Author Topic: Strat's Base Class Collection  (Read 22052 times)

Offline Stratovarius

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Strat's Base Class Collection
« on: March 14, 2014, 02:14:24 PM »
List of all the classes posted here currently.

Alchemist - Potion caster/Master alchemist
Arcane Swashbuckler - Rogue/Sorcerer mix.
Baresark Psion - Barbarian/Wilder. Very angry.
Battlebrain - Psionic Warmage (kind of)
Beast Heart Adept - Requested, Beast Heart Adept/Druid
Bladespeaker - Requested, Soulknife/Truenamer. Might finally make the two classes playable.
Bowman - Basic archery class, built for NWN but playable in PnP.
Candle Caster - Candle Caster PrC stretched over Wizard chassis
Chameleon - Requested, Chameleon PrC stretched to 20 levels
Commander - Aura/Cohort leader of men
Dread Magnate - Fear based necromancer
Elementalist - Elements based spellcaster.
Feral Shifter - An attempt to create a shifting based class, using existing options. Parts borrowed from Barbarian, Druid, Ranger.
Ironborn - Requested, Incarnate/Artificer
Master of the Forgotten Bloom - Necromantic, Incomplete
Master of the Wild - Druid replacement, built from the Animal Lord, Beastmaster, King of the Wild, Tamer of Beasts, and the Verdant Lord
Mind Warden - Requested, Soul Knife, Ranger combo
Mindwright - Magewright, Psion, Wilder combination
Mystic Pilferer - Requested, Spellthief/Soulknife combo
Nature's Champion - Requested, Paladin/Druid/Ranger combo.
Netherlord - Horde style necromancer, evil and fond of armies.
Ninja Warrior - Requested, CA Ninja/PsyWarrior combo
Numinous - A combined casting class that possess both divine and arcane spells, but functions best when casting one followed by the other.
Obsidian Adept - Requested, Shadowcaster/Warlock
Occult Blade - Requested, Duskblade/Paladin (Plus some PrCs)
Proteus - An attempt to recreate the fighter/mage/thief of 2e.
Psychic Singer Requested, Bard/PsyWar/Soulknife combo
Rectifier Requested, Paladin/Rogue, with a few other classes mixed in
Savage - Tome of Battle barbarian
Siphoner - Melee touch attack, stealing souls
Skald - A bard/barbarian mix that boosts the power of both slightly.
Soothsayer - Requested, Rogue/Druid combo
Spellbreaker - Fighter, despises spellcasters.
Sphere Priest - Requested, Cleric/Druid combo
Thane - Requested, All 11 PHB classes
Thicketmage - Requested, Druid/Ranger/Spirit Shaman/Sorcerer
Tribal Gladiator - Voltron class, built out of Knight of the Middle Circle, Devoted Defender, Fist of Hextor, Master Samurai, Ninja of the Crescent Moon, Gladiator, Lasher, Master of Chains.
Unraveller - Fields that create holes in existence, Complete
Warleader - Requested, Bard/Crusader/PrCs mix
Wilding Knife - Psionic, Wilder/Soulblade mix.
Wildspeaker - Bard/Druid/Ranger mix. In tune with nature.
« Last Edit: March 11, 2017, 11:08:49 AM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #1 on: March 14, 2014, 02:14:55 PM »
Bowman

"Arrows shall blacken the sky."
- Excasard the Brilliant, Elven Bowman


Text

Making a Bowman
Text

Abilities: Dexterity affects both damage and accuracy from the Bowman. The Bowman does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Bowman appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Bowman can be of any alignment, and there is no bias in any one direction.

Table 1: The Bowman
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                        
----------------------------------------------------------------
1      +1    +2    +2    +0    Sneak Attack +1d6, Fast Movement
2      +2    +3    +3    +1    Bonus Feats, Archer's Focus 1/day                    
3      +3    +3    +3    +1                                    
4      +4    +4    +4    +2    Sneak Attack +2d6                
5      +5    +4    +4    +2    Sniper's Skill, Archer's Focus 2/day                                
6      +6    +5    +5    +3    Bonus Feats                      
7      +7    +5    +5    +3                                    
8      +8    +6    +6    +2    Sneak Attack +3d6, Archer's Focus 3/day
9      +9    +6    +6    +3    Agile Focus                                
10     +10   +7    +7    +3    Bonus Feats                      
11     +11   +7    +7    +3    Archer's Focus 4/day                                
12     +12   +8    +8    +4    Sneak Attack +4d6                
13     +13   +8    +8    +4    Adept Focus                                
14     +14   +9    +9    +4    Bonus Feats, Archer's Focus 5/day                      
15     +15   +9    +9    +5                                    
16     +16   +10   +10   +5    Sneak Attack +5d6                
17     +17   +10   +10   +5    Archer's Focus 6/day                                
18     +18   +11   +11   +6    Bonus Feats                      
19     +19   +11   +11   +6    Supreme Focus                                
20     +20   +12   +12   +6    Sneak Attack +6d6, Archer's Focus 7/day


Game Rule Information
Bowman have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Bowman are proficient with all simple and martial weapons, and light, and medium armour.
  • Sneak Attack: At level 1, the Bowman gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Fast Movement (Ex): A Bowman’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Bowman’s speed because of any load carried or armor worn.
  • Bonus Feats: At 2nd level, a Bowman gets a bonus archery-oriented feat. The Bowman gains an additional bonus feat at 6th level and every four Bowman levels thereafter (10th, 14th, 18th). These bonus feats must be drawn from the feats noted as bowman bonus feats. A Bowman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
  • Archer's Focus (Ex): Scorching enemies with his focus, the bowman's arrows strike with precision and deadly force. He gains +4 to Dexterity and 1 extra attack per round. Duration of the focus is 3 rounds + one round per two class levels.
  • Sniper's Skill (Ex): The Bowman adds his dexterity to damage when wielding a bow.
  • Agile Focus (Ex): At 9th level, a Bowman’s bonus to Dexterity during his focus increase to +6, and a second extra attack per round.
  • Adept Focus (Ex): At 13th level, a Bowman’s bonus to Dexterity during his focus increase to +8, and a third extra attack per round.
  • Supreme Focus (Ex): At 19th level, a Bowman’s bonus to Dexterity during his focus increase to +10, and a fourth extra attack per round.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #2 on: March 14, 2014, 02:15:11 PM »
Fear based spontaneous casting necromancy class. Pretty good at debuffing, is the hope. It does overlap in some aspects with the Netherlord and Dread Necromancer classes.

Dread Magnate

"Life is but a prelude to my reign."
- Nankahaqht the Feared, Human Dread Magnate


Text

Making a Dread Magnate
Text

Abilities: Intelligence controls the spellcasting of the Dread Magnate, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Dread Magnate may appear within any race, but are shunned and ostracized for their knowledge. Their willingness and desire to court with vile forces makes them prime suspects to be persecuted.

Alignment: Dread Magnate are evil, wielding vile forces against their foes.

Table 1: The Dread Magnate
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities            
--------------------------------------------------------------------------
1      +0    +0    +0    +2    Dread Feast, Loathsome Visage, Mind of Iron
2      +1    +1    +1    +3    Dread Casting
3      +1    +1    +1    +3    Lord's Wrath
4      +2    +2    +2    +4    Advanced Learning
5      +2    +2    +2    +4    Fearsome Wrath
6      +3    +3    +3    +5    Disquietude
7      +3    +3    +3    +5    Advanced Learning
8      +4    +2    +2    +6    Dread Casting
9      +4    +3    +3    +6    Figment of Fear
10     +5    +3    +3    +7    Fearsome Wrath
11     +5    +3    +3    +7    Terror's Lord
12     +6    +4    +4    +8    Fear, Advanced Learning
13     +6    +4    +4    +8    Recreance
14     +7    +4    +4    +9    Nightmares and Dreamscapes
15     +7    +5    +5    +9    Phantasmal Killer, Fearsome Wrath
16     +8    +5    +5    +10   Fearful Frenzy
17     +8    +5    +5    +10   Advanced Learning
18     +9    +6    +6    +11   Seeping Dread
19     +9    +6    +6    +11   Phantasmal Form
20     +10   +6    +6    +12   Terror's Shape, Fearsome Wrath

Table 2: Spells Per Day
Code: [Select]
Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      2    —    —    —    —    —
2      2    —    —    —    —    —
3      3    —    —    —    —    —
4      4    2    —    —    —    —
5      5    3    —    —    —    —
6      5    4    —    —    —    —
7      5    4    2    —    —    —
8      5    5    3    —    —    —
9      5    5    4    —    —    —
10     5    5    4    2    —    —
11     5    5    5    3    —    —
12     5    5    5    4    —    —
13     6    6    5    4    2    —
14     6    6    6    5    3    —
15     6    6    6    6    4    2
16     7    6    6    6    4    3
17     7    7    6    6    5    4
18     7    7    7    6    6    5
19     7    7    7    7    6    6
20     7    7    7    7    7    7


Game Rule Information
Dread Magnate have the following game statistics.

Alignment: Evil
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Dread Magnate are proficient with all simple weapons and light armour. Armor above light interferes with a Dread Magnate’s movements, which can cause her spells with somatic components to fail.
  • Spells: A dread magnate casts arcane spells, which are drawn from the dread magnate spell list. He can cast any spell he knows without preparing it ahead of time, and he knows all spells on his spell list, once he has reached a level at which he can cast them. To learn or cast a spell, a dread magnate must have a Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a dread magnate’s spell is 10 + the spell level + the dread magnate’s Intelligence modifier. Like other spellcasters, a dread magnate can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2: Spells Per Day. In addition, he receives bonus spells per day if he has a high Intelligence score. As noted above, a dread magnate need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
  • Dread Feast (Su): Life for the dread magnate begins and ends with the consumption of fear, that most exquisite of substances. Each creature that the dread magnate afflicts with magical fear sustains him for one day.
  • Loathsome Visage (Su): Fear lives within the heart of the dread magnate, and becomes manifest at his will. As a standard action, the dread magnate can attempt to frighten a single creature within 60 ft. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be shaken for one round per two class levels, minimum of 1. This ability has the fear descriptor. He also gains a bonus to intimidate equal to his class level.
  • Mind of Iron (Ex): So accustomed to the nature and the mind of fear, the dread magnate feels it simply roll off of him, affecting him not. The dread magnate is immune to fear.
  • Dread Casting (Su): The primary tool of the dread magnate is fear, and he must bring that fear through all things, including his spellcasting. Once per encounter, the dread magnate may apply the fear descriptor to a spell that does not normally possess it. If he does so, all those struck by the spell must make a Will save against the spell's DC or be shaken. If the spell does not normally have a saving throw, the Will save is still required. At 8th level, he may do this twice an encounter.
  • Lord's Wrath (Su): Those who see the dread magnate quiver and shake in fear at his great presence. All creatures who move within 5 ft. per class level of the dread magnate must make a Will save vs 10 + 1/2 class level + charisma modifier or be shaken. If a creature succeeds on his save, he is not affected for twenty four hours.  This ability has the fear descriptor.
  • Advanced Learning (Ex): Foul knowledge comes easily to the dread magnate, living as it does off of the fear of others. At 4th, 7th, 12th, and 17th level, a dread magnate can add a new spell of his choice with the fear descriptor to his spell list.
  • Fearsome Wrath (Ex): To bring to fear to the world about him, and, most importantly, fear of himself, is the goal of the dread magnate, for he desires the power and the glory that only fear can provide. The save DC of any spell the dread magnate casts with the fear descriptor increases by +1. At every five levels (10, 15, 20), this increases by a further +1, to a maximum of +4 at 20th level.
  • Disquietude (Su): Within each person, there can be a nagging doubt that claws at the back of the mind, that makes them wonder and question and search for things that may not be there. It is the seed of paranoia. As a standard action, the dread magnate can induce a state of disquiet into his foes. The foe takes two points of wisdom damage, and a -4 penalty to concentration, spot, listen, search, and all charisma based skills, and a -1 penalty to Will saves. These effects last for one round per class level, and are mind-affecting.
  • Figment of Fear (Su): The most damaging terrors can be found within the mind, and it is from his own mind that the dread magnate pulls forth illusionary imaginings, projecting them out upon all others. The dread magnate forms his fears into a Figment of Fear, an ephemeral thing that has no substance, and cannot be affected by spell or attack. Each round, as a move action, the dread magnate may direct the figment of fear to move up 60 ft. and to contact a single enemy creature, calling up all the terrors and phantasms that reside in that mind. That creature must succeed at a Will save vs 10 + 1/2 class level + charisma modifier or be trapped in their own mind, unable to move as they fall prone, wracked by fearful shudderings. This shuddering lasts for one round, and is mind-affecting.
  • Terror's Lord (Ex): There are none who have so great a command of fear as the dread magnate, for he is become fear. Any creature immune to fear may still be affected as if it were not immune to fear by the dread magnate's spells and abilities. This does not affect the dread magnate.
  • Fear (Sp): A single flick of the wrist sends terrors from the night towards his foes, cowering them before him. The dread magnate may cast Fear as a standard action, at will.
  • Recreance (Ex): With enough fear, it is possible to twist a person's mind such that they become unaware of who is an ally and who is a foe. Creatures affected by a fear spell must make a Will save vs 10 + 1/2 class level + charisma modifier or become confused.
  • Nightmares and Dreamscapes (Ex): The night has always allowed fear to run wild, and it is no different here. When at night or in an area of darkness, all spells you cast with the Fear descriptor have a +2 bonus to their caster level, and a +1 bonus to DC.
  • Phantasmal Killer (Sp): The dread magnate may cast Phantasmal Killer as a standard action, at will.
  • Fearful Frenzy (Su): Creatures afflicted by fear can be driven from their sensible mind, and into a state of terror so profound that they have no conception of sanity. Once per encounter, the dread magnate can cause all creatures within 100 ft. to make a Will save vs 10 + 1/2 class level + charisma modifier or become frenzied. Every creature affected gains a +4 bonus to strength and constitution as the fear forces their body to react, but they take a penalty to their wisdom modifier equal to the dread magnate's charisma modifier. In addition, they become confused. The dread magnate can exclude allies from the effect. This ability has the fear descriptor.
  • Seeping Dread (Su): A slow taste of fear slides outwards from the dread magnate, causing those around him to view him with fear and terror, and to see him as something above them. Any enemy within 100 ft. of the dread magnate takes a -4 penalty to attack, -8 penalty to damage, -2 penalty to caster level and DC, and a -2 penalty to Will saves. This ability has the fear descriptor.
  • Phantasmal Form (Su): It is within the power of the dread magnate to become an unholy terror of the mind, grabbing and holding onto the worst of the fears that sit deep in the mind. The dread magnate gains the frightful presence extraordinary ability. Opponents within 30 feet of the dread magnate that have fewer Hit Dice or levels than the dread magnate and that witness the dread magnate become shaken for 5d6 rounds if they fail a Will save (DC 16 + Cha modifier). An opponent that succeeds on the saving throw is immune to the dread magnate's frightful presence for 24 hours. Frightful presence is a fear effect.
  • Terror's Shape (Su): The dread magnate gains the ability to shift into a terrible nighmare as a swift action. While in terror shape the dread magnate is incorporeal, is immune to critical hits, and can fly at a speed of 100 feet (good). He may dismiss this as a free action.
Spell List
  • 1st Level: Bane, Cause Fear, Chill Touch, Command Undead, Curse Water, Death Knell, Death Watch, Doom, Gentle Repose, Inflict Moderate Wounds, Ray of Enfeeblement, Silent Image, Spectral Hand, Ventriloquism
  • 2nd Level: Animate Dead, False Life, Fear, Ghoul Touch, Halt Undead, Illusory Script, Inflict Serious Wounds, Mirror Image, Minor Image, Ray of Exhaustion, Scare, Vampiric Touch
  • 3rd Level: Bestow Curse, Death Ward, Illusory Wall, Inflict Critical Wounds, Major Image, Persistent Image, Phantasmal Killer, Poison, Speak with Dead
  • 4th Level: Dream, Enervation, Eyebite, Magic Jar, Mislead, Nightmare, Permanent Image, Programmed Image, Slay Living, Symbol of Pain, Waves of Fatigue
  • 5th Level: Circle of Death, Control Undead, Create Undead, Harm, Inflict Serious Wounds (Mass), Symbol of Fear, Undeath to Death
  • 6th Level: Create Greater Undead, Destruction, Energy Drain, Finger of Death, Inflict Critical Wounds (Mass), Symbol of Weakness, Waves of Exhaustion, Weird

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #3 on: March 14, 2014, 02:15:30 PM »
Elements based spellcaster.

