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  1. - Top - End - #1
    Halfling in the Playground
     
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    Default [PF] The Renaissance Man: Why Limit Yourself? [PEACH]

    For release notes and more info, see the post futher down the page
    The Renaissance Man

    While some men dedicate their lives to mastering a narrow set of skills, there are a select few who have a knack for studying in multiple disciplines. For these gifted ones, knowledge and discovery are an addiction. Using their wits, they study and overcome whatever obstacles stand their way. These determined individuals will let nothing stand between them and their never ending quest for enlightenment.

    Role: Renaissance men can play any number of roles. Depending on their areas of expertise, they can be anything from a deadly warrior who controls the flow of battle, to a healer with a knack for disarming traps. What all renaissance men have in common however is an incredible versatility and wealth of skills.

    Hit Die: D8

    Skills: 6+int

    Proficiencies: Simple weapons, expertise weapons, light armor, shields (except tower shields) and shield bash attacks.

    Starting Wealth: 4d6 x 10 (Average 140)

    Class skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Stealth, Survival, Use Magic Device

    Level Progression
    Level BAB Fort Ref Will Max Rank Special
    1st 0 0 +2 +2 1 Ken, Combat Insights, Skill focus
    2nd +1 0 +3 +3 1 Ingenuity, Fast Learner
    3rd +2 +1 +3 +3 2 Expanded Ken, Expertise Increase
    4th +3 +1 +4 +4 2 Ingenuity, Critical Insights
    5th +3 +1 +4 +4 2 Expertise Increase
    6th +4 +2 +5 +5 2 Ingenuity, Improved Fast Learner
    7th +5 +2 +5 +5 3 Expertise Increase
    8th +6/+1 +2 +6 +6 3 Ingenuity
    9th +6/+1 +3 +6 +6 3 Expanded Ken, Expertise Increase
    10th +7/+2 +3 +7 +7 3 Ingenuity, Greater Fast Learner
    11th +8/+3 +3 +7 +7 4 Expertise Increase
    12th +9/+4 +4 +8 +8 4 Ingenuity
    13th +9/+4 +4 +8 +8 4 Expertise Increase
    14th +10/+5 +4 +9 +9 4 Ingenuity
    15th +11/+6/+1 +5 +9 +9 5 Expanded Ken, Expertise Increase
    16th +12/+7/+1 +5 +10 +10 5 Ingenuity
    17th +12/+7+1 +5 +10 +10 5 Expertise Increase
    18th +13/+8/+2 +6 +11 +11 5 Ingenuity
    19th +14/+9/+3 +6 +11 +11 6 Expertise Increase
    20th +15/+10/+5 +6 +12 +12 6 Master Ingenuity, Master of All Trades


    Class features

    Level 1

    Ken
    The renaissance man gets his abilities from his fields of expertise. Each field grants three weapon proficiencies, and a class skill. In addition, each field has 6 ranks. At each rank the field grants a special bonus and access to new ingenuties (see below).
    Abilities granted by a field of expertise which require a caster level use the renaissance man's ranks in the matching knowledge skill as the caster level. Staves, undead and other things outside of class abilities which require a caster level use the Knowledge (Arcana) skill ranks if the renaissance man possesses the Arcana Expertise, or the Knowledge (Geography) skill ranks if the renaissance man possesses the Geography Expertise and Words of Power.

    Combat Insights (Ex)
    The renaissance man relies as much on his knowledge of his enemies as he does on his own abilities. If the renaissance man has a least 1 rank in the knowledge skill associated with a particular enemy type, the renaissance man gains a +1 dodge bonus to his AC against any attacks from it. In addition, for every three ranks in the associated skill, the renaissance man gains a +1 to hit, and for every five ranks he gains a +1 to damage. If a creature fits equally in more than one category, the renaissance man uses the higher skill to determine his bonus.

    {table]Arcana|Constructs, dragons, magical beasts
    Dungeoneering|Aberrations, oozes
    Local|Humanoids
    Nature|Animals, fey, giants, monstrous humanoids, plants, vermin
    Planes|Outsiders
    Religion|Undead[/table]


    Skill focus
    A renaissance man is granted skill focus as a bonus feat.

    Level 2

    Ingenuity
    At second level, and every two levels after that, the renaissance man may take a new ingenuity from one area of expertise in his Ken. The ingenuity may be chosen from any expertise the renaissance man's Ken, and may come from any rank the renaissance man has unlocked.

    Fast Learner
    Starting at level 2, a renaissance man can perform any skill untrained though he takes a -4 penalty. At level 6 the penalty is reduced to -2, and at level 10 the penalty is removed entirely. This penalty applies only to skills which cannot normally be used untrained.

    Level 3

    Expanded Ken
    At levels 3, 9, and 15, the renaissance man selects a new field of expertise and adds it to his Ken.

    Expertise increase
    At level 3 and every 2 levels afterwords, the renaissance man may increase the rank of one expertise area by 1. No expertise may be increased in rank beyond the max for that level.

    Level 4
    Critical Insights (Ex)

    A renaissance man uses his cleverness and encyclopedic knowledge to not only find weaknesses, but create them in order to overcome even the strongest defense. The renaissance man can score critical hits against opponents which are normally resistant or immune to critical hits. This ability does not enable the renaissance man to overcome resistances to sneak attack or any other kind of precision damage.

    Level 20
    Master Ingenuity
    At level 20 the renaissance man can take a master ingenuity in place of his normal ingenuity, if he possess an expertise of sufficient rank.

    Master of All Trades
    If the renaissance man has not achieved rank 6 (and therefore cannot gain a Master Ingenuity) he instead gains 3 additional rank increases, and 3 ingenuities, one from each of the newly unlocked ranks. These rank increases cannot be used to increase an Expertise beyond rank 5, or to gain a third rank 5 expertise.


    Fields of Expertise
    Expertise Exotic weapon Martial Weapons Class Skill
    Arcana Flying blade Starknife, Sword Cane Spellcraft
    Dungeoneering Whip Flail, Falchion Escape artist
    Engineering Guns Blade Boot, Battleaxe Disable Device
    Geography Katana Lance, Shortbow Ride
    History Bastard Sword Greatsword, Longbow Acrobatics
    Local Garrote Scimitar, Throwing Axe, Slight of Hand
    Nature Net Kukri, Spiked Armor Handle Animal
    Nobility Fauchard Longsword, Rapier Perform
    Planes Two Bladed Sword Chakram, Scizore Fly
    Religion Repeating Crossbow Scythe, Warhammer Heal
    Last edited by Makeitstop; 2014-04-06 at 06:45 PM.

  2. - Top - End - #2
    Halfling in the Playground
     
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    Default Re: [PF] The Renaissance Man: Why Limit Yourself (Arcana - History)

    Arcana

    Spoiler
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    Primary ability
    Spell-like Abilities (Sp)
    The renaissance man uses his knowledge of the arcane to inscribe himself with magical writings, becoming a living collection of scrolls. At each rank, the renaissance man gains 3 new spell-like abilities. The spells must be chosen off the wizard spell list, are intelligence based, and can be up to his Arcana Expertise rank in level. These spell-like abilities are usable 1/day for level 1 or higher spells, and 3/day for cantrips. Caster level is equal to the renaissance man's Knowledge (Arcana) skill ranks. A renaissance man may select the same spell more than once, increasing his uses per day of that spell. At each level increase, the renaissance man may also swap out one spell-like-ability for a different spell of the same level or lower.
    These spell-like abilities have no verbal, somatic or material components, except costly material components which must be paid for with every use. The renaissance man's spell-like abilities can counterspell and be counterspelled as though they were actual spells. He may also use his spell-like abilities on items which interact with spells, such as spell storing items. spell-like abilities from any other source do not function with Arcana Expertise abilities.

    Rank 1

    Scribe Scroll
    At rank 1, the renaissance man gains the scribe scroll feat as a bonus feat.

    Ingenuities
    Familiar: Gain a familiar. Level equals Knowledge (Arcana) skill ranks (not exceeding HD)
    Integrated Abilities: The renaissance man may use a spell-like-ability from another source as though it were an Arcane Expertise spell-like-ability. The selected spell-like-ability must be of a level no higher than his Arcana Expertise rank. Can be taken multiple times.
    Item Creation Feat (Ex): The renaissance man gains an item creation feat. He must meet the prerequisites. Can be taken multiple times.
    Unwavering Concentration (Ex): Reroll concentration 1/day
    Wand Mastery: Whenever the renaissance man uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

    Rank 2

    Device Mastery (Ex)
    At rank 2, the renaissance man gains the ability to use spell trigger and spell completion items as though every spell were on his class spell list.

    Ingenuities
    Applied Knowledge (Ex): Concentration checks replaced with Knowledge (Arcana) checks.
    Extra spell-like abilities 1: The renaissance man is granted two additional spell-like abilities. These abilities must be level 1 or 0.
    Improved Counterspell: The renaissance man gains the improved counterspell feat
    Power Reserve Rune: Recharge any one spell-like-ability up to level 2 once per day as a free action. The renaissance man may take this ingenuity more than once, each time adding an additional use per day.
    Scroll Savant: Use magic device checks replaced with Knowledge (Arcana) checks, and the renaissance man counts as being able to cast 1 spell level higher for the purposes of using spell completion items.

    Rank 3

    Spell-like Metamagic
    At rank 3 the renaissance man gains a metamagic feat, and the ability to apply any metamagic feats he possesses to his spell-like abilities. In order to use this ability, the renaissance man must sacrifice the charge of one or more spell-like abilities with a combined spell level equal to the 1 + the level modifier of the metamagic feat in order to cast the modified spell (cantrips with all 3 charges count as level 1). If the modified spell level is beyond the renaissance man's current arcana expertise rank, the renaissance man must add the difference to the sacrifice level.

    Ingenuities
    Efficient Metamagic: Metamagic sacrifice levels reduced by 1.
    Extra spell-like abilities 2: The renaissance man is granted two additional spell-like abilities. These abilities must be level 2 or lower.
    Fast Counterspell: Counter spell as an immediate action up to intelligence modifier times per day.
    Improved Familiar: The renaissance man gains the Improved Familiar feat. He must have a familiar to take this ingenuity.
    Spell Defense: Once per day, roll a save against a spell effect twice and take the greater result.

    Rank 4
    Staff Use

    The renaissance man can recharge a staff by sacrificing the charge of any spell-like-ability equal or greater in level to the staff's highest level spell. He may also sacrifice two spell-like abilities with a combined level that is 1 greater than the highest level spell, three spell-like abilities with a combined level that is 2 greater, and so on. This ability may be used only once per day.

    Ingenuities
    Bountiful Metamagic: Once per day, the renaissance man may apply one metamagic feat he possesses to a spell like ability without making a sacrifice.
    Extra spell-like abilities 3: The renaissance man is granted two additional spell-like abilities. These abilities must be level 3 or lower.
    Illusion Awareness (Ex): Whenever the renaissance man is within 5 ft of an illusion he gets a save even if he normally wouldn't.
    Rod Use: The renaissance man may now use metamagic rods with his spell-like abilities.
    Staff Efficiency: Staff charge costs reduced by 1. Spells normally costing 1 have a 50% chance of costing 0.

    Rank 5
    Power Drain

    As a standard action, the renaissance man can recharge his spell-like abilities by draining the magic from a magic item. The renaissance man may drain a scroll to recharge a spell-like ability of up to the same level. A wand may be drained of as many charges are necessary to recharge the chosen ability, with the number of charges needed being doubled for each level the spell-like-ability possess above the wand's level. Staves may be drained using any spell on the staff as an equivalent wand spell. Spells in spell storing items can be drained like scrolls.
    Weapons and armor may be drained of their enhancement bonuses and abilities (in whole or in part) recharging a spell like ability of a level equal to the enhancement bonus drained. Abilities without an enhancement bonus price cannot be drained, and all special abilities cease to function if the equipment falls below a +1. The equipment regains its drained bonuses and abilities after 12 hours.
    The renaissance man can drain the magical items of an enemy as well. Doing so requires making a melee touch attack which provokes an attack of opportunity. This ability cannot be used unless the renaissance man has a spell-like-ability that needs to be recharged, and cannot drain more enhancement bonus out of an item than is needed.

    Ingenuities
    Absorb Spell: Once per day, the renaissance man can absorb a spell for later use. This requires making an opposed caster level check, and success allows the renaissance man to store the spell for 24 hours, and cast it again as though it were one of his spell-like abilities. The renaissance man can only absorb spells that target him.
    Distant Drain: 1/day the renaissance man can power drain as a ranged touch attack with a range of 10 feet.
    Extra spell-like abilities 4: The renaissance man is granted two additional spell-like abilities. These abilities must be level 4 or lower.
    Greater power reserve rune: Recharge any one spell-like-ability up to level 5 once per day as a free action. The renaissance man may take this ingenuity more than once, each time adding an additional use per day.
    Sword And Staff: A renaissance man can use a spell trigger or spell completion item in place of an offhand weapon when using two weapon fighting. Does not grant any additional benefit from subsequent two weapon fighting feats.


    Rank 6
    Dual Magic

    The renaissance man can use any combination of two spell-like abilities, spell trigger items and spell completion items as a full round action. Does not work with spells that take longer than one standard action. This ability cannot be used in the same round as a quickened spell.

    Master Ingenuities
    Brute Force Counterspell: Counterspell with any spell-like ability of the same level or higher 1/day.
    Extra spell-like abilities 5: The renaissance man is granted two additional spell-like abilities of each level he can cast.
    Opportunistic Magic: The renaissance man can use a spell-like-ability when he would normally make an attack of opportunity. This does not provoke attacks of opportunity. This ability may be used 3/day.




