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Creative Corner => Arhosa => Campaign Settings and World-Building => Homebrew and House Rules (D&D) => Non-Arhosan Material => Topic started by: Stratovarius on March 14, 2014, 02:14:24 PM

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

Alchemist (http://www.minmaxboards.com/index.php?topic=12823.msg293202#msg293202) - Potion caster/Master alchemist
Arcane Swashbuckler (http://www.minmaxboards.com/index.php?topic=12823.msg221527#msg221527) - Rogue/Sorcerer mix.
Baresark Psion (http://www.minmaxboards.com/index.php?topic=12823.msg221559#msg221559) - Barbarian/Wilder. Very angry.
Battlebrain (http://www.minmaxboards.com/index.php?topic=12823.msg321326#msg321326) - Psionic Warmage (kind of)
Beast Heart Adept (http://www.minmaxboards.com/index.php?topic=12823.msg290888#msg290888) - Requested, Beast Heart Adept/Druid
Bladespeaker (http://www.minmaxboards.com/index.php?topic=12823.msg289082#msg289082) - Requested, Soulknife/Truenamer. Might finally make the two classes playable.
Bowman (http://www.minmaxboards.com/index.php?topic=12823.msg220903#msg220903) - Basic archery class, built for NWN but playable in PnP.
Candle Caster (http://www.minmaxboards.com/index.php?topic=12823.msg226966#msg226966) - Candle Caster PrC stretched over Wizard chassis
Chameleon (http://www.minmaxboards.com/index.php?topic=12823.msg285000#msg285000) - Requested, Chameleon PrC stretched to 20 levels
Commander (http://www.minmaxboards.com/index.php?topic=12823.msg294522#msg294522) - Aura/Cohort leader of men
Dread Magnate (http://www.minmaxboards.com/index.php?topic=12823.msg220904#msg220904) - Fear based necromancer
Elementalist (http://www.minmaxboards.com/index.php?topic=12823.msg220906#msg220906) - Elements based spellcaster.
Feral Shifter (http://www.minmaxboards.com/index.php?topic=12823.msg220907#msg220907) - An attempt to create a shifting based class, using existing options. Parts borrowed from Barbarian, Druid, Ranger.
Ironborn (http://www.minmaxboards.com/index.php?topic=12823.msg288342#msg288342) - Requested, Incarnate/Artificer
Master of the Forgotten Bloom (http://www.minmaxboards.com/index.php?topic=12823.msg220915#msg220915) - Necromantic, Incomplete
Master of the Wild (http://www.minmaxboards.com/index.php?topic=12823.msg226919#msg226919) - Druid replacement, built from the Animal Lord, Beastmaster, King of the Wild, Tamer of Beasts, and the Verdant Lord
Mind Warden (http://www.minmaxboards.com/index.php?topic=12823.msg224933#msg224933) - Requested, Soul Knife, Ranger combo
Mindwright (http://www.minmaxboards.com/index.php?topic=12823.msg226026#msg226026) - Magewright, Psion, Wilder combination
Mystic Pilferer (http://www.minmaxboards.com/index.php?topic=12823.msg291236#msg291236) - Requested, Spellthief/Soulknife combo
Nature's Champion (http://www.minmaxboards.com/index.php?topic=12823.msg221561#msg221561) - Requested, Paladin/Druid/Ranger combo.
Netherlord (http://www.minmaxboards.com/index.php?topic=12823.msg220909#msg220909) - Horde style necromancer, evil and fond of armies.
Ninja Warrior (http://www.minmaxboards.com/index.php?topic=12823.msg284983#msg284983) - Requested, CA Ninja/PsyWarrior combo
Numinous (http://www.minmaxboards.com/index.php?topic=12823.msg220910#msg220910) - A combined casting class that possess both divine and arcane spells, but functions best when casting one followed by the other.
Obsidian Adept (http://www.minmaxboards.com/index.php?topic=12823.msg290900#msg290900) - Requested, Shadowcaster/Warlock
Occult Blade (http://www.minmaxboards.com/index.php?topic=12823.msg290874#msg290874) - Requested, Duskblade/Paladin (Plus some PrCs)
Proteus (http://www.minmaxboards.com/index.php?topic=12823.msg220911#msg220911) - An attempt to recreate the fighter/mage/thief of 2e.
Psychic Singer (http://www.minmaxboards.com/index.php?topic=12823.msg221537#msg221537) Requested, Bard/PsyWar/Soulknife combo
Rectifier (http://www.minmaxboards.com/index.php?topic=12823.msg288677#msg288677) Requested, Paladin/Rogue, with a few other classes mixed in
Savage (http://www.minmaxboards.com/index.php?topic=12823.msg321325#msg321325) - Tome of Battle barbarian
Siphoner (http://www.minmaxboards.com/index.php?topic=12823.msg220912#msg220912) - Melee touch attack, stealing souls
Skald (http://www.minmaxboards.com/index.php?topic=12823.msg220913#msg220913) - A bard/barbarian mix that boosts the power of both slightly.
Soothsayer (http://www.minmaxboards.com/index.php?topic=12823.msg221628#msg221628) - Requested, Rogue/Druid combo
Spellbreaker (http://www.minmaxboards.com/index.php?topic=12823.msg226839#msg226839) - Fighter, despises spellcasters.
Sphere Priest (http://www.minmaxboards.com/index.php?topic=12823.msg221632#msg221632) - Requested, Cleric/Druid combo
Thane (http://www.minmaxboards.com/index.php?topic=12823.msg221692#msg221692) - Requested, All 11 PHB classes
Thicketmage (http://www.minmaxboards.com/index.php?topic=12823.msg289834#msg289834) - Requested, Druid/Ranger/Spirit Shaman/Sorcerer
Tribal Gladiator (http://www.minmaxboards.com/index.php?topic=12823.msg226973#msg226973) - 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 (http://www.minmaxboards.com/index.php?topic=12823.msg220914#msg220914) - Fields that create holes in existence, Complete
Warleader (http://www.minmaxboards.com/index.php?topic=12823.msg289571#msg289571) - Requested, Bard/Crusader/PrCs mix
Wilding Knife (http://www.minmaxboards.com/index.php?topic=12823.msg221475#msg221475) - Psionic, Wilder/Soulblade mix.
Wildspeaker (http://www.minmaxboards.com/index.php?topic=12823.msg221487#msg221487) - Bard/Druid/Ranger mix. In tune with nature.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Spell List
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Spell List
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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

Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on March 18, 2014, 05:00:09 PM
Thane

"Damn I'm Good!"
- Kralava Draxila, Elven Thane


Text

Making a Thane
Text

Abilities: The Thane needs everything! Charisma for casting, though.

Races: Thane appear amongst all races.

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

Table 1: The Thane
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                              0   1st     2nd    3rd    4th    5th    6th
-----------------------------------------------------------------------------------------------------------------
1      +0    +2    +2    +0    Bardic Knowledge, Bardic Music         2    —      —      —      —      —      —
2      +1    +3    +3    +1    Combat Style, Fast Movement            3    0+1    —      —      —      —      —
3      +2    +3    +3    +1    Aura of Courage, Sneak Attack +1d6     3    1+1    —      —      —      —      —
4      +3    +4    +4    +2    Animal Companion, Bonus Feat           3    2+1    0+1    —      —      —      —
5      +3    +4    +4    +2    Mount, Resist Nature's Lure            3    3+1    1+1    —      —      —      —
6      +4    +5    +5    +3    Remove Disease, Improved Combat Style  3    3+1    2+1    —      —      —      — 
7      +5    +5    +5    +3    Woodland Stride, Rage 1/day            3    3+1    2+1    0+1    —      —      —
8      +6    +6    +6    +2    Swift Tracker, Sneak Attack +2d6       3    3+1    3+1    1+1    —      —      —
9      +6    +6    +6    +3    Venom Immunity, Bonus Feat             3    3+1    3+1    2+1    —      —      —
10     +7    +7    +7    +3    Ki Strike                              3    3+1    3+1    2+1    0+1    —      —
11     +8    +7    +7    +3    Combat Style Mastery                   3    3+1    3+1    3+1    1+1    —      —
12     +9    +8    +8    +4    Diamond Soul                           3    3+1    3+1    3+1    2+1    —      —
13     +9    +8    +8    +4    Rage 2/day, Sneak Attack +3d6          3    3+1    3+1    3+1    2+1    0+1    —
14     +10   +9    +9    +4    Bonus Feat                             4    3+1    3+1    3+1    3+1    1+1    —
15     +11   +9    +9    +5    Ki Strike                              4    4+1    3+1    3+1    3+1    2+1    —
16     +12   +10   +10   +5    Empty Body                             4    4+1    4+1    3+1    3+1    2+1    0+1
17     +12   +10   +10   +5    Greater Rage, Tireless Rage            4    4+1    4+1    4+1    3+1    3+1    1+1
18     +13   +11   +11   +6    Sneak Attack +4d6                      4    4+1    4+1    4+1    4+1    3+1    2+1
19     +14   +11   +11   +6    Rage 3/day, Bonus Feat                 4    4+1    4+1    4+1    4+1    4+1    3+1
20     +15   +12   +12   +6    Perfect Self                           4    4+1    4+1    4+1    4+1    4+1    4+1
                                     
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
Thane have the following game statistics.

Alignment: Any
Hit Die: d8
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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 04, 2014, 01:52:12 PM
Mind Warden

"The beast hungers."
- Kralava Draxila, Elven Mind Warden


Text

Making a Mind Warden
Text

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

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

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

Table 1: The Mind Warden
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                             1st  2nd  3rd  4th
-----------------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Fast Movement, Close Combat Shot, Mind Blade, Favored Enemy           —    —    —    — 
2      +2    +3    +3    +1    Weapon Focus (mind blade), Throw mind blade, Combat Style             —    —    —    — 
3      +3    +3    +3    +1    Psychic strike +1d8, Uncanny Dodge                                    —    —    —    — 
4      +4    +4    +4    +2    +1 mind blade                                                         0    —    —    — 
5      +5    +4    +4    +2    Free draw, shape mind blade, Favored Enemy                            0    —    —    — 
6      +6    +5    +5    +3    Mind blade enhancement +1, Speed of Thought, Improved Combat Style    1    —    —    — 
7      +7    +5    +5    +3    Psychic strike +2d8                                                   1    —    —    — 
8      +8    +6    +6    +2    +2 mind blade                                                         1    0    —    — 
9      +9    +6    +6    +3    Bladewind, Greater Weapon Focus (mind blade)                          1    0    —    — 
10     +10   +7    +7    +3    Mind blade enhancement +2, Favored Enemy                              1    1    —    — 
11     +11   +7    +7    +3    Psychic strike +3d8, Combat Style Mastery                             1    1    0    — 
12     +12   +8    +8    +4    +3 mind blade                                                         1    1    1    — 
13     +13   +8    +8    +4    Knife to the soul                                                     1    1    1    — 
14     +14   +9    +9    +4    Mind blade enhancement +3                                             2    1    1    0 
15     +15   +9    +9    +5    Psychic strike +4d8, Favored Enemy                                    2    1    1    1 
16     +16   +10   +10   +5    +4 mind blade                                                         2    2    1    1 
17     +17   +10   +10   +5    Multiple throw                                                        2    2    2    1 
18     +18   +11   +11   +6    Mind blade enhancement +4                                             3    2    2    1 
19     +19   +11   +11   +6    Psychic strike +5d8                                                   3    3    3    2 
20     +20   +12   +12   +6    +5 mind blade, Favored Enemy                                          3    3    3    3 


Game Rule Information
Mind Warden 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
Mind Warden are proficient with all simple and martial weapons, their mindblade, and light and medium armour, as well as shields (except tower).

Spells
Beginning at 4th level, a Mind Warden gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Mind Warden must choose and prepare his spells in advance. To prepare or cast a spell, a Mind Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mind Warden’s spell is 10 + the spell level + the Mind Warden’s Wisdom modifier. Like other spellcasters, a Mind Warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mind Warden. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Mind Warden indicates that the Mind Warden 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 Mind Warden does not have access to any domain spells or granted powers, as a cleric does. A Mind Warden 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 Mind Warden may prepare and cast any spell on the Mind Warden 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 Mind Warden has no caster level. At 4th level and higher, his caster level is his Mind Warden level.

Fast Movement (Ex)
A Mind Warden’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 Mind Warden’s speed because of any load carried or armor worn.

Mind Blade (Su)
As a move action, a Mind Warden 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 or composite shortbow of a size appropriate for its wielder. Wilding Knives who are smaller or larger than Medium create mind blades identical to weapons 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 or Dexterity bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Mind Warden 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 Mind Warden 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 Mind Warden’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). If in bow form, the mind blade automatically provides ammunition with an enhancement bonus as listed here.

Even in places where psionic effects do not normally function (such as within a null psionics field), a Mind Warden can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Mind Warden 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 Mind Warden can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

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

Close Combat Shot (Ex)
A Mind Warden can attack with his mind blade in bow form while in a threatened square and not provoke an attack of opportunity.

Favored Enemy (Ex)
At 1st level, when a Mind Warden shapes his mind blade, he may select a type of creature from among those given on Table: Ranger Favored Enemies (see PHB/SRD). The Mind Warden gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter, the bonuses against hsi chosen favored enemy increases by 2.

If the Mind Warden chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Mind Warden’s bonuses do not stack; he simply uses whichever bonus is higher.

Throw Mind Blade (Ex)
A Mind Warden 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 Mind Warden 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).

Combat Style (Ex)
At 2nd level, when a Mind Warden shapes his mind blade, he 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 Mind Warden 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 Mind Warden 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 Mind Warden’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.

Uncanny Dodge (Ex)
At 3rd level, a Mind Warden 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 Mind Warden already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Psychic Strike (Su)
As a move action, a Mind Warden 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 or the mind blade is shaped as a bow). 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 Mind Warden can imbue his mind blade with psychic energy again by taking another move action.

Once a Mind Warden has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Mind Warden 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 Mind Warden next materializes it.

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

Free Draw (Su)
At 5th level, a Mind Warden 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 Mind Warden 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 Mind Warden 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 Mind Warden 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 Mind Warden would otherwise create with a single mind blade.

Finally, the Mind Warden can transform his mind blade into a composite longbow.

Improved Combat Style (Ex)
At 6th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery when he shaped his mind blade, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, 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 Mind Warden’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.

Mind Blade Enhancement (Su)
At 6th level, a Mind Warden 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 Mind Warden can add to his weapon improves to +2, +3, and +4, respectively. A Mind Warden can choose any combination of weapon special abilities that does not exceed the total allowed by the Mind Warden’s level.

The weapon ability or abilities remain the same every time the Mind Warden 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. When in bow form, some of these enhancements may be applied to the ammunition instead of the bow itself.

A Mind Warden 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 Mind Warden.
Code: [Select]
Weapon Special Ability  Enhancement Bonus Value
Bane                    +1
Defending               +1
Distance                +1
Flaming                 +1
Frost                   +1
Keen                    +1
Lucky                   +1
Merciful                +1
Mighty Cleaving         +1
Psychokinetic           +1
Returning               +1
Seeking                 +1
Shock                   +1
Sundering               +1
Vicious                 +1
Anarchic                +2
Axiomatic               +2
Collision               +2
Flaming Burst           +2
Mindcrusher             +2
Psychokinetic burst     +2
Psibane                 +2
Shocking Burst          +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Dislocator              +3
Mindfeeder              +3
Soulbreaker             +3
Speed                   +3

Speed of Thought
A Mind Warden gains Speed of Thought as a bonus feat at 6th level.

Bladewind (Su)
At 9th level, a Mind Warden 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 Mind Warden 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 Mind Warden’s regular mind blade.

When using bladewind, a Mind Warden 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 Mind Warden gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Combat Style Mastery (Ex)
At 11th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery when he shaped his mind blade, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, 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 Mind Warden’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.