Elementalist

"Air, Earth, Fire Water. All life is within my purview"
- Flarrama, Human Elementalist


Text

Making an Elementalist
Text

Abilities: Intelligence controls the spellcasting of the elementalist, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Elementalists may appear within any race, but it is their contact with the planes and the elements that makes them most prevalent among the planetouched races, those who already have some native ties to the elemental magics.

Alignment: Elementalists, as with the forces they control, are generally neutral, being comprised of an equal balance of all four parts.

Table 1: The Elementalist
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities            
--------------------------------------------------------------------------
1      +0    +0    +0    +2    Elemental Form (Small, 1/Day)
2      +1    +1    +1    +3    Four Lives in One
3      +1    +1    +1    +3    Companion's Strength
4      +2    +2    +2    +4    Intrinsic Magic
5      +2    +2    +2    +4    Elemental Cloak
6      +3    +3    +3    +5    Elemental Form (Medium, 2/Day)
7      +3    +3    +3    +5    
8      +4    +2    +2    +6    Intrinsic Magic
9      +4    +3    +3    +6    Four Lives in One
10     +5    +3    +3    +7    Elemental Aura
11     +5    +3    +3    +7    Elemental Form (Large, 3/Day)
12     +6    +4    +4    +8    Intrinsic Magic
13     +6    +4    +4    +8    
14     +7    +4    +4    +9    Elemental Form (Huge, at will)
15     +7    +5    +5    +9    Elemental Armill
16     +8    +5    +5    +10   Intrinsic Magic
17     +8    +5    +5    +10   Four Lives in One
18     +9    +6    +6    +11   Elemental Form (Greater, at will)
19     +9    +6    +6    +11  
20     +10   +6    +6    +12   Elemental Sceptre

Table 2: Spells Per Day
Code: [Select]
Level  0    1st  2nd  3rd  4th  5th  6th  7th  8th  9th
-------------------------------------------------------
1      5    3    —    —    —    —    —    —    —    —
2      6    4    —    —    —    —    —    —    —    —
3      6    5    —    —    —    —    —    —    —    —
4      6    6    3    —    —    —    —    —    —    —
5      6    6    4    —    —    —    —    —    —    —
6      6    6    5    3    —    —    —    —    —    —
7      6    6    6    4    —    —    —    —    —    —
8      6    6    6    5    3    —    —    —    —    —
9      6    6    6    6    4    —    —    —    —    —
10     6    6    6    6    5    3    —    —    —    —
11     6    6    6    6    6    4    —    —    —    —
12     6    6    6    6    6    5    3    —    —    —
13     6    6    6    6    6    6    4    —    —    —
14     6    6    6    6    6    6    5    3    —    —
15     6    6    6    6    6    6    6    4    —    —
16     6    6    6    6    6    6    6    5    3    —
17     6    6    6    6    6    6    6    6    4    —
18     6    6    6    6    6    6    6    6    5    3
19     6    6    6    6    6    6    6    6    6    4
20     6    6    6    6    6    6    6    6    6    6


Game Rule Information
Elementalist have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Elementalists are proficient with all simple weapons and light armour. The elementalist is not affected by arcane spell failure in light armour.
  • Spells: An elementalist casts arcane spells. His spell list is comprised of any spell with the Air, Earth, Fire, Water, Acid, Cold, or Electricity descriptors. This includes spells such as Summon Monster, but only if those spells are used to summon elemental creatures. Any effect that alters the descriptors of a spell will not add that spell to the elementalist's spell list, and he may not cast any spell that did not originally possess an one of the descriptors listed above. He knows all of these spells, once he has reached the appropriate level to be able to cast a spell of that spell level. If a spell would normally have more that one spell level, such as control water, that spell becomes a spell of the lowest possible spell level (in this case 4). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To cast a spell, an elementalist must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elementalist’s spell is 10 + the spell level + the elementalist’s Charisma modifier. Like other spellcasters, an elementalist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2: Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score. Unlike a wizard or a cleric, an elementalist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
  • Elemental Form (Su): At 1st level, an elementalist becomes able to use wild shape to change into a Small elemental (air, earth, fire, or water) once per day. In addition to the normal effects of wild shape, the elementalist gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. The effect lasts for 1 hour per elementalist level, or until he changes back. Changing form (to elemental or back) is a standard action and doesn’t provoke an attack of opportunity. At 6th level, the elementalist can become a medium elemental, and may use this ability twice per day. At 11th level, the elementalist can become a large elemental, and may use this ability three times per day. At 14th level, the elementalist can become a huge elemental, and may use this ability at will. At 18th, he reaches the pinnacle, and may become a greater elemental at will.
  • Four Lives in One (Ex): The elements are four, and four is their number, and each is in balance with all others. Always present, it is the duty for the elementalist to expand their worship and their power. The elementalist gets a +1 bonus to DC and spell penetration when casting a spell from the elementalist list. This increases to +2 at level 9, and +3 at level 17.
  • Companion's Strength (Ex): Through his mastery of the basic forces, the elementalist is able to strength any elemental creature he summons. Each creature the elementalist conjures with any spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. That creature is also advanced one hit dice.
  • Intrinsic Magic (Sp): The four elements are tied deep into the soul of the elementalist, and he has learned how to control and wield that to his benefit. At 4th level, the elementalist can choose a single spell that he knows and can cast, and can use that spell once per day per two class levels, as a spell like ability. At 8th, 12th, and 16th level, he may choose an additional spell to use as a spell like ability.
  • Elemental Cloak (Su): Wrapping himself in one aspect of the four elements, the elementalist has a flowing cloak of pure energy cascade around his body. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Dustcloak: The elementalist gains a +10 ft. bonus to his movement speed. He may also take a 10 ft. step in place of a 5 ft. step.  At level 9, this increases to a +20 ft. bonus.
    • Stonecloak: The elementalist gains DR 5/adamantium.  At level 9, this increases to 10/adamantium.
    • Flamecloak: The elementalist deals 1 fire damage per character level to any creature who strikes him in melee, and does not use a reach weapon.  At level 9, this increases to 2 fire damage per level.
    • Mistcloak: Any attack targeting the elementalist has a 20% miss chance. At level 9, this increases to a 50% miss chance.
  • Elemental Aura (Su): A field of elemental energy projects from the elementalist, spreading out around him and touching all who come near. This affects all creatures within 5 ft. per class level. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Air's Breath: Any enemy who attempts to approach the elementalist must make a reflex save or be blow to the edge of the square. The DC for this save is 10 + 1/2 elementalist level + the elementalist's charisma modifier.
    • Earth's Strength: Any ally in contact within the ground within the aura gains a +6 bonus to their constitution. All enemies moving through the area treat it as if affected by Spike Stones.
    • Flame's Caress: All enemies within the area of effect takes 1d4 damage per two class levels. A reflex save vs 10 + 1/2 elementalist level + the elementalist's charisma modifier cuts this damage in half.
    • Water's Fall: All enemies within the area of effect must make a Balance check against a DC of 10 + elementalist level as the ground turns to ice. All allies within the aura and in contact with the ice gain a +6 bonus to dexterity.
  • Elemental Armill (Su): Forms of the elements wrap himself around the arms of the elementalist, forming bracers of energy. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time.
    • Aerial Bracers: The elementalist gains a fly speed of 50 ft. with perfect maneuverability. At level 19, this increases to a 100 ft. fly speed.
    • Iron Bracers: The elementalist gains a burrow speed of 50 ft. At level 19, this increases to a 100 ft. burrow speed.
    • Burning Bracers: The elementalist makes a ranged touch attack that deals 1d8 fire damage per class level to a single target. At level 19, this increases to 1d10 damage per class level. The range on this attack is 100 ft.
    • Frozen Bracers: The elementalist makes a ranged touch attack that deals 1d8 cold damage per class level to a single target. At level 19, this increases to 1d10 damage per class level. The range on this attack is 100 ft.
  • Elemental Sceptre (Su): The elementalist has reached the utmost pinnacle of the craft, and is rewarded with the royal sceptre, a symbol of his mastery of the elements. He may activate this as a standard action, at will. It lasts until he cancels the effects. He may only have one active at a time. Creatures are affected whenever they enter the area
    • Diamond Sceptre: As he travels, the elementalist transforms himself into a tornado, as per the wilderness weather rules. He affects an area of 200 ft. across, and may move at a rate of 250 ft. a round. Creatures sucked up into the funnel take an additional 6d6 electricity damage a round.
    • Topaz Sceptre: The steps of the elementalist cause earthquakes, shattering the land upon which he walks. He affects an area of 200 ft. across, and may burrow at a rate  of 200 ft. a round. Everything in the area is affected as if by the earthquake spell, except as follows: the save DC to avoid the effects is raised from 15 (or 20) to 20 (or 25) + charisma modifier, while all creatures affected by it take an additional 8d6 acid damage.
    • Ruby Sceptre: Infernoes rage as fire rains from the sky as the elementalist strides forth. He affects an area of 200 ft. across, and may move at a rate  of 200 ft. a round. Everything in the area is affected as if by the meteor shower spell, except as follows: the save DC to avoid the effects is 20 + charisma modifier.
    • Sapphire Sceptre: Waters flood the earth as the elementalist steps across the waves. He affects an area of 200 ft. across, and may swim at a rate  of 200 ft. a round. Everything is in the area is swept away by the flooding waters, and the save DC to avoid the effects is 20 + charisma modifier. Each round a creature spends in the water, it takes 8d6 cold damage.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #4 on: March 14, 2014, 02:15:47 PM »
Feral Shifter

"The beast hungers."
- Kralava Draxila, Elven Feral Shifter


Text

Making a Feral Shifter
Text

Abilities: The Feral Shifter does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Feral Shifter uses to give him extra spells.

Races: Feral Shifter appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Feral Shifter can be of any alignment, and there is no bias in any one direction.

Table 1: The Feral Shifter
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                                1st  2nd  3rd  4th
--------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Rage 1/day                                                               —    —    —    —  
2      +2    +3    +3    +1    Fast Movement                                                            —    —    —    —  
3      +3    +3    +3    +1    Uncanny Dodge                                                            —    —    —    —  
4      +4    +4    +4    +2    Rage 2/day                                                               0    —    —    —  
5      +5    +4    +4    +2    Wild shape 1/day                                                         0    —    —    —  
6      +6    +5    +5    +3    Wild shape 2/day                                                         1    —    —    —  
7      +7    +5    +5    +3    Wild shape 3/day                                                         1    —    —    —  
8      +8    +6    +6    +2    Rage 3/day, Wild shape (Large)                                           1    0    —    —  
9      +9    +6    +6    +3                                                                             1    0    —    —  
10     +10   +7    +7    +3    Wild shape 4/day, Wild Shape (Tiny)                                      1    3    —    —  
11     +11   +7    +7    +3    Greater Rage, Tireless Rage                                              1    3    0    —  
12     +12   +8    +8    +4    Rage 4/day, Wild shape (Plant)                                           1    3    1    —  
13     +13   +8    +8    +4                                                                             1    3    1    —  
14     +14   +9    +9    +4    Wild shape 5/day                                                         2    3    1    0  
15     +15   +9    +9    +5    Mighty Rage, Wild shape (Huge)                                           2    3    1    1  
16     +16   +10   +10   +5    Rage 5/day, Wild shape Elemental 1/day                                   2    2    1    1  
17     +17   +10   +10   +5                                                                             2    2    2    1  
18     +18   +11   +11   +6    Wild shape (6/day, elemental 2/day)                                      3    2    2    1  
19     +19   +11   +11   +6                                                                             3    3    3    2  
20     +20   +12   +12   +6    Rage 6/day, Supreme Rage, Wild shape (elemental 3/day, Huge elemental)   3    3    3    3  


Game Rule Information
Feral Shifter have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Feral Shifter are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: Beginning at 4th level, a Feral Shifter gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Feral Shifter must choose and prepare his spells in advance. To prepare or cast a spell, a Feral Shifter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Feral Shifter’s spell is 10 + the spell level + the Feral Shifter’s Wisdom modifier. Like other spellcasters, a Feral Shifter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Feral Shifter. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Feral Shifter indicates that the Feral Shifter gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Feral Shifter does not have access to any domain spells or granted powers, as a cleric does. A Feral Shifter prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Feral Shifter may prepare and cast any spell on the Feral Shifter spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Feral Shifter has no caster level. At 4th level and higher, his caster level is his Feral Shifter level.
  • Rage (Ex): A Feral Shifter can fly into a rage a certain number of times per day. In a rage, a Feral Shifter temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Feral Shifter’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Feral Shifter may prematurely end his rage. At the end of the rage, the Feral Shifter loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 11th-level Feral Shifter, at which point this limitation no longer applies; see below). A Feral Shifter can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Feral Shifter can do it only during his action, not in response to someone else’s action.
  • Fast Movement (Ex): A Feral Shifter’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Feral Shifter’s speed because of any load carried or armor worn.
  • Uncanny Dodge (Ex): At 3rd level, a Feral Shifter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Feral Shifter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Wild Shape (Su): At 5th level, a Feral Shifter gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Feral Shifter level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Feral Shifter melds into the new form and becomes nonfunctional. When the Feral Shifter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Feral Shifter's feet. The form chosen must be that of an animal the Feral Shifter is familiar with. A Feral Shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Feral Shifter can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Feral Shifter. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 10th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s Feral Shifter level. At 12th level, a Feral Shifter becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Feral Shifter can’t use this ability to take the form of a plant that isn’t a creature.) At 16th level, a Feral Shifter becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the Feral Shifter gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a Feral Shifter becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a Feral Shifter may use this wild shape ability to change into a Huge elemental.
  • Greater Rage (Ex): At 11th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 11th level and higher, a Feral Shifter no longer becomes fatigued at the end of his rage.
  • Mighty Rage (Ex): At 15th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
  • Supreme Rage (Ex): At 20th level, a Feral Shifter’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #5 on: March 14, 2014, 02:16:06 PM »
This class is (one of) my attempts at creating a necromantic character who relies on a great volume of controlled undead to do his bidding. Some of the reasons behind the various choices: I believe necromancy should be primarily arcane, not divine, and that the costs associated with necromancy are too high. Also, that there has not really yet been an undead general class. I do realize this overlaps a great deal with the Dread Necro.

Netherlord

"Life is but a prelude to my reign."
- Blackheart Deathtongue, Human Netherlord


Text

Making a Netherlord
Text

Abilities: Intelligence controls the spellcasting of the Netherlord, and is thus the most important. Charisma affects the saving throws of his class features. Abilities that relate to his physical defense come afterwards.

Races: Netherlord may appear within any race, but are shunned and ostracized for their knowledge. Their willingness and desire to court with the undead makes them prime suspects to be persecuted.

Alignment: Netherlord are evil, wielding the undead as weapons in their war against the living

Table 1: The Netherlord
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Deathly Visions, Netherworld Companion   2    —    —    —    —    —    —
2      +1    +1    +1    +3    Sickening Restoration                    2    —    —    —    —    —    —
3      +1    +1    +1    +3    Touch of Corruption                      3    2    —    —    —    —    —
4      +2    +2    +2    +4    Animate Dead                             3    2    —    —    —    —    —
5      +2    +2    +2    +4    Unliving Thirst                          4    3    —    —    —    —    —
6      +3    +3    +3    +5    Leader of Undeath                        4    3    2    —    —    —    —
7      +3    +3    +3    +5    Numberless                               4    4    2    —    —    —    —
8      +4    +2    +2    +6    Beckoning                                5    4    2    2    —    —    —
9      +4    +3    +3    +6    Eyes of Corruption                       5    4    3    2    —    —    —
10     +5    +3    +3    +7    Corpse Flesh                             5    5    3    3    —    —    —
11     +5    +3    +3    +7    Flesh Pact                               6    5    4    3    2    —    —
12     +6    +4    +4    +8    Create Undead                            6    5    4    4    2    —    —
13     +6    +4    +4    +8    Siphon                                   7    6    5    4    3    —    —
14     +7    +4    +4    +9    Master of Undeath                        7    6    5    5    3    2    —
15     +7    +5    +5    +9    Animate Command                          8    7    6    5    4    2    —
16     +8    +5    +5    +10   Fitting Replacement                      8    7    6    6    4    3    2
17     +8    +5    +5    +10   Create Greater Undead                    9    8    7    6    5    4    2
18     +9    +6    +6    +11   Duress                                   9    8    7    7    5    5    3
19     +9    +6    +6    +11   Undying General                          9    9    8    7    6    5    4
20     +10   +6    +6    +12   Servile                                  9    9    8    8    7    6    5


Game Rule Information
Netherlord have the following game statistics.

