Author Topic: Classes  (Read 12015 times)

Offline EjoThims

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Classes
« on: November 18, 2011, 07:57:41 PM »
Barbarian:

The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features.

Bard:

The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries.

Cleric:

The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance.

Druid:

Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks.

Fighter:

Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor.

Hexblade:

Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities.

Monk:

Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas.

Paladin:

Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature.

Psionic Classes:

Psionics is a rather new and greatly feared phenomenon in Verold. It has so far only been seen in Foxes, Rats, Ferrets, Ravens, and Boars. When discovered, those with psionic powers are often shunned and hunted, by both authorities and those they previously thought to be companions. Showing psionic abilities is looked upon as a threat much like the reemergence of the Hybrid form or the rumors of a Wolves’ Den. Some lucky psionic individuals who are discovered are secreted away by a small group of Ravens, known as the Conspiracy of Minds, dedicated to studying this phenomenon. Suspected of having psionic abilities themselves, this group does it’s best to stay out of the public eye, though it openly theorizes that the emergence of psionic abilities and the return of Hybrid forms may be linked. When psionic attributes manifest, those who pursue their study are most likely to progress as Wilders, and they pose a powerful threat if they can keep their presence hidden.

Psychic Archer:

“Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer

With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic.

Ranger:

Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of the animal charges.  Many Rangers choose either the Champion of the Wild or the Solitary Hunter variant class feature to enhance their Hunting prowess while working closely with Druids.

Rogue:

In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution.

Sorceror:

Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. Many dedicated Sorcerors in Verold choose the Arcane Reabsorbtion alternate class features.

Warlock:

The majority of Warlocks in Verold gain their powers from sources other than Fiends. Many in the forests, especially a carefree and mischievous clan of Ferrets, gain their power through bonds with or family ties to Fey. Others allow a maddening voice from beyond the stars to twist power through their minds in intricate displays of insanity. And a few who tend to the Lost come to seek the energies that power them well before their own demise.

Wizard:

The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence.

Other Classes:

Incarnum users, Martial Adepts, Truenamers, Shadow Magic, Dragon Magic, and Pact Magic are all very rare, if not unheard of, in Verold. For those few that do exist, Martial Adepts can usually be found studying with Tiger or Python monks, adapting the philosophy of the Monk schools. Shadow Magic is most often used by Rats and Foxes in criminal activity, though a few Ravens may utilize it in their studies. Pact Magic, Dragon Magic and Truenaming are almost exclusively encountered through an esoteric Raven who has dedicated life to studying their obscure powers, though there’s rumor of a gang of Rats who stumbled upon one such Raven’s research and now use Truenaming for their own ends. Incarnum is most often used by Vipers if it can be found, and many of the more obscure legends the Vipers carry tell of a small group of it’s users being vital in bringing the Clans together to topple the Wolves in the Second Great War.

General Alternate Class Features:

Aether Companion:

Some choose to summon a bodily extension of their own will instead of calling upon an animal companion or special mount. Any one of these features can be exchanged for the Aether Companion. Summoning the Aether Companion requires 24 hours of ritual and consumes 100 gp of materials.

Blade Wind:

Some choose to focus on fluidity and motion instead of placing their blows to deal extra damage to their opponent. In place of gaining Sneak Attack from any class which grants it, a character can instead gain the Blade Wind technique and improvements. The strength of the Blade Wind depends on the combined total number of Sneak Attack dice he would have access to otherwise. This is the Effective Blade Wind Level.
« Last Edit: August 18, 2013, 02:49:13 PM by EjoThims »

Offline EjoThims

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Barbarian and Variants
« Reply #1 on: November 18, 2011, 07:58:15 PM »
Barbarian:

The majority of Barbarians in Verold are Bears, and most take the Bear racial substitution levels. In the older forests and communities, however, many who still follow the old ways of remaining in touch with the animals they guard follow the Barbarian’s path and are likely to choose from the Animal Spirit series of alternate class features.