Knife to the Soul (Su)
Beginning at 13th level, when a Mind Warden 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 Mind Warden can combine extra dice of damage and ability damage in any combination.

The Mind Warden 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 Mind Warden can throw a number of mind blades per round equal to the number of melee attacks he could make.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 09, 2014, 09:03:18 PM
Mindwright

"Text"
- Hulk the Green, Orc Mindwright


Text

Making a Mindwright
Text

Abilities Intelligence is the ability that the Mindwright uses to manifest powers.

Races Mindwright appear amongst all races.

Alignment Mindwright can be of any alignment.

Table 1 The Mindwright
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                Power Points/Day  Maximum Power Level
------------------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Psicrystal Affinity, Wild Surge +1, Psychic Enervation   2                 1
2      +1    +1    +1    +3    Bonus Feat                                               6                 1
3      +1    +1    +1    +3    Wild Surge +2                                            11                1
4      +2    +2    +2    +4                                                             17                2
5      +2    +2    +2    +4                                                             25                2
6      +3    +3    +3    +5    Bonus Feat                                               35                2
7      +3    +3    +3    +5    Wild Surge +3                                            46                3
8      +4    +2    +2    +6                                                             58                3
9      +4    +3    +3    +6                                                             72                3
10     +5    +3    +3    +7    Bonus Feat                                               88                4
11     +5    +3    +3    +7    Wild Surge +4                                            106               4
12     +6    +4    +4    +8                                                             126               4
13     +6    +4    +4    +8                                                             147               5
14     +7    +4    +4    +9    Bonus Feat                                               170               5
15     +7    +5    +5    +9    Wild Surge +5                                            195               5
16     +8    +5    +5    +10                                                            221               6
17     +8    +5    +5    +10                                                            250               6
18     +9    +6    +6    +11   Bonus Feat                                               280               7
19     +9    +6    +6    +11   Wild Surge +6                                            311               7
20     +10   +6    +6    +12                                                            343               7


Game Rule Information
Mindwrights 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
Mindwrights are proficient with all simple weapons and with light armor and shields (except tower shields).

Power Points/Day
A Mindwright’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 Mindwright. In addition, she receives bonus power points per day if she has a high Intelligence 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 Mindwright begins play familiar with a number of powers equal to his Intelligence modifier. Every time he gains access to a new power level, and again at 20th level, he learns a number of new powers equal to his current Intelligence modifier. For example, a 1st-level Mindwright with an Intelligence of 15 knows two powers.

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

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

A Mindwright 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 Mindwright powers is 10 + the power’s level + the Mindwright’s Intelligence modifier.

Maximum Power Level Known
A Mindwright 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 Mindwright must have an Intelligence score of at least 10 + the power’s level.

Psicrystal Affinity
A Mindwright gains the Psicrystal Affinity feat at first level.

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

A Mindwright 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 Mindwright 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 Mindwright 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 Mindwright’s power point reserve.

Psychic Enervation (Ex)
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Mindwright 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 Mindwright 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 Mindwright level.

Bonus Feats
A Mindwright gains a bonus feat at the indicated levels. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 09:35:04 AM
Spellbreaker

"Magic is evil."
- Thurgoth the Mad, Human Spellbreaker


Text

Making a Spellbreaker
Text

Abilities: Physical stats are all that the spellbreaker needs

Races: Spellbreaker appear amongst all races.

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

Table 1: The Spellbreaker
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                       
------------------------------------------------------------------
1      +1    +2    +2    +2    Mage Slayer, Inimical to Magic, Ability Increase   
2      +2    +3    +3    +3    Bonus Feats   
3      +3    +3    +3    +3    Pierce Magical Protection, Ability Increase   
4      +4    +4    +4    +4    Bonus Feats   
5      +5    +4    +4    +4    Pierce Magical Concealment, Ability Increase   
6      +6    +5    +5    +5    Bonus Feats   
7      +7    +5    +5    +5    Magic Resistance, Ability Increase   
8      +8    +6    +6    +6    Bonus Feats   
9      +9    +6    +6    +6    Spellbreaking Strike, Ability Increase   
10     +10   +7    +7    +7    Bonus Feats   
11     +11   +7    +7    +7    Mind and Body, Ability Increase   
12     +12   +8    +8    +8    Bonus Feats   
13     +13   +8    +8    +8    Greater Magic Resistance, Ability Increase   
14     +14   +9    +9    +9    Bonus Feats   
15     +15   +9    +9    +9    Evasive Mettle, Ability Increase   
16     +16   +10   +10   +10   Bonus Feats   
17     +17   +10   +10   +10   Spellshatter, Ability Increase   
18     +18   +11   +11   +11   Bonus Feats   
19     +19   +11   +11   +11   Slippery Mind, Ability Increase   
20     +20   +12   +12   +12   Spellsunder, Bonus Feats   


Game Rule Information
Spellbreaker have the following game statistics.

Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: As fighter


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), 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 12:26:35 PM
Why not just give it the Mage Slayer / PMP/ PMC line as bonus feats, instead of writing them over into the class? Also, it gains Improved Evasion without ever having Evasion - I think that's breaking the normal way such things are done, no?

Because I changed what each of them did slightly - Mage Slayer doesn't let the Caster know, PMP doesn't auto-dispel (or take a standard action), and removed PMC's boost against Mirror image.

And I could stick Evasion in there earlier, but the character already has a lot of benefits on saves, so I didn't bother, and because I didn't really have a level where I wanted to put it.
Title: Re: Strat's Standalone Base Class Collection
Post by: phaedrusxy on April 14, 2014, 12:39:26 PM
I absolutely hate the official Mage Slayer feat. How does it even make sense? Your version is a bit better, but I'd still prefer to change it to always allow you to take the AoO, even if the caster successfully casts defensively (or has Shielded Casting, etc). Maybe give a bonus on damage or bump up the DC on the resulting concentration check to not lose the spell.

Here is the replacement that I use:

Spellcasting Harrier [General, Fighter Bonus] (This replaces the Mage Slayer feat.)
Prereq: Combat Reflexes, Spellcraft 3 ranks
Benefit: Due to your special anti-spellcaster training, you know how to interfere with the complex motions of spellcasting to interrupt it. Anyone casting within an area you threaten takes a penalty equal to your Attack Bonus on the DC of their Concentration checks. This includes casting defensively. Because this requires you to actively jostle the caster around, it will alert them to your presence if they don't know about it, but isn't violent enough to count as an attack for effects such as Invisibility.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 01:03:45 PM
I absolutely hate the official Mage Slayer feat. How does it even make sense? Your version is a bit better, but I'd still prefer to change it to always allow you to take the AoO, even if the caster successfully casts defensively (or has Shielded Casting, etc). Maybe give a bonus on damage or bump up the DC on the resulting concentration check to not lose the spell.

Here is the replacement that I use:

Spellcasting Harrier [General, Fighter Bonus] (This replaces the Mage Slayer feat.)
Prereq: Combat Reflexes, Spellcraft 3 ranks
Benefit: Due to your special anti-spellcaster training, you know how to interfere with the complex motions of spellcasting to interrupt it. Anyone casting within an area you threaten takes a penalty equal to your Attack Bonus on the DC of their Concentration checks. This includes casting defensively. Because this requires you to actively jostle the caster around, it will alert them to your presence if they don't know about it, but isn't violent enough to count as an attack for effects such as Invisibility.

Maybe I'm reading them wrong, but I think your version is could be slightly weaker, in as much as it allows two Concentration checks (defensively, if struck when casting), and doesn't actually auto-force an AoO by banning defensive casting. I could easily see giving a damage bonus equal to class level on any AoOs generated via Mage Slayer though.

I think the official feats (with the exception of PMP, which is pretty decent with the "I dispel everything" component) are another symptom of WotC not understanding the relative power level of melee vs spellcasting. They also never really explored the "anti-caster" discipline, which is too bad, because there's so much that could be created in the area. In fact, the only class I know about is the Forsaker (http://dndtools.eu/classes/forsaker/), and they gave that one some hellish drawbacks. If someone went through and fixed it, it would make a pretty decent PrC. Which I guess means me.  :lol

Edit: And here's the 3.5 Forsaker (http://www.minmaxboards.com/index.php?topic=13220.msg226877;topicseen#msg226877). Probably still in need of a power boost to reduce his reliance of magic items.

Maybe I should combine him with the Gnome Artificer, which is strictly non-magical creations...
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 05:13:21 PM
Here's the Master of the Wild.

It's built from the Animal Lord, Beastmaster, King of the Wild, Tamer of Beasts, and the Verdant Lord. As a result, it has a +5 Wall of Text attack. So be careful.

Also, Druid spellcasting (partial). Because why not?

Master of the Wild

"Text"
- Thurgoth the Druid, Human Master of the Wild


Text

Making a Master of the Wild
Text

Abilities: Physical stats are all that the Master of the Wild needs

Races: Master of the Wild appear amongst all races.

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

Table 1: The Master of the Wild
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                       
------------------------------------------------------------------
1      +0    +0    +2    +2    Animal Companion, Intelligence, Plant Control
2      +1    +0    +3    +3    Wild Empathy, Speak with Master, Animal Bond
3      +2    +1    +3    +3    Empathic Link, Endure Elements, Animal Sense
4      +3    +1    +4    +4    Extra Animal Companion, Create Infusion, Sun Sustenance, Animal Speech
5      +3    +1    +4    +4    Blood Bond, Intelligence, Terrain Movement, Lesser Wild Shape
6      +4    +2    +5    +5    Animal Senses, Natural Armor, Attack Native Creatures
7      +5    +2    +5    +5    Command Creatures of Kind, Endure Elements, Expert Infusion
8      +6    +2    +6    +6    Extra Animal Companion, Terrain Camouflage, Dire Wild Shape
9      +6    +3    +6    +6    Animal Senses, Share Spells, Share Lesser Form
10     +7    +3    +7    +7    Natural Armor, Intelligence, Bonus Feat, First Totem, Animal Farspeech
11     +8    +3    +7    +7    Share Saving Throws, Endure Elements, Legendary Wild Shape
12     +9    +4    +8    +8    Extra Animal Companion, Detect Animals and Plants
13     +9    +4    +8    +8    Inspire Greatness, Bonus Feat, Second Totem
14     +10   +4    +9    +9    Natural Armor, Adaptation, Treant Wild Shape
15     +11   +5    +9    +9    Intelligence, Endure Elements, Animal Perception
16     +12   +5    +10   +10   Bonus Feat, Third Totem
17     +12   +5    +10   +10   Freedom of Movement
18     +13   +6    +11   +11   Natural Armor, Animate Tree
19     +14   +6    +11   +11   Bonus Feat, Share Greater Form
20     +15   +6    +12   +12   Intelligence, Gaea's Embrace


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
Master of the Wild have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: As Master of the Wild
Starting Age: As Master of the Wild


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: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
Terrain Types
Terrain Type: Desert.
Terrain Element: Fire.
Terrain Skill: Spot.
Bonus Feats: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness.

Terrain Type: Forest.
Terrain Element: Fire.
Terrain Skill: Climb.
Bonus Feats: Alertness, Brachiation, Point Blank Shot, Run, Skill Focus (Climb).

Terrain Type: Hills.
Terrain Element: Cold.
Terrain Skill: Climb.
Bonus Feats: Alertness, Far Shot, Run, Skill Focus (Climb), Toughness.

Terrain Type: Marsh.
Terrain Element: Acid.
Terrain Skill: Swim.
Bonus Feats: Alertness, Blind-Fight, Great Fortitude, Skill Focus (Swim), Toughness.

Terrain Type: Mountains.
Terrain Element: Cold.
Terrain Skill: Climb.
Bonus Feats: Alertness, Great Fortitude, Jump. Skill Focus (Climb), Toughness.

Terrain Type: Plains.
Terrain Element: Electricity.
Terrain Skill: Move Silently.
Bonus Feats: Alertness, Far Shot, Point-Blank Shot, Run, Skill Focus (Move Silently).

Terrain Type: Aquatic.
Terrain Element: Cold.
Terrain Skill: Swim.
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (net), Silent Spell, Skill Focus (Swim).

Terrain Type: Air.
Terrain Element: Electricity.
Terrain Skill: Balance.
Bonus Feats: Flyby Attack, Hover, Skill Focus (Balance), Snatch, Wingover.

Terrain Type: Underground.
Terrain Element: Sonic.
Terrain Skill: Escape Artist.
Bonus Feats: Alertness, Blind-Fight, Extra Turning, Great Fortitude, Toughness.

Totem Animals
Ape
First Totem: The Master of the Wild gains Brachiation as a bonus feat.
Second Totem: The Master of the Wild gains a +2 inherent bonus to Intelligence.
Third Totem: The Master of the Wild gains the spell-like ability to scare by howling, hooting, and beating her chest. The Will save DC against this ability is 10 + the Master of the Wild’s class level + her Charisma modifier. In all other ways, this effect is identical to the scare spell.

Bear
First Totem: The Master of the Wild gains a +2 inherent bonus to Strength.
Second Totem: The Master of the Wild gains Great Fortitude as a bonus feat.
Third Totem: The Master of the Wild gains damage reduction 2/–. It she already has damage reduction, this stacks with it.

Bird
First Totem: The Master of the Wild gains a +2 inherent bonus to Dexterity.
Second Totem: The Master of the Wild gains a +8 conditional bonus on Spot checks made in daylight.
Third Totem: The Master of the Wild gains Improved Critical (claw) as a bonus feat.

Cat
First Totem: The catlord gains Skill Focus (Move Silently) as a bonus feat.
Second Totem: Once per hour, the catlord can use the sprint extraordinary ability to move at ten times her normal speed as a charge action.
Third Totem: The catlord gains a +2 inherent bonus to Dexterity.

Horse
First Totem: The Master of the Wild gains a bonus to her speed of +10 feet.
Second Totem: The Master of the Wild gains a +2 inherent bonus to Constitution.
Third Totem: The Master of the Wild gains Trample as a bonus feat.

Shark
First Totem: The Master of the Wild gains the extraordinary ability to breathe water in her normal form. (She cannot, however, breathe air while in a form that can breathe only water.)
Second Totem: The Master of the Wild gains Improved Swimming as a bonus feat.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Wisdom.

Snake
First Totem: The Master of the Wild gains Resist Poison as a bonus feat.
Second Totem: The Master of the Wild gains the extraordinary ability to produce poison once per day (Fortitude save DC 10 + class level; initial and secondary damage 2d6 temporary Constitution). She can produce only one dose of poison per day. The Master of the Wild is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Charisma.

Wolf
First Totem: The Master of the Wild gains Scent as a bonus feat.
Second Totem: The Master of the Wild gains a +4 circumstance bonus on Survival checks made for tracking. This bonus stacks with any modifier provided by Scent.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Constitution.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 08:12:36 PM
Candle Caster

"Let your mind attain the perfection of a single, perfect flame."
- Excasard the Brilliant, Human Candle Caster


Flame holds a special attraction to some people. Simply burning, a candle is a work of art—a teardrop of fire clinging to the dark wick, itself shrouded in a column of wax that is both the flame’s base and fuel: a wonder indeed. Secrets could be stored in that wax: secrets... or spells. Also called «spell chandlers», these specialists fill their time fashioning candles, both for esthetics and for power. The spells stored therein are revealed as the flame ignites and disperses the wax medium. Moreover, the wax itself shapes and molds stored spells so that they are enhanced by the burning flame.

Making a Candle Caster
Candle casters have quicker access to featlike abilities that enhance the effects of their candle-stored spells, and so they are often wooed by adventuring companies who have realized the importance of consumable magic items in the dungeon depths. NPC candle casters sometimes appear in places where magic is sold, attempting to sell their unfettered candles (which can be used by anyone) on an equal footing with potions. However, lighting a candle is more difficult than drinking a potion and takes longer to produce an effect, so unfettered candles are unlikely to ever reach the popularity that potions enjoy.