Alignment: Evil
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Netherlord are proficient with all simple weapons, the scythe, and light armour. Armor above light interferes with a Netherlord’s movements, which can cause her spells with somatic components to fail.
  • Spells: A Netherlord casts arcane spells which are drawn from the Netherlord spell list below. A Netherlord must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Netherlord must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Netherlord’s spell is 10 + the spell level + the Netherlord’s Intelligence modifier. Like other spellcasters, a Netherlord can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Netherlord may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Netherlord decides which spells to prepare.
  • Deathly Visions (Su): The eyes of the Netherlord are pierced through with the energy of the undead, seared by the knowledge attained. At will, as a standard action, the Netherlord may use deathwatch or detect undead.
  • Netherworld Companion (Ex): The unholy arts that are the gift of the netherlord have allowed him to create a bodyguard, a creature that never leaves his side. The netherworld companion is 1 Hit Dice animal or humanoid with the skeletal template that does not count against the normal cap of undead the netherlord can control. In order to create a netherworld companion, the netherlord must acquire an appropriate body, and spend twenty four hours in a ritual creation of the companion. The netherworld companion advances 1 hit dice each time the netherlord gains a level. At level 5, monstrous humanoids and magical beasts may be used to create a netherworld companion. At level 8, giants and aberrations become available. At level 12, dragons and outsiders may be used to create a companion. Netherworld companions have maximum hit points per hit dice, and a +2 bonus to attack and a +4 bonus to damage against any creature attacking their master. The netherlord may only have one netherworld companion at a time.
  • Sickening Restoration (Su): The very touch of the Netherlord causes the skin to crawl and the body to shiver, exuding a strange and dangerous power. By making a melee touch attack against a living creature, the Netherlord may sicken that foe. If the creature is unliving, it is healed 1 point per class level.
  • Touch of Corruption (Su): Life seeps from the fingers of the Netherlord, so infused with embalming fluid and other hateful substances that they radiate filth and dark fury. The Netherlord may have any undead under his control deliver a touch spell, as per the Spectral Hand spell.
  • Animate Dead (Sp): Corpses writhe and shudder under the touch of the Netherlord, a vicious form of life reentering their bodies. Twice per day the Netherlord may cast Animate Dead as a spell-like ability.
  • Unliving Thirst (Ex): Creatures controlled by the Netherlord are portals to a horrible draining energy. All undead creatures controlled by Netherlord gain the following trait: Diminution (Su): Any living creature within 10 ft. of this undead loses one hit point per round. Multiple diminution effects stack with one another.
  • Leader of Undeath (Ex): He has begun to amass a great following among the dead, as his necromantic might calls to all who are dead, and yet not at peace. He may now control five times the normal amount of undead.
  • Numberless (Ex): The monsters that follow the Netherlord are uncountable, and spill forth over their foes in a wave of death. Any undead controlled by the Netherlord gains a +1 bonus to attack and damage for each other undead creature controlled by the Netherlord that is attacking that same target.
  • Beckoning (Su): The Netherlord has achieved a special insight into the nature of souls, and the ways in which they depart this plane. All creatures that are slain by the Netherlord or an undead creature that he controls must make a Will save against 10 + 1/2 Netherlord level + charisma modifier or rise again as a zombie in 1d4 rounds, under the control of the Netherlord.
  • Eyes of Corruption (Su): Each undead under the control of the Netherlord is a servant who falls to his knees in order to please the master. The Netherlord may, as a move action, see through the eyes of any undead under his control. He may also have any undead under his control count as the origination point of a spell that he has cast, regardless of the distance between him and that undead. The Netherlord must be using the creature's eyes at that time.
  • Corpse Flesh (Ex): Death flows throughout the body of the Netherlord, rotting the flesh and stealing the life. The Netherlord gains the zombie template with the following changes: mental scores, skills, and feats are unaffected, and the Netherlord can still take its normal allotment of actions per round.
  • Flesh Pact (Ex):The Netherlord revels in the control of the baser creatures of undeath, preferring the ease of control to the struggle for dominance over an intelligent minion. All mindless undead count as one-half their hit dice when calculating the total hit dice that the Netherlord can control.
  • Create Undead (Sp): Life burns in the eyes of the newly spawned, a hatred against all living things. Twice per day the Netherlord may cast Create Undead as a spell-like ability.
  • Siphon (Su): The energy of the living is sweet mead to an undead palette, and each strike becomes a chance to savour that heady aroma. Undead creatures controlled by the Netherlord heal one half the damage dealt on any successful melee attack.
  • Master of Undeath (Ex): The hordes of the Netherlord are legion, and even the great master himself has lost count of the swarms that dance to his whim and will. He may now control ten times the normal amount of undead.
  • Animate Command (Su): Even the most willful of the undead stands little chance against the great power of the Netherlord. Any intelligent undead, upon seeing the Netherlord for the first time, must succeed at a Will saving throw against 10 + 1/2 Netherlord level + charisma modifier or be forced to serve the Netherlord for one day per class level. At the end of this time, the undead may attempt the save again.
  • Fitting Replacement (Su): Even with their own death do creatures serve the Netherlord, for even as they die, they release a pulse of energy, invigorating all around them. Whenever an undead creature controlled by the Netherlord dies, all living creatures within 10 ft. take damage equal to 4 * the hit dice of the undead creature, and that undead creature springs back to life, with one half total hit points. Whenever an undead creature falls a second time, it does not rise.
  • Create Greater Undead (Sp): Vicious and vile creatures spawn under the touch of the Netherlord, slaying all those who oppose him. Twice per day the Netherlord may cast Create Greater Undead as a spell-like ability.
  • Duress (Su): Undead born under the auspices of the Netherlord snear at their living adversaries, watching the fools be crippled by the energy of undead life. Any living creature with three or more undead controlled by the Netherlord within 10 ft. of it gains a negative level, unless it succeeds at a Fortitude saving throw of 10 + 1/2 Netherlord level + charisma modifier.
  • Undying General (Ex): The power of necromancy has stolen away the soul of the Netherlord, and he is forever in its grasp. As long as there was at least one undead creature under the command of the Netherlord at the time of the Netherlord's death, the Netherlord will rise again in 1d10 days at the location of one its surviving undead creatures.
  • Servile (Su): The forces of corruption within the Netherlord are so strong that a single touch will infect a foe, burying his lifeforce beneath an avalanche of dark energy, burning his soul from his body and leaving a lifeless husk, a toy of the Netherlord. Each round as a standard action, the Netherlord may attempt a melee touch attack against a living creature. If the creature is struck by that attack, it must succeed at a Fortitude saving throw against 10 + 1/2 Netherlord level + charisma modifier, or be slain and rise as per Beckoning. This melee touch attack may be delivered as per Touch of Corruption.
Spell List
  • 1st Level: Cause Fear, Chill Touch, Command Undead, Curse Water, Death Knell, Death Watch, Doom, Gentle Repose, Inflict Moderate Wounds, Ray of Enfeeblement, Spectral Hand
  • 2nd Level: Animate Dead, Desecrate, False Life, Fear, Ghoul Touch, Halt Undead, Inflict Serious Wounds, Ray of Exhaustion, Scare, Vampiric Touch
  • 3rd Level: Bestow Curse, Blight, Contagion, Death Ward, Inflict Critical Wounds, Poison, Speak with Dead
  • 4th Level: Enervation, Eyebite, Inflict Moderate Wounds (Mass), Magic Jar, Slay Living, Symbol of Pain, Waves of Fatigue
  • 5th Level: Circle of Death, Create Undead, Harm, Inflict Serious Wounds (Mass), Symbol of Fear, Undeath to Death
  • 6th Level: Control Undead, Destruction, Energy Drain, Finger of Death, Inflict Critical Wounds (Mass), Symbol of Weakness, Waves of Exhaustion
  • 7th Level: Clone, Create Greater Undead, Horrid Wilting, Soul Bind, Symbol of Death, Wail of the Banshee
« Last Edit: April 04, 2014, 07:23:57 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #6 on: March 14, 2014, 02:16:30 PM »
This class is based around using divine and arcane magic in the same class, and having enough levels of each to function as a mystic theurge from level 1 all the way up to level 20. It relies on the druid and wizard spell lists, and so has a great range that it can utilize.

Numinous

"Magic flows from nature, and yet can be commanded by will and word."
- Sravahaa Wealana, Witchling Numinous


Text

Making a Numinous
Text

Abilities: Wisdom and Intelligence are the abilities that the Numinous uses to give himself extra spells, and are thus the most important. Abilities that relate to his physical defense come afterwards.

Races: Numinous appear amongst all races, but are most prevalent among those who are biased in favour of magical studies.

Alignment: Numinous can be of any alignment, and there is no bias in any one direction.

Table 1: The Numinous
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                                
------------------------------------------------
1      +0    +0    +0    +2    Entwined Casting
2      +1    +1    +1    +3    
3      +1    +1    +1    +3    Bonus Feat
4      +2    +2    +2    +4    Braided Magic
5      +2    +2    +2    +4    
6      +3    +3    +3    +5    Bonus Feat
7      +3    +3    +3    +5    Entwined Casting
8      +4    +2    +2    +6    Interwoven Impulse
9      +4    +3    +3    +6    Bonus Feat
10     +5    +3    +3    +7    Encircled Energies
11     +5    +3    +3    +7    Braided Magic
12     +6    +4    +4    +8    Bonus Feat
13     +6    +4    +4    +8    
14     +7    +4    +4    +9    Entwined Casting
15     +7    +5    +5    +9    Bonus Feat
16     +8    +5    +5    +10   Transposition
17     +8    +5    +5    +10   Braided Magic
18     +9    +6    +6    +11   Bonus Feat
19     +9    +6    +6    +11   Coiled Puissance
20     +10   +6    +6    +12   Entwined Casting

Table 2: Arcane and Divine Spells Per Day
Code: [Select]
Level  0    1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------
1      2    1    —    —    —    —    —  —
2      3    2    —    —    —    —    —  —
3      3    2    1    —    —    —    —  —
4      3    2    2    —    —    —    —  —
5      3    3    2    —    —    —    —  —
6      3    3    2    1    —    —    —  —
7      3    3    2    2    —    —    —  —
8      3    3    3    2    1    —    —  —
9      3    3    3    2    2    —    —  —
10     3    3    3    2    2    —    —  —
11     3    3    3    3    2    1    —  —
12     4    3    3    3    3    2    —  —
13     4    4    4    3    3    2    1  —
14     4    4    4    4    3    2    2  —
15     5    4    4    4    4    3    2  —
16     5    5    4    4    4    3    3  1
17     5    5    5    4    4    3    3  2
18     5    5    5    5    4    4    3  3
19     5    5    5    5    5    4    4  4
20     5    5    5    5    5    5    5    5


Game Rule Information
Numinous have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Numinous are proficient with all simple weapons, and light armour. Armor above light interferes with a Numinous’s movements, which can cause her spells with somatic components to fail.
  • Divine Spells: A Numinous gains the ability to cast a number of divine spells, which are drawn from the druid spell list. A Numinous must choose and prepare his spells in advance. To prepare or cast a spell, a Numinous must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Numinous’s spell is 10 + the spell level + the Numinous’s Wisdom modifier. Like other spellcasters, a Numinous can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Numinous. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Numinous indicates that the Numinous gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Numinous does not have access to any domain spells or granted powers, as a cleric does. A Numinous prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Numinous may prepare and cast any spell on the Numinous spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
  • Arcane Spells: A Numinous casts arcane spells which are drawn from the sorcerer/wizard spell list. A Numinous must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Numinous must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Numinous’s spell is 10 + the spell level + the Numinous’s Intelligence modifier. Like other spellcasters, a Numinous can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Numinous may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Numinous decides which spells to prepare.
  • Bonus Feats: At 3rd, 6th, 9th, 12th, 15th, and 18th level, a Numinous gains a bonus feat. At each such opportunity, he can choose any feat that affects spells from both of his sources. The Numinous must still meet all prerequisites for a bonus feat, including caster level minimums.
  • Entwined Casting (Ex): The Numinous has woven the brilliance of nature with the intelligence of a scholar, combining the various sources of magic to create a combination more potent than either alone. If he follows an arcane spell with a divine, or a divine with an arcane, the spell cast second gains a +1 bonus to caster level and spell DC. At levels 7, 14, and 20, these bonuses increase by one, to a maximum of +4 at level 20.
  • Braided Magic (Ex): As the Numinous calls forth the magic into his mind and out through his happens, he finds that the presence of the one evokes the skills of the other. At level 4, once per encounter, the Numinous may quicken a single spell with a spell level two or greater below the maximum he can cast. Any other spell cast during that round must be from the alternate magical source. At 11th level, the Numinous can use this ability twice per encounter, and then three times at level 17.
  • Interwoven Impulse (Ex): Magic is but one and the same thing, and when the constraints are dropped, things never before possible become commonplace. By expending an arcane spell as part of casting a divine spell, the Numinous can grant a bonus on caster level equal to the level of the spell sacrificed. He may also sacrifice a divine spell while casting an arcane.
  • Encircled Energies (Ex): As the Numinous advances in skill and power, he learns that what is seen as a division between natural and artificial magics is just that: an artificial divide that can be breached by those with the skill and the passion. The Numinous can use two arcane spell slots of the same spell level to cast a divine spell he knows that is one level higher. Likewise, the Numinous can use two divine spell slots of the same spell level to cast an arcane spell he knows that is one level higher.
  • Transposition (Ex): Skilled in all the ways of magic, the Numious can easily twist one form of energy into the source for another. The Numinous can use two arcane spell slots of the same spell level to cast a divine spell he knows that is up to two levels higher. Likewise, the Numinous can use two divine spell slots of the same spell level to cast an arcane spell he knows that is up to two levels higher.
  • Coiled Puissance (Ex): By binding up the weave of one spell within the coil of another, the Numinous has learned how to unleash power untold. By expending an arcane spell as part of casting a divine spell, the Numinous can grant a bonus on spell penetration and DC equal to the level of the spell sacrificed. He may also sacrifice a divine spell while casting an arcane.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #7 on: March 14, 2014, 02:16:44 PM »
Proteus

"I can do all things."
- Excasard the Brilliant, Human Proteus


Text

Making a Proteus
Text

Abilities: Intelligence is the ability that the Proteus uses to give him extra spells. Equally at home in combat as in spellcasting, the Proteus does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Proteus appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Proteus can be of any alignment, and there is no bias in any one direction.

Table 1: The Proteus
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                        0   1st   2nd  3rd  4th  5th  6th
-------------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak Attack +1d6, Trapfinding   2    —    —    —    —    —    —
2      +2    +3    +1    +3    Bonus Feats                      3    0    —    —    —    —    —
3      +3    +3    +1    +3                                     3    1    —    —    —    —    —
4      +4    +4    +2    +4    Sneak Attack +2d6                3    2    0    —    —    —    —
5      +5    +4    +2    +4                                     3    3    1    —    —    —    —
6      +6    +5    +3    +5    Bonus Feats                      3    3    2    —    —    —    —
7      +7    +5    +3    +5                                     3    3    2    0    —    —    —
8      +8    +6    +2    +6    Sneak Attack +3d6                3    3    3    1    —    —    —
9      +9    +6    +3    +6                                     3    3    3    2    —    —    —
10     +10   +7    +3    +7    Bonus Feats                      3    3    3    2    0    —    —
11     +11   +7    +3    +7                                     3    3    3    3    1    —    —
12     +12   +8    +4    +8    Sneak Attack +4d6                3    3    3    3    2    —    —
13     +13   +8    +4    +8                                     3    3    3    3    2    0    —
14     +14   +9    +4    +9    Bonus Feats                      4    3    3    3    3    1    —
15     +15   +9    +5    +9                                     4    4    3    3    3    2    —
16     +16   +10   +5    +10   Sneak Attack +5d6                4    4    4    3    3    2    0
17     +17   +10   +5    +10                                    4    4    4    4    3    3    1
18     +18   +11   +6    +11   Bonus Feats                      4    4    4    4    4    3    2
19     +19   +11   +6    +11                                    4    4    4    4    4    4    3
20     +20   +12   +6    +12   Sneak Attack +6d6                4    4    4    4    4    4    4


Game Rule Information
Proteus have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Proteus are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with a Proteus’s movements, which can cause her spells with somatic components to fail.
  • Sneak Attack: At level 1, the Proteus gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Spells: A Proteus casts arcane spells which are drawn from the sorcerer/wizard spell list. A Proteus must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the Proteus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Proteus’s spell is 10 + the spell level + the Proteus’s Intelligence modifier. Like other spellcasters, a Proteus can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a Proteus may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Proteus decides which spells to prepare.
  • Bonus Feats: At 2nd level, a Proteus gets a bonus combat-oriented feat. The Proteus gains an additional bonus feat at 6th level and every four Proteus levels thereafter (10th, 14th, 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A Proteus must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purpose of fighter only feats, the Proteus counts as a fighter of his level -2.
  • Trapfinding: Proteus can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Proteus can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Proteus who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #8 on: March 14, 2014, 02:16:59 PM »
Complete but for the flavour text.

