I've finally gotten around to consolidating the PrCs into this post, so my old post is spoilered as its original meaning is kinda not needed anymore. I'm going to be going into a playtest phase for these soon. I'll link to the recruitment thread here when I start it up for those interested.
I'll be working on additional PrCs as I go still, so expect more to show up in the next few weeks.
Spoiler: AcolyteAcolyte
Entry Requirements
Skills: Knowledge (Religion) 6 Ranks
Feats: True Believer and Any Domain Feat
Hit Die: d6
Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Profession, Sense Motive. 2 + Int Modifier Skill Points
Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Devotion 2nd +1 +0 +0 +3 Devoted Believer 3rd +1 +1 +1 +3 True Devotion
Wpn/Arm Prof: An acolyte gains proficiency with their deity's Favored Weapon.
Devotion (Su): At first level, the acolyte selects one Domain feat they possess that falls under the domains of their deity. At 1st and 3rd level they gain an additional use of the chosen Domain feat. At 2nd level they gain two additional uses of the chosen Domain feat.
Devoted Believer (Su): Starting at 2nd level, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer. At 3rd level they gain the ability to use True Believe twice per encounter without expeding its daily use.
True Devotion (Su): At 3rd level, the acolyte gains a number of charges equal to their class level x their Cha or Wis modifier (whichever is higher). These charges may be used in place of turn/rebuke attempts for Divine and Domain feats. Charges are recovered at a rate of 1 per hour of rest (whenever the character would heal nonlethal damage naturally).
Spoiler: Anima PriestAnima Priest
Entry Requirements
Skills: Knowledge (Religion) 12 Ranks
Feats: Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will
Class Features: 2 Persistent Blessings (Stigmatist), Vigor (Unyielding Soul)
Hit Die: d8
Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.
Level BAB Fort Ref Will Special Essentia 1st +0 +2 +0 +2 Divine Resilience 1 2nd +1 +3 +0 +3 Unyielding Blessing 2 3rd +2 +3 +1 +3 Penance's Gift 3 4th +3 +4 +1 +4 Anointed Soul 4 5th +3 +4 +1 +4 Ardent Conviction 5
Wpn/Arm Prof: The Anima Priest does not gain any new weapon or armor proficiencies.
Divine Resilience (Su): When a Anima Priest invests essentia into the Azure Toughness feat, they gain a pool of points equal to the invested essentia multiplied by twice their class level. As a move action that does not provoke attacks of opportunity, the Anima Priest can spend any number of these points to gain a number of temporary hit points equal to the spent points.
Additionally, while damaged by Penance, the Anima Priest may use Vigor (Unyielding Soul) to gain Temporary Hit Points as a Full-Round Action.
Unyielding Blessing (Su): The first time the Anima Priest meditates to use the Vigor ability, they may select a number of Blessings equal to their class level. The Anima Priest gains the benefits of these blessings so long as they possess Temporary Hit Points. Additionally, the Anima Priest adds the following blessings to the list of blessings they may obtain:
SpoilerHoly/Unholy Dodge: This blessing grants the Anima Priest the benefits of the Uncanny Dodge ability, as a Barbarian, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Uncanny Dodge ability.
Holy/Unholy Evasion: This blessing grants the Anima Priest the benefits of the Evasion ability, as a Monk, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Evasion ability.
Holy/Unholy Mettle: This blessing grants the Anima Priest the benefits of the Mettle ability, as a Hexblade, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Mettle ability.
Seraphic Barrier: While the Anima Priest possesses this blessing, if an attack only damages temporary hit points, any secondary effects the attack may have had do not affect them. This blessing may only be selected once.
Soul Growth: This blessing allows the Anima Priest to increase the essentia capacity of any one essentia receptacle by 1. When the Anima Priest uses a swift action to reinvest their essentia, they can choose to change what essentia receptacle benefits from this blessing. The effects of this blessing stack.