    Dungeoneering

    Spoiler
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    Primary ability
    Trap Finding and Trap Sense (Ex)

    The renaissance man is an experienced dungeon crawler who knows the secrets to surviving the traps and horrible creatures found in ruins, catacombs and other deadly environments.
    He gains Trap Finding and Trap Sense as the rogue abilities, with an effective rogue level equal to 2 at rank 1, and increasing by +2 with each increase in the dungeoneering expertise rank.
    In addition, the renaissance man can use Knowledge (Dungeoneering) for Disable Device checks and applies any bonuses to Disable Device to those checks.

    Rank 1
    Evasion

    The renaissance man can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Ingenuities
    Quick Disable (Ex): Disable traps in half the time
    The Right Tool (Ex): +2 to Combat maneuvers when using weapons with the associated feature
    Shield focus (Ex): The renaissance man gains shield focus as a bonus feat.
    Weapon Focus (Ex): Can be taken multiple times
    Whip Mastery (Ex): The renaissance man gains whip mastery as a bonus feat.


    Rank 2

    The Bigger They Are

    The renaissance man may substitute his Knowledge (Dungeoneering) ranks in place of his BAB when calculating his CMB and CMD. In addition, the renaissance man may take one feat from the following list, even if he doesn't meet the prerequisites.
    Improved Dirty Trick, Improved Disarm, Improved Reposition, Improved Sunder, Improved Trip, Improved Shield Bash, Improved Grapple

    Ingenuities
    Follow My Lead (Ex): As a full round action, the renaissance man can grant his bonuses to AC and reflex saves against traps to an adjacent ally. They retain this bonus as long as the renaissance man takes full round actions to maintain them, and they are adjacent at the start or end of the renaissance man's turn.
    Positioning attack (Ex): Once per day, when the renaissance man hits a creature with a melee attack, he can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack.
    Serpent Lash (Ex): The renaissance man gains Serpent Lash as a bonus feat.
    Skillful Deflection (Ex): When wielding a weapon with which the renaissance man possess the Weapon Focus feat, he may deflect ranged attacks though using Deflect Arrows. Prerequisite: Weapon Focus
    Trap Spotter (Ex): Whenever the renaissance man comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

    Rank 3

    Improved evasion
    This works like evasion, except that while the renaissance man still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save.

    Ingenuities
    Focused Assault (Ex): Foe's damage reduction is calculated after combining all damage inflicted by weapons with which the renaissance man possesses weapon focus. (prerequisite Weapon Focus)
    Improved Whip Mastery (Ex): Prerequisite: Whip Mastery
    Shield Specialization (Ex): Prerequisite: Shield Focus
    Slippery (Ex): Take a 20 on an escape artist check 1/day
    Stand up (Ex): The renaissance man can stand up from a prone position as a swift action. This still provokes attacks of opportunity for standing up while threatened by a foe.

    Rank 4
    The Harder They Fall

    The renaissance man may take any of the following feats, but must meet the prerequisites (other than prerequisites for previous bonus feats). If he so chooses, he may instead take any of the previous bonus feats which do not require meeting any prerequisites.
    Greater Dirty Trick, Break Guard, Disarming Strike, Greater disarm, Deceptive Exchange, Disengaging Feint, Greater feint, Body Shield, Greater Grapple, Hamatula strike, Greater Reposition, Repositioning Strike, Greater Sunder, Sundering Strike, Drag Down, Felling Escape, Fury's Fall, Greater Trip, Tripping Strike, Shield Slam.

    Ingenuities
    Always Ready (Ex): The renaissance man can make an attack of opportunity when an enemy enters a threatened space 1/day
    Another Day (Ex): Once per day, when the renaissance man would be reduced to 0 or fewer hit points by a melee attack, he can take a 5-foot step as an immediate action. If the movement takes him out of the reach of the attack, he takes no damage from the attack. The renaissance man is staggered for 1 round on his next turn.
    Dual Deflection (Ex): When wielding two weapons with which the renaissance man possesses the weapon focus feat, the renaissance man may negate two ranged attacks per round as though using deflect arrows. Prerequisite: Skillful Deflection
    Fast Tumble (Ex): When the renaissance man uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
    Greater Whip Mastery (Ex): The renaissance man gains the Greater Whip Mastery feat. Prerequisite: Improved Whip Mastery
    Shield Mastery (Ex): Prerequisite: Shield Slam

    Rank 5
    Experienced Dungeon Crawler
    The renaissance man is able to roll all saves against traps twice and take the better result. Traps which make attack rolls against the renaissance man must roll attacks twice and take the worse result

    Ingenuities
    Deadly Finish: When the renaissance man performs a coup de grace, the DC to survive is increased by +8.
    Feat: The renaissance man gains a feat.
    Follow Through: When the renaissance man successfully uses a combat maneuver in place of an attack of opportunity, he may immediately follow up with an additional attack.
    Reversal: When enemy fails a combat maneuver check against the renaissance man, he can perform the same combat maneuver against them as an immediate action with a +10 bonus to his CMB. This does not provoke an attack of opportunity even if it normally would.
    Trap Control: The renaissance man can set off a trap he has identified within 30 feet as a standard action.

    Rank 6
    Trap Proof

    The renaissance man no longer triggers traps of which he is aware unless he chooses to or fails a disable device check by 10 points or more.

    Master Ingenuities
    Brilliant Maneuvering: The renaissance man adds his Intelligence modifier to his CMB and CMD.
    Stunning Shield: When the renaissance man makes a successful shield bash attack, the target must make a Fortitude saving throw (DC 10 + 1/2 your character level + your INT modifier) or be stunned as though hit by stunning fist.
    Whip Perfection: The renaissance man threatens any area within the whip's reach, and adds +2 to hit, +4 to damage and +2 to CMB when wielding a whip. Prerequisite: Greater Whip Mastery




    Engineering

    Spoiler
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    Primary ability
    Bombs

    The renaissance man has mastered the secrets of explosives. He is granted bombs as the Alchemist ability, with an effective Alchemist level equal to 1 at rank 1, and increasing by +2 with each increase in Engineering Expertise rank.

    Rank 1
    Amateur gunslinger

    The renaissance man gains Amateur gunslinger as a bonus feat.

    Ingenuities
    Deadly Shot: The renaissance man gains Deadly Shot as a bonus feat.
    Extra Bombs: The renaissance man gains Extra Bombs as a bonus feat. Can be taken multiple times.
    Extra Grit: The renaissance man gains Extra Grit as a bonus feat. Can be taken multiple times.
    Gunsmithing.: The renaissance man gains Gunsmithing as a bonus feat.
    Opening Volley: The renaissance man gains Opening Volley as a bonus feat.
    Point Blank Shot: The renaissance man gains Point Blank Shot as a bonus feat.
    Prone shooter: The renaissance man gains Prone Shooter as a bonus feat.

    Rank 2
    Bomb discovery

    The renaissance man is granted a bomb discovery. For the purpose of prerequisites, he has an effective alchemist level equal to his Knowledge (Engineering) ranks.

    Ingenuities
    Applied Engineering: The renaissance man gains a +1 bonus to Disable Device, and an additional +1 for every 4 ranks he possesses in Knowledge (Engineering)
    Blade Boot Balance: Blade Boot no longer treats normal terrain as difficult when deployed.
    Bomb Discovery: Effective alchemist level = 3 per expertise rank beyond 1st. Can be taken multiple times.
    Deed : Effective gunslinger level = 3 per expertise rank beyond 1st. Can be taken multiple times
    Rapid Reload: The renaissance man gains Rapid Reload as a bonus feat. Can be taken multiple times

    Rank 3
    Gun Training

    The renaissance man can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when he misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

    Ingenuities
    Blade Boot Surprise: The first attack made with a blade boot after deploying the blade treats the target as flat footed. This attack must be made in the same round the blade was deployed.
    Caltrop Cannon: The renaissance man can load special shrapnel like ammunition into any firearm with the scatter feature. As a standard action, the renaissance man can fire this special ammunition which hits as though it were a splash weapon. The initial damage is half the normal damage for the firearm, but unoccupied spaces in the affected area are covered in caltrops. If the firearm imbues the ammunition with any magical properties, the caltrops retain these properties for 1d4 + enhancement bonus rounds. Using this ability expends one bomb for the day.
    Rifle Strike: The renaissance man may make attacks with a rifle butt, treating two handed firearms as double weapons. The rifle butt does 1d10 bludgeoning damage (1d8 for small size rifles), and has critical multiplier of 20/ x2. Attacks made with the rifle butt during a full attack always consider the rifle butt to be the offhand attack. The rifle butt gains no benefit from enchantments placed on the rifle, but may be enchanted as a separate weapon. The renaissance man must have at least one grit to use this ability. Prerequisite: Two Weapon Fighting
    Shaped Demolition Charge: The renaissance man can use a bomb to destroy a wall, door, or other such surface. The renaissance man can choose to target up to three adjacent spaces in a 90 degree arc. The attack ignores the first 10 points of hardness, and does the full bomb damage to three spaces, +50% damage to two spaces, or +200% damage to one space. This attack can only be used against functionally stationary surface. Prerequisite: Selective Bombs
    Siege engineer: The renaissance man gains Siege Engineer as a bonus feat.


    Rank 4
    Bomb discovery

    The renaissance man is granted a bomb discovery. For the purpose of prerequisites, he has an effective Alchemist level equal to his Knowledge (Engineering) ranks.

    Ingenuities
    Blade and Bomb (Ex): Throw a bomb as an offhand attack. No more than one per round.
    Gun Kata (Ex): The renaissance man gains a +4 dodge bonus against attacks of opportunity caused by firing or loading a pistol (including variants), and may make attacks of opportunity with pistols, threatening spaces within 10 feet. These attacks of opportunity do not provoke attacks of opportunity.
    Improved Rifle Strike (Ex): When making rifle butt attacks, the renaissance man adds 1-½ times his strength as though using a two handed weapon, even when used as an offhand attack. The critical multiplier for the rifle butt is also increased by 1. Prerequisite: Rifle Strike
    Siege Commander: Prerequisite: Siege Engineer

    Rank 5
    Fine Tuned Firearms

    The first range increment of every firearm is doubled. Subsequent range increments remain the same.

    Ingenuities
    Boot Kata (Ex): When making an attack with a pistol, the renaissance man may make a free attack with a blade boot at the same BAB but with a -2 to hit. Prerequisite: Gun Kata
    Carpet Bomb (Ex): The renaissance man can throw multiple bombs at once as though making iterative attacks. These bombs must target different spaces. This costs 2 grit for 2 bombs, 5 grit for 3 bombs, or 9 grit for 4 bombs. This considered a deed.
    Rifle Riposte (Ex): Whenever an opponent attempts to make a melee attack against the renaissance man and misses, the renaissance man can spend 1 grit to make an attack of opportunity against him using Rifle Strike. This is considered a deed. Prerequisite: Rifle Strike
    Grenade Launcher: While wielding a two handed firearm, the renaissance man can substitute a bomb in place of an attack by loading in an explosive round as a swift action. If the firearm's normal range increment is greater than that of the bomb, the bomb's range is increased by 50% of the difference.

    Rank 6
    Final Deed

    The renaissance man may choose one of the following deeds: Cheat Death, Death's Shot, or Stunning Shot.


    Master Ingenuities
    Gun Kata Master: The renaissance man can make attacks of opportunity out to the first range increment of his pistol. He gains a +2 dodge bonus to his AC, and an additional +2 bonus against ranged attacks. After making an attack of opportunity, the renaissance man can reload by spending 1 grit. Prerequisite: Gun Kata
    Greater Rifle Strike (Ex): The renaissance man suffers no two weapon fighting penalties while firing his rifle and making rifle strikes. Prerequisite: Improved Rifle Strike
    True Grit (Ex): The renaissance man picks two deeds that he has access to and that he must spend grit to perform. He can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, he can perform this deed as long as he has at least 1 grit point. If a deed could already be performed as long as he had at least 1 grit point, he can now perform that deed even when he has no grit points.





    Geography

    Spoiler
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    Primary ability
    The renaissance man is a traveler with an extensive knowledge of the world. He is well versed in the languages and customs of distant lands, and has developed significant skill in his travels. In addition, he has learned secrets of incredible power by studying under wise ones in exotic lands.

    Choose: Words of Power or Ki Pool.

    Ki Pool
    As a ninja, except the number of ki points equals his intelligence modifier + 2 per rank. Grants one ninja trick per rank, which may be a master trick starting at rank 4.

    Words of Power
    Uses the druid word list. Intelligence based spontaneous divine casting with no somatic components. Can cast 3 spells per level per day, no bonus for high intelligence. Caster level equals ranks in knowledge geography. The renaissance man is automatically granted all target words and boost meta word, which do not count against words known. Swap words at level up as per usual spontaneous caster stuff.

    Effect or Meta Words Known
    Rank 0th 1st 2nd 3rd 4th 5th 6th
    1 4 2 - - - - -
    2 5 4 2 - - - -
    3 6 5 4 3 - - -
    4 6 6 5 4 3 - -
    5 6 6 6 5 4 4 -
    6 6 6 6 6 5 5 4




    Rank 1
    Cultural Adaptation (Ex)
    If you speak the native language of a culture you can speak the language with a native accent. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. These combined new traits give you a +2 on Diplomacy checks made to influence members of the culture to which you have adapted. You also gain a +2 circumstance bonus on Disguise checks made to pass yourself off as a member of the culture. Additionally, the DCs of enchantment (charm) spells you cast against natives of the culture to which you are attuned increase by +1. You may only imitate one culture at a time. Switching between cultures is a free action.