The Barbarians of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Animal Spirit:
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Bear Barbarian Racial Substitution:
A Bear that chooses to become a Barbarian is a force of pure destruction. Little on Verold can stop the wall of fur and muscle that embodies a Bear’s anger.  Many Bears choose to further emphasize their strengths by focusing on enhancing their already durable bodies over their other senses.
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Feats for Barbarians:
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« Last Edit: August 31, 2013, 11:56:11 PM by EjoThims »

Offline EjoThims

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Fighter and Variants
« Reply #2 on: November 18, 2011, 07:58:46 PM »
Fighter:

Fighters come from all Clans, and can range from city defenders to thugs to competitors in arenas. Most Boars find the straightforward approach of the fighter appealing, especially since their already bulky frame suffers little from the additional weight of armor.

In the sprawling cities of Verold many fighters develop their skills and treachery instead of focusing purely on fighting. Much of the police forces and many of the criminals they track down use this extra bit of craftiness to their advantage.

The Fighters of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Boar Fighter Racial Substitution:
Boars are stubborn, reclusive, and quick to anger. Many Boar fighters exemplify these traits even more than many others in their Clan. They are trained to attack before others are even aware a conflict has occurred, to channel the pain of their wounds into a destructive energy, and to never change their course, even in the face of tricks and magic.
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Feats for Fighters:
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Offline EjoThims

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Hexblade and Variants
« Reply #3 on: November 18, 2011, 07:59:20 PM »
Hexblade:

Hexblades in Verold are almost solely Rats or those associated with them, though some Foxes find appeal in the Hexblade style of fighting and deception. Regardless of their Clan of origin, Hexblades compose a large part of the criminal activity in Verold’s cities and larger communities.

The Hexblades of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Curse Caster:

Some Hexblades choose to focus their arcane potential almost solely into their curses and aura of unluck, though they do retain a nominal spellcasting ability.
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Samurai:

Those who seek to enhance their blades through strength of will without following a malicious path may find their answers with the Samurai variant. Most Samurai in Verold are either Cranes who cling to the teachings as a sign of status or Tigers and Boars keeping the art fully alive in individual communities.

A Samurai learns to both fight and defend himself with two weapons and in heavy armor in place of using shields, all without interfering with their spells.
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Rat Hexblade Racial Substitution:
Rats focus on using a Hexblade’s abilities to aid in their underhanded, deceitful exploits. They excel at bending the Hexblade’s power to bully weaker opponents and overwhelm more powerful foes.
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Crane Samurai Racial Substitution:
Crane Samurai cling to their teachings as a sign of honor and status, passed down from the oldest families along with their prestigious names. They shun armor as well as shields, and are masters of striking with deadly speed through groups of enemies.
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Feats for Hexblades:
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Offline EjoThims

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Druid and Variants
« Reply #4 on: November 18, 2011, 07:59:47 PM »
Druid:

Druids are one of the few remaining links the Clans have to their life before the Great Wars, and lead most of the remaining reverence for the Creator Gods. Druids from all Clans are often the leaders of small communities or wilderness tribes still devoted to their respective animals, but Coyotes compose the majority of the Druids’ ranks.

The Druids of Verold in general have taken a different course than those in other places, and have the following changes to their base abilities.

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Druidic Avenger:
A few Druids choose to channel their connection with nature into a vengeful fury against those who would harm it. This distances them somewhat from the natural order, but increases their combat and hunting prowess.  A Druidic Avenger loses the ability to spontaneously cast Summon Nature’s Ally spells and forever gives up the ability to call an animal companion. A Coyote can choose to give up his racial dog companion as well for additional benefits.
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Spontaneous Rejuvenation:
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Coyote Druid Racial Substitution:
Many Coyotes who become Druids choose to focus on their ability to call for the aid and enhance the skills of the animals they otherwise protect. These Coyotes see themselves as the protector for an extended pack of summoned and awakened animals, and often end up becoming the leaders of Druid groups.
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Feats for Druids:
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« Last Edit: August 23, 2013, 09:51:52 PM by EjoThims »

Offline EjoThims

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Bard and Variants
« Reply #5 on: November 18, 2011, 08:00:21 PM »
Bard:

The storytellers and historians of Verold, most Bards are Vipers or Ferrets, though each Clan has their own individual tales to spin and those who dedicate their lives to weaving the tapestries.

