Author Topic: Strat's Base Class Collection  (Read 25046 times)

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #20 on: March 18, 2014, 05:00:09 PM »
Thane

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


Text

Making a Thane
Text

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

Races: Thane appear amongst all races.

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

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


Game Rule Information
Thane have the following game statistics.

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


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

Class Features
Text
  • Weapon and Armour Proficiency: Thane are proficient with all simple and martial weapons, and light and medium armour, as well as shields (except tower).
  • Spells: An Thane casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, An Thane must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against An Thane’s spell is 10 + the spell level + the Thane’s Charisma modifier. Like other spellcasters, An Thane can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Thane. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Thane Spells Known indicates that the Thane gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Upon reaching 5th level, and at every third Thane level after that (8th, 11th, and so on), An Thane can choose to learn a new spell in place of one he already knows. In effect, the Thane “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Thane may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, An Thane need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. He does not suffer from arcane spell failure when wearing light armour.
  • Domains A Thane chooses two domains. A Thane can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. Each domain gives the Thane access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Thane gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a Thane prepares one or the other each day in his domain spell slot. A Thane can prepare domain spells only in his domain spell slot.
  • Bardic Knowledge: A Thane may make a special bardic knowledge check with a bonus equal to his Thane level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Thane has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A Thane may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
    • DC   Type of Knowledge
    • 10   Common, known by at least a substantial minority drinking; common legends of the local population.
    • 20   Uncommon but available, known by only a few people legends.
    • 25   Obscure, known by few, hard to come by.
    • 30   Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
  • Bardic Music: Once per day per Thane level, a Thane 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 Thane level and a minimum number of ranks in the Perform skill to qualify; if a Thane 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 Thane must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a Thane 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 Thane has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
    • Countersong (Su): A Thane with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Thane (including the Thane himself) that is affected by a sonic or language-dependent magical attack may use the Thane’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Thane’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Thane may keep up the countersong for 10 rounds.
    • Fascinate (Sp): A Thane with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Thane, and able to pay attention to him. The Thane must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Thane attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Thane makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Thane cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Thane continues to play and concentrate (up to a maximum of 1 round per Thane level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Thane to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
    • Inspire Courage (Su): A Thane 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 Thane sing. The effect lasts for as long as the ally hears the Thane 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 Thane 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 Thane of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Thane. The Thane 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 Thane’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Thane concentrates, up to a maximum of 2 minutes. A Thane can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
    • Suggestion (Sp): A Thane of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Thane’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a Thane’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 Thane’s level + Thane’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
    • Inspire Greatness (Su): A Thane of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Thane attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Thane must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Thane sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
    • Song of Freedom (Sp): A Thane of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Thane level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Thane can’t use song of freedom on himself.
    • Inspire Heroics (Su): A Thane of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Thane levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Thane must sing and an ally must hear the Thane 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 Thane sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
    • Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Thane of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
  • Combat Style (Ex): At 2nd level, a Thane 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 Thane 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 Thane 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 Thane’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.
  • Fast Movement (Ex): A Thane’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Thane’s speed because of any load carried or armor worn.
  • Aura of Courage (Su): Beginning at 3rd level, a Thane is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Thane is conscious, but not if she is unconscious or dead.
  • Sneak Attack: At level 1, the Thane gains 1d6 sneak attack. This increases by +1d6 at levels 8, 13, 18.
  • Animal Companion (Ex): At 4th level, a Thane 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 Thane’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Thane on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Thane’s effective druid level is one-half his Thane level. A Thane may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Thane level. Like a druid, a Thane cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
  • Bonus Feats: At 2nd level, a Thane gets a bonus feat. The Thane gains an additional bonus feat at every level indicated. These bonus feats must be drawn from the feats noted as fighter bonus feats, metamagic feats, or item creation feats. A Thane must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purpose of fighter only feats, the Thane counts as a fighter of his level -2.
  • Trackless Step (Ex): A Thane leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
  • Resist Nature's Lure (Ex): A Thane gains a +4 bonus on saving throws against the spell-like abilities of fey.
  • Special Mount (Sp): Upon reaching 5th level, a Thane gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium Thane) or a warpony (for a Small Thane). Once per day, as a full-round action, a Thane may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Thane’s level. The mount immediately appears adjacent to the Thane and remains for 2 hours per Thane 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 Thane may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the Thane’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Thane may not summon another mount for thirty days or until she gains a Thane level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Thane takes a -1 penalty on attack and weapon damage rolls.
  • Remove Disease (Sp): At 6th level, a Thane can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
  • Improved Combat Style (Ex): At 6th level, a Thane’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Thane selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thane’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 Thane 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.
  • Rage (Ex): A Thane can fly into a rage a certain number of times per day. In a rage, a Thane temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the Thane’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A Thane may prematurely end his rage. At the end of the rage, the Thane loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 11th-level Thane, at which point this limitation no longer applies; see below). A Thane can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At the levels indicated, he can use it one additional time per day. Entering a rage takes no time itself, but a Thane can do it only during his action, not in response to someone else’s action.
  • Swift Tracker (Ex): Beginning at 8th level, a Thane can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Venom Immunity (Ex): A Thane gains immunity to all poisons.
  • Ki Strike (Su): At 10th level, a Thane’s armed attacks are empowered with ki. Her armed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Thane level. At 15th level, her armed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
  • Combat Style Mastery (Ex): At 11th level, a Thane’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Thane selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Thane’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.
  • Diamond Soul (Ex): At 12th level, a Thane gains spell resistance equal to her current Thane level + 10. In order to affect the Thane with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Thane’s spell resistance.
  • Greater Rage (Ex): At 17th level, a Thane’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
  • Tireless Rage (Ex): At 17th level and higher, a Thane no longer becomes fatigued at the end of his rage.
  • Empty Body (Su): At 16th level, a Thane gains the ability to assume an ethereal state for 1 round per Thane level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her Thane level.
  • Perfect Self: At 20th level, a Thane becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Thane’s creature type was) for the purpose of spells and magical effects. Additionally, the Thane gains damage reduction 10/adamantium, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Thane can still be brought back from the dead as if she were a member of her previous creature type.
« Last Edit: March 18, 2014, 07:52:05 PM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #21 on: April 04, 2014, 01:52:12 PM »
Mind Warden

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


Text

Making a Mind Warden
Text

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

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

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

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


Game Rule Information
Mind Warden have the following game statistics.

