Author Topic: Strat's Base Class Collection  (Read 14429 times)

Offline Gazzien

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Re: Strat's Standalone Base Class Collection
« Reply #40 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.

Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #41 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.

Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #42 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
  • Weapon and Armour Proficiency: Thicketmage are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: Spells: A Thicketmage casts arcane spells from the druid, ranger, and sorcerer spell lists. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time. To retrieve or cast a spell, a Thicketmage must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a Thicketmage's spell is 10 + the spell level + the Thicketmage's Charisma modifier. Like other spellcasters, a Thicketmage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—5: The Thicketmage. In addition, she receives bonus spells per day if she has a high Wisdom score. Like a sorcerer, a Thicketmage knows only a small number of spells. However, each day a Thicketmage may change the spells she knows. When a Thicketmage meditates to regain her daily allotment of spells, she retrieves knowledge of the specific spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level Thicketmage can retrieve two 1st-level, and one 2nd-level spells. She can cast 1st-level spells four times, and her 2nd-level spell two times in the course of the day. If a Thicketmage knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a Thicketmage might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A Thicketmage could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A Thicketmage cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Thicketmages using metamagic feats do not have an increased casting time as sorcerers do. Each Thicketmage must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day. Thicketmages suffer arcane spell failure in any armour above light.
  • Combat Style (Ex): At 1st level, a Thicketmage 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 Thicketmage 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 Thicketmage 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 Thicketmage’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.
  • Track: A Thicketmage gains Track as a bonus feat.
  • Wild Empathy (Ex): A Thicketmage can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Thicketmage rolls 1d20 and adds his Thicketmage level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Thicketmage and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Thicketmage can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
  • Endurance: A Thicketmage gains Endurance as a bonus feat.
  • Trackless Step (Ex): A Thicketmage leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Animal Companion (Ex):At 4th level, a Thicketmage gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Thicketmage’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Thicketmage on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, with the Thicketmage's effective druid level equal to his class level.
  • Resist Nature's Lure (Ex): A Thicketmage gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Improved Combat Style (Ex): At 6th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 1st level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’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.
  • Woodland Stride (Ex): Starting at 7th level, a Thicketmage may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
  • Swift Tracker (Ex): Beginning at 8th level, a Thicketmage can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Evasion (Ex): At 9th level, a Thicketmage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Thicketmage is wearing light armor or no armor. A helpless Thicketmage does not gain the benefit of evasion.
  • Combat Style Mastery (Ex): At 10th level, a Thicketmage’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 1st level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Thicketmage selected two-weapon combat at 1st level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thicketmage’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.
  • Venom Immunity (Ex): A Thicketmage gains immunity to all poisons.
  • Wild Shape (Su): At 11th level, a Thicketmage gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per Thicketmage level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night. Any gear worn or carried by the Thicketmage melds into the new form and becomes nonfunctional. When the Thicketmage reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Thicketmage's feet. The form chosen must be that of an animal the Thicketmage is familiar with. A Thicketmage loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A Thicketmage can use this ability more times per day at 12th, 13th, 16th, 19th, as noted on Table: The Thicketmage. In addition, she gains the ability to take the shape of a Large animal at 14th level, a Tiny animal at 16th level, and a Huge animal at 18th level. The new form’s Hit Dice can’t exceed the character’s Thicketmage level. At 20th level, a Thicketmage becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A Thicketmage can’t use this ability to take the form of a plant that isn’t a creature.)
  • Camouflage (Ex): A Thicketmage of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
  • Timeless Body (Ex):After attaining 15th level, a Thicketmage no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Thicketmage still dies of old age when her time is up.
  • Hide in Plain Sight (Ex): While in any sort of natural terrain, a Thicketmage of 17th level or higher can use the Hide skill even while being observed.
« Last Edit: October 05, 2015, 02:53:10 PM by Stratovarius »

Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #43 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
  • Weapon and Armor Proficiency: Occult Blades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
  • Spells: A Occult Blade casts arcane spells, which are drawn from the duskblade & paladin spell lists. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). A Occult Blade's caster level is equivalent to his class level.
  • Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the Occult Blade spell list. You also know one additional 0-level spell for each point of Intelligence bonus. Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the Occult Blade spell list. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining 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 spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
  • Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A Occult Blade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure. At 10th level, you learn to use heavy armor with no chance of arcane spell failure.
  • Smite (Su): Once per encounter you may smite an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 1 extra point of damage per class level. At 5th, 10th, 15th, and 20th level, you gain an extra use per encounter.
  • Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
  • Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.  At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
  • Quick Cast (Ex): Whenever you successfully smite an enemy, you can cast a single spell as a swift action that does not generate an attack of opportunity, so long as the casting time of the spell is 1 standard action or less.
  • Mount (Sp): Upon reaching 6th level, a Occult Blade gains the service of a loyal steed to serve her. This mount is usually a heavy warhorse (for a Medium Occult Blade) or a warpony (for a Small Occult Blade). Once per day, as a full-round action, a Occult Blade may magically call her mount. This ability is the equivalent of a spell of a level equal to one-third the Occult Blade’s level. The mount immediately appears adjacent to the Occult Blade and remains for 2 hours per Occult Blade 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 Occult Blade 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.
  • Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +2 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.
  • Arcane Rejuvenation (Su): An Occult Blade can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her unused spell slots; doing this heals a number of hit points of damage equal to 1d8+1 times the spell's level.
  • Extended Spellstrength (Ex): Beginning at 9th level, a Occult Blade knows how to extend the duration of spells that he casts on himself. The duration of any of his spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time). Spells that target multiple targets are affected by this power, but only the Occult Blade gains the extended duration.
  • Arcane Boost (Su): You gain the ability to burn arcane energy to empower your martial abilities. As a swift action, you can spend one of your uncast spells or spell slots to grant yourself one of the following insight bonuses for 1 round per spell level.
    • Bonus on attack rolls equal to 1d4 * spell's level.
    • Bonus to AC equal to 1d4 * spell's level.
    • Bonus on saving throws equal to the spell's level.
    • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
    • Bonus on weapon damage rolls equal to 1d8+1 * spell's level.
  • Warrior of the Arcane (Su): Whenever you use Arcane Channelling, treat all attacks made therein as Smite attacks.