The Bards of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Bardic Knack:
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Harbinger:
Harbingers are non-good Bards, usually Rats or Foxes, who turn their music to bringing misfortune and unease or even fear in place of entertainment and lore. They give up the ability to inspire courage, competence, greatness, and freedom for the below uses of their bardic music.

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Viper Bard Racial Substitution:
Dedicated to the keeping of the Clans’ history more than any other group, the Vipers lend themselves well to the lifestyle and skills of a Bard. Many of them choose to bend those talents to their own interests even further, focusing on their pursuit of history and it’s retelling through song and dance over other areas.

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Offline EjoThims

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Cleric
« Reply #6 on: November 18, 2011, 08:07:05 PM »
Cleric:

The loss of the Deer Clan was a major blow to the organized faith in the Creator Gods, and the oppressive rule of the Wolves ground many remaining places of worship into dust. Few any more feel the devotion and connection necessary to become true Clerics, and most communities have turned to the Coyotes and other Druids to provide them with spiritual guidance.

Ancestral Speaker:
The few Clerics remaining in Verold are Ancestral Speakers, calling upon the guidance and wisdom of past generations. They are charged with the protection of the Lost, though like the Lost themselves, they can easily fall to the needs of the negative energy they channel. The ritual creation of the Lost is also done by the Ancestral Speakers.

An Ancestral Speaker loses proficiency with heavy armor and the ability to turn/rebuke undead or spontaneously cast Cure/Inflict spells.

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« Last Edit: September 05, 2014, 02:19:14 PM by EjoThims »

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Monk and Variants
« Reply #7 on: November 18, 2011, 08:07:36 PM »
Monk:
Tigers and Pythons are the most likely to give themselves to the pursuit of balance and control that characterizes the Monk philosophy on Verold, though anyone with similar goals would be welcomed to the Tigers’ isolated monasteries or the Pythons competitive arenas.

The Monks of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Steadfast:
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Wholeness of Others:
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Python Monk Racial Substitution:
Some Pythons who follow the teaching of a Monk focus on embracing and enhancing their serpentine nature through a unique set of abilities first taught to them by a Viper amongst their arenas.
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Tiger Monk Racial Substitution:
Tigers often focus on achieving a perfect balance within themselves, caring little for besting others. They seek the monk’s training not for competition, but for a better understanding of their own lives and the world around them.

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Feats for Monks:
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« Last Edit: August 30, 2013, 07:13:26 PM by EjoThims »

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Paladin and Variants
« Reply #8 on: November 18, 2011, 08:08:18 PM »
Paladin:

Traditionally all Cranes were brought up with the zeal and training to be Paladins devoted either to the Creator Gods or a strong personal cause, but in the current world members from all Clans showing such strong devotion are called to the class, as most Cranes have become lost in politics. Those Cranes who take levels in the class often follow the Truthseeker’s path, while most others are trained to focus on the Power of Self alternate class feature.

The Paladins of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Truthseeker:
Some Paladins in Verold choose to focus on weeding out deception. For them, lies and illusions are the greatest of evils.

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Paladin of Self:

Many Paladins in Verold are taught to fuel their combat prowess, turning their own body into a righteous tool, instead of relying on divine intervention to ward off disease and harmful effects or provide allies in combat. These Paladins give up the Special Mount and Lay on Hands class features, but instead gain bonuses to their combat prowess.

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Marshal:

Natural leaders amongst the Paladin often bend their divine energies to boosting the wills and strengths of those around them and constantly aiding their allies instead of channeling that energy into individual spells. These Marshals rally and direct their forces more effectively and in more ways than other Paladins.
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Crane Marshal Racial Substitution:
Cranes that can pull themselves out of politics often rediscover the zeal that drove them to be leaders in the first place. They are faithful allies, inspiring leaders, and imposing opponents, even more than the standard Marshal.