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


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

Class Features
Text

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

Spells
Beginning at 4th level, a Mind Warden gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A Mind Warden must choose and prepare his spells in advance. To prepare or cast a spell, a Mind Warden must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mind Warden’s spell is 10 + the spell level + the Mind Warden’s Wisdom modifier. Like other spellcasters, a Mind Warden can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mind Warden. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Mind Warden indicates that the Mind Warden gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The Mind Warden does not have access to any domain spells or granted powers, as a cleric does. A Mind Warden prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Mind Warden may prepare and cast any spell on the Mind Warden spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a Mind Warden has no caster level. At 4th level and higher, his caster level is his Mind Warden level.

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

Mind Blade (Su)
As a move action, a Mind Warden can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword or composite shortbow of a size appropriate for its wielder. Wilding Knives who are smaller or larger than Medium create mind blades identical to weapons appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength or Dexterity bonus.

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

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

A Mind Warden’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). If in bow form, the mind blade automatically provides ammunition with an enhancement bonus as listed here.

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

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

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

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

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

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

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

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

Combat Style (Ex)
At 2nd level, when a Mind Warden shapes his mind blade, he must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the Mind Warden selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

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

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

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

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

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

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

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

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

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

Improved Combat Style (Ex)
At 6th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery when he shaped his mind blade, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

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

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

The weapon ability or abilities remain the same every time the Mind Warden materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. When in bow form, some of these enhancements may be applied to the ammunition instead of the bow itself.

A Mind Warden can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the Mind Warden.
Code: [Select]
Weapon Special Ability  Enhancement Bonus Value
Bane                    +1
Defending               +1
Distance                +1
Flaming                 +1
Frost                   +1
Keen                    +1
Lucky                   +1
Merciful                +1
Mighty Cleaving         +1
Psychokinetic           +1
Returning               +1
Seeking                 +1
Shock                   +1
Sundering               +1
Vicious                 +1
Anarchic                +2
Axiomatic               +2
Collision               +2
Flaming Burst           +2
Mindcrusher             +2
Psychokinetic burst     +2
Psibane                 +2
Shocking Burst          +2
Suppression             +2
Wounding                +2
Bodyfeeder              +3
Dislocator              +3
Mindfeeder              +3
Soulbreaker             +3
Speed                   +3

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

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

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

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

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

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

Combat Style Mastery (Ex)
At 11th level, a Mind Warden’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery when he shaped his mind blade, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Mind Warden selected two-weapon combat when he shaped his mind blade, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mind Warden’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

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

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

Multiple Throw (Ex)
At 17th level and higher, a Mind Warden can throw a number of mind blades per round equal to the number of melee attacks he could make.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #22 on: April 09, 2014, 09:03:18 PM »
Mindwright

"Text"
- Hulk the Green, Orc Mindwright


Text

Making a Mindwright
Text

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

Races Mindwright appear amongst all races.

Alignment Mindwright can be of any alignment.

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


Game Rule Information
Mindwrights have the following game statistics.

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


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

Class Features
Text

Weapon and Armor Proficiency
Mindwrights are proficient with all simple weapons and with light armor and shields (except tower shields).

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

Powers Known
A Mindwright begins play familiar with a number of powers equal to his Intelligence modifier. Every time he gains access to a new power level, and again at 20th level, he learns a number of new powers equal to his current Intelligence modifier. For example, a 1st-level Mindwright with an Intelligence of 15 knows two powers.

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

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

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

The Difficulty Class for saving throws against Mindwright powers is 10 + the power’s level + the Mindwright’s Intelligence modifier.

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

To learn or manifest a power, a Mindwright must have an Intelligence score of at least 10 + the power’s level.

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

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

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

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

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

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

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

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

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

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

Bonus Feats
A Mindwright gains a bonus feat at the indicated levels. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #23 on: April 14, 2014, 09:35:04 AM »
Spellbreaker

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


Text

Making a Spellbreaker
Text

Abilities: Physical stats are all that the spellbreaker needs

Races: Spellbreaker appear amongst all races.

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

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


Game Rule Information
Spellbreaker have the following game statistics.

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


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

Class Features
Text
  • Weapon and Armour Proficiency: Spellbreaker are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields. Armor above light interferes with a Spellbreaker’s movements, which can cause her spells with somatic components to fail.
  • Bonus Feats: At each indicated level, a Spellbreaker gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Spellbreaker must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For the purpose of fighter only feats, the Spellbreaker counts as a fighter of his level.
  • Inimical to Magic (Ex): The Spellbreaker is completely inimical to magic, and can never take a level in any class which can cast spells, psionics, or similar.
  • Mage Slayer (Ex): Any spellcasters you threaten cannot cast defensively, and are not aware of this (until the first time they fail).
  • Ability Increase: At each indicated level, the Spellbreaker may choose a +1 permanent increase to Strength, Dexterity, or Constitution.
  • Pierce Magical Protection (Ex): The Spellbreaker ignores all Spell, Spell-Like, or Supernatural increases to Armour Class when making his attack and critical rolls.
  • Pierce Magical Concealment (Ex): The Spellbreaker ignores all Spell, Spell-Like, or Supernatural concealment when making his attack and critical rolls.
  • Magic Resistance (Ex): The Spellbreaker takes one less damage per each die of damage a spell would do. This cannot reduce the total below 0.
  • Spellbreaking Strike (Ex): Each time the Spellbreaker hits a target, he may choose to dispel a single spell on that creature. He must have identified the spell with Spellcraft.
  • Mind and Body (Ex): Any time a Spell, Spell-Like, or Supernatural ability allows for a saving throw, the Spellbreaker rolls twice and takes the better result.
  • Greater Magic Resistance (Ex): The Spellbreaker takes two less damage per each die of damage a spell would do. This cannot reduce the total below 0.
  • Evasive Mettle (Ex): The Spellbreaker gains the effects of both Mettle and Improved Evasion.
  • Spellshatter (Ex): Each time the Spellbreaker uses his Spellbreaking Strike, he may choose to have the target take damage equal to five times the spell level dispelled in this way.
  • Slippery Mind (Ex): If a Spellbreaker is affected by a spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw, and does not get to roll twice, as per Mind and Body.
  • Spellsunder (Ex): Each time the Spellbreaker uses his Spellbreaking Strike, he may choose to have the target make a Fort save against DC 10 + Dispelled Spell Level + the highest of his physical attributes (Dex, Strength, or Con). If the target fails this save, it is destroyed. He cannot use this ability if he chooses to use Spellshatter.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #24 on: April 14, 2014, 12:26:35 PM »
Why not just give it the Mage Slayer / PMP/ PMC line as bonus feats, instead of writing them over into the class? Also, it gains Improved Evasion without ever having Evasion - I think that's breaking the normal way such things are done, no?