    Ingenuities
    Experienced Traveler (Ex): Use Knowledge geography in place of survival.
    Linguist: The renaissance man gains an additional bonus language for each rank in linguistics.
    Decathlete (Ex): Pick 2 bonus class skills: Acrobatics, Climb or Swim.
    Cunning Linguist (Ex): Use diplomacy in place of bluff or intimidate once per day
    Extra Ki: The renaissance man's Ki pool increases by 2. Can be taken multiple times.
    Extra spell slot: Extra wordspell slot at least one level below current rank. Can be taken multiple times.

    Rank 2
    1st Favored Terrain

    The renaissance man gains a Favored Terrain as the ranger ability.

    Ingenuities
    Bonus feat: Mounted Combat, Mounted Archery, Ride-By Attack, or Trick Riding. Can be taken multiple times.
    Extra word: The renaissance man gains an extra word of power, which must be at least one level below current rank. Can be taken multiple times.
    Ninja ki trick: Can be taken multiple times.
    Swim speed: The renaissance man gains a swim speed of 20 feet, and a +8 bonus to swim checks.
    Woodland stride: The renaissance man may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

    Rank 3

    2nd Favored Terrain
    The renaissance man chooses a second Favored Terrain and increases the bonuses from one of his Favored Terrains by +2.

    Ingenuities
    Bonus feat: Mounted Shield or Spirited Charge. Can be taken multiple times.
    Climb Speed: The renaissance man gains a climb speed of 20 feet, and a +8 bonus to climb checks.
    Light Steps: Light Steps as a ninja as long as the renaissance man has at least one ki.
    Meta Word Mastery: The renaissance man can use meta words three additional times per day. In addition, he may select one additional meta word and add it to his list of words known, which does not count towards his limit.
    Spring Attack: The renaissance man gains the Spring Attack feat as a bonus feat.
    Terrain cunning: Favored Terrain bonus doubled for perception checks to notice unusual features, such as traps and hidden doors located in the normal features of a favored terrain. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

    Rank 4
    Camouflage

    The renaissance man can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

    Ingenuities
    Bonus Feat: Mounted Skirmisher or Unseat. Can be taken multiple times.
    Extra Favored Terrain: The renaissance man gains an additional Favored Terrain, but does not increase the bonus from any of his terrains. Can be taken multiple times.
    Free Ki Use: The renaissance man may use one ability that normally uses key for no cost. He may do this once per day.
    Free Word Use: The renaissance man can add a meta or effect word to a wordspell without changing its level once per day
    Shared Expertise: Extend movement and Stealth bonuses from Favored Terrains to your mounts, as well as cohorts, animal companions, etc. This includes Camouflage, Woodland Stride and Hide in Plain Sight if the renaissance man possesses them. Followers not granted by a feat or class feature must have been in the service of the renaissance man for at least one week before benefiting from this effect.

    Rank 5
    Hide in plain sight

    While in any of his favored terrains, the renaissance man can use the Stealth skill even while being observed.

    Ingenuities
    Environmental Adaptation: Immune to non-lethal environmental effects
    Favored Footing: Favored Terrain bonuses applied to CMB and CMD
    Favored Terrain: The renaissance man gains an additional Favored Terrain and adds an additional +2 to the bonuses from one of his favored terrains.
    Stealth Mastery: Once a day, the renaissance man can roll Stealth twice and take the better result.
    Situational Awareness: While in his Favored Terrain, the renaissance man can always act in a surprise round and is never caught flat footed. Must be aware and able to defend himself.

    Rank 6
    Sight Beyond Sight (Ex)

    The renaissance man is highly attuned to his environment. He gains bindsense 60 feet. When in his favored terrain, this becomes blindsight.

    Master Ingenuities
    Arcane Power: The renaissance man chooses 2 words per level from the wizard's word list, up to the highest level he can cast, and adds them to his words known. These do not count towards his limit of words known.
    Endless Ki: The renaissance man selects three effects that use Ki. The cost of using these abilities is reduced by 1. If the cost is reduced below 1 Ki, they have 50% chance of costing nothing.
    Multitalented: The renaissance man gains the benefits of another exotic discipline. If the renaissance man uses words of power, he gets the benefits of a Ki pool and two Ki based ingenuities as though he were a rank 2 Ki user. If the renaissance man uses Ki, he gains words of power and 2 word based ingenuities as though he were a rank 2 word user.




    History

    Spoiler
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    Primary ability
    The renaissance man is a master of military history and the art of war. In his study, he has learned the ways of warriors, and honed his own martial prowess. With each rank, the renaissance man is granted a bonus combat or teamwork feat. In addition, at rank 2, the renaissance man has an effective fighter level of 3 for the purposes of all feat prerequisites, and adds an additional +3 to his EFL for each subsequent rank.

    Rank 1
    Medium armor proficiency

    The renaissance man can wear medium armor without penalty.

    Ingenuities
    Combat Maneuver Training: Choose one combat maneuver. The renaissance man gains +2 to CMD and CMB for that specific combat maneuver. Can be taken multiple times, each time affecting a different maneuver.
    Combat Reflexes: The renaissance man gains the Combat Reflexes feat
    Martial Weapon Proficiency: The renaissance man is proficient with all Martial Weapons.
    On Your Feet (Ex): As a standard action, the renaissance man can help an adjacent ally stand up from prone without provoking an attack of opportunity. The renaissance man must be standing, and the prone ally must be willing and able to stand. This ability may only be used to help allies who are the same size category as the renaissance man or smaller.
    Shield Focus: The renaissance man gains the Shield Focus feat
    Weapon Focus: The renaissance man gains the Weapon Focus feat. Can be taken multiple times, each time applying to a different weapon.

    Rank 2
    Heavy armor and tower shield proficiency

    Exactly what it sounds like.

    Ingenuities
    Armor Training +1: Whenever he is wearing armor, the renaissance man reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. For each subsequent Armor Training Ingenuity taken, these bonuses increase by +1, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, the renaissance man can also move at his normal speed while wearing medium armor.
    Exotic Weapon Proficiency.: The renaissance man gains the Exotic Weapon Proficiency feat. Can be taken multiple times.
    Guarded Stance (Ex): As a move action, the renaissance man may enter a deceptive stance which suggests an opening for an enemy to exploit, but only lures them into his trap. The renaissance man gains a twenty percent miss chance against melee attacks as long as this stance is maintained. This ability may be used for a number of rounds per day equal to the renaissance man's ranks in Knowledge (History). Maintaining the stance is a free action.
    Shield Specialization: The renaissance man gains the Shield Specialization feat Prerequisite: Shield Focus
    Step Aside (Ex): As a swift action, the renaissance man enables an adjacent ally to take a 5 foot step as an immediate action. The renaissance man may use this ability a number of times per day equal to his intelligence modifier.
    Weapon Specialization: The renaissance man gains the Weapon Specialization feat. Can be taken multiple times, each time applying to a different weapon. Prerequisite: Weapon Focus.

    Rank 3
    Tactical Movement (Ex)

    The spaces 5ft beyond the renaissance man's threatened spaces are considered tactical spaces. When an enemy takes an action within a tactical space that would provoke an attack of opportunity, the renaissance man can take a free 5 foot step as an immediate action. The renaissance man may not make an attack opportunity against the provoking behavior, but may make attacks of opportunity for subsequent actions, including continued movement. This 5ft step can be taken even if the renaissance man has moved during his turn, and does not count as his 5ft step for his turn.

    Ingenuities
    Armor Training +2: In addition to the bonus increase, the renaissance man can also move at his normal speed while wearing Heavy armor. Prerequisite: Armor training +1
    Critical Aggression (Ex): The renaissance man can increase the critical multiplier of his weapon for one melee attack. He must declare the use of this ability before the confirmation roll. Regardless of whether or not the critical threat is confirmed, the renaissance man takes a -2 to AC until his next turn. This ability may be used once per day.
    Greater Shield Focus: The renaissance man gains the Greater Shield Focus feat Prerequisite: Shield Focus
    Greater Weapon Focus: The renaissance man gains the Greater Weapon Focus feat. Can be taken multiple times, each time applying to a different weapon. Prerequisite: Weapon Focus
    Knowledge Base: The renaissance man may substitute Knowledge History ranks in place of Base Attack Bonus for prerequisite purposes.
    Spring the Trap: Foes who's attacks are negated by Guarded Stance provoke attacks of opportunity.
    Step Back: When guarded stance negates an attack, the renaissance man may take a free 5 foot step as an immediate action

    Rank 4
    Improved Critical Insights

    The renaissance man is exceptionally talented at finding or creating weaknesses in his enemies. The renaissance man's critical threat range with any weapon he wields is increased by 1. This effect stacks with but is not modified by any other effect that increases critical threat ranges.

    Ingenuities
    Armor Training +3: Prerequisite: Armor training +2
    Brilliant Strike: The renaissance man gains the ability to use his intelligence modifier in place of his strength modifier when calculating weapon damage.
    Exploit Weakness: Foes rolling ones on attack rolls provoke attacks of opportunity
    Greater Shield Specialization: The renaissance man gains the Greater Shield Specialization feat (prerequisite: Shield Specialization)
    Greater Weapon Specialization: The renaissance man gains the Greater Weapon Specialization feat (prerequisite: Weapon Specialization)
    Up Armor: Armor grants damage reduction 1/- for light, 2/- for medium, and 3/- for heavy, and an additional 1/- when wielding a shield.

    Rank 5
    Extra Attack

    Whenever the renaissance man makes iterative attacks, he may make an additional attack at his full base attack bonus.

    Ingenuities
    Armor Training +4: Prerequisite: Armor training +3
    Critical Mass: If a critical confirmation roll falls within the base threat range of the weapon, an additional critical threat is scored, and a new confirmation roll is required. For each subsequent critical threat that is confirmed, add the weapon's multiplier -1 to the critical multiplier for the attack. (So a longsword which confirms two critical threats would have x3 multiplier, while a warhammer which confirms two critical threats would have a x5). No ability of any kind may increase the threat range or multiplier used for the subsequent critical threat rolls.
    First Line of Defense: When enemies attack, you may attack them once first as an immediate action 3/day.
    Last Line of Defense: Negate one incoming attack per day.
    Momentum: Every attack grants a stacking +1 to hit until the start of your next turn.

    Rank 6
    Float Like a Butterfly

    The renaissance man may take an additional 5ft step as a free action once per round. This can be done regardless of any other movements he may have made, and even if it is not his turn. Once used, this ability cannot be used again until the start of his next turn.
    In addition, once per day, the renaissance man may use this ability to move up to his full speed without provoking attacks of opportunity, rather than just 5ft.

    Master Ingenuities
    Reciprocity: Enemies who attack adjacent allies provoke attacks of opportunity from the renaissance man. This ability can be used twice per round, once for Attacks of Opportunity, and once for Tactical Movement.
    Targeted Critical: Once per day, before an attack, the renaissance man may declare a critical threat. No matter the roll, the attack threatens a critical so long as it hits. The renaissance man must confirm the critical as usual.
    Weapon Perfection: Gain an additional +4 to hit and +4 to damage with any weapon with which the renaissance man has the Weapon Focus feat.
    Last edited by Makeitstop; 2014-04-06 at 05:35 PM.

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    Default Re: [PF] The Renaissance Man: Why Limit Yourself (Local - Religion)

    Local

    Spoiler
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    Primary ability
    The renaissance man knows the secrets of surviving in this cutthroat world. He gains Sneak Attack as the Rogue ability, with an effective Rogue level equal to 1 at rank 1, and increasing by +2 with each increase in local expertise rank.

    Rank 1
    poison use

    The renaissance man is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

    Ingenuities
    Catch Off Guard: The renaissance man gains Catch Off Guard as a bonus feat.
    Deadly Range: The renaissance man increases the range at which he can deal sneak attack damage by 10 feet. This ingenuity can be taken multiple times.
    Hard to Fool: The renaissance man can roll two dice while making a Sense Motive check, and take the better result. He must choose to use this talent before making the Sense Motive check. He can use this ability a number of times per day equal to his Local Expertise rank.
    Improved Unarmed Strike: The renaissance man gets Improved unarmed Strike as a bonus feat.
    Quick Disguise: The renaissance gains Quick Disguise as the rogue talent.
    Throw Anything: The renaissance man gets Throw Anything as a bonus feat


    Rank 2
    Uncanny dodge

    The renaissance man can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    Ingenuities
    Deft Palm: The renaissance man can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while he is being observed.
    Fast Stealth: The renaissance man can move at full speed using the Stealth skill without penalty.
    Quick Draw: The renaissance man gains Quick Draw as a bonus feat
    Rogue Sneak Attack Talent: The renaissance man can
    Throwback: Functions as snatch arrows, but works only on thrown weapons. If the renaissance man gains deflect arrows, this automatically grants the snatch arrows feat. Prerequisite: Improved Unarmed Strike or Throw Anything

    Rank 3
    improved uncanny dodge

    The renaissance man gains Improved Uncanny Dodge, with an effective rogue level equal to his Knowledge (Local) ranks (not exceeding his HD).

    Ingenuities
    Improvised Weapon Mastery: Prerequisite: Catch Off Guard or Throw Anything
    Swift Poisoning: The renaissance man can apply poison to a weapon as a move action, instead of a standard action.
    Stealthy Sniper: When the renaissance man uses the Stealth skill to snipe, he only suffers a –10 penalty on the Stealth check, instead of –20.
    Vicious Opportunist: Attacks of opportunity apply sneak attack damage even if the target is not flat footed. The renaissance man may use this ability a number of times per day equal to his Local Expertise rank. This ability can be used no more than once per round.
    Vital Strike: The renaissance man gains vital strike as a bonus feat.
    Worth More Alive (Ex): If he so chooses, the renaissance man can make his sneak attack damage count as nonlethal damage, even if delivered with a lethal weapon.