Abilities: Intelligence is the ability that the Candle Caster uses to give him extra spells.

Races: Candle Caster appear amongst all races, for their talents are widespread.

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

Table 1: The Candle Caster
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                        0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Summon Familiar, Candle Casting  3   1   —   —   —   —   —   —   —   —
2      +1    +1    +1    +3                                     4   2   —   —   —   —   —   —   —   —
3      +1    +1    +1    +3                                     4   2   1   —   —   —   —   —   —   —
4      +2    +2    +2    +4    Unfettered Candle                4   3   2   —   —   —   —   —   —   —
5      +2    +2    +2    +4    Metamagic Candle                 4   3   2   1   —   —   —   —   —   —
6      +3    +3    +3    +5                                     4   3   3   2   —   —   —   —   —   —
7      +3    +3    +3    +5                                     4   4   3   2   1   —   —   —   —   —
8      +4    +2    +2    +6    Dipped Candle                    4   4   3   3   2   —   —   —   —   —
9      +4    +3    +3    +6                                     4   4   4   3   2   1   —   —   —   —
10     +5    +3    +3    +7    Metamagic Candle                 4   4   4   3   3   2   —   —   —   —
11     +5    +3    +3    +7                                     4   4   4   4   3   2   1   —   —   —
12     +6    +4    +4    +8    Quick Light                      4   4   4   4   3   3   2   —   —   —
13     +6    +4    +4    +8                                     4   4   4   4   4   3   2   1   —   —
14     +7    +4    +4    +9                                     4   4   4   4   4   3   3   2   —   —
15     +7    +5    +5    +9    Metamagic Candle                 4   4   4   4   4   4   3   2   1   —
16     +8    +5    +5    +10   Striped Candle                   4   4   4   4   4   4   3   3   2   —
17     +8    +5    +5    +10                                    4   4   4   4   4   4   4   3   2   1
18     +9    +6    +6    +11                                    4   4   4   4   4   4   4   3   3   2
19     +9    +6    +6    +11                                    4   4   4   4   4   4   4   4   3   3
20     +10   +6    +6    +12   Metamagic Candle                 4   4   4   4   4   4   4   4   4   4


Game Rule Information
Candle Caster have the following game statistics.

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


Class skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the candle caster class.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on April 14, 2014, 09:43:45 PM
Made by gluing together a whole series of 3E classes from Sword and Fist (and one from Defenders of the Faith). Can get a fairly large attack & damage bonus, as well as attacks per round, but otherwise probably a bit meh.

Tribal Gladiator

"The crowd. Always play to the crowd."
- Kralava Draxila, Elven Tribal Gladiator


Text

Making a Tribal Gladiator
Text

Abilities: The Tribal Gladiator does well to have strong physical statistics, for combat is his home and his purpose.

Races: Tribal Gladiator appear amongst all races

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

Table 1: The Tribal Gladiator
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                               
--------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Improved Feint, Combat Sense, Harm’s Way, Blade of Death
2      +2    +3    +3    +1    Armor Class Bonus, Brutal Strike +1
3      +3    +3    +3    +1    Study Opponent, Speed of Fate
4      +4    +4    +4    +2    Exhaust Opponent, Roar of the Crowd
5      +5    +4    +4    +2    Combat Sense, Brutal Strike +2
6      +6    +5    +5    +3    Improved Coup de Grace, Poison Use
7      +7    +5    +5    +3    Extra Lash, Defensive Strike
8      +8    +6    +6    +2    Brutal Strike +3, Make Them Bleed
9      +9    +6    +6    +3    Speed of Doom, Blades of Fury
10     +10   +7    +7    +3    Combat Sense, The Crowd Goes Wild
11     +11   +7    +7    +3    Brutal Strike +4
12     +12   +8    +8    +4    Stunning Snap, Opportunist
13     +13   +8    +8    +4    Deflect Attack
14     +14   +9    +9    +4    Brutal Strike +5
15     +15   +9    +9    +5    Combat Sense
16     +16   +10   +10   +5    Defensive Stance
17     +17   +10   +10   +5    Brutal Strike +6
18     +18   +11   +11   +6    Death Spiral
19     +19   +11   +11   +6    Weapon Mastery
20     +20   +12   +12   +6    Combat Sense, Brutal Strike +7


Game Rule Information
Tribal Gladiators have the following game statistics.

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


Class skills
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Ride (Dex), 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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on August 15, 2015, 05:21:07 PM
Ninja Warrior

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


Text

Making a Ninja Warrior
Text

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

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

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

Table 1: The Ninja Warrior
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     Power Points/Day  Powers Known  Maximum Power Level
--------------------------------------------------------------------------------------------------------------------------------
1      +1    +2    +2    +0    Ki power, sudden strike +1d6, trapfinding     0                 1             1
2      +2    +3    +3    +1    Ghost step (invisible)                        1                 2             1
3      +3    +3    +3    +1    Sudden strike +2d6, poison use                3                 3             1
4      +4    +4    +4    +2    Great leap                                    5                 4             2
5      +5    +4    +4    +2    Sudden strike +3d6                            7                 5             2
6      +6    +5    +5    +3    Acrobatics +2, ki dodge                       11                6             2
7      +7    +5    +5    +3    Sudden strike +4d6, speed climb               15                7             3
8      +8    +6    +6    +2    Ghost strike                                  19                8             3
9      +9    +6    +6    +3    Sudden strike +5d6, improved poison use       23                9             3
10     +10   +7    +7    +3    Ghost step (ethereal)                         27                10            4
11     +11   +7    +7    +3    Sudden strike +6d6                            35                11            4
12     +12   +8    +8    +4    Acrobatics +4, evasion                        43                12            4
13     +13   +8    +8    +4    Sudden strike +7d6                            51                13            5
14     +14   +9    +9    +4    Ghost mind                                    59                14            5
15     +15   +9    +9    +5    Sudden strike +8d6                            67                15            5
16     +16   +10   +10   +5    Ghost sight                                   79                16            6
17     +17   +10   +10   +5    Sudden strike +9d6                            91                17            6
18     +18   +11   +11   +6    Acrobatics +6, greater ki dodge               103               18            6
19     +19   +11   +11   +6    Sudden strike +10d6                           115               19            6
20     +20   +12   +12   +6    Ghost walk                                    127               20            6


Game Rule Information
Ninja Warriors have the following game statistics.

Alignment: Any
Hit Die: d8
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), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and 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 Armor Proficiency
Ninja Warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day
A Ninja Warrior’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 Ninja Warrior. In addition, she receives bonus power points per day if she has a high Wisdom 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 Ninja Warrior 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 Ninja Warrior to learn powers from the lists of other classes.) A Ninja Warrior can manifest any power that has a power point cost equal to or lower than her manifester level.

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

A Ninja Warrior 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 Ninja Warrior powers is 10 + the power’s level + the Ninja Warrior’s Wisdom modifier.

Maximum Power Level Known
A Ninja Warrior 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 Ninja Warrior must have a Wisdom score of at least 10 + the power’s level.

AC Bonus (Ex)
A Ninja Warrior is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a Ninja Warrior adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk’s AC bonus ability (a Ninja Warrior with levels of monk does not add the bonus twice). In addition, a Ninja Warrior gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Ninja Warrior levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when a Ninja Warrior is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Ki Power (Su)
A Ninja Warrior can channel her ki to manifest special powers of stealth and mobility. She can use her ki powers a number of times per day equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Ki powers can be used only if a Ninja Warrior is wearing no armor and is unencumbered.

As long as a Ninja Warrior’s ki pool isn’t empty (that is, as long as she has at least one daily use remaining), she gains a +2 bonus on her Will saves.

A Ninja Warrior’s ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk. Each power is described under a separate entry below.

Sudden Strike (Ex)
If a Ninja Warrior can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever a Ninja Warrior’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the Ninja Warrior deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every two Ninja Warrior levels thereafter. A Ninja Warrior can’t use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A Ninja Warrior can’t make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

A Ninja Warrior can’t use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don’t deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Trapfinding (Ex)
A Ninja Warrior can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.

Ghost Step (Su)
Starting at 2nd level, a Ninja Warrior can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity. At 10th level, a Ninja Warrior can become ethereal when using ghost step instead of becoming invisible.

Bonus Feats
The Ninja Warrior 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 Ninja Warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A Ninja Warrior 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.


Poison Use (Ex)
At 3rd level and higher, a Ninja Warrior never risks accidentally poisoning herself when applying poison to a weapon.

Great Leap (Su)
At 4th level and higher, a Ninja Warrior always makes Jump checks as if she were running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if she is wearing no armor and is carrying no more than a light load.

Acrobatics (Ex)
Starting at 6th level, a Ninja Warrior gains a +2 bonus on Climb, Jump, and Tumble checks. This bonus increases to +4 at 12th level and +6 at 18th level.

Ki Dodge (Su)
At 6th level and higher, a Ninja Warrior can spend one daily use of her ki power to cause an attack against her to miss when it might otherwise hit. When a Ninja Warrior activates this ability, her outline shifts and wavers, granting her concealment (20% miss chance) against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.

See invisibility has no effect on concealment granted by the ki dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blink or displacement.

Speed Climb (Ex)
A Ninja Warrior of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

A Ninja Warrior needs only one free hand to use this ability. This ability can be used only if a Ninja Warrior is wearing no armor and is carrying no more than a light load.

Ghost Strike (Su)
At 8th level and higher, a Ninja Warrior can spend one daily use of her ki power to strike incorporeal and ethereal creatures as if they were corporeal. She also can use this ability to strike foes on the Material Plane normally while ethereal (for example, while using her ghost step ability).

Activating the ghost strike ability is a move action that does not provoke attacks of opportunity. It affects the next attack made by the Ninja Warrior, as long as that attack is made before the end of her next turn.

Improved Poison Use (Ex)
Starting at 9th level, a Ninja Warrior can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Evasion (Ex)
Beginning at 12th level, a Ninja Warrior can avoid damage from certain attacks with a successful Reflex save. (See the monk class feature, page 41 of the Player’s Handbook.) A Ninja Warrior’s use of evasion differs slightly from a monk’s use in that a Ninja Warrior can use evasion only if she is wearing no armor and is carrying no more than a light load.

Ghost Mind (Su)
At 14th level, a Ninja Warrior gains a special resistance to spells of the scrying subschool. To detect or see a Ninja Warrior with such a spell, the caster must make a caster level check (DC 20 + the Ninja Warrior’s class level). In the case of scrying spells (such as arcane eye) that scan the Ninja Warrior’s area, a failed check indicates that the spell works but the Ninja Warrior simply isn’t detected. Scrying attempts targeted specifically at the Ninja Warrior do not work at all if the check fails.

Ghost Sight (Su)
At 16th level and higher, a Ninja Warrior can see invisible and ethereal creatures as easily as she sees material creatures and objects.

Greater Ki Dodge (Su)
Starting at 18th level, a Ninja Warrior’s ki dodge ability grants total concealment (50% miss chance).

Ghost Walk (Su)
A 20th-level Ninja Warrior can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the Ninja Warrior’s class level.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on August 15, 2015, 07:31:37 PM
Version 2.2 is up.
Changelist:

Added Psionic and Leadership focus.
Changed Mimic Class Feature to new ability
Removed Triple and Quad Aptitude
Swapped Rapid Refocus and Double Aptitude
Added Supreme Mimic at 14th
Added One Is All at 20th
Added Maneuvers to Combat Focus
Tweaked Wild Focus
Cleaned up Ability Focus & Mimic Class Feature 

Chameleon

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


Sometimes it’s good to be a fighter, able to wield any weapon. Other times, you’d be better off as a rogue, with stealth and the ability to backstab foes. And sometimes, nothing but spells will do the trick. When these situations collide and you need one answer, you need a chameleon. Chameleons are dilettantes in every class and masters of none. They know enough of each class’s skills and abilities to mimic that class effectively. You can masquerade as a fighter, a rogue, or even a wizard or a cleric. Part of it is power, of course—you learn to harness your own natural energy, shaping it into whichever class you require that day. But the rest is pure attitude—you are a talented performer, and when you walk into a room with a holy symbol around your neck, people believe you have true faith.

Making a Chameleon
Anyone can become a chameleon—because, after all, a chameleon can become anyone. The easiest path is through the rogue class, since the rogue’s large number of skill points makes meeting the skill requirements easy. Bards also make excellent chameleons, since they are talented performers who already know some magic. Chameleons who were spellcasters have a clear advantage, because their spell lists are not as limited. Chameleon clerics are rare, but extremely valuable, because they can heal and turn undead with more potency than a chameleon merely posing as a priest. The class is also an interesting choice for monks—their discipline makes it easier to adapt the body to each new role, even if their poor social skills hamper their performances.

Abilities: All of them.

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

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

Table 1: The Chameleon
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     
-----------------------------------------------------------------------------
1      +0    +0    +0    +0    Aptitude focus 1/day (+2)                 
2      +1    +1    +1    +1    Bonus feat                                 
3      +2    +1    +1    +1    Mimic class feature 1/day                 
4      +3    +2    +2    +2    Ability boon +2                           
5      +3    +2    +2    +2    Aptitude focus 2/day (+4)                 
6      +4    +3    +3    +3    Mimic class feature 2/day, Bonus feat                   
7      +5    +3    +3    +3    Ability boon +4           
8      +6    +2    +2    +2    Rapid Refocus
9      +6    +3    +3    +3    Mimic class feature 3/day                 
10     +7    +3    +3    +3    Ability boon +6, aptitude focus 3/day (+6), Bonus feat 
11     +8    +3    +3    +3    Double Aptitude                         
12     +9    +4    +4    +4    Mimic class feature 4/day               
13     +9    +4    +4    +4    Ability boon +8               
14     +10   +4    +4    +4    Supreme Mimic, Bonus feat               
15     +11   +5    +5    +5    Mimic class feature 5/day, Aptitude focus 4/day (+8)               
16     +12   +5    +5    +5    Ability boon +10               
17     +12   +5    +5    +5    Instant Refocus               
18     +13   +6    +6    +6    Mimic class feature 6/day, Bonus feat               
19     +14   +6    +6    +6    Ability boon +12               
20     +15   +6    +6    +6    One Is All, Aptitude focus 5/day (+10)

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

Table 3: Psionic Focus
Code: [Select]
Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6

Table 4: Combat Focus
Code: [Select]
Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Chameleons have the following game statistics.

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


Class skills
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Sense Motive (Wis), Swim (Str), and Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
The chameleon’s class features allow you to adopt a variety of roles, from armored warrior to spellcaster to sneaky rogue. You can’t use any abilities gained from your aptitude focus, ability boon, or mimic class feature abilities to qualify for a feat, prestige class, or other option. You can use your bonus feats to qualify for such options, but if you change the feats, you suffer the normal drawbacks for no longer meeting a prerequisite or requirement.

Weapon and Armor Proficiency
Chameleons are proficient with all simple weapons and with all forms of armor, including shields (but not tower shields).

Aptitude Focus (Ex)
Once per day, you can select one of the areas below upon which to focus your ever-shifting talents. After meditating for 1 hour, you gain the chosen abilities for 24 hours or until you change your aptitude focus. At 5th level, you can change your aptitude focus one time per day, with a further additional use every 5 levels (10, 15, 20). If you change to the arcane focus or divine focus ability, you must still obey the normal rules for preparing spells (including any rest required).

Arcane Focus: You gain the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. You prepare and cast these spells just as a wizard does, including the use of a spellbook (chameleons often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). Your spells per day are noted on Table 2. You gain bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Intelligence score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Combat Focus: You gain proficiency with all martial and exotic weapons, and your base attack bonus increases to that of a fighter. You gain a +2 competence bonus on attack rolls and weapon damage rolls and a +2 bonus on Fortitude saves, as well as damage reduction 2/-. These bonuses (including the damage reduction) improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 1st level, you gain a bonus feat, chosen from the list of fighter bonus feats. You must meet the prerequisites for this feat. At 5th, 10th, 15th, and 20th level, you gain an additional bonus feat. You also gain access to a single martial discipline (See Tome of Battle). Your initiator level is equal to your class level, while your maneuvers known, readied, and the maximum level known are all given on Table 4. You recover maneuvers as a Warblade does.

