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    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Experimental PrC Ideas

    I've finally gotten around to consolidating the PrCs into this post, so my old post is spoilered as its original meaning is kinda not needed anymore. I'm going to be going into a playtest phase for these soon. I'll link to the recruitment thread here when I start it up for those interested.

    I'll be working on additional PrCs as I go still, so expect more to show up in the next few weeks.

    Spoiler: Acolyte
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    Acolyte

    Entry Requirements
    Skills:
    Knowledge (Religion) 6 Ranks
    Feats: True Believer and Any Domain Feat

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Devotion
    2nd +1 +0 +0 +3 Devoted Believer
    3rd +1 +1 +1 +3 True Devotion
    Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (Religion), Profession, Sense Motive. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: An acolyte gains proficiency with their deity's Favored Weapon.

    Devotion (Su): At first level, the acolyte selects one Domain feat they possess that falls under the domains of their deity. At 1st and 3rd level they gain an additional use of the chosen Domain feat. At 2nd level they gain two additional uses of the chosen Domain feat.

    Devoted Believer (Su): Starting at 2nd level, the acolyte may use True Believer once per encounter without expending its daily use. Once the daily use is expended, they lose the use of this ability until they regain their daily use of True Believer. At 3rd level they gain the ability to use True Believe twice per encounter without expeding its daily use.

    True Devotion (Su): At 3rd level, the acolyte gains a number of charges equal to their class level x their Cha or Wis modifier (whichever is higher). These charges may be used in place of turn/rebuke attempts for Divine and Domain feats. Charges are recovered at a rate of 1 per hour of rest (whenever the character would heal nonlethal damage naturally).

    Spoiler: Anima Priest
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    Anima Priest

    Entry Requirements
    Skills:
    Knowledge (Religion) 12 Ranks
    Feats: Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will
    Class Features: 2 Persistent Blessings (Stigmatist), Vigor (Unyielding Soul)

    Hit Die: d8

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Divine Resilience 1
    2nd +1 +3 +0 +3 Unyielding Blessing 2
    3rd +2 +3 +1 +3 Penance's Gift 3
    4th +3 +4 +1 +4 Anointed Soul 4
    5th +3 +4 +1 +4 Ardent Conviction 5
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Anima Priest does not gain any new weapon or armor proficiencies.

    Divine Resilience (Su): When a Anima Priest invests essentia into the Azure Toughness feat, they gain a pool of points equal to the invested essentia multiplied by twice their class level. As a move action that does not provoke attacks of opportunity, the Anima Priest can spend any number of these points to gain a number of temporary hit points equal to the spent points.

    Additionally, while damaged by Penance, the Anima Priest may use Vigor (Unyielding Soul) to gain Temporary Hit Points as a Full-Round Action.

    Unyielding Blessing (Su): The first time the Anima Priest meditates to use the Vigor ability, they may select a number of Blessings equal to their class level. The Anima Priest gains the benefits of these blessings so long as they possess Temporary Hit Points. Additionally, the Anima Priest adds the following blessings to the list of blessings they may obtain:
    Spoiler
    Show
    Holy/Unholy Dodge: This blessing grants the Anima Priest the benefits of the Uncanny Dodge ability, as a Barbarian, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Uncanny Dodge ability.

    Holy/Unholy Evasion: This blessing grants the Anima Priest the benefits of the Evasion ability, as a Monk, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Evasion ability.

    Holy/Unholy Mettle: This blessing grants the Anima Priest the benefits of the Mettle ability, as a Hexblade, while they possess temporary hit points. This blessing may only be taken once until 5th level. At 5th level the stigmatist may take this ability a second time to gain the Improved Mettle ability.

    Seraphic Barrier: While the Anima Priest possesses this blessing, if an attack only damages temporary hit points, any secondary effects the attack may have had do not affect them. This blessing may only be selected once.

    Soul Growth: This blessing allows the Anima Priest to increase the essentia capacity of any one essentia receptacle by 1. When the Anima Priest uses a swift action to reinvest their essentia, they can choose to change what essentia receptacle benefits from this blessing. The effects of this blessing stack.

    Penance's Gift (Su): At 3rd level, the Anima Priest gains the ability to share their blessings and resilience with their allies. As a standard action, the Anima Priest may take nonlethal damage up to the amount of temporary hit points they possess to grant all allies within 30ft an equal number of Temporary Hit Points. While both the Anima Priest and any ally possesses Temporary Hit Points while within 60ft of the Anima Priest, they gain the blessings the Anima Priest selected for Unyielding Blessing (see above) as well as their Persistent Blessings.

    Additionally, if the Anima Priest possesses the Vitality or Hardened ability (Unyielding Soul), the Anima Priest's allies temporarily gain the benefits of these abilities when the Anima Priest grants them Temporary Hit Points so long as they possess Temporary Hit Points. Once they no longer have temporary hit points, they lose these benefits until they benefit from this class feature again.

    Anointed Soul (Su): At 4th level, when the Anima Priest uses Penance to gain a Blessing, they add the damage taken from the use of Penance to the pool of points granted by Divine Resilience. Additionally, in place of taking damage when using Penance, the Anima Priest may take one point of essentia damage that lasts until the Anima Priest recovers their hit points lost to Penance.

    Ardent Conviction (Su): At 5th level, the Anima Priest gains greater depths of spiritual strength born from their own resilience. As long as the Anima Priest possesses Temporary Hit Points, they gain Temporary Essentia equal to the essentia invested in the Azure Toughness feat. Additionally, the Anima Priest may invest their essentia into others, as if they were an essentia receptacle, with a touch, granting them two blessing for each point of essentia invested. If the essentia invested was Temporary Essentia, then the blessing is lost when the Anima Priest would otherwise lose the essentia. Essentia used in this way is automatically uninvested after 24 hours, but may be uninvested as a swift action if the Anima Priest is touching the individual.

    Spoiler: Bane-Blooded
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    Bane-Blooded

    Entry Requirements
    Skills:
    Autohypnosis 6 Ranks
    Feats: Poison Healer

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Tainted Health
    2nd +1 +3 +0 +0 Bleakblood
    3rd +2 +3 +1 +1 Blighted Health
    Class Skills: Autohypnosis, Climb, Craft, Heal, Intimidate, Jump, Profession, Ride, Survival. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Bane-Blooded does not gain any new weapon or armor proficiencies.

    Tainted Health (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they heal a number of hit points equal to their Con score - 10 instead of their Con modifier. Whenever the Bane-Blooded uses Autohypnosis in place of a Fortitude save to tolerate poison, they gain the benefit of Poison Healer if they succeed on the skill check.

    Additionally, each time the Bane-Blooded is exposed to a poison, they gain a permanent +1 circumstance bonus against that poison. This bonus stacks up to +10. This includes Alcohol of any kind.

    Bleakblood (Ex): Whenever the Bane-Blooded heals hit points with the Poison Healer feat, they gain a number of temporary hit points equal to their Con score - 10 multiplied by their class level. Temporary hit points gained from this ability last for one minute.

    Additionally, whenever the Bane-Blooded is exposed to poison, whether they make the save or not or are immune, the poison is stored in their blood for 24 hours. This automatically affects any creature that bites the Bane-Blooded or otherwise drinks the Bane-Blooded's blood. The Bane-Blooded may consume this poison by making an Autohypnosis check equal to the DC of the poison to activate the Poison Healer feat. A Bane-Blooded may only have one poison stored in their blood in this way.

    Blighted Health (Ex): The Bane-Blooded counts as rolling a natural 20 on Fort saves against Poison (effectively gaining immunity to poison). Additionally, when the Bane-Blooded gains hit points from Poison Healer, the number of hit points healed is increased to Xd3, where X is equal to the Bane-Blooded's Con score - 10.

    Spoiler: Capacitor
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    Capacitor

    Entry Requirements
    Skills:
    Psicraft 6 Ranks
    Feats: Psionic Body
    Special: Must Possess a Power Point Pool.

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Psychic Reserve 1 ---
    2nd +1 +0 +0 +3 Psychic Body 3 +1 Manifester Level
    3rd +1 +1 +1 +3 Psychic Capacitor 6 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: A capacitor gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the capacitor increases their manifester level by one. The capacitor does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the capacitor does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Psychic Reserve (Ex): At 1st level, the capacitor gains the ability to store power points internally, gaining a Psychic Reserve that can store a number of power points equal to the capacitor's ranks in Psicraft - 3. To use power points stored in their Psychic Reserve, the capacitor must expend their psionic focus. Unlike a cognizance crystal, a capacitor can spend power points from their Psychic Reserve at the same time they spend power points from another source.

    Psychic Body (Su): At 2nd level, the capacitor heals one additional hit point from natural healing for every power point stored in their Psychic Reserve. The capacitor gains a +1 bonus on Autohypnosis and Concentration checks for every two power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Ability Checks for every three power points stored in their Psychic Reserve. The capacitor heals one additional point of Ability Damage or Ability Burn from natural healing for every five power points stored in their Psychic Reserve. The capacitor gains a +1 bonus on Fort and Ref saves for every six power points stored in their Psychic Reserve.

    Psychic Capacitor (Ex): Starting at 3rd level, the capacitor no longer needs to expend their psionic focus to use the power points from their Psychic Reserve. Additionally, so long as the capacitor possesses power points in their Psychic Reserve, they heal as if through natural healing every hour.

    Spoiler: Catalyst
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    Catalyst

    Entry Requirements
    Skills:
    Craft (Alchemy) 6 Ranks or Knowledge (Arcana) 6 Ranks
    Special: Must consume an alchemical concoction each level that costs class level squared x 100gp to gain a new level (100gp to achieve first level, 400gp to achieve second level, 900gp to achieve third level, etc.)

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Reactions, Strain, Threshold
    2nd +1 +3 +0 +0 ---
    3rd +2 +3 +1 +1 ---
    Class Skills: Autohypnosis, Balance, Climb, Concentration, Craft, Diplomacy, Heal, Jump, Knowledge (Arcana/Religion/The Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The catalyst does not gain any new weapon or armor proficiencies.

    Reactions (Ex): The catalyst possesses the ability to push themselves past their limits, enhancing their physical capabilities immensely using the alchemical substances now produced by their body. At first level, the catalyst gains three Reactions. At 2nd and 3rd level, the catalyst gains two additional reactions. The catalyst need not pay the catalytic cost for reactions gained in this way.

    The catalyst may gain additional reactions by paying the catalytic cost listed on the reaction.

    When taking any action, the catalyst can use any number of reactions, called a Compound. Using reactions requires the catalyst to make a Fort save, with a base DC of 0, with each reaction used increasing the DC by an amount based on the reactions used, failing the check results in gaining Strain (see below). All reactions possess a passive bonus on top of their normal effect.