    Rank 4
    Hunter's Eye (Ex)

    Once per day, a renaissance man can designate a single enemy he is adjacent to as his prey. Until the end of his next turn, he can add his sneak attack damage to all attacks made against his prey, even if he is not flanking it or it is not flat-footed.

    Ingenuities
    Bleeding Critical: The renaissance man gains Bleeding Critical as a bonus feat.
    Deadly Cocktail (Ex): The renaissance man can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons’ frequency is extended by 50% and the save DC increases by +2.
    Improved Vital Strike: The renaissance man gains Improved Vital Strike as a bonus feat. Prerequisite: Vital Strike
    Slippery Mind (Ex): If the renaissance man is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
    Unwitting Ally:[/B] The renaissance man can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the renaissance man’s next turn. The opponent must be able to hear and see the renaissance man, and the renaissance man must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the renaissance man cannot use this trick again on the same opponent for the next 24 hours. If the renaissance man fails the check by 5 or more, he cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

    Rank 5
    Redirect Attack (Ex)

    Once per day, when a renaissance man is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the renaissance man, and the creature that made the attack against the renaissance man must make a new attack roll against the new target.

    Ingenuities
    Defensive Roll (Ex): The renaissance man can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the renaissance man can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability.
    Fast Tumble (Ex): The renaissance man uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
    Greater Vital Strike: The renaissance man gains the Greater Vital Strike feat as bonus feat.
    Opportunist (Ex): Once per round, the renaissance man can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round.
    Rogue sneak attack advanced talent.: The renaissance man gains an Advanced Talent that applies to his sneak attacks. Can be taken multiple times.

    Rank 6
    Surgical Precision (Ex)

    The renaissance man adds 2d6 precision damage to all of his attacks. Critical hits multiply this damage. Improved Uncanny Dodge and other effects that negate sneak attacks negate this damage.

    Master Ingenuities
    Ferocious Opportunist (Ex): The renaissance man can apply sneak attack damage to attacks of opportunity, even when he would not normally be able to. He may use this ability no more than once per round, but can be used in the same round as vicious opportunist.
    Untouchable (Ex): The renaissance man's instincts and reflexes are honed to near perfection allowing him to avoid incoming strikes. So long as the renaissance man is aware of his opponent and able to defend himself, incoming melee attacks suffer a 20% miss chance, and incoming ranged attacks suffer a 10% miss chance.
    Weapon of choice (Ex): Select one type of weapon. The renaissance man adds an additional two damage dice when making sneak attacks with that weapon.




    Nature

    Spoiler
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    Primary ability
    The renaissance man has studied the natural world and is an expert on all things plant and animal. He is granted an animal companion with an effective druid level of 1 at rank 1, and increased by 2 for every increase in Nature Expertise rank. If the renaissance man has an animal companion from another class feature, the levels stack but may not exceed his HD.

    Rank 1
    Tinctures

    The renaissance man is able to create powerful potion-like compounds using materials found in nature. He can create two per level per day, with each level being unlocked by the corresponding expertise rank. These tinctures take ten minutes to prepare and stay potent for one day before becoming inert. The renaissance man may create any tincture that is of an appropriate level. Tinctures may only target one creature. The renaissance man can use a tincture on others, but to hit an unwilling target he must succeed on a melee touch attack. Caster level equals Knowledge (Nature) skill ranks.
    Tinctures Level 1:
    Ant Haul, Cure Light Wounds, Endure Elements, Expeditious Retreat, Inflict Light Wounds, Keen Senses, Negate Aroma, Stone fist, True Strike.

    Ingenuities
    Brew potion: The renaissance man gains the brew potion feat. The renaissance man may make potions out of any tincture he knows.
    Nature Lover: The renaissance man gains the Self Sufficient and Endurance feats.
    Net Adept: The renaissance man gains Net Adept as a bonus feat.
    Wild Empathy: The renaissance man gains the Wild Empathy ability, with an effective druid level equal to his Knowledge (Nature) skill ranks.
    Woodland Stride: The renaissance man may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

    Rank 2
    Tinctures level 2:

    Acute Senses, Animal Aspect, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Certain Grip, Cure Moderate Wounds, Darkvision, Delay Poison, Eagle's Splendor, False Life, Fire Breath, Fox's Cunning, Inflict Moderate Wounds, Owl's Wisdom, Perceive Cues, Resist Energy, Lesser Restoration, See Invisibility, Spider Climb, Undetectable Alignment.

    Ingenuities
    Be Prepared: Heal dying creature 1d4 + 1 per 3 Knowledge (Nature) ranks with successful first aid action
    Divine Tinctures 1: Add two level 1 or lower druid spells to tincture list. Spells change to match tincture rules.
    Favored enemy: The renaissance man gains a favored enemy and increases the benefits of one favored enemy if he already has one.
    Net Maneuvering: The renaissance man gains Net Maneuvering as a bonus feat. Prerequisite: Net Adept
    Paramedic: The renaissance man gains one extra tincture slot per level, which must be used for cure or inflict series tinctures.
    Throw tincture: The renaissance man can deliver tinctures by throwing them. Tinctures are treated as throwing weapons which target touch AC and have a range increment of 10ft. A successful hit deals 1d3 + STR nonlethal damage and deliver the effects of the tincture.


    Rank 3
    Tinctures level 3:

    Lesser Age Resistance, Amplify Elixir, Greater Animal Aspect, Arcane Sight, Bloodhound, Burst of Speed, Contagion, Cure Serious Wounds, Draconic Reservoir, Elemental Aura, Inflict Serious Wounds, Haste, Heroism, Nondetection, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing

    Ingenuities
    Divine Tinctures 2: Add two level 2 or lower druid spells to tincture list. Spells change to match tincture rules.
    Favored enemy: The renaissance man gains a favored enemy and increases the benefits of one favored enemy if he already has one.
    Net and Trident : The renaissance man gains Net and Trident as a bonus feat. Prerequisite: Net Maneuvering
    Net Trickery: The renaissance man gains Net Trickery as a bonus feat. Prerequisite: Net Adept, Two Weapon Fighting
    Symbiosis: Using his mastery of nature, the renaissance man maintains a symbiotic relationship with a colony of microbes. This grants the renaissance man immunity to poison, and +2 bonus to saves against diseases. In addition, saves against diseases are rolled twice, taking the better result.
    Toxic Tinctures: Apply tinctures to weapon as poison

    Rank 4
    Tinctures level 4

    Age Resistance, Cure Critical Wounds, Greater Darkvision, Death Ward, Dragon's Breath, Echolocation, Greater False Life, Fire Shield, Freedom of Movement, Inflict Critical Wounds, Life Bubble, Neutralize Poison, Restoration, Stoneskin, Vitriolic Mist.

    Ingenuities
    Bio Mod: Animal Companion gets 2 evolution points. These points must be spent immediately and cannot be changed.
    Natural Fitness: Base speed increased by +10, can ignore fatigue from hustling for 24 hours.
    Divine Tinctures 3: Add two level 3 or lower druid spells to tincture list. Spells change to match tincture rules.
    Favored enemy: The renaissance man gains a favored enemy and increases the benefits of one favored enemy if he already has one.
    Improved Symbiosis: Gain fast heal 1 on falling to 0 or fewer hitpoints. This ability activates automatically, but may be discontinued by a conscious renaissance man as a free action. This ability can be used for a number of rounds per day equal to the renaissance man's ranks in Knowledge (Nature). Prerequisite: Symbiosis

    Rank 5
    Tinctures level 5

    Greater Age Resistance, Ancestral Memory, Blessing of the Salamander, Greater Contagion, Empowered Cure Serious Wounds, Dream, Elude Time, Empowered inflict Serious Wounds, Geniekind, Joyful Rapture, Planar Adaptation, Resurgent Transformation, Serenity, Spell Resistance, Siphon Magic,

    Ingenuities
    Body Mod: The renaissance man gains 2 evolution points. These points must be spent immediately and cannot be changed.
    Divine Tinctures 4: Add two level 4 or lower druid spells to tincture list. Spells change to match tincture rules.
    Double Dose: Once per day, the renaissance man can prepare a single tincture with two effects. This takes the slot of tincture one level higher than the highest level tincture used in the combination.
    Favored enemy: The renaissance man gains a favored enemy and increases the benefits of one favored enemy if he already has one.
    Greater Symbiosis: Increases healing to fast heal 2, and allows for activation as a standard action when the renaissance man is above 0 hit points. Prerequisite: Improved Symbiosis
    Swift Brew: Prepare tinctures as a full round action

    Rank 6
    Tinctures level 6

    Awaken, Breath of Life, Empowered Cure Critical Wounds, Empowered Inflict Critical Wounds, Epidemic, Euphoric Tranquility, Eyebite, Flesh to Stone, Harm, Heal, Stone Tell, Stone to flesh, Transformation,

    Master Ingenuities
    Arcane Tinctures: The renaissance man gains 1 extra tincture slot per level, and adds 1 wizard spell per level to tincture list.
    One with Nature: Effective druid Level for animal companion increased by 5.
    Perfect Symbiosis: The renaissance man has fast heal 2, and increases this to fast heal 5 when below 0 hit points. Prerequisite: Greater Symbiosis




    Nobility

    Spoiler
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    Primary ability
    Bardic Performance
    The renaissance man knows how to motivate, organize and lead men. The renaissance man is granted the bardic performance ability with an effective bard level of 1 at rank 1, and increasing by +2 for every increase in Nobility Expertise rank. This grants new performances as the renaissance man ranks up, in accordance with his effective bard level.

    Rank 1
    Challenge

    As a swift action, the renaissance man chooses one target within sight to challenge. The renaissance man’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to 1 at rank 1, and increases by 2 per rank after 1st. The renaissance man also gains a +1 to hit and ac vs the challenge target. This increases to +2 at rank 3, and +3 at rank 5. The renaissance man can use this ability a number of times per day equal to his Nobility Expertise ranks.
    Challenging a foe requires much of the renaissance man’s concentration. The renaissance man takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

    Ingenuities
    Extra performance: The renaissance man gains 6 additional rounds of bardic performance per day.
    Lingering performance: The genius gains the Lingering Performance feat as a bonus feat.
    People Skills (Ex): The renaissance man can add his Intelligence modifier to diplomacy and sense motive checks in place of Cha and WIS.
    Snap out of it (Ex): As a standard action, the renaissance man gives an adjacent creature a save against a mind affecting effect. The renaissance man must make a DC 20 perform check, with the target receiving a bonus of +1 for every 5 by which the result exceeds 20. This uses one round of bardic performance.
    Team Player: The renaissance man increases the effect of aid another by +2, both when giving and receiving aid.

    Rank 2
    Tactician

    The renaissance man receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the renaissance man can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round per Nobility Expertise rank. Allies do not need to meet the prerequisites of these bonus feats. The renaissance man can use this ability once per day at rank 2, plus one additional time per day for every 2 ranks thereafter.

    Ingenuities
    Locked on Target (Ex): The renaissance man gains a +4 to AC against attacks of opportunity provoked while moving towards a challenge target.
    Order of the Luchadore (Ex): Challenge bonus to hit also added to CMD and CMB versus the challenge target.
    Rousing performance: The renaissance man prepares his allies for combat with a powerful performance. This functions as Inspire Courage, with the benefits increasing by +1 for each consecutive round after first, with a maximum additional bonus equal to the renaissance man's Nobility Expertise rank. These additional benefits apply only during combat, and last for one minute after the performance ends or until the end of the first round of combat, whichever comes first.
    Smooth Talker: Reroll bluff or diplomacy once per day. This ability must be used before the results are revealed.

    Rank 3
    Vassal

    As the Leadership feat, but with the following differences: Grants the renaissance man a cohort, but no followers. Adds half his Intelligence modifier to his leadership score. Leadership score is calculated using ranks in Knowledge (Nobility) in place of character level.
    If he has the leadership feat his cohort's max level is one less than his, he gains the appropriate number of followers, uses his character level instead of Knowledge (Nobility) ranks, and he may negate 2 points of penalties against his leadership score.

    Ingenuities
    Inspiring Leadership: Add the whole intelligence modifier to the leadership score instead of half.
    Sidekick: Vassal gains +2 to hit against subject of challenge.
    Supporter: So long as your cohort is within 30 ft, your challenge bonus to Hit and AC is increased by +1
    Tactician Feat: The renaissance man gains an additional teamwork feat which can be used with Tactician.

    Rank 4
    Demanding Challenge (Ex)

    Whenever the renaissance man declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the renaissance man.

    Ingenuities
    Just Cause: Once per day, when the renaissance man's cohort is attacked, the renaissance man can attack the enemy as an immediate action.
    Man to Man: As long as the renaissance man and his challenge target are within each other's threatened spaces, the target cannot make attacks of opportunity against anyone but the renaissance man.
    Parry: Whenever the renaissance man takes a full attack action with a light or one-handed piercing or slashing weapon, he can elect not to take one of his attacks. At any time before his next turn, he can attempt to parry an attack against him or an adjacent ally as an immediate action. To parry the attack, the he makes an attack roll, using the same bonuses as the attack he chose to forego during his previous action. If his attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the renaissance man, the the renaissance man takes a –4 penalty on his attack roll. The renaissance man also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The renaissance man must declare the use of this ability after the attack is announced, but before the roll is made. The renaissance man gains an additional +2 bonus to parry attacks made by challenge targets.
    Teamwork: The renaissance man's cohort is granted a teamwork feat which the renaissance man possesses.

