Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
I've continued to update the generic class over the course of about 3 years, but the old thread can no longer contain all of the text I've written up. So, it's time to make a new one! I'm also putting in a "build compendium" section where I will showcase some of the creative builds I've seen people make, and new ones that are posted in this thread.
For those that aren't familiar with generic classes, this class is meant to be taken by every player, and is supposed to be able to fit any character they want to make. This creates near-perfect game balance. I'm not happy with the one in Unearthed Arcana, so here's my take.
Generic Class
Level
Ability
1st
Scaling Ability, A Ability
2nd
B Ability
3rd
C Ability
4th
B Ability Improvement
5th
D Ability
6th
B Ability Improvement
7th
C Ability Improvement
8th
B Ability Improvement
9th
A Ability Improvement
10th
B Ability Improvement
11th
C Ability Improvement
12th
B Ability Improvement
13th
D Ability Improvement
14th
B Ability Improvement
15th
C Ability Improvement
16th
B Ability Improvement
17th
A Ability Improvement
18th
B Ability Improvement
19th
C Ability Improvement
20th
Capstone Ability, B Ability Improvement
Character Creation
Spoiler
Race
If you wish to, you can use this class along with this list of modified (and hopefully more balanced) races that I have created, using a similar "generic" system.
Spoiler
Base land speed is 30 feet for a Medium or Large creature, and 20 feet for a Small creature. All bonuses are racial bonuses. For the purposes of the type change attributes, it is assumed that my modified types are being used to make type less powerful.
Weapon or Armor Familiarity means that members of that race can spend 2 AP to gain proficiency with that weapon or armor when building their archetype, as long as they meet its other requirements.
Pinch healing is fast healing that only functions when your current health is below half of your maximum health.
Angel - +2 Wisdom, -2 Constitution, immunity to petrification, tongues 1/day, delayed flight (none is possible until level 5, when the angel grows wings), Outsider type, Good subtype.
Asherati - +2 Charisma, -2 Intelligence, Natural Dryness, +8 to Hide in desert environments, Sandswim, can make skin glow, shedding 20 feet of bright light and an additional 20 feet of dim light, as a Supernatural ability (can activate or deactivate this ability at-will as a swift action; infinite duration).
Centaur - +2 Strength, -2 Intelligence, Large size, Stability, +4 to Survival, 20 feet faster base land speed, always counts as mounted, Monstrous Humanoid type.
Changeling - +2 Charisma, -2 Wisdom, +2 to Sense Motive, Shapechanger subtype, Minor Change Shape racial power.
Deep Imaskari - +2 Intelligence, -2 Dexterity, +4 to Hide while underground, Knowledge (Arcana), Spellcraft, and Use Magic Device.
Dwarf - +2 Constitution, -2 Dexterity, Stonecunning, Stability, +2 to skill checks involving stone (replaces bonus to Search from Stonecunning), any bonus Fighter feat, move normally in heavy armor but -10 base land speed, Weapon Familiarity (Waraxe), Armor Familiarity (Stone Armor). Dwarven seers have a bonus to Wisdom instead of Constitution. Dwarves with a very strong connection to the earth have Tremorsense 60 feet instead of a bonus Fighter feat.
Elan - +2 Intelligence, -2 Charisma, Naturally Psionic (+2 PP), elan racial powers (Resistance, Resilience, and Repletion), Aberration type.
Elf - +2 Dexterity, -2 Constitution, trance 4 hours, +2 to Spot and Listen, 20 feet faster base land speed, Low-Light Vision, Weapon Familiarity (Thinblade, Courtblade), Armor Familiarity (Leafweave Mail, Reinforced Leafweave Mail). Elf subraces might have a swim speed or cantrip at-will instead of the skill bonuses, and a different ability bonus and penalty. Some possible subraces are in the spoiler below.
Spoiler
Drow - +2 Dexterity, -2 Constitution, trance 4 hours, Darkvision, +2 bonus on Will saves, dancing lights 1/encounter, darkness 1/encounter.
Gray Elf - +2 Intelligence, -2 Constitution, trance 4 hours, prestidigitation at-will, 20 feet faster base land speed.
Sea Elf - +2 Dexterity, -2 Constitution, trance 4 hours, swim speed 40 feet, 10 feet faster base land speed.
Wild Elf - +2 Strength, -2 Constitution, trance 4 hours, +2 to Spot and Listen, 20 feet faster base land speed.
All of these variations still have the Weapon and Armor Familiarities of the standard elf (often called the high elf or moon elf with subraces in the setting), as well as Low-Light Vision.
Fiend - +2 Any, -2 Any, Darkvision (can see even in deeper darkness), +1 natural armor, two natural claw attacks dealing 1d6 damage (19-20, x2), a natural bite, gore, or tail attack dealing 1d10 damage (x3), telepathy 100 feet, Outsider type, Evil subtype, your choice of Lawful, Chaotic, or no extra subtype.
Fiends come in all shapes and sizes, and can have vastly different abilities, but they all share Darkvision, telepathy, and typing. The stats given are appropriate for a brute-type fiend, which most of them are, but see the spoiler below for some sanctioned variations.
Spoiler
Succubus or Similar - +2 Charisma, -2 Strength, Darkvision (can see even in deeper darkness), telepathy 100 feet, disguise self at-will.
Imp or Similar - -2 Constitution, Small size, Darkvision (can see even in deeper darkness), telepathy 100 feet, delayed flight.
Medium Flying Fiend - +2 Any, -2 Any, Darkvision (can see even in deeper darkness), telepathy 100 feet, delayed flight.
Large Fiend - +2 Strength or Constitution, -2 Any, Large size, Darkvision (can see even in deeper darkness, +2 natural armor, two natural claw attacks dealing 1d8 damage (19-20, x2), telepathy 100 feet. Replace +1 natural armor and the claw attacks with a bite, gore, or tail attack if desired. Replace +2 natural armor with a bite, gore, or tail attack if you want both types of natural attacks.
All of these variations still have the Outsider type and Evil subtype, with your choice of Lawful, Chaotic, or no extra subtype.
Githyanki - +2 Dexterity, -2 Wisdom, Naturally Psionic (+2 PP), telepathy 100 feet, far hand at-will.
Gnome - +2 Constitution, -2 Strength, Small size, speak with animals 1/encounter, silent image 1/encounter, disguise self 1/encounter.
Goblin - +2 Dexterity, -2 Intelligence, Small size, +4 to Move Silently, 20 feet faster base land speed, Goblinoid subtype. A worg-riding goblin subrace might have 10 feet faster base land speed instead, and gain a +4 bonus on Ride checks. Goblin shamans have a bonus to Wisdom instead of Dexterity.
Half-Elf - +2 Charisma, -2 Constitution, Trance 4 hours, +2 to any two skills, any bonus feat.
Halfling - +2 Dexterity, -2 Strength, Small size, +1 bonus to all saving throws, any bonus feat.
Half-Orc - +2 Strength, -2 Wisdom, Darkvision, +2 to any two skills, any bonus feat.
Hobgoblin - +2 Constitution, +4 to Move Silently, any bonus Fighter feat, Goblinoid subtype.
Human - +2 Intelligence, -2 Wisdom, +2 to any three skills, any bonus feat.
Kobold - +2 Dexterity, -2 Constitution, Small size, +2 to Craft (Traps, Explosives, and Poisons), two natural claw attacks dealing 1d4 damage (19-20, x2), Slight Build, Reptilian and Dragonblooded subtypes, Armor Familiarity (Chitin).
Lizardfolk - +2 Constitution, -2 Intelligence, Hold Breath (x4), +2 natural armor, +2 to Swim and Balance, natural bite attack dealing 1d10 damage (x3), Reptilian subtype.
Ogre - +2 Strength, -2 Dexterity, Large size, scent and blindsense 30 feet, 10 feet faster base land speed, Giant type. Ogre magi have a bonus to Charisma instead of Strength.
Orc - +2 Strength, -2 Intelligence, Darkvision, scent and blindsense 30 feet, Powerful Build, Weapon Familiarity (Shotput). Orcish shamans have a bonus to Wisdom instead of Strength.
Pixie - +2 Charisma, -2 Strength, Small size, invisibility 1/day, delayed flight (none until 5 HD), Fey type.
Raptoran - +2 Wisdom, -2 Strength, +2 to Listen, +4 to Spot, delayed flight.
Tinker Gnome - +2 Intelligence, -2 Strength, Small size, mending at-will, +4 to Craft (All) and Disable Device, can use Disable Device untrained.
Troll - +2 Constitution, -2 Charisma, Large size, two natural claw attacks dealing 1d8 damage (19-20, x2), +1 natural armor, scent and blindsense 30 feet, pinch healing 1, Giant type.
Vampire - +2 Charisma, Undead type, summon creatures of the night 1/encounter. Summon creatures of the night functions as summon swarm or summon nature's ally II, but only summoning 1d3 wolves for the latter. Unlike most undead, vampires must feed on blood to sustain themselves, and have tiny fangs designed for this purpose. A creature must be helpless, pinned, or willing to be fed on, and suffers 1d4 Constitution damage per round of feeding, which is a standard action.
Warforged - +2 Constitution, -2 Wisdom, Composite Plating, Living Construct type, any bonus Warforged or Fighter feat.
Warning! The following races are highly radioactive and have required a major negative trait to balance out their power level. Use with extra caution, though they still follow the rules.
Spoiler
Fire Elemental - +2 Dexterity, -2 Intelligence, deals 1d6 fire damage to anything touched or touched by (a weapon of solid metal can transfer this damage as well), Elemental type, Fire subtype, unarmed strikes and natural attacks deal fire damage instead of their normal type, cannot enter water, deals 1d6 fire damage per round to held or worn objects unless fireproofed (costs 150 gold for magical items or 15 gold for nonmagical), no feat from first level.
Water Elemental - +2 Constitution, -2 Intelligence, Drench, Vortex, Elemental type, Water subtype, swim speed 50 feet but -10 base land speed, can breathe air and water, no feat from first level.
Earth Elemental - +2 Strength, -2 Intelligence, +3 natural armor, burrow speed 20 feet, Earth Glide but -10 base land speed, Elemental Type, Earth subtype, no feat from first level.
Air Elemental - +2 Dexterity, -2 Intelligence, Whirlwind, Elemental Type, Air subtype, fly speed 20 feet with clumsy maneuverability at 1 HD, 30 ft/poor at 2 HD, 40 ft/average at 3 HD, 50 ft/good at 4 HD, 60 ft/perfect at 5 HD, no base land speed, no feat from first level.
Thri-Kreen - +2 Dexterity, -2 Charisma, Naturally Psionic (+2 PP), +4 to Jump, four arms, Monstrous Humanoid type, unarmed strikes deal piercing damage instead of bludgeoning, no feat from first level.
Young Adult True Dragon - +2 Strength, -2 Dexterity, Large size, +1 natural armor, elemental subtype appropriate for your dragon type (if it grants no benefits, increase natural armor by +1), delayed flight (poor maneuverability, but 10 feet faster base land speed), natural claw attack dealing 1d6 damage, Dragon type.
To advance further as a true dragon, take the A, C, D, and Capstone abilities in the spoiler below. You must also take Soul Armor as your Scaling ability (natural armor variant) to represent your draconic traits. You are free to take one of any other non-Capstone ability of your choice. If it isn't a B, you gain additional AP equal to the difference in cost of the abilities. For example, if you take an A ability, you start with 30 AP instead of 25. You can still buy extra abilities with your AP.
The generic true dragon race cannot take classes, feats, or other options related to being a true dragon until epic level. Anything requiring a regular dragon can still be qualified for and taken.
The breath weapon die size might be increased or decreased, depending on your type of dragon, at your DM's option. Its area is determined by your current size, as per a normal true dragon.
DI: Gain the use of all special abilities listed in your true dragon's advancement table that are gained at Adult age or younger, as well as an appropriate burrow or swim speed if listed, though its speed is limited by your base land speed, +2 Strength DII: Size increase from Large to Huge (and increase in natural weapon damage die - applies to all values on C ability, but Capstone considers you as already Huge), land, burrow, and/or or swim speed increased to normal for an Adult dragon of your type, +2 Strength
CI: Scent and blindsense 20 feet, +10 flight speed, claw attack deals 1d8 damage instead of 1d6 CII: Blindsense 30 feet, +10 flight speed, bite attack dealing 2d6 damage CIII: Blindsense 40 feet, +10 flight speed, wing attack dealing 1d6 damage CIV: Blindsense 50 feet, +10 flight speed, second claw attack at same damage CV: Blindsense 60 feet, +10 flight speed, second wing attack at same damage
True Dragon Apotheosis
You gain the special abilities, including spellcasting, of a Mature Adult true dragon of your type (so a red dragon gains the Spellcasting ability as if he were level 9, and upgrades his DR to 10/magic instead of 5), as well as a flight speed increase to 150 feet, a frightful presence aura, an improvement of breath weapon damage to 14d10, a tail slap attack dealing 2d6 damage, a crush attack dealing 2d8 damage, and +2 to Intelligence, Wisdom, and Charisma.
Races by Attribute Bonus
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Any or None
Centaur
Elf
Dwarf
Deep Imaskari
Angel
Asherati
Fiend
Gnoll
Drow
Gnome
Elan
Dwarven Seer
Changeling
Flying Fiend
Half-Orc
Sea Elf
Hobgoblin
Gray Elf
Goblin Shaman
Half-Elf
Imp
Large Fiend
Githyanki
Lizardfolk
Human
Orcish Shaman
Ogre Magi
Minotaur
Githzerai
Troll
Tinker Gnome
Raptoran
Pixie
Ogre
Goblin
Warforged
Succubus
Orc
Halfling
Vampire
Wild Elf
Kobold
Ability Score Increases and Feat Progression
In this system, the rate of increasing ability scores and gaining feats is different. Any time you would get an A or C ability, you also gain a feat. Any time you would get an A or D ability, and at level 20, you also get an ability score increase.
Gaining extra abilities does not increase your ability scores or number of feats.
Hit Points per Level and Stat Generation
A nice houserule to complement this system is to give PCs a set amount of hp per level equal to the size of their hit die minus two. Along with using point buy to determine ability scores, this removes all randomness from character generation, and ensures equality between characters. The hit points per level for each hit die size under this system is listed below. The last column represents a character's hit points per level if he has the Toughness Scaling ability.
Die Size
Normal
Toughness
d4
2
6
d6
4
9
d8
6
12
d10
8
15
d12
10
18
This rule would also apply to monsters using the elite array, but normal monsters receive average HP as normal. Elite monsters with a d4 hit die stick with averaged, because it gives the higher value.
Hit points are not maximized at level one in this variant.
Archetypes
Instead of having a set base attack bonus, hit die, and so on, each player may choose his own. He does this by creating an archetype for himself, using the creation method detailed in the spoiler below.
Spoiler
Every character gets 25 archetype points (AP) that they may spend as they wish. The base stats for every character are listed as costing 0 AP. To upgrade to a better stat, you must spend AP. Saving AP after character creation confers no benefit. To make characters weaker or stronger, the DM may adjust their allotted AP.
A stat which includes the one before it in its AP cost is marked with a +.
Base Saves
Base Saves
AP Cost
One Good
0
Two Good
3
Three Good
6
Base Attack Bonus
Base Attack Bonus
AP Cost
1/2
0
3/4
4
1/1
8
Trained Skills
Trained Skills
Free Skill Tricks
AP Cost
2
0
0
4
1
3
6
2
6
8
4
9
Spending AP to gain more trained skills automatically grants you a certain number of free skill tricks, which you can redeem as soon as you meet their prerequisites. The following spoiler explains the difference between the trained skill system and the normal skill system.
Spoiler
Under this system, there are no "class skills", or need to invest skill points at each level. Instead, each character selects a number of trained skills, determined by the amount of AP he spent. The character receives ranks in those skills equal to his level. A character's Intelligence modifier may increase or decrease the number of trained skills he receives. If his Intelligence modifier is increased or decreased by external forces, the character always chooses which trained skills appear or disappear.
At each level up, the character may choose to reserve a skill point instead of putting it into a skill automatically. That skill point may then be put towards things such as extra skill tricks or Speak Language, or later reinvested into his trained skills. A character's ranks in any skill can never be higher than his character level. If an ability requires the character to have a certain skill trained, that skill cannot have its skill points reserved.
Skill rank requirements for feats and skill tricks in this system are reduced by 3, to a minimum of 1.
For those using the weapon group variant, refer to the following table to determine your profiencies. I personally enjoy this variant, but your results may vary.
Normal
Equivalent
1 simple weapon
1 basic weapon
All simple weapons
Basic weapons
1 martial weapon
1 weapon group
All martial weapons
3 weapon groups
When using the weapon group variant, you must spend 1 extra AP in order to qualify for exotic weapons of one weapon group. You must already have proficiency with weapons in that group. After qualifying, you must still take the appropriate feat, unless your race has familiarity with that weapon, in which case you may spend 2 AP to gain proficiency. Characters with 1/1 BAB qualify for simple exotic weapons for free.
Extra Abilities You do not have to spend AP to get your initial abilities according to the class table. If you spend AP on an extra ability, you receive an additional ability of that type, which progresses as a normal ability of that type.
Extra Ability
AP Cost
Scaling
12
A
10
B
15
C
10
D
8
Ability Prerequisites Spending AP on a prerequisite does not immediately grant you the ability, just the right to select the ability. You cannot select the following abilities without buying the appropriate prerequisite.
Ability Prerequisite
AP Cost
Maneuvers
8
Wilding
8
Performances
10
Invocations
10
Domains
10
Truespeech
10
Spellcasting
15
Psionics
15
PC Archetypes
The following are premade archetypes for those who want to jump right into the game. Select one, select your abilities, and your extra ability if you receive one, and start playing.