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Re: Strat's Standalone Base Class Collection
« Reply #44 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
  • Weapon and Armor Proficiency: Beast Heart Adepts are proficient with all simple weapons, as well as light and medium armors and all shields (except tower shields).
  • Spells: A Beast Heart Adept casts divine spells, which are drawn from the druid spell list. To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wis modifier. You cast these spells exactly as a druid does, except you may not spontanenously cast summon nature's ally.
  • Monster Empathy (Ex): You can use body language, vocalization, and demeanor to improve the attitude of a magical beast such as a chimera or a gorgon. This ability functions like the druid’s wild empathy class feature (PH 35), except that it affects magical beasts regardless of their Intelligence score. You can also use this ability to influence an animal (such as a dire bear) or an aberration that has an Intelligence score of 1 or 2 (such as a rust monster), but you take a –4 penalty on the check. If you have the wild empathy ability from another class, add your levels in that class to your beast heart adept level when influencing magical beasts or animals. In addition, you no longer take a penalty to your monster empathy check when influencing animals. If you have 5 or more ranks in the Handle Animal skill, you gain a +2 bonus on your monster empathy checks.
  • Monster Handler (Ex): You can make Handle Animal checks with regard to magical beasts and aberrations without penalty. This ability applies only to creatures that have an Intelligence score of 1 or 2. Magical beasts and aberrations that have higher Intelligence scores cannot be controlled by Handle Animal at all.
  • Monster Lore (Ex): At 2nd level, you gain uncanny knowledge about all types of living monsters, including their habitats, behavior, abilities, and weaknesses. You can make a special monster lore check to identify monsters or their special abilities or vulnerabilities. The check functions as a Knowledge check (PH 78), except the monster lore check can identify any living creature. You gain a bonus on this check equal to your beast heart adept level + your Int modifier. You can attempt this check in addition to making the relevant Knowledge check to learn about a creature. If you have levels in the bard class or the loremaster prestige class, you can add those levels to your beast heart adept levels when determining the bonus on the monster lore check.
  • Monstrous Companion (Ex): You gain the service of a monstrous companion. The creature is similar to a druid’s animal companion (PH 35), but it is a magical beast or aberration rather than an animal. Choose one of the following as your monstrous companion: ankheg, blink dog, giant eagle, giant owl, hippogriff (4 Hit Dice), krenshar (4 Hit Dice), otyugh, owlbear, pegasus, or worg. Except for the hippogriff and the krenshar, which are larger than normal, the monster is typical of its kind. If its Intelligence is greater than 2, the companion has the same alignment as you. If you have levels in other classes (such as druid or ranger) that give you the ability to have an animal companion, those levels do not stack with your beast heart adept levels for the purpose of determining which kinds of monstrous companions you can select (and what the abilities of those companions are). At 6th level or higher, you can select from alternative lists of monsters (see the sidebar). Just as with a druid’s alternative animal companion, an alternative monstrous companion gains abilities as if your beast heart adept class level were lower than it actually is.
  • Monstrous Flank (Ex): At 4th level, you learn to better coordinate your attacks with your monstrous companion. When you form a flank with a companion, both you and the creature gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.
  • Resist Monsters (Ex): Starting at 4th level, a beast heart adept gains a +4 bonus on saving throws against the abilities of aberrations and magical beasts.
  • Speak with Monsters (Sp): Starting at 5th level, a Beast Heart Adept can use speak with monsters at will. Treat this as speak with animals, except that its effects apply to magical beasts and aberrations. Caster level is class level.
  • Monstrous Tactics (Ex): Starting at 6th level, you and your monstrous companions make an excellent team. Through coordination and practice, you have learned to optimize your combined efforts. When one of your
    monstrous companions strikes an opponent with a melee attack, the target provokes an attack of opportunity from you. With this ability, you can make an attack of opportunity against a particular target once per round. In addition, your companions do not grant cover against your enemies when you use ranged attacks or spells.
  • Monstrous Wild Shape (Su): At 7th level, the Beast Heart Adept gains a version of the wild shape ability. Monstrous wild shape functions like the druid’s wild shape ability, except that the Beast Heart Adept instead chooses magical beasts instead of animal. At 9th level, the Beast Heart Adept gains the ability to change into a large magical beast. At 11th, a tiny magical beast. At 15th, huge magical beasts. At 16th, small, medium, and large aberrations. At 20th, huge aberrations. At 7th, 11th, 15th, and 19th levels he gains two uses of his Monstrous Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • Extra Monstrous Companion (Ex): At 8th level, you gain a second monstrous companion, chosen from the list of companions available to a level beast heart adept. At 13th level, you gain a third monstrous companion, chosen from the list of companions available to a beast heart adept. At 18th level, you gain a fourth monstrous companion, chosen from the list of companions available to a beast heart adept.
  • Monstrous Team-Up (Ex): When you reach 10th level, all the members of your adventuring party now gain the benefits of your monstrous flank and monstrous tactics abilities. Any references to “you” in those abilities now include your allies and monstrous companions. When you gain subsequent abilities, like Monstrous Stagger, your allies also gain the benefits of those abilities.
  • Empathic Link (Su): At 12th level, the Beast Heart Adept gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Beast Heart Adept and the companion can understand one another as if a speak with monsters effect were in force.
  • Monstrous Stagger (Ex): At 12th level, your coordinated attacks cause extra harm. If both you and one or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the second ally to strike or be staggered for one round.
  • Monstrous Link (Ex): You and your monstrous companions have grown so close that you consider them a part of you. You and your companions add your hit points together into a single pool. Until that pool runs out, neither you nor your monstrous companions can be made disabled or dying via hit point loss. Spells and other abilities that can kill one or more creatures still function normally. Your allies (via Monstrous Team-Up) do not get the benefits of this ability.
  • Shared Skills (Ex): At 18th level, you are now of one soul, as well as one body. You and all your companions gain the special attacks and special qualities of all your other companions.
  • Monstrous Death Blow (Ex): At 19th level, your coordinated attacks cause massive harm. If both you and two or more of your companions strikes a creature in the same round, that creature must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third ally to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.
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.

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.
  • 6th  Level or Higher (Level –2) - Digester, Girallon, Manticore, Winter wolf
  • 8th  Level or Higher (Level –4) - Chimera, Wyvern
  • 10th Level or Higher (Level –6) - Chuul, Destrachan, Dragonne
  • 12th Level or Higher (Level –8) - Behir, Gray render, Yrthak

