well. Enemies get a reflex save to avoid being stunned. This ability affects your other abilities; it cannot be used by itself, and it cannot be channeled. The originating ability used to create the bomb continues to function even during this ability's effects.
Force Bubble: You create a large bubble which protects all allies inside. This bubble is a 60 ft. radius area that has a blue translucent sheen, and can be seen by the naked eye from miles away. While active, it keeps all foes at bay (as per the repulsion spell, centered on you), and gives all your allies damage reduction 1/- per level, plus grants spell resistance equal to 10 + your protector level against enemy spells and effects. Damage reduction from this ability stacks with other effects, even if it normally doesn't. You may channel this ability as either a swift or move action, allowing you to channel more than one Force Shield ability at the time.
Heated Halo: Learning to harness the power of heat, both the one granted by the life giving sun as well as the destructive force of a volcano, this protector inflicts all kinds of effects upon those who stand against her' friends. She manipulates heat, draining it or increasing it, both around herself and in specific subjects. This allows the protector to enhance her allies or burden her foes. Note that resistance or immunity to fire does not actually protect any targets from effects from this battleground specialization (unless it specifies fire damage), but does grant them an automatic +4 bonus to any saves against them.
Heated halo protectors receive a -4 to saves versus cold effects.
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Intense aura: You can use an intensely hot aura to heal some of your wounds, the warmth speeding up your natural regenerative functions, as well as the wounds of your group. Openings begin to mend naturally, bones reinsert and bond together, the body healing itself just much more rapidly. This ability has a 15 ft. radius surrounding you, so your allies need to be near you if they wish to be affected. You can heal 1d6 hit points for every 2 levels you have. Furthermore, if any affected are under the effects of a poison or disease (natural or otherwise), they can roll a new saving throw with a +4 bonus to attempt to end the effects. This ability does not restore any effects of the disease or poison (such as ability damage). This bonus also applies for any poison or disease saving throws while under the effects of the Intense aura. Lastly, intense aura combats the effects of hypothermia, acting as an endure elements spell in cold weather.
Infectious blisters: You make your target's skin sprout blisters across his body, especially in areas of high movement, such as under his arms, as well as between his thighs. This creates an incredibly painful and uncomfortable experience that spreads to his nearby allies within 15 ft. making it difficult for them to attack or defend themselves. For every 2 protector levels you have, your target will suffer a -1 circumstance penalty to attacks and to armor class, and a -10 ft penalty to all movement speeds. A fortitude save will drop this penalty by half and halve the lingering effect duration. Exiting the area of effect starts the lingering effect of this ability.
Warm up: You increase the warmth inside all your allies bodies within 30 ft. making their muscles lose and ready for movement. This gives them an enhancement bonus to their land speed by 30 ft. It also grants them an extra attack with each weapon they have as part of a full attack action, and gives them a +2 dodge bonus to armor class. Affected allies metabolisms are increased so much that they gain a +4 bonus against sleep, grapple, and immobilization effects. When this ability runs its course, all affected become fatigued for 1d10 rounds.
Enervating field: you target a single foe, whose body begins to overreact as you actively spike and drop his body temperature. All foes in a 45 ft. radius around him are affected as well. This ability weakens the target and his allies, dropping their armor class by 1 and elemental resistances to fire and lightning by 5 for every level you possess. The original target may negate it with a Fortitude save, albeit if he does not, all others affected can only roll a fortitude save for half (round up).
Rise of a Phoenix: using a concentrated burst of heat, you can revive a fallen ally, electrifying his heart, and turn him into a killing machine. The ally gains a +2 morale bonus to attack and damage per protector level as well as an extra attack for each full round attack action he takes at his full base attack bonus; his next turn starting as soon as yours finishes. The entire experience is very taxing on the ally's body, and he will lose all of the above benefits in 1d6 rounds. Once this period is over, the ally is severely weakened receiving the previous benefits as penalties instead. He also loses one attack per turn, as well as taking 1d6 points of damage per hit die he has, and gains the fatigued condition. You can use this ability on an ally that was fallen no longer than one round per four levels you posses. This concentrated burst of heat leaves you exhausted (even if you are immune to fire), and uses up three rounds of Battleground rounds. This is considered the equivalent of the Raise dead spell.
Lingering heat: you methodically raise the heat in a 40 ft. radius within close range, increasing the ambient heat radiated by the ground and air. This reduces speeds by half and deals 2d6 + int modifier points of fire damage each round. Those affected can roll a reflex save to negate the speed penalties.
Choking cloud: You generate a toxic gas cloud around yourself, stemming from your ears, mouth, nose, eyes, and various pores. Any in the 15 ft. radius around you or who enter it are blinded as long as they remain in it and must roll a fortitude save each round or choke, giving them the nauseated condition. You are immune to these effects, and can choose to make up to your int modifier worth of targets immune as well. Any affected that exit the area lose the blinded and nauseated conditions at the end of their turn.