Spoiler
PC Archetype
Good Saves
Base Attack Bonus
Hit Dice
Trained Skills
Proficiencies
Special
Warrior
2
1/1
d12
4
All simple weapons, all martial weapons (or tower shields), all armors, shields
-
Initiate
1
1/1
d10
2
All simple weapons, all martial weapons (or tower shields), all armors, shields
Maneuvers or Wilding
Adept
1
1/1
d6
2
All simple weapons, 1 martial weapon of your choice, light armor
Spellcasting or Extra B Ability
Factotum
3
3/4
d8
8
All simple weapons, 1 martial weapon of your choice, light and medium armor
-
Aristocrat
2
3/4
d6
6
All simple weapons, light armor
Invocations, Performances, or Domains
Erudite
1
1/2
d4
2
1 simple weapon of your choice
Spellcasting or Psionics and (Extra A or C Ability or Domains)
NPC Archetypes
Spoiler
Combat NPCs are built using 12 AP. They use most of the same creation costs as PCs, except that ability prerequisite costs are lowered, and extra abilities are simply granted by the DM.
NPC Ability Prerequisites Spending AP on a prerequisite does not immediately grant you the ability, just the right to select the ability. You cannot select the following abilities without buying the appropriate prerequisite.
NPC Ability Prerequisite
NPC AP Cost
Maneuvers
3
Wilding
3
Domains
6
Performances
6
Invocations
6
Truespeech
6
Spellcasting
9
Psionics
9
An NPC has proficiency with any non-exotic armors and shields that you describe them as wearing. Additional trained skills do not grant an NPC any skill tricks.
NPC abilities and feats advance at every other level instead of every level, and their effective class level for the purpose of abilities is equal to half of their actual class levels. They do not gain ability score increases by leveling. Most NPCs, such as all of the ones you would usually give standard array and average HP, only get a B ability. Therefore, a Combat NPC will receive a B ability at 4th level, and improve it every 4th level after that, and gain no other abilities.
NPCs can of course be given any combination of additional abilities, AP, and/or bonus feats, at the DM's discretion, to make them more challenging or flavorful.
A Noncombat NPC would essentially just be built with 0 AP, receiving all of the base stats.
The standard archetypes below can be used for almost all NPCs.
NPC Archetype
Base Saves
Base Attack Bonus
Hit Dice
Trained Skills
Ability
Brute
Good Fortitude
1/1
d8
2
Improved Power Attack
Monk
1 good save of your choice
3/4
d6
4
Maneuvers or Wilding
Rogue
Good Reflex
3/4
d6
6
Sneak Attack
Witch
Good Will
3/4
d6
2
Invocations or Performances
Magician
Good Will
1/2
d4
4
Spellcasting
Noncombat
1 good save of your choice
1/2
d4
2
-
Level Adjustment
Instead of starting with less character levels, a player who selects a race or template with LA receives less AP when building his archetype. The number depends on the race. I will not give a number per LA, because there are enough races considered "high LA +1" or "low LA +2" that it would be impossible to give a general amount. However, as a guideline, a hobgoblin might receive 1-3 less AP, while a drow might receive 3-5 less AP, and a pixie might receive 5-10 less AP. It depends also on how the individual race's abilities affect your individual campaign.
If you wish to try out building balanced races in the same way that I did it above, instead of using LA, try out my generic race. Note that this is a DM tool, not build-a-race.
Also see the Transformation C ability, which could be used to apply a race or template over the course of 20 levels.
Epic Generic Class
Spoiler
At level 21, you become a demigod. This cannot happen with experience alone. You must be given a portion of an existing god's divinity, or steal it somehow. Without doing so, your progress stops at level 20.
If you do become a demigod, you receive a B ability that treats you as 20 levels lower and scales on the odd levels instead of the evens, and your regular B and Scaling abilities continue to increase in value, but no others do. You receive a second capstone at level 40, which is the peak of even a demigod's power.
Base attack bonus, saving throws, trained skills, hit points, feats, and ability score increases continue to scale for the next 20 levels as they did from 1-20, though no additional iterative attacks are gained. No special abilities from the Epic Level Handbook, such as divine ranks or salient abilities, are given to demigods.
To allow for the scaling of spells, a demigod can apply a metamagic feat to a spell as many times as he wishes. Metamagic reducers only apply to the first application of a given metamagic feat. New level 10+ spells could be homebrewed if metamagic can't significantly improve a certain spell, such as summon monster spells. If a demigod casts a spell from a level 10+ slot which has some sort of drawback for being mortal or non-epic magic, that drawback is removed.
Leveling past 40 and becoming a god is only possible by finding enough people to worship you. If you do this, and voluntarily become a god, you become an NPC.
A note on terminology for the abilities:
Each interval - Any time you would upgrade the ability, including the level you get it. Each additional interval - Any time you would upgrade the ability, except the level which comes before the "additional". If no level is specified, it's every interval except the one you get the ability. Every other interval - Every other time you would upgrade the ability. For a B ability, this would be levels 2, 6, 10, 14, and 18 if it started upgrading at level 2, and 4, 8, 12, 16, and 20 if it started upgrading at level 4.
Sometimes I also just name specific levels, when it's easier.
Special thanks to Lyndworm (who actually made quite a few abilities), Kroy, InaVegt, Roc Ness, M. Mayonnaise, Stegyre, Temotei, aje8, and deuxhero for ideas, inspiration, and fixes. If I forgot your name just let me know.
Scaling abilities are gained at first level, and are never improved. However, they grant a bonus which is directly related to your class level.
Spoiler
Combat Focus (Ex)
You may grant yourself one of the following special abilities as an immediate action. Each ability may be used 1/encounter.
Learn the current hit point totals of all enemies you threaten
Insight bonus to attack equal to your BAB for 1 round
Insight bonus on checks to resist bull rush, trip, grapple, disarm, sunder, feint, and overrun equal to your BAB for 1 round
Insight bonus on saving throws equal to your BAB for 1 round
Insight bonus to AC equal to your BAB for 1 round
Control Magic (Su)
As an immediate action, you can change the target of a spell or spell-like ability that you detect being cast to any legal target within range of its original casting. This ability has no effect on spells without a "target" or "area" component, or spells with no other legal target in range.
In order to control a spell or spell-like ability, you must first identify it with a Spellcraft check. If a spell or spell-like ability is disguised (such as by having no somatic or verbal components), you may still attempt to identify it, with a -20 to your check. You may control up to 1 spell level per encounter per class level. On a failed opposed check, your controls per encounter are not wasted.
You receive greater dispel magic as a supernatural ability that you can cast at-will as a standard action, using your class level as your caster level.
This ability cannot be taken if you have or later gain the ability to cast spells or spell-like abilities.
Death Attack (Ex)
If you attack a creature during a surprise round in which it cannot act, you may make a death attack against it as a standard action. This adds 1d6 bonus damage per class level to your normal attack. The target must be subject to critical hits. If the attack is ranged, the creature must be within 30 feet. If you can attack more than once in a standard attack action, Death Attack applies to each attack.
Pounce (Ex)
You may make a full attack at the end of a charge. You can use this ability at a maximum distance of 5 feet per class level. If this is greater than your normal charge distance, your charge distance is increased. You have no minimum charge distance.
Soul Weapon (Su)
You may summon a soul weapon, which has the following properties:
Spoiler
You may summon your soul weapon as a move action (or a swift action with Quick Draw). You may summon as many weapons as you can wield in one action, though they disappear once they leave your possession. You can dismiss any number of weapons as a free action.
The weapon may be any type you are proficient with (including unarmed strike or a natural weapon). It deals damage equal to a normal weapon of its type, and has the same critical threat range, critical multiplier, range increment, and has any other abilities a normal weapon of its type would have, but is weightless.
The weapon is made out of force, and therefore can hit ethereal and incorporeal creatures. Its damage type changes to force damage. The weapon is treated as masterwork.
If ranged, the weapon has unlimited ammunition, and if thrown, it reappears in your hand immediately after dealing damage. You can therefore make iterative thrown weapon attacks with the same weapon.
Because it is magically attuned to you, the weapon adds your highest ability bonus to attack and damage, instead of what it would normally use. However, an attack made with it is subject to spell resistance, using your class level as your effective caster level.
The weapon represents you on a spiritual level, and its type should be a manifestation of your inner personality. A character with multiple facets to his personality who summons multiple soul weapons may select different types for his weapons. If your inner self changes drastically at some point, the weapon type your soul weapon may change as well. It otherwise remains the same type that you initially chose.
A soul weapon can be enchanted as a normal magic weapon by meditating for 1 hour per +1 enhancement or ability, and using mystical incense costing the same price as the upgrade would have costed. Ammunition enhancements cost double their normal price. With 1 hour of meditation, you can change the abilities, once per day.
Soul Armor (Su)
You may summon a suit of soul armor, which has the following properties:
Spoiler
You may summon a suit of soul armor as a standard action. You may summon a shield with the armor during the same action, if you wish. You must be proficient with the type of armor and/or shield that you summon. Your armor is attached to your body and cannot be removed unless you dismiss it (as a free action).
The armor grants the same bonus to armor class that a normal suit of armor of the same type would grant, and has the same armor check penalty, maximum speed, arcane spell failure, and maximum Dexterity bonus, but is weightless.
The armor is made out of force, and therefore applies its AC bonus to ethereal and incorporeal attacks. It is treated as masterwork.
At your option, the armor is metaphorical, and your normal clothes are shown. If you wear armor, you lose the benefits of his Soul Armor until you remove it. A shield made metaphorical represents a very strong blocking arm. This option is best for monk-like characters.
Another option is to treat your armor as natural armor, best for roleplaying as a bestial race or individual. In this case, your armor's bonus does not apply to touch attacks, but the ability becomes (Ex). It still grants spell resistance. A shield can be represented be a strong blocking arm or some sort of shield-like growth or appendage.
Because the armor is magically attuned to you, it applies its AC bonus (including any enhancement bonus) to touch attacks, and grants spell resistance equal to 10 + your class level.
Like a soul weapon, your initial choice of armor type is permanent, unless you go through major character development which changes your personality or sense of self.
A suit of soul armor can be enchanted as a normal magic armor by meditating for 1 hour per +1 enhancement or ability, and using mystical incense costing the same price as the upgrade would have costed. With 1 hour of meditation, you can change the abilities, once per day.
Toughness (Ex)
Instead of rolling for hit points at each level, you receive 1.5x the maximum value.
A Abilities
A Abilities are gained at first level, and are upgraded twice. They represent an ability which has some substance, instead of just being a scaling number.
Spoiler
Armor Mastery (Ex)
All armor check penalties, speed penalties, maximum Dexterity bonuses, and arcane spell failure from wearing armor are improved by 25% of their original value. At level 9, they are improved by 50%. At level 17, you ignore all mentioned penalties and restirctions.
The armor bonus of armor that you wear is increased by +1 at each interval.
You must be proficient with a given armor type for Armor Mastery to function with it.
Combat Style (Ex)
Choose a feat you meet the requirements of which serves as a prerequisite for at least two other feats. While wearing no more armor than what your proficiencies granted you, you gain the use of that feat. At levels 9 and 17, you gain the use of another feat in that chain that you meet the requirements of. If you already have or later gain any of these feats, you may replace that feat with any other feat that you meet the requirements of.
Keen Eyes (Ex)
You receive Trapfinding as a scout. At level 9, you receive Blindsense as a scout. At level 17, you receive Blindsight as a scout. You also receive a +1 bonus to initiative at each interval.
Flurry of Blows (Ex)
You receive an extra attack during a full attack at your highest attack bonus, and an additional extra attack at level 17. At level 9 you receive an extra attack during a standard attack action.
Free Movement (Ex)
Your movement cannot be impeded by difficult terrain. At level 9, you can bypass all mundane and magical effects which impede movement, as listed under the freedom of movement spell description, unless that effect would cease your movement entirely, such as paralysis, stun, or grappling. At level 17, you can end any movement-stopping effect on you as a full-round action. This includes all effects listed under the freedom spell description, as well as dazing, and possibly others, at your DM's discretion. It does not cover external barriers, such as forcecages, shackles, or grappling. You may use this ability even when you normally could not take actions.
All of your movement speeds are increased by +10 feet at each interval.
Rage (Ex)
As a barbarian's rage. At levels 1, 9, and 17, your Strength and Constitution increase by +4 while raging, and your Will saves increase by +1 while raging. Your AC decreases by -2 while raging, though this penalty does not increase. Unlike normal rage, you are fatigued until you have rested for 8 hours.
Rage alternatives or equivalents, such as Whirling Frenzy or Defensive Stance, use similar numbers. Variants are listed in the table below. Rages may be used 3 times per day, plus 1/day at each additional interval, and last until the end of the encounter. All bonuses are morale bonuses, but any penalties are untyped.
Rage Equivalent
Level 1
Level 9
Level 17
Special
Rage
+4 Strength, +4 Constitution, +1 Will
+4 Strength, +4 Constitution, +1 Will
+4 Strength, +4 Constitution, +1 Will
-2 AC
Whirling Frenzy
+4 Strength, +1 Reflex
+4 Strength, +1 Reflex
+4 Strength, +1 Reflex
-2 AC, -2 attack, extra attack at highest bonus in full attack
Defensive Stance
+4 Constitution, +1 Dodge AC
+4 Constitution, +1 Dodge AC
+4 Constitution, +1 Dodge AC
+2 all saves, 1 move action takes 1 round
Primal Scream (Feral Frenzy)
+4 Dexterity, 1d6 damage bite attack
+4 Dexterity, free Intimidate check to demoralize vs. all watching you Scream
+4 Dexterity, fast healing 5 during Frenzy
-2 to AC
Spell Rage
+4 Strength, +1 spell/ability DCs
+4 Strength, +1 spell/ability DCs
+4 Strength, +1 spell/ability DCs
-2 AC, can use any skills or feats, and spells with casting time <= 1 round
Skill Finesse (Ex)
Select a single skill set below. You receive a +2 bonus on all of the skills in it at each interval, and one free skill trick that you qualify for at each interval, as long as it applies to one of the skills in your chosen set. You must be trained in a skill to gain a bonus to it.
Sensory: Gather Information, Search, Spot, Listen, Sense Motive
You may take extra actions in a round, according to the following table. At level 17, you may give up one of your extra swift, move, and standard usages per encounter to take an extra full-round action instead. You may only take one extra action of any type per round from this ability.
Level
Extra Swift/Immediate Actions
Extra Move Actions
Extra Standard Actions
1
1/encounter
0/encounter
0/encounter
9
2/encounter
1/encounter
0/encounter
17
3/encounter
2/encounter
1/encounter
B Abilities
B Abilities are gained at level 2, and are improved every other level after 2. They are abilities which scale nicely with your level, and tend to be powerful. They represent your combat style.
Spoiler
Bonus Feats
You receive 1 bonus feat per interval. You must meet the requirements of the feat you select. If you already have or later gain any of these feats, you may replace that feat with any other feat that you meet the requirements of.
Cunning Brilliance
Through pure talent and research, you've managed to duplicate various other class features, though to a lesser degree. Once per day, you can gain one of the following abilities, functioning as an ability of 3/4 of your class level. You gain it for a number of rounds equal to your Intelligence modifier.
Any ability score-based ability goes off of your Intelligence modifier instead of what is listed, and any AP or other prerequisites are ignored. If you select an ability with a number of options, you pick the options the first time, then receive the same options every time you choose that ability. For limited-use abilities, losing then re-gaining the ability does not refresh your uses. They must be refreshed in the normal way.
At each additional interval, you can do this an additional time per day. Using this ability while a previous usage is still in effect ends the duration of the previous usage. For the purposes of other ability prerequisites, you are considered to have every ability on the above list.
Improved Power Attack (Ex)
You receive the Power Attack feat as a bonus feat. In addition, you receive an extra +1 damage bonus per -1 attack penalty taken when using the Power Attack feat, to a maximum of +2 per interval. When wielding a two-handed weapon, the damage bonus is doubled as normal.
Improved Masterful Strike (Ex)
You receive the Masterful Strike feat as a bonus feat (in the spoiler below). You receive an extra +1 damage bonus per point of attack you exceeded your target's AC by, to a maximum of +2 per interval. When attacking with a one-handed weapon, with nothing in your offhand, or with a two-handed ranged weapon, the damage bonus is multiplied by 1.5 as normal.
Spoiler
Masterful Strike
Prerequisite
Dex 13.
Benefit
Any time your attack roll exceeds your target's AC, you deal bonus damage on the attack equal to the amount you exceeded it by. The bonus damage cannot be greater than your base attack bonus. This ability does not function with spells, or against creatures immune to critical hits.
Special
When attacking with a one-handed weapon, with nothing in your offhand, or with a two-handed ranged weapon, the damage bonus is multiplied by 1.5.
Maneuvers
You gain the ability to initiate maneuvers. You can change your readied maneuvers by practicing for 5 minutes. You can replenish all expended maneuvers in combat by taking 1 round to gather yourself (taking no other actions). You gain maneuvers known, maneuvers readied, and stances known according to the table. You may select your maneuvers from three disciplines of your choice. Your initiator level is equal to your class level.
At each interval, you may switch out a maneuver you know for a different one.