Divine Focus: You gain the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You can only prepare new divine spells at sunrise. Your spells per day are noted on Table 2. You gain bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th)

Stealth Focus: You gain trapfinding (see page 50 of the Player's Handbook), uncanny dodge (see page 26 of the Player's Handbook), a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). You gain Sneak Attack +1d6 for every three levels in the Chameleon class. At 1st level, you gain the ability to go invisible twice per day. At 5th level, you gain two additional uses and treat your invisibility as invisibility, greater. At 10th level, you gain two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 15th level, you gain Hide in Plain Sight (as per the shadowdancer ability). At 20th level, you ignore any immunity a creature might have that prevents sneak attacks or similar effects.

Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). In addition, you may choose either the following Favoured Enemy or Wild Shape ability.
Psionic Focus: You gain the ability to learn and manifest powers, which are chosen from the psion power list (this does not given you access to discipline powers). You manifest these powers just as a psion of your level does. Your power points/day and powers known are indicated on Table 3. You gain bonus power points for a high Intelligence score, just as a psion does. Your manifester level is equal to your class level. Once you have chosen your powers known for the day, even if you subsequently refocus your aptitude, they remain your powers known until the next day. You also gain a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th).

Leadership Focus: You gain bardic music, as a bard of your class level, and a single Minor aura, as per the Marshal class ability of the same name. You also gain a +2 competence bonus on all Charisma-based skill checks (Use Magic/Psionic Device excluded), and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). At 5th level, you gain a Major Aura +1, as per the Marshal class ability. You may instead choose a Draconic Aura, as per the Dragon Shaman class ability. At 10th level, you gain a second Minor aura. You may choose to activate both Minor auras if desired. At 15th level, the bonus on your Major or Draconic Aura increases to +3. At 20th level, you may choose a second Major or Draconic Aura, and switch between them as a swift action.

Bonus Feat (Ex)
At 2nd level, you gain a bonus feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat for which you meet the prerequisites. You gain an additional bonus feat every 4 levels (6th, 10th, 14th, 18th).

Mimic Class Feature
At 3rd level, once per day, you gain the ability to mimic a certain class feature possessed by other characters. At the start of each day, choose a number of supernatural or extraordinary class abilities equal to the number of uses of this ability you possess. Each ability must be available to a standard (base) character class at 3rd level or lower, and must appear on the advancement table or in the text description for that class. This excludes any ability that grants a companion (Animal Companion, Familiars, etc.), spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), and any ability granted by an Aptitude Focus.  Every 3 levels after that (6, 9, 12, 15, 18) you gain one additional use (either to mimic the same class feature, or a different class feature at a separate time). Each time you use a chosen class ability, you gain the benefit of that ability for one round. If the chosen ability has a stated duration (such as Rage), you gain the benefit for that duration. This cannot exceed one minute. If the benefits of the ability increase with class level, treat your chameleon level as your level in the appropriate class. Activating Mimic Class Feature is an immediate action.
(click to show/hide)

Ability Boon (Ex)
At 4th level, when choosing an aptitude focus, you also gain a +2 competence bonus to an ability score of your choice. This bonus lasts until you change your aptitude focus. Every 3 levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, you can split this bonus in half and apply to two different ability scores of your choice (thus, at 4th level, it would be +1 to two different scores).

Rapid Refocus (Ex)
At 8th level, you gain the power to change your aptitude focus in only 10 minutes.

Double Aptitude (Ex)
At 11th level, you can adopt two aptitude focuses in the same amount of time it previously took for you to adopt one. For example, you could adopt both the combat focus and the wild focus to mimic a ranger, or the divine focus and arcane focus to mimic a mystic theurge. You can't adopt the same aptitude focus twice simultaneously. You can still only adopt as many focuses per day as indicated by your aptitude focus ability.

Supreme Mimic (Ex)
At 14th level, you become the ultimate jack of all trades. Your sharp mind allows you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard (base) character class at 15th level or lower, and must appear on the advancement table or in the text description for that class (This excludes spellcasting or similar abilities (Binding, Incarnum, Manoeuvres, Truenaming, Shadowcasting, Psionics, etc.), or any ability granted by an Aptitude Focus. You can use each chosen class ability once per day, lasting for one minute each.

Instant Refocus (Ex)
At 17th level, you gain the power to change your aptitude focus in only 1 full round.

One Is All (Ex)
At 20th level, you may refocus as many times per day as desired.


Chameleon Feats
Extra Mimic [Chameleon]
Prerequisites: Mimic Class Feature ability
Benefit: You gain 2 additional uses of your Mimic Class Feature ability per day.
Special: You can take this feat multiple times.

Extra Focus [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You gain 1 additional use of your Aptitude Focus ability per day.
Special: You can take this feat multiple times.

Focused Choice [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on September 21, 2015, 07:55:12 PM
Ironborn

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


Text

Making a Ironborn
Text

Abilities: Intelligence, mostly.

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

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

Table 1: The Ironborn
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     Soulmelds         Essentia      Chakra Binds
--------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Ironborn Knowledge, Infusions                 2                 1             0
2      +1    +1    +1    +3    Expanded Soulmeld Capacity                    3                 2             0
3      +2    +1    +1    +3    Chakra Bind (Crown), Item Bind                3                 3             1
4      +3    +2    +2    +4                                                  4                 4             1
5      +3    +2    +2    +4    Chakra Bind (Hands, Feet)                     4                 5             1
6      +4    +3    +3    +5    Rapid Meldshaping                             4                 6             2
7      +5    +3    +3    +5                                                  5                 7             2
8      +6    +2    +2    +6                                                  5                 8             2
9      +6    +3    +3    +6                                                  5                 9             2
10     +7    +3    +3    +7    Chakra Bind (Arm, Brow, Shoulders)            6                 10            3
11     +8    +3    +3    +7    Rapid Meldshaping                             6                 11            3
12     +9    +4    +4    +8    Soulforge                                     6                 12            3
13     +9    +4    +4    +8                                                  7                 13            3
14     +10   +4    +4    +9    Expanded Soulmeld Capacity                    7                 14            4
15     +11   +5    +5    +9    Chakra Bind (Throat, Waist)                   7                 16            4
16     +12   +5    +5    +10                                                 8                 18            4
17     +12   +5    +5    +10   Rapid Meldshaping                             8                 20            4
18     +13   +6    +6    +11                                                 8                 22            5
19     +14   +6    +6    +11                                                 9                 24            5
20     +15   +6    +6    +12   Chakra Bind (Soul), Perfect Meldshaper        9                 26            5


Game Rule Information
Ironborns 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, Concentration, Craft, Disable Device, Knowledge (Arcana, Architecture, Religion, The Planes), Open Lock, Search, Spellcraft, Use Magic Device
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text

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

Meldshaping: An Ironborn's primary ability is shaping incarnum soulmelds, which are drawn from the incarnate soulmeld list. You know and can shape any soulmeld from this list.

The Difficulty Class for a saving throw against an Ironborn soulmeld is 10 + number of points of essentia invested in the soulmeld + your Intelligence modifier. Your meldshaper level is equal to your Ironborn level.

An Ironborn can shape only a certain number of soulmelds per day. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds allowed for your level, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds.

At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your character level determines the maximum quantity of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.

An Ironborn does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Ironborn Knowledge: An Ironborn can make a special Ironborn knowledge check with a bonus equal to his Ironborn level + his Int modifier to detect whether a specific item has a magical aura. The Ironborn must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. An Ironborn cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the Ironborn can learn no more about that object.

Infusions: An Ironborn gains infusions exactly as an artificer of his class level, and follows all of the same rules, including the table for infusions per day.

Chakra Binds: Beginning at 3rd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra.

Item Bind (Su): Instead of binding a soulmeld to a chakra, the Ironborn has the option to instead bind an item. That item must be worn in a slot he can chakra bind. If he chooses to bind an item, he may invest essentia into that item (following all the normal rules for doing so as a soulmeld). For each point of essentia invested into an item, the item gains either a +1 bonus to its enhancement bonus, or gains a special ability with an enhancement bonus cost equal to the number of points of essentia invested. If the Ironborn has invested enough points of essentia to choose more than one special quality, he may do so. All bonuses are lost if the essentia is uninvested, the item is unbound from the chakra, or the item is no longer worn or held by the Ironborn.

The number of chakra binds that you can have active at any one time depends on your level. At 3rd level, you can bind a soulmeld to your crown chakra. Beginning at 5th level, you can bind soulmelds to your feet or hands chakras. At 10th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 15th level, you can bind soulmelds to your throat or waist chakras. At 17th level, you can bind a soulmeld to your heart chakra, and at 20th level you can bind a soulmeld to your soul chakra.

Expanded Soulmeld Capacity (Ex): Ironborns are specially gifted in their ability to invest essentia into soulmelds. At 2nd level and again at 14th level, the essentia capacity of your soulmelds increases by 1. This only applies to soulmelds, not to feats, class features, or other abilities that allow essentia investment.

Rapid Meldshaping (Su): As your ability to channel incarnum into soulmelds increases, you learn to shape a small number of soulmelds instantly. Starting at 6th level, once per day you can unshape one of your existing soulmelds and immediately shape another soulmeld. This process requires a full-round action and provokes attacks of opportunity. The soulmeld that you shape cannot be bound to a chakra, even if the soulmeld that you unshape was bound to a chakra. You can use this ability twice per day at 11th level and three times per day at 17th.

Soulforge (Su): Upon reaching 12th level, the Ironborn can create an item from the essentia that he carries within him. When he shapes his soulmelds at the beginning of the day, he may choose to create a single item forged from essentia. This item can be any one magical object that costs less than 500 gp * class level. For every point of essentia invested in this item (treat as a soulmeld), the cost increases by 500 gp * class level. Once the item has been shaped for the day, it cannot be changed, and any essentia invested in it cannot be reinvested. Should an ability force the Ironborn to do so, the item is lost. It may not be an expendable item, or one with charges or other limited use abilities.

Perfect Meldshaper (Su): At 20th level, you gain the ability to flood your body with incarnum for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of essentia invested in each of the Ironborn soulmelds that you currently have shaped to the maximum essentia capacity of that soulmeld. This total will be greater than the amount of essentia normally available to you. This ability lasts for a number of rounds equal to 3 + your Wisdom modifier. During this duration, you can't reallocate essentia from your Ironborn soulmelds. You can use this ability once per day.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on September 23, 2015, 08:07:20 PM
Rectifier

"Blah!"
- blah, blah Rectifier


Text

Making A Rectifier
Text

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

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

Alignment: Good, only.

Table 1: The Rectifier
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                             1st  2nd  3rd  4th
-------------------------------------------------------------------------------------------------------
1      +1    +2    +0    +2    Sneak attack +1d6, trapfinding, Divine Strike         —    —    —    — 
2      +2    +3    +1    +3    Evasion, Divine Grace                                 —    —    —    — 
3      +3    +3    +1    +3    Sneak attack +2d6, trap sense +1, Aura of Courage     —    —    —    — 
4      +4    +4    +2    +4    Uncanny dodge, Turn Undead                            0    —    —    — 
5      +5    +4    +2    +4    Sneak attack +3d6, Special Mount                      0    —    —    — 
6      +6    +5    +3    +5    Trap sense +2, Protection from Evil                   1    —    —    — 
7      +7    +5    +3    +5    Sneak attack +4d6, Sword of Light                     1    —    —    — 
8      +8    +6    +2    +6    Improved uncanny dodge                                1    0    —    — 
9      +9    +6    +3    +6    Sneak attack +5d6, trap sense +3, Sun's Revelation    1    0    —    — 
10     +10   +7    +3    +7    Surge of Piety, Special ability                       1    3    —    — 
11     +11   +7    +3    +7    Sneak attack +6d6, Sword of Darkness                  1    3    0    — 
12     +12   +8    +4    +8    Trap sense +4, Mastery of Energy                      1    3    1    — 
13     +13   +8    +4    +8    Sneak attack +7d6, special ability                    1    3    1    — 
14     +14   +9    +4    +9    Sacred Strike                                         2    3    1    0 
15     +15   +9    +5    +9    Sneak attack +8d6, trap sense +5, Vision of Truth     2    3    1    1 
16     +16   +10   +5    +10   Special ability                                       2    2    1    1 
17     +17   +10   +5    +10   Sneak attack +9d6, Hide in Plain Sight                2    2    2    1 
18     +18   +11   +6    +11   Trap sense +6, Crush of Goodness                      3    2    2    1 
19     +19   +11   +6    +11   Sneak attack +10d6, special ability                   3    3    3    2 
20     +20   +12   +6    +12   Surge of Righteousness                                3    3    3    3 

Game Rule Information
Rectifiers have the following game statistics.

Alignment: Any
Hit Die: d6
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), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local, nobility, religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), 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: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
Text

Sneak Attack
If a Rectifier can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Rectifier’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Rectifier flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Rectifier levels thereafter. Should the Rectifier score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Rectifier can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A Rectifier can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Rectifier must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Rectifier cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Rectifiers (and only Rectifiers) 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.

Rectifiers (and only Rectifiers) 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 Rectifier 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.

Divine Strike (Ex)
Due to his specialized skill, training, and connection with the forces of light, a Rectifier of 1st level or higher can make a special attack that is infused with positive energy. Effectively, this ability allows him to deal extra damage to undead or evil creatures as though making a sneak attack. Divine strike damage applies to any sneak attack dice the Rectifier already has, as well as those gained through advancement in this class.

Evasion (Ex)
At 2nd level and higher, a Rectifier 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 Rectifier is wearing light armor or no armor. A helpless Rectifier does not gain the benefit of evasion.

Divine Grace (Su)
At 2nd level, a Rectifier gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Trap Sense (Ex)
At 3rd level, a Rectifier 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 Rectifier 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.

Aura of Courage (Su)
Beginning at 3rd level, a Rectifier 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 Rectifier is conscious, but not if she is unconscious or dead.

Uncanny Dodge (Ex)
Starting at 4th level, a Rectifier 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 Rectifier already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Turn Undead (Su)
When a Rectifier reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells
Beginning at 4th level, a Rectifier gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A Rectifier must choose and prepare her spells in advance.

To prepare or cast a spell, a Rectifier must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rectifier’s spell is 10 + the spell level + the Rectifier’s Wisdom modifier.

Like other spellcasters, a Rectifier can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Rectifier. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Rectifier indicates that the Rectifier gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Rectifier does not have access to any domain spells or granted powers, as a cleric does.

A Rectifier prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Rectifier may prepare and cast any spell on the Rectifier spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a Rectifier has no caster level. At 4th level and higher, her caster level is her Rectifier level.

Special Mount (Sp)
Upon reaching 5th level, a Rectifier 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 Rectifier) or a warpony (for a Small Rectifier).

Once per day, as a full-round action, a Rectifier 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 Rectifier’s level. The mount immediately appears adjacent to the Rectifier and remains for 2 hours per Rectifier 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 Rectifier 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 Rectifier’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Rectifier may not summon another mount for thirty days or until she gains a Rectifier level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Rectifier takes a -1 penalty on attack and weapon damage rolls.

Protection from Evil (Su)
Starting at 6th level, a Rectifier benefits from a permanent protection from evil effect upon himself.

Sword of Light (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a Rectifier of 7th level or higher overcomes the damage reduction of any undead creature.

Improved Uncanny Dodge (Ex)
A Rectifier of 8th level or higher can no longer be flanked.

This defense denies another Rectifier the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rectifier 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 Rectifier level required to flank the character.

Sun's Revelation (Sp)
At 9th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies as a swift action, as the spell (caster level equals your character level).