    Rank 5
    Brilliant Tactician

    The renaissance man is granted an additional Tactician Teamwork feat. He may select two of his Tactician Teamwork feats when using Tactician instead of one.

    Ingenuities
    Frightening Tune: The renaissance man learns the Frightening Tune performance.
    Inspire Heroics: The renaissance man learn the Inspire Heroics performance.
    Noble Defender: When the target of a challenge attacks the renaissance man's cohort, it provokes an attack of opportunity from the renaissance man.
    Tactician Feat: The renaissance man gains an additional teamwork feat which can be used with Tactician.

    Rank 6
    Battlefield Performance

    The renaissance man grants one Teamwork feat he possesses to all allies affected by his performance. This effect ends as soon as the performance's effects end. This can be applied to any performance which affects the renaissance man's allies.

    Master Ingenuities
    Dynamic Duo: While tactician is active, the renaissance man's cohort gains all of the renaissance man's teamwork feats.
    Stunning Performance: The renaissance man uses the power of his performance to incapacitate his enemies. Each round the renaissance man uses this performance, enemies within 30 feet take nonlethal sonic damage equal to 1d8 plus the renaissance man's intelligence modifier.
    Virtuoso: The renaissance man can begin bardic performance as a swift action, and gains 10 additional rounds of bardic performance per day.




    Planes

    Spoiler
    Show
    Primary ability
    The renaissance man has learned to tap into the power of the elemental planes. The renaissance man is granted an Eidolon with an effective summoner level of 1 at rank 1, and increased by 2 for every increase in Planes Expertise rank. For the purposes of meeting evolution prerequisites, he counts as summoner level 0 at rank 1, and increases that by +3 for every rank each rank after 1.

    Rank 1
    Planar Artifact

    The renaissance man's manipulation of the planes is enabled by his use of a Planar artifact, an object which the renaissance man creates from an ordinary item. The planar artifact enables the summoning of the renaissance man's eidolon, and the use of all his planes expertise abilities, all of which are disabled if he loses possesion of his artifact for more than one round. Only the renaissance man may access the abilities of the artifact, including any magical abilities the item may become imbued with. The item can be a weapon, ring, or amulet. If the item is a ring or amulet, effects which would normally apply only to the weapon apply to unarmed strikes and natural attacks.

    Locate
    The artifact can be used for divination as well as summoning and planar travel. The renaissance man may use the artifact as though under the effects of a locate object or locate creature spell for a number of rounds per day equal to his intelligence modifier plus his knowledge (the planes) ranks. Each planes expertise rank grants three additional rounds for this ability.

    Ingenuities
    Extra Evolution: Grants the extra evolutions feat. Can be taken multiple times.
    Locate Invisibility: Locate 1 invisible creature or object within a 60 foot cone. If there are multiple invisible things, the nearest one is located. If two or more are equidistant, one is identified at random. The renaissance man gains no information about the invisible object or creature, only it's location. This uses two rounds of locate.
    Planar Attacks: Weapons wielded by the renaissance man are treated as having the planar special ability. If the renaissance man has natural attacks, or improved unarmed strike, those gain the Planar special ability.
    Plane Sight: The renaissance man can look into an element, and see out of the same element elsewhere. The renaissance man looks into acid, darkness/shadows, electricity, fire, dirt/sand, or water, and as a full round action, he can see out of the edge of a separate body of the same element within 20 ft +10 ft per planes expertise rank. He can do this for a number of rounds per day equal to his intelligence modifier + his Knowledge (the planes) ranks. If there is more than one suitable target to see out of, the renaissance man can control where his vision goes. If there are no suitable elemental bodies present to connect with the renaissance man finds out immediately, but still expends one round of Plane Sight.
    Returning Artifact: Planar Artifact returns as though it had the returning quality, even if it would not normally qualify for such a trait. It can also be called to the renaissance man from up to 30 feet as a standard action.
    Shadow Emanation: Darkness on planar artifact 1/day. Can be taken multiple times.

    Rank 2
    Elemental Plane Walking

    The renaissance man uses his artifact to pull himself into an elemental plane. The renaissance man can enter the planes of acid, air, earth, fire, shadow, or water. He can be in one of these planes for a number of consecutive rounds equal to his Planes Expertise rank, and a total number of rounds per day equal to his Knowledge (The Planes) ranks. Entering and exiting the planes requires traveling through an elemental nexus, a body of the appropriate element large enough to contain the renaissance man. If the renaissance man does not exit the plane on his last possible turn, he is ejected at the nearest possible location and suffers damage as a fall of a distance equal to the distance to the nearest exit plus 10 feet. Entering an elemental plane is a standard action, while leaving an elemental plane is a move action. If the renaissance man is under an affect similar to dimensional anchor, he must succeed on a DC 20 concentration check in order to use Elemental Plane Walking, using his Knowledge (The Planes) ranks as his caster level.
    While on the elemental planes, the renaissance man cannot perceive the material plane, but is guided by his artifact to know his relative position. He can detect potential openings to the material plane within 5 feet per Knowledge (The Planes) rank, with the exception of the opening he used to enter the elemental plane, which he can sense as long as it exists. While in these planes, he can move at up to twice his normal speed for the movement type required per round. If he loses possession of his planar artifact while on the elemental plane he is immediately ejected to the material plane. While on elemental planes, the damage done by a planar artifact weapon's corresponding elemental special abilities are doubled.
    Each plane is made up of its element, and poses its own unique challenges.
    Acid: Time spent on the acid plane inflicts 2d6 points of damage per round, plus 1d6 on exit. Lacks breathable air.
    Air: Can only be entered and exited from areas at least 20 feet away from ground, walls or other solid surfaces, and with a clear line of sight to the sky. Cannot be entered without a fly speed. Immediately ejected upon losing flight.
    Earth: Cannot be entered without burrow speed. Instant death upon losing burrow speed. Lacks breathable air.
    Fire: Time spent on the fire plane inflicts 2d6 points of damage per round, plus 1d6 on entry. Lacks breathable air.
    Shadow: Can only be entered and exited from areas of dim lighting or darker.
    Water: Must swim to move. Lacks breathable air. Can also enter and exit through ice if the renaissance man has a burrow speed.


    Ingenuities
    Elemental Magic 1: Choose one level 1 spell for each element. The renaissance man can cast one 1/day.
    Elemental Resistance: Artifact grants resistance 2 to all energy types.
    Partial Plane Shift: Blur on self 1/day
    Planar Pocket: Artifact has pockets of extra dimensional space which acts as a handy haversack.
    Plane Running: Enter planes as a move action, exit as a swift action.
    Returning Strike: On being called, the planar artifact weapon can make an attack on an enemy in its path. This attack uses the renaissance man's intelligence modifier in place of his strength score. Prerequisite: Returning Artifact

    Rank 3
    Flights and Sights

    Fly, as the spell for a number of minutes per day equal to the renaissance man's knowledge (the planes) ranks. These minutes do not need to be consecutive, but must be spent in one minute increments. In addition, he may cast Scrying 3/day.

    Ingenuities
    Boon Eidolon: Eidolon improves as though the renaissance man's effective summoner level increased by 4, though it cannot exceed his HD.
    Elemental Magic 2: Choose one level 2 spell for each element. The renaissance man can cast one 1/day.
    Fast walking: Expend 2 rounds of elemental plane walking to cast dimension door. The renaissance man must be in or adjacent to an elemental nexus, and must exit in or adjacent to an elemental nexus of the same type, within a range equal to four times his speed. The renaissance man must be capable of traveling to the associated elemental plane, and takes any damage he would normally take for traveling through that plane for one round. Prerequisite: Plane Running
    Fey Aspect: Gain the fey subtype, a +2 bonus to perception checks, and DR/3 Cold Iron
    Planar Weapon: Add 1d6 elemental damage to a weapon artifact. Choose Acid, Cold, Electric, Fire or Sonic. Once chosen this element is permanent. This ability can be activated or deactivated as a free action, and is usable a number of rounds per day equal to the renaissance man's Knowledge (The Planes) ranks.
    Teleport Strike: Attacks made in the round you exit an elemental plane treat targets as flat-footed.
    Walk With Me: The renaissance man can take another creature with him while using elemental plane walking. While on the elemental plane the other creature must remain in contact with the renaissance man or his artifact, or he will be ejected. If the creature does not wish to go, the renaissance man must succeed on a grapple check in order to force the creature into the elemental plane. The renaissance man cannot pull a creature into an elemental plane without traveling their himself. The renaissance man cannot take creatures more than one size larger than himself, and the elemental body must be large enough to accommodate both creatures simultaneously. Movement is limited to the renaissance man's movement speeds.

    Rank 4

    Dimension Door (Sp)

    The renaissance man can cast dimension door twice a day, plus one for each subsequent rank.

    Ingenuities
    Elemental Magic 3: Choose one level 3 spell for each element. The renaissance man can cast one 1/day.
    Hostile Plane Walk: Send a foe to an elemental plane with a touch attack. The target must be within 5 feet of an appropriate element and capable of passing through it, as per elemental plane walking. Uses 5 rounds of elemental plane walking. A successful will save of 15 + the renaissance man's intelligence modifier allows the creature to return. Creatures that fail the will save may try again after 1d4 rounds.
    Improved Planar Weapon: Add a second element. Usable an additional 3 rounds per day. Prerequisite: Planar Weapon
    Planar Recharge: The renaissance man gains an additional use per day of each elemental magic spell while within 5 feet of an elemental nexus of at least 5 feet cubed. He may only use spells of the appropriate element. Prerequisite: Elemental Magic (any)
    Shadow Walk : As the spell. Usable once per day. Can be taken multiple times, each time adding one use per day.

    Rank 5
    Planar Travel (Sp)

    Ethereal jaunt 2/day. Plane shift 1/day

    Ingenuities
    Air Affinity: The renaissance man gets a fly speed equal to twice his base land speed, and electricity resistance 5 (if he already has electricity resistance this ability stacks).
    Elemental Magic 4: Choose one level 4 spell for each element. The renaissance man can cast one 1/day.
    Earth Affinity: The renaissance man gains a burrow speed of 20 feet, and damage reduction 2/-
    Greater Planar Weapon: Elemental damage increases to 2d4 + enhancement bonus. Weapon can be enhanced for an additional three rounds per day.
    Shadow Affinity: The renaissance man gains partial concealment in normal light, total concealment in dim light, and greater invisibility in darkness. The renaissance man gains darkvision 60 ft (or adds 30 ft to his existing darkvision) and can see through even magical darkness.

    Rank 6
    Mastery of the Planes (SU)

    Astral Projection 1/day, Create Demiplane 1/day, Discern Location 1/day.

    Master Ingenuities
    Perfect Eidolon: Eidolon Gains 10 evolution points.
    Perfect Elemental Magic: Choose one level 5 spell for each element. The renaissance man can cast one 1/day. In addition, gain unlimited use of elemental magic when within 10 feet of an elemental nexus of the associated type.
    Perfect Planar Weapon: Adds a third element, and all elements gain the burst effect. This ability is constantly active.

    Elemental Magic, Planar Weapons and associated planes and spell types.
    Planar Element Spell type Weapon Enhancements
    Acid Acid, Poison Acid
    Air Air, Electricity Electric
    Earth Earth, Sonic Sonic
    Fire Fire, Light Fire
    Shadow Darkness, Shadow N/A
    Water Cold, Water Cold




    Religion

    Spoiler
    Show
    Primary ability
    Divine Spark (Su)

    The renaissance man has learned the secrets of creation, and can use a complex ritual to breath life into inert matter. He gains a construct follower.
    This follower has the normal construct traits with the following exceptions: It receives 50% healing from positive energy and 50% harm from negative energy, cannot be repaired by 0-level spells. It is not immune to mind affecting effects, but adds the renaissance man's intelligence modifier to its will save for the purposes of resisting such effects, reflecting its mental connection with the renaissance man. The construct can be raised by resurrection effects, or as long as the body remains intact, it may be repaired with a ritual, restoring it to life with half its hit points. The ritual takes a day to prepare and 6 hours to perform.
    If a construct is destroyed or dismissed, a new construct can be created. The ritual takes a week to prepare, and 12 hours to perform, with a material cost of 100 gold per HD. The renaissance man can only have one construct follower at a time.

    Rank 1
    Battle Meditation (Ex)

    The renaissance man enters a meditative state, improving his concentration, reaction times and resiliency. The renaissance man gains a +2 Dodge bonus to AC, +2 to hit, and +2 to all saves as long as he is in a state of meditation. This bonus increases to +3 at rank 3, and +4 at rank 5. The renaissance man can enter his battle meditation as a free action, and may meditate for a number rounds per day equal to his 4+ Intelligence Modifier + his Knowledge Religion skill ranks. Ending the meditation is a free action.

    Ingenuities
    Enlightened: While meditating, Intelligence modifier added to wisdom based skills.
    Healing Hands (Ex): The renaissance man gains a +4 bonus on Heal checks. he may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, he may treat double the normal number of people at the same time. He may provide long term care for himself.
    Linked Focus (Su): Construct gains the save bonus of the renaissance man's meditation.
    Meditative Magic (Su): The renaissance man adds his meditation bonus to the DCs and caster level checks of his spells, staves and spell-like abilities.

    Rank 2
    Meditation Feat

    The renaissance man may choose one of the following feats to be granted during meditation. He does not need to meet the prerequisites. He may use these feats to meet prerequisites for subsequent feats, but those too will only apply during meditation unless the original feat on a more permanent basis.
    Blind Fight, Cleave, Combat reflexes, Die hard, Dodge, Mobility, Uncanny Dodge, Weapon Finesse.