Level
Maneuvers Known
Maneuvers Readied
Stances Known
1
0
0
0
2
3
3
1
3
3
3
1
4
4
4
2
5
4
4
2
6
6
4
3
7
6
4
3
8
7
5
3
9
7
5
3
10
8
5
4
11
8
5
4
12
9
6
4
13
9
6
4
14
10
6
4
15
10
6
4
16
11
7
5
17
11
7
5
18
12
7
5
19
12
7
5
20
13
8
5
Martial Arts (Ex)
You may use any part of your body to deliver an unarmed strike. Your unarmed strikes are treated as manufactured or natural weapons, whichever is more beneficial to you. Your unarmed strike is never treated as offhand. You receive Improved Unarmed Strike as a bonus feat. In addition, properties of your unarmed strike increase as below. Damage values are for a Medium sized character.
Level
Damage
Critical Threat Range
Critical Multiplier
2
1d4
20
x2
4
1d6
19-20
x2
6
1d8
19-20
x2
8
1d10
19-20
x3
10
1d12
19-20
x3
12
2d8
18-20
x3
14
2d10
18-20
x3
16
2d12
18-20
x4
18
4d8
18-20
x4
20
4d10
17-20
x4
When wielding a martial arts weapon (gauntlet, kama, nunchaku, quarterstaff, sai, shuriken, and siangham), you may replace the relevant properties of that weapon with your unarmed strike properties, if you wish. Other weapons may be considered martial arts weapons, according to your DM.
When wielding a quarterstaff, both sides deal the listed damage. When wielding a weapon with a damage die size greater or less than 1d6, increase or reduce the damage on the table by an equal number of steps. As gauntlets are considered to be unarmed attacks, their damage is not reduced.
You study one of the following six schools of fighting, and may select one of the listed bonuses every other interval.
Spoiler
Dragon
Danger Sense: You receive Combat Reflexes as a bonus feat. It goes off of your Wisdom modifier instead of your Dexterity modifier.
Counterattack: If an opponent within your threatened area misses an attack roll against you, you may make an Attack of Opportunity against him. The counterattack receives a bonus on its attack roll equal to your Wisdom modifier.
Exploit Aggression: Attack penalties for using Power Attack are doubled against you.
Dragon Dodge: You receive a dodge bonus to AC equal to your Wisdom modifier.
Exploit Advantage: You can make an extra attack at your full attack bonus any time you would normally get an Attack of Opportunity.
Crane
Lunging Strike: You receive a 5 foot reach increase on all melee attacks.
Combat Dance: You can take a number of extra 5-foot steps in a round equal to your Wisdom modifier.
Great Wall: Your threatened squares count as difficult terrain, which take additional feet of movement to enter equal to your Wisdom modifier, rounded up to the nearest 5.
Flexible Crane: You receive a bonus on saving throws equal to your Wisdom modifier.
Distance Sense: When wielding a reach weapon, you have no minimum range.
Tiger
Strong Like Tiger: You receive a bonus on all damage rolls equal to your Wisdom modifier. When wielding a two-handed weapon, this bonus is increased by 1.5x.
Instinct: You receive a bonus on bull rush and sunder checks equal to your Wisdom modifier.
Weapon Counter: If an opponent within range misses an attack roll against you, you may make a sunder attempt against his weapon.
Destruction Sense: Attack penalties for using Power Attack are reduced by your Wisdom modifier, to a minimum of 0.
Final Strike: You may make a single attack as a full-attack action, doubling its damage for each iterative attack you gave up.
Snake
Calculated Strike: You receive a bonus on attack rolls equal to your Wisdom modifier.
Constrictor: You receive a bonus on grapple checks equal to your Wisdom modifier.
Snakebite: Any precision-based damage you deal is increased by your Wisdom modifier.
Vulnerability Sense: Any time you successfully hit with a melee attack, and have hands free to grapple, you may immediately begin a grapple attempt.
Improved Grapple: You receive Improved Grapple as a bonus feat.
Leopard
Feral: You may make one additional attack in a full attack action at your full attack bonus.
Lightning Maneuver: You receive a bonus on disarm and trip checks equal to your Wisdom modifier.
First Strike: You receive a bonus on initiative equal to your Wisdom modifier.
Speed Sense: Every 5 feet you move in a round increases your attack and AC by 1 for 1 round.
Leopard Speed: Your movement speed is increased by 5 x your Wisdom modifier.
Boxing
If you study the school of boxing, your unarmed strike's properties cannot be applied to any martial arts weapons other than gauntlets.
Jab: You can make an unarmed strike as a swift action.
Heart: Once per day, if you would be sent into negative hit points, you instead take no damage. You can ignore a number of attacks until the end of that round equal to your Charisma modifier.
Footwork: You can take a number of extra 5-foot steps in a round equal to your Intelligence modifier.
Haymaker: Once per encounter, you can make an unarmed strike as a standard action that deals extra damage equal to (enemy's maximum health - current health).
Cheap Shot: You receive Improved Feint as a bonus feat.
Mighty Soul Weapon - Requires Soul Weapon
Your soul weapon receives a +2 enhancement bonus per interval without paying any costs, which cannot be added to. +1 of this goes to attack and damage, while the other +1 must be used on abilities. You may not choose epic weapon abilities before level 21. With 1 hour of meditation, you can change the abilities, once per day. If you're using two or more soul weapons, each weapon gets the +2 bonus per interval.
Your Soul Weapon does not wink out in an antimagic field and cannot be dispelled or disjoined.
Mighty Soul Armor - Requires Soul Armor
As Mighty Soul Weapon, but with your Soul Armor. If you're using an armor and a shield, each item gets the +2 bonus per interval.
Skirmish (Ex)
As the scout ability. Recieve +1d6 damage at level 2, +1 AC at level 4, and continue alternating in that fashion.
Smite (Su)
Select an alignment along one axis (Good, Evil, Chaotic, or Lawful). Any time you make an attack against a creature of that alignment, you may add your Wisdom modifier to your attack roll. If the attack hits, it deals 1 point of divine damage per class level. This is applied on top of any other damage you would deal, and applies even if the attack isn't normally damaging.
You may use Smite once per encounter per interval.
Sneak Attack (Ex)
As the rogue ability. Grants 1d6 sneak attack damage per interval. If your target is not currently flatfooted or flanked, you may roll two attack rolls instead of one. If both hit, you can sneak attack that target, but if either one misses, you miss.
Soul Burn (Su)
If you make an attack against a creature and deal at least 1 point of damage, you may deal 2 ability damage per interval to the creature's highest ability score.
You may use Soul Burn once per encounter per creature.
C Abilities
C Abilities are gained at third level, and upgrade four more times. They represent miscellaneous abilities which give a small, yet significant bonus to something important, which can help flesh out or flavor your character.
Spoiler
Crippling Strike (Ex) - Requires Death Attack
The victim of your death attack takes 1 ability damage to an ability score of your choice, as long as you deal at least 1 point of damage. The ability damage increases by 1 with each additional interval.
Diamond Body
You receive the following benefits at the named intervals:
I: Immunity to fatigue and exhaustion, exist comfortably in hot or cold environments without having to make Fortitude saves II: Immunity to poison and disease, no need to drink III: Immunity to nausea and the sickened condition, no need to eat IV: Immunity to petrification, no need to sleep V: Immunity to energy drain, no need to breathe
Energy Resistance (Ex)
Select one, two, or three energy types. If you selected one, your resistance to that energy type increases by 6 at each interval. If you selected two, your resistance to those energy types increases by 3 at each interval. If you selected three, your resistance to those energy types increases by 2 at each interval.
Favored Enemy (Ex)
Select a group of favored enemies from the list below. You receive a +2 insight bonus on skill checks against your favored enemy. You receive a +1 insight bonus on attack rolls, armor class, ability DCs, and saving throws against your favored enemy. These bonuses increase by the same number at each additional interval.
Natural: Animals, magical beasts, vermin, plants
Humanoid: Humanoids, monstrous humanoids, giants
Alien: Oozes, constructs, aberrations
Spirit: Elementals, undead, outsiders, fey
Magical: Any creature capable of casting spells or spell-like abilities.
Evil: Any creature with an evil alignment
Good: Any creature with a good alignment
Chaotic: Any creature with a chaotic alignment
Lawful: Any creature with a lawful alignment
Marshal (Ex)
As Tactics, except that it is based off of your Charisma bonus, and you grant the full bonus to your allies, but only half to yourself. Unlike Tactics, multiple Marshal bonuses do not stack. Instead of acting in surprise rounds, you can grant each of your allies one extra move action per encounter, as an immediate action.
Natural Resilience (Ex)
You gain damage reduction 2/- and 1/adamantine, increasing by 2/- and 1/adamantine at each interval.
Tactics (Ex)
You receive your Intelligence modifier as a circumstance bonus to one stat in the list below, plus one at each additional interval. You may also grant half this bonus to one willing ally who can hear or see you, plus one ally per interval. This bonus stacks with their own Tactics ability, if they have it.
Attack of Opportunity attack and damage rolls
Attack and damage while flanking
Initiative
Critical confirmation rolls
Disarm, trip, bull rush, grapple, feint, overrun, and sunder attempts
Additionally, you may always act in surprise rounds, if the encounter has one.
Transformation (Ex)
You make permanent changes to your form, mimicking a reduced version of a template or number of templates. Examples are in the spoiler below.
Spoiler
Lich
I: Lich Touch 1d8+(1 per interval) II: DR 5/bludgeoning III: Fear Aura IV: DR 10/bludgeoning and magic (replaces previous DR) V: Paralyzing Touch
Saint
If you ever willingly commit an evil act, you lose your saint abilities until you atone.
I: Wisdom as insight bonus to AC II: DR 5/magic III: Holy Touch IV: DR 10/evil (replaces previous DR) V: Protective Aura
Half-Dragon
All abilities are based on your chosen dragon type, as per the template. Taking this ability allows you to count as dragonblooded for spells and feats that require it.
I: Breath weapon 2d8, immune to sleep II: Natural armor +2, resist energy type 5 III: Breath weapon 4d8, wings and flight speed equal to base land speed (maximum 120 ft) with average maneuverability IV: Natural armor +4, resist energy type 10 (replaces previous natural armor and energy resistance) V: Breath weapon 6d8, immune to paralysis
Juggernaut
Can be taken by warforged only, unless taken alongside Diamond Body as an extra C ability.
Taking this ability removes your ability to be healed.
A non-warforged who takes this ability becomes a Construct with the Living Construct subtype. This can be represented as a half-Construct half-previous type creature, or a full warforged-like Construct in the shape of the base creature, at your option.
The generic warforged race can give up its bonus feat to apply the remainder of Diamond Body and qualify for Juggernaut.
I: Immunity to nonlethal damage II: Immunity to ability damage and ability drain III: Immunity to critical hits IV: Immunity to mind-affecting effects V: Immunity to death effects and necromancy effects
Sudden Strike (Ex)
As the ninja ability. Your sudden strikes deal 1d6 damage per interval.
Witch Hunter (Su)
You are adept at tracking and defeating spellcasters. Pick the path of either the Slayer or the Stalker, then receive your ability from the spoiler below.
Spoiler
Slayer
No magical bonuses to initiative function in encounters you're involved in, nor do any spells or spell-like abilities which affect the flow of time that remove your ability to act normally in initiative. This mainly describes the celerity line and time stop, but may include others as well.
You may only negate a spell or spell-like ability with this ability if you succeed on a Spellcraft check to identify the spell, which is given to you as soon as you would be affected by it, even if you cannot sense its origin.
Stalker
You can use the Appraise or Decipher Script skills to identify magic items or scripture, respectively. First, you make a Spellcraft check (DC 15 - half caster level of item, minimum 1) to determine whether or not the item is magical, and the strength of its aura. You may then make an Appraise check to determine the properties of the item (DC 10 + caster level of item). You may discover the properties of a scroll or spell such as explosive runes without using the scroll or triggering the spell by making a Decipher Script check (DC 10 + caster level of item or DC 10 + spell level).
You can use the Spellcraft skill to follow the trail of a spellcaster who has recently cast a spell, in the same manner as Survival is used to follow tracks. You must have the Track feat to do so. The base DC to follow a spell trail is 25, -1 per spell level. This ability can track even through teleportation spells.
Condition
Spellcraft DC Modifier
Every day since the spell was cast
+1
Every three nearby spells cast by a different caster
+1
Every three nearby spells cast by the same caster
-1
Invisible Spell
+5
At level 7, you gain Stowaway, as the hellbreaker ability, except the caster is always treated as willing.
At level 11, you gain Telepathic Static, as the hellbreaker ability, except that Divination spells simply don't function within the radius.
At level 15, you gain the Master of Doors ability, as a silver key.
At level 19, you gain the Foil Summoning ability, as a hellbreaker, except that Conjuration (Calling) and Conjuration (Summoning) spells simply don't function within the radius, and any called or summoned creatures wink out while you remain there. They return when you leave, if the duration of their spell is not over yet.
D Abilities
D Abilties are gained at fifth level, and are improved once. They are useful at all levels, so they are not required to scale much.
Spoiler
Camouflage (Ex)
As the ranger ability. At level 13, you gain Hide in Plain Sight as the ranger ability. However, you may select either urban or natural terrain. This choice applies to both abilities.
Dungeon Crasher (Ex)
You receive the ability to deal damage to foes if you bull rush them into a solid object, as the fighter ACF. Your dungeon crash does (4d6 + 2x Strength bonus) damage. At level 13, this becomes (8d6 + 3x Strength bonus).
You gain a +2 bonus to saves and AC vs traps and a +5 bonus on Strength checks to break objects at each interval.
Evasion (Ex)
Select one type of saving throw: Fortitude, Reflex, or Will. Whenever you make a save of that type against an effect which retains a partial effect on a successful save, you instead do not suffer any effect. At level 13, you only suffer the partial effect if you fail your save. If there is no partial effect listed, your DM decides something suitable, such as halved duration or damage. If nothing is suitable, you have a 50% chance to be affected or unaffected.
You may not select Evasion as an ability unless you have good progression in the specified saving throw.
Regeneration (Ex)
Your pinch healing ability becomes fast healing, and increases by 2 at each interval. At level 13, it turns into regeneration bypassed by two energy types of your choice (chosen from acid, cold, electricity, fire, or sonic). You may only take this ability if you choose a race that comes with pinch healing.
Shield Block (Ex)
As an immediate action, you can block half of the damage from a single attack.
Additionally, as an immediate action, you may take the damage dealt to an ally within your move speed range from one attack, and block half of it. You move into his square, and lose your move action on your next turn. You may also take damaging spells targeting an ally, but you take the full damage.
At level 13, you can block all of the damage from the attack. You may also take non-damaging effects targeting an ally, but you take the full force of it.
You must be wielding a shield to use Shield Block. Animated shields and bucklers do not qualify. No damage is blocked from attacks which ignore your shield bonus to AC.
Snipe (Ex)
You suffer only half the normal penalty on Spot checks because of distance, half the normal penalty on ranged attacks per range increment, and half the normal penalty for using the Hide skill directly after a ranged attack. At level 13, these penalties are halved again, to one-fourth of their original value.
Supernatural Resilience (Su)
At level 5, you receive damage reduction 5. Your damage reduction is overcome by magic and either cold iron, silver, good, evil, lawful, or chaotic, at your option. Both are required to overcome it. At level 13, this damage reduction increases to 15.
If you choose for an alignment to overcome your damage reduction, you must be of the opposite alignment. If you ever become neutral or of that alignment, you lose your damage reduction until you regain your old alignment.
Tireless Rage (Ex) - Requires Rage
You cannot become exhausted from raging. At level 13, you do not become fatigued when your rage ends.
You receive temporary hit points while raging equal to your post-rage Strength, Dexterity or Constitution score (whichever is highest). At level 13, you receive double that amount instead.
Uncanny Dodge (Ex)
As the barbarian ability Improved Uncanny Dodge, except that higher level rogues can't flank you either. Adds Uncanny Dodge at level 13.
Capstone Abilities
The Capstone Ability of your character will top off its achievements. It is a very powerful ability which either brings together the abilities you have previously learned, or grants you a spectacular new power.
Three times per encounter, for 1 round, you may treat yourself as having a feat you qualify for or as being trained in any one skill. You may initiate this ability as a free action, as part of another action..
Apotheosis (Ex) - Requires Transformation
You gain the full template or templates which your transformation mimics. The combined bonuses of the template(s) cannot be more powerful than other capstone abilities. Aspects of the template(s) may be changed or removed to fit this limitation. The bonuses from Transformation are melded into the template.
Canny Assassin (Ex) - Requires Death Attack, Skirmish, Sneak Attack, or Sudden Strike
Your additional damage from Death Attack, Skirmish, Sneak Attack, or Sudden Strike is now multiplied as normal if you get a critical hit. Your critical threat range with any weapon is now doubled if the creature is flatfooted or flanked, and you receive a +5 bonus on critical confirmation rolls. This stacks with other threat range increasing effects.
Deathless Rage (Ex) - Requires Tireless Rage
You do not become dying, disabled, or dead from hit point damage, are immune to death effects, and suffer no risk of death from massive damage while raging. You still die when your rage ends if your hit points are negative.
Effortless Control (Su) - Requires Control Magic
You receive a permanent spell turning effect which can turn a number of spell levels per encounter equal to your spell level/encounter cap on Control Magic. It is in your option whether to turn a particular spell, though if you are unaware of the spell, it is automatically turned.
Your greater dispel magic ability becomes disjunction instead.
Elemental Paragon (Ex) - Requires Energy Resistance
If you chose one energy type, you gain immunity to that energy type. If you chose two energy types, you take 75% less damage from them. If you chose three energy types, you take 50% less damage from them. This ability is applied before your energy resistance.
Your type changes to elemental. If you chose one energy type, you receive that as a subtype, but you do not gain any associated vulnerabilities.