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Re: Strat's Standalone Base Class Collection
« Reply #45 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
----------------------------------------------------------------------------------------------------------------------------------------------
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
  • Weapon and Armour Proficiency: Obsidian Adepts are proficient with all simple weapons. They are proficient with light armor but not with shields. Because the somatic components required for Obsidian Adept Mysteries are relatively simple, an Obsidian Adept can use any of his Mysteries while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, an Obsidian Adept wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all Mysteries, including Darkblast, have a somatic component). A multiclass Obsidian Adept still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
  • Shadow Mysteries: An Obsidian Adept does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of abilities known as Mysteries that require him to focus the umbral energy that suffuses his soul. An Obsidian Adept can use any Mystery he knows at will, with the following qualifications: An Obsidian Adept's Mysteries are spell-like abilities; using a Mystery is therefore a standard action that provokes attacks of opportunity. A Mystery can be disrupted, just as a spell can be ruined during casting. An Obsidian Adept is entitled to a Concentration check to successfully use a Mystery if he is hit by an attack while using a mytery, just as a spellcaster would be. An Obsidian Adept can choose to use a Mystery defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An Obsidian Adept's Mysteries are subject to spell resistance unless a Mystery's description specifically states otherwise. An Obsidian Adept's caster level with his Mysteries is equal to his Obsidian Adept level. The save DC for a Mystery (if it allows a save) is 10 + mystery level + the Obsidian Adept's Charisma modifier. The four grades of Mysteries (Tome of Magic p140), in order of their relative power, are least (1st level), lesser (2nd and 3rd), greater (4th and 5th), and dark (6th and 7th). An Obsidian Adept begins with knowledge of one Mystery, which must be of the lowest grade (least). As an Obsidian Adept gains levels, he learns new Mysteries, as summarized on the advancement table and described below. At any level when an Obsidian Adept learns a new Mystery, he can also replace a Mystery he already knows with another Mystery of the same or a lower grade. At 6th level, an Obsidian Adept can replace a least Mystery he knows with a different least Mystery (in addition to learning a new Mystery, which could be either least or lesser). At 11th level, an Obsidian Adept can replace a least or lesser Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, or greater). At 16th level, an Obsidian Adept can replace a least, lesser, or greater Mystery he knows with another Mystery of the same or a lower grade (in addition to learning a new Mystery, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, Mysteries are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Obsidian Adepts can qualify for some prestige classes usually intended for spellcasters; treat them as a Warlock.
  • Darkblast (Sp): The first ability an Obsidian Adept learns is Darkblast. An Obsidian Adept attacks his foes with umbral power, using baleful shadow energy to deal damage and sometimes impart other debilitating effects. A Darkblast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An Darkblast deals 1d6 points of damage at 1st level and increases in power as the Obsidian Adept rises in level. A Darkblast is the equivalent of a 1st-level spell and is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to Darkblast. A Darkblast deals half damage to objects. As a free action, an Obsidian Adept can choose to apply a single mystery that requires a non-harmless saving throw he knows as a rider effect on his Darkblast. If he does so, the spell level of the Darkblast changes to that of the mystery. If the Darkblast successfully hits, the mystery affects the target, no save allowed. The Obsidian Adept may attach a mystery as a rider to his darkblast every 1d4 rounds.
  • Mystic Reflections (Sp): Beginning at 2nd level, an Obsidian Adept can use mystic reflections as a fundemental mystery at will. His caster level equals his class level.
  • Damage Reduction (Su): Fortified by the supernatural power flowing in his body, an Obsidian Adept becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/piercing and magic. At 7th level and every four levels thereafter, an Obsidian Adept's damage reduction improves as shown on the advancement table below.
  • Deceive Item (Ex): At 4th level and higher, an Obsidian Adept has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, an Obsidian Adept can take 10 even if distracted or threatened.
  • Shadow Resilience (Su): Beginning at 8th level, an Obsidian Adept knows the trick of Shadow Resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the Obsidian Adept gains fast healing 1. At 13th level, an Obsidian Adept's Shadow Resilience improves. When in his Shadow Resilience state, he gains fast healing 2 instead. At 18th level, an Obsidian Adept's Shadow Resilience improves to fast healing 5.
  • Cold Resistance (Su): At 10th level and higher, an Obsidian Adept has resistance 10 against cold. At 20th level, an Obsidian Adept gains resistance 20.
  • Imbue Item (Su): An Obsidian Adept of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the Obsidian Adept can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

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Re: Strat's Standalone Base Class Collection
« Reply #46 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
------------------------------------------------------------------------------------------------------------------------------------------------
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.

Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #47 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.
  • Weapon and Armour Proficiency: Alchemists are proficient with all simple weapons and light armour.
  • Brew Potion (Ex): Rather than cast spells, you use your alchemical talents to brew spells into potions. This acts like the brew potion feat, except this costs no gold or XP and you can brew no more than three times your class level in total spell levels per day. It takes one hour each morning to brew the potions you have chosen for that day, although if you choose not to brew all of the possible potions, it takes 15 minutes to brew a potion at any point later in the day. Any potions not used within 24 hrs of being brewed are wasted. You may brew any potion that targets one or more creatures or an area. If the potion is drunk, the drinker is the target of the spell. If the potion is thrown, if it is an area effect spell, the centrepoint for the area is where the potion breaks open. If it is a targeted potion, it targets the creature struck. Potions are thrown as ranged touch attacks with a range increment of 10 ft. Every two levels after first, you can brew a higher level of potion (2nd at 3rd class level, 3rd at 5th, etc.). You may brew potions using any appropriate spell from the cleric spell list. For the purposes of potions, your caster level is equal to your class level.
  • Grenadier (Ex): You gain the benefits of the Grenadier feat, except it also applies to thrown potions.
  • Delay Potion (Ex): Any ally to whom you give a potion (including yourself) can delay the onset of the potion as if they had the Delay Potion feat.
  • Potion Quick Draw (Ex): A 2nd-level alchemist can produce a potion stored at his belt or in a bandolier as a free action, as if he were drawing a weapon using the Quick Draw feat.
  • Extra Spell (Ex): At each indicated level, you may choose a single spell off of the wizard/sorcerer list that is of a level equal to or less than the highest level potion you can brew. You can now brew potions using that spell.
  • Double Throw (Ex): You may drink or throw two potions as a standard action.
  • Metamagic Potion (Ex): At each indicated level, you gain one metamagic feat, which can be applied to a potion without increasing the potion level required. You must pay any other costs of the metamagic feat. You can only apply one feat at a time.
  • Potion Wielder (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Identify Potion (Ex): Beginning at 6th level, you are so sure of your knowledge that you always successfully identify any potion as what it is.
  • Extra Potions (Ex): At 7th level, you can brew up to four times your class level in total spell levels per day. At 14th level, this increases to five times.
  • Potion Master (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Twinned Metamagic (Ex): You may apply two metamagic feats to a potion when creating it without increasing the potion level required.
  • Potion Barrage (Ex): You may drink or throw up to one potion per four class levels as a standard action, but if you throw more than two, you take a -4 penalty on all attack rolls.
  • Potion Expert (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Splash Around (Ex): Potions you throw are now treated as grenade-like weapons, and anyone caught in the splash radius is affected by the spell.
  • Potion Genius (Ex): When you use or throw a potion, the DC and the effective caster level of the spell inside the potion is increased by 1.
  • Spray of Potions (Ex): As a full-round action, you may throw a potion at your full base attack bonus at each opponent within 30 feet.
  • Doubled Brewing (Ex): When brewing a potion, you can choose to have a single potion have two spells inside of it. These spells both count against the spell levels brewed per day, and both activate when the potion is thrown or drunk.
  • Augmented Alchemy (Ex): Whenever creating a potion, you can choose to make it more powerful than normal by increasing its level cost by two. If you do so, the benefits, damage, penalties, and duration of the potion are doubled, and the save DC increases by 2.

Offline RobbyPants

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Re: Strat's Standalone Base Class Collection
« Reply #48 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.
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Re: Strat's Standalone Base Class Collection
« Reply #49 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.