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Feats for Paladins:
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Offline EjoThims

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Ranger and Variants
« Reply #9 on: November 18, 2011, 08:19:20 PM »
Ranger:

Trackers and Hunters from all Clans, as well as many of those devoted to fighting the crime and corruption in the larger cities find appeal in a Ranger’s methods, though their connection to the wild makes them more common on the fringes of society, often grouping with Druids and Barbarians to continue their watch of their animal charges.  Many Rangers choose either the Champion of the Wild or the Animal Spirit variant class feature to enhance their Hunting prowess while working closely with Druids.

The Rangers of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Champion of the Wild:
Champions of the Wild are Rangers who chose to train their bodies and minds to become accomplished hunters and warriors without relying on spells.

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Animal Spirit:
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Rogue and Variants
« Reply #10 on: November 18, 2011, 08:20:12 PM »
Rogue:

In Verold Rogues are most commonly Ferrets who apply their skills and abilities as much to the skills to get them through every day life as to getting them out of the trouble their curious natures can cause. Rogues from other Clans are usually either part of powerful crime rings or members of city defense forces, though some of the shiftier Clan members use the Rogue class to tread a delicate life just short of criminal. Many rogues in smaller towns and in the wild take the Wilderness Rogue substitution.

The Rogues of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Wilderness Rogue:
Putting their natural aptitude towards survival in the wild instead of in cities or cramped caves, Wilderness Rogues offer a unique twist not duplicated by the ranger or scout.

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Ferret Rogue Racial Substitution:
Ferrets in Verold find work and fun doing just about anything you can imagine. They pick up a plethora of skills, know a vast number of people, and are fond of tinkering with anything they can get their hands on.

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Rat Rogue Racial Substitution:
Rats often focus on making themselves familiar with poison and disease and it's uses to wear down opponents, and eventually build up such a diverse tolerance to it that they are personally unaffected even by unfamiliar poisons.

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Crane Rogue Racial Substitution:
Crane Rogues are not devious thieves or dextrous masters of skill. Crane Rogues are the ruthless and zealous hunters tasked with tracking and capturing those who are seen as enemies of the Creator Gods, or simply the most powerful Clan, individual family, or, occasionally, even criminal group ruling a region.

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Feats for Rogues:
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Offline EjoThims

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Sorceror and Variants
« Reply #11 on: November 18, 2011, 08:20:43 PM »
Sorceror:

Most Sorcerors in Verold are tricksters, calling upon their innate magical nature to perform illusions and entertain audiences, though others, especially Foxes, turn these tricks to a darker end, manipulating those around them for personal gain. The dedicated Sorcerors in Verold gain the Arcane Reabsorbtion class feature, and those who choose to forgo imparting their magical energies to a familiar are especially apt in its use.

Arcane Reabsorbtion:
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Fox Sorceror Racial Substitution:
Fox Sorcerors tend to focus on their natural affinity to illusions. They are tricksters who specialize in manipulating the senses of those around them.

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Feats for Sorcerors:
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Wizard and Variants
« Reply #12 on: November 18, 2011, 08:21:13 PM »
Wizard:

The studious Ravens and other scholars at their universities and libraries often turn their attention to the study of magic through the discipline of the Wizard class, though the majority of the Clans and their members place a greater emphasis on the tangible and physical aspects of their life and world. In smaller communities especially, a Wizard’s arcane magic is seldom seen, sometimes even mistrusted, while the divine magic of Paladins and Druids is seen as a mundane occurrence.

Raven Wizard Racial Substitution:
Ravens approach the arcane with a studied, scientific patience, and they can its forces in ways others cannot as a result of this detailed knowledge.

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Feats for Wizards:
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« Last Edit: December 28, 2013, 01:10:18 PM by EjoThims »

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Psychic Archer
« Reply #13 on: November 18, 2011, 08:21:54 PM »
Psychic Archer:

“Moving things with the power of your mind may not be the pinnacle of mental prowess, but I’ve got very good at it indeed.” –Maldeve Barem, Raven Pyschic Archer

With the help of the Conspiracy of Minds, a small number of naturally telekinetic individuals among the Clans have learned to harness their ability as a weapon and simultaneously disguise it to appear as more mundane magic.