Siphoner

"A soul is exquisite in flavour, perfect in sustenance."
– Anaraka the Brown, Human Siphoner

Text

Making a Siphoner
Text

Abilities: No ability is central to the Siphoner's abilities, although Constitution allows him to remain alive while duelling with the enemies that he has for far longer. Charisma helps increase the difficulty of saving against his abilities, while his use of melee touch attacks places an emphasis on Dexterity.

Races: Siphoners are very rare, even among the races that are most predisposed to possess people of their nature and characteristics.
Those who do appear often seem to have some taint or rare mixture of abilities in their blood that might fuel their abilities in this regard.

Alignment: Siphoners are not restricted by alignment, although they are predisposed towards the chaos end of the spectrum. They have no bias on the good–evil axis.

Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Siphoner
Hit Die: d10

Code: [Select]
Level  BAB        Ref  Fort  Will  Abilities          
––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0         +0   +0    +2    Siphoning Touch 2d6 (Draining Touch)
2      +1         +0   +0    +3    Dancing Defense
3      +2         +1   +1    +3    Siphoning Touch 3d6 (Arresting Touch)
4      +3         +1   +1    +4    Spirit Regeneration  
5      +3         +1   +1    +4    Siphoning Touch 4d6 (Lorehunter's Touch)
6      +4         +2   +2    +5    Soul's Binding
7      +5         +2   +2    +5    Siphoning Touch 5d6 (Slayer's Touch)    
8      +6/+1      +2   +2    +6    Flashing Hands
9      +6/+1      +3   +3    +6    Siphoning Touch 6d6 (Crippling Touch)
10     +7/+2      +3   +3    +7    Leecher's Spirit
11     +8/+3      +3   +3    +7    Siphoning Touch 7d6 (Thieving Touch)
12     +9/+4      +4   +4    +8    Draining Burst
13     +9/+4      +4   +4    +8    Siphoning Touch 8d6 (Skipping Touch)
14     +10/+5     +4   +4    +9    Fury of the Spirit
15     +11/+6/+1  +5   +5    +9    Siphoning Touch 9d6 (Diminishing Touch)
16     +12/+7/+2  +5   +5    +10   Black Dirge
17     +12/+7/+2  +5   +5    +10   Siphoning Touch 10d6 (Shriving Touch)
18     +13/+8/+3  +6   +6    +11   Soul's Life
19     +14/+9/+4  +6   +6    +11   Siphoning Touch 11d6 (Soulbreaker's Touch)
20     +15/+10/+5 +6   +6    +12   Exchange of Souls
Class Skills (4 + Int modifier per level, x4 at first level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Sense Motive, Spellcraft, Use Magical Device.

Class Features

Text
  • Weapon and Armour Proficiency: Siphoners are proficient with all simple weapons and light armour.
  • Siphoning Touch (Su): The Siphoner can feel the essence of his enemies flowing through their blood, and is trained in the manipulation and control of their forms, and their very energy. At this most basic level, he simply knows how to damage and to siphon a little energy. At higher levels, he gains more sophisticated abilities. This melee touch attack always deals damage as indicated on the table above. Siphoning touch does not function on non-living creatures.
    • Draining Touch: The Siphoner tugs on the essence of the creature in front of him, disrupting it slightly. He gains temporary hit points equal to one half the damage dealt. The temporary hit points disappear 1 hour later. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is dazed for one round.
    • Arresting Touch: The Siphoner sends shivers through the body of his foe, locking it tightly in place. He deals no damage with this attack. Instead, if the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is stunned for one round for every 1d6 damage that would be dealt
    • Lorehunter's Touch: Searching and digging among the soul of his opponent, the Siphoner drains off the knowledge of one ability, instead using it for himself. The Siphoner gains knowledge of one feat, one spell, one spell-like or one supernatural ability. He retains knowledge of this ability for one round per 2d6 damage that was dealt.
    • Slayer's Touch: There are few things more deadly than having a soul slashed and broken, a ruin on the ground. The Siphoner doubles all damage dealt by this touch.
    • Crippling Touch: Ripping apart the core of the body, breaking connections and shattering the links, the Siphoner wounds his foe grevously. He deals no damage with this attack. Instead, the target creature is dealt one point of ability damage for every 1d6 damage that would be dealt to an ability of the Siphoner's choosing. No creature may be affected again by the ability damage until it has expired. The ability damage disappears 1 hour later.
    • Thieving Touch: An insidious extension of the Siphoner seeps into the soul of his victim, latching on to the vulnerable points of the soul. He deals no damage with this attack. Instead, if the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is dominated for one minute for every 1d6 damage that would be dealt.
    • Skipping Touch: Grasping into the soul of a foe, the Siphoner uses his skills to launch them across planar boundaries. He deals no damage with this attack. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is launched onto a random plane for one minute for every 1d6 damage that would be dealt.
    • Diminishing Touch: The Siphoner forces himself in and amongst the very crannies of the target's soul, breaking connections and shattering the join between soul and body. He deals no damage with this attack. Instead, the target creature gains 1 negative level for every 2d6 damage that would be dealt. The Siphoner gains 5 temporary hit points for each negative level dealt. The temporary hit points and negative levels disappear 1 hour later.
    • Shriving Touch: The soul of a foe is open to the Siphoner, all the faults and injuries laid bare to be recalled and rendered clear. He deals no damage with this attack. If the creature fails a Will save against 10 + ½ character level + Charisma modifier, it is slain, and the energy leaps to another foe within 15 ft. That foe must save or lose ½ its existing hit points and be shaken.
    • Soulbreaker's Touch: Completely severing the connection between the body and the soul, the Siphoner rips the soul out of the body, ingesting it for his own benefit. He deals no damage with this attack. Instead, the target creature must succeed at a Will save against 10 + ½ character level + Charisma modifier or be slain. If a creature succeeds on the save, it cannot be affected again for 24 hours, as the soul binds itself too closely to be ripped apart. A creature that is slain grants the siphoner a number of temporary hit points equal to its hit points at the time of death and a +4 bonus to each of the siphoner's ability scores for 1 hour.
  • Dancing Defense (Ex): Having long recognized the holes in the defences of others, the Siphoner sees and corrects those mistakes in himself. He gains a +1 Dodge bonus to AC at level 2, and it increases by +1 every three levels, to a maximum of +7 at level 20.
  • Spirit Regeneration (Ex): The soul of the Siphoner is tightly bound, easily able to resist effects that would otherwise be devastating. Whenever the Siphoner fails a save against a spell from the Charm or Compulsion subschool, he gets a second save at the beginning of the next turn. He also heals one point of ability damage per minute, in addition to his normal healing.
  • Soul's Binding (Ex): The Siphoner has not learned just to use his effects outwardly, on the souls of others. He can also pull them towards himself, bestowing much power and resilience upon his own soul. The Siphoner gains a bonus on saves against death magic equal to one half his class level. He also gains the ability to tie himself to another, binding the two together so that they share knowledge, feats, and so on. This takes a full minute, and the target must be willing or unconscious. Whenever one of the two rolls for an ability check, skill check, or save, use the higher modifier among the two. Both get access to all feats that the other possess, whether they would meet the requirements or not. Whenever the Siphoner gains temporary hit points using his class abilities, the other creature gains them as well. Whenever either creature takes damage, the other takes an equal amount. If this ability is the source of the damage dealt, it never ricochets back to the other bound creature. Whenever either creature fails a save against an ability, both are affected.
  • Flashing Hands (Ex): The hands of the Siphoner have long practised seeking the openings in an opponent's defense, and his mastery of melee touch attacks grows with them. The Siphoner may make as many melee touch attacks a round as normal attacks, and he makes these attacks with a +2 competence bonus to hit.
  • Leecher's Spirit (Ex): Long accustomed to drinking in energy from the soul, the Siphoner has learned to adapt his leeching ability slightly and can now use it against magic as well. Whenever he is affected by a spell, that spell has its DC and caster level lowered by one as the Siphoner drains some of the magical energy out of it. The Siphoner gains 10 temporary hit points that last for one hour each time he uses this ability. He can voluntarily lower it as a free action for one round.
  • Draining Burst (Su): Letting his fury and his energy flow forth, the Siphoner catches and pulls at all of those around him. As a standard action, he affects all creatures within 20 ft. of him with a siphoning touch. However, the number of dice is reduced by half, rounded down.
  • Fury of the Spirit (Ex): The Siphoner can radiate an aura of vicious energy, latching onto the soul of those nearby and draining them of their energy. The Siphoner deals damage equal to his Siphoning Touch to all foes within 20 ft.
  • Black Dirge (Ex): The soul is a precious thing, and to have it stripped and taken away can leave all but a few with no hope, and no purpose. All those who are struck by a Siphoning touch must make a Will save against 10 + ½ character level + Charisma modifier, or suffer the effects again the next turn, as the Siphoner's magic tighten the hooks in more tightly.
  • Soul's Life (Ex): By placing a foe drained of his life into a secluded casket, the Siphoner may return to that body whenever his current body dies. The foe must have been slain by negative levels, and does not rise as he would normally.
  • Exchange of Souls (Su): The Siphoner has long played in and amongst the souls of other creatures, ingesting them, abusing them, learning from them, but in all ways sharing some form of intimate connection with them. He has now learned to travel along that connection, to walk down the alleys and gullies that the soul provides. Whenever the Siphoner succeeds at a siphoning touch, he may take one of two actions. The first is to use the soul as a gateway, stepping through it and using some of its energy to tarvel where he wishes to go. The Siphoner can journey to any soul or location that he knows well, even across planar boundaries. He arrives either standing next to the soul that he wished to meet, or from a random soul in the area closest to his desired destination. Should there be none available within a 1 mile radius, this journey fails.

    The most powerful use of this ability, however, is one that allows the Siphoner to exchange his soul with that of another, to steal that creature's body and mind. This functions exactly as per the mind switch, true psionic power, but the saving throw to be affected is a Will save against 15 + Charisma modifier, and the Siphoner must have greater than half his normal hit points, and be under no negative conditions. This exchange requires that he be healthy in body and soul, although the same need not be said for his victim.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #9 on: March 14, 2014, 02:17:13 PM »
Skald

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Skald


Text

Making a Skald
Text

Abilities: Charisma is the ability that the Skald uses to give him extra spells. Equally at home in combat as in spellcasting, the Skald does well to have strong physical statistics, while those with a more skilful and philosophical edge would do well to remember their mental skills.

Races: Skald appear amongst all races, for their talents are widespread and those who can entertain the masses always welcome

Alignment: Skald can be of any alignment, and there is no bias in any one direction.

Table 1: The Skald
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                      0   1st   2nd  3rd  4th  5th  6th
---------------------------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Rage 1/day, Bardic Music, Bardic Knowledge     2    —    —    —    —    —    —
2      +2    +1    +3    +3    Fast Movement                                  3    0    —    —    —    —    —
3      +3    +1    +3    +3    Uncanny Dodge                                  3    1    —    —    —    —    —
4      +4    +2    +4    +4    Rage 2/day                                     3    2    0    —    —    —    —
5      +5    +2    +4    +4                                                   3    3    1    —    —    —    —
6      +6    +3    +5    +5                                                   3    3    2    —    —    —    —
7      +7    +3    +5    +5    Damage Reduction 2/-                           3    3    2    0    —    —    —
8      +8    +2    +6    +6    Rage 3/day                                     3    3    3    1    —    —    —
9      +9    +3    +6    +6                                                   3    3    3    2    —    —    —
10     +10   +3    +7    +7    Damage Reduction 4/-                           3    3    3    2    0    —    —
11     +11   +3    +7    +7    Greater Rage, Tireless Rage                    3    3    3    3    1    —    —
12     +12   +4    +8    +8    Rage 4/day                                     3    3    3    3    2    —    —
13     +13   +4    +8    +8    Damage Reduction 6/-                           3    3    3    3    2    0    —
14     +14   +4    +9    +9                                                   4    3    3    3    3    1    —
15     +15   +5    +9    +9    Mighty Rage                                    4    4    3    3    3    2    —
16     +16   +5    +10   +10   Rage 5/day, Damage Reduction 8/-               4    4    4    3    3    2    0
17     +17   +5    +10   +10                                                  4    4    4    4    3    3    1
18     +18   +6    +11   +11                                                  4    4    4    4    4    3    2
19     +19   +6    +11   +11   Damage Reduction 10/-                          4    4    4    4    4    4    3
20     +20   +6    +12   +12   Rage 6/day, Supreme Rage                       4    4    4    4    4    4    4

Table 2: Spells Known
Code: [Select]
Level  0   1st   2nd  3rd  4th  5th  6th
----------------------------------------
1      4    —    —    —    —    —    —
2      5    2    —    —    —    —    —
3      6    3    —    —    —    —    —
4      6    3    2    —    —    —    —
5      6    4    3    —    —    —    —
6      6    4    3    —    —    —    —
7      6    4    4    2    —    —    —
8      6    4    4    3    —    —    —
9      6    4    4    3    —    —    —
10     6    4    4    4    2    —    —
11     6    4    4    4    3    —    —
12     6    4    4    4    3    —    —
13     6    4    4    4    4    2    —
14     6    4    4    4    4    3    —
15     6    4    4    4    4    3    —
16     6    5    4    4    4    4    2
17     6    5    5    4    4    4    3
18     6    5    5    5    4    4    3
19     6    5    5    5    5    4    4
20     6    5    5    5    5    5    4

Game Rule Information
Skald have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Skald are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with a Skald’s movements, which can cause her spells with somatic components to fail.
  • Spells: A Skald casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every Skald spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Skald must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Skald’s spell is 10 + the spell level + the Skald’s Charisma modifier. Like other spellcasters, a Skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Skald. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Skald Spells Known indicates that the Skald gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The Skald’s selection of spells is extremely limited. A Skald begins play knowing four 0-level spells of your choice. At most new Skald levels, he gains one or more new spells, as indicated on Table: Skald Spells Known. (Unlike spells per day, the number of spells a Skald knows is not affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.) Upon reaching 5th level, and at every third Skald level after that (8th, 11th, and so on), a Skald can choose to learn a new spell in place of one he already knows. In effect, the Skald “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the Skald can cast. A Skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, a Skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
  • Rage (Ex): A Skald can fly into a rage a certain number of times per day. In a rage, a Skald temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Skald’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Skald may prematurely end his rage. At the end of the rage, the Skald loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 11th-level Skald, at which point this limitation no longer applies; see below). A Skald can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Skald can do it only during his action, not in response to someone else’s action.
  • Bardic Knowledge: A Skald may make a special Skaldic knowledge check with a bonus equal to his Skald level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Skald has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful Skaldic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Skald may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    • DC   Type of Knowledge
    • 10   Common, known by at least a substantial minority drinking; common legends of the local population.
    • 20   Uncommon but available, known by only a few people legends.
    • 25   Obscure, known by few, hard to come by.
    • 30   Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
  • Bardic Music: Once per day per Skald level, a Skald can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Skaldic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Skald level and a minimum number of ranks in the Perform skill to qualify; if a Skald does not have the required number of ranks in at least one Perform skill, he does not gain the Skaldic music ability until he acquires the needed ranks. Starting a Skaldic music effect is a standard action. Some Skaldic music abilities require concentration, which means the Skald must take a standard action each round to maintain the ability. Even while using Skaldic music that doesn’t require concentration, a Skald cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Skald has a 20% chance to fail when attempting to use Skaldic music. If he fails, the attempt still counts against his daily limit.
    • Countersong (Su): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Skald (including the Skald himself) that is affected by a sonic or language-dependent magical attack may use the Skald’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Skald’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Skald may keep up the countersong for 10 rounds.
    • Fascinate (Sp): A Skald with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Skald, and able to pay attention to him. The Skald must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Skald attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Skald makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Skald cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Skald continues to play and concentrate (up to a maximum of 1 round per Skald level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Skald to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Courage (Su): A Skald with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Skald sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Skald levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    • Inspire Competence (Su): A Skald of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Skald. The Skald must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Skald’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Skald concentrates, up to a maximum of 2 minutes. A Skald can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    • Suggestion (Sp): A Skald of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Skald’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Skald’s daily limit on Skaldic music performances. A Will saving throw (DC 10 + 1/2 Skald’s level + Skald’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
    • Inspire Greatness (Su): A Skald of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Skald attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Skald must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Skald sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
    • Song of Freedom (Sp): A Skald of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Skald level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Skald can’t use song of freedom on himself.
    • Inspire Heroics (Su): A Skald of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Skald levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Skald must sing and an ally must hear the Skald sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Skald sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
    • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Skald of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
  • Fast Movement (Ex): A Skald’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Skald’s speed because of any load carried or armor worn.
  • Uncanny Dodge (Ex): At 3rd level, a Skald retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Greater Rage (Ex): At 11th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 11th level and higher, a Skald no longer becomes fatigued at the end of his rage.
  • Mighty Rage (Ex): At 15th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
  • Supreme Rage (Ex): At 20th level, a Skald’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #10 on: March 14, 2014, 02:17:27 PM »
Unraveller

"I am the antithesis."
–Searon the Weaver, Human Unraveller

Unravellers are born into their talent, not taught by skill or by desire. They are the innate guardians of unreality, the walking purveyors of that twisted and undoing force. Permanently surrounded by fields that cause rifts in the fabric of reality, building for every round they remain in the area, Unravellers are often forced into adventuring, unable or unwilling to live in populated societies. Some embrace the ability that they have been born with, becoming champions of Chaos, friends of the unintelligible Slaadi. Others feel they have been cursed, damned for some act they have committed. Whatever the feeling of the individual Unraveller, it is certain that they are a living counterpart to the fabric that holds the world together.