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

And I could stick Evasion in there earlier, but the character already has a lot of benefits on saves, so I didn't bother, and because I didn't really have a level where I wanted to put it.

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10717
  • The iconic spambot
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #25 on: April 14, 2014, 12:39:26 PM »
I absolutely hate the official Mage Slayer feat. How does it even make sense? Your version is a bit better, but I'd still prefer to change it to always allow you to take the AoO, even if the caster successfully casts defensively (or has Shielded Casting, etc). Maybe give a bonus on damage or bump up the DC on the resulting concentration check to not lose the spell.

Here is the replacement that I use:

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

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #26 on: April 14, 2014, 01:03:45 PM »
I absolutely hate the official Mage Slayer feat. How does it even make sense? Your version is a bit better, but I'd still prefer to change it to always allow you to take the AoO, even if the caster successfully casts defensively (or has Shielded Casting, etc). Maybe give a bonus on damage or bump up the DC on the resulting concentration check to not lose the spell.

Here is the replacement that I use:

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

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

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

Edit: And here's the 3.5 Forsaker. Probably still in need of a power boost to reduce his reliance of magic items.

Maybe I should combine him with the Gnome Artificer, which is strictly non-magical creations...
« Last Edit: April 14, 2014, 01:52:04 PM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #27 on: April 14, 2014, 05:13:21 PM »
Here's the Master of the Wild.

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

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

Master of the Wild

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


Text

Making a Master of the Wild
Text

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

Races: Master of the Wild appear amongst all races.

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

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


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

Game Rule Information
Master of the Wild have the following game statistics.