Execute (Ex) - Requires Improved Masterful Strike
Any time your attack roll exceeds your target's AC by more than its HD, it is instantly slain. This ability does not function with touch attacks, or against creatures immune to critical hits.
Feral Charge (Ex) - Requires Pounce
When charging, you may move in any sort of shape. In addition, you can make a full attack against every creature that was within reach during your movement, but not more than once per creature.
Focused Flurry (Ex) - Requires Flurry of Blows
You reduce the penalty on iterative attack rolls by 5 (turning +20/+15+/+10/+5 into +20/+20/+15/+10). You also receive an additional attack during a standard attack action at your highest attack bonus.
Impetuous Endurance (Ex) - Requires Armor Mastery, Evasion, or Toughness
You no longer fail a save on a roll of 1, unless you fail to beat the save DC. Attack rolls of 20 no longer automatically hit you, unless they normally would.
Invulnerable (Ex) - Requires Natural Resilience
You take half damage from physical attacks. This ability is applied before your damage reduction.
Legendary Sniper (Ex) - Requires Snipe
You suffer no penalties for firing a ranged weapon at a large distance, and can hit a target up to 15 range increments away, instead of 10. You suffer no penalty for using the Hide skill immediately after firing a ranged weapon. Your critical threat range for any ranged weapon is increased by 1, and you receive a +5 bonus on critical confirmation rolls. This stacks with other critical threat range increasing effects.
Maim (Ex) - Requires Death Attack
The target of your death attack must make a Fortitude save (DC 10 + 1/2 class level + Dexterity modifier) or be paralyzed permanently. If your target is not subject to paralysis, and you find this out with an appropriate Knowledge check, you may inflict permanently another status condition of your desire, as long as it does not depend on external influence or variables (such as ability damage or blown away). You also may not select a condition which would reduce your target's hit points, such as dying, dead, or disabled.
Maneuver Mastery - Requires Maneuvers
Choose one of the following:
You may have two stances active at the same time.
You may activate two boosts at the same time.
Mighty Rage (Ex) - Requires Rage
When you fly into a rage, you have DR 2/- and gain an additional +4 to your rage's ability score bonus. Every round during an encounter that you take at least 1 point of damage, you gain an additional DR 1/- and +2 to your rage's ability score bonus per round that you were damaged in the encounter.
For example, if you were damaged for two rounds, dodged it all the third, and damaged again in the fourth, you would have DR 3/- and +6 to your ability score in the first round; 5/-, +10 in the second round; 5/-,+10 in the third round; and 9/-, +18 in the fourth round.
Unlike normal damage reduction, this ability functions against all types of damage, not just physical. All bonuses are morale bonuses, and disappear when your rage ends.
You gain the following additional special ability options.
Fast healing equal to your BAB for 1 minute
Ethereal for 1 minute
Nirvana (Ex) - Requires Diamond Body
You permanently gain the effects of true seeing, and can take 10 on any d20 rolls.
You no longer take physical penalties due to aging, and any previous penalties are removed. You no longer have a maximum age.
Your type becomes Outsider, Dragon, or something else suitable to your style of meditation.
Out of Mind (Su) - Requires Camouflage
You are permanently under the effects of a sequester spell, but do not become comatose, and you are treated as being invisible as the superior invisibility spell, instead of invisibility. You can lower or raise this effect as a swift action.
Perfect Block (Ex) - Requires Shield Block
You can now block any single effect, including non-damaging effects, touch attacks, and damaging spells.
Perfect Senses (Ex) - Requires Keen Eyes or Uncanny Dodge
None of your senses can be dulled, blocked, or tricked. You can, for example, see through solid objects of any thickness, but still cannot smell creatures that had no scent to begin with.
Quicken Self (Ex) - Requires Speedy
You may give up any one of your Speedy uses per encounter to cause a single attack or weapon-like spell to miss against you. You may choose whether or not to expend the ability after seeing the result of the roll.
Seasoned Hunter (Ex) - Requires Favored Enemy or Smite
You may take 15 on any d20 rolls involving your favored enemy, and any less-than-d20 rolls (such as damage rolls) you make involving your favored enemy are maximized.
Seek and Negate (Su) - Requires Witch Hunter
An antimagic cone with a length of 100 feet spreads forth from your eyes, similar to a beholder's antimagic eye. You may turn it off or on as a free action, even when it's not your turn. The radii of your Telepathic Static and Foil Summoning abilities are increased to 100 feet.
Soul Blaze (Su) - Requires Soul Burn
Your Soul Burn ability now affects all of the attacked creature's ability scores.
Soul Conduit (Su) - Requires Soul Weapon or Soul Armor
Your weapon and/or armor becomes an actual conduit for your soul, preventing any soul-destroying, soul-trapping, or energy drain effects from affecting you. In addition, you never suffer negative effects from raise dead or similar spells.
Soul Killer (Su) - Requires Mighty Soul Weapon
Any time you attack a creature whose current hit points are equal to (5 x your HD) or less, you may have that attack automatically hit and send the creature to -10 hit points.
If you kill a creature with this ability, it is permanently dead. Even if you only killed a creature's ice assassin, an astral travelling version of the creature, or any other representative of the creature, the original creature, its soul, and any of its clones or phylacteries are forever destroyed.
Illusions of the creature with no power to affect the world around them are not sufficient to represent it.
Soul Mirror (Su) - Requires Mighty Soul Armor
While wearing your Soul Armor, you are immune to any spell or spell-like ability that allows spell resistance, and suffer no effects from touch attacks made against you. The attacker suffers any effects of the spell, spell-like ability, or touch attack that he would have inflicted.
You cannot willingly lower this ability.
If your Soul Armor is represented by natural armor, this ability does not help against touch attacks, but becomes (Ex).
Supreme Power Attack (Ex) - Requires Improved Power Attack
You deal 1 point of Constitution damage per 10 Power Attack damage that you deal.
Tarrasquekin (Ex) - Requires Regeneration or Supernatural Resilience
You lose your supernatural damage reduction, and instead have regeneration 15, which can be overcome by the same thing your damage reduction was.
If you took Regeneration, your regeneration value is increased by 10, and is no longer overcome by one of your chosen energy types.
True Inspiration (Ex) - Requires Marshal
You may now grant each ally one full-round action per encounter, instead of one move action.
Unstoppable (Ex) - Requires Dungeon Crasher or Free Movement
You receive a +10 bonus on Strength checks to break objects, and you can destroy any kind of otherwise unbreakable barrier or object, including force effects and major artifacts, with a DC 32 Strength check. Destroying the latter, as always, will have severe repercussions from the gods.
Veteran (Ex) - Requires Tactics
You can take 20 on initiative checks.
Wuxia (Su) - Requires Martial Arts
You gain a +50 bonus to all Jump, Climb, Swim, Balance, Tumble, and Escape Artist checks. Your unarmed strikes and attacks with other Martial Arts weapons can be used as ranged thrown weapons with a 50 foot increment. If used beyond their normal range, all damage for the attack is converted to force damage.
Finally, you gain the Quivering Palm ability, as a monk, except the DC is equal to (10 + damage roll of your unarmed strike + your Wisdom modifier).
Select a spell school. You gain a bonus on Spellcraft checks and caster level checks related to that school equal to your Charisma modifier. You also get a special ability, depending on the school you chose. Each ability may be used once per encounter as an immediate action. DCs are equal to (10 + 1/2 class level + Charisma modifier), and your caster level is equal to your class level.
Spoiler
Abrupt Jaunt (Conjuration): You teleport 10 feet per class level, as the dimension door spell. Urgent Shield (Abjuration): You gain a shield bonus to AC equal to your Charisma modifier for 1 round per class level. If you currently have a shield spell active, this ability makes the shield larger instead of creating a new shield, causing the bonuses to stack. Glimpse Peril (Divination): You gain an insight bonus to your saving throws equal to your Charisma modifier for 1 round per class level. Instant Daze (Enchantment): Target creature is dazed for 1 round per class level if it fails a Will save. This is a mind-affecting effect. Each round, the creature may make another save to break free. Counterfire (Evocation): You cast a magic missile spell at target creature, which fires 1 missile per class level, instead of the usual amount. Brief Figment (Illusion): You cast a mislead spell, except the double lasts for 1 round per class level, and you disappear as an invisibility spell, instead of greater invisibility. The duration of your disappearance is 1 round per class level. Cursed Glance (Necromancy): Target creature receives a penalty to AC and saving throws equal to your Charisma modifier for 1 round per class level if it fails a Fortitude or Will save. Both must be passed in order to save. Sudden Shift (Transmutation): You gain a climb, fly, or swim speed equal to your base land speed for 1 round per class level. If it's a fly speed, you have average maneuverability.
This ability can be taken even if you cannot cast spells. However, if you later take Spellcasting, one of the schools you choose to cast from must be the school you selected with this ability. You cannot select the General school to base this ability off of.
Companion
You receive a loyal and obedient ally who levels at the same rate you do, but with a Combat NPC archetype. Your companion receives the benefits of the Vow of Poverty feat, but does not need to be an exalted character, and gains no exalted bonus feats. Any mention of "good" is replaced with one facet of your companion's alignment. Breaking the vow by wielding expensive items still removes its bonuses.
Animal companions do not increase in Intelligence, but they can speak with you telepathically. Telepathic conversations with an Animal would be more likely to be made of emotions and images, rather than words. This telepathy is a supernatural ability. Additional statistics for your companion are in the spoiler below.
Spoiler
You must select your companion's archetype from the prebuilt options of brute, monk, rogue, witch, or magician. It does not gain a B ability unless it starts with no more abilities than the Generic Race could have granted. Your companion may only be proficient with simple weapons and light armor if it has 3/4 BAB, or only a single simple weapon if it has 1/2 BAB.
You may discuss alternate creature choices with your DM if you begin with a weakened version. To start with a weakened version, lowering the creature's initial HD to 1 (and replacing it with the class level) is often all that is needed, though certain powerful abilities might need to be weakened or removed as well. It should have starting ability scores no greater than 17, 15, 15, 13, 11, 9 (after racial adjustments) as a guideline, though talk to your DM about exact numbers. If your companion starts with lower ability scores than these, your DM may allow you to raise them to these values.
Domains (Su)
You receive the granted powers and spells of two domains. The spells are gained according to the table below. You may choose which domain is your "first" and which is your "second". If you choose an arcane domain (under Domain Wizard, here), you do not get granted powers, but you do get 0th level spells. Taking a domain related to undead (such as Sun or Death) also grants you Turn or Rebuke Undead, as a cleric, though it is based off of Wisdom instead of Charisma. Taking other domains could give you Turn Undead variants, such as Turn Evil Outsider for taking the Good domain, at your DM's discretion.
Like normal domains, you may only cast one spell per day from each spell level. Your effective cleric level is equal to your class level. Your spell DCs are equal to (10 + 1/2 class level + Wisdom modifier). All domain spells are divine spells and are therefore not subject to arcane spell failure.
With your DM's permission, you may create your own domain. Miracle cannot be chosen as a domain spell without the capstone by the same name. Sorcerer-only spells may not be chosen unless you are dragonblooded.
Domain
Spell Level
Level Gained
1st
0 or power
1
2nd
0 or power
2
1st
1
3
2nd
1
4
1st
2
5
2nd
2
6
1st
3
7
2nd
3
8
1st
4
9
2nd
4
10
1st
5
11
2nd
5
12
1st
6
13
2nd
6
14
1st
7
15
2nd
7
16
1st
8
17
2nd
8
18
1st
9
19
2nd
9
20
Spellcasting is not required to take Domains, but Domains has its own AP prerequisite, as stated in the first post.
Lay on Hands (Su)
As the paladin ability, except it is based off of Wisdom instead of Charisma. Your effective paladin level is equal to your class level. You may subtract (5 x spell level) from the amount healed to replicate the effects of a restorative spell, such as remove curse or restoration. You must pay the cost of any material components or experience loss that the spell requires.
An evil character channels negative energy instead, and may convert his damage dealt to replicate the effects of a detrimental spell, such as bestow curse or contagion. As a general rule, this spell must be one which bestows a condition that a restorative spell is capable of curing, other than damage, but consult with your DM on a per-spell basis.
You can restore your pool of Lay on Hands healing or harm by meditating. 10 minutes of meditation restores healing or harm equal to your Wisdom modifier. The pool is not automatically replenished on a per-day basis.
Undead Mastery (Su)
You have a constant emanation of desecrate centered on yourself. If you carry around the holy symbol of a deity whose portfolio involves evil, death, or undead, it counts as an altar for purposes of the spell. You do not need to expend black onyx to cast animate dead as a spell or spell-like ability.
Your HD limits for animate dead are increased by your class level, as long as the undead creation takes place in your desecrated area. This includes HD limits for creating undead as well as the total amount you can keep at any time.
Warmage Edge
Any damage dealt by a spell you cast is increased by your class level. If applied to an Empowered spell, this damage is increased by 50%. This ability otherwise functions the same as the warmage ability. It is essentially useless without Spellcasting or Domains.
A Abilities
Spoiler
Bless (Su)
Once per creature per encounter, as an immediate action, you may make that creature reroll a d20 roll of 10 or less, after seeing the result. They keep the new result, whether it is better or worse. The DM does not have to reveal what the roll was for, but you are allowed a description of the creature's action.
You may bless each creature twice per encounter at level 9, and three times per encounter at level 17. You must have line of sight to a creature to bless it.
The creature receives a +1 luck bonus to his reroll. At level 9, this bonus is increased to +3. At level 17, this bonus is increased to +5.
Hellfire Blast (Sp)
As the hellfire warlock ability, except the Constitution damage cannot be healed in any way except natural healing. You receive 2d6 bonus hellfire damage at each interval.
Hex (Su)
As Bless, but the creature receives a penalty to his reroll instead of a bonus. Hex may only be used on rolls of 10 or more.
Magic Music
You gain the Countersong ability, as a bard. At level 9, you gain the Fascinate ability. At level 17, you gain the Mass Suggestion ability. None of these function without the Bardic Music B ability.
The Bardic Performances equivalent is in the spoiler below.
Spoiler
Enhanced Synergies (Ex)
As the bard ability, except that you may enhance synergies at each interval. Does nothing unless you take the Bardic Performances B ability.
Secret Spell (Ex)
Choose one spell that you know. That spell can be cast as Silent, Stilled, and Invisible, with no increase in spell level. At each additional interval, choose another spell you know for this to apply to.
Spirit Guide (Su)
You receive a spirit guide, which is an intangible spirit that follows you around, granting you its wisdom. It allows you to reroll any Knowledge check one time if you fail it, with a +3 insight bonus per interval, and allows you to make untrained Knowledge checks of any DC.
You are the only one who can perceive or interact with your guide.
At level 9, your spells, abilities, weapons, and armor affect incorporeal creatures and creatures on the Ethereal plane just as easily as corporeal creatures, and you can see, hear, and smell ethereal creatures as if they were on the Material Plane.
At level 17, you gain one of two abilities. You gain Guide Magic if you've chosen Spellcasting, Domains, or Invocations as an ability, and Spirit Shield if you haven't.
Guide Magic: As the spirit shaman ability. Spirit Shield: Your spirit guide can take control of a wielded shield, essentially giving it the animated property. This does not increase the effective cost or enhancement bonus of the shield.
Truespeech (Ex)
By learning the secret language of the universe, you can cause things to become true simply by saying them. Because these words are so powerful, only a select few are capable of being learned by mortals. Even among these few words, usually only one or two out of infinite possible applications for them have been discovered.
No words of Truespeech are as potent as simply learning the truename of a given creature. A truename gives you complete power over the named creature to do with as you will. Thankfully, this information is locked away in a divine vault that none know the location of.
Truespeech is a rare knowledge, and there are only a handful of speakers in the world. These are found in monasteries in the corners of the world where one master teaches one promising student, generation after generation. Additional information is in the spoiler below.
Spoiler
Utterances from this ability are all extraordinary abilities, because they are so fundamental to the fabric of the world. Any creature that learns the words (and says them correctly) speaks them with the same mystical, divine clarity and tone, causing all utterances to have the same range of 60 feet. Even creatures without tongues or the ability to speak at all can learn truespeaking. As long as they are saying the word in their soul, it comes out as clear as anyone else's.
By speaking utterances backwards, you can produce a reverse effect. This either does what it says under the utterance, or it can be used to cancel out an utterance of the same kind, within range, which has already been spoken. Speaking an utterance is an immediate action, so countering a word of Truespeech you hear is as simple as knowing the same word and immediately speaking the reverse of it. If countered in this way, the word's effect never takes place. The only other ways to undo the effect of an utterance are to wait out the duration or kill the truespeaker who uttered it. Learning a word gives you knowledge of both the normal and reverse utterance.
While many utterances are permanent, the more difficult ones, or those affecting other creatures, tend to revert themselves with time. A single truespeaker cannot repeat the same word (whether backward or forward) until the end of its duration, unless it was canceled by an opposite utterance. For utterances with durations less than 1 minute, you must still wait 1 minute before repeating their word.
Like many B abilities and Domains, this ability has an AP cost, as described in the first post.
The actual utterances are in the post after the ability posts.
B Abilities
Spoiler
Bardic Music (Ex)
You receive the Bardic Music ability, as a bard. The first ability you get is Inspire Courage, giving a +1 morale bonus to attack and damage rolls. Every other interval after level 2, this bonus increases by +1.
At level 4, you gain the Inspire Heroics ability, giving a +1 dodge bonus to AC and a +1 morale bonus to saves. Every other interval after level 4, these bonuses increase by +1.
Other than the numbers, these abilities work just as the bard abilities, except that Inspire Heroics can affect any number of allies, and the abilities are both Extraordinary instead of Supernatural. You must have Perform as a trained skill to take this ability.