Making an Unraveller
Unravellers are in some ways passive characters, their fields always active and targeting those around them. However, it has the ability to create targeted, lesser fields that it can use to damage smaller areas. They practice controlling their fields endlessly, some attempting to gain a measure of a normal life, others looking for a way to force a stronger grip of unreality. It is a controlled, focused life for some, while others are wild, dancing things, satyrs of the night. Unravellers also learn how to shift constantly, keeping their enemies within the fields that are so dangerous to those who remain within them over time.

Abilities: No ability is central to the Unraveller's abilities, although Constitution allows him to remain alive while duelling with the enemies that he has for far longer. It also boosts his concentration, helpful for keeping his targeted fields alive.

Races: Unravellers are very rare, even among the races that are most predisposed to chaos or similar creations. There are no races that they are more predisposed to appear among, except for a few like Slaadi.

Alignment: Unravellers are not restricted by alignment, although they are predisposed towards the chaos end of the spectrum. They have no bias on the good–evil axis.

Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Unraveller
Hit Die: d8



Level  BAB        Ref  Fort  Will  Abilities          
––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0         +0   +0    +2    Unravelling, Limited Field        
2      +1         +0   +0    +3    Warped Field, Atrophy                    
3      +2         +1   +1    +3    Reverse Polarity  
4      +3         +1   +1    +4      
5      +3         +1   +1    +4    Collapsar  
6      +4         +2   +2    +5    Diminution  
7      +5         +2   +2    +5        
8      +6/+1      +2   +2    +6    Dislocation
9      +6/+1      +3   +3    +6    Dissipation
10     +7/+2      +3   +3    +7    Greater Unravelling
11     +8/+3      +3   +3    +7    Breakdown
12     +9/+4      +4   +4    +8    
13     +9/+4      +4   +4    +8    Degradation
14     +10/+5     +4   +4    +9    Regression
15     +11/+6/+1  +5   +5    +9    Reality Reordered
16     +12/+7/+2  +5   +5    +10  
17     +12/+7/+2  +5   +5    +10   Order Unbound
18     +13/+8/+3  +6   +6    +11  
19     +14/+9/+4  +6   +6    +11   Rifts
20     +15/+10/+5 +6   +6    +12   Supreme Unravelling

Class Skills (4 + Int modifier per level, x4 at first level):
Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Class Features
Fields slowly tear apart your enemies, building to a crescendo of power in only a few short rounds. All those who stay within your fields will perish as they decay and disappear, their reality crumbling into a ruined body.
  • Weapon and Armour Proficiency: Unravellers are proficient with all simple weapons and light armour.
  • Limited Field: The maximum penalty that can be assigned by any class ability is limited to his class level. (Thus Collapsar at level 5 can do a maximum of 5d6 at level 5)
  • Fields of Unravelling (Su): The Unraveller projects several fields that warp and damage the natural reality of all creatures and things in the area. He is immune the effects of these fields, but his allies are not. All of these fields are an emanation from the Unraveller that is 5' per class level in radius. The Unraveller can switch the effect of the field as a standard action. He can suppress a field as a swift action.
    • Unravelling: The Unraveller is a walking hole in the reality in the universe, and especially in the fabric of magic. His very presence upsets and alters the nature of any magic that exists over a period of time, be it truenaming, Magic, arcane or divine in nature. Whenever a creature affected by a spell is within the area, the Unraveller affects the spell in one of two ways, depending on whether it has a numeric effect such as Bull's Strength.
      • 1st Round: Spells are unaffected.
      • 2nd Round: Spells operate at 75% efficiency (rounded up).
      • 3rd Round: Spells operate at 50% efficiency (rounded up).
      • 4th Round: Spells operate at 25% efficiency (rounded up).
      • 5th Round: Spells are suppressed.
      If the spell does not have a numeric effect (failure means the spell is suppressed):
      • 1st Round: Spells are unaffected.
      • 2nd Round: Spells have a 75% chance to keep operating.
      • 3rd Round: Spells have a 50% chance to keep operating.
      • 4th Round: Spells have a 25% chance to keep operating.
      • 5th Round: Spells are suppressed.
      Once a spell is suppressed, it has no effect. Rounds while suppressed still count towards the duration of the spell. Once the creature (or Unraveller) is far enough away that the spells are outside of the Unravelling, they are fully restored. At level one, Unravelling only affects spells of first level. The following chart provides the level progression:
      • Unraveller 1: Spell Level 1
      • Unraveller 4: Spell Level 2
      • Unraveller 6: Spell Level 3
      • Unraveller 8: Spell Level 4
      • Unraveller 10: Spell Level 5
      • Unraveller 12: Spell Level 6
      • Unraveller 14: Spell Level 7
      • Unraveller 16: Spell Level 8
      • Unraveller 18: Spell Level 9
    • Collapsar: The Unraveller changes and alters his field of unravelling, shifting it from unravelling the fabric of magic to peeling back the layers of the material world. Each round that a creature is in the field, it takes 1d6 points of damage per round within it. Thus, on the first round it takes 1d6, while on the fourth it takes 4d6. A Fortitude save vs 10 + 1/2 class levels + Charisma modifier cuts the damage taken in half.
    • Dissipation: The field of unravelling begins siphoning off little sections of all those who remain within it, causing their abilities to degrade. Each round that a creature is in the field, it takes 1 point of damage per round within it to a random ability score. Thus, on the first round it takes 1 point of damage, while on the fourth it is 4. To determine which statistic is damaged, line them up alphabetically and roll 1d6 (or any other appropriate method).
    • Degradation: Time and space themselves warp around the Unraveller, twisting and slowing. Each round that a creature is in the field, it loses 5' of speed and 1 attack per round. Thus, a creature that started with three attacks and 30' movement on the second round has 1 attack and 20' of movement. This cannot reduce a creature beneath 1 attack and 5' of movement.
    • Order Unbound: Probability crumbles under the assault of the Unraveller, falling completely by the wayside. Each round that a creature is in the field, its d20 rolls are altered by an additional d6. To determine whether the Xd6 is added or subtracted, flip a coin or roll a die with odds as subtraction and evens as addition. Thus, on the first round an extra 1d6 is added or subtracted to all dice rolls for that creature, while on the fourth it would be 4d6.
  • Warped Field (Su): The Unraveller twists his field, opening holes within it. These holes are spots of unreality hit again with unreality, negating itself and creating a "real" hole in an otherwise unreal field. Creatures within these holes are unaffected by the field's damaging effects. The Unraveller may have the holes anywhere within his field, but it takes his swift action to reallocate their location.
    • 1st Level: The Unraveller can create a 5' hole in his field.
    • 5th Level: The Unraveller can create two 5' holes in his field. These can be placed next to one another if desired.
    • 10th Level: The Unraveller can create three 5' holes in his field. These can be placed next to one another if desired.
    • 15th Level: The Unraveller can create four 5' holes in his field. These can be placed next to one another if desired.
    • 20th Level: The Unraveller can create five 5' holes in his field. These can be placed next to one another if desired.
  • Atrophy (Su): Creatures within the area of effect see their muscles fail them, limbs become withered and old. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures take a –1 penalty to their attack bonus each round that they are in the field. Once they leave the field, their attack bonus is restored.
  • Reverse Polarity (Su): With a ranged touch attack, the Unraveller can reverse the enhancement bonuses of a magic item, making any basic numerical bonus a penalty. If the effect is non–numerical, or cannot be easily reversed (Shocking Burst, for example), it simply has a 5% chance per Unraveller level to fail. The Unraveller can only affect items with a caster level equal to or less than his class level. This lasts for one round per class level.
  • Diminution (Su): The Unraveller attacks the weave of magic in a localized area, causing it to become unstable. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Spells have a 10% chance to fail when cast.
    • 2nd Round: Spells have a 20% chance to fail when cast.
    • 3rd Round: Spells have a 30% chance to fail when cast.
    • 4th Round: Spells have a 40% chance to fail when cast.
    • 5th Round: Spells have a 50% chance to fail when cast.
  • Dislocation (Su): Creatures begin to randomly teleport, their location no longer fixed on the battlefield. They teleport 5' per two levels of the Unraveller in a random direction. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Creatures are unaffected.
    • 2nd Round: Creatures have a 25% chance to teleport.
    • 3rd Round: Creatures have a 50% chance to teleport.
    • 4th Round: Creatures have a 75% chance to teleport.
    • 5th Round: Creatures always teleport.
  • Greater Unravelling (Ex): The Unraveller has learned how to attune his Field of Unravelling to multiple sections of reality, allowing him to have two different Fields of Unravelling active at the same time. (For example, creatures are affected by both Collapsar and Unravelling).
  • Breakdown (Su): The Unraveller creates a field that targets the mental processes of all those involved, warping and altering them. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures are affected as follows:
    • 1st Round: Creatures are unaffected.
    • 2nd Round: Creatures have a 25% chance to become confused.
    • 3rd Round: Creatures have a 50% chance to become confused.
    • 4th Round: Creatures have a 75% chance to become confused.
    • 5th Round: Creatures are confused.
  • Regression (Su): The Unraveller causes all creatures in an area to regress, returning to an earlier form of themselves. The Unraveller can centre the field anywhere within close range, and it affects an area of 5' per two class levels. The Unraveller must maintain concentration as a standard action on the field for it to remain. Creatures take one negative level each round until they have negative levels equal to half their hit dice. Once they leave the field, their levels are restored at the rate of one per round.
  • Reality Reordered (Su): The Unraveller pulls apart the strands of magical energy, sending spells flying off in all directions. With a ranged touch attack, the Unraveller causes all spells on a single creature to be randomly reassigned amongst all others within an area of 5' per two class levels. The original creature is a valid target for the spells to land on. If the spell would land on an invalid target, it returns to the original creature. The spells's durations continue on as normal.
  • Rifts (Su): Wrenching at the fabric that orders the universe, the Unraveller pulls open gates that span the planes. This creates 1d4 gates, linked to a random plane. The gate itself is a circular hoop or disk from 10 feet in diameter, oriented vertically and facing a random direction. It is a two–dimensional window looking into the plane. Anyone or anything that moves through a gate is shunted instantly to the other side. All creatures who move within 10 feet of a gate must make a Reflex saving throw vs 15 + Unraveller's Charisma Modifier or be sucked into the gate. For every round that the gates are held open, there is a cumulative 10% chance that a creature comes through. The type of creature is left entirely to the DM's discretion. The Unraveller must maintain concentration as a standard action on the gates for them to remain
  • Supreme Unravelling (Ex): As the Unraveller moves, the core of space and time unlock themselves from one another, collapsing into impossibilities as he moves through. This allows him to have three different Fields of Unravelling active at the same time. (For example, creatures are affected by Degradation, Collapsar and Unravelling).

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #11 on: March 14, 2014, 02:19:07 PM »
As should surprise absolutely no one at this point in time, I like the undead. I like playing them, writing classes based around them, and so on and so forth. Here's the next in the list.

It's not complete yet, but take a look at one of my newer creations.

Master of the Forgotten Bloom

"A three-fold path, down in a final spiral to the singular ending."
– Malthus the Prescient, Human Master of the Forgotten Bloom

Text

Making an Master of the Forgotten Bloom
Text

Abilities: Text

Races: Text

Alignment: Text

Starting Gold: 4d4 x 10.

Starting Age: Complex (As Wizard).


Table 1: The Siphoner
Hit Die: d10

Code: [Select]
Level  BAB        Ref  Fort  Will  Abilities          
----------------------------------------------------
1      +0         +0   +0    +2    Path of the Bloom (Gift of the Petal)
2      +1         +0   +0    +3    Path of the Bloom (Dance Upon a Thorn)
3      +1         +1   +1    +3    
4      +2         +1   +1    +4    Path of the Bloom (Strength of the Stem)
5      +2         +1   +1    +4    
6      +3         +2   +2    +5    Path of the Bloom (Beauty's Bite)
7      +3         +2   +2    +5    
8      +4         +2   +2    +6    Path of the Bloom
9      +4         +3   +3    +6    
10     +5         +3   +3    +7    Path of the Bloom
11     +5         +3   +3    +7    
12     +6/+1      +4   +4    +8    Path of the Bloom
13     +6/+1      +4   +4    +8    
14     +7/+2      +4   +4    +9    Path of the Bloom
15     +7/+2      +5   +5    +9    
16     +8/+3      +5   +5    +10   Path of the Bloom
17     +8/+3      +5   +5    +10  
18     +9/+4      +6   +6    +11   Path of the Bloom
19     +9/+4      +6   +6    +11  
20     +10/+5     +6   +6    +12   Path of the Bloom
Class Skills (4 + Int modifier per level, x4 at first level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Spellcraft.

Class Features
Text

  • Weapon and Armour Proficiency: Masters of the Forgotten Bloom are proficient with all simple weapons.
  • Spells: The master of the forgotten bloom gains the ability to cast a limited number of spells from the master of the forgotten bloom spell list, indicated below. At each new master of the forgotten bloom level, he gains one or more new spells, as indicated on table #2. To learn or cast a spell, a master of the forgotten bloom must have an intelligence score equal to at least ten + the spell level. The difficulty class for a saving throw against a master of the forgotten bloom’s spell is ten + the spell level + the master of the forgotten bloom's intelligence modifier. These spells are cast as spontaneous arcane spells, as per the sorcerer, and he is subject to arcane spell failure. He does gain extra spells per day from high intelligence.
  • Spell List: All spells are used at their wizard/sorcerer levels, and, if none, their cleric. Animate dead,blight, cause fear, chill touch, command undead, control undead, create undead, create undead, greater, death ward, doom, enervation, false life, fear, gentle repose, ghoul touch, halt undead, harm, inflict critical wounds, inflict critical wounds mass, inflict light wounds, inflict light wounds mass, inflict moderate wounds, inflict moderate wounds mass, inflict serious wounds, inflict serious wounds mass, scare, speak with dead, undeath to death, vampiric touch.
  • Path of the Bloom: Text.
    • Undeath: Text.
      • Gift of a Petal: Create 1 skeleton or zombie of HD less than 2x your level
      • Dance upon a Thorn: All undead creatures you create deal 1d4 damage to any creature that strikes them with a natural, unarmed, or non-reach weapon.
      • Strength of the Stem: All undead creatures you create gain a +4 bonus to strength (or a +4 bonus to dexterity if incorporeal), and gain 2 more hit points per hit dice.
      • Beauty's Bite: You may create 1 allip, spectre, wraith, or dread wraith with hit dice equal or less than your level.
    • Vampirism: Text.
      • Gift of a Petal: Gain a 10ft RTA that deals 1d6/3 levels (min 1d6), temp hp half
      • Dance upon a Thorn: Gain a +1 bonus to any single dice roll per 4 temp hp expended.
      • Strength of the Stem: Gain two 1d6 claw attacks, and a 1d8 bite attack. All damage dealt by these attacks is gained as temp hit points.
      • Beauty's Bite: Gain the ability to cast gaseous form at will.
    • Degeneration: Text.
      • Gift of a Petal: Gain a 10ft/level SLA that deals 1 + 1 ability penalty for every 3 levels.
      • Dance upon a Thorn: Gain a 10ft/level SLA that halves target's physical damage.
      • Strength of the Stem: MTA that deals 2d4 strength damage to the touched creature. Gain an equal bonus to strength. Does not stack.
      • Beauty's Bite: Aura of Dex penalty -4, speed reduced by half. 5' per class level.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #12 on: March 17, 2014, 03:44:43 PM »
Wilding Knife

"I can do all things."
- Excasard the Brilliant, Human Wilding Knife


Text

Making a Wilding Knife
Text

Abilities: Charisma is the ability that the Wilding Knife uses to manifest powers. More at home in combat than manifesting, the Wilding Knife does well to have strong physical statistics.