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


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

Class Features
Text
  • Weapon and Armour Proficiency: Masters of the Wild are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Masters of the Wild are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A master of the wild may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description). Masters of the Wild are proficient with shields (except tower shields) but must use only wooden ones. A master of the wild who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
  • Spells: A Master of the Wild casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Master of the Wild must choose and prepare her spells in advance (see below). To prepare or cast a spell, the Master of the Wild must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Master of the Wild’s spell is 10 + the spell level + the Master of the Wild’s Wisdom modifier. Like other spellcasters, a Master of the Wild can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Master of the Wild. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A Master of the Wild prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Master of the Wild may prepare and cast any spell on the Master of the Wild spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
  • Spontaneous Casting: A Master of the Wild can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
  • Natural Habitat: At first level, a Master of the Wild chooses a particular terrain type from the list below. This is his native terrain. Likewise, he chooses a creature type from the list below. This creature must be native (or possibly so) to the terrain type he has chosen.
  • Animal Companion (Ex): A Master of the Wild gains the service of a loyal animal companion, as per the druid class feature. As a Master of the Wild gains class levels, her animal companion gains Hit Dice and other special abilities just as a druid's animal companion does. Use the Master of the Wild's class level to determine the animal companion's special abilities. If a Master of the Wild already has an animal companion from another class, her Master of the Wild class levels stack with class levels from all other classes that grant an animal companion. His animal companion(s) must be members of his chosen creature type native to his chosen terrain type.
  • Intelligence: Through constant exposure to the Master of the Wild, his animal companions become more intelligent than the average for their species. When the Master of the Wild is 1st level, the Intelligence score of his animal companion rises to 4. This minimum Intelligence score rises by 2 points at each indicated level thereafter.
  • Terrain Skill Bonuses: At 1st level, a Master of the Wild gains a +2 insight bonus on both Survival checks and checks made with his or her terrain-dependent prerequisite skill while in the chosen terrain.
  • Plant Control: At 1st level, the Master of the Wild turns, rebukes, or commands plants as an cleric rebukes undead. To command a plant, she must be able to speak with it via a speak with plants effect, though she may issue her commands mentally if desired. The number of times per day that she can use this ability is equal to 3 + your Charisma modifier. Her class level is the level at which she rebuke plants.
  • Wild Empathy (Ex): A Master of the Wild can improve the attitude of an animal. If a Master of the Wild has wild empathy from another class, her levels stack for determining the bonus.
  • Speak with Master (Ex): At 2nd level, the Master of the Wild gains the ability to communicate verbally with his companion in a language of his own. Creatures other than his companions cannot understand this communication without magical aid.
  • Animal Bond: Beginning at 2nd level, the Master of the Wild develops a bond with animals of her selected group (see Natural Habitat). Because of this bond, all animals of the appropriate kinds automatically have a friendly attitude toward the Master of the Wild.
  • Empathic Link (Su): At 3rd level, the Master of the Wild gains an empathic link that allows him to communicate telepathically with his companions to a maximum distance of one mile. The Master of the Wild and the companion can understand one another as if a speak with animals effect were in force. Of course, intelligence is still a factor in the content of such conversations, and misunderstandings on that basis are still possible.
  • Endure Elements (Ex): The Master of the Wild can ignore some damage from the element associated with his chosen terrain type (see Terrain Types, below). At 3rd level, the character ignores the first 5 points of damage from that element. This amount increases by an additional +5 at 7th, 11th, and 15th level.
  • Animal Sense (Su): At 3rd level, an Master of the Wild can sense any animals of her selected group within a radius of miles equal to her Master of the Wild level. This ability does not allow the character to communicate with the animals she senses.
  • Extra Animal Companion (Ex): At 4th level, a Master of the Wild gains a second animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 2 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels). At 8th level, a Master of the Wild gains a third animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 4 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels). At 12th level, a Master of the Wild gains a fourth animal companion, chosen from the list of animal companions available to a 1st-level druid. Treat the Master of the Wild as a druid whose level is equal to the Master of the Wild's class level – 6 for the purpose of improving the animal companion's statistics (or of selecting an alternative companion at higher levels).
  • Create Infusion: At 4th level, the Master of the Wild gains Create Infusion as a bonus feat.
  • Sun Sustenance (Ex): Also at 4th level, the Master of the Wild gains the ability to draw energy from the sun. As long as he spends at least 4 hours of the day outdoors, he can draw sustenance from the sun itself, and thus he requires no food that day. He still thirsts, however, and needs the standard amount of water to survive.
  • Animal Speech (Ex): At 4th level, an Master of the Wild can converse at will with any animals of her selected group as though a speak with animals spell were in effect. The creatures’ responses, of course, are limited by their intelligence and perceptions.
  • Blood Bond: At 5th level, each of the Master of the Wild's companions gains a +2 bonus on all attack rolls, checks, and saves after witnessing any threat or harm to the Master of the Wild. This bonus lasts as long as the threat is immediate and apparent.
  • Terrain Movement (Ex): At 5th level, if the chosen terrain is land-based, the Master of the Wild can move overland through it as if it were plains. A Master of the Wild who chose sea or marsh swims along the surface of water at one-half his or her land speed.
  • Wild Shape (Sp): At 5th level, an Master of the Wild can use wild shape to take the form of any kind of natural animal in her selected group. This ability otherwise functions like the druid’s wild shape, except that the Master of the Wild can use it as often as desired. At 8th level, an Master of the Wild can use this ability to adopt the dire form of an animal in her selected group, and at 11th level, she can use it to adopt the legendary form of an animal in her selected group.
  • Natural Armor: When the Master of the Wild reaches 6th level, each of his companions gains a +2 enhancement bonus to its natural armor. This bonus rises to +4 at 10th level, +6 at 14th level, and +8 at 18th level.
  • Animal Senses (Su): At 6th level, the Master of the Wild can hear through any designated companion's ears or smell through its nose. At 9th level, he can see through a companion's eyes. The Master of the Wild can activate his animal senses as a standard action, and he does not lose the ability to sense events around him by doing so.
  • Attack Native Creatures (Ex): The Master of the Wild gains a competence bonus on attack rolls against any creature that has the character's chosen terrain listed in the Climate/Terrain section of its statistics. (In the case of the skies, this means any naturally flying creature who lives outdoors.) A creature with a listing of "Any land" does not trigger these bonuses. This bonus is +2, and it increases by +1 for every two Master of the Wild levels the character gains thereafter.
  • Command Creatures of Kind (Sp): When the Master of the Wild reaches 7th level, his companions can use command as a spell-like ability at will against other creatures of their kind. This ability affects only creatures with fewer Hit Dice than that particular companion has. Each companion can use this ability once per day per two levels of the Master of the Wild.
  • Expert Infusion: At 7th level, the character can automatically identify the spell contained in an infusion and the caster level of that spell (see Infusions in Chapter 3). He also gains a bonus equal to his Master of the Wild level on both Profession (herbalist) checks and Wilderness Lore checks related to plants, including the use of this skill to forage for herbs.
  • Terrain Camouflage (Ex): At 8th level, Masters of the Wild may use the raw materials of their chosen terrains to conceal their presence from others. This full-round action grants a character a +10 competence bonus on Hide checks in the chosen terrain.
  • Share Spells: At 9th level, the Master of the Wild may have any spell he casts on himself also affect one companion of his choice within 5 feet of him. A spell with a duration other than instantaneous stops affecting the companion if it moves farther than 5 feet away, and the effect is not reinstated even if that companion again comes within 5 feet of the character before the spell's duration expires. Additionally, the Master of the Wild may cast a spell with a target of "You" on a companion (as if the spell had a range of touch) instead of on himself. The Master of the Wild and the companion can share even spells that do not normally affect creatures of the companion's type.
  • Share Lesser Form (Sp): Beginning at 9th level, an Master of the Wild can share whichever animal form she is currently using with a number of willing individuals equal to her Master of the Wild level. This effect is identical to that of the polymorph other spell, except that its duration is 1 hour per Master of the Wild level.
  • Bonus Feat: At 10th, 13th, 16th, and 19th levels, a Master of the Wild may choose a bonus feat from the list for his or her terrain type (see below). If she already has taken all the feats available, she may choose any other feat for which she meets the prerequisites.
  • Animal Farspeech (Sp): At 10th level, an Master of the Wild can use her animal speech ability to converse telepathically with any animal of her selected group that she can sense (see animal sense, above).
  • First Totem: At 10th level, the Master of the Wild gains a benefit related to her selected group from the list below.
  • Share Saving Throws: When the Master of the Wild reaches 11th level, his companions can use either his base saves or their own, mixing and matching to gain the highest value for each.
  • Detect Animals and Plants (Sp): At 12th level, the character can use detect animals or plants within the chosen terrain as a druid of his or her class level. This ability is usable once per hour.
  • Inspire Greatness (Su): At 13th level, the Master of the Wild can grant extra fighting ability to all his companions within 30 feet. An inspired companion gains +2 Hit Dice (d10s that grant temporary hit points) for every five class levels (rounded down), a +2 competence bonus on attacks, and a +1 competence bonus on saves. Apply the companion's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining the effects of spells such as sleep. The Master of the Wild can inspire his companions once per class level, and the effects last for 5 rounds. This is a supernatural, mind-affecting, enchantment ability.
  • Second Totem: At 13th level, an Master of the Wild gains a benefit related to her selected group from the list below.
  • Adaptation (Su): At 14th level, the character can function as if wearing a necklace of adaptation for a total of up to one hour per class level per day.
  • Treant Wild Shape (Sp): Beginning at 14th level, the Master of the Wild can use wild shape to take the form of a treant and back again three times per day. This ability otherwise works like wild shape. Since a treant has a voice and manipulative appendages, the Master of the Wild can cast spells normally while in treant wild shape.
  • Animal Perception (Sp): At 15th level, an Master of the Wild can share the sensory input of any animal of her selected group that is within range of her animal sense.
  • Freedom of Movement (Su): At 17th level, the Master of the Wild can function as if under the influence of a freedom of movement spell for up to one hour per class level per day.
  • Third Totem: At 16th level, an Master of the Wild gains a benefit related to her selected group from the list below.
  • Animate Tree (Sp): At 18th level, a Master of the Wild can animate a tree within 180 feet of him. It takes a full round for a tree to uproot itself; thereafter it has a speed of 30 feet and fights as a treant with respect to attacks and damage. The animated tree gains a number of bonus Hit Dice equal to the number of Master of the Wild levels the character possesses. Though its Intelligence score is only 2 while animated, the tree automatically understands the Master of the Wild's commands. The character can return the animated tree to its normal state at will, and it automatically returns to its normal state if it dies or if the Master of the Wild who animated it is incapacitated or moves out of range. The Master of the Wild can only have one treant at any given time.
  • Share Greater Form (Sp): At 19th level, an Master of the Wild can share her dire form with her allies. This ability is otherwise identical to share lesser form, above.
  • Gaea's Embrace: At 20th level, the Master of the Wild permanently becomes a plant creature, though all forms of wild shape that the character could previously use remain available to him. His type changes to plant, and as a result he gains low-light vision, is immune to poison, sleep, paralysis, stunning, and polymorphing, and is not subject to critical hits or mind-influencing effects (charms, compulsions, phantasms, patterns, or morale effects). He no longer suffers penalties for aging and cannot be magically aged. Any aging penalties he may already have suffered, however, remain in place. Bonuses still accrue, and the Master of the Wild still dies of old age when his time is up.
Terrain Types
Terrain Type: Desert.
Terrain Element: Fire.
Terrain Skill: Spot.
Bonus Feats: Great Fortitude, Mounted Combat, Run, Skill Focus (Spot), Toughness.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wolf
First Totem: The Master of the Wild gains Scent as a bonus feat.
Second Totem: The Master of the Wild gains a +4 circumstance bonus on Survival checks made for tracking. This bonus stacks with any modifier provided by Scent.
Third Totem: The Master of the Wild gains a +2 inherent bonus to Constitution.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #28 on: April 14, 2014, 08:12:36 PM »
Candle Caster

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


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

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

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

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

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

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


Game Rule Information
Candle Caster have the following game statistics.