Surge of Piety (Su)
When you attain 10th level as a Rectifier, your touch becomes infused with positive energy. Any evil or undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you — even if it normally can't be affected by this condition.

Special Abilities
On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a Rectifier gains a special ability of her choice from among the following options.

Crippling Strike (Ex)
A Rectifier 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 Rectifier 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 Rectifier can attempt to roll with the damage. To use this ability, the Rectifier 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 Rectifier’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex)
This ability works like evasion, except that while the Rectifier still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Rectifier does not gain the benefit of improved evasion.

Opportunist (Ex)
Once per round, the Rectifier 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 Rectifier’s attack of opportunity for that round. Even a Rectifier with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery
The Rectifier 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 Rectifier may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)
This ability represents the Rectifier’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Rectifier 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.

Feat
A Rectifier may gain a bonus feat in place of a special ability.

Sword of Darkness (Su)
Any weapon (melee or ranged, manufactured or natural) wielded by a Rectifier of 11th level or higher counts as a ghost touch weapon, allowing it to hit incorporeal creatures without the usual 50% miss chance for such attacks.

Mastery of Energy (Su)
This ability allows a Rectifier to channel positive energy much more effectively, increasing his ability to turn creatures. Add a +4 bonus to the Rectifier’s turning checks and turning damage rolls.

Sacred Strike (Su)
At 14th level, a Rectifier can channel her divine spellpower to deal extra damage. To do this, she must lose a prepared divine spell from memory. The stalker can add an extra 1d6 points of damage per level of the spell lost. This ability affects all of her attacks she makes in the same round that she uses this ability.

Vision of Truth (Su)
At 15th level, you can see through even the most potent illusions. Three times per day, you can use true seeing, as the spell (caster level equals your character level).

Hide in Plain Sight (Su)
A Rectifier can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a Rectifier can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Crush of Goodness (Su)
On your first strike each round, if you hit an evil or undead creature, you deal them additional damage equal to your class level plus your charisma modifier.

Surge of Righteousness (Su)
Any creature affected by your Surge of Piety ability now becomes frightened. While they are frightened, you apply your sneak attack dice against the creature, even if you would not be in appropriate position to deal sneak attack damage.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on September 27, 2015, 10:18:35 PM
Bladespeaker

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


Text

Making a Bladespeaker
Text

Abilities: Intelligence is the ability that the Bladespeaker uses to speak truenames. More at home in combat than using utterances, the Bladespeaker does well to have strong physical statistics.

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

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

Table 1: The Bladespeaker
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     
-----------------------------------------------------------------------------
1      +1    +2    +0    +2    Bladespeaker, Utterances
2      +2    +3    +1    +3    Weapon Focus (mind blade), Throw mind blade   
3      +3    +3    +1    +3    Psychic strike +1d8
4      +4    +4    +2    +4    +1 mind blade, Enhancing Utterance                                 
5      +5    +4    +2    +4    Free draw, shape mind blade, Bonus Recitation Feat                   
6      +6    +5    +3    +5    Mind blade enhancement +1, Speed of Thought   
7      +7    +5    +3    +5    Psychic strike +2d8, Hammer of Truth
8      +8    +6    +2    +6    +2 mind blade, See the Named, Multiple throw                                                                 
9      +9    +6    +3    +6    Bladewind, Greater Weapon Focus (mind blade) 
10     +10   +7    +3    +7    Mind blade enhancement +2, Bonus Recitation Feat, Sending                     
11     +11   +7    +3    +7    Psychic strike +3d8, Speak unto the Masses
12     +12   +8    +4    +8    +3 mind blade, Say My Name and I Am There                                 
13     +13   +8    +4    +8    Knife to the soul                             
14     +14   +9    +4    +9    Mind blade enhancement +3, Pronouncement of Doom                     
15     +15   +9    +5    +9    Psychic strike +4d8, Bonus Recitation Feat
16     +16   +10   +5    +10   +4 mind blade, Truthstorm                                 
17     +17   +10   +5    +10   Spoken Gift
18     +18   +11   +6    +11   Mind blade enhancement +4, Sword of Words                     
19     +19   +11   +6    +11   Psychic strike +5d8, Land of Thine Own Creation
20     +20   +12   +6    +12   +5 mind blade, Bonus Recitation Feat, Blade of the True                                 


Game Rule Information
Bladespeakers 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 (all)* (Int), Listen (Wis), Perform (Cha), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Truespeak (Int), 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
Bladespeakers are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

Utterances
A Bladespeaker gains and uses utterances from the Lexicons of the Evolving Mind, Crafted Tool, and Perfected Map exactly as if he was a Truenamer of an equal class level, except that the Law of Resistance and the Law of Sequence do not apply to the Bladespeaker.

Mind Blade (Su)
As a move action, a Bladespeaker 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 Bladespeaker 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). Bladespeakers 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 Bladespeaker 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 Bladespeaker 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 Bladespeaker’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 Bladespeaker can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Bladespeaker 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 Bladespeaker can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

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

Throw Mind Blade (Ex)
A Bladespeaker 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 Bladespeaker 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 Bladespeaker 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 Bladespeaker can imbue his mind blade with psychic energy again by taking another move action.

Once a Bladespeaker has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Bladespeaker 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 Bladespeaker next materializes it.

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

Enhancing Utterance (Su)
By saying his own truename as a swift action in the same round as he expends his Psychic Strike, the Bladespeaker can make the damage from the Psychic Strike apply to all attacks he makes during the round, instead of the first.

Free Draw (Su)
At 5th level, a Bladespeaker 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 Bladespeaker 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 Bladespeaker 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 Bladespeaker 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 Bladespeaker would otherwise create with a single mind blade.

Bonus Recitation Feat
By repeating your own personal truename over and over with a particular inflection, you can achieve various healing effects starting at 5th level. Choose one recitation feat. You must still meet the prerequisites for the bonus feat to take it. At each indicated level, gain another bonus recitation feat.

Mind Blade Enhancement (Su)
At 6th level, a Bladespeaker 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 Bladespeaker can add to his weapon improves to +2, +3, and +4, respectively. A Bladespeaker can choose any combination of weapon special abilities that does not exceed the total allowed by the Bladespeaker’s level.

The weapon ability or abilities remain the same every time the Bladespeaker 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 Bladespeaker 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 Bladespeaker.
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 Bladespeaker gains Speed of Thought as a bonus feat at 6th level.

Hammer of Truth
When the Bladespeaker takes a full attack action, he may speak one utterance as a free action. It must affect a target he struck using his mind blade. He recieves a +4 bonus on his Truespeak check.

See the Named (Su)
Beginning at 8th level, you have the ability to see a creature from afar whose personal truename you know. This ability works as the scrying spell, but does not require a mirror or pool of water to function. Instead, you must make a Truespeak check for the creature as normal (see page 196 for information on making a Truespeak check to affect a creature). If your check is successful, the creature does not get a save to resist the ability, but you can view the subject for only 1 round. You can use this ability once per point of intelligence modifier per day.

Multiple Throw (Ex)
At 8th level and higher, a Bladespeaker can throw a number of mind blades per round equal to the number of melee attacks he could make.

Bladewind (Su)
At 9th level, a Bladespeaker 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 Bladespeaker 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 Bladespeaker’s regular mind blade.

When using bladewind, a Bladespeaker 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 Bladespeaker gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Sending (Su)
Beginning at 10th level, you can speak to creatures whose personal truenames you know from a great distance. You must make a successful Truespeak check (DC 15 + 2 × target's CR) to use this ability. If successful, you can send a message to the subject as a sending spell (caster level equal to your truenamer level). You can use this ability at will.

Speak unto the Masses (Su)
At 11th level, you have the ability to affect a number of creatures of the same creature type with a single, powerful utterance. You can only affect creatures of the same type (humanoids, giants, or dragons, for example) with a single use of this ability, although you could use it against a different group of a different creature type each round. No two of the creatures you wish to affect with your utterance can be more than 30 feet apart, and the base DC for your Truespeak check is equal to the most powerful (highest CR or most Hit Dice, if you are affecting PCs) creature in the group. For each creature you wish to affect with the utterance beyond the first, the DC of your Truespeak check increases by 2.

Say My Name and I Am There (Su)
At 12th level, you develop a truename—not your personal truename, but a sort of true nickname—that is invested with cosmic power such that others who speak it can conjure you forth. Whenever someone successfully says this truename, you can appear at that creature's location as if taken there by a word of recall spell. You know who is saying your truename, and you can choose not to be transported if you wish. The nickname is often one or two syllables taken from your personal truename. A creature speaking your true nickname need not make a Truespeak check to do so. Most truenamers with this ability teach the truename to their friends and allies so they can be called when needed.

Knife to the Soul (Su)
Beginning at 13th level, when a Bladespeaker 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 Bladespeaker can combine extra dice of damage and ability damage in any combination.

The Bladespeaker 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.

Pronouncement of Doom
If a Bladespeaker makes a successful psychic strike attack, he may pronounce doom on the struck creature. That creature must make a fortitude save or be destroyed (this affects undead and other unliving creatures).  Treat this as a 6th level utterance from the Lexicon of the Evolving Mind.

Truthstorm
After the Bladespeaker has successfully spoken an utterance, he may choose to expend his psychic strike. If he does, all creatures affected by the utterance take the psychic strike damage.

Spoken Gift
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can grant his mind blade a single +3 or lower weapon special ability. It lasts for a number of rounds equal to his charisma modifier.

Sword of Words
By making an utterance check to affect himself (treat as a 3rd level Utterance of the Evolving Mind), the Bladespeaker can animate his mind blade, as per the dancing enhancement. He immediately forms another mind blade. This lasts for a number of rounds equal to his charisma modifier.

Land of Thine Own Creation
If the Bladespeaker is fighting inside an area of effect generated by his utterances, he is immune to any effects of that utterance, and doubles his psychic strike damage on any creature who is inside the area of effect with him. He also recieves a +4 bonus to attack rolls.

Blade of the True
Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.
Title: Re: Strat's Standalone Base Class Collection
Post by: Gazzien on September 28, 2015, 12:12:12 AM
I think you're missing a [/b] tag somewhere in Bladespeaker.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on September 28, 2015, 05:04:30 AM
I think you're missing a [/b] tag somewhere in Bladespeaker.

A single / :P
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on September 30, 2015, 09:45:24 PM
Thematically, the Walker in the Wastes is an anti-druid, a character that wants to see the verdant life of the forest, jungles, and plains reduced to nothing more than the chill deserts of snow and ice or burning wastes of sun-scorched earth. To that end, most of his class abilities are centred around either desiccation, defiling, or making the landscape inhospitable. Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. The Raze feats are modified, but originally from Dark Sun as well. The Desiccated One is a combination of a Dry Lich and a Dustform Creature, with a few modifications.

Walker in the Wastes

"Text."
- Excasard the Brilliant, Human Walker in the Wastes


Text

Making a Walker in the Wastes
Text

Abilities: Wisdom is the ability that the Walker in the Wastes uses to give him extra spells.

Races: Walker in the Wastes appear amongst all races, for their talents are widespread.

Alignment: Walker in the Wastes can only be nongood.

Table 1: The Walker in the Wastes
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                                    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Defiling, Desiccating Burst, Tainted Aura                                    1   —   —   —   —   —   —   —   —
2      +1    +0    +3    +3    Wasteland Living, Barren Magics                                              2   —   —   —   —   —   —   —   —
3      +2    +1    +3    +3    Wasteland Shaping                                                            2   1   —   —   —   —   —   —   —
4      +3    +1    +4    +4    Razing Bonus Feat                                                            3   2   —   —   —   —   —   —   —
5      +3    +1    +4    +4    Local Drought                                                                3   2   1   —   —   —   —   —   —
6      +4    +2    +5    +5    Dustform Wild Shape                                                          3   3   2   —   —   —   —   —   —
7      +5    +2    +5    +5    The Wasting                                                                  4   3   2   1   —   —   —   —   —
8      +6    +2    +6    +6    Razing Bonus Feat, Improved Wasteland Shaping, Dustform Wild Shape (Large)   4   3   3   2   —   —   —   —   —
9      +6    +3    +6    +6    Wilderness Travel, Life in a Desert                                          4   4   3   2   1   —   —   —   —
10     +7    +3    +7    +7    Improved Barren Magics                                                       4   4   3   3   2   —   —   —   —
11     +8    +3    +7    +7    Wasteland Slumber, Dryness of Dust, Dustform Wild Shape (Tiny)               4   4   4   3   2   1   —   —   —
12     +9    +4    +8    +8    Razing Bonus Feat, Greater Drought, Dustform Wild Shape (Plants)             4   4   4   3   3   2   —   —   —
13     +9    +4    +8    +8    Vigor of Sand                                                                4   4   4   4   3   2   1   —   —
14     +10   +4    +9    +9    Defiled Souls                                                                4   4   4   4   3   3   2   —   —
15     +11   +5    +9    +9    Dustform Wild Shape (Huge)                                                   4   4   4   4   4   3   2   1   —
16     +12   +5    +10   +10   Razing Bonus Feat, Dustform Wild Shape (Elemental)                           4   4   4   4   4   3   3   2   —
17     +12   +5    +10   +10   Champion of the Wastes                                                       4   4   4   4   4   4   3   2   1
18     +13   +6    +11   +11   Greater Barren Magics                                                        4   4   4   4   4   4   3   3   2
19     +14   +6    +11   +11   Born of Dust                                                                 4   4   4   4   4   4   4   3   3
20     +15   +6    +12   +12   Razing Bonus Feat, Desiccated One, Dustform Wild Shape (Huge Elemental)      4   4   4   4   4   4   4   4   4

Table 2: Terrain Modifiers
Code: [Select]
Terrain Type   Examples                                           DC Modifier   Caster Level Modifier
-----------------------------------------------------------------------------------------------------
Lifeless       Air, obsidian planes, negative energy plane        Spell Fails   Spell Fails
Desolate       Salt flats, glaciers                               –2            –2
Barren         Boulder fields, stony barrens, scrublands, taiga   –1            –1
Infertile      Cities, rocky badlands, stony barrens, scrubland   +0            +0
Fertile        Verdant plains, savannahs, swamps, mud flats       +1            +1
Abundant       Forests, oceans, gardens                           +2            +2
 

Game Rule Information
Walker in the Wastes have the following game statistics.

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

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), 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
All the following are class features of the Walker in the Wastes class.
Walker in the Wastes Spell List
(click to show/hide)

Raze Feats
(click to show/hide)

Desiccated One
(click to show/hide)
Title: Re: Strat's Standalone Base Class Collection
Post by: Gazzien on October 01, 2015, 12:47:20 PM
Walker in the Wastes
"Plant creatures also suffer 2 hp damage x spell slot level expended"
Um. *Spell level of the slot expended, I hope.
Quote
Her defiling radius increases by 5 ft.
Why not just include that in the normal formula (5 feet + 5 feet for every level of the spell)?
Quote
Local Drought (Su):
Perhaps a different name, because you can also make it cold?
Quote
Add these spells known to the spells known of the Walker in the Wastes prestige class in Complete Divine.
So it's prepared (like a cleric), from the Blighter list, but with these spells added? Just making sure.

Lastly, there's a bunch of odd typos (from replacing things with Walker in the Wastes); most notably, the spoiler being "Dustform Template" but the information inside reading "Dessicated One".
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 01, 2015, 01:19:08 PM
The class isn't actually finished yet. I'm still working on it, got a few more abilities to go in the higher levels. Which is why you're seeing some of the errors you mentioned below. Probably be about half an hour.

Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. The Raze feats are modified, but originally from Dark Sun as well. The Desiccated One is a combination of a Dry Lich and a Dustform Creature, with a few modifications.

Um. *Spell level of the slot expended, I hope.

Yes, that was awkward. Not sure why the Dark Sun guys wrote it that way (it's a copypasta from Defiler in DS 3.5).
Quote
Why not just include that in the normal formula (5 feet + 5 feet for every level of the spell)?