Races: Wilding Knife appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Wilding Knife can be of any alignment, and there is no bias in any one direction.

Table 1: The Wilding Knife
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     Power Points/Day  Powers Known  Maximum Power Level
--------------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Wild Surge, Psychic Enervation, Soul Knife    0                 1             1
2      +2    +3    +1    +3    Weapon Focus (mind blade), Throw mind blade   1                 2             1
3      +3    +3    +1    +3    Psychic strike +1d8, Wild Surge +2            3                 2             1
4      +4    +4    +2    +4    +1 mind blade                                 5                 3             2
5      +5    +4    +2    +4    Free draw, shape mind blade                   7                 3             2
6      +6    +5    +3    +5    Mind blade enhancement +1, Speed of Thought   11                4             2
7      +7    +5    +3    +5    Psychic strike +2d8, Wild Surge +3            15                4             3
8      +8    +6    +2    +6    +2 mind blade                                 19                5             3
9      +9    +6    +3    +6    Bladewind, Greater Weapon Focus (mind blade)  23                5             3
10     +10   +7    +3    +7    Mind blade enhancement +2                     27                6             4
11     +11   +7    +3    +7    Psychic strike +3d8, Wild Surge +4            35                6             4
12     +12   +8    +4    +8    +3 mind blade                                 43                7             4
13     +13   +8    +4    +8    Knife to the soul                             51                7             5
14     +14   +9    +4    +9    Mind blade enhancement +3                     59                8             5
15     +15   +9    +5    +9    Psychic strike +4d8, Wild Surge +5            67                8             5
16     +16   +10   +5    +10   +4 mind blade                                 79                9             6
17     +17   +10   +5    +10   Multiple throw                                91                9             6
18     +18   +11   +6    +11   Mind blade enhancement +4                     103               10            6
19     +19   +11   +6    +11   Psychic strike +5d8, Wild Surge +6            115               10            6
20     +20   +12   +6    +12   +5 mind blade                                 127               11            6


Game Rule Information
Wilding Knives have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Wilding Knives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Power Points/Day
A Wilding Knife’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilding Knife. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A Wilding Knife begins play knowing one psychic warrior power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Wilding Knife to learn powers from the lists of other classes.) A Wilding Knife can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Wilding Knife can manifest in a day is limited only by her daily power points.

A Wilding Knife simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Wilding Knife powers is 10 + the power’s level + the Wilding Knife’s Charisma modifier.

Maximum Power Level Known
A Wilding Knife begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a Wilding Knife must have a Charisma score of at least 10 + the power’s level.

Wild Surge (Su)
A Wilding Knife can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a Wilding Knife gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A Wilding Knife can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power a Wilding Knife manifests with her wild surge.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a Wilding Knife can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Wilding Knife’s power point reserve.

Psychic Enervation (Ex)
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Wilding Knife may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.

A Wilding Knife who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Wilding Knife level.

Mind Blade (Su)
As a move action, a Wilding Knife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Wilding Knife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Wilding Knives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Wilding Knife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Wilding Knife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Wilding Knife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Wilding Knife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Wilding Knife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Wilding Knife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Weapon Focus (Mind Blade)
A Wilding Knife gains Weapon Focus (mind blade) as a bonus feat.

Throw Mind Blade (Ex)
A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.

Whether or not the attack hits, a thrown mind blade then dissipates. A Wilding Knife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).

Psychic Strike (Su)
As a move action, a Wilding Knife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A mind blade deals this extra damage only once when this ability is called upon, but a Wilding Knife can imbue his mind blade with psychic energy again by taking another move action.

Once a Wilding Knife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Wilding Knife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Wilding Knife next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Wilding Knife’s psychic strike increases as shown on the Table above.

Free Draw (Su)
At 5th level, a Wilding Knife becomes able to materialize his mind blade as a free action instead of a move action. He can make one attempt to materialize the mind blade per each attack granted by BAB.

Shape Mind Blade (Su)
At 5th level, a Wilding Knife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Wilding Knife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a Wilding Knife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Wilding Knife would otherwise create with a single mind blade.

Mind Blade Enhancement (Su)
At 6th level, a Wilding Knife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Wilding Knife can add to his weapon improves to +2, +3, and +4, respectively. A Wilding Knife can choose any combination of weapon special abilities that does not exceed the total allowed by the Wilding Knife’s level.

The weapon ability or abilities remain the same every time the Wilding Knife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A Wilding Knife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Wilding Knife.
Code: [Select]
Weapon Special Ability  Enhancement Bonus Value
Defending               +1
Keen                    +1
Lucky1                  +1
Mighty cleaving         +1
Psychokinetic           +1
Sundering               +1
Vicious                 +1
Collision               +2
Mindcrusher             +2
Psychokinetic burst     +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Mindfeeder              +3
Soulbreaker             +3

Speed of Thought
A Wilding Knife gains Speed of Thought as a bonus feat at 6th level.

Bladewind (Su)
At 9th level, a Wilding Knife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind blade, a Wilding Knife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the Wilding Knife’s regular mind blade.

When using bladewind, a Wilding Knife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).

The mind blade immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Mind Blade)
A Wilding Knife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Knife to the Soul (Su)
Beginning at 13th level, when a Wilding Knife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A Wilding Knife can combine extra dice of damage and ability damage in any combination.

The Wilding Knife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.

Multiple Throw (Ex)
At 17th level and higher, a Wilding Knife can throw a number of mind blades per round equal to the number of melee attacks he could make.
« Last Edit: March 17, 2014, 04:59:13 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #13 on: March 17, 2014, 04:56:45 PM »
Wildspeaker

"Remember me well, when the war comes, for I will sing of the glory and the pain."
- Thurgard Thunderblade, Human Wildspeaker


Text

Making a Wildspeaker
Text

Abilities: The Wildspeaker does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Wildspeaker uses to give him extra spells.

Races: Wildspeakers appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Wildspeaker can be of any alignment, and there is no bias in any one direction.

Table 1: The Wildspeaker
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     1st  2nd  3rd  4th
-----------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Bardic Music, Bardic Knowledge, Track         —    —    —    — 
2      +2    +1    +3    +3    Wild Empathy, Trackless Step                  —    —    —    — 
3      +3    +1    +3    +3    Endurance                                     —    —    —    — 
4      +4    +2    +4    +4    Animal Companion                              0    —    —    — 
5      +5    +2    +4    +4    Resist Nature's Lure                          0    —    —    — 
6      +6    +3    +5    +5                                                  1    —    —    — 
7      +7    +3    +5    +5    Woodland Stride                               1    —    —    — 
8      +8    +2    +6    +6    Swift Tracker                                 1    0    —    — 
9      +9    +3    +6    +6    Evasion                                       1    0    —    — 
10     +10   +3    +7    +7    Venom Immunity                                1    3    —    — 
11     +11   +3    +7    +7    Wild shape 1/day                              1    3    0    — 
12     +12   +4    +8    +8    Wild shape 2/day                              1    3    1    — 
13     +13   +4    +8    +8    Wild shape 3/day, Camouflage                  1    3    1    — 
14     +14   +4    +9    +9    Wild shape (Large)                            2    3    1    0 
15     +15   +5    +9    +9    Timeless Body                                 2    3    1    1 
16     +16   +5    +10   +10   Wild shape 4/day, Wild Shape (Tiny)           2    2    1    1 
17     +17   +5    +10   +10   Hide in Plain Sight                           2    2    2    1 
18     +18   +6    +11   +11   Wild shape (Huge)                             3    2    2    1 
19     +19   +6    +11   +11   Wild shape 5/day                              3    3    3    2 
20     +20   +6    +12   +12   Wild shape (Plant)                            3    3    3    3 

Game Rule Information
Wildspeaker have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Wildspeaker are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: Beginning at 4th level, a Wildspeaker gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Wildspeaker must choose and prepare his spells in advance. To prepare or cast a spell, a Wildspeaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wildspeaker’s spell is 10 + the spell level + the Wildspeaker’s Wisdom modifier. Like other spellcasters, a Wildspeaker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Wildspeaker. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Wildspeaker indicates that the Wildspeaker gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Wildspeaker does not have access to any domain spells or granted powers, as a cleric does. A Wildspeaker prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Wildspeaker may prepare and cast any spell on the Wildspeaker spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Wildspeaker has no caster level. At 4th level and higher, his caster level is his Wildspeaker level.
  • Bardic Knowledge: A Wildspeaker may make a special bardic knowledge check with a bonus equal to his Wildspeaker level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Wildspeaker has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Wildspeaker may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    • DC   Type of Knowledge
    • 10   Common, known by at least a substantial minority drinking; common legends of the local population.
    • 20   Uncommon but available, known by only a few people legends.
    • 25   Obscure, known by few, hard to come by.
    • 30   Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
  • Bardic Music: Once per day per Wildspeaker level, a Wildspeaker can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Wildspeakeric music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Wildspeaker level and a minimum number of ranks in the Perform skill to qualify; if a Wildspeaker does not have the required number of ranks in at least one Perform skill, he does not gain the Wildspeakeric music ability until he acquires the needed ranks. Starting a Wildspeakeric music effect is a standard action. Some Wildspeakeric music abilities require concentration, which means the Wildspeaker must take a standard action each round to maintain the ability. Even while using Wildspeakeric music that doesn’t require concentration, a Wildspeaker cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Wildspeaker has a 20% chance to fail when attempting to use Wildspeakeric music. If he fails, the attempt still counts against his daily limit.
    • Countersong (Su): A Wildspeaker with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Wildspeaker (including the Wildspeaker himself) that is affected by a sonic or language-dependent magical attack may use the Wildspeaker’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Wildspeaker’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Wildspeaker may keep up the countersong for 10 rounds.
    • Fascinate (Sp): A Wildspeaker with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Wildspeaker, and able to pay attention to him. The Wildspeaker must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Wildspeaker attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Wildspeaker makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Wildspeaker cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Wildspeaker continues to play and concentrate (up to a maximum of 1 round per Wildspeaker level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Wildspeaker to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Courage (Su): A Wildspeaker with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Wildspeaker sing. The effect lasts for as long as the ally hears the Wildspeaker sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Wildspeaker levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
    • Inspire Competence (Su): A Wildspeaker of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Wildspeaker. The Wildspeaker must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Wildspeaker’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Wildspeaker concentrates, up to a maximum of 2 minutes. A Wildspeaker can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    • Suggestion (Sp): A Wildspeaker of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Wildspeaker’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Wildspeaker’s daily limit on Wildspeakeric music performances. A Will saving throw (DC 10 + 1/2 Wildspeaker’s level + Wildspeaker’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
    • Inspire Greatness (Su): A Wildspeaker of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Wildspeaker attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Wildspeaker must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Wildspeaker sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
    • Song of Freedom (Sp): A Wildspeaker of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Wildspeaker level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Wildspeaker can’t use song of freedom on himself.
    • Inspire Heroics (Su): A Wildspeaker of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Wildspeaker levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Wildspeaker must sing and an ally must hear the Wildspeaker sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Wildspeaker sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
    • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Wildspeaker of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
  • Track: A Wildspeaker gains Track as a bonus feat.
  • Wild Empathy (Ex): A Wildspeaker can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Wildspeaker rolls 1d20 and adds his Wildspeaker level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Wildspeaker and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Wildspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
  • Endurance: A Wildspeaker gains Endurance as a bonus feat.
  • Trackless Step (Ex): A Wildspeaker leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Animal Companion (Ex):At 4th level, a Wildspeaker gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Wildspeaker’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Wildspeaker on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Wildspeaker's effective druid level equal to his class level.
  • Resist Nature's Lure (Ex): A Wildspeaker gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Woodland Stride (Ex): Starting at 7th level, a Wildspeaker may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
  • Swift Tracker (Ex): Beginning at 8th level, a Wildspeaker can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Evasion (Ex): At 9th level, a Wildspeaker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Wildspeaker is wearing light armor or no armor. A helpless Wildspeaker does not gain the benefit of evasion.
  • Venom Immunity (Ex): A Wildspeaker gains immunity to all poisons.
  • Wild Shape (Su): At 11th level, a Wildspeaker gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Wildspeaker level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Wildspeaker melds into the new form and becomes nonfunctional. When the Wildspeaker reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Wildspeaker's feet. The form chosen must be that of an animal the Wildspeaker is familiar with. A Wildspeaker loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Wildspeaker can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Wildspeaker. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Wildspeaker level. At 20th level, a Wildspeaker becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Wildspeaker can’t use this ability to take the form of a plant that isn’t a creature.)
  • Camouflage (Ex): A Wildspeaker of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
  • Timeless Body (Ex):After attaining 15th level, a Wildspeaker no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Wildspeaker still dies of old age when her time is up.
  • Hide in Plain Sight (Ex): While in any sort of natural terrain, a Wildspeaker of 17th level or higher can use the Hide skill even while being observed.
« Last Edit: October 05, 2015, 09:33:43 AM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #14 on: March 17, 2014, 07:38:54 PM »
Arcane Swashbuckler

"I just love to fly in the face of tradition!"
- Excasard the Brilliant, Human Arcane Swashbuckler


Text

Making An Arcane Swashbuckler
Text

Abilities: Charisma is the ability that the Arcane Swashbuckler uses to give him extra spells. Equally at home in combat as in spellcasting, the Arcane Swashbuckler does well to have strong physical statistics.

Races: Arcane Swashbuckler appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Arcane Swashbuckler can be of any alignment, and there is no bias in any one direction.

Table 1: The Arcane Swashbuckler
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                           0   1st   2nd  3rd  4th 
------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak Attack +1d6, Trapfinding      —    —    —    —    —   
2      +2    +3    +1    +3    Combat Style                        —    —    —    —    —   
3      +3    +3    +1    +3    Evasion, Trap Sense                 2    —    —    —    —   
4      +4    +4    +2    +4    Sneak Attack +2d6                   3    0    —    —    —   
5      +5    +4    +2    +4                                        3    1    —    —    —   
6      +6    +5    +3    +5    Improved Combat Style               3    2    0    —    —   
7      +7    +5    +3    +5    Sneak Attack +3d6                   3    3    1    —    —   
8      +8    +6    +2    +6    Improved Uncanny Dodge              3    3    2    —    —   
9      +9    +6    +3    +6    Special Ability                     3    3    2    0    —   
10     +10   +7    +3    +7    Sneak Attack +4d6                   3    3    3    1    —   
11     +11   +7    +3    +7    Combat Style Mastery                3    3    3    2    —   
12     +12   +8    +4    +8    Special Ability                     3    3    3    2    0   
13     +13   +8    +4    +8    Sneak Attack +5d6                   3    3    3    3    1   
14     +14   +9    +4    +9                                        3    3    3    3    2   
15     +15   +9    +5    +9    Special Ability                     3    3    3    3    2   
16     +16   +10   +5    +10   Sneak Attack +6d6                   4    3    3    3    3   
17     +17   +10   +5    +10   Improved Legerdemain                4    4    3    3    3   
18     +18   +11   +6    +11   Special Ability                     4    4    4    3    3   
19     +19   +11   +6    +11   Sneak Attack +7d6                   4    4    4    4    3   
20     +20   +12   +6    +12   Adjust Probability                  4    4    4    4    4   
                        
Table 2: Spells Known               
Code: [Select]
Level  0   1st   2nd  3rd  4th
------------------------------
1      4    —    —    —    —   
2      5    2    —    —    —   
3      4    —    —    —    —   
4      5    2    —    —    —   
5      6    3    —    —    —   
6      6    3    2    —    —   
7      6    4    3    —    —   
8      6    4    3    —    —   
9      6    4    4    2    —   
10     6    5    4    3    —   
11     6    5    4    3    —   
12     6    5    5    4    2   
13     6    6    5    4    3   
14     6    6    5    4    3   
15     6    6    6    5    4   
16     6    6    6    5    4   
17     6    6    6    5    4   
18     6    6    6    6    5   
19     6    6    6    6    5   
20     6    6    6    6    5   