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


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

Class Features
All the following are class features of the candle caster class.
  • Weapon and Armour Proficiency: Candle Casters are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Candle Caster’s movements, which can cause her spells with somatic components to fail.
  • Spells: A Candle Caster casts arcane spells which are drawn from the wizard spell list. A Candle Caster must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Candle Caster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Candle Caster’s spell is 10 + the spell level + the Candle Caster’s Intelligence modifier. Like other spellcasters, a Candle Caster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Candle Caster. In addition, she receives bonus spells per day if she has a high Intelligence score.
  • Wax Tablets: A Candle Caster begins play with a series of wax tablets containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Candle Caster has, the wax tablets hold one additional 1st-level spell of your choice. At each new Candle Caster level, she gains two new spells of any spell level or levels that she can cast (based on her new Candle Caster level) for her wax tablets. At any time, a Candle Caster can also add spells found in other Candle Casters’ wax tablets to her own.
  • Candle Casting: Unlike other arcane casters, the Candle Caster does not memorize spells or cast them spontaneously. Instead, she stores her spells in small candles secreted about her person, pulling them out and lighting them when she wishes to cast a spell. The number of candles per spell level is given on table: Candle Caster. If she exceeds this limit, the magic in the oldest candle of the appropriate spell level dissipates.
    • Identify the Candle: To activate a prepared candle, the candle caster must first identify it. This requires a Spellcraft check against a DC of 15+ spell level. (If it is a candle she created herself, this step is unnecessary).
    • Light the Candle: Drawing a candle from its storage place to light it takes a swift action. Lighting the candle is best done using a tindertwig. Doing so is a standard action, which is subject to disruption just as casting a spell would be. Lighting the candle by a slower method, such as flint and tinder or even a magnifying glass, is a full-round action under the best of circumstances, and definitely draws an attack of opportunity. A candle caster can "light defensively" by making a successful Concentration check (DC 15). This preempts an attack of opportunity, but if she fails the check she does not light the candle. Alternatively, the candle caster can suffer the attack of opportunity, and if hit, attempt a Concentration check (DC 10+points of damage taken) to light the candle anyway. A burning candle cannot be extinguished unless the candle caster wills it (although dispel magic still suppresses the effect as it would for any other magic item).
    • Candle Effect: A successfully lit candle automatically activates the stored spell at the beginning of the candle caster’s action in the next round (which does not draw an attack of opportunity). It works exactly like a spell prepared and cast the normal way. However, since she lit the candle during the previous round, the candle caster can take normal actions on the same round the candle’s spell takes effect. The flame of the burning candle mimics the triggered spell’s duration. Thus, an instantaneous spell causes the candle to flare and burn out immediately, while a candle scribed with a spell having a longer duration burns for that length of time. However, if the flame is extinguished before the spell expires, the spell’s duration is cut short. A scribed candle may incorporate any number of the special enhancements noted below, as long as their combined requirements do not make the spell take up a spell slot higher than the caster’s normal maximum.
  • Unfettered Candle: At 4th level, the candle caster learns how to store spells in candles that can be triggered by people other than herself. Any creature who successfully lights the unfettered candle, following the procedure described above, is targeted by the candle’s stored spell at the beginning of the creature’s next turn in the round. An unfettered candle otherwise works exactly like a normally scribed candle.
  • Metamagic Candle: At each indicated level, the candle caster gains a metamagic feat that she can utilize in the creation of her candles. These candles take up a candle slot higher than the candle's actual level, based on the adjustment of the feat.
  • Dipped Candle: At 8th level, the candle caster refines her chandler’s craft to the point where she can store two spells in the same candle. She must specify the order in which the spells take effect. The first spell is triggered normally by successfully lighting the scribed candle; when the duration of the first spell ends, the second power stored in the candle automatically triggers. If the first spell is suppressed by dispel magic, or the candle caster ends the effect voluntarily, the second effect does not trigger but is not lost. The candle caster can trigger the second effect by relighting the candle. If the second spell requires a target, the candle caster can target the effect when it activated as if casting the spell normally, as long as she is within 30 feet of the lit candle. Otherwise, the candle is the default center of effect. The two spells maybe differentiated by color; for example, the top half of the candle is yellow while the bottom is blue.
  • Quick Light: At 12th level, the candle caster learns to activate her candles more quickly. The act of lighting the candle takes no less time, but the stored spell takes effect as soon as the candle is lit (not on the candle caster’s next turn).
  • Striped Candle: At 16th level, the candle caster further refines her ability to store two spells in the same candle. Successfully lighting the scribed candle triggers both stored spells simultaneously, and the candle caster chooses any targets for both effects. The two spells may be differentiated by color; for example, the left half of the candle is green while the right is red.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #29 on: April 14, 2014, 09:43:45 PM »
Made by gluing together a whole series of 3E classes from Sword and Fist (and one from Defenders of the Faith). Can get a fairly large attack & damage bonus, as well as attacks per round, but otherwise probably a bit meh.

Tribal Gladiator

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


Text

Making a Tribal Gladiator
Text

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

Races: Tribal Gladiator appear amongst all races

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

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


Game Rule Information
Tribal Gladiators have the following game statistics.