Firefall: when an ally falls below 0 hit points or is killed within close range of you, you can activate this power as an immediate action to extract from his body its remaining heat and draw forth his ally's vengeful rage releasing it for a massively hot 15 ft. radius burst centered on the body. This burst deals fire damage equal to 1d6 for each hit die of the dying ally. Your dying ally, of int 3 or higher, can choose to make this 4d6 points of damage per hit die instead. This ability is difficult to avoid; Fire Resistance against this ability is halved, fire immunity becomes resistance 20, and evasion and improved evasion do not work against it. A reflex save with a -2 cumulative penalty for every 5 ft. from the center is possible to reduce the damage by half, except for whoever dealt the last/killing blow; he gets no save. Your ally's body is unharmed by the process, however if the fallen ally chooses to enhance the damage he goes from dying to slain, and can only be brought back with Resurrection magic or more powerful effects. Allies that are already slain when you use this ability can choose to enhance the damage as well.
Thermocouple: you unleash a massive amount of heat from your body, which is absorbed by your arms, and then re-released through your hands as an electric pulse in a 30 ft. cone in front of you. This pulse can affect all metallic mechanical objects in its path (as long as metal is a significant part of the machinery), and is even powerful enough to affect the thoughts of those in its wake. It will deal 2d8 lightning damage per level, make all living targets in its path exhausted, and will turn off any regeneration for 2d12 rounds. Victims receive a fortitude save for half damage, and a will save to negate the exhausted condition. Anyone wearing a lot of metal, such as armor or items made of metal on their head/neck (including helms, circlets, amulets) receive a +3 bonus to their save, respectively.
Storm soul: You've yearned your whole life to be amidst the chaos of storm and tempest; to taste the raw power of wind and water. The thought of flying into a cyclone, or swimming in a tsunami is what you would call a good afternoon. To your enemies however, the power of weather is nothing to trust or desire, for you will unleash its devastating fury upon them. This connection to the storm constantly changes you. Each morning, you can choose one of the following: Electricity Resistance 5, Sonic Resistance 5, or immunity to any perception penalties or blinding effects because of weather (natural or otherwise). Just like the weather, you are temperamental. Any effects that relate to emotion are more likely to affect you, since you receive a -6 will saving throw penalty for any compulsion spells or effects. You can also choose to be immune to any effects that you call yourself from this battlefield specialization.
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Gale winds: you create invisible walls of wind in a 40 ft. cone before you, which forces the wind to concentrate into the path and deal 1d4 points of bludgeoning damage for every protector level you have to any caught in it, and potentially knocking them back as well. The gale winds have a CMB to bull rush equal to your level + your int modifier. The protector does not need to move with the target(s) if successful. Any bull rush attempts do not provoke an attack of opportunity.
Oxygenate: you saturate the air around a targeted ally, which begins mending his wounds for 1d6 hit points per level. The oxygen boost grants a bonus to saves vs. sleep, stun, and energy drains equal to half your protector level. You may not use this ability on yourself.
Snow storm: you chill the water in the air surrounding you in a 50 ft. radius, slowing down all enemies to half speed and reducing their full attacks down by one (to a minimum of one, determined by the dm). The torrential winds of the snow storm are strong enough to batter flying foes, forcing them to land within the area, and giving them a -20 to any fly checks and making it hard for normal ranged attacks to succeed, with a -1 penalty per two levels to ranged attacks.
Steamy mist: you hide yourself and your allies within a 30ft bank of fog that is centered on you. This makes you and your allies harder to see and hear, with a +8 circumstance bonus to stealth checks, and grants you all a miss chance equal to 4% per protector level, capped at 50% at level 13. It also reduces any fire, cold, or electricity damage you take by 2 for each protector level you have. You and your allies can see through your own steam, albeit allies take a -4 to perception checks. Note that a fog bank in the middle of wrong conditions may still stand out even if you and your allies do not.
Freezing rain: you summon storm of freezing raindrops and small hail stones within close range, in a 30 ft. radius. The rain deals 1d4 cold damage and 1d4 bludgeoning damage at the beginning of each of your turns, and places a slow effect on any caught inside. Each round the rain gets worse, making it harder to resist the cold, increasing the damage die by one step. Anyone attempting to move in the area must roll a reflex save or acrobatics check (same DC as save) or fall prone. Those inside receive a -10 to perception checks, and cannot discern in what direction they are moving (pick randomly). Flying in the area receives a -15 to the check. Channeling this ability allows you to move the area up to 30 ft. per turn. You may choose to spend an extra BRs to summon a lightning charge inside the storm, allowing you to call down your protector level worth of lightning bolts. These bolts deals 1d6 + int modifier lightning damage. Lightning bolts can only be used within the freezing rain, and are negated with a reflex save. You can choose to use however many lightning bolts you want as part of a standard action on subsequent rounds after the storm has been charged, or on the round the storm was charged if you did not move the storm that round.