    Strain (Ex): To use their Reactions, a catalyst puts incredible stress on their body, pushing it beyond their limits and damaging themselves as they go. This is represented by Strain. Any time the catalyst fails the Fort save to use their reactions (see above), they gain Strain. The strain gained is based on their class level. At 1st level, they gain strain equal to the amount they failed the Fort save. At 2nd level, they instead gain strain equal to half the amount they failed the Fort save (rounded down, minimum 1). At 3rd level, they instead gain strain equal to 1 for every three they failed they failed the Fort save by (rounded down, minimum 1).

    A catalyst may have any amount of strain.

    The catalyst loses one point of strain every hour, with a successful heal check (DC equal to 15 + the catalyst's current strain) reducing strain by 1 + 1 per five points they exceed the DC the next time the catalyst loses strain. The catalyst adds their Int bonus (if any) to Heal checks made to reduce strain (this includes reducing the strain of other catalysts). The catalyst may only benefit from one such heal check every hour.

    Threshold (Ex): While a catalyst may have any amount of strain (see above), they take on detrimental effects as their amount of strain increases. This is represented by a Threshold Value, the amount of strain a catalyst can take on before detrimental effect. This value is equal to the catalyst's Con bonus x their class level. Certain reactions and feats can increase the Catalyst's threshold value.

    The catalyst can safely sustain up to their threshold value in strain. Exceeding their threshold value causes detrimental effects based on how much strain in excess they possess. After exceeding their threshold value, the strain causes the catalyst to be fatigued until their strain falls under their Threshold Value. Exceeding twice their threshold value causes them to instead be exhausted. Exceeding three times their threshold value imparts a negative level that heals 24 hours later (never resulting in actual level loss), one additional negative level is gained on exceeding a multiple of their threshold value. On exceeding four times their threshold value, the catalyst is disabled, as if they were at 0 hit points, however, instead of taking damage on taking a standard action, the catalyst instead gains a point of strain On exceeding five times their threshold value, the catalyst falls unconscious. If the catalyst ever exceeds six times their threshold value, their Con score is reduced to 0 and they immediately die.

    The catalyst may ignore the downsides of exceeding their threshold by taking on additional strain, taking a single point of strain to ignore the effects of strain for one minute.

    Spoiler: Reactions
    Show
    The processes that allow a catalyst to surpass their limits are the result of internal alchemical reactions.

    Every Reaction possesses a DC Modifier, ranging from +1 to +10. Each time the catalyst applies the effect of a reaction to a Compound, they add the DC Modifier to the DC of the fortitude save they must make to safely use the Compound.

    Name: Mitigation
    Prerequisites: Catalyst Level 1
    Effect: Using this reaction grants 3 temporary hit points, or increases the number of temporary hit points gained by 3, that last until the start of the catalyst's next turn.
    DC Modifier: +1
    Passive: +1 HP per level.
    Purchase Cost: 50gp

    Name: Surge
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +5ft alchemical bonus to the catalysts base land speed that lasts for a single move action or Charge or until the end of the turn, whichever comes first.
    DC Modifier: +2
    Passive: +2 Initiative
    Purchase Cost: 50gp

    Name: Hardening
    Prerequisites: Catalyst Level 1
    Effect: This Reaction provides a stacking +1 alchemical bonus to the catalyst's natural armor that lasts until the start of the catalyst's next turn.
    DC Modifier: +3
    Passive: +1 Natural Armor Bonus (or increase an existing natural armor bonus by 1)
    Purchase Cost: 100gp

    Name: Force
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +2 alchemical bonus to damage rolls that lasts until the start of the catalyst's next turn.
    DC Modifier: +3
    Passive: +1 alchemical bonus to Damage Rolls
    Purchase Cost: 100gp

    Name: Focus
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +1 alchemical bonus to attack rolls that lasts until the start of the catalyst's next turn.
    DC Modifier: +3
    Passive: +1 alchemical bonus to Attack Rolls
    Purchase Cost: 100gp

    Name: Fortitude
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +1 alchemical bonus to Fortitude saves for a single saving throw. This reaction cannot be used when making a Fortitude Save from the Catalyst's class features.
    DC Modifier: +1
    Passive: +1 alchemical bonus to Fortitude Saves.
    Purchase Cost: 50gp

    Name: Reflex
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +1 alchemical bonus to Reflex saves for a single saving throw.
    DC Modifier: +1
    Passive: +1 alchemical bonus to Reflex Saves.
    Purchase Cost: 50gp

    Name: Willpower
    Prerequisites: Catalyst Level 1
    Effect: This reaction provides a stacking +1 alchemical bonus to Will saves for a single saving throw.
    DC Modifier: +1
    Passive: +1 alchemical bonus to Will Saves.
    Purchase Cost: 50gp

    Name: Resist Element
    Prerequisites: Catalyst Level 2
    Effect: On taking this reaction, the catalyst chooses one Energy type (Fire, Cold, Electricity, Acid, or Sonic). This reaction provides Energy Resistance 2 against the chosen element that lasts until the start of the catalyst's next turn. The second time this reaction is applied to the same element, the catalyst increases the energy resistance by 3 instead, the third time and beyond increases the energy resistance by 5 instead.
    DC Modifier: +4
    Passive: +2 on Saves vs. Environmental Effects. If the catalyst can resist four different energy types, they gain the effects of Endure Elements as a constant extraordinary effect.
    Purchase Cost: 150gp

    Name: Reduction
    Prerequisites: Catalyst Level 2
    Effect: This reaction provides Damage Reduction 1/- (or increases existing damage reduction of the same type by 1) that lasts until the start of the catalyst's next turn.
    DC Modifier: +5
    Passive: +1 Natural Armor Bonus (or increase an existing natural armor bonus by 1)
    Purchase Cost: 150gp

    Name: Strength
    Prerequisites: Catalyst Level 2
    Effect: This reaction provides a +4 alchemical bonus to the catalyst's Strength Score that lasts for one minute. Uses of this reaction beyond the first increase the alchemical bonus by 2.
    DC Modifier: +5
    Passive: +2 alchemical bonus to all Strength-based checks.
    Purchase Cost: 200gp

    Name: Agility
    Prerequisites: Catalyst Level 2
    Effect: This reaction provides a +4 alchemical bonus to the catalyst's Dexterity Score that lasts for one minute. Uses of this reaction beyond the first increase the alchemical bonus by 2.
    DC Modifier: +5
    Passive: +2 alchemical bonus to all Dexterity-based checks.
    Purchase Cost: 200gp

    Name: Endurance
    Prerequisites: Catalyst Level 2
    Effect: This reaction provides a +4 alchemical bonus to the catalyst's Constitution Score that lasts for one minute. Uses of this reaction beyond the first increase the alchemical bonus by 2.
    DC Modifier: +5
    Passive: +2 alchemical bonus to all Constitution-based checks.
    Purchase Cost: 200gp

    Name: Adrenaline
    Prerequisites: Catalyst Level 3
    Effect: This reaction provides Pounce to the catalyst until they end of their turn.
    DC Modifier: +7
    Passive: +2 Alchemical Bonus to Initiative.
    Purchase Cost: 300gp

    Name: Celerity
    Prerequisites: Catalyst Level 3
    Effect: This reaction allows the catalyst to make an additional attack at their highest BAB on their next attack or full attack. This benefit is wasted if the catalyst doesn't make an attack before the end of their turn.
    DC Modifier: +8
    Passive: +2 Alchemical Bonus to Attack Rolls made after the first during a Full Attack.
    Purchase Cost: 350gp

    Name: ...
    Prerequisites: Catalyst Level X
    Effect: ...
    DC Modifier: +X
    Passive: +X Alchemical Bonus to...
    Purchase Cost: 0gp

    Spoiler: Cenobite
    Show
    Cenobite

    Entry Requirements
    Skills:
    Concentration 6 Ranks
    Feats: Psychic Meditation, Deep Psychic Meditation

    Hit Die: d4

    Level BAB Fort Ref Will Special Manifesting
    1st +0 +0 +0 +2 Charged Meditation ---
    2nd +1 +0 +0 +3 Deep Psychic Meditation +1 Manifester Level
    3rd +2 +1 +1 +3 Focused Meditation +1 Manifester Level
    4th +3 +1 +1 +4 Deep Psychic Meditation +1 Manifester Level
    5th +3 +1 +1 +4 Focused Discharge +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Diplomacy, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Sense Motive. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A cenobite gains no new weapon or armor proficiencies.

    Manifesting: At every level except first, the cenobite increases their manifester level by one. The cenobite does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the cenobite does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Charged Meditation (Su): Starting at first level, the cenobite may meditate for one hour to gain a Psychic Charge. They may have a number of Psychic Charges equal to twice their class level at any one time. Psychic Charges persist until spent. At any time, the cenobite may spend a Psychic Charge as a Standard Action to activate an awakened energy center. An energy center activated in this way only lasts for one minutes per manifester level (minimum 1 minute), rather than one hour. The cenobite may still activate their energy center normally without impeding their ability to activate it with their Psychic Charges.

    As these are quick surges, activating an energy center in this way does not increase the cost of activating the energy centers normally.

    Deep Psychic Meditation: At 2nd and 4th level, the cenobite gains Deep Psionic Meditation as a bonus feat. If the cenobite already has three instances of Deep Psychic Meditation, they may instead choose another psionic feat as a bonus feat.

    Focused Meditation (Ex): Starting at 3rd level, the cenobite may spend a psychic charge as a move or standard action. Spending it as a move action activates a single energy center. Spending it as a standard action activates two energy centers.

    Additionally, the cenobite only needs half an hour of meditation to gain a psychic charge.

    Focused Discharge (Ex): Starting at 5th level, the cenobite may spend a psychic charge as a swift, move, or standard action. Spending it as a swift action activates a single energy center. Spending it as a move action activates two energy centers. Spending it as a standard action activates three energy centers.

    Additionally, the cenobite only needs fifteen minutes of meditation to gain a psychic charge.

    This ability supersedes the Focused Meditation ability.

    I may make an alternate that uses Mantra Feats in the near future.

    Spoiler: Cursed
    Show
    Cursed*

    Entry Requirements
    Base Attack Bonus:
    +2
    Skills: Intimidate 6 Ranks
    Feats: Daunting Presence

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Feed the Fear
    2nd +1 +0 +0 +3 Ominous Presence
    3rd +2 +1 +1 +3 Feed on Fear
    Class Skills: Bluff, Climb, Hide, Intimidate, Jump, Move Silently, Profession, Ride, Sense Motive, Swim. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Cursed does not gain any new weapon or armor proficiencies.

    Feed the Fear (Ex): The Cursed may use Daunting Presence on a target that is already Shaken, Frightened, or Panicked (including if they're Cowering), however, instead of the normal effect, if the target fails the save, the penalty for the Shaken, Frightened, or Panicked condition increases by 1, to a maximum increase of the Cursed's class level + 1 for every 3 ranks in Intimidate they possess. Using this ability resets the duration of Daunting Presence.