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Re: Strat's Standalone Base Class Collection
« Reply #50 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.).
  • Arcane Focus: The chosen cohort gains the ability to prepare and cast arcane spells, which may be chosen from the wizard spell list. He prepares and casts these spells just as a wizard does, including the use of a spellbook (Commander's cohorts often use stolen or borrowed spellbooks; see page 178 of the Player's Handbook for details). His spells per day are noted on Table 2. He gains bonus spells for a high Intelligence score, just as a wizard does. When Table 2 indicates that he get 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. His caster level is equal to his character level. He also gains a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Combat Focus: The chosen cohort gains proficiency with all martial and exotic weapons, increases his maximum hit points by +3 per cohort level, and increases his base attack bonus to that of a fighter. He gains a +2 bonus on Fortitude saves, and chooses one of the following: a +2 bonus on attack rolls, a +2 bonus on weapon damage rolls, or damage reduction 2/-. All of these bonuses (including the damage reduction) improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th). He then chooses one of the following:
    • Combatant: At 1st level, he gains a bonus feat, chosen from the list of fighter bonus feats. He must meet the prerequisites for this feat. At 4th, 8th, 12th, and 16th level, he gains an additional bonus feat.
    • Initiator: He gains access to a single martial discipline (See Tome of Battle). His initiator level is equal to his cohort level, while his maneuvers known, readied, and the maximum level known are all given on Table 4. He recovers maneuvers as a Warblade does.
  • Divine Focus: The chosen cohort gains the ability to prepare and cast divine spells, which may be chosen from the cleric spell list. He prepares and casts these spells just as a cleric does, except that he cannot spontaneously cast spells. He can only prepare new divine spells at sunrise. His spells per day are noted on Table 2. He gains bonus spells for a high Wisdom score, just as a cleric does. When Table 2 indicates that he 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. His caster level is equal to his cohort level. He also gains a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
  • Stealth Focus: The chosen cohort increases his maximum hit points by +1 per cohort level, and gains 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 4 cohort levels (at 4th, 8th, 12th, and 16th). He gains Sneak Attack +1d6 for every three cohort levels (1, 3, 6, 9, 12, 15, 18). At 1st level, he gains the ability to go invisible twice per day. At 4th level, he gains two additional uses and treat his invisibility as invisibility, greater. At 8th level, he gains two additional uses and can become ethereal. These effects last for one round per point of competence bonus. At 12th level, he gains Hide in Plain Sight (as per the shadowdancer ability). At 16th level, he ignore any immunity a creature might have that prevents sneak attacks or similar effects.
  • Wild Focus: The chosen cohort increases his maximum hit points by +2 per cohort level, and gains wild empathy (see page 35 of the Player's Handbook; treat his druid level as equal to his cohort 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 4 cohort levels (at 4th, 8th, 12th, and 16th). In addition, he may choose either the following Favoured Enemy or Wild Shape ability.
    • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 4th, 8th, 12th, and 16th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
    • Wild Shape: At 4th level, the cohort gains Wild Shape, as per the druid class ability, useable twice per day. At 8th level, he gains two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 12th level, he gains two additional uses of Wild Shape, and the ability to change into Huge creatures. At 16th level, he gains two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
  • Psionic Focus: The chosen cohort gains the ability to learn and manifest powers, which are chosen from the psion power list (this does not given him access to discipline powers). He manifests these powers just as a psion of his level does. His power points/day and powers known are indicated on Table 3. He gains bonus power points for a high Intelligence score, just as a psion does. His manifester level is equal to his cohort level. Once he has chosen his powers known for the day, even if he subsequently refocus his aptitude, they remain his powers known until the next day. He also gains a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 4 cohort levels (at 4th, 8th, 12th, and 16th).
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.
  • Energy Shield: Any creature striking the commander or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
  • Power: Bonus on melee damage rolls equal to his aura bonus.
  • Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus. Also, any creature viewing someone affected by the aura must make a Will save against DC 10 + 1/2 commander level + commander's charisma modifier or be fascinated until he can no longer see anyone under the effect of this aura.
  • Resistance: Resistance to acid, cold, electricity, or fire damage equal to 5 for every two points of his aura bonus (min 5).
  • Senses: Bonus on Listen and Spot checks, as well as on initiative checks, equal to his aura bonus. In addition, all creatures under the effect of this aura receive a bonus on saves against dazzling, blindness, and deafeness equal to 2 per point of aura bonus.
  • Toughness: DR 1/magic for each point of his aura bonus.
  • Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
  • Attack: Bonus on melee attack rolls.
  • Care: Bonus to Armor Class.
  • Urgency: Allies’ base land speed is increased 5' for every two points of his aura bonus (min 5').
  • Resilient Troops: Bonus on all saves equal to 1 for every two points of his aura bonus (min 1).
  • Steady Hand: Bonus on ranged attack rolls.
  • Accuracy: Bonus on ranged damage rolls equal to his aura bonus.
  • Alliance: If an ally makes an attack of opportunity against an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Dogpile: If an ally successfully critical hits an enemy, one other allied creature per two points of aura bonus in melee range of the enemy may make a free attack against that creature with a -4 penalty. The commander chooses which creature.
  • Transfer of Power: Allied magic users in the aura receive a +1 bonus to caster level (or appropriate) for every 4 points of aura bonus.
  • Resist the Inevitable: Allies in the aura gain spell resistance equal to 10 + 2 per point of aura bonus.
  • Countering Blows: All allies in the aura are treated as if they had the Combat Reflexes feat, except the number of Attacks of Opportunity is increased by 1 for every 4 points of aura bonus.
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).
  • Evasion: As an immediate action, the commander grants his allies evasion for one minute.
  • Rage: The commander grants his allies the benefits of the barbarian's rage ability, for 1 round plus 1 round per point of (newly improved) constitution modifier.
  • Smite: The commander grants his allies the benefits of the paladin's smite ability for 1 round. They may add their Charisma bonus (if any) to the attack roll and deal 1 extra point of damage per character level.
  • Sudden Strike: The commander grants his allies the ability to deal an extra 1d6 points of damage per two character levels any time the target would be denied its Dexterity bonus. This lasts for one round.
  • Skirmish: The commander grants his allies (for one round) the ability to deal an extra 1d6 points of damage on all attacks they make during any round in which they move at least 10 feet away from where they were at the start of your turn. The extra damage applies only to attacks made after they have moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during their turn. This extra damage increases by 1d6 for every four character levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The affected allies must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At their 3rd character level, they gain a +1 competence bonus to Armor Class during any round in which they move at least 10 feet. The bonus applies as soon as they have moved 10 feet, and lasts until the start of their next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). They cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
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.
« Last Edit: July 02, 2017, 01:58:59 PM by Stratovarius »

Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #51 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.
  • Weapon and Armour Proficiency: Savages are proficient with all simple and martial weapons, light and medium armours, and all shields except tower.
  • Savage Maneuvers: Savages are furious barbarians, driven by passion and aggression and little more. They choose maneuvers from the Stone Dragon, Tiger Claw, Iron Heart, and White Raven disciplines. They gain and ready these maneuvers as a warblade does. A savage may only use a maneuver while he is in a Blood Frenzy. He does not recover maneuvers normally - instead, the savage recovers one readied but expended maneuver at random each time he strikes an enemy for 10 or more damage.
  • Blood Frenzy (Ex): A savage who deals damage in combat against a living enemy scents blood, which causes him to fly into a frenzy the following round. While in a blood frenzy, a savage gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring an opponent to negative hit points, he immediately gains an additional attack against its fallen foe. A savage cannot end his frenzy voluntarily. It ends only when all creatures he has wounded in combat are dead or have fled the battle. Any feat that would normally effect a barbarian's rage also affects this class feature. This class feature counts as a barbarian's rage for purposes of access to feats. He cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.
  • Savage Fury (Ex): The Savage takes a furious joy in combat, revelling in each thunderous blow, a giddy frenzy that allows you to dance through combat, accepting blows unthinkingly. Each time he strikes a creature and deal 10 or more damage to it, he gains 5 temporary hit points from battle lust. The temporary hit points stack with each other, and last until the end of the encounter.
  • Mettle (Ex): At 3rd level and higher, a savage can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping savage does not gain the benefit of mettle.
  • Greater Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by 2, to +6 and -6.
  • Primeval Flurry (Ex): A furious assault crushes the savage's enemies to their knees. Each round, he may make up to one additional attack per four class levels with a two-handed weapon, at his highest base attack bonus. He takes a cumulative -1 penalty to AC and all your attack rolls until the beginning of his next turn for each additional attack he makes this way.
  • Headlong Rush (Ex): Strategy and tactics have never been the strong point of the savage, while the shock of his impact in battle are. He can make turns during a charge and charge across difficult terrain. If he hits with the attack at the end of a charge, all enemies within 5' per class level who have the same or less hit dice than the foe struck are shaken for one minute. Creatures immune to critical hits are immune to this ability. This is a Fear effect.
  • Woad (Ex): Savages laugh at the puny men of civilization who have to armour themselves to feel safe in a battle. Any time the savage engages an opponent who is wearing a heavier category of armour than he is, he gains a +2 bonus to attack and damage rolls for each step heavier the armour is. For creatures with natural armour, 0 is unarmoured, 1-3 is light, 4-6 is medium, and 7+ is heavy for the purposes of this ability. If a creature has both natural armour and armour, use whichever is heavier.
  • Inspire Blood Frenzy (Ex): At 11th level, as a move action, the savage can, through the example of his fighting, give to his allies some of savagery that is his. All willing allies within 30 feet gain the effects of the base Blood Frenzy ability (+4, -4) until the end of the encounter.
  • Wildling Health (Ex): The temporary hitpoints granted by Savage Fury increase to 10 hp, instead of 5.
  • Savage Redemption (Ex): The savage recovers two readied but expended maneuvers at random each time he strikes an enemy for 30 or more damage. The recovery does not stack with other methods (he must choose one based on damage dealt).
  • Thunderous Charge (Ex): To be the first into battle is the greatest of honours amongst savages, proving their courage and dedication. His charges do not provoke attacks of opportunity, and the savage deals an extra 1 damage per class level if the charge hits.
  • Supreme Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +8 and -8.
  • Savage Cleave (Ex): Whenever an attack would trigger Savage Fury, the savage can make an additional attack as a free action against another foe that is within melee range of him. This attack cannot trigger a Savage Cleave.
  • Great Swing (Ex): Starting at 13th level, a savage is able to make a great, sweeping swing with a melee weapon. As a full-round action, the savage can choose three squares adjacent to one another (he must threaten all of them). His attack or maneuver applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender.
  • Wild Assault (Ex): At the end of a successful charge, the savage can throw himself at his foes, swinging wildly. If he chooses, he can take a -5 penalty to his attacks this round. If he does so, he can attack a second creature at the end of his charge. Both creatures must be in melee range at the end of the charge.
  • Inspire Greater Blood Frenzy (Ex): At 17th level, the benefits from Inspire Blood Frenzy increase to those from Greater Blood Frenzy (+6, -6).
  • Mighty Swing (Ex): Starting at 16th level, a savage can make a mighty swing. A mighty swing is like a great swing, except that it is a standard action rather than a full-round action.
  • Greater Savage Redemption (Ex): The savage recovers three readied but expended maneuvers at random each time he strikes an enemy for 50 or more damage. The recovery does not stack with other methods (he must choose one based on damage dealt).
  • Massive Swing (Ex): A 19th-level savage can lash out all around himself with a single attack or maneuver. Massive swing works like mighty swing, except that its effect is not limited to three squares. The savage’s swing affects all squares he threatens.
  • Savage Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +10 and -10.
  • Savage's Onslaught (Ex): The savage can transfer some of his overwhelming ferocity to his allies. Whenever the savage makes a charge, all allies within 30 feet of him at the beginning of his turn can also charge his target as an immediate action. He and his allies do not block each other when determining if they can charge. His charge attack deals an extra 2 points of damage per class level, and those of his allies each deal an extra 1 point of damage per ally's character level. For each ally who charges, counting himself, his charge attack and those of his allies are made with a cumulative +2 bonus (in addition to the normal bonus provided by charging). An opponent struck by him and at least one other ally is stunned for 1 round. He and his allies do not provoke attacks of opportunity for moving as part of this charge. This bonus damage replaces any damage from Thunderous Charge.
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Online Stratovarius