There is a more complicated and ability-packed bard ability in the spoiler below. It is not recommended to have both types of bard in one campaign, as they represent the same capabilities.
Spoiler
Bardic Performances (Ex)
You receive one bardic performance known at each interval. You may take Master performances if you meet their requirements. Your effective bard level is equal to your class level. You must have Perform as a trained skill to take this ability, and your bardic bonus is simply equal to half your class level.
While there is an AP prerequisite for Bardic Performances, you do not need to spend any AP to take Bardic Music.
Invocations
You can cast invocations as a warlock. You have invocations known according to the table below. You can draw from any invocations list. You may switch out an invocation you have learned for another one of the same grade whenever you gain access to a new grade of invocations. You may select invocations known from any invocation list. Invocation DCs are all equal to (10 + 1/2 class level + Charisma modifier).
You receive either eldritch blast as a warlock, or a breath weapon as a dragonfire adept, increasing in damage by 1d6 at each interval. Additional information is in the spoiler below.
Spoiler
If you select eldritch blast, you can make iterative attacks without having to take a special blast shape. Any blast shapes can combine with this effect.
If you select breath weapon, you may choose to either receive either a breath effect (minimum levels apply) or have your breath weapon range doubled at each additional interval. Your breath weapon range may be doubled up to three times and you may receive up to six breath effects. In addition, you may count as dragonblooded for spells and feats that require it.
Class Level
Invocations Known
Maximum Invocation Grade
1
-
-
2
3
Least
3
3
Least
4
4
Lesser
5
4
Lesser
6
5
Lesser
7
5
Lesser
8
6
Lesser
9
6
Lesser
10
7
Greater
11
7
Greater
12
8
Greater
13
8
Greater
14
9
Greater
15
9
Greater
16
10
Dark
17
10
Dark
18
11
Dark
19
11
Dark
20
12
Dark
Psionics
You gain the ability to manifest powers as a psion of your class level, and must select a psionic discipline. However, you have a different progression of power points per day and powers known. You gain 4 powers known at each interval. PP/day is in the spoiler below.
Spoiler
Class Level
PP/day
Maximum Power Level Known
1
-
-
2
6
1
3
6
1
4
18
2
5
18
2
6
36
3
7
36
3
8
60
4
9
60
4
10
90
5
11
90
5
12
126
6
13
126
6
14
168
7
15
168
7
16
216
8
17
216
8
18
270
9
19
270
9
20
330
9
Any time "spell DC", "spell resistance", or similar is mentioned, you may apply it to your psionics as well. If this occurs, and Spellcasting fulfills the prerequisites of the ability, having Psionics fulfills the prerequisites of the ability.
Scaling Progression Variant
Spoiler
Class Level
PP/day
Maximum Power Level Known
1
-
-
2
6
1
3
12
1
4
18
2
5
27
2
6
36
3
7
48
3
8
60
4
9
75
4
10
90
5
11
108
5
12
126
6
13
147
6
14
168
7
15
192
7
16
216
8
17
243
8
18
270
9
19
300
9
20
330
9
Shapeshift (Su)
You receive the ability to aesthetically become one creature of your choosing, and while in this form your combat prowess improves. You may shift forms once per hour, as a full-round action, and may stay in your form for up to 1 minute/2 levels, though you may end it prematurely as a full-round action.
Your form has the following aspects:
Spoiler
You may re-assign which ability score your base ability scores are applied to.
If your new form cannot wield weapons, your wielded weapon(s) become natural attacks which effectively function the same (including iterative attacks, etc). Just change the names to claw, bite, tentacle, slam, or whatever else is appropriate. The weapon must share at least one damage type with the natural attack.
If your new form cannot wear armor, any armor that you are wearing is transformed into natural armor. This natural armor is not treated as an enhancement bonus, so it stacks with an amulet of natural armor or similar. Nonmagical clothing is melded into your new form.
If your new form cannot wear any miscellaneous equipped items (such as headbands of intellect or cloaks of resistance), they are melded into your new form, but continue to give their normal bonus. Items that require activation require the same action as normal to activate. If it is required to physically be there, it can't be activated, but if it isn't, it may still be used.
Other wielded or carried items (such as shields, potions, or bags of holding) are melded into your new form and rendered unusable, unless your new form can wield or carry the item.
You may choose to have any items melded into your new form as if you couldn't use them, even if you otherwise could.
Your type changes to match that of the creature you aesthetically represent. Subtypes may be added, at the DM's discretion. You may not select undead, construct, ooze, or elemental as a type, unless you gain the appropriate aspect from the list below.
At level 2, and every 4 levels after that, you may a +4 racial bonus to an ability score of your form and +2 racial bonus to a different ability score of your form.
At level 4, and every 4 levels after that, you may select from the list below an additional aspect to add to your form. All aspects are Extraordinary abilities and all bonuses are racial bonuses, if applicable. You may only take aspects related to the creature that you aesthetically represent.
A flight speed equal to your base land speed with Average maneuverability. Taking this aspect twice doubles your base flight speed and gives you Good maneuverability.
A burrow speed equal to half your base land speed. Taking this aspect twice doubles your base burrow speed and grants you the Earth Glide special quality.
A swim speed equal to your base land speed and the Amphibious special quality.
A climb speed as the spell spider climb.
The Trip special quality. You gain no bonus to your check modifier.
The Improved Grab special quality. Taking this aspect twice grants the Constrict special quality, dealing damage equal to one of your attacks.
The Pounce special quality.
The Rake special quality. For every two attacks that you successfully hit with during a round, not counting rake attacks, you automatically hit with another attack.
An injury poison delivered by one of your natural attacks. The primary damage is 1d6 ability damage to the ability score of your choice, and the secondary damage is the same amount of ability damage, which may be applied to the same ability score or a different one. The save DC is Constitution-based. Taking this aspect more than once allows additional attacks to apply your poison.
One of your natural attacks becomes ranged, by throwing spines or similar. It receives a range of 30 feet, which can by doubled or halved if you become larger or smaller. Taking this aspect more than once can make more of your natural attacks ranged.
The Trample special quality, dealing damage equal to (an attack from one of your natural weapons of your choice) x 1.5. The save DC is Strength-based.
The Scent special quality and blindsense 30 feet.
Darkvision. Taking this aspect twice grants blindsight 30 feet.
The Powerful Charge special quality, doubling your damage on a charge. This bonus does not stack with a lance's increase in damage for charging while mounted.
Tremorsense 60 feet. Taking this aspect twice increases the range to 1 mile.
Fast healing 1/4 levels. Taking this aspect twice increases your fast healing by 1/2 levels instead.
Natural armor 1/4 levels. This natural armor stacks with the base natural armor you get for transforming while wearing armor.
Damage reduction 5/slashing, piercing, or bludgeoning. You can take this aspect up to three times in total.
An increase or decrease in size by 1 size category. Taking this aspect twice increases or decreases your size by an additional 1 size category. Worn items change size along with you, even if they weren't melded into your new form.
Type change to undead or construct. Taking this aspect twice allows a type change to elemental or ooze.
All customization options are chosen once you get this ability and can never be changed. Different forms can be gotten with the Multishift C ability. If you already have one part of an aspect that you can take twice, you might have to only take that aspect once to get the second effect, with your DM's approval.
Taking this ability grants you the Shapechanger subtype even when not shifted.
Spellcasting
You cast spells as a sorcerer, except that applying metamagic does not increase your casting time. You must have a Charisma score of at least (10 + spell level) to cast spells of that level. You gains spells known as shown in the following table. You may draw from any spell list with a full 9 spell levels, however you are limited to two schools of magic (this number can be increased or decreased at the DM's option). Every spell from the general school is also on your spell list. My redefined spell schools are recommended. You cannot select miracle as a spell known. Sorcerer-only spells cannot be learned unless you are dragonblooded. Additional information is in the spoiler below.
Spoiler
A spell's DC is not based on its spell level. Instead, every spell's DC is (10 + 1/2 class level + Charisma modifier).
You may cast 3 spells per level per day. Your caster level is equal to your class level. All spells are arcane, even if drawn from a spell list such as the cleric's, and thus are subject to arcane spell failure.
A Charisma score of at least (X + spell level) grants bonus spells of that level equal to X/10 (rounded down). A Charisma score of 23 therefore grants 2 bonus spells per day to spell levels 0-3 and 1 bonus spell per day to spell levels 4-9 (if you can cast any).
You gain Versatile Spellcaster as a bonus feat, allowing you to spend two spell slots to cast a spell of a level one higher, as long as you can normally cast spells of that level.
Spells known are on the following table.
Class Level
0
1
2
3
4
5
6
7
8
9
1
-
-
-
-
-
-
-
-
-
-
2
All
1
-
-
-
-
-
-
-
-
3
All
1
-
-
-
-
-
-
-
-
4
All
3
1
-
-
-
-
-
-
-
5
All
3
1
-
-
-
-
-
-
-
6
All
5
3
1
-
-
-
-
-
-
7
All
5
3
1
-
-
-
-
-
-
8
All
5
5
3
1
-
-
-
-
-
9
All
5
5
3
1
-
-
-
-
-
10
All
5
5
5
3
1
-
-
-
-
11
All
5
5
5
3
1
-
-
-
-
12
All
5
5
5
5
3
1
-
-
-
13
All
5
5
5
5
3
1
-
-
-
14
All
5
5
5
5
5
3
1
-
-
15
All
5
5
5
5
5
3
1
-
-
16
All
5
5
5
5
5
5
3
1
-
17
All
5
5
5
5
5
5
3
1
-
18
All
5
5
5
5
5
5
5
3
1
19
All
5
5
5
5
5
5
5
3
1
20
All
5
5
5
5
5
5
5
5
3
Scaling Progression Variant
Spoiler
Class Level
0
1
2
3
4
5
6
7
8
9
1
-
-
-
-
-
-
-
-
-
-
2
All
1
-
-
-
-
-
-
-
-
3
All
2
-
-
-
-
-
-
-
-
4
All
3
1
-
-
-
-
-
-
-
5
All
4
2
-
-
-
-
-
-
-
6
All
5
3
1
-
-
-
-
-
-
7
All
5
4
2
-
-
-
-
-
-
8
All
5
5
3
1
-
-
-
-
-
9
All
5
5
4
2
-
-
-
-
-
10
All
5
5
5
3
1
-
-
-
-
11
All
5
5
5
4
2
-
-
-
-
12
All
5
5
5
5
3
1
-
-
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13
All
5
5
5
5
4
2
-
-
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14
All
5
5
5
5
5
3
1
-
-
15
All
5
5
5
5
5
4
2
-
-
16
All
5
5
5
5
5
5
3
1
-
17
All
5
5
5
5
5
5
4
2
-
18
All
5
5
5
5
5
5
5
3
1
19
All
5
5
5
5
5
5
5
4
2
20
All
5
5
5
5
5
5
5
5
3
Low-Magic Variant
Spoiler
Class Level
0
1
2
3
4
5
6
7
8
9
1
-
-
-
-
-
-
-
-
-
-
2
1
-
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-
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3
1
-
-
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-
-
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4
3
1
-
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5
3
1
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6
5
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1
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7
5
3
1
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5
3
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9
5
3
3
1
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-
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10
5
3
3
3
1
-
-
-
-
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11
5
3
3
3
1
-
-
-
-
-
12
5
3
3
3
3
1
-
-
-
-
13
5
3
3
3
3
1
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-
-
-
14
5
3
3
3
3
3
1
-
-
-
15
5
3
3
3
3
3
1
-
-
-
16
5
3
3
3
3
3
3
1
-
-
17
5
3
3
3
3
3
3
1
-
-
18
5
3
3
3
3
3
3
3
1
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19
5
3
3
3
3
3
3
3
1
-
20
5
3
3
3
3
3
3
3
3
1
Scaling Progression Variant
Spoiler
Class Level
0
1
2
3
4
5
6
7
8
9
1
-
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-
-
-
-
-
-
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1
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3
2
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-
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-
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4
3
1
-
-
-
-
-
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5
4
2
-
-
-
-
-
-
-
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6
5
3
1
-
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-
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-
-
-
7
5
3
2
-
-
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-
-
-
-
8
5
3
3
1
-
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-
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-
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9
5
3
3
2
-
-
-
-
-
-
10
5
3
3
3
1
-
-
-
-
-
11
5
3
3
3
2
-
-
-
-
-
12
5
3
3
3
3
1
-
-
-
-
13
5
3
3
3
3
2
-
-
-
-
14
5
3
3
3
3
3
1
-
-
-
15
5
3
3
3
3
3
2
-
-
-
16
5
3
3
3
3
3
3
1
-
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17
5
3
3
3
3
3
3
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-
-
18
5
3
3
3
3
3
3
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19
5
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3
3
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3
3
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20
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3
1
Summon Minion (Su)
As a standard action, you may summon a minion; a minor yugoloth who is bound to you after you make a pact with its master. Minions follow any commands you give them, as long as you have one hand free to direct them (you do not have a hand free if you wield a 2-handed weapon or are carrying or wielding something in both hands). A minion's default command is to follow you around. Directing any amount of minions to take a different action takes 1 move action. If that action can no longer be taken, the minions return to following you around.
Minions have one hit die per interval. They are like goblins in shape and so can wear any gear you give them that a goblin could wear.
You may only have one minion summoned at a time, unless you take the Improved Minions C ability. Once a minion you have summoned has died, you must pray to your dark benefactors for 1 hour before they will grant you more. After that hour you may summon any additional amount, up to your maximum.
Summon Minion is unusually weak for a B ability, unless you choose Improved Minions, which is unusually strong for a C ability.
Statistics for summoned minions are in the post after the ability posts.
Wilding
You gain the ability to manifest powers as a psychic warrior of your class level. However, your manifesting is Intelligence-based, and you have a different progression of power points per day and powers known. You gain 2 powers known at each interval, with 2 extra at levels 2 and 4. PP/day is in the spoiler below.
Spoiler
Class Level
PP/day
Maximum Power Level Known
1
-
-
2
1
1
3
1
1
4
4
2
5
4
2
6
10
3
7
10
3
8
19
3
9
19
3
10
33
4
11
33
4
12
48
4
13
48
4
14
66
5
15
66
5
16
87
5
17
87
5
18
111
6
19
111
6
20
138
6
Any time "spell DC", "spell resistance", or similar is mentioned, you may apply it to your psionics as well. If this occurs, and Spellcasting fulfills the prerequisites of the ability, having Wilding fulfills the prerequisites of the ability.
Scaling Progression Variant
Spoiler
Class Level
PP/day
Maximum Power Level Known
1
-
-
2
1
1
3
2
1
4
4
2
5
6
2
6
10
3
7
14
3
8
19
3
9
26
3
10
33
4
11
40
4
12
48
4
13
56
4
14
66
5
15
76
5
16
87
5
17
98
5
18
111
6
19
124
6
20
138
6
C Abilities
Spoiler
Aura of Entropy/Vigilance (Su)
You grant a +1 morale bonus to initiative to all chaotic/lawful creatures who can see (or otherwise sense, if blindsense or blindsight) you, and a -1 morale penalty to all lawful/chaotic creatures who can see or hear you. The numbers increase by +1/-1 at each additional interval.
All bonuses affect you as well, however you lose the benefit of this ability if you ever willingly perform an act outside your chosen alignment, until you atone.
Cloaked Casting - Requires Domains, Invocations, Soul Weapon, or Spellcasting
At level 3, you receive a +5 bonus on caster level checks to overcome spell resistance while the target is denied its Dexterity bonus to AC. At level 11, this increases to +10. At level 19, it increases to +20.
At level 7, you receive a +1 bonus to spell or invocation DCs if the spell is cast while the target is denied its Dexterity bonus to AC. At level 15, this increases to +2. If you are applying this ability to your soul weapon, the bonus is an attack bonus instead.
High Arcana - Requires Spellcasting
As the archmage ability. You may select one special ability at each interval. Instead of giving up specific spell slots, your spells per day for each spell level are reduced by 1 when you take this ability.
The Arcane Fire ability deals damage equal to the maximum spell level available to you as a base, instead of 1d6 per class level. You still add damage based on the actual spell slot used. For example, if you are capable of casting 7th level spells, and you expend a 2nd level spell slot, your arcane fire deals 7d6 + 2d6 = 9d6 damage.
Improved Minions - Requires Summon Minion
At each interval, the number of minions you may summon at any time increases by 1. In addition, at each interval, you may select an ability from below which will from then on apply to all minions you summon.
Spoiler
Bonus Feat: All minions receive a feat of your choice as a bonus feat, as long as they qualify for it. You may select different feats for each minion you summon. You may select this minion ability more than once.
Skill Points: All minions receive one trained skill, ignoring the fact that they have no Intelligence score. You may select different trained skills for each minion you summon. You may select this minion ability more than once.
Elite Minions: All minion types use the elite array to determine their ability scores instead of the standard array. You may select which ability bonuses go to which abilities each time a new minion is summoned.
Fortified Minions: All minion types gain 1 natural armor per HD and 25% fortification. You may select this minion ability twice in total.
Soulless Minions: All minion types lose their Wisdom and Charisma scores, but because they are imbued with your power, can still sense the world around them and are treated as living creatures. They are also immune to effects which would steal or modify their souls. Finally, you only have to pray for 10 minutes to get fresh minions.
Attuned Minions: All minion types receive a bonus on attack rolls equal to their highest ability score bonus.
Ice Blast: Your abominable minions may use their ice claw attack from a range of 30 feet, and their damage die is increased one size, plus one size per alive minion that you control.
Demon Priest: Your abominable minions can revive minions after any period of time, as long as the body is still intact, and it takes only a standard action.