    Additionally, the Cursed adds their class level to the Save DC of Daunting Presence and to Intimidate checks made to demoralize a target.

    Ominous Presence (Ex): Starting at 2nd level, the Cursed may use Daunting Presence against a single target as a Swift Action. Additionally, the Cursed may use Daunting Presence as a Standard Action to affect up to 2 targets or as a Full-Round Action to affect up to 5 targets.

    Additionally, the Cursed doubles the range of Daunting Presence (out to 60ft instead of 30ft).

    Feed on Fear (Ex): At 3rd level, whenever the Cursed uses Daunting Presence successfully on a target, the target takes 1d6 points of nonlethal damage for every four ranks in Intimidate the Cursed possesses. If a target is knocked unconscious by this effect, the Cursed gains temporary hit points equal to the damage dealt and gains a +1 bonus to attack and damage rolls, saving throws, and armor class for on minute or increases the bonus by one and resets the time on this effect (to a maximum of +5).

    Additionally, non-mindless creatures that are immune to fear effects or mind-affecting effects are affected by the Cursed's Daunting Presence as if they weren't immune, though they gain a +4 bonus on the saving throw to resist the effect.

    *Still looking for a better name.

    Spoiler: Dauntless
    Show
    Dauntless

    Entry Requirements
    Skills:
    Craft (Armorsmithing) 4 Ranks
    Feats: Toughness, Improved Toughness
    Proficiencies: Must be proficient with at least one type of armor.

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0 Armor Dampening, Tough
    2nd +1 +3 +0 +0 Ablative Armor
    3rd +2 +3 +1 +1 Hardened Armor
    Class Skills: Balance, Climb, Craft, Intimidate, Jump, Profession, Ride, Swim. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Dauntless gains proficiency with Light, Medium, and Heavy Armor as well as with Shields (except tower shields).

    Armor Dampening (Ex): Starting at 1st level, the Dauntless converts an amount of lethal damage they take from an attack to nonlethal damage equal to their armor and shield bonus combined. The Dauntless reduces the Armor Check Penalty and increases the Maximum Dexterity Modifier of armor they are currently wearing by their class level.

    Additionally, the Dauntless gains a bonus on Craft (Armorsmithing) checks made to repair armor and shields equal to 1 + three times their class level (max +10 at 3rd level).

    Tough (Ex): At each level, the Dauntless gains Toughness as a bonus feat. The Dauntless gains additional hit points equal to their class level and +1 to Fortitude saves for each instance of Toughness they possess. Every two instances of Toughness increases the Dauntless's Natural Armor by 1.

    Ablative Armor (Ex): A Dauntless of at least 2nd level may, when successfully hit by an attack, transfer the damage from themselves to their armor or shield. Hardness does not apply against damage inflicted to the armor or shield in this way.

    Additionally, the Dauntless may, over the course of an hour, reinforce a suit of armor or shield, granting it temporary hit points equal to half its current hit point total. While the armor possesses temporary hit points from this ability, it's hardness is increased by 2.

    Hardened Armor (Ex): At 3rd level, any suit of armor the Dauntless wears provides them Damage Reduction equal to half the hardness of the armor. Damage reduction gained in this way is overcome by adamantine unless the armor has a hardness of 20 or greater. This damage reduction stacks with similar damage reduction the Dauntless may possess.

    Additionally, the Dauntless may, over the course of a week, strengthen a suit of armor or shield, permanently increasing its maximum hit point total by 5 and hardness by 1. Any suit of armor or shield may only benefit from this once per class level the Dauntless possesses.

    Spoiler: Dreamer
    Show
    Dreamer

    Entry Requirements
    Skills:
    Concentration 6 Ranks, Lucid Dreaming or Autohypnosis 3 Ranks
    Feats: Mind Over Body
    Special: Must possess the ability to dream OR possess the Dream Scion feat (Secrets of Sarlona).

    Hit Die: d6

    Level BAB Fort Ref Will Special PP
    1st +0 +0 +0 +2 Dream Trance, Dream Points 1
    2nd +1 +0 +0 +3 Dreamtouched 3
    3rd +1 +1 +1 +3 Dreamtouched 6
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Lucid Dreaming, Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A dreamer gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the dreamer increases their manifester level by one. The dreamer does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the dreamer does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Dream Trance (Su): As a standard action, a dreamer may spend one power point and expend their psionic focus to enter a Dream Trance. While in a Dream Trance the dreamer gains 1 dream point at the end of every round (see below). A Dream Trance lasts 2 + the dreamer's class level rounds. When a Dream Trance would end the dreamer may spend one power point (they cannot use a dream point in place of a power point for this ability) as a swift action to refresh the duration of the Dream Trance.

    This ability counts as the Dream Scion for meeting prerequisites. A Dream Trance counts as a Dreamtouched State for the purposes of Dreamtouched feats (such feats do not extend the duration of the Dream Trance).

    Dream Points: At the end of every round in which the dreamer maintains their Dream Trance, they gain 1 Dream Point, up to a maximum of the number of ranks in Lucid Dreaming the dreamer possesses. A dreamer in a Dream Trance may expend Dream Points in place of power points for any effect. However, they are not power points and thus she may not transfer them to others (ex: by the bestow power power) or store them in items (such as cognizance crystals).

    Dream Points are not lost when a Dream Trance ends, but cannot be spent unless the dreamer is in a Dream Trance.

    At 1st level, a dreamer may only spend one dream point at a time. At 2nd and 3rd level, the number of dream points they may spend at once increases by 2.

    Dreamtouched: At 2nd and 3rd level, the dreamer gains a bonus Dreamtouched feat (Secrets of Sarlona). Additionally, if a Dreamtouched feat requires the dreamer to sacrifice a use of their Dreamtouched State, they may instead spend three power points.

    Each time a dreamer gains a Dreamtouched Feat, they gain a single 1st or 2nd level psionic power that can only be used while the dreamer is in a Dream Trance.

    Spoiler: Dreamtouched Adept
    Show
    Dreamtouched Adept

    Entry Requirements
    Skills:
    Knowledge (Arcana, The Planes, or Psionics) 8 Ranks and one of Lucid Dreaming, Autohypnosis, or Concentration 4 Ranks
    Feats: Dream Scion and One Other Dreamtouched Feat

    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Shallows Immersion
    2nd +1 +0 +0 +3 Dreamtouched Feat
    3rd +2 +1 +1 +3 Dream Immersion
    4th +3 +1 +1 +4 Dreamtouched Feat
    5th +3 +1 +1 +4 Nightmare Immersion
    Class Skills: Autohypnosis, Concentration, Intimidate, Knowledge (Arcana/Psionics/The Planes), Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: A dreamtouched adept gains no new weapon or armor proficiencies.

    Shallows Immersion (Ex): At 1st level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Shallows Immersion
    Show
    Dream of Contact: This feat may be used without expending a use of your dreamtouched state.

    Dream of Insight: This feat may be used without expending a use of your dreamtouched state.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept gains Superior Low-Light Vision, Darkvision out to 120ft, and Blindsense out to 60ft. These overwrite the Low-Light Vision, Darkvision, and Blindsense granted by Dream of Perception.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +2. This does not affect the bonus from ending the dreamtouched state.

    Dreamtouched Feats: At 2nd and 4th level, the dreamtouched adept gains a bonus Dreamtouched feat. They must still meet any prerequisites for the feat.

    Dream Immersion (Ex): At 3rd level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Dream Immersion
    Show
    Dream of Contact: The dreamtouched adept gains Telepathy out to 60ft while in a dreamtouched state.

    Dream of Insight: The bonus to Knowledge checks is increased to +15 and the dreamtouched adept may make one additional Knowledge check when using this ability.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept gains blindsight out to 30ft while in a dreamtouched state.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +3. This does not affect the bonus from ending the dreamtouched state.

    Nightmare Immersion (Ex): At 5th level, the bonuses from the dreamtouched adept's Dreamtouched feats are increased as described in the spoiler below.
    Spoiler: Nightmare Immersion
    Show
    Dream of Contact: The dreamtouched adept may extend the benefits of the following feats to their allies within range of the dreamtouched adept's telepathy: Dream of Instinct, Dream of Perception, Dream of Strength, and Dream of the Moment. Allies do not gain the benefits of Shallows Immersion, Dream Immersion, or Nightmare Immersion for those feats.

    Dream of Insight: The bonus to Knowledge checks is increased to +20 and the dreamtouched adept may make one additional Knowledge check when using this ability.

    Dream of Instinct: The bonus to Skill Checks and Will saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

    Dream of Perception: The dreamtouched adept may use the Augury effect without ending their dreamtouched state. The dreamtouched adept may still only use Augury once per dreamtouched state.

    Dream of Strength: The bonus to Damage rolls and Fortitude saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

    Dream of the Moment: The bonus to Attack rolls and Reflex saves is increased to +5. This does not affect the bonus from ending the dreamtouched state.

    Spoiler: Echoed Mind
    Show
    Echoed Mind

    Entry Requirements
    Skills:
    Concentration 9 Ranks
    Feats: Subconscious Containment, Psionic Meditation

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Echoed Focus 2 ---
    2nd +1 +0 +0 +3 Focused Mind 6 +1 Manifester Level
    3rd +1 +1 +1 +3 Psychic Echo 12 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: An echoed mind gains no new weapon or armor proficiencies.

    Manifesting: At 2nd and 3rd level, the echoed mind increases their manifester level by one. The echoed mind does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the echoed mind does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Wis score).

    Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their class level. These additional foci are gained as if with Subconscious Containment except the DC is increased by 5 for each additional Foci gained (20 for Subconscious, 25 for first Echoed Focus, 30 for second Echoed Focus, and 35 for their third Echoed Focus).

    Focused Mind (Ex): Starting at 2nd level, the echoed mind may gain psionic focus as a Swift Action, Move Action, or Standard Action and may attempt to gain multiple psionic foci in a single round.

    Psychic Echo (Ex): The echoed mind gains the benefits of psionic feats that require maintaining psionic focus a number of times equal to the number of psionic foci they are currently maintaining (so Speed of thought would grant +20ft to move speed if the echoed mind had two psionic foci and +50ft if they had five psionic foci).

    If a feat has a conditional bonus that is only active under certain conditions, such as the Duck and Weave feat, you must meet those conditions for each instance of the bonus (Ex: with Duck and Weave you'd need to move 20ft for a +4 bonus, 30ft for a +6 bonus, etc.).

    NOTE: Yes, it is possible to expend multiple psionic foci on the same psionic feat to boost its effect, but the burst effect for that requires expending all five psionic foci, which you can gain a maximum of three of in a turn with this class (unless you break action economy in which case you have worse things to worry about) and even then would take a full round action and some decent rolling. I think it balances, personally.