Base Attack Bonus: Average BAB
Saves: Good Will and Reflex; Poor Fortitude
Hit Die: d6
Class Skills: The Psychic Archer’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), and Swim (Str).
Skill Points at 1st Level: (4+Int Modifier)x4
Skill Points at Each Additional Level: 4+Int modifier.


   BAB  Fort    Ref    Will #Inv Abilities    
                                          
1. +0    +0     +2     +2        Telekinesis, Telekinetic Shot, Barrage, Wild Talent
2. +1    +0     +3     +3        Point Blank Shot
3. +2    +1     +3     +3   1    Least Invocations
4. +3    +1     +4     +4        Energy Ball
5. +3    +1     +4     +4   2    Adaptive Energy Ball (Forceful), Returning Telekinesis
6. +4    +2     +5     +5        Telekinetic Burst (Spread)
7. +5    +2     +5     +5   3    Precise Shot
8. +6    +2     +6     +6    
9. +6    +3     +6     +6   4    Lesser Invocations
10.+7    +3     +7     +7        Adaptive Energy Ball (Concussive), Improved Energy Ball
11.+8    +3     +7     +7   5    Elemental Energy
12.+9    +4     +8     +8        Telekinetic Burst (Cone)
13.+9    +4     +8     +8   6    Deflective Telekinesis
14.+10   +4     +9     +9        Improved Telekinesis, Improved Telekinetic Shot
15.+11   +5     +9     +9   7    Adaptive Energy Ball (Explosive), Greater Invocations
16.+12   +5     +10    +10    
17.+12   +5     +10    +10  8    Volley
18.+13   +6     +11    +11       Telekinetic Burst (Line)
19.+14   +6     +11    +11  9    Far Shot
20.+15   +6     +12    +12       Meta-Energy Ball



Class Features:

Weapon and Armor Proficiencies: Psychic Archers are proficient with simple weapons and light armor.

Wild Talent (Ex): A Psychic Archer gains Wild Talent as a bonus feat. This allows them to maintain a psionic focus.

Telekinesis (Ps):
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Telekinetic Shot (Ps):
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Barrage (Ps): As long as he is psionically focused, Psychic Archers can release several objects he carries in a barrage of attacks, though at the cost of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity or other attacks made before his next action. When a Psychic Archer reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Psychic Archer must use a full attack action to use barrage.

A Psychic Archer using Barrage gains a second extra attack at 5th level, a third extra attack at 10th level, and a 4th extra attack at 15th level.

Point Blank Shot (Ex): At 2nd level, the strength of the Psychic Archer’s telekinetic abilities improves. He gains the Point Blank Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Point Blank Shot, he may instead choose any feat that has Point Blank Shot as a prerequisite, so long as he meets the requirements.

Psionic Invocations (Ps):
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Energy Ball (Ps):
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Adaptive Energy Ball (Ps):
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Returning Telekinesis (Ps):
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Telekinetic Burst (Ps):
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Precise Shot (Ex): At 7th level, the Psychic Archer’s control of his telekinetic powers increases greatly. He gains the Precise Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Precise Shot, he may instead choose any feat that has Point Blank Shot as a prerequisite, so long as he meets the requirements.

Elemental Energy (Ps):
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Improved Energy Ball (Ps):
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Deflective Telekinesis (Ps):
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Improved Telekinesis (Ps):
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Improved Telekinetic Shot (Ps):
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Volley (Ps):
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Far Shot (Ex): Starting at 19th level, the Psychic Archer’s telekinetic strength further improves. He gains the Far Shot feat as a bonus feat, even if not meeting the prerequisites. If he already has Far Shot, he may instead choose any feat, so long as he meets the requirements.

Meta-Energy Ball (Ps):
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Playing a Psychic Archer:
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Psychic Archers in the World:
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Psychic Archers in the Game:
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Invocations for Psychic Archers:
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Feats for Psychic Archers:
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Offline EjoThims

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Warlock
« Reply #14 on: November 18, 2011, 08:22:19 PM »
Warlock:

The majority of Warlocks in Verold gain their powers from sources other than Fiends. Many in the forests, especially a carefree and mischievous clan of Ferrets, gain their power through bonds with or family ties to Fey. Others allow a maddening voice from beyond the stars to twist power through their minds in intricate displays of insanity. And a few who tend to the Lost come to seek the energies that power them well before their own demise.