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


Class skills
Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Ride (Dex), and Tumble (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
Text
  • Weapon and Armour Proficiency: Tribal Gladiator are proficient with all simple and martial weapons, and light, medium, and heavy armour, as well as shields (including tower).
  • Improved Feint (Ex): The gladiator has learned sneaky tactics such as kicking dirt in a foe’s face, pretending to be badly wounded, or forcing an opponent to stare into the sun. You can use the feinting in combat technique as a swift action.
  • Combat Sense (Ex): A Tribal Gladiator may designate a single opponent in combat. Against that opponent, the gladiator gains a +2 insight bonus to AC and a +2 insight bonus on attacks. These bonuses increase by +2 at each indicated level.
  • Harm’s Way (Ex): Beginning at 1st level, the Tribal Gladiator may elect to place herself in the path of danger in order to protect her single partner. Any time that you are within 5 feet of your partner, and your partner suffers an attack, you may switch places with your partner and receive the attack in his place. You must declare this before the attack roll is made. You select your partner when you roll initiative, and it is a free action to do so. You may not change your partner for the duration of that combat.
  • Blade of Death (Ex): When the Tribal Gladiator fights with a two-handed weapon, he adds double his Strength modifier to damage rolls.
  • Armor Class Bonus (Ex): The Tribal Gladiator concentrates on defense, both for herself and her partner. She receives a dodge bonus to AC equal to one half her class level rounded down as a result of that focus. This bonus applies only when the Tribal Gladiator is actively engaged in protecting her partner from an attack; otherwise, use the character’s normal AC.
  • Brutal Strike (Ex): Every action, the Tribal Gladiator may add this bonus either to one attack roll or one damage roll, but not both. You must declare where the bonus applies at the start of your action.
  • Study Opponent (Ex): You are adept at spotting weaknesses in your foes’ fighting styles. If you fight defensively, you gain a dodge bonus to your AC equal to your intelligence modifier against any opponent who attacks you in melee combat that round. The dodge bonus begins the round after that opponent attacks you and lasts for the duration of the fight.
  • Speed of Fate (Ex): At 3rd level, a Tribal Gladiator can take one extra attack per round. The attack is at the Tribal Gladiator’s highest base attack bonus, but each attack (the extra one and normal ones) suffers a –2 penalty. The Tribal Gladiator must use the full attack action to use speed of fate.
  • Exhaust Opponent (Ex): As combat continues, you can tire out your foe. Each round you attack your opponent, he must make a Fortitude save to avoid becoming fatigued. The DC for this save starts at 15 and increases by 1 for every round you continue to attack the same foe. If you do not attack for one round, the count resets to zero.
  • Roar of the Crowd (Ex): You can appeal to spectators with flourishes, trash-talking, and fancy moves. As a move-equivalent action, make a Perform check (DC 15). If you succeed, you get a morale bonus to attacks and damage equal to one fifth your class level (rounded down, minimum +1) for the duration of the fight. Spectators must be noncombatants, and there must be at least a half-dozen of them.
  • Improved Coup de Grace (Ex): You dispatch fallen foes quickly, or with great flair. You may use a melee weapon to deliver a coup de grace attack as a standard action. If you are being showy, you take a full-round action to deliver the coup de grace attack, but gain a +2 morale bonus to attack for the rest of the combat.
  • Poison Use (Ex): You are trained in the use of poison just as assassins are.
  • Extra Lash (Ex): At 7th level, a Tribal Gladiator inflicts an additional +1d6 points of damage with his weapon, slashing the foe with extra flourish. He must use the full attack action to use this ability.
  • Defensive Strike (Ex): You can make an attack of opportunity against any adjacent opponent who attacks your partner in melee. You gain a +1 bonus to this attack for every two levels in the class.
  • Make Them Bleed (Ex): You are skilled at dealing wounds that cause extra blood loss. When you deal damage with a slashing weapon, the wound bleeds for three points of damage per round thereafter until a Heal check (DC 15) is made, any cure spell is applied, or 10 rounds minus the opponent’s Constitution modifier elapse. Multiple wounds are cumulative, but creatures without discernible anatomies such as constructs, undead, and plants are immune to this effect.
  • Speed of Doom (Ex): At 9th level, a Tribal Gladiator can take two extra attacks per round. This ability supersedes speed of fate (the abilities do not stack). The attack is at the Tribal Gladiator’s highest base attack bonus, but each attack (the extra one and normal ones) suffers a –4 penalty. The Tribal Gladiator must use the full attack action to use speed of doom .
  • Blades of Fury (Ex): When a Tribal Gladiator delays his attack until after he is attacked in the round, he takes advantage of the opening and can add a +2 bonus to his attack and damage rolls. In other words, you delay your action until after you are attacked in melee combat.
  • The Crowd Goes Wild (Ex): With each blow you strike, the spectators cheer more loudly. If you have already engaged the spectators with roar of the crowd, you gain a +3 morale bonus to damage on your first successful blow. This bonus increases by +3 for each successive consecutive blow that deals damage to your opponent. The bonus resets to +3 if you miss.
  • Stunning Snap (Ex): A Tribal Gladiator can use his weapon to stun a creature instead of inflicting subdual or normal damage. The Tribal Gladiator can use this ability once per round, but no more than once per level per day. The Tribal Gladiator must declare she is using a stun attack before making an attack roll. (A missed attack roll ruins the attempt.) A foe struck must make a Fortitude saving throw (DC 10 + the Tribal Gladiator’s level + Strength modifier), in addition to receiving normal damage (subdual or standard). If the saving throw fails, the opponent is stunned for one round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the Tribal Gladiator’s stunning attack.
  • Opportunist (Ex): Once per round, the Tribal Gladiator can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Tribal Gladiator’s attacks of opportunity for that round.
  • Deflect Attack (Ex): The Tribal Gladiator can attempt to parry an attack (including a ray spell) against her partner. She must be within 5 feet of her partner to attempt this and holding a melee weapon or shield to deflect the attack. Once per round when your partner would normally be hit by an attack, you may make a Reflex saving throw against DC 20. (If the weapon has a magic bonus to attack, the DC increases by that amount.) You gain a competence bonus to your Reflex save equal to +1 every four class levels. If you succeed, you deflect the blow as a free action. You must be aware of the attack beforehand and not flat-footed.
  • Defensive Stance (Ex): As a move action, a Tribal Gladiator can use a spinning weapon to provide a +8 deflection AC bonus against all attacks coming in from a chosen 180-degree arc.
  • Death Spiral (Ex): The Tribal Gladiator gains transcendental understanding of her weapon. Once per hour, she can spin the weapon over her head with supernatural speed. All foes within a 15-foot radius of the Tribal Gladiator must make a Reflex save against a DC equal to the Tribal Gladiator’s attack roll. Opponents who fail are stunned for 1d4+1 rounds. Stunned opponents must make a successful Fortitude save (DC 18) or become helpless for 1d4–1 rounds (minimum 1 round). Allies (as selected by the Tribal Gladiator) in range are spared the effects of the death spiral.
  • Weapon Mastery (Su): As a supernatural ability, the Tribal Gladiator can animate a weapon (as the per the Dancing enchantment). The Tribal Gladiator can use this ability at will. He may only affect two weapons with it at a time.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #30 on: August 15, 2015, 05:21:07 PM »
Ninja Warrior

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


Text

Making a Ninja Warrior
Text

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

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

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

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


Game Rule Information
Ninja Warriors have the following game statistics.