Penance's Gift (Su): At 3rd level, the Anima Priest gains the ability to share their blessings and resilience with their allies. As a standard action, the Anima Priest may take nonlethal damage up to the amount of temporary hit points they possess to grant all allies within 30ft an equal number of Temporary Hit Points. While both the Anima Priest and any ally possesses Temporary Hit Points while within 60ft of the Anima Priest, they gain the blessings the Anima Priest selected for Unyielding Blessing (see above) as well as their Persistent Blessings.
Additionally, if the Anima Priest possesses the Vitality or Hardened ability (Unyielding Soul), the Anima Priest's allies temporarily gain the benefits of these abilities when the Anima Priest grants them Temporary Hit Points so long as they possess Temporary Hit Points. Once they no longer have temporary hit points, they lose these benefits until they benefit from this class feature again.
Anointed Soul (Su): At 4th level, when the Anima Priest uses Penance to gain a Blessing, they add the damage taken from the use of Penance to the pool of points granted by Divine Resilience. Additionally, in place of taking damage when using Penance, the Anima Priest may take one point of essentia damage that lasts until the Anima Priest recovers their hit points lost to Penance.
Ardent Conviction (Su): At 5th level, the Anima Priest gains greater depths of spiritual strength born from their own resilience. As long as the Anima Priest possesses Temporary Hit Points, they gain Temporary Essentia equal to the essentia invested in the Azure Toughness feat. Additionally, the Anima Priest may invest their essentia into others, as if they were an essentia receptacle, with a touch, granting them two blessing for each point of essentia invested. If the essentia invested was Temporary Essentia, then the blessing is lost when the Anima Priest would otherwise lose the essentia. Essentia used in this way is automatically uninvested after 24 hours, but may be uninvested as a swift action if the Anima Priest is touching the individual.
Spoiler: Bane-BloodedBane-Blooded
Entry Requirements
Skills: Autohypnosis 6 Ranks
Feats: Poison Healer
Hit Die: d8
Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.
Level BAB Fort Ref Will Special 1st +0 +2 +0 +0 Tainted Health 2nd +1 +3 +0 +0 Bleakblood 3rd +2 +3 +1 +1 Blighted Health
Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.
Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.
Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.
Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.
Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.
Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.
Spoiler: CapacitorCapacitor
Entry Requirements
Skills: Psicraft 6 Ranks
Feats: Psionic Body
Special: Must Possess a Power Point Pool.
Hit Die: d6
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 4 + Int Modifier Skill Points
Level BAB Fort Ref Will Special PP Manifesting 1st +0 +0 +0 +2 Psychic Reserve 1 --- 2nd +1 +0 +0 +3 Psychic Body 3 +1 Manifester Level 3rd +1 +1 +1 +3 Psychic Capacitor 6 +1 Manifester Level
Wpn/Arm Prof: A capacitor gains no new weapon or armor proficiencies.
Manifesting: At 2nd and 3rd level, the capacitor increases their manifester level by one. The capacitor does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the capacitor does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).
Psychic Reserve (Ex): At 1st level, the capacitor gains the ability to store power points internally, gaining a Psychic Reserve that can store a number of power points equal to the capacitor's ranks in Psicraft - 3. To use power points stored in their Psychic Reserve, the capacitor must expend their psionic focus. Unlike a cognizance crystal, a capacitor can spend power points from their Psychic Reserve at the same time they spend power points from another source.
Psychic Body (Su): At 2nd level, the capacitor heals one additional hit point from natural healing for every power point stored in their Psychic Reserve. The capacitor gains a +1 bonus on Autohypnosis and Concentration checks for every two power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Ability Checks for every three power points stored in their Psychic Reserve. The capacitor heals one additional point of Ability Damage or Ability Burn from natural healing for every five power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Fort and Ref saves for every six power points stored in their Psychic Reserve.
Psychic Capacitor (Ex): Starting at 3rd level, the capacitor no longer needs to expend their psionic focus to use the power points from their Psychic Reserve. Additionally, so long as the capacitor possesses power points in their Psychic Reserve, they heal as if through natural healing every hour.