Firebomb: Your infernal minions' fireball attack deals damage in a 10 foot radius spread from the initial target, has a range of 60 feet, and the damage die is increased one size. All targets other than the initial receive a Reflex save for half damage equal to (10 + HD + Dexterity modifier).
Inferno: Your infernal minions can extinguish or move flame from a range of 30 feet, at a rate of 10 feet per move action. They can also expand the flame into a 30 foot line or a 15 foot cone originating from the source which deals fire damage equal to their fireball damage, with a Reflex save for half damage equal to (10 + HD + Dexterity modifier). The expanded flame must be at least as large as a torch flame fit for a Small sized creature.
Dissolving Touch: Your viral minions' claw attack deals acid damage instead of its normal type, is a touch attack instead of a normal attack, and the damage die is increased one size.
Sneak Mastery: Your viral minions' Leaping Backstab deals an additional 1d6 damage, and they can use the Hide skill even while being observed, and without cover. They also receive a +30 racial bonus to Move Silently checks.
Ravaging Claws: Your brutal minions' claw attacks are treated as being wielded with two hands, and their claw damage is increased one die size. In addition, your brutal minions receive +1 base attack bonus per 2 HD.
Thick Skull: Your brutal minions receive damage reduction/- equal to half their HD, and resistance to every energy type equal to their HD.
Multishift - Requires Shapeshift
At each interval, you receive an additional form. You may select different aspects and ability score bonuses for this form. Your shapeshift uses per hour are not increased.
Radiant/Vile Aura (Su)
You grant a +1 morale bonus to attack and saving throws to all good/evil creatures who can see (or otherwise sense, if blindsense or blindsight) you, and a -1 morale penalty to evil/good creatures who can see you. The numbers increase by +1/-1 at each additional interval.
All bonuses affect you as well, however you lose the benefit of this ability if you ever willingly perform an act outside your chosen alignment, until you atone.
Resistance Piercing (Ex)
Choose one type of energy damage, one type of physical damage, or force damage. Any damage you deal of that type ignores 10% of any resistance or immunity to damage of that type per interval. This ability does not stack with other effects that ignore resistances or immunities such as Searing Spell or Piercing Cold.
Shadow Illusion (Su)
As the shadowcraft mage ability. Your shadows become 5% more real at each additional interval.
D Abilities
Spoiler
Expanded Knowledge - Requires Spellcasting
You learn a new spell from any school of magic, up to two levels less than the maximum level you can cast. At level 13, you learn a spell from any school of magic, up to one level less than the maximum level you can cast.
Both spells must be from the same school. If you gain access to higher spell levels, you may swap out your extra spells for new ones of the higher level.
Extra Invocations - Requires Invocations
You receive one extra invocation known, of a grade one less than the highest you can invoke. At level 13, you receive an extra invocation known of the highest grade you can invoke.
If you gain access to higher grade invocations, you may swap out your extra invocations for new ones of the higher grade.
Fast Fingers - Requires Bardic Music
You only have to take a move action to begin playing bardic music. At level 13, you only have to take a swift action.
The equivalent for Bardic Performances is in the spoiler below.
Spoiler
Extra Performances - Requires Bardic Performances
You receive one additional performance known at levels 5 and 13. However, you may only select from Soft, Loud, Silent, and Master Silent.
Improved Metamagic - Requires Spellcasting
Choose one metamagic feat that you possess. The spell level increase for applying that metamagic feat to a spell is reduced by 1, to a minimum of 0. Choose a second metamagic feat that you posses for this to apply to at level 13. If you don't have any metamagic feats, you may apply this ability to an appropriate number that you receive later on.
Capstone Abilities
Spoiler
Arcane Genius (Sp) - Requires Arcane Talent
Once per encounter, you may use any single spell of your chosen school as a spell-like ability. DCs are equal to (10 + 1/2 class level + Charisma modifier), and your caster level is equal to your class level. The spell you use can be different each time.
Arcane Trickster (Ex) - Requires Cloaked Casting
You may spend an extra spell slot of the same level as the spell you have just cast to make any targets of that spell flatfooted until their next turn with no save. This takes effect before the effects of your spell.
If using Domains, you don't need to spend extra spell slots. If using Invocations, you cannot cast any invocations for 1 round after using this ability. If using Soul Weapon, you must make a standard attack as a full-round action to make use of this ability.
In all cases, you must also cast the spell or invocation as a full-round action. Spells or invocations which already have a casting time of one round or greater cannot make use of this ability.
Archmage - Requires High Arcana
The drawback of your High Arcana is removed - you gain back your missing spell slot from each spell level. You also gain the remainder of the High Arcana abilities (Arcane Fire, Arcane Reach, Mastery of Counterspelling, Mastery of Elements, and Mastery of Shaping).
Any of these abilities that you already have are converted to Spell Power or Spell-Like Ability, at your option. For the latter, you may only select a spell you would have had available to you at the level you gained the ability.
If you die, all of your remaining spell slots are turned into arcane fire and shot at random creatures and objects within range.
Archon (Su) - Requires Spellcasting
You shed your mundane form and become a being of pure magic. Your type changes to Elemental and you gain the Incorporeal subtype. Your movement takes the form of a greater teleport that teleports you up to 60 feet per move action. You permanently gain true seeing and greater arcane sight. You use your Charisma score instead of your Constitution score to determine your hit points.
You wink out temporarily when in the presence of an antimagic field or dead magic zone. Your unique form might have other strange interactions with powerful magical objects or effects, at your DM's discretion.
Burninate (Ex) - Requires Resistance Piercing
Any damage you deal of your chosen type can be made to deal hellfire damage instead, and have its damage die increased by one size, if applicable.
Champion (Su) - Requires Aura of Entropy/Vigilance, Domains, Lay on Hands, or Radiant/Vile Aura
You receive a benefit based on your deity's portfolio. A god of good might grant you the traits of an angel or saint, while a god of death could grant you a supernaturally sharp scythe or an undead template. Base this reward on the campaign up to level 20.
Dark Domination (Sp) - Requires Summon Minion
Your domination of minions now extends to others. As a standard action, you may make a ranged touch attack with a range of 60 feet. If this attack hits, you may select the actions of the hit target for the next round.
Destruction (Su) - Requires Warmage Edge
Any time your Warmage Edge successfully deals damage, the creature or object it applies to must make a Fortitude save (DC 10 + 1/2 class level + Charisma modifier) or be instantly slain/destroyed. If the target is an unattended object, it is destroyed with no save. Anything killed or destroyed by this ability is reduced to ashes.
Divine Touch - Requires Lay on Hands
You no longer require any experience or material components for spells you replicate with Lay on Hands, and your pool of healing is squared.
Doubleform - Requires Multishift
Select two forms you have. You may shift into a form which is an amalgam of those two forms, taking on the extra aspects of each. This form adds +4 to two ability scores every 4 levels starting with level 2, instead of the normal. In addition, the number of times you may shift per hour is increased by 2.
Easy Metamagic - Requires Improved Metamagic
The spell level increase for applying any metamagic feat to a spell is reduced by 1, to a minimum of 0. This ability does not stack with metamagic feats chosen with Improved Metamagic.
Eldritch Quickening (Ex) - Requires Invocations
Select one invocation of each grade that you know. That invocation may be cast as if Quickened.
Favored of the Spirits (Su) - Requires Spirit Guide
If you chose Guide Magic, once per day, when your hit points or Constitution score are reduced to 0 or lower, you are instantly healed to full health and relieved of all status ailments, including ability damage and drain.
If you chose Spirit Shield, you receive the Island in Time ability, as an eternal blade. Your spirit guide counts as your blade guide for all purposes.
Legend (Ex) - Requires Fast Fingers
You may use your Inspire Courage, Inspire Heroics, and any abilities gained from Magic Music all at the same time. Additionally, you automatically succeed on any Knowledge checks related to local notable people, legendary items, or noteworthy places, even if you aren't trained in the relevant Knowledge skill.
Lernaean Minions - Requires Improved Minions
Every time a minion dies, two spawn in its place the next round, to a maximum of 10 total. Your minion cap resets to 6 at the end of the encounter.
Maestro Exploder (Su) - Requires Magic Music
Every round while playing bardic music, you can spend a swift action to deal [Perform check]d6 sonic damage to target creature that can hear your music. They receive a Fortitude save for half damage equal to (10 + 1/2 class level + Charisma modifier). Additionally, you can never be magically silenced.
Master of Disguise (Ex) - Requires Secret Spell
Every spell you cast is treated as Silent, Stilled, and Invisible, with no increase in spell level. You can abstain from applying any of these effects if you desire. You can cast the spells diguise self and magic aura at-will as spell-like abilities. You may treat yourself as an item for the purpose of disguising your own magical aura, or the aura of buffs or effects applied to you.
Mighty Companion - Requires Companion
Your companion gains the use of one Scaling, one A, one C, and one D ability of your choice, though they function as a character half his level, as normal.
Miracle - Requires Domains
Once per day, you may cast miracle. It follows the same rules as other domain spells.
Personal Truename (Ex) - Requires Truespeech
You learn your personal truename, and can say it in reverse to counter those who would use it to control you. You also develop a true nickname of sorts, and gain the Say My Name and I Am There ability, as a truenamer.
You may start your combo chain on the first round of playing.
Seal Fate (Su) - Requires Bless or Hex
Once per encounter, as an immediate action, you may have a creature you are aware of treat their next d20 roll as a 1 or 20. This does not grant automatic success or failure, however it will trigger things such as critical hits and the vorpal weapon property. You may use this ability as a free action if it is combined with Hex or Bless.
Shift Mastery (Ex) - Requires Shapeshift
You may shapeshift as an immediate action. You may shift an unlimited number of times per hour, and may stay in your form for an unlimited amount of time.
Undead Horde - Requires Undead Mastery
Your HD limits for animate dead are multiplied by your Charisma modifier, if positive, after all other bonuses are considered, as long as the undead creation takes place within your desecrated area. This includes HD limits for creating undead as well as the total amount you can keep at any time.
You may create corpse creatures and bone creatures instead of zombies and skeletons if you wish, but they count for 1.5x more against your HD limit.
While the given minions have an evil flavor, they may be reflavored however you like. In this case, modify their subtype, alignment, and appearance based on what entity granted you reign over them, but no other statistics change. For example, you might have a pack of wolves with various elemental heritages, granted by a nature spirit, or an entourage of celestial balls of light of different colors, granted by a deity of Good.
Spoiler
Brutal Minion Size/Type: Small Outsider (Evil) Hit Dice: 1d8+7 (11 hp) Initiative: +0 Speed: 30 feet Armor Class: 11, touch 11, flat-footed 11 (+1 size) Base Attack/Grapple: +1/+2 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: - Saves: Fort +9, Ref +2, Will -3 Abilities: Str 20, Dex 10, Con 25, Int -, Wis 1, Cha 1 Skills: - Feats: - Enviroment: Any Organization: - Challange Rating: 1 Treasure: None, unless equipped Alignment: Always Neutral Evil Advancement: 1-10 (Small) Level Adjustment:
Infernal Minion Size/Type: Small Outsider (Evil) Hit Dice: 1d8 (4 hp) Initiative: +5 Speed: 30 feet Armor Class: 16, touch 16, flat-footed 11 (+1 size, +5 dex) Base Attack/Grapple: +1/-3 Attack: Fireball +7 ranged touch (1d6 fire) Full Attack: Fireball +7 ranged touch (1d6 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Control fire Special Qualities: Immune to fire Saves: Fort +2, Ref +7, Will -3 Abilities: Str 10, Dex 20, Con 10, Int -, Wis 1, Cha 1 Skills: - Feats: - Enviroment: Any Organization: - Challange Rating: 1 Treasure: None, unless equipped Alignment: Always Neutral Evil Advancement: 1-10 (Small) Level Adjustment:
Fireball
Has a range of 30 feet.
Control Fire (Su)
An infernal minion can extinguish or move any unattended flame. They can extinguish or move it from a distance of 10 feet, as a move action, at a rate of 5 feet per move action. Multiple infernal minions can move the same flame, to speed the process.
Viral Minion Size/Type: Small Outsider (Evil) Hit Dice: 1d8+2 (6 hp) Initiative: +7 Speed: 30 feet Armor Class: 18, touch 18, flat-footed 11 (+1 size, +7 dex) Base Attack/Grapple: +1/-1 Attack: Claw +9 melee (1d3+2) Full Attack: 2 claws +9 melee (1d3+2) Space/Reach: 5 ft./5 ft. Special Attacks: Leaping Backstab Special Qualities: Immune to acid Saves: Fort +4, Ref +9, Will -3 Abilities: Str 15, Dex 25, Con 15, Int -, Wis 1, Cha 1 Skills: - Feats: Weapon FinesseB Enviroment: Any Organization: - Challange Rating: 1 Treasure: None, unless equipped Alignment: Always Neutral Evil Advancement: 1-10 (Small) Level Adjustment:
Leaping Backstab (Ex)
If a viral minion moves at least 5 feet in a jump, it may make a sneak attack at the end of that jump dealing an extra 1d6 damage. This functions just like a rogue's sneak attack.
Skills
Viral minions have a +10 racial bonus to Jump, +1 per HD, and can take 10 on Jump checks even in combat. They also have a +30 racial bonus to Hide.
Abominable Minion Size/Type: Small Outsider (Evil, Aquatic) Hit Dice: 1d8 (4 hp) Initiative: +0 Speed: 30 feet, 30 feet swim Armor Class: 11, touch 11, flat-footed 11 (+1 size) Base Attack/Grapple: +1/-3 Attack: Ice claw +2 melee touch (1d2 cold) Full Attack: Ice claw +2 melee touch (1d2 cold) Space/Reach: 5 ft./5 ft. Special Attacks: Revive minion Special Qualities: Amphibious Saves: Fort +2, Ref +2, Will -3 Abilities: Str 10, Dex 10, Con 10, Int -, Wis 1, Cha 1 Skills: - Feats: - Enviroment: Any Organization: - Challange Rating: 1 Treasure: None, unless equipped Alignment: Always Neutral Evil Advancement: 1-10 (Small) Level Adjustment:
Amphibious (Ex)
Abominable minions can breathe water as easily as they breathe air.
Revive Minion (Su)
With a full-round action, an abominable minion may return a dead minion within 5 feet to full health. The dead minion's corpse must be relatively intact, and the minion must not have been dead for more than 1 minute. This ability may not be used if the character is at his maximum minion number.
Truespeech Utterances
Utterances which suppress effects can prevent those effects from ever taking place if spoken in response to them, and the original speaker, target of the ability, or resulting effect of the ability is within 60 feet. Effect durations continue to count down while suppressed.
At each interval, select an utterance from the spoiler below.
Spoiler
Combust
Any number of flammable things within 60 feet catch on fire. The fire deals 1d6 + 1d6 fire damage per two class levels on combustion and every round thereafter. The duration of this utterance is considered over when the fires are put out or burn out naturally, which occurs after 1 round per interval. Creatures can make a Reflex save (DC 15 + 1 per two class levels) each round to put the fire out, but not to avoid the initial combustion and damage.
Reverse Combust
Any number of fires within 60 feet are extinguished. If there is a fire elemental, or any other creature composed mostly of fire, within 60 feet when you speak this utterance, it is winked out for 1 round per interval.
Enchant
You enchant a held weapon or piece of armor to have magical properties. You may grant it up to a +1 enhancement bonus per two class levels, or the equivalent in gold value for magical properties that aren't enhancement bonuses.
This utterance is permanent until you dismiss it, and takes a full-round action to utter or dismiss. You must be holding the item with both hands to enchant it. Though this ability is extraordinary, the magical properties you bestow are still magical.
Reverse Enchant
You suppress the magical properties of a held weapon or piece of armor. You may suppress up to +1 worth of enhancement bonuses per two class levels, or the equivalent in gold value for magical properties that aren't enhancement bonuses.
This utterance is permanent until you dismiss it, and takes a full-round action to utter or dismiss. You must be holding the item with both hands to disenchant it. If you don't know the properties of the item, and don't have a high enough level to suppress all of its properties, the properties are chosen at random. If you do know its properties, you may choose them yourself.
Force
You knock a single creature 10 feet backward per class level and render it prone. If it hits a solid object, it takes damage as if it fell from a height equal to the remaining distance. Feather fall or similar can reduce this damage.
You can optionally have this utterance affect all creatures within 60 feet, though they are only knocked back 5 feet per class level. They still fall prone. A flying creature only falls prone if it hits a solid object in its movement.
Reverse Force
You cause a single force effect to unravel or a single flying creature to fall to the ground (possibly causing falling damage, though something such as feather fall can break their fall) and lose all ability to fly for 2 rounds per interval. Both flying and nonflying creatures affected by this utterance fall prone when it is uttered, though they may stand up as soon as they are able.
Forget
You cause every creature within 10 feet to forget any number of events that happened within the last 5 rounds per interval, and/or become oblivious to any number of things within 10 feet. The latter effect ends if they are attacked by the thing you make them oblivious to. Unlike most words, Forget is said softly and calmly, which accounts for the smaller range.
This utterance can alternatively be used to cause a single spellcaster within 10 feet to lose up to 3 spell levels worth of spell slots per interval, spread among any spell levels of your choosing. If you don't know the highest spell level that creature can cast, and pick a spell level they don't have access to, it becomes randomly chosen. Either effect of this utterance ends after the affected creature gets 8 hours of rest or dies.
Reverse Forget
You cause a single creature within 10 feet to remember something it once knew, saw, experienced, or sensed at any point in its life, but had forgotten. The memory is recalled for 5 rounds per interval. You must at least know something vague about the memory or its existence in order to call it forth. This utterance can only be used on an individual creature once per day, though it may be used on multiple different creatures in a given day.