Because it's not part of it. You can increase your radius an additional 5 feet as a move action to gain a +1 bonus to caster level.

Quote
Perhaps a different name, because you can also make it cold?

Actually, cold places are often in drought conditions - the Antarctic is the largest desert on Earth, not the Sahara. Second largest is the Artic.

Quote
So it's prepared (like a cleric), from the Blighter list, but with these spells added? Just making sure.

That was one of the typos, from a find/replace. It gets the Blighter list, + all the spells listed. And it casts exactly as a Druid.
Title: Re: Strat's Standalone Base Class Collection
Post by: Gazzien on October 01, 2015, 06:13:36 PM
Quote
Why not just include that in the normal formula (5 feet + 5 feet for every level of the spell)?

Because it's not part of it. You can increase your radius an additional 5 feet as a move action to gain a +1 bonus to caster level.
Oh. Whoops. I could've sworn there was nothing saying that you increased the casting time, but... it's entirely possible I just missed it. It's there now, anyways.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 02, 2015, 08:10:05 AM
Warleader

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


Text

Making a Warleader
Text

Abilities: Blah

Races: Warleader appear amongst all races.

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

Table 1: The Warleader
Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                         Maneuvers Known   Maneuvers Readied   Stances Known
------------------------------------------------------------------------------------------------------------------------------
  1    +1     +0    +2    +2     Furious Counterstrike, Steely Resolve 5   5      5 (2) 1
  2    +2     +0    +3    +3     Indomitable Soul                          5      5 (2) 2
  3    +3     +1    +3    +3                                               6      5 (2) 2
  4    +4     +1    +4    +4     Steely Resolve 10                         6      5 (2) 2
  5    +5     +1    +4    +4                                               7      5 (2) 2
  6    +6     +2    +5    +5     Rally Troops                              7      5 (2) 2
  7    +7     +2    +5    +5                                               8      5 (2) 2
  8    +8     +2    +6    +6     Steely Resolve 15                         8      5 (2) 3
  9    +9     +3    +6    +6                                               9      5 (2) 3
  10   +10    +3    +7    +7     Battle Standard                           9      6 (3) 3
  11   +11    +3    +7    +7       10      6 (3) 3
  12   +12    +4    +8    +8     Steely Resolve 20    10      6 (3) 3
  13   +13    +4    +8    +8       11      6 (3) 3
  14   +14    +4    +9    +9     Combine Songs       11      6 (3) 4
  15   +15    +5    +9    +9       12      6 (3) 4
  16   +16    +5    +10   +10    Steely Resolve 25    12      6 (3) 4
  17   +17    +5    +10   +10       13      6 (3) 4
  18   +18    +6    +11   +11    Leading the Fight    13      6 (3) 4
  19   +19    +6    +11   +11       14      6 (3) 4
  20   +20    +6    +12   +12    Steely Resolve 30    14      7 (4) 4



Game Rule Information
Wilding Knives have the following game statistics.

Alignment: Any
Hit Die: d10
Starting Gold: 6d4 x 10
Starting Age: As Crusader


Class skills
Balance, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (religion), Martial Lore, Perform, Ride, Sense Motive

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
You are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.

Maneuvers & Stances
As Crusader, except you only have access to Devoted Spirit and White Raven.

Steely Resolve (Ex)
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you.

You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most Warleaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).

Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa's petrifying gaze, takes immediate effect on you.

At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.

Furious Counterstrike (Ex)
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.

During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. This ability's benefits last until the end of your turn.

Bardic Music
Once per day per Warleader level, a Warleader 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 bardic 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 Warleader level and a minimum number of ranks in the Perform skill to qualify; if a Warleader does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the Warleader must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a Warleader 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 Warleader has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Words of Panic (Su)
A Warleader with 3 or more ranks in a Perform skill can make a demoralizing speech. Once they've heard the Warleader's epic oratory for a full found, opponents within 20 feet must succeed on a Will save (DC 10 + Warleader levels + Cha bonus) or be shaken (-2 morale penalty on attacks, damage, and saves) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting ability that counts as one daily use of bardic music.

Inspire Courage (Su)
A Warleader 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 Warleader sing. The effect lasts for as long as the ally hears the Warleader 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 Warleader 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 Warleader 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 60 feet and able to see and hear the Warleader. The Warleader 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 Warleader’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Warleader concentrates, up to a maximum of 2 minutes. A Warleader can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Words of Fear (Su)
A Warleader of 6th level or higher with 9 or more ranks in a Perform skill can make a frightening speech. Once they've heard the Warleader for a full round, opponents within 60 feet must succeed on a will save (DC 10 + Warleader levels + Cha bonus) or be frightened (flee if possible, or suffer a -2 morale penalty on attacks, damage, and saves) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting, language-dependent ability that counts as three daily uses of bardic music.

Inspire Recklessness (Su)
A Warleader of 9th level or higher with 12 or more ranks in any Perform skill can use her song or poetics to inspire an often dangerous, but very effective, ferocity in his allies within 60 feet. The effect lasts for as long as the allies hear the Warleader sing and for 5 rounds thereafter. Affected allies are inspired to recklessness, gaining the ability to decrease their Armor Class by a number less than or equal to their base attack bonus and add the same number to their melee attack rolls as a morale bonus.

Inspire Heroics (Su)
As an additional use of bardic music, a Warleader with 15 or more ranks in Perform can use poetics to inspire tremendous heroism in a single willing ally within 60 feet, allowing that creature to fight bravely even against overwhelming odds. For every three levels the Warleader attains beyond 5th, he can inspire heroism in one additional creature. To inspire heroism, the Warleader must recite poetry and the creature must hear the poetry for a full round. A creature so inspired gains a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and a +4 dodge bonus to Armor Class. The effect lasts as long as the ally hears the Warleader continue to recite poetry and for up to 5 rounds thereafter. This is a mind-affecting ability that counts as one daily use of bardic music.

Words of Panic (Su)
A Warleader of 13th level or higher with 16 or more ranks in a Perform skill can make a terrifying speech. Once they've heard the Warleader for a full round, opponents within 60 feet must succeed on a will save (DC 10 + Warleader levels + Cha bonus) or be panicked (-2 morale penalty on saves, and creature flees or cowers, dropping items) as long as the Warleader continues to recite and for 5 rounds thereafter. This is a mind-affecting, language-dependent ability that counts as three daily uses of bardic music.

Inspire Heroics (Su)
A Warleader 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 60 feet. For every three Warleader levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Warleader must sing and an ally must hear the Warleader 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 Warleader sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Words of Fury (Su)
This ability functions like suggestion, above, except that a Warleader of 16th level or higher with 19 or more ranks in a Perform skill can enrage her allies. This ability functions exactly like the barbarian rage on all willing allies within 20 feet, and it lasts as long as the Warleader continues her performance. Words of fury requires three daily uses of performance per round maintained. It is a supernatural, mind-affecting ability.

Inspire Legion (Su)
A 17th level Warleader with 20 or more ranks in any Perform skill can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the Warleader and must be able to hear the Warleader. Only allies who meet these requirements at the beginning of the song are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the Warleader cannot rejoin the same song. The effect lasts as long as the affected characters can hear the Warleader and stay within range.

When the Warleader begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the Warleader's character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.

Indomitable Soul (Ex)
Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower.

You add your Furious Counterstrike bonus (if any) as a bonus on Will saves and to Perform checks.

Rally Troops (Ex)
Your presence is enough to grant any allies within 60 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.

Battle Standard (Ex)
The mere sight of your coat of arms or other heraldic display is enough to turn the tide of battle. Allies within 60 feet of your standard gain the effects of both Inspire Courage and Rally Troops (above) as long as the standard is within range and held by you. If your standard is captured in battle, all allies within range aware of its loss suffer a —1 morale penalty to attacks and damage until it is recovered in addition to losing the benefits described above.

Combine Songs (Su)
A Warleader can combine two types of bardic music to provide the benefits of both (normal stacking rules for bonus types apply).

Leading the Fight (Su)
By expending a use of bardic music as a move action, the Warleader can grant all allies within 60 feet the benefit of the stance currently affecting the Warleader. The benefits last for five rounds.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 05, 2015, 09:58:50 AM
Thicketmage

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


Text

Making a Thicketmage
Text

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

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

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

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

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

Game Rule Information
Thicketmage have the following game statistics.

Alignment: Any
Hit Die: d6
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
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 16, 2015, 09:56:32 AM
Occult Blade

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


Text

Making a Occult Blade
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Occult Blade
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1      +1    +0    +2    +2    Armoured Mage, Smite                          2   —   —   —   —   
2      +2    +1    +3    +3    Combat Casting                                3   —   —   —   —   
3      +3    +1    +3    +3    Arcane Channelling                            4   —   —   —   —   
4      +4    +2    +4    +4    Armored Mage                                  5   —   —   —   —   
5      +5    +2    +4    +4    Smite, Quick Cast                             5   2   —   —   —   
6      +6    +3    +5    +5    Spell Power, Mount                            6   3   —   —   —   
7      +7    +3    +5    +5    Armored Mage                                  6   5   —   —   —   
8      +8    +2    +6    +6    Arcane Rejuvenation                           7   6   —   —   —   
9      +9    +3    +6    +6    Extended Spellstrength                        7   6   2   —   —   
10     +10   +3    +7    +7    Armored Mage, Smite                           8   7   3   —   —   
11     +11   +3    +7    +7    Spell Power                                   8   7   5   —   —   
12     +12   +4    +8    +8    Arcane Boost (Attack)                         8   8   6   —   —   
13     +13   +4    +8    +8    Arcane Channelling                            9   8   6   2   —   
14     +14   +4    +9    +9    Arcane Boost (AC)                             9   8   7   3   —   
15     +15   +5    +9    +9    Smite                                         9   9   7   5   —   
16     +16   +5    +10   +10   Spell Power, Arcane Boost (Saves)             10  9   8   6   —   
17     +17   +5    +10   +10                                                 10  9   8   6   2   
18     +18   +6    +11   +11   Spell Power, Arcane Boost (Resistance)        10  10  9   7   3   
19     +19   +6    +11   +11   Arcane Boost (Damage)                         10  10  9   7   5   
20     +20   +6    +12   +12   Smite, Warrior of the Arcane                  10  10  10  8   6   

Game Rule Information
Occult Blade 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), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str)
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 16, 2015, 12:47:36 PM
Beast Heart Adept

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


Text

Making a Beast Heart Adept
Text

Abilities: Text

Races: Text

Alignment: Text

Table 1: The Beast Heart Adept
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                     1st 2nd 3rd 4th 5th
---------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Monster Empathy, Monster Handler              1   —   —   —   —   
2      +1    +1    +3    +3    Monster Lore                                  1   —   —   —   —   
3      +2    +1    +3    +3    Monstrous Companion                           2   —   —   —   —   
4      +3    +2    +4    +4    Monstrous Flank, Resist Monsters              2   —   —   —   —   
5      +3    +2    +4    +4    Speak with Monsters                           3   1   —   —   —   
6      +4    +3    +5    +5    Monstrous Tactics                             3   1   —   —   —   
7      +5    +3    +5    +5    Monstrous Wild Shape                          4   2   —   —   —   
8      +6    +2    +6    +6    Extra Companion                               4   2   —   —   —   
9      +6    +3    +6    +6    Monstrous Wild Shape                          5   3   1   —   —   
10     +7    +3    +7    +7    Monstrous Team-Up                             5   3   1   —   —   
11     +8    +3    +7    +7    Monstrous Wild Shape                          5   4   2   —   —   
12     +9    +4    +8    +8    Empathic Link, Monstrous Stagger              5   4   2   —   —   
13     +9    +4    +8    +8    Extra Companion                               5   5   3   1   —   
14     +10   +4    +9    +9    Monstrous Link                                5   5   3   1   —   
15     +11   +5    +9    +9    Monstrous Wild Shape                          5   5   4   2   —   
16     +12   +5    +10   +10   Monstrous Wild Shape                          5   5   4   2   —   
17     +12   +5    +10   +10   Shared Skills                                 5   5   5   3   1   
18     +13   +6    +11   +11   Extra Companion                               5   5   5   3   2   
19     +14   +6    +11   +11   Monstrous Death Blow                          5   5   5   4   3   
20     +15   +6    +12   +12   Monstrous Wild Shape                          5   5   5   5   4   

Game Rule Information
Beast Heart Adept have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: As druid
Starting Age: Complex (as druid)


Class skills
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana, dungeoneering, nature, the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
Monstrous Companion
The beast heart adept’s monstrous companion is superior to a normal animal of its kind and has special powers. A beast heart adept's companion advances exactly as a druid's animal companion, described here (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion).

Alternate Monstrous Companion
A beast heart adept of sufficiently high level can select his monstrous companion from one of the following lists. Apply the indicated adjustment to the beast heart adept’s level (in parentheses) when determining the monster’s characteristics and special abilities.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 16, 2015, 02:03:47 PM
Obsidian Adept

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


Text

Making an Obsidian Adept
Text

Abilities: See below

Races: Obsidian Adepts appear amongst all races.

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

Table 1: The Obsidian Adept
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                                                     Mysteries Known
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1st    +0    +0    +0    +2    Darkblast 1d6, Mystery (least)                                                                1 
2nd    +1    +0    +0    +3    Mystic Reflections                                                                            2 
3rd    +2    +1    +1    +3    Damage reduction 1/piercing and magic, Darkblast 2d6                                          3 
4th    +3    +1    +1    +4    Deceive item                                                                                  4 
5th    +3    +1    +1    +4    Darkblast 3d6                                                                                 5 
6th    +4    +2    +2    +5    New Mystery (least or lesser)                                                                 6 
7th    +5    +2    +2    +5    Damage reduction 2/piercing and magic, Darkblast 4d6                                          7 
8th    +6    +2    +2    +6    Shadow Resilience 1                                                                           8 
9th    +6    +3    +3    +6    Darkblast 5d6                                                                                 9 
10th   +7    +3    +3    +7    Cold Resistance 10                                                                            10 
11th   +8    +3    +3    +7    Damage reduction 3/piercing and magic, Darkblast 6d6, new Mystery (least, lesser or greater)  11 
12th   +9    +4    +4    +8    Imbue item                                                                                    12 
13th   +9    +4    +4    +8    Shadow Resilience 2                                                                           13 
14th   +10   +4    +4    +9    Darkblast 7d6                                                                                 14 
15th   +11   +5    +5    +9    Damage reduction 4/piercing and magic                                                         15 
16th   +12   +5    +5    +10   New Mystery (least, lesser, greater, or dark)                                                 16 
17th   +12   +5    +5    +10   Darkblast 8d6                                                                                 17 
18th   +13   +6    +6    +11   Shadow Resilience 5                                                                           18 
19th   +14   +6    +6    +11   Damage reduction 5/piercing and magic                                                         19 
20th   +15   +6    +6    +12   Darkblast 9d6, Cold Resistance 20                                                             20

Game Rule Information
Obsidian Adept 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, Craft, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Move Silently, Profession, Spellcraft, Spot and Use Magic Device
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
Text
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on October 19, 2015, 08:19:38 PM
Mystic Pilferer

"The beast hungers."
- Kralava Draxila, Elven Mystic Pilferer


Text

Making a Mystic Pilferer
Text

Abilities: Text

Races: Text

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

Table 1: The Mystic Pilferer
Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                                                                                      1st  2nd  3rd  4th
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1      +0    +2    +0    +2    Mind Blade, Sneak attack +1d6, steal spell (0 or 1st), trapfinding                             —    —    —    — 
2      +1    +3    +1    +3    Weapon Focus (mind blade), Throw mind blade, Detect magic, spellgrace +1, steal spell effect   —    —    —    — 
3      +2    +3    +1    +3    Psychic strike +1d8, Steal energy resistance 10                                                —    —    —    — 
4      +3    +4    +2    +4    +1 mind blade, Steal spell (2nd)                                                               0    —    —    — 
5      +3    +4    +2    +4    Free draw, shape mind blade, Sneak attack +2d6, steal spell-like ability                       0    —    —    — 
6      +4    +5    +3    +5    Mind blade enhancement +1, Speed of Thought, Steal spell (3rd)                                 1    —    —    — 
7      +5    +5    +3    +5    Psychic strike +2d8, Absorb spell                                                              1    —    —    — 
8      +6    +6    +2    +6    +2 mind blade, Steal spell (4th)                                                               1    0    —    — 
9      +6    +6    +3    +6    Bladewind, Greater Weapon Focus (mind blade), Arcane sight, sneak attack +3d6                  1    0    —    — 
10     +7    +7    +3    +7    Mind blade enhancement +2, Steal spell (5th)                                                   1    1    —    — 
11     +8    +7    +3    +7    Psychic strike +3d8, Spellgrace +2, steal energy resistance 20                                 1    1    0    — 
12     +9    +8    +4    +8    +3 mind blade, Steal spell (6th)                                                               1    1    1    — 
13     +9    +8    +4    +8    Knife to the soul, Discover spells, sneak attack +4d6                                          1    1    1    — 
14     +10   +9    +4    +9    Mind blade enhancement +3, Steal spell (7th)                                                   2    1    1    0 
15     +11   +9    +5    +9    Psychic strike +4d8, Steal spell resistance                                                    2    1    1    1 
16     +12   +10   +5    +10   +4 mind blade, Steal spell (8th)                                                               2    2    1    1 
17     +12   +10   +5    +10   Multiple throw, Sneak attack +5d6                                                              2    2    2    1 
18     +13   +11   +6    +11   Mind blade enhancement +4, Steal spell (9th)                                                   3    2    2    1 
19     +14   +11   +6    +11   Psychic strike +5d8, Steal energy resistance 30                                                3    3    3    2 
20     +15   +12   +6    +12   +5 mind blade, Absorb spell (immediate casting), spellgrace +3                                 3    3    3    3 


Game Rule Information
Mystic Pilferer 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), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Speak Language (n/a), Spellcraft (Int), Spot (Wis), 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
Mystic Pilferer are proficient with all simple and martial weapons, their mindblade, and light armour. They do not suffer any arcane spell failure for using light armour.