    Spoiler: Feral
    Show
    Feral

    Entry Requirements
    Skills:
    Survival 6 Ranks
    Special: One of the following conditions must be met;
    • Survived in the wild on their own for at least a year
    • Trained with a Mutator class or Druid that has experienced Drift (Complete Divine)
    • Been chosen by a deity or spirit of nature (includes several types of fey and magical beasts).


    Hit Die: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +0 Dire Form, Survivor
    2nd +1 +0 +0 +0 Adaptation
    3rd +1 +1 +1 +1 Wild Child
    4th +2 +1 +1 +1 Mythic Form
    5th +2 +1 +1 +1 Feral Ascendancy
    Class Skills: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: The Feral gains no new weapon or armor proficiencies.

    Dire Form (Ex): At first level, the Feral gains a mutator level equal to their class level as well as two mutations. At 2nd and 4th level, the Feral gains one additional mutation. At 3rd and 5th level, the Feral gains two additional mutations. The Feral may only select Basic, Innate, and Extraordinaire Mutations for this ability.

    Survivor (Ex): The Feral gains Track as a bonus feat and gains a bonus on Survival checks equal to their class level.

    Additionally, the Feral gains a +1 bonus to all Feral class skills (except Survival). This bonus increases by 1 at 3rd and 5th level. This does not apply to skills added to the class skills list by Mutations.

    Adaptation (Ex): Starting at 2nd level, the Feral may, over the course of a week, replace one mutation with another. On making the decision to do so, the Feral loses access to the chosen mutation until the week is over when it is replaced by the new mutation.

    Additionally, the Feral gains a bonus Mutator feat.

    Wild Child (Ex): Starting at 3rd level, the Feral may substitute half their ranks in Survival for their ranks in any other Feral class skill and adds their Wisdom bonus (if any) to any checks made in this way.

    Mythic Form (Ex): At 4th level, the Feral gains a single Teratomorph as the Evolutionist class feature. They may only choose a Teratomorph from the Teratomorph I list.

    Additionally, the Feral gains a bonus Mutator feat.

    Feral Ascendancy (Ex): When it would be beneficial, the Feral is treated as both an animal and their original type. Additionally, the Feral adds half of the non-mutator class levels they possess to their mutator level.
    Last edited by EdroGrimshell; 2017-11-15 at 05:16 PM.
    Quotes
    Spoiler
    Show
    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  2. - Top - End - #2
    Titan in the Playground
     
    Troacctid's Avatar

    Join Date
    Jan 2014
    Location
    California
    Gender
    Female

    Default Re: Experimental PrC Ideas

    I can't see a character wanting to take Infusionist. Psionic characters don't want it, since it doesn't progress psionics. Meldshapers don't want it, since it doesn't help with meldshaping. Casters certainly don't want it, since it doesn't progress casting and they probably don't have a psionic focus anyway. Skill monkeys don't want it because it tanks your skills. Fighters don't want it because it tanks your stats. So who's supposed to be taking it? It doesn't seem to have any niche.

    Soulfused has a similar problem. I'm not sure what kind of character is supposed to take it. The most logical would be Soulborn, since they're the class that gets the bonus Incarnum feats, but the half-BAB isn't very friendly for them. And Incarnates and Totemists don't seem like they'd be interested in losing their meldshaper progression for it--and even if they were, they wouldn't want all 5 levels.

    Also, regarding the names, Infusionists don't use infusions and Soulfused are apparently unrelated to the Soulfused template...so that's a little awkward.

  3. - Top - End - #3
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

    Join Date
    Oct 2008

    Default Re: Experimental PrC Ideas

    Spoiler: Infusionist
    Show
    Infusionist

    Entry Requirements
    Skills:
    Concentration 6
    Feats: Psycarnum Infusion
    Special: Must possess an essentia pool.

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Essentia Manifesting
    1st +0 +0 +0 +2 Extended Infusion 1 1 ---
    2nd +1 +0 +0 +3 Expanded Infusion 3 2 +1 Manifester Level
    3rd +1 +1 +1 +3 Invested Infusion 6 3 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession. Psicraft, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The infusionist does not gain any new weapon or armor proficiencies.

    Manifesting: At 1st and 3rd level, the infusionist increases their manifester level by one. The infusionist does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the infusionist does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Int score).

    Extended Infusion (Ex): At 1st level, the duration of the infusionist's Psycarnum Infusion feat extends by a number of rounds equal to the infusionist's class level. At 2nd level, the infusionist increases the number of rounds by an additional one.

    When the infusionist uses the Psycarnum Infusion feat, he may spend one or more power points (up to 5 or half the infusionist's manifester level, whichever is higher) to increase the duration by an equal number of rounds.

    Expanded Infusion (Ex): At 2nd level, the infusionist can select two incarnum receptacles when they use the Psycarnum Infusion feat. At 3rd level, the infusionist can select three incarnum receptacles.

    Alternatively, the infusionist may reduce the number of essentia receptacles affected from Psycarnum Infusion by 1 to increase the capacity of the essentia receptacles affected from Psycarnum Infusion by 1. At 3rd level they may reduce the number of affected essentia receptacles by 2 and increase the capacity of the affected essentia receptacles by 2.

    Invested Infusion (Ex): When Infusionist uses the Psycarnum Infusion feat, they may spend three power points to retain their psionic focus.

    Additionally, as an immediate action, the Infusionist may spend six power points to use Psycarnum Infusion as part of the same action. Using Psycarnum Infusion in this way does not benefit from Expanded Infusion or Extended Infusion.

    Spoiler: Instructor
    Show
    Instructor

    Entry Requirements
    Skills:
    Martial Lore 6 Ranks, Associated Skill of the Discipline selected for Martial Study 6 Ranks
    Feats: Martial Study, Martial Stance

    Hit Die: d8

    Level BAB Fort Ref Will Special MK MR SK
    1st +1 +2 +0 +2 Training, Discipline 1 1 0
    2nd +2 +3 +0 +3 Stance Correction 0 0 0
    3rd +3 +3 +1 +3 Simplified Instruction 1 0 1
    4th +4 +4 +1 +4 Self Instruction 0 1 0
    5th +5 +4 +1 +4 Teacher's Pride 1 0 0
    Class Skills: Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (History), Martial Lore, Profession, Ride, Swim.* 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The instructor is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

    Training (Ex): An instructor does not fight alone, but cannot always expect to fight with those as skilled as themselves, as such, they learn how to train those they work with to fight alongside them. Over the course of an hour, the instructor may train a number of individuals up to their Int score - 10 and multiplied by their class level. Those trained by the instructor in this way gain an Instruction Point. This Instruction Point lasts for one week per class level the instructor possesses.

    Instruction Points can only be granted to intelligent creatures with a Base Attack Bonus lower than the instructor's Base Attack Bonus.

    Discipline (Ex): Those trained by the instructor find their combat prowess enhanced by their training, gaining a +1 Circumstance bonus to attack rolls and armor class and a +2 Circumstance bonus to damage rolls for each Instruction Point they possess. The bonus to attack rolls counts as Base Attack Bonus for determining the number of attacks the trained individual can make on a full attack and if they can benefit from additional training.

    Stance Correction (Ex): Instructors know that a good foundation enhances the ability to fight. Starting at second level, anyone benefiting from an Instruction Point may take a swift action to gain the benefits of one Stance the instructor knows for one round. They don't actually know the stance, simply gaining the benefits of it.

    Simplified Instruction (Ex): An instructor can give their students a chance to use some of their own techniques by simplifying the technique for them to use. At 3rd level, the instructor gains the ability to impart a small amount of their skill when training others, allowing them to select a single maneuver they know each time they use Training to grant an Instruction Point. At any point, a trained individual may spend on Instruction Point to use one of the selected maneuvers. Each time an Instruction Point is spent in this way, the instructed individual loses access to one maneuver they previously had access to from this effect (this need not be the maneuver they used when spending the Instruction Point).

    Self Instruction (Ex): When an instructor of 4th level or higher uses Training to grant Instruction Points, the Instructor may gain an Instruction Point themselves. An instructor may have Instruction Points up to their class level and gain all the benefits of them except for the effective Base Attack Bonus increase from Discipline.

    Additionally, the instructor may take Martial Stance and Martial Study as many times as they wish. If the instructor has ranks in a discipline's associated skill of 9 or higher, they may take maneuvers from that discipline as well when taking Martial Study or Martial Stance.

    Teacher's Pride (Ex): An instructor's pride is to pass on their knowledge to their students so they may pass it on to their own students. Any individual trained consistently by the instructor for a month that never has less than one Instruction Point gains Martial Weapon Proficiency, Exotic Weapon Proficiency, Martial Study, or Martial Stance as a bonus feat, but may only select a weapon, maneuver, or stance that the instructor is able to use.

    Additionally, the instructor may spend a month learning a new weapon proficiency, maneuver, or stance, gaining the appropriate feat to gain the selected option. The instructor must spend at least an hour a week, possess a means of studying what they wish to gain, and must possess an Instruction Point the entire time to gain the feat. If any of these requirements is skipped at any time, the instructor must restart from the beginning once more.


    *Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.

    Spoiler: Militiaman
    Show
    Militiaman

    Entry Requirements
    Skills:
    Martial Lore 6
    Feats: Martial Study, Martial Stance

    Hit Die: d8

    Level BAB Fort Ref Will Special MK MR SK
    1st +1 +2 +0 +0 Limit Reserve 1 1 0
    2nd +2 +3 +0 +0 Martial Clarity 0 0 0
    3rd +3 +3 +1 +1 Fighting Spirit 1 0 1
    Class Skills: Climb, Craft, Intimidate, Jump, Martial Lore, Profession, Ride, Swim.* 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The militiaman is proficient with all simple and martial weapons, with light and medium armor, and with shields (excluding tower shields).

    Limit Reserve (Ex): At first level, the militiaman gains a Limit Reserve, represented by a d10. At the start of an encounter, the militiaman sets their Limit Reserve to 1 + 3 per class level they possess. The militiaman may reduce their Limit Reserve by any amount to recover maneuvers they possess from the Martial Study feat or gained from this class with a total level equal to the amount the Limit Reserve was reduced. This is a free action.

    At the end of an encounter, the militiaman's Limit Reserve is set to 1.

    Should the militiaman's Limit Reserve ever reach 0, the militiaman is fatigued for one minute and cannot increase their Limit Reserve until they spend five minutes in light exercise (at which point the Limit Reserve is set to 1 as if an encounter had ended).

    Additionally, the militiaman may take the Martial Study feat any number of times.

    Martial Clarity (Ex): Starting at second level, the militiaman increases their Limit Reserve by 1 at the start of each round and may, once per encounter, add an additional 1d4 to this increase. At third level, this may be used an additional time per encounter.

    Additionally, whenever the militiaman uses a Counter or Boost Maneuver, they may decrease their Limit Reserve by one to not use up an action. This can only be used on maneuvers the militiaman knows from Martial Study or this class.