This utterance can alternatively be used to cause a single spellcaster within 10 feet to regain up to 3 spell levels worth of spent spell slots per interval, spread among any spell levels of your choosing. If you don't know the highest spell level that creature can cast, and pick a spell level they don't have access to, it becomes randomly chosen. The duration of this usage of this utterance is considered to be over when the spellcaster gets 8 hours of rest or dies.
Freeze
You cause a single creature and its wielded or carried items to be frozen in time for 2 rounds per interval. Nothing whatsoever can affect it while frozen, and it cannot perform any actions. If it was in midair or unbalanced, it still does not move. This utterance can also be used to freeze any amount of water within 60 feet. In this case, the duration of the utterance is not considered to be over until all of that ice melts. If conditions are too warm to keep the water frozen, it stays frozen for 2 rounds per interval before being subject to its surroundings again.
If there is a creature composed mostly of water and a pool of actual water within 60 feet, both of them are frozen. Most creatures are composed mostly of water, though constructs, undead, many elementals, some outsiders, and some desert creatures such as asherati, are not.
Reverse Freeze
You give a single creature the effects of the haste spell for 2 rounds per interval. It is immune to paralysis, stunning, temporal stasis (and similar effects), and petrification for the duration. This utterance can also be used to melt any amount of ice within 60 feet. In this case the duration of the utterance is not considered to be over until all of that ice is frozen again.
If the ice melts into a body of water, any part of that body of water may be frozen to end the duration, as long as it is an equal amount. If conditions are too cold to keep the water melted, it stays melted for 2 rounds per interval before being subject to its surroundings again.
Hallow
Every object within 60 feet is considered to be good-aligned, and objects and creatures within the radius gain an aura of Good with a level equal to your class level for 1 year. Once per interval during that year, affected creatures who were of Good alignment beforehand can treat a failed saving throw as a success, or take no damage from something that would send them into negative hit points.
Reverse Hallow
Every object within 60 feet is considered to be evil-aligned, and objects and creatures within the radius gain an aura of Evil with a level equal to your class level for 1 year. Once per interval during that year, affected creatures who were of Evil alignment beforehand can treat a failed saving throw as a success, or take no damage from something that would send them into negative hit points.
Kill
A single creature within 60 feet dies if its current hit points are equal to 5 times your class level or less.
Reverse Kill
A single creature within 60 feet with -1 to -10 hit points is healed to 0 hit points.
Organize
You organize the contents of a storage container, causing it to always have the right item exactly where you need it. Retrieving an item from the container is a move action that doesn't provoke an attack of opportunity. This aspect of the utterance is permanent until you dismiss it, and takes a full-round action to utter or dismiss. You must be holding the item with both hands to organize it.
You can also use this utterance to organize other things, such as a stack of papers, or a wall of boxes, in a fashion of your choosing, such as alphabetical, or by weight. It can move up to 5 objects per interval, of up to 50 pounds per interval each. Only one of the objects must be within 60 feet, as long as they are all adjacent to each other. The objects take one minute to organize.
Finally, this utterance can be used to temporarily cure a creature of confusion or any other kind of magical or mundane insanity for 2 rounds per interval.
Reverse Organize
You can cause the contents of a single storage container to spill out, or cause a pile or group of objects to individually fly in random directions, landing in adjacent squares to where they started.
Alternatively, you can cause a single creature to be confused for 2 rounds per interval. This is a mind-affecting effect.
Storm
You cause a storm to materialize in the local area. The size and severity are dependent on current conditions. A Survival check to discern what those are can aid a truespeaker in knowing what this utterance will produce. For example, extreme humidity could cause a tornado or hurricane, while very dry air might just cause random strikes of heat lightning, and moderate moisture could cause a standard thunderstorm. The storm takes 1 minute to fully materialize.
Reverse Storm
You cause any storm that is at least partly within your 60 foot radius to disperse, and leave behind balmy conditions. The storm takes 1 minute to fully disperse.
Terraform
You can shift the surrounding terrain, moving any amount of earth within 60 feet to any location within the same radius. The earth takes one minute to move, but separate 5-foot cubes of earth can all be moved within the same utterance. You can move any type of natural earth terrain, such as stone, dirt, or mud, but not a tree rooted in the earth or a manufactured structure. You could make a tree, structure, or creature fall down by taking the earth out from underneath it.
Whatever the final result, it occurs smoothly, in neat blocks of earth which do not become difficult terrain. You can use this utterance to smooth out difficult terrain without changing the landscape.
Reverse Terraform
All terrain within 60 feet becomes difficult terrain appropriate for its type. You may choose any sort of difficult terrain that it can normally become. The terrain takes one minute to change.
Truth
All creatures within 60 feet are subject to a number of effects for 2 rounds per interval. If they are in alternate forms, using wildshape or polymorph, or similar, they are reverted to their natural forms, and must stay that way. No lies can be spoken by the affected creatures. If a creature tries to lie, it comes out as the truth instead.
Affected creatures cannot cast Illusion spells or create illusory effects, and existing illusions wink out.
Reverse Truth
All creatures within 60 feet are subject to a number of effects for 2 rounds per interval. If they have an alternate form, they are forced into it, and must stay that way. If they have multiple alternate forms, pick one at random. No truths can be spoken by the affected creatures. If a creature tries to tell the truth, it comes out as the exact opposite of the truth instead.
Youth
You cure a single creature of all aging penalties and return it to a youthful state for 3 days plus 2 days per additional interval.
Reverse Youth
You cause a single creature to take a -1 penalty to all of its ability scores per interval for 3 days plus 2 days per additional interval, and gain an old and gnarled appearance.
This is considered to be aging of the creature by 30 years per interval (proportionate for creatures with longer or shorter lifespans than humans), and so cannot be healed by any effect that doesn't heal aging. Creatures that don't take penalties from aging are unaffected by this ability. Creatures that receive bonuses from aging, such as true dragons, also remain unaffected. Creatures with existing aging penalties that go over -3 may be in danger of death by old age, at your DM's discretion.
Objects targeted by this utterance deteriorate as if they were affected by the elements of their current location for 30 years per interval. This usage of the utterance is permanent, and its duration is not considered over until the affected object is repaired or crumbles into dust.
Generic Class Feats
Spoiler
Bound Soul Weapon
Prerequisite
Soul Weapon Scaling ability.
Benefit
Your Soul Weapon does not require a check to attack creatures with spell resistance. Creatures completely immune to spells or force damage only take half damage from attacks made with it.
Masterful Strike
Prerequisite
Dex 13.
Benefit
Any time your attack roll exceeds your target's AC, you deal bonus damage on the attack equal to the amount you exceeded it by. The bonus damage cannot be greater than your base attack bonus. This ability does not function with spells, or against creatures immune to critical hits.
Special
When attacking with a one-handed weapon, with nothing in your offhand, or with a two-handed ranged weapon, the damage bonus is multiplied by 1.5.
All of the following are class features of the Ansth'Idhaa.
Weapon and Armor Proficiencies: Ansth'Idhaa are proficient with all simple weapons, falchions, and medium armor.
Eldritch Assault (Ex): By tapping into their base instincts and warping reality around them, Ansth'Idhaa are capable of making a full attack at the end of a charge. This ability can be used at a maximum distance of 5 feet per character level with no minimum charge distance. If this distance is greater than your normal charge distance, your charge distance is increased.
Distortion Blade: (Ex) The Ansth'Idhaa may make an additional attack on a full attack, equal to full attack bonus. At 3rd level, this improves to 2. At 9th level, they receive an additional attack on a standard attack. At 17th level, they receive another additional attack on a full attack.
Distortion Frenzy: (Ex) A certain number of times per day, the Ansth'Idhaa can enter a state of horrific wrath. During this time, the Ansth'Idhaa gains a +1 bonus on will and reflex saves, +4 bonus to Strength, and the Ansth'Idhaa cannot use any charisma, dexterity, or intelligence based skills (apart from Balance, Escape Artist, Intimidate and Ride), the concentration skill, or any abilities that require patience or concentration, such as casting a spell or activating a magic item that requires a command word or spell completion.
The Ansth'Idhaa gains an extra attack when making a full attack, but takes a -2 penalty on all attacks made. The Ansth'Idhaa can use any feat they have apart from Combat Expertise, Item Creation feats, or Metamagic feats. Distortion Frenzy lasts until the end of the encounter, or until the Ansth'Idhaa chooses to end it. Once Distortion Frenzy ends, the Ansth'Idhaa becomes fatigued until they have rested for 8 hours.
At 9th level, the Ansth'Idhaa receives an additional +4 bonus to strength and +1 to reflex saves. At 17th, they receive another +4 to strength and +1 to reflex.
Eldritch Form: (Su) Ansth'Idhaa are able to force this reality to accept parts of the form they take in the far planes. Starting from level 2, as a once per hour full-round action the Ansth'Idhaa may transform into a creature of their specification.
Alien Mind: (Ex) An Ansth'Idhaa's thought pattern doesn't entirely fit in with this reality, preventing lesser magic from taking hold. At 5th level, whenever the Ansth'Idhaa makes a will save that allows a partial effect on a successful save, they do not suffer any effect. At level 13, they only suffer the partial effect even if they do fail the save. If there is no partial effect listed, the DM decides something suitable, such as halved duration or damage. If nothing is suitable, the Ansth'Idhaa has a 50% chance to be affected or unaffected.
Warped Senses: (Ex) Ansth'Idhaa can, to a limited degree, extend their senses to realities other than the one they are currently on, letting them strike before combat begins. At 7th level or higher, the Ansth'Idhaa adds its wisdom bonus to initiative.
Unnatural Movement: (Ex) The Ansth'Idhaa's movements distort reality, making it very uncomfortable to look at and even harder to predict. For every 5 feet the Ansth'Idhaa moves in a round, they increase their attack and AC by 1 until their next turn.
Improved Distortion Blade: (Ex) The Ansth'Idhaa's mastery of reality-bending is at its peak. The penalty for iterative attacks is reduced by their wisdom modifier, to a minimum of 0.
Improved Unnatural Movement: (Ex) By not constraining itself to the rules of the nearer planes, the Ansth'Idhaa can move at supernatural speed, gaining a base land speed bonus equal to 5ft times their wisdom modifier.
Unending Eldritch Assault: (Ex) The Ansth'Idhaa's power is so finely honed, they can openly attack (and repair) reality itself to destroy their foes. When charging, the Ansth'Idhaa may move in any shape it wants, and can make a full attack against every creature within reach during movement, but not more than once per creature.
Full BAB - 8 AP d10 HD - 6 AP All Simple Weapon Proficiency - Free 1 Martial Weapon Proficiency - Free Medium Armor Proficiency - 1 AP Extra A Ability - 10 AP
Arcane assassin
d12 hd: 8
1/2 BaB: 0
1 simple weapon: 0
Light Armor: 2
One good save (reflex): 0
spellcasting: 15
Scaling: Arcane Talent (enchantment)
A: Secret Spell
B: Spellcasting (enchantment and evocation)
C: Cloaked Casting
D: Camouflage (Urban)
Capstone: Out of Mind or Master of Disguise
Battlefist by Holocron Coder
Spoiler
The Battlefist
GAME RULE INFORMATION
Battlefists have the following game statistics.
Alignment: Any Chaotic Hit Die: 1d10 Trained Skills: 6 + Int modifier trained skills
Table 1-1: The Battlefist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
1st
+1
+2
+2
+0
Charging Pummel, Fluid Movement
+10 ft.
2nd
+2
+3
+3
+0
Inertial Weapon (1d4, 20, x2)
+10 ft.
3rd
+3
+3
+3
+1
Brutal Fighting
+10 ft.
4th
+4
+4
+4
+1
Inertial Weapon (1d6, 19-20, x2)
+10 ft.
5th
+5
+4
+4
+1
Unpredictable Protection
+10 ft.
6th
+6/1
+5
+5
+2
Inertial Weapon (1d8, 19-20, x2)
+10 ft.
7th
+7/2
+5
+5
+2
Brutal Fighting
+10 ft.
8th
+8/3
+6
+6
+2
Inertial Weapon (1d10, 19-20, x3)
+10 ft.
9th
+9/4
+6
+6
+3
Fluid Movement
+20 ft.
10th
+10/5
+7
+7
+3
Inertial Weapon (2d6, 19-20, x3)
+20 ft.
11th
+11/6/1
+7
+7
+3
Brutal Fighting
+20 ft.
12th
+12/7/2
+8
+8
+4
Inertial Weapon (2d8, 18-20, x3)
+20 ft.
13th
+13/8/3
+8
+8
+8
Unpredictable Protection
+20 ft.
14th
+14/9/4
+9
+9
+4
Inertial Weapon (2d10, 18-20, x3)
+20 ft.
15th
+15/10/5
+9
+9
+5
Brutal Fighting
+20 ft.
16th
+16/11/6/1
+10
+10
+5
Inertial Weapon (3d8, 18-20, x4)
+20 ft.
17th
+17/12/7/2
+10
+10
+5
Fluid Movement
+30 ft.
18th
+18/13/8/3
+11
+11
+6
Inertial Weapon (4d8, 18-20, x4)
+30 ft.
19th
+19/14/9/4
+11
+11
+6
Brutal Fighting
+30 ft.
20th
+20/15/10/5
+12
+12
+6
Flow of Combat, Inertial Weapon (4d10, 18-20, x4)
+30 ft.
CLASS FEATURES
All of the following are class features of the battle fist. Weapon and Armor Proficiencies: Battlefists are proficient with all simple and martial weapons, as well as their own unarmed strike. They are also proficient with light and medium armor, but not with any shields. Charging Pummel (Ex): A battlefist may make a full attack at the end of a charge. She can use this ability at a maximum distance of 5 feet per class level. If this is greater than her normal charge distance, her charge distance is increased accordingly. In addition, she has no minimum charge distance. Fluid Movement (Ex): A battlefist's movement cannot be impeded by difficult terrain. At level 9, she can bypass all mundane and magical effects which impede movement, as listed under the freedom of movement spell description, unless that effect would cease her movement entirely, such as paralysis, stun, or grappling. At level 17, a battlefist can end any movement-stopping effect on her as a full-round action. This includes all effects listed under the freedom spell description, as well as dazing, and possibly others, at your DM's discretion. It does not cover external barriers, such as forcecages, shackles, or grappling. She may use this ability even when you normally could not take actions.
In addition, the battlefist gains a bonus to her movement speed based on level, as shown in the table. Inertial Weapon (Ex): Weapons wielded by the battlefist use the momentum of her body to deal more damage and cause grievous harm more often. At levels shown in the table above, the battlefist's weapon damage, critical threat range, and critical damage multiplier improve. When wielding a weapon, the battlefist may use the better of the progression or the weapon's normal statistics.
In addition, the battlefist may use any part of her body to deliver an unarmed strike. Her unarmed strikes are treated as manufactured or natural weapons, whichever is more beneficial to her. The battlefist's unarmed strike is never treated as offhand. She receives Improved Unarmed Strike as a bonus feat. Brutal Fighting (Ex): The battlefist becomes more adept at close combat, and may choose an ability from the list below at each level shown on the table.
Cunning Strength: The battle mind receives a bonus on all damage rolls equal to her Wisdom modifier, minimum 0. When wielding a weapon two-handed, this bonus is increased to 1.5x her Wisdom modifier instead.
Brute Strength: The battlefist receives a bonus on bull rush and sunder attempts equal to her Wisdom modifier, minimum 0.
Sundering Counter: If an opponent with range misses on an attack roll against the battlefist, the battlefist may one of her attack of opportunities to attempt to sunder the opponent's weapon.
Instictive Power Attack: Attack penalties for using Power Attack are reduced by a number equal to the battlefist's Wisdom modifier, to a minimum of -0.
Executing Strike: The battlefist may make a single attack in place of any full attack, doubling any damage dealt for each iterative attack given up. For example, a battlefist that gives up 2 iterative attacks triples the amount of damage dealt if the attack is successful.
Unpredictable Protection (Ex): The oft-times chaotic nature of the battlefist's charges and attacks provide her an amount of protection. At level 5, she receives damage reduction 5/Lawful and Magic. At level 13, this damage reduction increases to 15/Lawful and Magic. Flow of Combat (Ex): When charging, the battlefist may take any path and no longer needs to move in a straight line. In addition, she may make a full attack against every creature that is within reach during her movement, but no more than one full attack per creature.
Cost/Build Breakdown
Spoiler
Full BAB - 8 AP
d10 HD - 6 AP
2 good saves - 3 AP
6 skills - 6 AP
All simple weapons - 0 AP
All martial weapons - 1 AP
Light armor - 0 AP
Medium armor - 1 AP
Total: 25 AP
Scaling: Pounce
A: Free Movement
B: Martial Arts
C: Animal Style [Tiger]
D: Supernatural Resistance [Lawful, Magic]
Capstone: Feral Charge
Bone Archer by Baron Corm
Spoiler
Bone Archer
Bone archers are a sick kind of individual who have a distaste for their own flesh. Seeing it as a weakness, they shed it over time, and do the same to nearby animals to make friends for themselves. For weaponry, they use a deadly bone bow strung with their old sinews. Extra bones slide out of their wrists to be nocked as arrows any time the bone archer wants to attack. Bone archers aren't necessarily evil, but it's tough to be good while engaging in some of the dark rituals.
The dragonwrought are a series of warforged who were created by dragons, and given additional draconic gifts in the process. All dragonwrought warforged are guided by the spirit of a dragon, giving them the wisdom of the ages, and teaching them to unlock their full draconic potential.