Mind Blade (Su)
As a move action, a Mystic Pilferer 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 or composite shortbow of a size appropriate for its wielder. Wilding Knives who are smaller or larger than Medium create mind blades identical to weapons 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 or Dexterity bonus.

The blade can be broken (it has hardness 10 and 10 hit points); however, a Mystic Pilferer 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 Mystic Pilferer 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 Mystic Pilferer’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). If in bow form, the mind blade automatically provides ammunition with an enhancement bonus as listed here.

Even in places where psionic effects do not normally function (such as within a null psionics field), a Mystic Pilferer can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the Mystic Pilferer 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 Mystic Pilferer can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.

Sneak Attack (Ex)
A Mystic Pilferer deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player's Handbook. If a Mystic Pilferer gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Steal Spell (Su)
A Mystic Pilferer can siphon spell energy away from his target and use it himself. A Mystic Pilferer who hits an opponent with a successful sneak attack or psychic strike can choose to forgo dealing 1 die (1d6 or 1d8) points of damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a Mystic Pilferer can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A Mystic Pilferer can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a Mystic Pilferer tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level Mystic Pilferer who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same Mystic Pilferer stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a Mystic Pilferer can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A Mystic Pilferer can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The Mystic Pilferer must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a Mystic Pilferer of 4th level or higher can use the stolen spell power to cast any Mystic Pilferer spell that he knows of the same level or lower (effectively, this gives the Mystic Pilferer one free casting of a known spell). A Mystic Pilferer must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a Mystic Pilferer gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a Mystic Pilferer can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level Mystic Pilferer can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A Mystic Pilferer can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a Mystic Pilferer of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A Mystic Pilferer couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities (but see the steal spell-like ability class feature, below).

Trapfinding (Ex)
A Mystic Pilferer can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Weapon Focus (Mind Blade)
A Mystic Pilferer gains Weapon Focus (mind blade) as a bonus feat.

Throw Mind Blade (Ex)
A Mystic Pilferer 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 Mystic Pilferer 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).

Detect Magic (Sp)
A Mystic Pilferer of 2nd level or higher can use detect magic a number of times per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his Mystic Pilferer class level.

Spellgrace (Su)
A Mystic Pilferer of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and to +3 at 20th level.

Steal Spell Effect (Su)
Beginning at 2nd level, a Mystic Pilferer can siphon an active spell effect from another creature. A Mystic Pilferer who hits an opponent with a successful sneak attack or psychic strike can choose to forgo dealing 1 die (1d6 or 1d8) points of damage and instead gain the effect of a single spell affecting the target. If the target is willing, a Mystic Pilferer can steal a spell effect with a touch as a standard action.

The Mystic Pilferer can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a Mystic Pilferer tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A Mystic Pilferer can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a Mystic Pilferer gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A Mystic Pilferer can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a Mystic Pilferer couldn't gain the effect of an animal growth spell (unless the Mystic Pilferer is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a Mystic Pilferer tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per Mystic Pilferer class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Psychic Strike (Su)
As a move action, a Mystic Pilferer 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 or the mind blade is shaped as a bow). 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 Mystic Pilferer can imbue his mind blade with psychic energy again by taking another move action.

Once a Mystic Pilferer has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the Mystic Pilferer 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 Mystic Pilferer next materializes it.

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

Steal Energy Resistance (Su)
Beginning at 3rd level, a Mystic Pilferer can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A Mystic Pilferer who hits an opponent with a successful sneak attack or psychic strike can choose to forgo dealing 1 die (1d6 or 1d8) points of damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune. If the target is willing, a Mystic Pilferer can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a Mystic Pilferer can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a Mystic Pilferer chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a Mystic Pilferer gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A Mystic Pilferer can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a Mystic Pilferer might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a Mystic Pilferer can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Spells:
Beginning at 4th level, a Mystic Pilferer gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer / wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player's Handbook).

To learn or cast a spell, a Mystic Pilferer must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a Mystic Pilferer's spell is 10 + spell level + Mystic Pilferer's Cha modifier.

Like other spellcasters, a Mystic Pilferer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1—3: The Mystic Pilferer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1—1, page 8 of the Player's Handbook). When Table 1—3 indicates that a Mystic Pilferer gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level Mystic Pilferer), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A Mystic Pilferer's selection of spells is extremely limited. A Mystic Pilferer begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1—4: Mystic Pilferer Spells Known. Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1—4 are fixed.) A Mystic Pilferer can learn any sorcerer / wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer / wizard spells are on the Mystic Pilferer's class spell list.

Upon reaching 12th level, and at every third Mystic Pilferer level after that (15th and 18th), a Mystic Pilferer can choose to learn a new spell in place of one he already knows. In effect, the Mystic Pilferer "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 Mystic Pilferer spell that the Mystic Pilferer can cast. For instance, upon reaching 12th level, a Mystic Pilferer could trade in a single 1st-level spell for a different 1st-level spell. A Mystic Pilferer can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

At 4th level and higher, a Mystic Pilferer's level for spells is one-half his Mystic Pilferer level.

Free Draw (Su)
At 5th level, a Mystic Pilferer 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 Mystic Pilferer 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 Mystic Pilferer 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 Mystic Pilferer 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 Mystic Pilferer would otherwise create with a single mind blade.

Finally, the Mystic Pilferer can transform his mind blade into a composite longbow.

Steal Spell-Like Ability (Su)
At 5th level and higher, a Mystic Pilferer can use a sneak attack to temporarily steal a creature's spell-like ability. A Mystic Pilferer who hits an opponent with a successful sneak attack or psychic strike can choose to forgo dealing 1 die (1d6 or 1d8) points of damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a Mystic Pilferer can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the Mystic Pilferer's class level. A Mystic Pilferer can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Mystic Pilferer can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the Mystic Pilferer can't steal it.

A Mystic Pilferer can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A Mystic Pilferer must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Mystic Pilferer uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Mind Blade Enhancement (Su)
At 6th level, a Mystic Pilferer 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 Mystic Pilferer can add to his weapon improves to +2, +3, and +4, respectively. A Mystic Pilferer can choose any combination of weapon special abilities that does not exceed the total allowed by the Mystic Pilferer’s level.

The weapon ability or abilities remain the same every time the Mystic Pilferer 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. When in bow form, some of these enhancements may be applied to the ammunition instead of the bow itself.

A Mystic Pilferer 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 Mystic Pilferer.
Code: [Select]
Weapon Special Ability  Enhancement Bonus Value
Bane                    +1
Defending               +1
Distance                +1
Flaming                 +1
Frost                   +1
Keen                    +1
Lucky                   +1
Merciful                +1
Mighty Cleaving         +1
Psychokinetic           +1
Returning               +1
Seeking                 +1
Shock                   +1
Sundering               +1
Vicious                 +1
Anarchic                +2
Axiomatic               +2
Collision               +2
Flaming Burst           +2
Mindcrusher             +2
Psychokinetic burst     +2
Psibane                 +2
Shocking Burst          +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Dislocator              +3
Mindfeeder              +3
Soulbreaker             +3
Speed                   +3

Speed of Thought
A Mystic Pilferer gains Speed of Thought as a bonus feat at 6th level.

Absorb Spell (Su)
Beginning at 7th level, if a Mystic Pilferer makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. This ability affects only spells that have the Mystic Pilferer as a target, not effect or area spells. A Mystic Pilferer can't absorb a spell of a higher spell level than he could steal with his steal spell ability (see above).

To absorb a spell that targets him, a Mystic Pilferer must succeed on a level check (1d20 + Mystic Pilferer class level) against a DC of 10 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that the Mystic Pilferer suffers no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if he had stolen the spell with his steal spell ability. His normal limit of total spell levels stolen still applies.

At 20th level or higher, a Mystic Pilferer can choose to use the stolen spell energy as an immediate action (see page 137), either to recast the original spell or to cast one of his own spells known using the stolen spell energy.

Bladewind (Su)
At 9th level, a Mystic Pilferer 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 Mystic Pilferer 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 Mystic Pilferer’s regular mind blade.

When using bladewind, a Mystic Pilferer 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 Mystic Pilferer gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.

Arcane Sight (Sp)
Beginning at 9th level, a Mystic Pilferer can use arcane sight as a swift action (see page 137) a number of times per day equal to his Charisma modifier (minimum 1). His caster level is equal to his Mystic Pilferer class level.

Knife to the Soul (Su)
Beginning at 13th level, when a Mystic Pilferer 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 Mystic Pilferer can combine extra dice of damage and ability damage in any combination.

The Mystic Pilferer 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.

Discover Spells (Ex)
A Mystic Pilferer of 13th level or higher who steals a spell from a spellcaster with his steal spell ability automatically learns the names of all other spells prepared or known by the spellcaster that are of the same spell level as the stolen spell. This knowledge allows the Mystic Pilferer to better choose which spells to steal on subsequent attacks.

For example, a 13th-level Mystic Pilferer who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Steal Spell Resistance (Su)
Beginning at 15th level, a Mystic Pilferer can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A Mystic Pilferer who hits an opponent with a successful sneak attack or psychic strike can choose to forgo dealing 1 die (1d6 or 1d8) points of damage and instead reduce the target's spell resistance by 5. The Mystic Pilferer also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a Mystic Pilferer can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the Mystic Pilferer for a number of rounds equal to the Mystic Pilferer's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A Mystic Pilferer can't use this ability on the same creature again until the creature's stolen spell resistance returns.

Multiple Throw (Ex)
At 17th level and higher, a Mystic Pilferer can throw a number of mind blades per round equal to the number of melee attacks he could make.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on November 05, 2015, 02:59:11 PM
Alchemist

"Your petty corruption of magic will not diminish my power, fool!"
– Relak Traven, Human Alchemist


text


Making an Alchemist
text

Abilities: An Alchemist uses Intelligence to determine what level of spell the Alchemist can cast. If he has less than 11 Intelligence, he cannot cast any spells.

Races: Alchemists can be found among any race, although the Biyous of Biyan tend to have the most per head of population. They are uncommon among the other races.

Alignment: Because of the serious and complex requirements inherent in researching and creating potions, Alchemists tend towards the lawful, but can be found at any point on the law–chaos spectrum. They have no bias on the good-evil spectrum.

Starting Gold: As Wizard.

Starting Age: As Wizard.


Table 1: The Alchemist
Hit Die: d6

Code: [Select]
Level  BAB   Ref   Fort  Will  Abilities                           
-------------------------------––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +0    +2    Brew Potion, Grenadier                         
2      +1    +0    +0    +3    Delay Potion, Potion Quick Draw, Extra Spell                         
3      +1    +1    +1    +3    Brew Potion (2nd), Double Throw                         
4      +2    +1    +1    +4    Metamagic Potion, Extra Spell                         
5      +2    +1    +1    +4    Brew Potion (3rd), Potion Wielder                         
6      +3    +2    +2    +5    Identify Potion, Extra Spell                         
7      +3    +2    +2    +5    Brew Potion (4th), Extra Potions                         
8      +4    +2    +2    +6    Metamagic Potion, Extra Spell                         
9      +4    +3    +3    +6    Brew Potion (5th), Potion Master                       
10     +5    +3    +3    +7    Twinned Metamagic, Extra Spell                         
11     +5    +3    +3    +7    Brew Potion (6th), Potion Barrage                         
12     +6    +4    +4    +8    Metamagic Potion, Extra Spell                         
13     +6    +4    +4    +8    Brew Potion (7th), Potion Expert                         
14     +7    +4    +4    +9    Extra Potions, Extra Spell                         
15     +7    +5    +5    +9    Brew Potion (8th), Splash Around                         
16     +8    +5    +5    +10   Metamagic Potion, Extra Spell                         
17     +8    +5    +5    +10   Brew Potion (9th), Potion Genius                         
18     +9    +6    +6    +11   Spray of Potions, Extra Spell                         
19     +9    +6    +6    +11   Doubled Brewing                         
20     +10   +6    +6    +12   Metamagic Potion, Augmented Alchemy
Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language, Spellcraft (Int)
             
Class Features
Your potions are the centre of your being and the focus of your character.
Title: Re: Strat's Standalone Base Class Collection
Post by: RobbyPants on November 06, 2015, 08:22:18 AM
I like the flavor of the Beast Heart Adept. It's hard to gauge how well they'll work at higher levels without delving through the Monster Manual, but the various team-up abilities are nice. I get the feeling this thing is weaker than the druid (if for no other reason, not getting 9th level spells), but that might not be an entirely bad thing.

My biggest complaint is the thing seems really weak at level 1. It fights like a weak cleric, gets a single spell, and has two non-combat abilities. I suppose you could theoretically use Monster Empathy to be running around with some CR 4 monsters at level 1, or something, but that doesn't seem like the intended purpose of the ability.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on November 06, 2015, 10:28:32 AM
I like the flavor of the Beast Heart Adept. It's hard to gauge how well they'll work at higher levels without delving through the Monster Manual, but the various team-up abilities are nice. I get the feeling this thing is weaker than the druid (if for no other reason, not getting 9th level spells), but that might not be an entirely bad thing.

Not being as strong as the Druid was part of the idea of the class - Druid is a little too strong, imo. On the other hand, the BHA gets monstrous wildshape, which can outdo normal wildshape for a while. The pile of monstrous companions should also balance things out a little.

Quote
My biggest complaint is the thing seems really weak at level 1. It fights like a weak cleric, gets a single spell, and has two non-combat abilities. I suppose you could theoretically use Monster Empathy to be running around with some CR 4 monsters at level 1, or something, but that doesn't seem like the intended purpose of the ability.