    Fighting Spirit (Ex): Starting at 3rd level, the militiaman may, once per encounter, set their Limit Reserve to 10.

    Additionally, the militiaman may decrease their Limit Reserve by one to replace one attack during a full attack action with a readied Strike Maneuver that has an initiation time of one standard action or less. This can only be used on maneuvers the militiaman knows from Martial Study or this class.


    *Add the associated skill of the Discipline the Militiaman chose with Martial Study to their skill list.

    Spoiler: Scholar
    Show
    Scholar

    Entry Requirements
    Skills:
    18 Ranks Split Between at Least Three Knowledge Skills.
    Feats: Knowledge Devotion, Master of Knowledge (Heroes of Horror)

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Knowledge Correlation
    2nd +1 +0 +0 +3 Scholastic Study
    3rd +1 +1 +1 +3 Scholastic Advantage
    Class Skills: Appraise, Autohypnosis, Concentration, Craft, Decipher Script, Forgery, Gather Information, Knowledge (All; Each Skill Taken Separately), Profession, Psicraft, Search, Spellcraft, Use Magic Device, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A scholar gains no new weapon or armor proficiencies.

    Knowledge Correlation (Ex): For every 6 ranks the scholar possesses in Knowledge skills, they gain a +1 Synergy Bonus to all Knowledge checks and may use all Knowledge skills as if they had a number of skill ranks equal to the Synergy Bonus. These virtual ranks do not count towards increasing the synergy bonus.

    Sage Lore (Ex): At each class level, the scholar gains 6 additional skill points that can only be spent on Knowledge skills.

    Scholastic Study (Ex): A scholar of at least 2nd level may use the Knowledge Devotion feat when they make a skill check, making a relevant Knowledge check (Ex: Nature when making a Survival check or Architecture & Engineering when making a Disable Device check to disarm a trap) and gaining the insight bonus on the skill check. This ability may be able to to be used on Knowledge skills, but the DM determines which, if any, other Knowledge skill applies to the check.

    (NOTE: This can be used with Knowledge skills, but you need to use another relevant Knowledge skill).

    Scholastic Advantage (Ex): Starting at 3rd level, the scholar may gain greater bonuses from the Knowledge Devotion feat, gaining an additional +1 bonus for every five they exceed 36 (+6 at 41, +7 at 46, +8 at 51, etc. to a maximum of +10 at 61 or higher).

    Spoiler: Soulfused
    Show
    Soulfused

    Entry Requirements
    Skills:
    Knowledge (The Planes) 3 Ranks, Any other Skill 6
    Special: Must possess an Essentia Pool

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Incarnum Ability +1
    2nd +1 +3 +0 +3 Heightened Capacity (+1) +0
    3rd +2 +3 +1 +3 Incarnum Aura +1
    4th +3 +4 +1 +4 Heightened Capacity (+2) +0
    5th +3 +4 +1 +4 Incarnum Ability +1
    Class Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Spot. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: Soulfused are proficient with all simple weapons and with light armor, but not with shields.

    Incarnum Ability: The soulfused gains a bonus Incarnum Feat at 1st and 5th level.

    Incarnum Development: The soulfused gains a point of essentia at 1st, 3rd, and 5th level.

    Heightened Capacity: The essentia capacity of the soulfused's incarnum feats increases by 1 at 2nd and 4th level.

    Incarnum Aura: A soulfused of 3rd level has an aura of incarnum around them. As a standard action, the soulfused may compress this aura into a single soulmeld of the soulfused's choice. This shaped soulmeld lasts for one minute per class level before unshaping, at which time it becomes an aura once more. The soulfused may choose to unshape this soulmeld at any time.

    On shaping this soulmeld, the soulfused may bind it to a chakra it has open, if any.

    While the Aura is active, the soulfused gains two Aura Points. Aura points may be invested into an essentia receptacle as if they were essentia. An essentia receptacle with aura points invested in it has its essentia capacity increased by the number of aura points invested in it. At 5th level, the soulfused gains one additional aura point while the Aura is active.

    NOTE: Aura points invested into an ability where they can't be uninvested locks them in place. They can still be remove to shape a soulmeld but don't count towards the number of points in the ability until it unshapes.

    Spoiler: Soul Seeker
    Show
    Soul Seeker

    Entry Requirements
    Skills:
    Concentration 6 Ranks, Listen 6 Ranks, Spot 6 Ranks
    Feats: Soulsight

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +0 +2 +2 Improved Soulsight 1
    2nd +1 +0 +3 +3 Extended Soulsight 2
    3rd +1 +1 +3 +3 Superior Soulsight 3
    Class Skills: Concentration, Craft, Listen, Profession, Search, Sense Motive, Spot. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: A soul seeker gains no new weapon or armor proficiencies.

    Improved Soulsight (Ex): The soul seeker may activate Soulsight as a swift action instead of a move action. Additionally, the soul seeker gains a bonus on Search, Spot, and Listen checks equal to twice the essentia invested in the Soulsight feat.

    Extended Soulsight (Ex): The soul seeker's Soulsight reaches farther and more accurately than it otherwise would, the blindsense going out to 10ft per point of essentia invested into the feat instead of 5ft. The soul seeker may spend a move action to double the range of their blindsense from soulsight for one round.

    Additionally, the soul seeker gains a constant Deathwatch effect on all living creatures within their blindsense granted by Soulsight. This only functions while the blindsense from Soulsight is active.

    At 3rd level, the soul seeker gains the effects of the Status spell in addition to Deathwatch when their blindsense from Soulsight is active and may apply the effect to both living and nonliving creatures.

    Superior Soulsight (Ex): When the soul seeker uses Soulsight, he gains blindsight out to half of the range of his blindsense. Additionally, the soul seeker gains an insight bonus to their AC equal to the essentia invested in the Soulsight feat against creatures he can sense with the Soulsight feat.

    Additionally, the soul seeker gains the ability to detect both living and nonliving creatures as if they could bind a soulmeld to their Brow chakra.

    Spoiler: Spirit Healer
    Show
    Spirit Healer

    Entry Requirements
    Skills:
    Heal 6 Ranks
    Feats: Healing Soul

    Hit Die: d6

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +0 +2 Incarnum Healing 1
    2nd +1 +3 +0 +3 Incarnum Chirurgeon 2
    3rd +1 +3 +1 +3 Incarnum Vitality 3
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Listen, Profession, Sense Motive, Spot. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: A spirit healer gains no new weapon or armor proficiencies.

    Incarnum Healing (Su): When the spirit healer invests essentia into the Healing Soul feat, they gain a pool of healing that acts much like the paladin's lay on hands ability equal to their class level x their Con mod x the amount of essentia invested in the Healing Soul feat. The healing from this class feature is not positive energy and can be used to heal living, undead, and construct creatures equally.

    Additionally, the healing provided by Healing Soul is doubled and may be expended to add to the pool of healing provided by the Incarnum Healing class feature or to heal a touched target.

    This class feature can be affected by the Azure Touch feat.

    Incarnum Chirurgeon (Su): The spirit healer may spend points of healing to convert a number of points of lethal damage into nonlethal damage equal to twice the number of spent points, this increases to three times the number of spent points at 3rd level.

    The spirit healer can expend five points of healing to cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual. The spirit healer can expend ten points of healing to remove the exhausted, nauseated, poisoned, or stunned condition from one individual. The spirit healer can spend fifteen points of healing to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. The spirit healer can expend twenty points of healing to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

    The spirit healer can remove one or more conditions and heal damage with the same touch, so long as they expend the required number of points.

    Additionally, each point of essentia invested in Healing Soul provides two uses per day instead of one.

    Incarnum Vitality (Su): The spirit healer can spend healing from Incarnum Healing on an uninjured target. Should the target take damage afterwards, they begin to heal at a rate of 1 hit point per round until they've healed a number of hit points to bring them to their maximum or until they heal a number of hit points equal to the spent healing. This can apply to conditions that can be removed with Incarnum Chirurgeon, healing at a rate of one condition per round starting with the highest cost condition and continuing from there.

    Healing spent to this effect lasts until the spirit healer's essentia is uninvested from the Healing Soul feat.

    Additionally, the spirit healer may more easily heal others. The number of points spent to remove conditions with Incarnum Chirurgeon is reduced to 4, 8, 12, and 16 instead of 5, 10, 15, and 20 respectively.

    Spoiler: Stigmatist
    Show
    Stigmatist

    Entry Requirements
    Alignment:
    Cannot be True Neutral
    Skills: Knowledge (Religion) 6 Ranks
    Feats: True Believer

    Hit Die: d6

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Penance, Blessings
    2nd +1 +3 +0 +3 Persistent Blessing
    3rd +1 +3 +1 +3 Persistent Blessing
    4th +2 +4 +1 +4 Persistent Blessing
    5th +2 +4 +1 +4 Persistent Blessing
    Class Skills: Autohypnosis, Concentration, Craft, Diplomacy, Heal, Knowledge (Religion/The Planes), Profession, Sense Motive. 2 + Int Modifier Skill Points.

    Wpn/Arm Prof: The stigmatist does not gain any new weapon or armor proficiencies.

    Penance (Ex): In a minute long ritual, the stigmatist takes 3 points of damage and gains a Blessing (see below). For every blessing the stigmatist has, the damage taken from this ritual increases by 3. Damage inflicted by this ability bypasses temporary hit points and cannot be healed except by natural healing. The next time the stigmatist heals lethal damage through natural healing, they heal all the damage taken from Penance.

    Blessings (Su): When using the Penance ability (see above), the stigmatist gains a blessing from the list below. A blessing lasts as long as the stigmatist possesses damage from the Penance ability. This ability counts as the ability to turn/rebuke undead and cast spells of 1/4 their character level for the purposes of qualifying for feats.

    Spoiler: Blessings
    Show
    Blessed Armor: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their Armor Class. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

    Blessed Body: This blessing grants the stigmatist the benefits of the Endure Elements spell as long as they possess the blessing. This blessing can be selected more than once, each time the stigmatist selects one type of energy damage (fire, electricity, acid, cold, or sonic) granting energy resistance 5 against the chosen energy or increasing the resistance chosen by 5. If a type of energy resistance would exceed 30 through this blessing, the stigmatist instead gains immunity to that energy type.

    Blessed Skin: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the stigmatist damage reduction 2/the chosen alignment. This blessing can be selected more than once, increasing the damage reduction by 2 for each additional selection, to a maximum of 10.

    Ceremonial Blessing: On selecting this blessing, the stigmatist selects one Ceremony feat they possess. They may grant the benefits of that Ceremony by paying the cost as a Penance instead of the normal costs. Using a Ceremony feat in this way causes the benefits to last until the Penance damage is healed rather than their normal duration. This blessing may only be chosen as a Persistent Blessing.

    Detect Opposition: On selecting this blessing, the stigmatist selects one alignment opposing one of their alignment components. This blessing grants the appropriate Detect spell for the chosen alignment (Detect Evil, Detect Good, Detect Law, Detect Chaos).