Hurricane: you call upon nature's wrath, and summon a hurricane in the sky above you, staying centered on you. The wind and rain from this concentrated storm (100ft radius, wind speed 150+ mph) reduces the range of any ranged attacks used within or entering it to only one range increment, and makes it almost impossible to use (-20 to ranged attacks). Those caught inside receive a penalty to melee attacks equal to half your protector level. The massive winds from this storm continuously push anything away from you at the end of your turn, bull rushing them away. The hurricane has a cmb check equal to your protector level + your int modifier. As a standard action you can direct the winds to pick up debris and hurl it as a ranged touch attack, dealing 3d10 points of bludgeoning damage to the target if you succeed. For every four protector levels you possess, you may hurl one more chunk of debris per round as part of the standard action.
Thunder clap: you call forth a tremendous thunder clap in a 60ft cone before you as you violently bring your arms together to generate it. This cacophonous sound dazes all that fail a fortitude save for one round. Regardless if they save or not, they are also deafened.
Tornado: a funnel of wind, cloud, and debris forms within medium range of your location. It is 60 ft. tall, with a 10 ft. by 10 ft. wide (4 squares) mouth (the ground touching side), while the tail (top end) is 60ft wide. You may have the tornado chase down your foes, tossing them into the air and hurling them great distances. As long as the tornado has space to move, it must move at least 30 ft. per round, up to a maximum of 60 ft. This movement does not have to be in a straight line, but cannot touch a square it previously traveled this turn. If at any point anyone shares a space with the mouth, he must make a reflex save or get picked up by the tornado. This automatically makes them nauseated, as well as flings them in a random direction from the top, dealing them 10d6 points of damage between the debris inside the tornado and the falling damage. The direction they are thrown in is random (as a thrown object), and they travel their unresisted damage worth of feet. A fortitude save negates the nauseated condition and halves the damage dealt (but does not reduce distance traveled). Creatures with flying receive a +5 bonus to this save, as they can somewhat control how hard they get manhandled and thrown around. This ability does not actually last like normal battleground specializations; it cannot be channeled and does not have a lingering effect.
Lightning storm: You summon a dark cloud of monumental proportions above you. This lightning storm stays around you and strikes any foe that moves towards you within 50ft. Lightning from this storm can knock down and damage foes, dealing 1d4 points of lightning damage per level and tripping all that it strikes. A reflex save negates the damage and the trip. The lightning bolt must roll a cmb check (your protector level + int modifier) for the trip if it strikes. Every round this storm is channeled, you can choose to call down another bolt for every three levels you posses. The action to use these bolts are part of channeling this ability, which is a full round action. These bolts can only strike a target in the storm. This ability costs two BRs to activate, and one BRs to channel each round.
Protector spell list
The protector cannot cast any spell marked with an asterisk on himself.
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O level protector spells
Create water
Detect magic
Guidance
Light
Mending
Message
Purify food and drink
Read magic
Resistance
Stabilize
Touch of fatigue
Virtue
1st level protector spells
Alarm
Bless
Bless weapon
Comprehend languages
Cure light wounds
Deathwatch
Divine favor*
Endure elements
Enlarge person
Entropic shield
Expeditious retreat
Feather fall
Jump
Longstrider
Mage armor
Magic fang
Magic weapon
Pass without trace
Protection from chaos/evil/good/law
Reduce person
Remove fear
Sanctuary
Shield
Shield of faith
Summon monster I
2nd level protector spells
Aid
Align weapon
Alter self
Barkskin
Bear's endurance
Blur
Bull's strength
Cat's grace
Cure moderate wounds
Darkvision
Delay poison
Eagle's spendor
False life
Fox's cunning
Heroism
Invisibility
Levitate
Make whole
Misdirection
Obscure object
Owl's wisdom
Protection from arrows
Rage
Remove paralysis