    Ingenuities
    Built Tough: Construct follower's hit die increased from d10 to d12, and gains an additional +2 bonus to its natural armor.
    Complicated Past: Choose four additional traits. One of these must be a religion trait.
    Light and Dark (Su): Once per day as an immediate action, the renaissance man can treat positive and negative energy effects as if he were an undead creature, taking damage from positive energy and healing damage from negative energy. If the renaissance man already treats positive and negative energy as though he were undead, this ability instead causes him to treat them as though he were a normal living creature. This ability lasts for 1 minute once activated.
    Shield Trained: Shield proficiencies are shared with the construct

    Rank 3
    Divine Conduit (Su)

    The renaissance man adapts an aspect of the divine spark ritual to allow himself to conduct divine energies. He gains lay on hands as the paladin ability, with an effective paladin level of 2 per religion expertise rank, and substituting intelligence for charisma. Each day, when he prepares the ritual, he may choose positive or negative energy. Once he makes his selection he cannot change it until the next time he prepares the ritual. This ability does not stack with lay on hands from any other class.

    Ingenuities
    Craft Construct: The renaissance man gains Craft Construct as a bonus feat.
    Channel Energy (Su): The renaissance man gains the channel energy ability. The renaissance man has an effective cleric level of 2 per religion expertise rank, and substitutes his intelligence modifier for his charisma modifier. Using this ability expends two uses of lay on hands.
    Healer's Touch (Su): When sending positive or negative energy to a living creature via a touch, the renaissance man can make a heal check and add ¼ the result to the effect. If he rolls a 1, no bonus energy is applied, if he rolls a 20 the bonus energy is doubled.
    Life Drain (Su): Once per day, the renaissance man can expend two uses of lay on hands to drain the life force of another creature and absorb it into himself. If the renaissance man has prepared positive energy, he may absorb the life force of a living creature. If he has prepared negative energy, he can absorb the life force of an undead creature. The amount drained is equal to the amount that would normally be healed by lay on hands. Any healing beyond the renaissance man's max HP is granted as temporary hit points.
    No Hands (Su): The renaissance man does not require a free hand to use lay on hands on himself.

    Rank 4
    Meditation Feat

    The renaissance man can select any one of the previous bonus feats to be granted during meditation, or any feat which has one of the previous bonus feats as a prerequisite. To take a subsequent feat, the renaissance man must meet the prerequisites, though he is considered to possess both his previous bonus feat, and any prerequisites that feat required.

    Ingenuities
    Divine Weapon (Su): The renaissance man can apply one use of lay on hands through his weapon 1/day when making an attack.
    Focused Senses (Ex): The renaissance man gains Blindsense 30 ft while meditating. Prerequisite: Blind Fight feat, or Blind Fight meditation feat
    Meditation Feat: The renaissance man is granted yet another meditation feat. This feat must be one of the rank 2 feats, or a feat the has one of the renaissance man's current meditation feats as a prerequisite. To take a subsequent feat, the renaissance man must meet the prerequisites, though he is considered to possess both his previous bonus feats, and any prerequisites those feats required.
    Serenity (Ex): While meditating, the renaissance man can take 10 on any skill in which he has at least one rank.
    Undead Slayer (Su): The renaissance man treats his melee attacks as having the Disruption ability when meditating. This works even if the weapon he wields is not a bludgeoning weapon.

    Rank 5
    Ritual of Renewal (Sp)

    Once per day, the renaissance man can apply his knowledge of the ritual used to create a construct in order to restore life to natural beings. Doing so allows him to reproduce the effects of Breath of Life, Restoration, or Animate Dead as the cleric spells.

    Ingenuities
    Fresh Breath: Breath of life can restore life within three rounds of death.
    Improved Focused Senses (Ex): The renaissance man gains blindsight, 30 ft while meditating. Prerequisite: Focused Senses.
    Mutual Benefit (Su): When targeting another with Lay on Hands, the renaissance man can apply the affects to himself as well. This ability can be used three times per day.
    Swift Hands (Su): Lay on hands can be used as a swift action when targeting others. This ability may be used a number of times per day equal to the renaissance man's intelligence modifier.

    Rank 6
    Preemptive Resurrection (Su)

    The renaissance man prepares for the possibility of death by preemptively readying the breath of life. Whenever he would normally be killed by a loss of hit points, he gets a DC 20 will save to be restored as though by the breath of life. This effect provides no negative levels. Each successful use of this ability increases the DC by 5 until the next day. This ability requires 1d4 minutes to recharge.

    Master Ingenuities
    Abundant Energy: The renaissance man gains 10 additional uses of lay on hands per day.
    Mind Over Matter: As long as the renaissance man is meditating, he automatically succeeds at the will save for Preemptive Resurrection.
    Perfected Construct: Construct follower gains 20 bonus upgrade points. Allows the following upgrades to be taken: Composite Body, Diminutive Size, Gargantuan Size, Greater Damage Reduction, Greater Natural Attack, Improved Absorb Energy.
    Last edited by Makeitstop; 2014-04-06 at 05:59 PM.

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    Default Re: [PF] The Renaissance Man: Why Limit Yourself (Construct Follower and Feats)

    Construct Follower

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    {table=head]Rank|HD|BAB|Saves|Skills|Feats|AC|DR|Str/Dex|Upgrade|Max Attacks|Ability Score|Special
    1|2|+2|+0|12|1|+2|0|0|6 +INT|2|0|Link, Traits, Immunities
    2|4|+4|+1|24|2|+4|1/-|1|12 +INT|2|+1|Shared Weapon Proficiencies
    3|6|+6|+2|36|3|+6|2/-|2|18 +INT|3|+1|Multiattack,
    4|8|+8|+2|48|4|+8|3/-|3|24 +INT|3|+2|Shared Combat Insights
    5|10|+10|+3|60|5|+10|4/-|4|30 +INT|4|+2|Share Energy
    6|12|+12|+4|72|6|+12|5/-|5|36 +INT|4|+3|[/table]


    Base Form
    • Stats: Str 16, Dex 12, Con 0, Int 10, Wis 11 Cha 10
    • Size: medium.
    • Base speed 30.
    • Senses: Low-light vision, Darkvision 60 feet
    • Base upgrades: Limbs (Arms), Limbs (Legs), Head, Clay body.
    • Weapon proficiencies: simple.
    • Class skills: shared with renaissance man.
    • Magic item slots: shared with renaissance man.


    HD
    This is the total number of 10-sided (d10) Hit Dice the construct possesses, which are not affected by a constitution modifier.

    BAB
    This is the construct’s base attack bonus. A construct’s base attack bonus is equal to its Hit Dice. Constructs do not gain additional attacks using their natural weapons for a high base attack bonus, though they gain iterative attacks with weapons as normal.

    Saves
    These are the construct’s base saving throw bonuses. A construct possesses only bad saving throws, though it is immune to most effects that require a fortitude save, and adds the renaissance man's Intelligence modifier to will saves against mind affecting effects.

    Skills
    This lists the construct’s total skill ranks. A construct can assign skill ranks to any skill. A construct receives a number of skill ranks equal to 6 + its Intelligence modifier per HD. A construct cannot have more ranks in a skill than it has Hit Dice. Construct skill ranks are set once chosen, even if the construct is modified by the renaissance man.
    The construct shares the same class skills as the renaissance man.

    Feats
    This is the total number of feats possessed by a construct. Constructs can select any feat that they qualify for. Construct feats are set once chosen, even if the renaissance man alters the creature. If, due to changes, the construct no longer qualifies for a feat, the feat has no effect until the construct once again qualifies for the feat.

    Armor Bonus
    The number noted here is the construct’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the renaissance man. A construct cannot wear armor of any kind,

    Str/Dex Bonus
    Add this modifier to the construct’s Strength and Dexterity scores.

    Upgrade Points
    The value given in this column is the total number of upgrade points available to the construct. Points from this pool can be spent on a wide variety of modifications and improvements that add new abilities, attacks, and powers to the construct. Whenever the renaissance man increases his Religion Expertise rank, the number increases and he can spend these points to change the abilities of the construct. These choices are not set. The renaissance man can change them whenever he gains a level or through a ritual which takes 6 hours to perform.
    The construct is also granted Upgrade points equal to the renaissance man's Intelligence modifier. If the renaissance man's Intelligence modifier permanently increases, the construct gains additional upgrade points, but cannot apply them until the renaissance man performs the ritual or alters it when gaining a level. If the renaissance man's Intelligence modifier is permanently lowered, and the construct does not have a corresponding number of unspent Upgrade points, the construct will continue to function normally for 24 hours, then become inert. It will be little more than a lifeless statue until the necessary number of Upgrades are removed, or the number of Upgrade points it possesses increases to accommodate its abilities. The renaissance man cannot spend more upgrade points than are available.

    Max. Attacks
    This indicates the maximum number of natural attacks that the construct is allowed to possess at the given rank. If the construct is at its maximum, it cannot take upgrades that grant additional natural attacks. This does not include attacks made with weapons.

    Special
    This includes a number of abilities gained by all constructs as they increase in power. Each of these bonuses is described below.

    Link (Ex)
    A renaissance man creates his construct in part from his own life force. As a consequence, they share a mental link which allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the renaissance man to give orders to his construct at any time. In addition, magic items give off energy that flows in some small part through this connection. This does not allow them to share the effects, but it does cause interference. As a result, the renaissance man and his construct share magic item slots. For example, if the renaissance man is wearing a ring, his construct can wear no more than one ring. In case of a conflict, the items worn by the renaissance man remain active, and those used by the construct become dormant.

    Construct Traits
    The construct has no Constitution modifier. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). Constructs cannot heal damage on their own, but can be repaired through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. They cannot be repaired by 0-level spells. A construct with the fast healing special quality still benefits from that quality.
    These constructs also receives 50% of the effects of positive and negative energy.

    Construct Immunities
    Constructs are immune to ability damage, ability drain, bleed, disease, death effects, death from massive damage, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning or any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    Constructs do not breathe, eat, or sleep.

    Shared Weapon Proficiencies
    The construct shares a mental connection with its creator, allowing it to rapidly adapt the renaissance man's martial skills for its own use. It gains all of the renaissance man's weapon proficiencies.

    Multiattack
    The construct gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the construct instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the construct later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

    Shared Critical Insights
    The construct's strong mental connection to its creator allows it to quickly draw on his knowledge of their enemies. The construct gains the bonuses from the renaissance man's critical insights ability. However, the bonus for the construct is calculated as though the Knowledge skills had 3 fewer ranks.

    Shared Energy
    The construct's strong connection to its creator allows the renaissance man to use lay on hands on the construct as though using it on himself. The renaissance man cannot use any abilities or gain any benefits which he normally gains from using lay on hands on others, though any advantages from using the ability on himself still apply, including the ability to use lay on hands as a swift action. The 50% reduction of positive and negative energy is not negated by this ability. This ability has an unlimited range, so long as the renaissance man and construct are on the same plane. The renaissance man can still apply lay on hands normally if he so chooses. If the construct has lay on hands, it may use this ability to use lay on hands on the renaissance man as well.
    Upgrades