There's not much I could really do on that score without lots of reworking - basing it on the BHA prestige class meant I had a limited amount of space to move the first monstrous companion down - I'd have to dig through the MM to find new companion options. However, it should be able to struggle through levels 1 & 2 without too much trouble in a party, and then pick up speed from there on out. By the time it has 4 companions and can shapechange into aberrations, it'll be in decent shape.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on November 17, 2015, 01:17:19 PM
Commander

"Follow me, and I shall lead you to glory!"
- Excasard the Brilliant, Human Commander


Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand a Commander. Commanders inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Commander has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.

Making a Commander
Commanders come to their profession through study and desire. Most have had formal training in a noble’s army, where they were given positions of authority. Others have trained in formal academies, preparing themselves for careers as a military officers. Commanders see others of their class as part of a special group, especially those they have studied with. Even enemy Commanders can be afforded some respect, though the enemy’s forces must be crushed all the same.

Abilities: Charisma.

Races: Commander appear amongst all races, for their talents are widespread.

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

Table 1: The Commander

Level  BAB   Ref   Fort  Will  Abilities                             Cohorts
----------------------------------------------------------------------------
1      +0    +0    +2    +2    Cohorts, Commander Aura               1
2      +1    +1    +3    +3    Warden, Aid Them All                  1
3      +2    +1    +3    +3    Ability Boon                          1
4      +3    +2    +4    +4    Grant Move Action, Commander's Boon   1
5      +3    +2    +4    +4    Seal the Breach                       1
6      +4    +3    +5    +5    Ability Boon                          2
7      +5    +3    +5    +5    Rapid Refocus, Commander's Boon       2
8      +6    +2    +6    +6    Grant Move Action                     2
9      +6    +3    +6    +6    Ability Boon                          2
10     +7    +3    +7    +7    Commander Aura, Commander's Boon      2
11     +8    +3    +7    +7    When the Moment Calls                 3
12     +9    +4    +8    +8    Ability Boon, Grant Move Action       3
13     +9    +4    +8    +8    Commander's Boon                      3
14     +10   +4    +9    +9    Redirected Spell                      3
15     +11   +5    +9    +9    Ability Boon                          3
16     +12   +5    +10   +10   Grant Move Action, Commander's Boon   4
17     +12   +5    +10   +10   Instant Refocus                       4
18     +13   +6    +11   +11   Ability Boon                          4
19     +14   +6    +11   +11   Commander's Boon                      4
20     +15   +6    +12   +12   Grant Move Action, Commander Aura     4


Table 2: Spells Per Day

Level  1st  2nd  3rd  4th  5th  6th
-----------------------------------
1      0    —    —    —    —    —
2      0    —    —    —    —    —
3      1    —    —    —    —    —
4      2    0    —    —    —    —
5      3    1    —    —    —    —
6      3    2    —    —    —    —
7      3    2    0    —    —    —
8      3    3    1    —    —    —
9      3    3    2    —    —    —
10     3    3    2    0    —    —
11     3    3    3    1    —    —
12     3    3    3    2    —    —
13     3    3    3    2    0    —
14     3    3    3    3    1    —
15     4    3    3    3    2    —
16     4    4    3    3    2    0
17     4    4    4    3    3    1
18     4    4    4    4    3    2
19     4    4    4    4    4    3
20     4    4    4    4    4    4


Table 3: Psionic Focus

Level  Power Points/Day  Powers Known  Maximum Power Level
----------------------------------------------------------
1      0                 1             1
2      1                 2             1
3      3                 2             1
4      5                 3             2
5      7                 3             2
6      11                4             2
7      15                4             3
8      19                5             3
9      23                5             3
10     27                6             4
11     35                6             4
12     43                7             4
13     51                7             5
14     59                8             5
15     67                8             5
16     79                9             6
17     91                9             6
18     103               10            6
19     115               10            6
20     127               11            6


Table 4: Combat Focus

Level  Maneuvers Known  Maneuvers Readied  Maximum Maneuver Level
-----------------------------------------------------------------
1      1                1                  1
2      1                1                  1
3      2                1                  1
4      2                1                  2
5      3                2                  2
6      3                2                  2
7      4                2                  3
8      4                2                  3
9      5                3                  3
10     5                3                  4
11     6                3                  4
12     6                3                  4
13     7                4                  5
14     7                4                  5
15     8                4                  5
16     8                4                  6
17     9                5                  6
18     9                5                  6
19     10               5                  6
20     10               5                  6


Game Rule Information
Commanders have the following game statistics.

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

Class skills
Bluff (Cha), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), 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
Trained in the basics of fighting, Commanders possess a general knowledge of weapons and armor. Their real strength is their ability to lead those who follow them to success they might not otherwise reach in combat. Commanders make passable warriors themselves, when personal danger finds them.

Weapon and Armor Proficiency
Commanders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Cohorts (Ex)
A commander is always surrounded by a number of highly skilled individuals, ones he has shaped and taught throughout their career, and who owe everything to him. Is it on these men and women that he focuses his abilities, although there are lesser benefits for those other allies who have chosen to follow his lead. At 1st level, the commander gains a single cohort. At 2nd level and beyond, he assigns to them one of the foci listed below at the beginning of each day. Treat any cohort before assigning a foci as a commoner (of any LA 0 race) with levels equal to the commander's class level -2 (minimum level 1) and the elite array. If the commander lose a cohort, he may find another by taking a week to intensively search for one (taking no other actions during that time). Assigning foci to his cohorts requires the commander having a deep and instructive conversation with all of them for one hour, after which they gain the foci he has chosen for them for twenty four hours or until he decides to change it. At 5th level, the commander can change a single cohort's focus one time per day, with a further additional use every 5 levels (10, 15, 20). All cohorts who use the arcane focus or divine focus ability must still obey the normal rules for preparing spells (including any rest required). The commander gains another cohort at 6th, 11th, and 16th level. Otherwise, treat as per the leadership feat. The commander cannot gain cohorts via other means (leadership feat, thrallherd class, etc.).
Commander Aura (Su)
The commander exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. Projecting an aura is a swift action, and he can only project one aura at a time. An aura remains in effect until he uses a free action to dismiss it or he activates another aura in its place. He can have an aura active continually; thus, an aura can be in effect at the start of an encounter even before he takes his first turn. Unless otherwise noted, his aura affects all allies within 60 feet (including himself) with line of effect to him. His aura is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting. The bonus granted by the aura is equal to the commander's charisma modifier or his class level, whichever is lower. A 1st-level commander knows how to project three auras chosen from the list below. At every odd-numbered level after that, he learns one additional aura. At 10th level, he can activate a second aura, and at 20th level, a third.
Warden (Su)
Born with the desire to protect their people, a commander always knows where they are. He gains a +20 circumstance bonus on Listen and Spot checks to hear and see allies. At 9th level, his senses are honed so finely that he is aware of the location and status (as with the status spell) of all allies within 100 feet per class level, even if they are not within sight.

Aid Them All (Ex)
As a standard action, make a DC 10 commander aura check (1d20 + your commander aura bonus). If you succeed, increase your commander aura bonus by 2 for 1 round.

Ability Boon (Ex)
At 3rd level, when choosing a focus for a cohort, the commander may grant that cohort a +2 competence bonus to an ability score of the commander's choice. This bonus lasts until the commander changes his cohort's focus. Every 3 commander levels after that (6, 9, 12, 15, 18), the bonus increases by +2. If desired, the commander can split this bonus in half and apply it to two different ability scores of the cohort (thus, at 4th level, it would be +1 to two different scores).

Grant Move Action (Ex)
Starting at 4th level, a commander can direct and motivate his cohorts to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his cohorts within 60 feet. Each of the affected cohorts takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the cohorts’ initiative count; the round continues normally after the commander’s turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the commander’s may get an extra move action from the commander, followed directly by a full round worth of actions on the ally’s turn.) At 8th level, a commander gains the ability to grant an extra move action to his cohorts twice per day. The frequency increases to three times per day at 12th level, four times per day at 16th level, and five times per day at 20th level.

Commander's Boon (Su)
At 4th level, the commander gains the ability to grant certain abilities to all allies currently under the effect of its aura as a standard action (unless mentioned otherwise). Once per day, he can grant any of the class features described below. Every 3 levels after that (7, 10, 13, 16, 19) he gains one additional use (either to grant the same ability, or a different ability).
Seal the Breach (Su)
A number of times per day equal to his charisma modifier, a commander can reposition a cohort in order to plug an opening on the battlefield. A cohort under his command is teleported from its current position, which must be within 100 feet per class level, to a square of the commander's choosing, no more than 30 feet from the commander. The square must be unoccupied, and it must not present any danger to the teleported creature. This is a standard action to use.

Rapid Refocus (Ex)
At 7th level, the commander gains the ability to change a cohort's focus in only 10 minutes.

When the Moment Calls (Su)
The commander, as any good general, can sense the moment when a battle is about to turn. The commander can grant a full round action to one cohort under his command once per encounter. That cohort takes his actions immediately. This is a standard action to activate.

Redirected Spell (Su)
Any time the commander is the target of a single target beneficial spell, he may forgo the benefits of that spell to have it affect all allies within range of his aura. In each case, treat the spell as if it had been cast normally.

Instant Refocus (Ex)
At 17th level, the commander gains the ability to change a cohort's focus in only 1 full round.

Focused Choice
Prerequisites: Aptitude Focus ability, character level 6
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times. Each time it applies to a different aptitude focus.

Commander's Will
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability, character level 6
Benefit: You increase your aura bonus for your auras by +1

By My Guiding Hand
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability
Benefit: Allies who are adjacent to one another and under the effect of an aura you have created gain a +1 bonus to AC. Should you be adjacent to an ally, you do not gain the bonus, but they do. Allies who are flat-footed do not gain the benefits, and do not count as adjacent. Alternately, as a swift action you may choose to change the benefits from this to a +1 bonus to attack, losing the +1 bonus to AC for one round. All conditions still apply.

Ability Upon Command
Prerequisites: Ability Boon ability
Benefit: You increase the ability bonus granted by your class feature by +2.
Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on March 04, 2017, 07:03:25 AM
Savage

"Waaagh!"
– Relak Traven, Human Savage


Savages are little more than furious warriors from the steppes and the nether reaches of Arhosa, the remanents of once great civilizations come down to barbarism and savagery. For some civilizations, though, this is merely a return to the way of life they once used to build their empires, and so they take to the life of a savage with all the glee of men throwing away outdated customs and social restraints.


Making a Savage
A savage is usually found amongst the wildlings, those tribes, clans, and otherwise that live upon the steppes, the mountains, and other barren lands. But unlike Totem Masters, the Savage has no overwhelming and magical connection with nature. No, they are merely brutal warriors of the most basic sort, always caught in a struggle for power and survival.

Abilities: A Savage is a maneuver user, just like a warblade

Races: Savages can be found among any race.

Alignment: Savages can have any alignment.

Starting Gold: As Barbarian.

Starting Age: As Barbarian.


Table 1: The Savage
Hit Die: d12


Level  BAB   Ref   Fort  Will  Abilities                                 Maneuvers Known   Readied   Stances Known
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +0    Blood Frenzy                              3                 3         1
2      +2    +3    +3    +0    Savage Fury                               4                 3         1
3      +3    +3    +3    +1    Mettle                                    5                 3         1
4      +4    +4    +4    +1    Greater Blood Frenzy                      5                 4         2
5      +5    +4    +4    +1    Primeval Flurry                           6                 4         2
6      +6    +5    +5    +2    Headlong Rush                             6                 4         2
7      +7    +5    +5    +2    Woad                                      7                 4         2
8      +8    +6    +6    +2    Inspire Blood Frenzy                      7                 4         2
9      +9    +6    +6    +3    Wildling Health                           8                 4         2
10     +10   +7    +7    +3    Savage Redemption                         8                 5         3
11     +11   +7    +7    +3    Thunderous Charge                         9                 5         3
12     +12   +8    +8    +4    Supreme Blood Frenzy                      9                 5         3
13     +13   +8    +8    +4    Savage Cleave                             10                5         3
14     +14   +9    +9    +4    Great Swing                               10                5         3
15     +15   +9    +9    +5    Wild Assault                              11                6         3
16     +16   +10   +10   +5    Inspire Greater Blood Frenzy              11                6         4
17     +17   +10   +10   +5    Mighty Swing                              12                6         4
18     +18   +11   +11   +6    Greater Savage Redemption                 12                6         4
19     +19   +11   +11   +6    Massive Swing                             13                6         4
20     +20   +12   +12   +6    Savage Blood Frenzy, Savage's Onslaught   13                7         4

Class skills (4 + Int modifier per level, x4 at first level): Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession, Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)
             
Class Features
The rage against the ending of the world drives you ever onwards.
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Title: Re: Strat's Standalone Base Class Collection
Post by: Stratovarius on March 04, 2017, 07:03:40 AM
Battlebrain

"Into glory ride!"
- Talkerx the Diseased, Human Battlebrain


Some manifesters care for only one thing: war. They dream of steel and mighty blasts of devastating psionics, the march of troops, and the unleashed destruction found on battlefields everywhere. Born into warfare, those known as Battlebrains drilled themselves only and utterly in the manifesting of Powers most useful for laying down destruction. The utilitarian Powers used by psions have little importance to a Battlebrain’s way of thinking. What are support manifesters for, after all? A Battlebrain cares only for success on the battlefield.

Making a Battlebrain
Battlebrains sign up for stints with adventuring companies that require straightforward, military-style blasting psionics. Battlebrains hone and develop their arts through action rather than study, so without prolonged use of their powers in combat they cannot reach the pinnacle of their profession. Good-aligned Battlebrains are concerned with rebuffing the movements of warlike groups — who better to blast into smoking ruin than those who have it coming? Evil-aligned Battlebrains feel no constraints on who might become the targets of their powers. They adventure to gain destructive power.

Abilities: Strength and Constitution.

Races: Battlebrain appear amongst all races.

Alignment: Battlebrain are any alignment.

Table 1: The Battlebrain

Level  BAB   Ref   Fort  Will  Abilities                                Powers Known  Maximum Power Level Known
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0    +2    +2    Bloodlust (+1, 0d6)                      1             1   
2      +2    +0    +3    +3    Warrior's Edge                           2             1   
3      +3    +1    +3    +3    Bloodlust (+1, 1d6)                      2             1   
4      +4    +1    +4    +4    Batlemanifest                            3             1   
5      +5    +1    +4    +4    Bloodlust (+2, 1d6)                      4             2   
6      +6    +2    +5    +5    Enhanced Blade                           4             2   
7      +7    +2    +5    +5    Bloodlust (+2, 2d6)                      5             2   
8      +8    +2    +6    +6    Batlemanifest, Burgeoning Power Area     6             2   
9      +9    +3    +6    +6    Bloodlust (+3, 2d6)                      6             3   
10     +10   +3    +7    +7    Improved Converter                       7             3   
11     +11   +3    +7    +7    Bloodlust (+3, 3d6)                      8             3   
12     +12   +4    +8    +8    Batlemanifest                            8             3   
13     +13   +4    +8    +8    Bloodlust (+4, 3d6)                      9             4   
14     +14   +4    +9    +9    Burgeoning Power Area                    10            4   
15     +15   +5    +9    +9    Bloodlust (+4, 4d6)                      10            4   
16     +16   +5    +10   +10   Batlemanifest                            11            4   
17     +17   +5    +10   +10   Bloodlust (+5, 4d6)                      12            5   
18     +18   +6    +11   +11   Blade Burst                              12            5   
19     +19   +6    +11   +11   Bloodlust (+5, 5d6)                      13            5   
20     +20   +6    +12   +12   Overwhelm                                14            5


Game Rule Information
Battlebrain have the following game statistics.

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

Class skills
Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (psionics) (Int), Listen (Wis), Ride (Dex), Psicraft (Int), Spot (Wis), Swim (Str), Warcraft (http://www.minmaxboards.com/index.php?topic=16857.0) (Int)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Battlebrain.