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


Class skills
Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
Text

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

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

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

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

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

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

The Difficulty Class for saving throws against Ninja Warrior powers is 10 + the power’s level + the Ninja Warrior’s Wisdom modifier.

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

To learn or manifest a power, a Ninja Warrior must have a Wisdom score of at least 10 + the power’s level.

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ghost Walk (Su)
A 20th-level Ninja Warrior can spend two daily uses of her ki power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the Ninja Warrior’s class level.
« Last Edit: August 20, 2015, 08:22:59 AM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #31 on: August 15, 2015, 07:31:37 PM »
Version 2.2 is up.
Changelist:

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

Chameleon

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


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

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

Abilities: All of them.

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

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

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

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

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

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


Game Rule Information
Chameleons have the following game statistics.

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


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

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

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

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

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

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

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

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

Wild Focus: You gain wild empathy (see page 35 of the Player's Handbook; treat your druid level as equal to your class level), woodland stride (see page 36 of the Player's Handbook), a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th). In addition, you may choose either the following Favoured Enemy or Wild Shape ability.
  • Favoured Enemy: choose a favoured enemy, as per the ranger class ability, at 1st level. At 5th, 10th, 15th, and 20th, choose an additional favoured enemy. The bonus against favoured enemies is equal to the bonus on Fortitude saves this ability provides.
  • Wild Shape: At 5th level, you gain Wild Shape, as per the druid class ability, useable twice per day. At 10th level, you gain two additional uses of Wild Shape, and the ability to change into Large, Tiny, or Plant creatures. At 15th level, you gain two additional uses of Wild Shape, and the ability to change into Huge creatures. At 20th level, you gain two additional uses of Wild Shape, and the ability to change into Elemental, and Huge Elemental creatures.
Psionic Focus: You gain the ability to learn and manifest powers, which are chosen from the psion power list (this does not given you access to discipline powers). You manifest these powers just as a psion of your level does. Your power points/day and powers known are indicated on Table 3. You gain bonus power points for a high Intelligence score, just as a psion does. Your manifester level is equal to your class level. Once you have chosen your powers known for the day, even if you subsequently refocus your aptitude, they remain your powers known until the next day. You also gain a +2 competence bonus on Autohypnosis, Knowledge (psionics), and Psicraft checks and a +2 bonus on Will saves. These bonuses improve by +2 every 5 levels (at 5th, 10th, 15th, and 20th).

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

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

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

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

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

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

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

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

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


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

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

Focused Choice [Chameleon]
Prerequisites: Aptitude Focus ability
Benefit: You increase the bonuses granted by a single aptitude focus by +2.
Special: You can take this feat multiple times.
« Last Edit: October 05, 2015, 07:53:55 AM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #32 on: September 21, 2015, 07:55:12 PM »
Ironborn

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


Text

Making a Ironborn
Text

Abilities: Intelligence, mostly.

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

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

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


Game Rule Information
Ironborns have the following game statistics.

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


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

Class Features
Text

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #33 on: September 23, 2015, 08:07:20 PM »
Rectifier

"Blah!"
- blah, blah Rectifier


Text

Making A Rectifier
Text

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

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

Alignment: Good, only.

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

Game Rule Information
Rectifiers have the following game statistics.

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


Class skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local, nobility, religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
Text

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

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

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

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

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

Trapfinding
Rectifiers (and only Rectifiers) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rectifiers (and only Rectifiers) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A Rectifier who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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

Evasion (Ex)
At 2nd level and higher, a Rectifier can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Rectifier is wearing light armor or no armor. A helpless Rectifier does not gain the benefit of evasion.

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

Trap Sense (Ex)
At 3rd level, a Rectifier gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Rectifier reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Aura of Courage (Su)
Beginning at 3rd level, a Rectifier is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the Rectifier is conscious, but not if she is unconscious or dead.

Uncanny Dodge (Ex)
Starting at 4th level, a Rectifier can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Rectifier already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

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

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

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

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

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

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

Special Mount (Sp)
Upon reaching 5th level, a Rectifier gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium Rectifier) or a warpony (for a Small Rectifier).

Once per day, as a full-round action, a Rectifier may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Rectifier’s level. The mount immediately appears adjacent to the Rectifier and remains for 2 hours per Rectifier level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Rectifier may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

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

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

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

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

This defense denies another Rectifier the ability to sneak attack the character by flanking her, unless the attacker has at least four more Rectifier levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Rectifier level required to flank the character.

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

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

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

Crippling Strike (Ex)
A Rectifier with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex)
The Rectifier can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Rectifier can attempt to roll with the damage. To use this ability, the Rectifier must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Rectifier’s evasion ability does not apply to the defensive roll.

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

Opportunist (Ex)
Once per round, the Rectifier can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Rectifier’s attack of opportunity for that round. Even a Rectifier with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery
The Rectifier becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Rectifier may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex)
This ability represents the Rectifier’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Rectifier with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

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

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

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

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

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

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

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

Surge of Righteousness (Su)
Any creature affected by your Surge of Piety ability now becomes frightened. While they are frightened, you apply your sneak attack dice against the creature, even if you would not be in appropriate position to deal sneak attack damage.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #34 on: September 27, 2015, 10:18:35 PM »
Bladespeaker

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


Text

Making a Bladespeaker
Text

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

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

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

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


Game Rule Information
Bladespeakers have the following game statistics.

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


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

Class Features
Text

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Blade of the True
Whenever the Bladespeaker successfully strikes a creature with his mind blade, he may speak an utterance targeting the struck creature as a free action.
« Last Edit: March 04, 2017, 06:51:24 AM by Stratovarius »

Offline Gazzien

  • DnD Handbook Writer
  • ****
  • Posts: 2113
  • Science? Science.
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #35 on: September 28, 2015, 12:12:12 AM »
I think you're missing a [/b] tag somewhere in Bladespeaker.

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #36 on: September 28, 2015, 05:04:30 AM »
I think you're missing a [/b] tag somewhere in Bladespeaker.

A single / :P

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #37 on: September 30, 2015, 09:45:24 PM »
Thematically, the Walker in the Wastes is an anti-druid, a character that wants to see the verdant life of the forest, jungles, and plains reduced to nothing more than the chill deserts of snow and ice or burning wastes of sun-scorched earth. To that end, most of his class abilities are centred around either desiccation, defiling, or making the landscape inhospitable. Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. The Raze feats are modified, but originally from Dark Sun as well. The Desiccated One is a combination of a Dry Lich and a Dustform Creature, with a few modifications.