Spoiler: CenobiteCenobite
Entry Requirements
Skills: Concentration 6 Ranks
Feats: Psychic Meditation, Deep Psychic Meditation
Hit Die: d4
Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points
Level BAB Fort Ref Will Special Manifesting 1st +0 +0 +0 +2 Charged Meditation --- 2nd +1 +0 +0 +3 Deep Psychic Meditation +1 Manifester Level 3rd +2 +1 +1 +3 Focused Meditation +1 Manifester Level 4th +3 +1 +1 +4 Deep Psychic Meditation +1 Manifester Level 5th +3 +1 +1 +4 Focused Discharge +1 Manifester Level
Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.
Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).
Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minutes per manifester level (minimum 1 minute), rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.
As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.
Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.
Focused Meditation (Ex): Starting at 3rd level, the cenobite may spend a psychic charge as a move or standard action. Spending it as a move action activates a single energy center. Spending it as a standard action activates two energy centers.
Additionally, the cenobite only needs half an hour of meditation to gain a psychic charge.
Focused Discharge (Ex): Starting at 5th level, the cenobite may spend a psychic charge as a swift, move, or standard action. Spending it as a swift action activates a single energy center. Spending it as a move action activates two energy centers. Spending it as a standard action activates three energy centers.
Additionally, the cenobite only needs fifteen minutes of meditation to gain a psychic charge.
This ability supersedes the Focused Meditation ability.
I may make an alternate that uses Mantra Feats in the near future.
Spoiler: CursedCursed*
Entry Requirements
Base Attack Bonus: +2
Skills: Intimidate 6 Ranks
Feats: Daunting Presence
Hit Die: d6
Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.
Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Feed the Fear 2nd +1 +0 +0 +3 Ominous Presence 3rd +2 +1 +1 +3 Feed on Fear
Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.
Feed the Fear (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the penalty for the Shaken, Frightened, or Panicked condition increases by 1, to a maximum increase of the Cursed's class level + 1 for every 3 ranks in Intimidate they possess. Using this ability resets the duration of Daunting Presence.
Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.
Ominous Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets.
Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft).
Feed on Fear (Ex): At 3rd level, whenever the Cursed uses Daunting Presence successfully on a target, the target takes 1d6 points of nonlethal damage for every four ranks in Intimidate the Cursed possesses. If a target is knocked unconscious by this effect, the Cursed gains temporary hit points equal to the damage dealt and gains a +1 bonus to attack and damage rolls, saving throws, and armor class for on minute or increases the bonus by one and resets the time on this effect (to a maximum of +5).
Additionally, non-mindless creatures that are immune to fear effects or mind-affecting effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.
*Still looking for a better name.
Spoiler: DauntlessDauntless
Entry Requirements
Skills: Craft (Armorsmithing) 4 Ranks
Feats: Toughness, Improved Toughness
Proficiencies: Must be proficient with at least one type of armor.
Hit Die: d10
Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.
Level BAB Fort Ref Will Special 1st +0 +2 +0 +0 Armor Dampening, Tough 2nd +1 +3 +0 +0 Ablative Armor 3rd +2 +3 +1 +1 Hardened Armor
Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).
Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.
Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).
Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.
Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.
Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.
Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the hardness of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.
Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.
Spoiler: DreamerDreamer
Entry Requirements
Skills: Concentration 6 Ranks, Lucid Dreaming or Autohypnosis 3 Ranks
Feats: Mind Over Body
Special: Must possess the ability to dream OR possess the Dream Scion feat (Secrets of Sarlona).
Hit Die: d6
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Lucid Dreaming, Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points
Level BAB Fort Ref Will Special PP 1st +0 +0 +0 +2 Dream Trance, Dream Points 1 2nd +1 +0 +0 +3 Dreamtouched 3 3rd +1 +1 +1 +3 Dreamtouched 6
Wpn/Arm Prof: A dreamer gains no new weapon or armor proficiencies.
Manifesting: At 2nd and 3rd level, the dreamer increases their manifester level by one. The dreamer does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the dreamer does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).
Dream Trance (Su): As a standard action, a dreamer may spend one power point and expend their psionic focus to enter a Dream Trance. While in a Dream Trance the dreamer gains 1 dream point at the end of every round (see below). A Dream Trance lasts 2 + the dreamer's class level rounds. When a Dream Trance would end the dreamer may spend one power point (they cannot use a dream point in place of a power point for this ability) as a swift action to refresh the duration of the Dream Trance.