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Re: Strat's Standalone Base Class Collection
« Reply #52 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 (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.
  • Weapon and Armour Proficiency: Battlebrain are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Powers: A Battlebrain's manifester level is equal to his class level. He may only select Psychokinesis powers from the Psion list. He uses Strength to determine the DC of his Powers. He does not have a normal pool of Power points. See below.
  • Conversion Pool: A Battlebrain gathers psionic energy by drawing it from foes he has struck. For every six points of physical damage he deals (physical damage dealt by powers or psionic effects does not count), he gains one Power point. The maximum number of power points he can have at any one time is equal to his constitution times his class level times 1/2. At the beginning of any encounter, add a number of Power points to the pool equal to 1/2 the Battlebrain's constitution modifier. The pool empties one minute after an encounter has concluded, and any unused points are lost.
  • Bloodlust (Ex): Battlebrains have much more in common with fighters and barbarians than with their psionic brethren, and their tendency towards physical combat shows that. A Battlebrain deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Battlebrain's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Battlebrain's attacks. This extra damage or attack roll bonus does not apply to any powers he manifests.
  • Warrior's Edge (Ex): Any Power manifest by the Battlebrain deals extra damage to all affected targets equal to the Battlebrain's intelligence modifier.
  • Batlemanifest (Ex): A Battlebrain gains the ability to manifest powers while making a weapon attack. He may take a full-round action to attack and manifest a Power. The Power must be a psionic power with a point cost of 1 or less. Using Batlemanifest does not provoke attacks of opportunity. At 8th level and higher, a Battlebrain can Batlemanifest a power costing 3 points or less. At 12th level, a Battlebrain can Batlemanifest a power costing 5 points or less. At 16th level, a Battlebrain can Batlemanifest a power costing 7 points or less. The Batlemanifest ability does not allow him to manifest a power whose cost he could not normally pay.
  • Enhanced Blade (Ex): As a swift action and by paying as many power points as necessary for the desired power, the Battlebrain can apply a single power to his weapon. All subsequent attacks with that weapon until the start of his next round apply the chosen power's effect on a successful attack. If there is a save required, the DC applies as normal. This does not allow him to spend more power points on an effect than he could normally. He cannot manifest a power in the same round as he uses this ability.
  • Improved Converter (Ex): The Battlebrain now converts physical damage into power points at a ratio of four to one, instead of six to one.
  • Burgeoning Power Area (Ex): Battlebrains adjust how they manifest powers to better engulf large numbers of troops. At 8th level, increase the area of powers by 50%. At 14th level, by 100%.
  • Blade Burst (Ex): When using his enhanced blade ability, if the Battlebrain successfully strikes his target, the power's effect affects the target, and everyone in a 5 ft. radius around the target. They save as normal.
  • Overwhelm (Ex): Battlebrains who have reached the pinnacle of their power are scary things to behold indeed, able to lay waste to vast swathes of territory. The Battlebrain increases the area of powers by 200%, and doubles the damage dealt by his Warrior's Edge ability. In addition, he now converts physical damage into power points at a ratio of two to one, instead of four to one.