Resist energy
Restoration, lesser
Rope trick
Shield other
See invisibility
Spider climb
Status
Summon monster II
Undetectable alignment
Whispering wind
3rd level protector spells
Beast shape I*
Blink
Create food and water
Cure serious wounds
Dispel magic
Displacement
Flame arrow
Fly
Good hope
Haste
Invisibility purge
Invisibility sphere
Keen edge
Magic circle against chaos/evil/good/law
Magic vestment
Magic weapon, greater
Neutralize poison
Nondetection
Prayer
Protection from energy
Remove blindness/deafness
Remove curse
Remove disease
Summon monster III
Tiny hut
Tongues
Water breathing
Water walk
4th level protector spells
Air walk
Beast shape II*
Cure critical wounds
Death ward
Elemental Body I*
Enlarge Person, Mass
Freedom of movement
Globe of invulnerability, lesser
Invisibility, greater
Magic fang, greater
Planar ally, lesser
Reincarnate
Reduce person, mass
Restoration
Secure shelter
Spell immunity
Summon monster IV
5th level protector spells
Animal growth
Beast shape III*
Break enchantment
Breath of life
Cure light wounds, mass
Disrupt weapon
Dream
Elemental Body II*
Heroism, greater
Mage's faithful hound
Mage's private sanctum
Mislead
Overland Flight
Plant Shape I*
Raise dead
Seeming
Spell resistance
Stoneskin
Summon monster V
Telepathic bond
6th level protector spells
Bear's endurance, mass
Beast shape IV
Bull's strength, mass
Cat's grace, mass
Cure moderate wounds, mass
Dispel magic, greater
Eagle's splendor, mass
Elemental body III*
Flesh to stone
Forceful hand
Form of the dragon*
Fox's cunning, mass
Globe of invulnerability
Guards and wards
Heal
Heroes' feast
Holy sword
Owl's wisdom, mass
Plant shape II*
Summon monster VI
Veil
Wind walk
7th level protector spells
Cure serious wounds, mass
Elemental body IV*
Forcecage
Form of the dragon II*
Giant form I*
Grasping hand*
Invisibility, mass
Mage's magnificent mansion
Plant shape III*
Regenerate
Restoration, greater
Resurrection
Spell turning
Statue
Summon monster VII
8th level protector spells
Animal shapes
Clenched fist*
Cloak of chaos
Cure critical wounds, mass
Form of the dragon III*
Giant Form II*
Holy aura
Iron Body
Mind blank
Moment of prescience
Protection from spells
Shield of law
Spell immunity, greater
Summon monster VIII
Unholy aura
9th level protector spells
Crushing hand*
Freedom
Elemental swarm
Foresight
Gate
Heal, Mass
Mage's disjunction
Shapechange*
Summon monster IX
Time stop
True resurrection
Battleground Specializations spell lists
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Compassionate Mercy Spells
1-Cure Moderate Wounds
Endure Elements
2-Cure Serious Wounds
Resist Energy
3-Cure Critical Wounds
Protection from Energy
4-Cure Light Wounds, Mass
Restoration
5-Cure Moderate Wounds, Mass
Spell Resistance
6-Cure Serious Wounds, Mass
Restoration, Mass
7-Cure Critical Wounds, Mass
Regenerate
8-Heal, Mass
Spell Resistance, Mass
9-Regenerate, Mass
Miracle
Dynamic Fortitude Spells
1-Expeditious Retreat
Jump
2-Death Knell
Resist Energy
3-Haste
Slow
4-Freedom of Movement
Rainbow Pattern
5-Righteous Might
Telekinesis
6-Antimagic Field
Disintegrate
7-Project Image
Reverse Gravity
8-Prismatic Wall
Antipathy
9- Energy Drain
Mage's Disjunction
Fetid Ebbing Spells
1-Ray of Enfeeblement
Bane
2-Blindness/Deafness
Scare
3-Ray of Exhaustion
Bestow Curse
4-Enervation
Fear
5-Magic Jar
Inflict Moderate Wounds, Mass
6-Eyebite
Harm
7-Circle of Death
Inflict Serious Wounds, Mass
8- Finger of Death
Inflict Critical Wounds, Mass
9-Energy Drain
Soul Bind
Force Shields spells
1-Mage Armor
Entropic Shield
2-Resist Energy
Shield Other
3-Nondetection
Protection from Energy
4-Death Ward
Wall of Thorns
5-Spell Resistance
Wall of Stone
6- Globe of Invulnerability
Wall of Force
7-Spell Turning
Wall of Iron
8-Prismatic Wall
Protection from Spells
9-Prismatic Sphere
Temporal Stasis
Heated Halo Spells
1-Faerie Fire
Produce Flame
2-Heat Metal
Pyrotechnics
3-Daylight
Flaming Sphere
4- Fireball
Divine Power
5- Flame Strike
Wall of Fire
6-Elemental Body III (Fire only)
Fire Seeds
7-Fire Storm
Sunbeam
8-Delayed Blast Fireball
Sunburst
9-Elemental Swarm (Fire only)
Meteor Swarm
Storm Soul Spells
1-Obscuring Mist
Shocking Grasp
2-Protection from Energy
Wind Wall
3-Call Lightning
Sleet Storm
4-Lightning Bolt
Wall of Ice
5-Call Lightning Storm
Ice Storm
6-Cone of Cold
Freezing Sphere
7-Chain Lightning
Control Weather
8-Polar Ray
Whirlwind
9-Elemental Swarm (Air only)
Storm of Vengeance