    Divine Blessing: This blessing grants the stigmatist two Divine Charges. Divine Charges can be used in place of Turn/Rebuke Undead attempts for Divine feats and Domain feats. This blessing can be selected more than once, increasing the number of Divine Charges gained by 2.

    Divine Insight: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Wis score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Divine Mind: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Int score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Divine Presence: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Cha score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Healing Hands: This blessing grants the stigmatist a pool of points equal to the hit points lost from the Penance ability. These points can be spent to heal an equal number of hit points of a touched target (including themselves). The stigmatist can choose to divide this healing among multiple recipients, and they don't have to use it all at once. Using this blessing is a standard action. Taking this blessing a second time allows the stigmatist to spend five points from this pool to heal one point of ability damage or remove one of the following conditions from a touched target: dazed, fatigued, or sickened. Taking this blessing a third time allows the stigmatist to spend ten points from this pool to remove one of the following conditions from a touched target: exhausted, nauseated, poisoned, or stunned. Taking this blessing a fourth time allows the stigmatist to spend fifteen points from this pool to heal one point of ability drain or remove one of the following conditions from a touched target: blinded, deafened, or diseased. Taking this blessing a fifth time allows the stigmatist to spend twenty points from this pool to remove a negative level or bring a creature that has died within the last round back to life at -9 hit points and stabilized.

    Minor Miracle: On selecting this blessing, the stigmatist selects one 1st level or lower cleric or druid spell, the level of spell that can be selected increases by 1 at 3rd and 5th level. The stigmatist gains the selected spell as a spell-like ability that can be used once while they possess this blessing with a caster level of half their character level. The stigmatist may choose to expend this use to use the spell Augury instead of the selected spell. These spells may be used to fuel Reserve Feats. This blessing can be selected more than once, selecting a new spell or increasing the number of times they may use a previously selected spell by 1.

    Miraculous Alacrity: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Dex score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Miraculous Endurance: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Con score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Miraculous Strength: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their Str score. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +6.

    Sacred/Profane Resistance: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their saving throws. This blessing an be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5.

    Sacred/Profane Skill: On selecting this blessing, the stigmatist chooses one ability score. This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their skill checks with skills based on the chosen ability score. This blessing can be selected more than once, selecting a new ability score or increasing the bonus for an existing one by 1 for each additional selection, to a maximum bonus of +5.

    Seraphic Gift: On selecting this blessing, the stigmatist chooses one Domain feat or Divine feat. This blessing grants the selected feat as a bonus feat. If the stigmatist possesses the Minor Miracle blessing, they can instead select a Reserve feat that the spell from their Minor Miracle qualifies them for. Should the stigmatist no longer qualify for a selected Reserve feat selected with this blessing, such as using the spell from Minor Miracle, they lose the blessing that granted the reserve feat as well.

    Sublime Offense: This blessing grants the stigmatist a +2 sacred (if good or neutral) or profane (if evil) bonus to their damage rolls. This blessing can be selected more than once, increasing the bonus by 2 for each additional selection, to a maximum bonus of +20.

    Sublime Speed: This blessing grants the stigmatist a +10ft Sacred (if Good or Neutral) or Profane (if Evil) bonus to all movement modes. This blessing can be selected more than once, increasing the bonus by 5ft for each additional selection, to a maximum bonus of +30ft.

    Sublime Warrior: This blessing grants the stigmatist a +1 sacred (if good or neutral) or profane (if evil) bonus to their attack rolls. This blessing can be selected more than once, increasing the bonus by 1 for each additional selection, to a maximum bonus of +5. The fifth time this blessing is selected, the stigmatist may make an additional attack at their highest base attack bonus at a -5 penalty during a full attack.


    Persistent Blessing (Ex): At every level except 1st, the stigmatist selects one blessing. They automatically gain that blessing whenever they gain at least one blessing. These blessings do not count towards the number of blessings they possess for the amount of damage they take from Penance. These blessings still count towards the limit on the number of times the blessing can be selected.

    Spoiler: Surger
    Show
    Surger

    Entry Requirements
    Skills:
    Concentration 6 Ranks
    Feats: Overchannel
    Manifesting: Must know one or more first level powers

    Hit Die: d6

    Level BAB Fort Ref Will Special PP Manifesting
    1st +0 +0 +0 +2 Surging Psyche 1 +1 Manifester Level
    2nd +1 +0 +0 +3 Channeled Insurgence 3 ---
    3rd +2 +1 +1 +3 Oversurge 6 +1 Manifester Level
    Class Skills: Autohypnosis, Concentration, Craft, Knowledge (Psionics), Profession, Psicraft, Use Psionic Device. 2 + Int Modifier Skill Points

    Wpn/Arm Prof: A surger gains no new weapon or armor proficiencies.

    Manifesting: At 1st and 3rd level, the surger increases their manifester level by one. The surger does not gain new powers known, increase their maximum power level, or power points gained (except for those gained from a high ability score). If the surger does not possess a manifester level prior to taking levels in this class, they gain a manifester level equal to their class level (gaining PP for a high Cha score).

    Surging Psyche (Ex): A surger possesses a measure of their psionic power separate from power points called a Surge Count. A surger's Surge Count defaults to 0. As a swift action, the surger may increase their Surge Count by 1. A surger may have a Surge Count of up to 1 + 3 x their class level.

    Whenever the surger uses the Overchannel feat, they may increase their Surge Count by the amount they increased their manifester level with the feat.

    While the surger's Surge Count is greater than 0, they suffer a penalty to Concentration checks equal to their Surge Count but gain a bonus on Will Saves of equal value. While the surger's Surge Count is 4 or higher, they increase their effective manifester level by one, this increases by an additional one at Surge Counts 7 and 10. While the surger's Surge Count is 7 or higher, the surger is treated as if they were psionically focused (they may not expend this psionic focus but may gain and expend their normal psionic focus). While the surger's Surge Count is 10, the surger may, as a swift action, gain psionic focus without needing to make a Concentration check.

    At the start of an encounter, the surger can choose to increase their Surge Count by their class level - 1, taking no action to do so.

    A surger may also choose to set their Surge Count to 0 as a swift action.

    Maintaining a Surge Count is draining when not in a high stress situation. A surger that maintains a surge count greater than 0 for one minute when not threatened by an enemy or in a stressful situation (any situation that would prevent the surger from taking 10 on a skill check) becomes fatigued. If the surger is already fatigued they become exhausted. If the surger is already exhausted they fall unconscious and their Surge Count is set to 0.

    Channeled Insurgence (Su): As long as a 2nd level or higher surger's Surge Count exceeds 0, they may spend a swift action each round to channel their unstable mental energies into a power, charging it. When first using this ability, the surger must choose a single power to Channel. While Channeled, the power may not be manifested and has a Power Count of 0. When the surger spends a swift action to charge the Channeled power, they increase its Power Count by their Surge Count, to a maximum of the surger's manifester level with the Channeled power. At any time, as long as the Power Count of the power exceeds the minimum power points needed to manifest it, the surger may discharge the Channeled power, manifesting the power as if they had spent a number of power points on it equal to the Power Count it possessed before being discharged.

    The surger may use Overchannel with the Channeled power, but must choose the manifester level increase when they first channel the power and take damage when they discharge the Channeled power.

    Oversurge (Su): As a free action, when discharging a Channeled power, a 3rd level or higher surger may lower their surge count to increase the effective manifester level and number of power points spent on the power by the amount their Surge Count was lowered.

    Using an Oversurge is a mentally draining endeavor. After using an Oversurge, the surger becomes exhausted and cannot increase their surge count until they rest for five minutes, at which point the exhausted condition is reduced to fatigued and the surger may increase their surge count again. The Fatigued condition persists for another 5 minutes, whether the surger rests or not.

    Spoiler: Undying
    Show
    Undying

    Entry Requirements
    Feats:
    Diehard
    Special: Must have had a near death experience (been reduced to 0 or fewer hit points)

    Hit Die: d10

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Walk the Razor's Edge
    2nd +1 +3 +0 +3 Knock on Death's Door
    3rd +2 +3 +1 +3 Walk with the Reaper
    4th +3 +4 +1 +4 Open the Black Gates
    5th +3 +4 +1 +4 Walk into Oblivion
    Class Skills: Autohypnosis, Balance, Concentration, Craft, Heal, Intimidate, Jump, Profession, Survival, Swim. 4 + Int Modifier Skill Points.

    Wpn/Arm Prof: The Undying does not gain any new weapon or armor proficiencies.

    Walk the Razor's Edge (Ex): While below 75% of their maximum hit point total, the Undying gains a +1 morale bonus to their Armor Class, Saving Throws, and Skill Checks. While below 50% of their maximum hit point total, the bonus increases by 1. While below 25% of their maximum hit point total, the bonus increases by an additional 1. While at or below 1 hit point per class level, the bonus increases by an additional 1. While at or below 1 hit point, the bonus increases by an additional 1.

    Additionally, while below 50% their maximum hit point total, the Undying gains a +10ft morale bonus to all movement modes.

    Knock on Death's Door (Ex): Starting at 2nd level, the Undying no longer dies at -10 hit points, instead dying at a number of negative hit points equal to 10 x their class level (-20 at 2nd level, -30 at 3rd level, etc). The Undying benefits from the Diehard feat until they would die, rather than up to -9 hit points. The Undying stabilizes automatically when reduced below 0 hit points and is immune to the disabled condition.

    Walk with the Reaper (Ex): Starting at 3rd level, the Undying does not fall unconscious from nonlethal damage unless they have a number of points equal to half their maximum hit point total + the Undying's current hit point total. The Undying no longer takes damage for taking a standard action while disabled or dying.

    Additionally, while below 25% their maximum hit point total, the Undying gains spell resistance equal to twice their class level + twice the morale bonus granted by Walk the Razor's Edge.

    Open the Black Gates (Ex): At 4th level, the Undying gains a Threshold Pool with points equal to 10 x their class level. Whenever the Undying would take damage, they may spend any number of points from their Threshold Pool to reduce damage they would take by an equal amount, taking nonlethal damage equal to half the damage prevented.

    A Undying's Threshold Pool refreshes at a rate of 1 point per minute.

    Walk into Oblivion (Ex): The bonus from Walk the Razor's Edge is doubled. The Undying adds half the bonus from Walk the Razor's Edge to Attack and Damage Rolls.

    Additionally, while the Undying is at or below 1 hit point per class level, they gain hardness equal to the morale bonus granted by Walk the Razor's Edge. Adamantine cannot overcome the hardness granted by this ability.