Game Rule Information
Arcane Swashbucklers have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Arcane Swashbuckler are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with An Arcane Swashbuckler’s movements, which can cause her spells with somatic components to fail.
  • Sneak Attack: At level 1, the Arcane Swashbuckler gains 1d6 sneak attack. This increases by +1d6 at levels 4, 8, 12, 16, and 20.
  • Spells: An Arcane Swashbuckler casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Arcane Swashbuckler must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against An Arcane Swashbuckler’s spell is 10 + the spell level + the Arcane Swashbuckler’s Charisma modifier. Like other spellcasters, An Arcane Swashbuckler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Arcane Swashbuckler. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Arcane Swashbuckler Spells Known indicates that the Arcane Swashbuckler gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Upon reaching 5th level, and at every third Arcane Swashbuckler level after that (8th, 11th, and so on), An Arcane Swashbuckler can choose to learn a new spell in place of one he already knows. In effect, the Arcane Swashbuckler “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Arcane Swashbuckler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, An Arcane Swashbuckler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. He does not suffer from arcane spell failure when wearing light armour.
  • Trapfinding: Arcane Swashbuckler can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Arcane Swashbuckler can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An Arcane Swashbuckler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Combat Style (Ex): At 2nd level, An Arcane Swashbuckler must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Arcane Swashbuckler selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Evasion (Ex): An Arcane Swashbuckler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Arcane Swashbuckler is wearing light armor or no armor. A helpless Arcane Swashbuckler does not gain the benefit of evasion.
  • Trap Sense (Ex): An Arcane Swashbuckler gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Arcane Swashbuckler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
  • Uncanny Dodge (Ex):An Arcane Swashbuckler can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If An Arcane Swashbuckler already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
  • Improved Combat Style (Ex): At 6th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Improved Uncanny Dodge (Ex): An Arcane Swashbuckler of 8th level or higher can no longer be flanked. This defense denies another Arcane Swashbuckler the ability to sneak attack the character by flanking her, unless the attacker has at least four more Arcane Swashbuckler levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Arcane Swashbuckler level required to flank the character.
  • Combat Style Mastery (Ex): At 11th level, An Arcane Swashbuckler’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Arcane Swashbuckler selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Arcane Swashbuckler’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
  • Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), An Arcane Swashbuckler gains a special ability of her choice from among the following options.
    • Crippling Strike (Ex): An Arcane Swashbuckler with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    • Defensive Roll (Ex): The Arcane Swashbuckler can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Arcane Swashbuckler can attempt to roll with the damage. To use this ability, the Arcane Swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Arcane Swashbuckler’s evasion ability does not apply to the defensive roll.
    • Improved Evasion (Ex): This ability works like evasion, except that while the Arcane Swashbuckler still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Arcane Swashbuckler does not gain the benefit of improved evasion.
    • Opportunist (Ex): Once per round, the Arcane Swashbuckler can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Arcane Swashbuckler’s attack of opportunity for that round. Even An Arcane Swashbuckler with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
    • Skill Mastery: The Arcane Swashbuckler becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. An Arcane Swashbuckler may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    • Slippery Mind (Ex): This ability represents the Arcane Swashbuckler’s ability to wriggle free from magical effects that would otherwise control or compel her. If An Arcane Swashbuckler with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Improved Legerdemain (Su): An Arcane Swashbuckler can perform the following class skills at a range of 30 feet: Disable Device, Open Lock, Sleight Of Hand, and Search. If desired, the Arcane Swashbuckler can take 10 on the check. Any object manipulated during the skill check must weigh 100 pounds or less. Alternatively, the Arcane Swashbuckler can use improved legerdemain to make one melee sneak attack against any creature within 30 feet. The Arcane Swashbuckler executes the sneak attack (or death attack, if applicable) as if attacking from a flanking position. If the attack is successful, the victim is dealt the appropriate sneak attack damage despite the fact that the Arcane Swashbuckler and his or her weapon do not physically cross the intervening distance. An Arcane Swashbuckler can use improved legerdemain once per day.
  • Adjust Probability (Su): The Arcane Swashbuckler gains the ability to affect probability twice per day. The Arcane Swashbuckler can force a reroll of one attack roll, check, or saving throw that it just made. The Arcane Swashbuckler can find out whether the attack roll, check, or save would have succeeded before using this ability. She must take the second roll, whether it’s better or worse than the original roll. The use of this ability takes place outside the normal initiative order, but the Arcane Swashbuckler can’t use it if he or she is flat-footed or unable to see the situation resulting in the roll. The Arcane Swashbuckler must decide whether to reroll as soon as the result of the attack roll, check, or save is known.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #15 on: March 17, 2014, 08:19:28 PM »
Psychic Singer

"I can do all things."
- Excasard the Brilliant, Human Psychic Singer


Text

Making a Psychic Singer
Text

Abilities: Charisma is the ability that the Psychic Singer uses to manifest powers. More at home in combat than manifesting, the Psychic Singer does well to have strong physical statistics.

Races: Psychic Singer appear amongst all races, for their talents are widespread and to be a jack-of-all-trades is always useful.

Alignment: Psychic Singer can be of any alignment, and there is no bias in any one direction.

Table 1: The Psychic Singer
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     Power Points/Day  Powers Known  Maximum Power Level
--------------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Bardic Knowledge, Bardic Music, Soul Knife    0                 1             1
2      +2    +3    +1    +3    Bonus Feat                                    1                 2             1
3      +3    +3    +1    +3    Psychic strike +1d8                           3                 2             1
4      +4    +4    +2    +4    +1 mind blade                                 5                 3             2
5      +5    +4    +2    +4    Bonus Feat, shape mind blade                  7                 3             2
6      +6    +5    +3    +5    Mind blade enhancement +1                     11                4             2
7      +7    +5    +3    +5    Psychic strike +2d8                           15                4             3
8      +8    +6    +2    +6    +2 mind blade                                 19                5             3
9      +9    +6    +3    +6    Bonus Feat                                    23                5             3
10     +10   +7    +3    +7    Mind blade enhancement +2                     27                6             4
11     +11   +7    +3    +7    Psychic strike +3d8                           35                6             4
12     +12   +8    +4    +8    +3 mind blade                                 43                7             4
13     +13   +8    +4    +8    Bonus Feat                                    51                7             5
14     +14   +9    +4    +9    Mind blade enhancement +3                     59                8             5
15     +15   +9    +5    +9    Psychic strike +4d8                           67                8             5
16     +16   +10   +5    +10   +4 mind blade                                 79                9             6
17     +17   +10   +5    +10   Bonus Feat                                    91                9             6
18     +18   +11   +6    +11   Mind blade enhancement +4                     103               10            6
19     +19   +11   +6    +11   Psychic strike +5d8                           115               10            6
20     +20   +12   +6    +12   +5 mind blade                                 127               11            6


Game Rule Information
Psychic Singers have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Psychic Singers are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Power Points/Day
A Psychic Singer’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Psychic Singer. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A Psychic Singer begins play knowing one psychic warrior power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Psychic Singer to learn powers from the lists of other classes.) A Psychic Singer can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Psychic Singer can manifest in a day is limited only by her daily power points.

A Psychic Singer simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Psychic Singer powers is 10 + the power’s level + the Psychic Singer’s Charisma modifier.

Maximum Power Level Known
A Psychic Singer begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a Psychic Singer must have a Charisma score of at least 10 + the power’s level.

Bardic Knowledge
A Psychic Singer may make a special bardic knowledge check with a bonus equal to his Psychic Singer level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Psychic Singer has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Psychic Singer may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC   Type of Knowledge
10   Common, known by at least a substantial minority drinking; common legends of the local population.
20   Uncommon but available, known by only a few people legends.
25   Obscure, known by few, hard to come by.
30   Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music
Once per day per Psychic Singer level, a Psychic Singer can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of Psychic Singeric music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Psychic Singer level and a minimum number of ranks in the Perform skill to qualify; if a Psychic Singer does not have the required number of ranks in at least one Perform skill, he does not gain the Psychic Singeric music ability until he acquires the needed ranks. Starting a Psychic Singeric music effect is a standard action. Some Psychic Singeric music abilities require concentration, which means the Psychic Singer must take a standard action each round to maintain the ability. Even while using Psychic Singeric music that doesn’t require concentration, a Psychic Singer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Psychic Singer has a 20% chance to fail when attempting to use Psychic Singeric music. If he fails, the attempt still counts against his daily limit.

Countersong (Su):
A Psychic Singer with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Psychic Singer (including the Psychic Singer himself) that is affected by a sonic or language-dependent magical attack may use the Psychic Singer’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Psychic Singer’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Psychic Singer may keep up the countersong for 10 rounds.

Fascinate (Sp):
A Psychic Singer with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Psychic Singer, and able to pay attention to him. The Psychic Singer must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Psychic Singer attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Psychic Singer makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Psychic Singer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Psychic Singer continues to play and concentrate (up to a maximum of 1 round per Psychic Singer level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Psychic Singer to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su):
A Psychic Singer with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Psychic Singer sing. The effect lasts for as long as the ally hears the Psychic Singer sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Psychic Singer levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su):
A Psychic Singer of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Psychic Singer. The Psychic Singer must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Psychic Singer’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Psychic Singer concentrates, up to a maximum of 2 minutes. A Psychic Singer can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp):
A Psychic Singer of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Psychic Singer’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Psychic Singer’s daily limit on Psychic Singeric music performances. A Will saving throw (DC 10 + 1/2 Psychic Singer’s level + Psychic Singer’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su):
A Psychic Singer of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Psychic Singer attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Psychic Singer must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Psychic Singer sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp):
A Psychic Singer of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Psychic Singer level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Psychic Singer can’t use song of freedom on himself.

Inspire Heroics (Su):
A Psychic Singer of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Psychic Singer levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Psychic Singer must sing and an ally must hear the Psychic Singer sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Psychic Singer sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp):
This ability functions like suggestion, above, except that a Psychic Singer of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Mind Blade (Su)
As a move action, a Psychic Singer can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium Psychic Singer materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Psychic Singers who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Psychic Singer can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.

A Psychic Singer can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.

A Psychic Singer’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

Even in places where psionic effects do not normally function (such as within a null psionics field), a Psychic Singer can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Psychic Singer maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the Psychic Singer can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Bonus Feats
The Psychic Singer gains a bonus feat at 2nd level and every listed level thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic singer must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic singer cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.

Psychic Strike (Su)
As a move action, a Psychic Singer of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)

A mind blade deals this extra damage only once when this ability is called upon, but a Psychic Singer can imbue his mind blade with psychic energy again by taking another move action.

Once a Psychic Singer has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Psychic Singer drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Psychic Singer next materializes it.

At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a Psychic Singer’s psychic strike increases as shown on the Table above.

Shape Mind Blade (Su)
At 5th level, a Psychic Singer gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Psychic Singer shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.

Alternatively, a Psychic Singer can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the Psychic Singer would otherwise create with a single mind blade.

Mind Blade Enhancement (Su)
At 6th level, a Psychic Singer gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a Psychic Singer can add to his weapon improves to +2, +3, and +4, respectively. A Psychic Singer can choose any combination of weapon special abilities that does not exceed the total allowed by the Psychic Singer’s level.

The weapon ability or abilities remain the same every time the Psychic Singer materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

A Psychic Singer can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Psychic Singer.
Code: [Select]
Weapon Special Ability  Enhancement Bonus Value
Defending               +1
Keen                    +1
Lucky1                  +1
Mighty cleaving         +1
Psychokinetic           +1
Sundering               +1
Vicious                 +1
Collision               +2
Mindcrusher             +2
Psychokinetic burst     +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Mindfeeder              +3
Soulbreaker             +3
« Last Edit: March 18, 2014, 12:33:56 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #16 on: March 17, 2014, 09:45:33 PM »
Baresark Psion

"HULK SMASH!"
- Hulk the Green, Orc Baresark Psion


Text

Making a Baresark Psion
Text

Abilities Charisma is the ability that the Baresark Psion uses to manifest powers. More at home in combat than manifesting, the Baresark Psion does well to have strong physical statistics.

Races Baresark Psion appear amongst all races.

Alignment Baresark Psion can be of any alignment, but there is a heavy bias towards chaos.

Table 1 The Baresark Psion
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                   Power Points/Day  Powers Known  Maximum Power Level
--------------------------------------------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Rage 1/day, Wild Rage, Psychic Enervation   2                 1             1
2      +2    +1    +3    +3    Fast Movement                               5                 2             1
3      +3    +1    +3    +3    Uncanny Dodge,                              9                 2             1
4      +4    +2    +4    +4    Rage 2/day                                  14                3             2
5      +5    +2    +4    +4                                                20                3             2
6      +6    +3    +5    +5                                                27                4             2
7      +7    +3    +5    +5    Damage Reduction 2/-                        35                4             3
8      +8    +2    +6    +6    Rage 3/day                                  44                5             3
9      +9    +3    +6    +6                                                54                5             3
10     +10   +3    +7    +7    Damage Reduction 4/-                        65                6             4
11     +11   +3    +7    +7    Greater Rage, Tireless Rage                 77                6             4
12     +12   +4    +8    +8    Rage 4/day                                  90                7             4
13     +13   +4    +8    +8    Damage Reduction 6/-                        104               7             5
14     +14   +4    +9    +9                                                119               8             5
15     +15   +5    +9    +9    Mighty Rage                                 136               8             5
16     +16   +5    +10   +10   Rage 5/day, Damage Reduction 8/-            154               9             6
17     +17   +5    +10   +10                                               173               9             6
18     +18   +6    +11   +11                                               193               10            7
19     +19   +6    +11   +11   Damage Reduction 10/-                       214               10            7
20     +20   +6    +12   +12   Rage 6/day, Supreme Rage                    236               11            7


Game Rule Information
Wilding Knives have the following game statistics.

Alignment Any
Hit Die d10
Starting Gold 5d4 x 10 (125 gp)
Starting Age Complex (as wizard)


Class skills
Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Psicraft* (Int), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points at 1st level (4 + Int modifier) x 4
Skill Points at Each Additional Level 4 + Int modifier

Class Features
Text

Weapon and Armor Proficiency
Wilding Knives are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Power Points/Day
A Baresark Psion’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table The Baresark Psion. In addition, she receives bonus power points per day if she has a high Charisma score (see Table Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known
A Baresark Psion begins play knowing one psychic warrior or wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.

Choose the powers known from the psychic warrior or wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Baresark Psion to learn powers from the lists of other classes.) A Baresark Psion can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a Baresark Psion can manifest in a day is limited only by her daily power points.

A Baresark Psion simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against Baresark Psion powers is 10 + the power’s level + the Baresark Psion’s Charisma modifier.

Maximum Power Level Known
A Baresark Psion begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a Baresark Psion must have a Charisma score of at least 10 + the power’s level.

Rage (Ex)
A Baresark Psion can fly into a rage a certain number of times per day. In a rage, a Baresark Psion temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Baresark Psion’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Baresark Psion may prematurely end his rage. At the end of the rage, the Baresark Psion loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 11th-level Baresark Psion, at which point this limitation no longer applies; see below). A Baresark Psion can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a Baresark Psion can do it only during his action, not in response to someone else’s action.

Wild Rage (Su)
When a Baresark Psion lets her passion and emotion rise to the surface in a Wild Rage, she may transfer some of her furious anger into psychic energy when she manifests a power. During a Wild Rage, a Baresark Psion gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).

A Baresark Psion can choose to invoke a Wild Rage whenever she manifests a power and is under the effect of Rage. When she does so, she gains a bonus to her manifester level equal to her current Rage bonus to Strength divided in half (+2 at level 1, +3 at 11, +4 at 15, +5 at 20)  with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this Wild Rage. Instead, she augments the power by an amount of power points equal to the manifest level bonus supplied by Wild Rage. This does not cost any power points.

Level-dependent power effects are also improved, depending on the power a Baresark Psion manifests while under the effects of her Wild Rage.

This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).

She cannot use the Overchannel psionic feat and invoke her Wild Rage at the same time.

Psychic Enervation (Ex)
Pushing oneself by invoking a Wild Rage is dangerous. Immediately following each Wild Rage, a Baresark Psion may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the Wild Rage.

A Baresark Psion who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Baresark Psion level.

Fast Movement (Ex)
A Baresark Psion’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Baresark Psion’s speed because of any load carried or armor worn.

Uncanny Dodge (Ex)
At 3rd level, a Baresark Psion retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Baresark Psion already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Greater Rage (Ex)
At 11th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Tireless Rage (Ex)
At 11th level and higher, a Baresark Psion no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)
At 15th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Supreme Rage (Ex)
At 20th level, a Baresark Psion’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +6. The penalty to AC remains at –2.