    {table=head]Upgrade|Effect|Rank|Cost
    Ability Increase|A construct refines it's design to improve efficiency and increases one of its abilities. Increase one of the construct’s ability scores by +2. This upgrade can be selected more than once. It can be applied once to an individual ability score at rank 1, a second time at rank 3, and a third time at rank 5. This upgrade cannot be used to grant the construct a constitution score.|1|3
    Additional Health|Increase the construct's max HP by 3. This upgrade can be taken no more than 3 times per rank.|1|1
    Bite|A construct’s mouth is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge).|1|3
    Claws|A construct has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d6 points of damage (1d4 if small, 1d8 if Large, 2d6 if Huge). The construct must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. This upgrade can be selected more than once, but the construct must possess an equal number of the limbs upgrades.|1|3
    Clamps|A construct gains large clamps at the ends of one pair of its limbs, giving it two clamp attacks. These attacks are secondary attacks. The clamps deal 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge). Constructs with the grab upgrade linked to clamps gain a +2 bonus on CMB checks made to grapple. The construct must have the limbs (arms) upgrade to take this upgrade. This upgrade can be selected more than once, but the construct must possess an equal number of the limbs upgrades.|1|3
    Climb|A construct becomes a skilled climber, gaining a climb speed equal to its base speed. This upgrade can be selected once per Religion Expertise rank. Each additional time it is selected, increase the construct’s climb speed by 10 feet.|1|3
    Fortification|A construct has reinforced armor over it's weak points. The construct gains a 25% chance to negate any incoming precisions damage. At rank 3, 2 more points can be spent to increase this to a 50% chance. At rank 5, an additional 2 points can be spent to increase this to a 75% chance.|1|3
    Improved Natural Armor|The construct gains an additional +2 to it's natural armor. This upgrade can be taken once per Religion Expertise rank.|1|2
    Hooves|A construct has a pair of sharp hooves at the end of its legs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d6 points of damage (1d4 if small, 1d8 if Large, 2d6 if Huge). The construct must have no other natural attacks on it's legs to take this upgrade.|1|3
    Lifelike appearance|A construct appears very much like an ordinary organic being. When this upgrade is taken, select a race of the appropriate size. The construct has similar features to that race, and gains a +4 bonus to disguise checks to make it appear as one of them. In addition, it may ignore the penalties for being the wrong race, so long as it possesses the appropriate body parts and only the appropriate body parts.|1|1
    Limbs|A construct grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the construct’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The construct does not gain any additional natural attacks for an additional pair of arms, but it can take other upgrades that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons. This upgrade can be selected more than once. The construct can add one pair of arms per Religion Expertise rank. A construct's base speed can be increased by the limbs (legs) upgrade or the Speed Boost upgrade, however the total number of these speed increasing upgrades cannot exceed the renaissance man's Religion Expertise rank. The free limbs granted at rank 1 do not count towards these limits.|1|5
    Magic Attacks|The Construct enhances one natural attack. The first time this upgrade is taken, the attack becomes a +1 magic weapon. Subsequent uses of this upgrade allow the construct to improve the enchantment on the same attack, or enhance a new attack. If an attack is improved multiple times, the cost for each subsequent upgrade is increased by 1. Upgrades can add either enhancement bonuses or special abilities as per normal enchantment rules. The total enhancement bonus on a natural attack cannot exceed the renaissance man's religion expertise rank.|1|1
    Negative Energy Affinity|The effects of positive and negative energy on are reversed when used on the construct.|1|2
    Pull|A construct gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the construct makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the construct. This ability only works on creatures of a size equal to or smaller than the construct. Creatures pulled in this way do not provoke attacks of opportunity. The construct must have a reach of 10 feet or more to select this upgrade. This upgrade can be selected more than once. Its effects do not stack. Each time a construct selects this upgrade, it applies to a different natural attack.|1|2
    Push|A construct gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the construct makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the construct. This ability only works on creatures of a size equal to or smaller than the construct. Creatures pushed in this way do not provoke attacks of opportunity. This upgrade can be selected more than once. Its effects do not stack. Each time a construct selects this upgrade, it applies to a different natural attack|1|2
    Reach|One of a construct’s attacks is capable of striking at foes at a distance. Pick one attack. The construct’s reach with that attack increases by 5 feet.|1|2
    Resistance|A construct’s body is treated to resist one particular energy type. Pick one energy type (acid, cold, electricity, fire, or sonic). The construct gains resist 5 against that energy type. At rank 3 this resistance increases to 10, and at rank 5 this increases to 15. This upgrade can be selected more than once. Its effects do not stack. Each time a construct selects this upgrade, it applies to a different energy type.|1|2
    Slam|A construct can deliver a devastating slam attack. This attack is a primary attack. The slam deals 2d6 points of damage (1d8 if small, 3d6 if Large, 4d6 if Huge). The construct must have the limbs (arms) upgrade to take this upgrade. This upgrade can be selected more than once, but the construct must possess an equal number of the limbs upgrades.|1|3
    Small size|A construct is small size. It gains a +2 bonus to its Dexterity score, takes a –2 penalty to its Strength and its speed is reduced by 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3).|1|0
    Speed Boost|A construct's land speed is increased by +10. A construct's base speed can be increased by this upgrade or the limbs (legs) upgrade, however the total number of these speed increasing upgrades cannot exceed the renaissance man's Religion Expertise rank.|1|3
    Spikes|A construct is covered in numerous sharp spikes. These spikes are a natural weapon which is treated as armor spikes, dealing 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge) on successful use.|1|3
    Sting|A construct possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d6 points of damage (1d4 if small, 1d8 if Large, 2d6 if Huge). The construct must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the construct must possess an equal number of the tail upgrades.|1|3
    Swim|A construct becomes buoyant and well adapted to moving through water, giving it a swim speed equal to its base speed. This upgrade can be selected once per Religion Expertise rank. Each additional time it is selected, increase the construct’s swim speed by 10 feet.|1|3
    Tail|A construct grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This upgrade can be selected more than once.|1|3
    Tail Slap|A construct can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge). The construct must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the construct must possess an equal number of the tail upgrades.|1|3
    Tentacle|A construct possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d6 points of damage (1d4 if small, 1d8 if Large, 2d6 if Huge). This upgrade can be selected more than once|1|3
    Wings|A construct gains a pair of wings. which cannot be used for flight, but aid in flying and grant a pair of wing buffet attack. The construct gains a +2 racial bonus on fly checks. The wing buffets do 1d6 damage (1d4 if small, 1d8 if Large, 2d6 if Huge).|1|4
    Extra Ki|Prerequisite: Ki Pool or Wyroot Body|2|3
    Gore|A construct grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge)|2|5
    Grab|A construct becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, clamps, slam, tail slap, or tentacle attacks. Whenever the construct makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the construct grapples the target. This ability only works on creatures of a size one category smaller than the construct or smaller. Construct with this upgrade receive a +4 bonus on CMB checks made to grapple.|2|4
    Head|A construct gains an additional head. The construct does not gain any additional natural attacks for the additional head, but the additional head does allow the construct to take other upgrade that add an additional attack to a head (such as a bite, gore, or breath weapon). This upgrade can be selected more than once.|2|4
    Improved Damage Reduction|A construct's body is hardened even further, increasing it's resistance to physical attacks. The construct increases its damage reduction by +1/-. At rank 3, this extra damage reduction can be increased to +2/- for an additional 3 points. At rank 4, this extra damage reduction can be increased to +3/- for an additional 4 points. At rank 5, this extra damage reduction can be increased to +4/- for an additional 5 points. At rank 6, this extra damage reduction can be increased to +5/- for an additional 6 points, for a total of 20 points spent.|2|2
    Low center of gravity|A construct leverages it's mass surprisingly well for a small creature. It gains a +2 bonus to it's CMB and CMD, and can perform combat maneuvers against enemies that are one size category larger than would normally be allowed, including while using the grab upgrade. This ability ceases to function if the construct ever increases beyond small size. Prerequisite: Small Size.|2|2
    Skilled|A construct becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This upgrade can be selected more than once. Its effects do not stack. Each time a construct selects this upgrade, it applies to a different skill|2|2
    Trample| A construct gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the construct can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the construct does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d8 points of damage (1d6 if small, 2d6 if Large, 3d6 if Huge), plus 1-1/2 times the construct’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the construct’s HD + the construct’s Strength modifier. A trampling construct can only deal trampling damage to a creature once per round.|2|5
    Trip|A construct becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the construct makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the construct is not tripped in return. This ability only works on creatures of a size equal to or smaller than the construct. The construct must possess the bite upgrade to select this upgrade.|2|4
    Venom Injector|A construct has a special chamber which stores poisons to be injected into it's enemies. Pick one bite or sting attack. Whenever the selected attack hits, the construct can inject one dose of poison as a free action. The construct can hold a number of doses of poison in it's chamber equal to 2 + the renaissance man's Religion Expertise rank. These poisons need not be the same, the construct can choose which type to use when injecting. Loading a dose of poison is a standard action that provokes attacks of opportunity.|2|3
    Blindsense|A construct’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the construct to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the construct. Visibility still affects the construct’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.|3|5
    Breath weapon|A construct is granted the ability to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The construct can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the construct’s HD + the construct’s wisdom modifier + the construct's special size modifier. The construct can use this ability once per day. The construct can use this ability 1 additional time per day by spending an additional 2 upgrade points (maximum 3/day).|3|7
    Constrict|A construct gains the power to crush those it grapples. Whenever the construct successfully grapples a foe using the grab upgrade, it deals additional damage equal to the amount of damage dealt by the attack used by the grab upgrade.|3|4
    Flight|A construct gains a fly speed equal to its base speed. The construct flies by means of magic has perfect maneuverability. The construct’s fly speed can be increased by spending additional upgrade points, gaining a 10-foot increase to fly speed for each additional point spent.|3|7
    Gaze Attack|A construct has a third eye on its forehead, which when opened can stop his opponent's in their tracks. The construct gains a gaze attack with a 30 foot range. Creatures exposed to the gaze must make a Will save with a DC equal to 10 + the construct's HD + the construct's charisma modifier or be paralyzed as though under the effect of a hold person or hold monster spell. Those effected receive a new save every round, and remain paralyzed until they make a successful save. Activating this ability requires a standard action, and deactivating it is a free action. The construct may use this ability for a number of rounds per day equal to its HD + its charisma modifier.|3|9
    Immunity|A construct’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The construct gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type.|3|4
    Improved Attack|One of the construct’s natural attacks is particularly deadly. Select one natural attack (or pair of natural attacks) and increase the damage by one step, as though it increased in size by one level. This upgrade can be selected more than once. Its effects do not stack. Each time a construct selects this upgrade, it applies to a different natural attack. This does not stack with the improved natural attack feat.|3|4
    Lay on Hands|A construct adapts an aspect of the divine spark ritual to allow itself to conduct divine energies. It gains lay on hands as the paladin ability, with an effective paladin level of 4, and substituting intelligence for charisma. The effective paladin level can be increased by 2 by spending an additional 2 points. The effective paladin level cannot be increased beyond two less than the renaissance man's. Each day, when it prepares the ritual, it may choose positive or negative energy. Once it makes its selection it cannot change it until the next time it prepares the ritual. If the construct only receives only 50% of the effects of positive and negative energy, those it use the ability on also receive only 50% of the effects.|3|4
    Large Size|A construct increases in size, becoming Large. The construct gains a +8 bonus to Strength, a +2 bonus to its natural armor, and an additional 10 bonus hit points. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. The construct also gains 10-foot reach, and any reach upgrades it possesses are added to this total. The construct must be Medium to take this evolution. If 10 additional upgrade points are spent, the construct instead becomes Huge. The construct gains a +16 bonus to Strength, a +5 bonus to its natural armor, and an additional 20 bonus hit points. It takes a –4 penalty to its Dexterity. This size change also gives the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. The construct also gains 15-foot reach, and any reach upgrades it possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. Religion Expertise rank 5 is required to take huge size.|3|10
    Rend|A construct learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the construct makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the construct’s Strength modifier. The construct must possess the claws upgrade to select this upgrade.|3|5
    See in Darkness|A construct can see perfectly in darkness of any kind, including that created by deeper darkness.|3|7
    Spell Resistance|A construct is designed to resist magic. It gains Spell Resistance 12 + 3 per Religion Expertise rank. At rank 4, an additional 3 points can be spent to increase this to 12 + 4 per Religion Expertise rank. This does not stack with cold iron body.|3|7
    Tremorsense|A construct becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense upgrade, but only if both the construct and the creature to be pinpointed are in contact with the ground.|3|3
    Tiny Size|A construct is tiny size. It gains a +8 bonus to its Dexterity score, and takes a –4 penalty to its Strength. It also gains a +2 size bonus to its AC and attack rolls, a –2 penalty to its CMB and CMD scores, a +4 bonus on its Fly skill checks, and a +8 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by two steps (1d8 becomes 1d4, 1d6 becomes 1d3, etc.). The construct has no natural reach, and must enter its opponent's square in order to attack if it does not use a reach or ranged weapon. The construct cannot flank, unless it has the necessary reach. These bonuses and penalties replace those from small size. Prerequisite: Small size.|3|6
    Absorb Energy|A construct absorbs energy that would be harmful to others. Pick one energy type to which the construct is immune. Whenever the construct is hit with that energy type, it increases it's hit points by an amount equal to 25% of the damage negated, healing up to 25% of its total HP per day. For an additional two points, this can be increased to 50% absorption, healing up to 50% of its total HP per day. This upgrade can be selected once at rank 4, and once again for each subsequent Religion Expertise rank. Its effects do not stack. Each time it applies to a different energy type.|4|3
    Blindsight|A construct’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The construct can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The construct must possess the blindsense upgrade to take this upgrade.|4|7
    Burrow|A construct has powerful claws, allowing it to move through the earth. The construct gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface.|4|6
    Frightful Presence|An construct becomes unsettling to its foes, gaining the frightful presence ability. The construct can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the construct must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the construct’s HD + the construct’s Charisma modifier. If the construct has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the construct are immune to this effect. For an additional 3 upgrade points, the construct can increase the potency of this ability, acting as though it has 4 more HD than it actually possesses.|4|5
    Lifesense|A construct can pinpoint living creatures with ease. The construct notices and locates living creatures within 60 feet, just as if it possessed the blindsight upgrade.|4|10
    Composite body|The construct's body is a fusion of two materials. Select two body types. It gains the benefits of both body types, with the following stipulations: The AC bonuses do not stack, the construct simply takes the higher bonus. The construct can either take its choice of Damage Reduction, or if the body types have two different weaknesses, it may instead add the DR bonuses together and treat both materials as overcoming its DR. The body types treat natural weapons as being two different materials, choose one material for each natural attack. The healing effects of Greenwood and Living Steel stack. Finally, any other overlapping effects do not stack. The cost of this upgrade is in addition to the costs of both body types. Prerequisite: Perfected Construct|6|4
    Diminutive size|A construct is Diminutive size. It gains a +16 bonus to its Dexterity score, and takes a –8 penalty to its Strength. It also gains a +4 size bonus to its AC and attack rolls, a –4 penalty to its CMB and CMD scores, a +6 bonus on its Fly skill checks, and a +12 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by three steps (1d8 becomes 1d3, 2d6 becomes 1d4, etc.). The construct has no natural reach, and must enter its opponent's square in order to attack if it does not use a reach or ranged weapon. The construct cannot flank, unless it has the necessary reach. These bonuses and penalties replace those from Tiny Size. Prerequisite: Perfected Construct, Tiny Size|6|12
    Gargantuan size|A construct increases in size, becoming Gargantuan. The construct gains a +24 bonus to Strength, a +8 bonus to its natural armor, and an additional 30 bonus hit points. It takes a –6 penalty to its Dexterity. This size change also gives the creature a –4 size penalty to its AC and on attack rolls, a +4 bonus to its CMB and CMD, a –6 penalty on Fly skill checks, and a –12 penalty on Stealth skill checks. The construct also gains 20-foot reach, and any reach upgrades it possesses are added to this total. Any natural attacks the construct possesses increase to next appropriate damage die. The construct must be Huge to take this evolution. These bonuses and penalties replace, and do not stack with, those gained from becoming Huge. If 10 additional upgrade points are spent, the construct instead becomes Colossal. The construct gains a +32 bonus to Strength, and a +12 bonus to its natural armor, and an additional 40 bonus hit points. It takes a –8 penalty to its Dexterity. This size change also gives the creature a –8 size penalty to its AC and attack rolls, a +8 bonus to its CMB and CMD, a –8 penalty on Fly skill checks, and a –16 penalty on Stealth skill checks. The construct also gains 15-foot reach, and any reach upgrades it possesses are added to this total. Any natural attacks the construct possesses increase to next appropriate damage die. These bonuses and penalties replace, and do not stack with, those gained from becoming Gargantuan.Prerequisite: Perfected Construct, Huge Size|6|10
    Greater Damage Reduction|A construct's body is hardened further yet, increasing it's resistance to physical attacks to incredible levels. The construct increases its damage reduction by +1/-. This upgrade can be taken up to five times. Prerequisite: Perfected Construct, Improved Damage Reduction +5|6|5
    Greater Natural Attack|A natural attack which is already under the effects of Improved Natural Attack or an upgrade with that effect, has its damage increased as though the construct had just gone up one size category. This upgrade can be taken multiple times, its effects do not stack. Each time it applies to a different natural attack. Prerequisite: Perfected Construct|6|5
    Improved Absorb Energy|Pick one energy type to which the construct already for which the construct already possess the absorb energy upgrade at 50% healing. Whenever the construct is hit with that energy type, it increases it's hit points by an amount equal to 100% of the damage negated, healing up to 100% of its total HP per day. For an additional 4 points, this can be increased to 150% absorption, healing up to 200% of its total HP per day. These benefits replace those from Absorb Energy. Prerequisite: Perfected Construct|6|4[/table]