    Spoiler: Unyielding Soul
    Show
    Unyielding Soul

    Entry Requirements
    Skills:
    Any Skill 6 Ranks
    Feats: Azure Toughness, Incarnum-Fortified Body

    Hit Die: d8

    Level BAB Fort Ref Will Special Essentia
    1st +0 +2 +2 +0 Vigor, Resilience 1
    2nd +1 +3 +3 +0 Vitality 2
    3rd +2 +3 +3 +1 Hardened 3
    Class Skills: Balance, Climb, Concentration, Craft, Jump, Knowledge (Arcana), Knowledge (The Planes), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim, Tumble. 4 + Int Modifier Skill Points

    Wpn/Arm Prof: an unyielding soul gains no new weapon or armor proficiencies.

    Vigor (Ex): The unyielding soul may spend one minute to regain the temporary hit points granted by the Azure Toughness feat.

    Additionally, the unyielding soul gains twice as many temporary hit points from the Azure Toughness feat.

    Resilience (Ex): At each level, the unyielding soul gains one of Cerulean Fortitude, Cerulean Reflexes, or Cerulean Will. If the unyielding soul already possesses these feats and cannot select another, they may select any other feat they qualify for instead.

    Additionally, while the unyielding soul possesses temporary hit points, they are treated as having a number of points of essentia invested in Cerulean Fortitude, Cerulean Reflexes, and Cerulean Will equal to half the essentia invested in the Azure Toughness feat, rounded down. This stacks on top of any essentia invested into these feats.

    Vitality (Ex): While an unyielding soul of at least 2nd level possesses temporary hit points, they gain a bonus on Str, Dex, and Con checks and with all skill checks made with the following skills; Balance, Climb, Concentration, Jump, Ride, Swim, and Tumble equal to the essentia they have invested in the Azure Toughness feat.

    Additionally, the unyielding soul may choose to, as a move action, gain fast healing 1 as long as they possess temporary hit points. At the end of a round in which they benefited from this fast healing, they lose one temporary hit point and take one point of nonlethal damage*. The fast healing granted by this ability does not heal nonlethal damage, instead only healing lethal damage. The unyielding soul may end this effect as a move action.

    Hardened (Ex): While an unyielding soul of at least 3rd level possesses temporary hit points, they gain a bonus to their natural armor equal to the essentia they have invested in the Azure Toughness feat.

    Additionally, as long as they possess temporary hit points, the unyielding soul gains Damage Reduction equal to half the essentia they have invested in the Azure Toughness feat, rounded down. This damage reduction is not overcome by anything (DR/-) and stacks with other sources of similar damage reduction (such as that from a Barbarian).

    *Vitality's secondary effect essentially heals one hit point at the cost of one damage to your temp hp and one point of nonlethal damage. It is technically a net loss (2 damage for one point of healing), but allows the unyielding soul to heal over the course of hours rather than days without magical aid.


    Spoiler: Original Post
    Show
    Quote Originally Posted by Troacctid View Post
    I can't see a character wanting to take Infusionist. Psionic characters don't want it, since it doesn't progress psionics. Meldshapers don't want it, since it doesn't help with meldshaping. Casters certainly don't want it, since it doesn't progress casting and they probably don't have a psionic focus anyway. Skill monkeys don't want it because it tanks your skills. Fighters don't want it because it tanks your stats. So who's supposed to be taking it? It doesn't seem to have any niche.

    Soulfused has a similar problem. I'm not sure what kind of character is supposed to take it. The most logical would be Soulborn, since they're the class that gets the bonus Incarnum feats, but the half-BAB isn't very friendly for them. And Incarnates and Totemists don't seem like they'd be interested in losing their meldshaper progression for it--and even if they were, they wouldn't want all 5 levels.

    Also, regarding the names, Infusionists don't use infusions and Soulfused are apparently unrelated to the Soulfused template...so that's a little awkward.
    ...Did you read what I said at the start? These classes are based on nice little combos I liked when playing a commoner character. Ex:

    Infusionist is based on a concept I had of a character with Wild Talent, Cerulean Will, Cerulean Toughness, Improved Essentia Capacity, and Psionic Meditation. Had the ability to charge up his mental abilities then gain some Temp HP when he needed it so he'd survive. This PrC takes that a few pegs higher, giving the ability to maintain those effects for longer than one round and more than just one. It works fairly well for its intended purpose, to make a useful feat more useful. That's its entire purpose, sure, it doesn't directly improve meldshaping or manifesting like a theurge class would, but it gives a viable and flavorful ability that sets it apart. I like the class, personally, and will be getting a playtest for it fairly soon, actually. One of my PCs is gonna take it.

    Soulfused is a NPC PrC, like the ones welknair created, it leads them into an Incarnum using class, it's not meant to be taken by an incarnum using class. However, it also has its uses, it improves the capacity and strength of Incarnum feats, gives a soulmeld you can change every minute that buffs up anything that uses incarnum in your possession, which also works to passively buff all of your soulmelds as an added bonus if you can shape them. So yes, it's not a powerful class and it doesn't boost existing meldshaping, but that's not what it's designed for, it's designed to give an NPC like a commoner access to improved Incarnum abilities.

    I said it in the opener, these are ideas designed to give some nice little options, maybe not integral to a concept, but nice all the same. Most of them will be no longer than five levels, and many will only be three levels, so you can take them as a little side option without having to invest too much. Put them on an NPC to give them a little quirky ability to spice up a character. I'll modify them as I go so they're more balanced, but I prefer to aim low for these things.
    Last edited by EdroGrimshell; 2017-11-10 at 02:21 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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  4. - Top - End - #4
    Troll in the Playground
     
    Amechra's Avatar

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    Where I live.

    Default Re: Experimental PrC Ideas

    The Infusionist is actually pretty great if you know what you're doing. After all, Incarnum classes don't really care about multiclassing all that much - and this really helps with Meldshaping.

    For most Incarnum classes, the Infusionist will drop them by one Chakra Bind and one Soulmeld in comparison with going from 1-20. I would gladly trade that for Extended Infusion - with a proper build, that can be the equivalent of 10 Essentia on its own.

    And, at the same time, it isn't too strong - it happily fills its little niche.

    On the other hand, the Soulfused is pretty par for course, matching Welknair's old classes, so well done there.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    I finally broke down and got a homebrewer's signature.

    This signature is currently so far out of date that it will loop around to being in date... never.

  5. - Top - End - #5
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Oct 2008

    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Amechra View Post
    The Infusionist is actually pretty great if you know what you're doing. After all, Incarnum classes don't really care about multiclassing all that much - and this really helps with Meldshaping.

    For most Incarnum classes, the Infusionist will drop them by one Chakra Bind and one Soulmeld in comparison with going from 1-20. I would gladly trade that for Extended Infusion - with a proper build, that can be the equivalent of 10 Essentia on its own.

    And, at the same time, it isn't too strong - it happily fills its little niche.

    On the other hand, the Soulfused is pretty par for course, matching Welknair's old classes, so well done there.
    I'm glad you like it. As I said I'll be getting a playtest of the classes some time soon, so I hope to iron out any kinks they may have.

    I also have another batch incoming sometime tomorrow. I'll be working on a few different ones, but I've got two in the works right now, one based on Soulsight from Magic of Incarnum and one based on Poison Healer from Fiendish Codex 1.

    First one's the Soul Seeker, simply put, it's a class that makes the limited blindsense from Soulsight a little less limited and a little better (it takes a swift action every round rather than a move action, has an extended range, and some blindsight mixed in). If you have nothing to do with your swift actions (such as from being a fighter) this is a good class to take even with the drop in BAB. This one's actually based on a monk character I made a long time ago.

    The second one is all about healing. Self healing in particular. It lets you build up a resistance to poison by being exposed to it, eventually nets you an effective immunity to poison (treated as rolling a nat 20 on Fort Saves vs Poison instead of getting actual immunity, and since a nat 20 is an auto succeed on saving throws... it may actually be better than poison immunity), and gives you a natural defense against biters (most animals) by storing poison in your blood. Wanted to give a little self buff somewhere, but couldn't find a way to do it without being potentially broken. This one can get a little expensive, but a simple mug of ale becomes a great way to heal up with this kind of class. Not quite infinite healing, but it is extremely cheap healing.

    I'll give little previews like this for all the classes I make so I can get some basic feedback and ideas before I post them.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


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  6. - Top - End - #6
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

    Join Date
    Oct 2008

    Default Re: Experimental PrC Ideas

    Well, here's the new batch I mentioned. The Soul Seeker and the Bane-Booded

    EDIT: Classes moved to the Opening Post
    Last edited by EdroGrimshell; 2015-08-29 at 03:55 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
    Show


    The Hub, for PTA & PTU community building. If you're interested, take a look.

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Apr 2007
    Location
    Boston, MA

    Default Re: Experimental PrC Ideas

    Does the Extended Infusion allow one to pay any number of power points? So I could for example pay 20 points to extend 20 rounds?
    My homebrew:

    Spoiler
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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

  8. - Top - End - #8
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

    Join Date
    Oct 2008

    Default Re: Experimental PrC Ideas

    Quote Originally Posted by JoshuaZ View Post
    Does the Extended Infusion allow one to pay any number of power points? So I could for example pay 20 points to extend 20 rounds?
    The intent is for it to cap out at your character level, but I'm thinking of Capping it a little lower, TBH. Maybe 5.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by EdroGrimshell View Post
    The intent is for it to cap out at your character level, but I'm thinking of Capping it a little lower, TBH. Maybe 5.
    Maybe half character level?
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by JoshuaZ View Post
    Maybe half character level?
    I went with 5, it works for the purposes I have. Actually, that'll work
    Last edited by EdroGrimshell; 2015-07-19 at 07:08 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Alright, new batch of two!

    Here we have the Spirit Healer, based on the Healing Soul feat, it is an incarnum class based around healing, obviously. It has a mechanic similar to the Dragon Shaman from the Player's Handbook 2, granting it a good deal of flexibility with its healing, in addition to providing a sort of buffer at 3rd level that lets it apply healing before injuries accrue so they heal passively after taking an injury.

    The second is the Echoed Mind, a psionic class based entirely around gaining multiple instances of psionic focus using the Dreamscarred Press feat Subconscious Containment. It's also one of the harder to get into because this can give some serious burst potential, even if it does take a while to fully charge up for a second burst (2 rounds minimum). It also has the unusual benefit of increasing the benefit of feats that provide static bonuses while psionically focused, making things like Psionic Dodge a bit more useful.

    Let me know what you think.

    EDIT: Classes moved to the Opening Post
    Last edited by EdroGrimshell; 2015-08-29 at 03:55 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    I have two more incoming, both psionic in nature.

    1) A psionic class based on entering a trance and gaining pseudo-power points, called Dream Points, while in the trance, which it can only use while in a trance. This lets it pull a War of Attrition kind of deal since it can constantly produce a supply of psionic energy, even if they can only use it under specific circumstances. Now, these points WILL be limited, the maximum number that can be spent in a round is based on class level, not manifester level. It also does not advance manifesting (though it does advance manifester level if you have one), so it's a somewhat Niche class that's still useful.