This ability counts as the Dream Scion for meeting prerequisites. A Dream Trance counts as a Dreamtouched State for the purposes of Dreamtouched feats (such feats do not extend the duration of the Dream Trance).
Dream Points: At the end of every round in which the dreamer maintains their Dream Trance, they gain 1 Dream Point, up to a maximum of the number of ranks in Lucid Dreaming the dreamer possesses. A dreamer in a Dream Trance may expend Dream Points in place of power points for any effect. However, they are not power points and thus she may not transfer them to others (ex: by the bestow power power) or store them in items (such as cognizance crystals).
Dream Points are not lost when a Dream Trance ends, but cannot be spent unless the dreamer is in a Dream Trance.
At 1st level, a dreamer may only spend one dream point at a time. At 2nd and 3rd level, the number of dream points they may spend at once increases by 2.
Dreamtouched: At 2nd and 3rd level, the dreamer gains a bonus Dreamtouched feat (Secrets of Sarlona). Additionally, if a Dreamtouched feat requires the dreamer to sacrifice a use of their Dreamtouched State, they may instead spend three power points.
Each time a dreamer gains a Dreamtouched Feat, they gain a single 1st or 2nd level psionic power that can only be used while the dreamer is in a Dream Trance.
Spoiler: Dreamtouched AdeptDreamtouched Adept
Entry Requirements
Skills: Knowledge (Arcana, The Planes, or Psionics) 8 Ranks and one of Lucid Dreaming, Autohypnosis, or Concentration 4 Ranks
Feats: Dream Scion and One Other Dreamtouched Feat
Hit Die: d8
Class Skills: Autohypnosis, Concentration, Intimidate, Knowledge (Arcana/Psionics/The Planes), Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.
Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 Shallows Immersion 2nd +1 +0 +0 +3 Dreamtouched Feat 3rd +2 +1 +1 +3 Dream Immersion 4th +3 +1 +1 +4 Dreamtouched Feat 5th +3 +1 +1 +4 Nightmare Immersion
Wpn/Arm Prof: A dreamtouched adept gains no new weapon or armor proficiencies.
Shallows Immersion (Ex): At 1st level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Spoiler: Shallows ImmersionDream of Contact: This feat may be used without expending a use of your dreamtouched state.
Dream of Insight: This feat may be used without expending a use of your dreamtouched state.
Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.
Dream of Perception: The dreamtouched adept gains Superior Low-Light Vision, Darkvision out to 120ft, and Blindsense out to 60ft. These overwrite the Low-Light Vision, Darkvision, and Blindsense granted by Dream of Perception.
Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.
Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.
Dreamtouched Feats: At 2nd and 4th level, the dreamtouched adept gains a bonus Dreamtouched feat. They must still meet any prerequisites for the feat.
Dream Immersion (Ex): At 3rd level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Spoiler: Dream ImmersionDream of Contact: The dreamtouched adept gains Telepathy out to 60ft while in a dreamtouched state.
Dream of Insight: The bonus to Knowledge checks is increased to +15 and the dreamtouched adept may make one additional Knowledge check when using this ability.
Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.
Dream of Perception: The dreamtouched adept gains blindsight out to 30ft while in a dreamtouched state.
Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.
Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.
Nightmare Immersion (Ex): At 5th level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
Spoiler: Nightmare ImmersionDream of Contact: The dreamtouched adept may extend the benefits of the following feats to their allies within range of the dreamtouched adept's telepathy: Dream of Instinct, Dream of Perception, Dream of Strength, and Dream of the Moment. Allies do not gain the benefits of Shallows Immersion, Dream Immersion, or Nightmare Immersion for those feats.
Dream of Insight: The bonus to Knowledge checks is increased to +20 and the dreamtouched adept may make one additional Knowledge check when using this ability.
Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.
Dream of Perception: The dreamtouched adept may use the Augury effect without ending their dreamtouched state. The dreamtouched adept may still only use Augury once per dreamtouched state.
Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.
Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.