Invocations - 10 1/1 BAB - 8 d8 HD- 4 4 trained skills (Concentration, Sense Motive, Spot, Survival) - 3
Dwarven guy
all good save -6 AP
2 skills 0 AP
1/1 BAB 8 AP
d12 8 AP
Proficient with all simple weapons and one martial weapon 0 AP
Proficient with all armor and shields, except tower shields - 3 AP
Scaling Toughness (Ex)
A Rage (defensive stance)
B Bonus Feats (spent on battlefield control)
C Transformation(Optimization)
D Regeneration (Ex)
Capstone Tarrasquekin
Luckist by Omnicrat
Spoiler
Luckist
d6 Hd: 2
1/2 BaB: 0
6 skills, 2 tricks: 6
All simple weapons: 1
Light Armor: 0
3 good saves: 6
Extra A: 10
Scaling: Combat Focus
A: Bless, Hex
B: Cunning Brilliance
C: Aura of Entropy/Vigilance or Radiant/Vile Aura
D: Uncanny Dodge
Capstone: Seal Fate
Master by bobthe6th
Spoiler
Master
One good save (Will)
4 skills 3 AP
1/2 BAB 0 AP
d8 4 AP
Proficient with short spear 0 AP
Proficient with medium armor -3 AP
Extra B ability 15 AP
Scaling Companion
A Spirit guide
B Bardic Music (Faux Latin), Summon Minion (Su)
C Improved Minions
D Regeneration (Ex)
Capstone Dark Domination (Sp)
Scholastic Explorer by Omnicrat
Spoiler
Scholastic Explorer
d8: 4
1/2 BaB: 0
Light Armor: 2
one good save (reflex): 0
8 skills, 4 tricks: 9
extra A: 10
Scaling: Companion (Ogre Brute, Soul Burn)
A: Spirit Guide, Skill Finesse (Academic)
B: Cunning Brilliance
C: Transformation (Tomb Raider: I Wisdom as insight bonus to knowledge checks, II Immunity to poison and disease, III +5 on all knowledge checks, IV Immune to paralisis, V +4 Int) [does this balance with the other transformation abilities?]
D: Evasion (Reflex)
Capstone: Mighty Companion (Evasion [reflex])
Trickster by Razanir
Spoiler
Trickster
One good save (Ref)
4 skills 3 AP
3/4 BAB 4 AP
d8 4 AP
Proficient with all simple weapons and the rapier 2 AP
Proficient with light armor
Extra scaling ability 12 AP
Scaling Soul weapon, death strike
A Keen Eyes
B Sneak Attack
C Transformation (Optimization)
D Evasion
Capstone Canny Assassin
(O_o)
Wow.
This... this is quite awesome. I've never seena anything like it before.
Great job!
Quote:
Originally Posted by Qwertystop
Cool.nothing to see here
Hey thanks!
Quote:
Originally Posted by FeralMephit
Is it possible to trade in an ability for extra AP?
I was very wary of adding this, afraid of how much a min-maxer could break the system using it. It also messes up the niceness of gaining something at each level, which was part of the point of the system.
I'm reconsidering it, though the AP you gain would have to be pretty low. Maybe something like 6 for a Scaling, 5 for an A or C, 4 for a D, and not possible for a B, because everyone needs a combat style. Are these numbers large enough that it's worth putting in as an option? Because I don't think I'd want to go much bigger.
soul weapon could use some way to work in an antimagic field; like how the soulknife class can, at higher levels, function ina null-psi field, but with some difficulty and DC checks.
It'd also be nice if golems weren't totally immune to soul weapons.
25 AP to build with is a good choice, it's just shy of some of the really super power builds.
I note that with this, it's very easy to build combat types which dish out huge piles of damage; evne without shocktrooper tricks or high optimization.
Well, this is getting saved in my list of things that I want to run someday.
Please send me a PM with the results if you ever get around to it, I'd be thrilled to hear about it!
Quote:
Originally Posted by Temotei
Whoa, credit. Good to see you working on this again.
A few games that attempted to run (yet failed) gave me the motivation to come back to it. I saw some really cool character builds in the Looking for Players threads, so I figured adding a build compendium would be helpful. I'd add some of the older builds, such as yours, but I think that the class has changed so much from then that they're no longer valid.
Quote:
Originally Posted by zlefin
soul weapon could use some way to work in an antimagic field; like how the soulknife class can, at higher levels, function ina null-psi field, but with some difficulty and DC checks.
It'd also be nice if golems weren't totally immune to soul weapons.
Hmm, I did not know soulknife weapons worked that way. I think I'm going to decide against it as a part of the ability, but maybe with an extra feat.
Quote:
Originally Posted by zlefin
25 AP to build with is a good choice, it's just shy of some of the really super power builds.
I'm glad it checks out. I pulled the number out of a hat and it seemed to work well for everything I've tried to do so far.
Quote:
Originally Posted by zlefin
I note that with this, it's very easy to build combat types which dish out huge piles of damage; evne without shocktrooper tricks or high optimization.
Got a few specific builds in mind I should be worried about? I noticed that stacking attacks in a full attack is pretty easy here, but if you do that, you're missing out on a lot of utility, and could be disabled in more ways than usual. I think. Some of that might need to be fixed.
I just thought that I'd stop in and congratulate you again on your fine work here, Corm. Also, thanks for the shout-out; it makes me feel all warm and fuzzy.
Some of this stuff I haven't seen before (like the Spirit Companion) and it looks awesome. I'm going to see if I can't tinker around a bit in the next week or two and get up some neat classes for y'all to gander at.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
How oficial rules should be!
Kind of hard to judge the balance and such, but I much rather use this system where you can customize more your character. The possibilities are endless and allows you to play more accurately what you have in mind which is the key future to begin with.
Gonna go ahead and bump this for finally completing all of the Capstones. New ability ideas or builds for the compendium would be much appreciated if anyone has the time.
Ha, rather awesome. I've debated before whether it's worth doing this sort of thing or going full buy-abilities-with-xp, but this seems to be a good setup without the worry of someone dumping xp into casting. And it keeps the level system, at that.
Testing it out, I threw together (and then cleaned up and formatted) a charging-monk type of class.
Spoiler
The Battlefist
GAME RULE INFORMATION
Battlefists have the following game statistics.
Alignment: Any Chaotic Hit Die: 1d10 Trained Skills: 6 + Int modifier trained skills
Table 1-1: The Battlefist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
1st
+1
+2
+2
+0
Charging Pummel, Fluid Movement
+10 ft.
2nd
+2
+3
+3
+0
Inertial Weapon (1d4, 20, x2)
+10 ft.
3rd
+3
+3
+3
+1
Brutal Fighting
+10 ft.
4th
+4
+4
+4
+1
Inertial Weapon (1d6, 19-20, x2)
+10 ft.
5th
+5
+4
+4
+1
Unpredictable Protection
+10 ft.
6th
+6/1
+5
+5
+2
Inertial Weapon (1d8, 19-20, x2)
+10 ft.
7th
+7/2
+5
+5
+2
Brutal Fighting
+10 ft.
8th
+8/3
+6
+6
+2
Inertial Weapon (1d10, 19-20, x3)
+10 ft.
9th
+9/4
+6
+6
+3
Fluid Movement
+20 ft.
10th
+10/5
+7
+7
+3
Inertial Weapon (2d6, 19-20, x3)
+20 ft.
11th
+11/6/1
+7
+7
+3
Brutal Fighting
+20 ft.
12th
+12/7/2
+8
+8
+4
Inertial Weapon (2d8, 18-20, x3)
+20 ft.
13th
+13/8/3
+8
+8
+8
Unpredictable Protection
+20 ft.
14th
+14/9/4
+9
+9
+4
Inertial Weapon (2d10, 18-20, x3)
+20 ft.
15th
+15/10/5
+9
+9
+5
Brutal Fighting
+20 ft.
16th
+16/11/6/1
+10
+10
+5
Inertial Weapon (3d8, 18-20, x4)
+20 ft.
17th
+17/12/7/2
+10
+10
+5
Fluid Movement
+30 ft.
18th
+18/13/8/3
+11
+11
+6
Inertial Weapon (4d8, 18-20, x4)
+30 ft.
19th
+19/14/9/4
+11
+11
+6
Brutal Fighting
+30 ft.
20th
+20/15/10/5
+12
+12
+6
Flow of Combat, Inertial Weapon (4d10, 18-20, x4)
+30 ft.
CLASS FEATURES
All of the following are class features of the battle fist. Weapon and Armor Proficiencies: Battlefists are proficient with all simple and martial weapons, as well as their own unarmed strike. They are also proficient with light and medium armor, but not with any shields. Charging Pummel (Ex): A battlefist may make a full attack at the end of a charge. She can use this ability at a maximum distance of 5 feet per class level. If this is greater than her normal charge distance, her charge distance is increased accordingly. In addition, she has no minimum charge distance. Fluid Movement (Ex): A battlefist's movement cannot be impeded by difficult terrain. At level 9, she can bypass all mundane and magical effects which impede movement, as listed under the freedom of movement spell description, unless that effect would cease her movement entirely, such as paralysis, stun, or grappling. At level 17, a battlefist can end any movement-stopping effect on her as a full-round action. This includes all effects listed under the freedom spell description, as well as dazing, and possibly others, at your DM's discretion. It does not cover external barriers, such as forcecages, shackles, or grappling. She may use this ability even when you normally could not take actions.
In addition, the battlefist gains a bonus to her movement speed based on level, as shown in the table. Inertial Weapon (Ex): Weapons wielded by the battlefist use the momentum of her body to deal more damage and cause grievous harm more often. At levels shown in the table above, the battlefist's weapon damage, critical threat range, and critical damage multiplier improve. When wielding a weapon, the battlefist may use the better of the progression or the weapon's normal statistics.
In addition, the battlefist may use any part of her body to deliver an unarmed strike. Her unarmed strikes are treated as manufactured or natural weapons, whichever is more beneficial to her. The battlefist's unarmed strike is never treated as offhand. She receives Improved Unarmed Strike as a bonus feat. Brutal Fighting (Ex): The battlefist becomes more adept at close combat, and may choose an ability from the list below at each level shown on the table.
Cunning Strength: The battle mind receives a bonus on all damage rolls equal to her Wisdom modifier, minimum 0. When wielding a weapon two-handed, this bonus is increased to 1.5x her Wisdom modifier instead.
Brute Strength: The battlefist receives a bonus on bull rush and sunder attempts equal to her Wisdom modifier, minimum 0.
Sundering Counter: If an opponent with range misses on an attack roll against the battlefist, the battlefist may one of her attack of opportunities to attempt to sunder the opponent's weapon.
Instictive Power Attack: Attack penalties for using Power Attack are reduced by a number equal to the battlefist's Wisdom modifier, to a minimum of -0.
Executing Strike: The battlefist may make a single attack in place of any full attack, doubling any damage dealt for each iterative attack given up. For example, a battlefist that gives up 2 iterative attacks triples the amount of damage dealt if the attack is successful.
Unpredictable Protection (Ex): The oft-times chaotic nature of the battlefist's charges and attacks provide her an amount of protection. At level 5, she receives damage reduction 5/Lawful and Magic. At level 13, this damage reduction increases to 15/Lawful and Magic. Flow of Combat (Ex): When charging, the battlefist may take any path and no longer needs to move in a straight line. In addition, she may make a full attack against every creature that is within reach during her movement, but no more than one full attack per creature.
Cost/Build Breakdown
Spoiler
Full BAB - 8 AP
d10 HD - 6 AP
2 good saves - 3 AP
6 skills - 6 AP
All simple weapons - 0 AP
All martial weapons - 1 AP
Light armor - 0 AP
Medium armor - 1 AP
Total: 25 AP
Scaling: Pounce
A: Free Movement
B: Martial Arts
C: Animal Style [Tiger]
D: Supernatural Resistance [Lawful, Magic]
Capstone: Feral Charge
First a question. When does Companion (scaling) increment?
Now for my attempt at a class. It's like a rogue, but sacrifices skill-monkeyness for being less dependent on gear.
Trickster
One good save (Ref)
4 skills 3 AP
3/4 BAB 4 AP
d8 4 AP
Proficient with all simple weapons and the rapier 2 AP
Proficient with light armor
Extra scaling ability 12 AP
Scaling Soul weapon, death strike
A Keen Eyes
B Sneak Attack
C Transformation (Optimization)
D Evasion
Capstone Canny Assassin
__________________
Avatar from anythingcomic.com
Quotes:
Spoiler
Quote:
Originally Posted by The_Tentacle
Often in the Lord of the Rings, if people need a Deus ex Machina: Gandalf. But if Gandalf needs a Deus ex Machina: eagles. And if the eagles need a Deus ex Machina, then you should probably just pledge undying loyalty to Sauron right there and save yourself the trouble.
Quote:
Originally Posted by Razanir
Everyone knows frying pans are actually weapons that people repurpose for cooking
First a question. When does Companion (scaling) increment?
Given the wording of the spoiler, I think it's each level, really. It gains levels in the NPC class as you level, along with natural armor, and +1 to three abilities? Though, that last one seems like it'd get out of hand quickly.
Given the wording of the spoiler, I think it's each level, really. It gains levels in the NPC class as you level, along with natural armor, and +1 to three abilities? Though, that last one seems like it'd get out of hand quickly.
+3 to abilities every level is exactly why I wondered if I was reading it wrong
__________________
Avatar from anythingcomic.com
Quotes:
Spoiler
Quote:
Originally Posted by The_Tentacle
Often in the Lord of the Rings, if people need a Deus ex Machina: Gandalf. But if Gandalf needs a Deus ex Machina: eagles. And if the eagles need a Deus ex Machina, then you should probably just pledge undying loyalty to Sauron right there and save yourself the trouble.
Quote:
Originally Posted by Razanir
Everyone knows frying pans are actually weapons that people repurpose for cooking
To ease (and encourage) creating a generic character under these rules you can use this excel sheet from here: http://www.fileswap.com/dl/trmmFPwoNT/
(select slow download option)
Then it automatically formats the basic table in a forum format producing the below:
Spoiler
Name:Some class
Alignment:Good Hit Die:d8 Race:Human
Level
BAB
Fort Save
Ref Save
Will Save
Class Features
1
+0
+2
+2
+0
Some ability
2
+1
+3
+3
+0
Some other ability
3
+2
+3
+3
+1
4
+3
+4
+4
+1
Well, you get what I mean
5
+3
+4
+4
+1
6
+4
+5
+5
+2
7
+5
+5
+5
+2
8
+6/+1
+6
+6
+2
9
+6/+1
+6
+6
+3
10
+7/+2
+7
+7
+3
11
+8/+3
+7
+7
+3
12
+9/+4
+8
+8
+4
13
+9/+4
+8
+8
+4
14
+10/+5
+9
+9
+4
15
+11/+6/+1
+9
+9
+5
16
+12/+7/+2
+10
+10
+5
17
+12/+7/+2
+10
+10
+5
18
+13/+8/+3
+11
+11
+6
19
+14/+9/+4
+11
+11
+6
20
+15/+10/+5
+12
+12
+6
Skills: Weapon and Armor Proficiency:All martial weapons
Hmm... I kinda want to build a summoner/controller now.
Master
One good save (Will)
4 skills 3 AP
1/2 BAB 0 AP
d8 4 AP
Proficient with short spear 0 AP
Proficient with medium armor -3 AP
Extra B ability 15 AP
Scaling Companion
A Spirit guide
B Bardic Music, Summon Minion (Su)
C Improved Minions
D Regeneration (Ex)
Capstone Dark Domination (Sp)
So he has a nice swarm of minions and a big tank, the ability to buff the entire party by chanting in faux latin, enough skills to be a bit of a skill monkey with some nice knowledge boni, and some survivability in medium armor and fast healing.
edit: how about the classic "Axebeard Beardaxe" dwarf class?
Dawrven guy
all good save -6 AP
2 skills 0 AP
1/1 BAB 8 AP
d12 8 AP
Proficient with all simple weapons and one martial weapon 0 AP
Proficient with all armor and shields, except tower shields - 3 AP
Scaling Toughness (Ex)
A Rage (defensive stance)
B Bonus Feats
C Transformation(Optimization)
D Regeneration (Ex)
Capstone Tarrasquekin
Yeah... he won't do much, but it isn't going to die of HP damage. Needs to spend feats on buffing his BFC, to make foes attack him... still, crazy hard to kill.
__________________
avatar by Szilard, thank you sir for the fine work!
I may just be reading it wrong, but I don't think Mighty Soul Weapon from the B list works as intended. As written, the only way to change any previous abilities the weapon gains is by meditating for 1 hour. Another sentence claims that there must always be the same amount of epic and non-epic abilities on the weapon after performing this hour-long ritual.
The trouble is epic abilities require a minimum of +6 enhancement bonus, and you can only ever get +5 from 12th to 20th levels. I understand that, perhaps, the intent is the ability to completely re-design it at every interval, and the 1-hour ritual merely allows the re-assignment of those abilities. This, however, is never stated.
EDIT: Also,
Quote:
Soul Weapon (Su)...
...The weapon is made out of force, and therefore can hit ethereal and incorporeal creatures. Its damage type changes to force damage. The weapon is treated as masterwork.
Often in the Lord of the Rings, if people need a Deus ex Machina: Gandalf. But if Gandalf needs a Deus ex Machina: eagles. And if the eagles need a Deus ex Machina, then you should probably just pledge undying loyalty to Sauron right there and save yourself the trouble.
Quote:
Originally Posted by Razanir
Everyone knows frying pans are actually weapons that people repurpose for cooking