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #17 on: March 17, 2014, 10:09:53 PM »
Nature's Champion

"The beast hungers."
- Kralava Draxila, Elven Nature's Champion


Text

Making a Nature's Champion
Text

Abilities: The Nature's Champion does well to have strong physical statistics, for combat is his home and his purpose. Wisdom is the ability that the Nature's Champion uses to give him extra spells.

Races: Nature's Champion appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Neutral good.

Table 1: The Nature's Champion
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                         1st  2nd  3rd  4th
----------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Aura of Good, Detect Evil, Smite Evil, Track      —    —    —    — 
2      +2    +3    +3    +1    Divine Grace, Wild Empathy, Trackless Step        —    —    —    — 
3      +3    +3    +3    +1    Endurance, Aura of Courage, Divine Health         —    —    —    — 
4      +4    +4    +4    +2    Animal Companion                                  0    —    —    — 
5      +5    +4    +4    +2    Mount, Resist Nature's Lure                       0    —    —    — 
6      +6    +5    +5    +3    Remove Disease                                    1    —    —    — 
7      +7    +5    +5    +3    Woodland Stride                                   1    —    —    — 
8      +8    +6    +6    +2    Swift Tracker                                     1    0    —    — 
9      +9    +6    +6    +3    Venom Immunity                                    1    0    —    — 
10     +10   +7    +7    +3                                                      1    3    —    — 
11     +11   +7    +7    +3    Wild shape 1/day                                  1    3    0    — 
12     +12   +8    +8    +4    Wild shape 2/day                                  1    3    1    — 
13     +13   +8    +8    +4    Wild shape 3/day, Camouflage                      1    3    1    — 
14     +14   +9    +9    +4    Wild shape (Large)                                2    3    1    0 
15     +15   +9    +9    +5    Timeless Body                                     2    3    1    1 
16     +16   +10   +10   +5    Wild shape 4/day, Wild Shape (Tiny)               2    2    1    1 
17     +17   +10   +10   +5    Hide in Plain Sight                               2    2    2    1 
18     +18   +11   +11   +6    Wild shape (Huge)                                 3    2    2    1 
19     +19   +11   +11   +6    Wild shape 5/day                                  3    3    3    2 
20     +20   +12   +12   +6    Wild shape (Plant)                                3    3    3    3 


Game Rule Information
Nature's Champion have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering/geography/nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Nature's Champion are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: Beginning at 4th level, a Nature's Champion gains the ability to cast a small number of divine spells, which are drawn from the ranger and paladin spell lists. A Nature's Champion must choose and prepare his spells in advance. To prepare or cast a spell, a Nature's Champion must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Nature's Champion’s spell is 10 + the spell level + the Nature's Champion’s Wisdom modifier. Like other spellcasters, a Nature's Champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Nature's Champion. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Nature's Champion indicates that the Nature's Champion gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Nature's Champion does not have access to any domain spells or granted powers, as a cleric does. A Nature's Champion prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Nature's Champion may prepare and cast any spell on the ranger or Nature's Champion spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Nature's Champion has no caster level. At 4th level and higher, his caster level is his Nature's Champion level.
  • Track: A Nature's Champion gains Track as a bonus feat.
  • Aura of Good (Ex): The power of a Nature's Champion’s aura of good (see the detect good spell) is equal to her Nature's Champion level.
  • Detect Evil (Sp): At will, a Nature's Champion can use detect evil, as the spell.
  • Smite Evil (Su): Once per day, a Nature's Champion may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Nature's Champion level. If the Nature's Champion accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the Nature's Champion may smite evil one additional time per day, as indicated on Table: The Nature's Champion, to a maximum of five times per day at 20th level.
  • Divine Grace (Su): At 2nd level, a Nature's Champion gains a bonus equal to her Charisma bonus (if any) on all saving throws.
  • Wild Empathy (Ex): A Nature's Champion can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Nature's Champion rolls 1d20 and adds his Nature's Champion level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Nature's Champion and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Nature's Champion can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
  • Endurance: A Nature's Champion gains Endurance as a bonus feat.
  • Aura of Courage (Su): Beginning at 3rd level, a Nature's Champion is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Nature's Champion is conscious, but not if she is unconscious or dead.
  • Divine Health (Ex): At 3rd level, a Nature's Champion gains immunity to all diseases, including supernatural and magical diseases.
  • Animal Companion (Ex): At 4th level, a Nature's Champion gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Nature's Champion’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Nature's Champion on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Nature's Champion’s effective druid level is one-half his Nature's Champion level. A Nature's Champion may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Nature's Champion level. Like a druid, a Nature's Champion cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
  • Trackless Step (Ex): A Nature's Champion leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Resist Nature's Lure (Ex): A Nature's Champion gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Special Mount (Sp): Upon reaching 5th level, a Nature's Champion gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium Nature's Champion) or a warpony (for a Small Nature's Champion). Once per day, as a full-round action, a Nature's Champion may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Nature's Champion’s level. The mount immediately appears adjacent to the Nature's Champion and remains for 2 hours per Nature's Champion level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Nature's Champion may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the Nature's Champion’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Nature's Champion may not summon another mount for thirty days or until she gains a Nature's Champion level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Nature's Champion takes a -1 penalty on attack and weapon damage rolls.
  • Remove Disease (Sp): At 6th level, a Nature's Champion can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
  • Woodland Stride (Ex): Starting at 7th level, a Nature's Champion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
  • Swift Tracker (Ex): Beginning at 8th level, a Nature's Champion can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Venom Immunity (Ex): A Nature's Champion gains immunity to all poisons.
  • Wild Shape (Su): At 11th level, a Nature's Champion gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Nature's Champion level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Nature's Champion melds into the new form and becomes nonfunctional. When the Nature's Champion reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Nature's Champion's feet. The form chosen must be that of an animal the Nature's Champion is familiar with. A Nature's Champion loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Nature's Champion can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Nature's Champion. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Nature's Champion level. At 20th level, a Nature's Champion becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Nature's Champion can’t use this ability to take the form of a plant that isn’t a creature.)
  • Camouflage (Ex): A Nature's Champion of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
  • Timeless Body (Ex): After attaining 15th level, a Nature's Champion no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Nature's Champion still dies of old age when her time is up.
  • Hide in Plain Sight (Ex): While in any sort of natural terrain, a Nature's Champion of 17th level or higher can use the Hide skill even while being observed.
« Last Edit: August 15, 2015, 05:24:48 PM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #18 on: March 18, 2014, 10:13:10 AM »
Soothsayer

"Blah!"
- blah, blah Soothsayer


Text

Making A Soothsayer
Text

Abilities: Wisdom is the ability that the Soothsayer uses to give him extra spells. Equally at home in combat as in spellcasting, the Soothsayer does well to have strong physical statistics.

Races: Soothsayer appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Table 1: The Soothsayer
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                           0    1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------------------------------------------------------------------
1      +0    +2    +0    +2    Sneak Attack +1d6, Trapfinding      2    1    —    —    —    —    —    —
2      +1    +3    +1    +3    Wild Empathy, Nature Sense          3    2    —    —    —    —    —    —
3      +2    +3    +1    +3    Trackless Step, Evasion, Trap Sense 3    2    1    —    —    —    —    —
4      +3    +4    +2    +4    Sneak Attack +2d6                   3    2    2    —    —    —    —    —
5      +3    +4    +2    +4    Animal Companion                    3    3    2    —    —    —    —    —
6      +4    +5    +3    +5    Resist Nature's Lure                3    3    2    1    —    —    —    —
7      +5    +5    +3    +5    Sneak Attack +3d6                   3    3    2    2    —    —    —    —
8      +6    +6    +2    +6    Improved Uncanny Dodge              3    3    3    2    1    —    —    —
9      +6    +6    +3    +6    Special Ability                     3    3    3    2    2    —    —    —
10     +7    +7    +3    +7    Sneak Attack +4d6                   3    3    3    2    2    —    —    —
11     +8    +7    +3    +7    Venom Immunity                      3    3    3    3    2    1    —    —
12     +9    +8    +4    +8    Special Ability                     4    3    3    3    3    2    —    —
13     +9    +8    +4    +8    Sneak Attack +5d6                   4    4    4    3    3    2    1    —
14     +10   +9    +4    +9    Camouflage                          4    4    4    4    3    2    2    —
15     +11   +9    +5    +9    Special Ability                     5    4    4    4    4    3    2    —
16     +12   +10   +5    +10   Sneak Attack +6d6                   5    5    4    4    4    3    3    1
17     +12   +10   +5    +10   Timeless Body                       5    5    5    4    4    3    3    2
18     +13   +11   +6    +11   Special Ability                     5    5    5    5    4    4    3    3
19     +14   +11   +6    +11   Sneak Attack +7d6                   5    5    5    5    5    4    4    4
20     +15   +12   +6    +12   Hide in Plain Sight                 5    5    5    5    5    5    5    5

Game Rule Information
Soothsayers have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int) , Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Soothsayer are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Sneak Attack: At level 1, the Soothsayer gains 1d6 sneak attack. This increases by +1d6 at levels 4, 7, 10, 13, 16, and 19.
  • Spells: A Soothsayer gains the ability to cast a number of divine spells, which are drawn from the druid spell list. A Soothsayer must choose and prepare his spells in advance. To prepare or cast a spell, a Soothsayer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Soothsayer’s spell is 10 + the spell level + the Soothsayer’s Wisdom modifier. Like other spellcasters, a Soothsayer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Soothsayer. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Soothsayer indicates that the Soothsayer gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Soothsayer does not have access to any domain spells or granted powers, as a cleric does. A Soothsayer prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Soothsayer may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Soothsayer can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
  • Trapfinding: Soothsayer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Soothsayer can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Soothsayer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
  • Wild Empathy (Ex): A Soothsayer can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Soothsayer rolls 1d20 and adds his Soothsayer level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Soothsayer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Soothsayer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
  • Nature Sense (ex): A Soothsayer gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Trackless Step (Ex): A Soothsayer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Evasion (Ex): A Soothsayer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Soothsayer is wearing light armor or no armor. A helpless Soothsayer does not gain the benefit of evasion.
  • Trap Sense (Ex): A Soothsayer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Soothsayer reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
  • Animal Companion (Ex):At 5th level, a Soothsayer gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Soothsayer’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Soothsayer on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Soothsayer's effective druid level equal to his class level.
  • Resist Nature's Lure (Ex): A Soothsayer gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Uncanny Dodge (Ex):A Soothsayer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If A Soothsayer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
  • Improved Uncanny Dodge (Ex): A Soothsayer of 8th level or higher can no longer be flanked. This defense denies another Soothsayer the ability to sneak attack the character by flanking her, unless the attacker has at least four more Soothsayer levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Soothsayer level required to flank the character.
  • Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), a Soothsayer gains a special ability of her choice from among the following options.
    • Crippling Strike (Ex): A Soothsayer with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
    • Defensive Roll (Ex): The Soothsayer can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Soothsayer can attempt to roll with the damage. To use this ability, the Soothsayer must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Soothsayer’s evasion ability does not apply to the defensive roll.
    • Improved Evasion (Ex): This ability works like evasion, except that while the Soothsayer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Soothsayer does not gain the benefit of improved evasion.
    • Opportunist (Ex): Once per round, the Soothsayer can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Soothsayer’s attack of opportunity for that round. Even A Soothsayer with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
    • Skill Mastery: The Soothsayer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Soothsayer may gain this special ability multiple times, selecting additional skills for it to apply to each time.
    • Slippery Mind (Ex): This ability represents the Soothsayer’s ability to wriggle free from magical effects that would otherwise control or compel her. If A Soothsayer with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Venom Immunity (Ex): A Soothsayer gains immunity to all poisons.
  • Camouflage (Ex): A Soothsayer can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
  • Timeless Body (Ex):A Soothsayer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Soothsayer still dies of old age when her time is up.
  • Hide in Plain Sight (Ex): While in any sort of natural terrain, a Soothsayer can use the Hide skill even while being observed.
« Last Edit: March 18, 2014, 10:41:13 AM by Stratovarius »

Offline Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #19 on: March 18, 2014, 10:36:29 AM »
Sphere Priest

"Blah!"
- Blah de Blah, blah Sphere Priest


Text

Making A Sphere Priest
Text

Abilities: Wisdom is the ability that the Sphere Priest uses to give him extra spells. Equally at home in combat as in spellcasting, the Sphere Priest does well to have strong physical statistics.

Races: Sphere Priest appear amongst all races, but are highly concentrated among those who live in and among nature.

Alignment: Any.

Table 1: The Sphere Priest
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                           0    1st  2nd  3rd  4th  5th  6th  7th
---------------------------------------------------------------------------------------------------------
1      +0    +2    +0    +2    Turn or Rebuke Undead               3    2    —    —    —    —    —    —
2      +1    +3    +1    +3    Wild Empathy, Nature Sense          4    3    —    —    —    —    —    —
3      +2    +3    +1    +3    Trackless Step                      4    3    2    —    —    —    —    —
4      +3    +4    +2    +4                                        4    3    3    —    —    —    —    —
5      +3    +4    +2    +4    Animal Companion                    4    4    3    —    —    —    —    —
6      +4    +5    +3    +5    Resist Nature's Lure                4    4    3    2    —    —    —    —
7      +5    +5    +3    +5                                        4    4    3    3    —    —    —    —
8      +6    +6    +2    +6                                        4    4    4    3    2    —    —    —
9      +6    +6    +3    +6                                        4    4    4    3    3    —    —    —
10     +7    +7    +3    +7                                        4    4    4    3    3    —    —    —
11     +8    +7    +3    +7    Venom Immunity                      4    4    4    4    3    2    —    —
12     +9    +8    +4    +8                                        5    4    4    4    4    3    —    —
13     +9    +8    +4    +8                                        5    5    5    4    4    3    2    —
14     +10   +9    +4    +9                                        5    5    5    5    4    3    3    —
15     +11   +9    +5    +9                                        6    5    5    5    5    4    3    —
16     +12   +10   +5    +10                                       6    6    5    5    5    4    4    2
17     +12   +10   +5    +10   Timeless Body                       6    6    6    5    5    4    4    3
18     +13   +11   +6    +11                                       6    6    6    6    5    5    4    4
19     +14   +11   +6    +11                                       6    6    6    6    6    5    5    5
20     +15   +12   +6    +12                                       6    6    6    6    6    6    6    6

Game Rule Information
Sphere Priests have the following game statistics.

Alignment: Any
Hit Die: d6
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as wizard)


Class skills
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Sphere Priest are proficient with all simple weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Sphere Priest gains the ability to cast a number of divine spells. A Sphere Priest must choose and prepare his spells in advance. To prepare or cast a spell, a Sphere Priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sphere Priest’s spell is 10 + the spell level + the Sphere Priest’s Wisdom modifier. Like other spellcasters, a Sphere Priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sphere Priest. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Sphere Priest indicates that the Sphere Priest gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A Sphere Priest prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Sphere Priest must choose which spells to prepare during his daily meditation. A Sphere Priest can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. The Sphere Priest does not learn spells like normal. Instead, a starting Sphere Priest picks three domains. He may memorize spells from domains granted by this ability in any spell slot, and treats them as if they were normal spells. Beginning at level 3, and every 2nd level thereafter (5, 7, 9, etc.), the Sphere Priest chooses another domain, and becomes able to cast the spells from it, as described in this ability. Domains granted by this ability do not grant their domain power, nor do they count for the purposes of prerequisites.
  • Turn or Rebuke Undead (Su): Any Sphere Priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good Sphere Priest (or a neutral Sphere Priest who worships a good deity) can turn or destroy undead creatures. An evil Sphere Priest (or a neutral Sphere Priest who worships an evil deity) instead rebukes or commands such creatures. A neutral Sphere Priest of a neutral deity must choose whether his turning ability functions as that of a good Sphere Priest or an evil Sphere Priest. Once this choice is made, it cannot be reversed. This decision also determines whether the Sphere Priest can cast spontaneous cure or inflict spells. A Sphere Priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Sphere Priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
  • Wild Empathy (Ex): A Sphere Priest can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Sphere Priest rolls 1d20 and adds his Sphere Priest level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Sphere Priest and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Sphere Priest can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
  • Nature Sense (Ex): A Sphere Priest gains a +2 bonus on Knowledge (nature) and Survival checks.
  • Trackless Step (Ex): A Sphere Priest leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Animal Companion (Ex): At 5th level, a Sphere Priest gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Sphere Priest’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Sphere Priest on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Sphere Priest's effective druid level equal to his class level.
  • Resist Nature's Lure (Ex): A Sphere Priest gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Venom Immunity (Ex): A Sphere Priest gains immunity to all poisons.
  • Timeless Body (Ex):A  Sphere Priest no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Sphere Priest still dies of old age when her time is up.