    2) One based on the Creature Capacitor feat, lets you store up power points for later use, but also gives some minor benefits for having stored up power points. And while you can use all of the stored power points fairly easily, there is the problem of refilling them later. So it does have its advantages and disadvantages. For an adventurer, expected to use up their resources and not have much downtime, this can be a bit of a hindrance, but a psionics user based in a town can use this to defend the town when in need while still being able to store up the points between such events. Requires some heavy investment, however.

    And a Bonus one! Less detail into it than the main two.

    3) A mutator NPC PrC. It doesn't actually grant any mutations, but it does grant a few benefits that make up for the lack.

    After this batch, non-psionic and non-incarnum PrCs, like the Bane-Blooded I made before.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Echoed Mind would be very tempting if it had some manifester progression at levels 2 and 3. Or something like having class level add to effective manifester level for how powers manifest but not for powers known or bonus power points.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by JoshuaZ View Post
    Echoed Mind would be very tempting if it had some manifester progression at levels 2 and 3. Or something like having class level add to effective manifester level for how powers manifest but not for powers known or bonus power points.
    Hm, might make it a little too tempting though. I want these classes to be simple "I'd need to think on taking this" without regretting taking it. But, I think that limiting it to only manifester level for how many PP you can spend in a single power works.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    I really like these classe and may use some of them for my game.

    However, there seems to be a problem with the Echoed Mind.

    Quote Originally Posted by EdroGrimshell View Post
    Echoed Focus (Ex): The echoed mind may gain a number of additional psionic foci equal to their character level.
    I think you meant class level. Or at least I hope.
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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Orderic View Post
    I really like these classe and may use some of them for my game.

    However, there seems to be a problem with the Echoed Mind.



    I think you meant class level. Or at least I hope.
    Thanks for the catch there.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Well, here's the two psionic PrCs I mentioned plus the bonus mutator one!

    First: The Dreamer. It's a class that scales fairly well on its own. You can get a decent benefit off of just one level, but each additional level increases that benefit by quite a bit, and even offers some other minor bonuses. I quite like how I made it work out, but it may be a bit strong.

    Second: The Capacitor. It's based on the Creature Capacitor feat (linked above), but does not require or use the feat. It's first level simply offers a built in cognizance crystal, only a bit better, based off of your ranks in a skill. Second level offers some minor bonuses based on the number of power points stored in its first level ability, these bonuses aren't a big thing, but they're a nice bonus regardless. And 3rd level gives a method of replenishing your reserved power points without needing to worry as much about investing into it to fill it up.

    Last: The Feral. A simple class designed to give some combat ability. Good chassis, Improved Unarmed Strike, NA, Low-Light Vision and Scent, and Bardic Knack with a small number of class skills + a smaller version of Bardic Knack for the rest of their class skills.

    Not my best works, but I'm still happy with them. If anyone has opinions on how to improve them, I'm all ears.

    Edit: Classes moved to the Opening Post
    Last edited by EdroGrimshell; 2015-08-29 at 03:56 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    These are also very nice, and part of me is inclined to propose feats or powers that interact with some of these. The one that immediately jumps out is a feat that increases the capacitor room by the number of psionic feats you have, and requires Psionic Body as a prerequisite.

    I do think the Dream Trance would be slightly better if one got some minor additional benefit for being in a Dream Trance, maybe an insight bonus equal to class level to knowledge checks (fluffed as being information from the dream world).

    Overall, I really like all of these, and they are good demonstrations that one can use the PrC mechanic to good effect even with PrCs with few levels.
    My homebrew:

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    Completed:
    ToB disciplines:

    The Narrow Bridge
    The Broken Blade

    Prestige classess:
    Disciple of Karsus -PrC for Karsites.
    The Seekers of Lost Swords and the Preserver of Future Blades Two interelated Tome of Battle Prcs,
    Master of the Hidden Seal - Binder/Divine hybrid
    Knight of the Grave- Necromancy using Gish



    Worthwhile links:

    Age of Warriors

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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by JoshuaZ View Post
    These are also very nice, and part of me is inclined to propose feats or powers that interact with some of these. The one that immediately jumps out is a feat that increases the capacitor room by the number of psionic feats you have, and requires Psionic Body as a prerequisite.

    I do think the Dream Trance would be slightly better if one got some minor additional benefit for being in a Dream Trance, maybe an insight bonus equal to class level to knowledge checks (fluffed as being information from the dream world).

    Overall, I really like all of these, and they are good demonstrations that one can use the PrC mechanic to good effect even with PrCs with few levels.
    I may be implementing some feats later, but will be farther down the line.

    The Dreamtouched Feats the class provides actually give a couple nice little bonuses while in a dream trance. They're rather minor, but they provide something at least.

    I'm really glad you like these, I have one more incoming soon, based on a psionic item I made a couple years back. It'll be one of the last ones I do for a time. I do hope to get these all playtested at some point (I'll be looking for campaigns where I can use them on top of getting some use from my own commoner game).
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    These look very nice and interesting, but where are dreamtouched feats from?
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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Orderic View Post
    These look very nice and interesting, but where are dreamtouched feats from?
    Secrets of Sarlona, Eberron
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    And another mundane one. This one is an expansion on the Knowledge Devotion feat, granting a couple nice bonuses based on your knowledge skills. Pretty straightforward, so not much to say for an intro here.

    EDIT: Class moved to the Opening Post.
    Last edited by EdroGrimshell; 2015-08-29 at 03:56 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Scholar is all kinds of awesome. I want to play a Human Paragon 3/Scholar 3 in an E6 game.

    I just need to figure out what my 3rd and 6th level feats are - I mean, I already have a +9 to all Knowledge checks just by maxing out 6 Knowledges.

    Checking the SRD, there are 10 Knowledge skills; adding in Knowledge (Psionics) and Knowledge (Tactics), that's 12 Knowledges, for a nice even +18 bonus.

    And that's 108 Skill Points - starting at Old Age and point-buying an 18 gives me...

    1. 19 Int, 36 SP
    2. 19 Int, 45 SP
    3. 21 Int, 55 SP
    4. 22 Int, 70 SP
    5. 22 Int, 85 SP
    6. 22 Int, 90 SP

    OK, only enough to buy max ranks in 10 Knowledges... I guess a +15 from Knowledge Correlation is good enough.

    That means that those 10 Knowledges have a total bonus of +31.

    Points in other skills? We don't need no steenkin' points in other skills! More seriously, I think I need to take Open Minded once, if only so that I can dump some points to stick one point in other, inferior skills.

    So...

    1. Educated
    H. Master of Knowledge
    2. Knowledge Devotion
    3. Open Minded
    6. <I dunno>

    Knowledge is where it is at.

    I will be the best at Aiding Another, you don't even know.




    A quick note:

    You can loop Scholastic Study. For example, I roll a Survival check; I roll Knowledge (Nature) to boost it. But wait! I roll Knowledge (Geography) to take into account the effects of the mountains on the local flora and fauna, and then Knowledge (History) to remember that these particular mountains have only been here for less than a decade due to magical mishaps, and then toss on Knowledge (Arcana) to fully understand the ramifications of the spells used to create that mountain on weather patterns...

    Yeah, it caps at +10, but that's a lot of rolls. I understand so much about that Knowledge check. So much.
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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Amechra View Post
    A quick note:

    You can loop Scholastic Study. For example, I roll a Survival check; I roll Knowledge (Nature) to boost it. But wait! I roll Knowledge (Geography) to take into account the effects of the mountains on the local flora and fauna, and then Knowledge (History) to remember that these particular mountains have only been here for less than a decade due to magical mishaps, and then toss on Knowledge (Arcana) to fully understand the ramifications of the spells used to create that mountain on weather patterns...

    Yeah, it caps at +10, but that's a lot of rolls. I understand so much about that Knowledge check. So much.
    That's sorta the point of it. It's meant to be able to do just that. Hence why the first ability is called Knowledge Correlation. You cross reference materials everywhere.

    I think I'll limit it somewhat though, just to not create headaches.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    Quick question: Does Incarnum Healing stack the Essentia invested into Azure Touch with the Essence invested in Healing Soul for all purposes, or just for the size of the healing pool?

    In other words, given an Azurin Human Paragon 3/Spirit Healer 3 with Con 20 with two Essentia invested into both Azure Touch and Healing Soul...

    Can I heal 16HP as a Swift action 4 times a day, or 8HP as a Swift action twice a day?
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Amechra View Post
    Quick question: Does Incarnum Healing stack the Essentia invested into Azure Touch with the Essence invested in Healing Soul for all purposes, or just for the size of the healing pool?

    In other words, given an Azurin Human Paragon 3/Spirit Healer 3 with Con 20 with two Essentia invested into both Azure Touch and Healing Soul...

    Can I heal 16HP as a Swift action 4 times a day, or 8HP as a Swift action twice a day?
    Just the size of the healing pool.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    That's what I thought - but I needed to make sure.

    I was going to suggest that the pool should count as Lay on Hands for the purposes of things that modify Lay on Hands... but nothing much modifies Lay on Hands.

    EDIT: Mostly as a note for myself:

    Write 3-level PrC for Sapphire Sprint. Become SO FAST.
    Last edited by Amechra; 2015-08-12 at 02:39 AM.
    Quote Originally Posted by segtrfyhtfgj View Post
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    I finally broke down and got a homebrewer's signature.

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    Default Re: Experimental PrC Ideas

    Quote Originally Posted by Amechra View Post
    That's what I thought - but I needed to make sure.

    I was going to suggest that the pool should count as Lay on Hands for the purposes of things that modify Lay on Hands... but nothing much modifies Lay on Hands.

    EDIT: Mostly as a note for myself:

    Write 3-level PrC for Sapphire Sprint. Become SO FAST.
    Play a skarn so you're blue and spiky and you can play Sonic

    Joking aside, I've got another batch in the works, a big one. Once I get this one out I'll be compiling all of these PrCs into my opening post.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    And I have finished the last of the next batch, meaning Preview Time before I code them up properly.

    1) Devotee: Based on Domain Feats and True Believer, this is a good choice for the common priest, which are usually just experts or commoners. Just a little something for those people that want to add a touch of the divine to their character.

    2) Dreamtouched Adept: A master of dream powers, namely the Dreamtouched State. It augments the power of the dreamtouched state through what Dreamtouched feats they possess by immersing themselves deeper and deeper into the power of dreams.

    3) Surger: An entirely new mechanic for psionic power, the Surger wields unstable mental energies akin to that inherent to madmen, and channels it for mental strength. They use Overchannel to augment this concept further. I think this is one of my better ones personally, but it is truly experimental in nature.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Experimental PrC Ideas

    And we've got the new batch right here. I'll be adding these and my previous ones to the Opening Post.

    EDIT: Classes moved to the Opening Post
    Last edited by EdroGrimshell; 2015-08-29 at 03:57 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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