The Warlocks of Verold in general have refined their art more than those in other places, and have the following changes to their base abilities.

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Ferret Warlock Racial Substitution:
A Ferret Warlock is a mischievous creature, full of curiosity and unanswerable questions. Many let this curiosity take them where it will, and still others seek answers beyond the initial pacts they make. They also retain much of their desire to shape and build, and many satisfy this by creating elaborate pranks.
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Eldritch Essence and Blast Shape Invocation Changes/Additions:
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Other Invocation Changes/Additions
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Feats for Warlocks:
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Offline EjoThims

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General Alternate Class Features
« Reply #15 on: March 05, 2013, 09:38:55 PM »
General Alternate Class Features:

Aether Companion:

Some choose to summon a bodily extension of their own will instead of calling upon an animal companion or special mount. Any one of these features can be exchanged for the Aether Companion. Summoning the Aether Companion requires 24 hours of ritual and consumes 100 gp of materials.

The Aether Companion is a medium sized, solid, semi-transparent entity taking on a form chosen by the summoner and aids its master in imposing his desires on enemies. The Aether Companion moves at its master's speed and on his initiative, and it instantly reappears at his side if ever more than 120’ from its master at the start of a turn. The Aether Companion cannot provide flanking, nor can it be harmed, though it can be Dispelled (effective level is ¼ Class level) or Turned (effective HD is ½ Class level). If dispelled or destroyed it reappears in 24 hours. The strength of the Aether Companion depends on the master’s combined level in classes that grant the same class feature which the Aether Companion is replacing. This is the Effective Aether Companion Master Level.

  • At 1st level, all enemies that are adjacent to the Aether Companion receive a -1 penalty on all saves and AC.
  • At 4th level, the Aether Companion provides its penalty to all enemies within 10’.
  • At 7th level, the Aether Companion's penalty to enemies increases to -2.
  • At 10th level, the Aether Companion provides its penalty to all enemies within 15’.
  • At 14th level, the Aether Companion's penalty to enemies increases to -3.
  • At 17th level, the Aether Companion provides its penalty to all enemies within 20’.
  • At 20th level, the Aether Companion's penalty to enemies increases to -4.



Feats enhancing Aether Companions:

If you have an Aether Companion, you can choose these feats in place of any bonus feat granted by any class which grants the same class feature the Aether Companion is replacing.

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Blade Wind:

Some choose to focus on fluidity and motion instead of placing their blows to deal extra damage to their opponent. In place of gaining Sneak Attack from any class which grants it, a character can instead gain the Blade Wind technique and improvements. The strength of the Blade Wind depends on the combined total number of Sneak Attack dice he would have access to otherwise. This is the Effective Blade Wind Level.

Blade Wind is a full attack action that can be used at will. When using Blade Wind, a character may make a full attack (with melee and reach weapons only) and still move up to twice his speed, however, he must move at least 5 feet between each attack made. When using this ability, the character cannot reenter a square he left on his last movement (though he may return to the same square later) and cannot use skills requiring Concentration or that require remaining still, such as Hide or Search. When using Blade Wind, the character is subject to attacks of opportunity as normal.

Additionally, he gains extra bonuses dependent on his Effective Blade Wind Level.

  • At 1st level, the character gains a bonus to the tumble checks to avoid an Attack of Opportunity by tumbling through an enemy's reach or square equal to his Effective Blade Wind Level.
  • At 2nd level, the character gains a bonus to attack rolls equal to half his Effective Blade Wind Level when using Blade Wind.
  • At 3rd level, and every 5 Effective Blade Wind Levels after, the character gains a five foot bonus to his base speed when using Blade Wind.



Feats enhancing Blade Wind:

If you have Blade Wind, you can choose these feats in place of any bonus feat granted by any class which grants Sneak Attack.

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« Last Edit: December 26, 2013, 02:07:46 AM by EjoThims »