Spoiler: Echoed MindEchoed Mind
Entry Requirements
Skills: Concentration 9 Ranks
Feats: Subconscious Containment, Psionic Meditation
Hit Die: d6
Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points
Level BAB Fort Ref Will Special PP Manifesting 1st +0 +0 +0 +2 Echoed Focus 2 --- 2nd +1 +0 +0 +3 Focused Mind 6 +1 Manifester Level 3rd +1 +1 +1 +3 Psychic Echo 12 +1 Manifester Level
Wpn/Arm Prof: An echoed mind gains no new weapon or armor proficiencies.
Manifesting: At 2nd and 3rd level, the echoed mind increases their manifester level by one. The echoed mind does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the echoed mind does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).
Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their class level. These additional foci are gained as if with Subconscious Containment except the DC is increased by 5 for each additional Foci gained (20 for Subconscious, 25 for first Echoed Focus, 30 for second Echoed Focus, and 35 for their third Echoed Focus).
Focused Mind (Ex): Starting at 2nd level, the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.
Psychic Echo (Ex): The echoed mind gains the benefits of psionic feats that require maintaining psionic focus a number of times equal to the number of psionic foci they are currently maintaining (so Speed of thought would grant +20ft to move speed if the echoed mind had two psionic foci and +50ft if they had five psionic foci).
If a feat has a conditional bonus that is only active under certain conditions, such as the Duck and Weave feat, you must meet those conditions for each instance of the bonus (Ex: with Duck and Weave you'd need to move 20ft for a +4 bonus, 30ft for a +6 bonus, etc.).
NOTE: Yes, it is possible to expend multiple psionic foci on the same psionic feat to boost its effect, but the burst effect for that requires expending all five psionic foci, which you can gain a maximum of three of in a turn with this class (unless you break action economy in which case you have worse things to worry about) and even then would take a full round action and some decent rolling. I think it balances, personally.
Spoiler: FeralFeral
Entry Requirements
Skills: Survival 6 Ranks
Special: One of the following conditions must be met;
- Survived in the wild on their own for at least a year
- Trained with a Mutator class or Druid that has experienced Drift (Complete Divine)
- Been chosen by a deity or spirit of nature (includes several types of fey and magical beasts).
Hit Die: d8
Class Skills: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points
Level BAB Fort Ref Will Special 1st +0 +0 +0 +0 Dire Form, Survivor 2nd +1 +0 +0 +0 Adaptation 3rd +1 +1 +1 +1 Wild Child 4th +2 +1 +1 +1 Mythic Form 5th +2 +1 +1 +1 Feral Ascendancy
Wpn/Arm Prof: The Feral gains no new weapon or armor proficiencies.
Dire Form (Ex): At first level, the Feral gains a mutator level equal to their class level as well as two mutations. At 2nd and 4th level, the Feral gains one additional mutation. At 3rd and 5th level, the Feral gains two additional mutations. The Feral may only select Basic, Innate, and Extraordinaire Mutations for this ability.
Survivor (Ex): The Feral gains Track as a bonus feat and gains a bonus on Survival checks equal to their class level.
Additionally, the Feral gains a +1 bonus to all Feral class skills (except Survival). This bonus increases by 1 at 3rd and 5th level. This does not apply to skills added to the class skills list by Mutations.
Adaptation (Ex): Starting at 2nd level, the Feral may, over the course of a week, replace one mutation with another. On making the decision to do so, the Feral loses access to the chosen mutation until the week is over when it is replaced by the new mutation.
Additionally, the Feral gains a bonus Mutator feat.
Wild Child (Ex): Starting at 3rd level, the Feral may substitute half their ranks in Survival for their ranks in any other Feral class skill and adds their Wisdom bonus (if any) to any checks made in this way.
Mythic Form (Ex): At 4th level, the Feral gains a single Teratomorph as the Evolutionist class feature. They may only choose a Teratomorph from the Teratomorph I list.
Additionally, the Feral gains a bonus Mutator feat.
Feral Ascendancy (Ex): When it would be beneficial, the Feral is treated as both an animal and their original type. Additionally, the Feral adds half of the non-mutator class levels they possess to their mutator level.