    Synergy Upgrades

    {table]Spell-like abilities|A construct is inscribed with magical incantations, granting it spell-like abilities. The construct gains two level 1 or level 0 spell-like abilities, which function like Arcana Expertise spell-like abilities and have a caster level equal to the renaissance man's Knowledge (Arcana) skill ranks. These abilities are drawn from the Sorcerer/wizard spell list, or for an additional 2 points, the construct can choose instead to have access to either the druid or cleric spell list. For an additional point, the construct can gain an additional two spell-like abilities that are one level higher, up to the level below the renaissance man's Arcana Expertise rank. Prerequisite: Arcana Expertise Rank 2|2|4
    Combat Maneuver Training|A construct is designed for combat maneuvers. The construct can substitute the renaissance man's Knowledge (Dungeoneering) skill ranks in place of its BAB when calculating its CMB and CMD. In addition, it gains a +2 bonus to CMD and CMB. Prerequisite: Dungeoneering Rank 2|2|4
    Bombs|A construct is able to create powerful explosives. The construct gains the bombs ability. These bombs do 1d6 damage per Engineering Expertise rank, and additional damage equal to the construct's Intelligence modifier. The construct gains a number of bombs per day equal to its Intelligence modifier + the renaissance man's Engineering Expertise rank. For each additional point spent, the construct can gain a bomb discovery which the renaissance man possesses. Prerequisite: Engineering Expertise rank 2.|2|4
    Ki Pool|A construct has been trained in an exotic discipline. It gains a number of Ki points equal to its Intelligence modifier + the renaissance man's Geography Expertise rank. For each additional upgrade point spent, it can gain a ninja trick which renaissance man possesses. Prerequisite: Geography Expertise rank 2 with Ki Pool.|2|4
    Words of Power|A construct has been trained in an exotic discipline. The construct can cast 2 wordspells per level per day, with the highest level it can cast being one less than the renaissance man's Geography Expertise rank. To determine the number of words the construct knows, use the table for the renaissance man, but divide the values by 2, rounding down, and eliminate the highest level words, which the construct cannot use anyway. The construct also gains all target words and the boost meta word, which do not count against its limits. For an additional 3 points, the construct can choose either the sorcerer/wizard list or the cleric list instead of the druid list. The construct can add additional words known by spending a number of points equal to each word's level, though it cannot exceed the renaissance man's normal amount per level given on the table. Prerequisite: Geography Expertise rank 2 with Words of Power.|2|4
    Shared Combat Feats|A construct is a stone cold killing machine. It gains access to one of the renaissance man's combat or teamwork feats. For an additional 2 points, it can gain access to another of the renaissance man's combat or teamwork feats. It may add a total number of combat feats equal to the renaissance man's History Expertise rank. Prerequisite: History Expertise rank 2.|2|4
    Sneak Attack|A construct gains the sneak attack ability. The construct does 1d6 damage at rank 2, and can increase to 2d6 at rank 4 for 1 point, and 3d6 at rank 6 for 1 additional point. The construct's sneak attack cannot damage cannot exceed its creator's. Prerequisite: Local Expertise rank 2.|2|4
    Tinctures|A construct knows how to create powerful effects from natural ingredients around him. The construct may make 1 tincture per day of each level the renaissance man is capable of creating. The construct can add additional recipes to his list from the druid spell list (adapting them to be touch range and targeting only one creature) for an additional point per spell level. For two points per level, he can add spells from the sorcerer/wizard spell list, adapting them in the same way. Prerequisite: Nature Expertise rank 2.|2|4
    Bardic Performance|A construct is skilled at evoking responses from others through performances. It gains the bardic performance ability, with an effective bard level equal to the renaissance man's -2. It can use its bardic performance for a number of rounds equal to 2 + its Charisma modifier + 2 per Nobility Expertise rank after first. For an additional 2 points, the construct can have a masterwork instrument built into its body, allowing it to initiate bardic performances as a swift action. Prerequisite: Nobility Expertise rank 2.|2|4
    Elemental Dimension Door|A construct can travel through an elemental plane. It gains the ability to cast dimension door a number of times per day equal to the renaissance man's Planes Expertise rank. The construct must be in or adjacent to an elemental nexus, and must exit in or adjacent to an elemental nexus of the same type, within a range equal to four times his speed. The construct must meet the prerequisites for entering the associated elemental plane, and takes any damage it would normally take for traveling through that plane for one round. Prerequisite: Planes Expertise rank 2.|2|4[/table]


    Body types
    A construct can be made from a variety of materials. While clay is the most basic, many other materials exist which can have significant improvements. A construct can only have one body type at a time. Each body type adds to the construct's natural armor bonus and grants it Damage Reduction in addition to its base Damage Reduction.
    {table]Material|Effect|AC|DR|Rank|Cost
    Adamantine|Natural attacks are considered Adamantine, and bypass the first 40 points of hardness when attacking an object.|+3|+3/-|3|8
    Clay|No effect.|0|0|1|0
    Crystal|Critical hits with natural weapons inflict bleed damage (1d6 per Religion Expertise rank). The construct can store one spell. If the construct's spell slot is empty, and it rolls a natural 20 on a save against a spell, it can absorb that spell. It can only absorb spells which target the construct specifically. Casting a stored spell is a standard action.|+3|+2/Adamantine|4|10
    Cold Iron|Gains Spell Resistance 12 + 3 per Religion Expertise rank. At rank 4, an additional 3 points can be spent to increase this to 12 + 4 per Religion Expertise rank. This does not stack with the Spell Resistance Upgrade. Natural attacks are considered cold iron.|+2|+2/A|3|8
    Darkwood|The construct receives the full effects of positive and negative energy. It's weight is reduced by half, it gains +10 to its base speed and it gains a +2 to its Dexterity.|+1|+1/Cold Iron|2|6
    Glassteel|The construct is transparent, and gains a +8 to stealth. It's weight is reduced by half, it gains +10 to its base speed and it gains a +2 to its Dexterity. |+2|+1/Adamantine|2|6
    Greenwood|The construct gains the full effects of positive and negative energy. It regains 20% of its maximum HP per day as natural healing as long as it soaks in water and soil for at least an hour per day.|+1|+1/Cold Iron|2|6
    Living Steel|The construct heals heals 2 HP per HD per day. An attacker's weapons gains the broken quality if they roll a natural 1 on their attack roll.|+2|+2/Silver|2|6
    Mithral|The construct's natural attacks are considered silver. It's weight is reduced by half, it gains +10 to its base speed and it gains a +2 to its Dexterity.|+2|+2/Adamantine|2|6
    Obsidian|The construct's body is black and blends into shadows, granting a +4 bonus to Stealth in dim light or darker. In addition, all of its natural attacks are treated as having the improved natural attack feat.|+3|+2/Adamantine|3|8
    Viridium|The construct has an eerie warm radiance. As a move action, the construct can activate a sickening aura. This aura causes all living creatures within a 30 foot radius to make a fortitude save (DC = 10 + HD + Wisdom Modifier) or become sickened. The construct cannot control who is affected by this. Those that make their save are immune for 1d4+1 rounds. The effects of this aura last for 1d4 rounds after the exposure ends. Ending this ability is a free action. This ability can be used for a number of rounds per day equal to the Religion Expertise rank + the construct's Wisdom modifier. By expending 4 rounds of this aura, the construct can make a ranged touch attack that does 4d6 fire damage and causes the target to save against sickening. If the target rolls a natural 1 on its save, it is exhausted instead of sickened. In addition, all of the construct natural weapons are considered viridium.|+2|+1/Silver|3|8
    Wyroot|The construct receives the full effects of positive and negative energy. It also gains a ninja Ki pool, with a number of Ki points equal to its Wisdom modifier + the renaissance man's Religion Expertise rank. For an additional 2 upgrade points, the construct can gain a single ninja Ki trick. Upon confirming a critical threat, the construct restores one Ki point. If the construct has the Ki pool upgrade, the two pools stack, but must choose either the Wisdom or Intelligence as the determining stat.|+1|+1/Cold Iron|3|8[/table]



    Class Specific Feats
    Extra Ingenuity
    You may take an additional ingenuity for which you meet the necessary prerequisites. This feat may be taken multiple times.
    Prerequisite: Ingenuity class feature

    Interdisciplinary Ingenuity
    You are granted one Ingenuity from an expertise outside your Ken, or from a rank you have yet to unlock. This ingenuity must be at least 1 rank lower than your highest expertise rank. This feat may be taken multiple times, but can grant only 1 Ingenuity of each rank, and only one ingenuity from each field of expertise. Ingenuities granted by this feat which eventually enter your ken remain interdisciplinary and prevent you from using this feat to grant an ingenuity of that rank or expertise. This feat cannot be used to gain Ingenuities for which you do not meet prerequisites, or which require class features that you have not unlocked.
    Prerequisite: Renaissance man, rank 2 expertise

    Extra Upgrades
    The construct gains 4 upgrade points.
    Prerequisite: Construct follower

    True Renaissance Man
    The genius gains a +2 bonus to all skill checks.
    Prerequisite: Greater Fast Learner, 1 rank in every skill including all knowledge skills, 1 craft, 1 perform, and 1 profession
    Last edited by Makeitstop; 2013-12-12 at 01:55 AM.

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    Default Re: [PF] The Renaissance Man: Why Limit Yourself (Psionics)

    Reserved for Psionic Expansion

    Coming soon, or at least, whenever I get around to finishing it.
    Last edited by Makeitstop; 2014-01-01 at 01:10 PM.

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    Default Re: [PF] The Renaissance Man: Why Limit Yourself? (Release Notes)

    Post reserved for release notes, comments, petty arguments, etc.

    About the renaissance man:
    This class started as a "genius" concept, the idea being someone like the doctor or batman, who uses brains instead of superhuman abilities to overcome problems. Obviously, it has strayed slightly, in that it is not purely mundane. Think of this as being more of a Tony Stark, Bruce Banner kind of genius, who uses the resources available to gain superhuman abilities or make up for the lack thereof.

    As the renaissance man is fundamentally about being good at more than one thing, this is a very versatile class which could arguably be called a system in and of itself. A friend of mine refers to it as controlled multiclassing. Having used multiple renaissance men in a party during playtesting, I can confirm that it does work as a system for a whole party to use, though it does also play nice with others as well.


    Release Notes

    Ver 1.oh crap: Due to the change in table codes, this page is need of updating. The first three posts have been fixed, but the construct section is a mess. I am working on fixing it. Please be patient.

    Ver 1.0: A few minor corrections to wording, here and there, nothing major. Calling it done. Now to work on some Psionics.

    Ver 0.916: Added a line explicitly stating that Critical Insights does not apply to anything other than critical hits.

    Ver 0.915: Add restriction against gaining a third rank 5 expertise with Master of All Trades.

    Ver 0.91: Added capstone for characters who don't max out an expertise.

    Ver 0.9: Ready for beta
    The class has been play tested several times, and has been refined, primarily in the core class mechanics. Some of the Expertise fields are still awaiting playtesting, and and the construct rules have only just been finished and will be the next thing to be tried out.
    Last edited by Makeitstop; 2014-04-06 at 06:24 PM.

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    Default Re: [PF] The Renaissance Man: Why Limit Yourself? [PEACH] (updated twice on 11-24-13)

    So, it was pointed out elsewhere that there should be a capstone for people who don't max out an expertise. While I think it would be weird not max out one, I tend to agree that there should still be an option for that.

    As such I'm adding the Master of All Trades ability, which grants 3 rank increases and 3 corresponding ingenuities, but can't increase anything to rank 6.

    So, in addition to general feedback on the class, I'd be particularly interested in your feedback on this change. It's certainly a lot, (it allows a character to potentially have three rank 5 expertise fields) but in your opinion, is it a relatively fair trade-off against having a rank 6 ability and a master ingenuity?

    Edit: Thought about it all day, and decided three rank 5s was a bit too much. Added a restriction against that, but otherwise left it the same.

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