Walker in the Wastes

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


Text

Making a Walker in the Wastes
Text

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

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

Alignment: Walker in the Wastes can only be nongood.

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

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

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

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

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

Class Features
All the following are class features of the Walker in the Wastes class.
  • Weapon and Armour Proficiency: Walker in the Wastes are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Walker in the Wastes gains the ability to cast a number of divine spells, which are drawn from the Walker in the Wastes spell list. A Walker in the Wastes must choose and prepare his spells in advance. To prepare or cast a spell, a Walker in the Wastes must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Walker in the Wastes’s spell is 10 + the spell level + the Walker in the Wastes’s Wisdom modifier. Like other spellcasters, a Walker in the Wastes can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Walker in the Wastes. In addition, he receives bonus spells per day if he has a high Wisdom score. The Walker in the Wastes does not have access to any domain spells or granted powers, as a cleric does. A Walker in the Wastes prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Walker in the Wastes may prepare and cast any spell on the Walker in the Wastes spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Walker in the Wastes can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. Creatures summoned via Summon Nature's Ally automatically have the Dustform template (Sandstorm) applied to them.
  • Defiling: When casting a spell, Walkers in the Wastes leave behind an ashen circle of destroyed plant life when casting spells. The radius is 5 ft. x spell slot level expended. Creatures except the Walker in the Wastes caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 2 hp damage x spell level of the slot expended. When defiling, a Walker in the Wastes can extend the casting time of her spells to 1 round and gain a +1 bonus to caster level. Her defiling radius increases by 5 ft. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Terrain types affect Walker in the Wastes magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 2: Terrain Modifiers. The Walker in the Wastes cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.
  • Desiccating Burst: Starting at 1st level, as a standard action, a Walker in the Wastes can unleash a desiccating burst. This effect deals 1d4 points of desiccation damage to all creatures in a 10 foot burst (Fortitude half; save DC is 10 + 1/2 Walker in the Wastes’s class level + Walker in the Wastes’s Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 dessication damage at every odd level to a max of 10d4 at 19th level. Creatures that fail the save become fatigued.
  • Tainted Aura (Su): You are tainted by your wasteland ways in such a matter that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every even level of Walker in the Wastes you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Walker in the Wastes gained. The tainted aura has a range of 5 feet per Walker in the Wastes level.
  • Wasteland Living (Ex): You can survive even in the most extreme natural temperature conditions. You can exist normally in temperatures between -20 and 140 degrees, and gain a +2 fortitude bonus on saves against any temperature or weather related effects.
  • Barren Magics (Ex): When casting a spell that deals hit point damage, you may choose to reduce your caster level by 1. If you do, that spell deals desiccation damage instead of its normal type. Any caster level bonus from defiling is also applied as a bonus to desiccation damage dice.
  • Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the sand shape ability of the Sand Shaper prestige class.
  • Razing Bonus Feat: At each indicated level you gain a bonus feat from the list of Razing feats presented below. You must still meet all the prequisites of the feat in question.
  • Local Drought (Su): Beginning at 5th level, you can change conditions in a 20-foot-radius emanation with you at the center. The temperature band in that area rises by one step or to hot, whichever produces the hotter result. You may instead choose to lower the temperature by one step or to cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again.
  • Dustform Wild Shape (Su): At 6th level, the Walker in the Wastes gains a version of the wild shape ability. Dustform wild shape functions like the druid’s wild shape ability, except that the Walker in the Wastes adds a version of the dustform template to the forms he chooses to transform into. The Walker in the Wastes’ form is altered as follows:
    — Type changes to construct.
    — Natural armor bonus is increased by +5
    — +4 Strength, -2 Dexterity, no Constitution score.
    — Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
    — Breath Weapon (Su): As a standard action every 2d4 rounds, a dustform creature can spew out a 10-foot cone of dust and sand. The cone deals 1d6 points of damage for each 2 Hit Dice the creature possesses, and creatures within the area can make Reflex saves for half damage. The save DC is Charisma-based. If the base creature already has a breath weapon, that breath weapon changes to sand, with a Charisma-based saving throw DC. Otherwise, all details remain the same. For example, a dustform juvenile blue dragon could spew forth a line of sand (rather than lightning) once every 1d4 rounds, dealing 8d8 points of damage, with a Reflex save DC of 19.
    — Damage reduction 5/magic.

    Unlike a normal Dustform creature, Dustform Wild Shape does not grant a slam attack, nor does it remove the base creature's special attacks or the weakness to bludgeoning weapons.

    At 8th level, the Walker in the Wastes gains the ability to change into a large animal. At 11th, a tiny animal. At 12th, plants. At 15th, huge animals. At 16th, small, medium, and large elementals. At 20th, huge elementals. When the Walker in the Wastes gains the ability to Wild Shape into Plants or Elementals, he applies the Dustform changes detailed above to those creatures as well. At 6th, 10th, 14th, and 18th levels he gains two uses of his Dustform Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • The Wasting (Su): On reaching 7th level, your Desiccating Burst attack takes on a hideous disease. Opponents who fail the save against your Desiccating Burst contracts the wasting, a supernatural affliction that gradually mummifies its victims (see Disease, Sandstorm page 21). In addition, any spell you cast that deals desiccation damage also inflicts the wasting.
  • Improved Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the improved sand shape ability of the Sand Shaper prestige class.
  • Wilderness Travel (Sp): At 9th level and higher, you can fly as by means of the overland flight spell once per day. You must begin and end your flight on a square of waste (dust, salt, sand, snow, ice all qualify) terrain; if your movement crosses a different type of terrain, your flight ends immediately, dropping you abruptly (albeit safely) to the ground.
  • Life in a Desert (Ex): There are times when extreme measures are necessary, when the gift from plants alone is not enough. A Walker in the Wastes can cancel out penalties from the Terrain Modifier table by paying 2d8 hit points per point of penalty cancelled.
  • Improved Barren Magics (Ex): When casting a spell with a positive caster level bonus from defiling, you may instead apply a metamagic feat you know as a free action to the cast spell. The metamagic feat must have a spell slot adjustment equal to or less than the caster level bonus from defiling. You lose the caster level and DC bonus on any spell you apply a metamagic feat to.
  • Wasteland Slumber (Ex): At 11th level and higher, if you lie beneath surface the wastes, you regrow severed body members, mend broken bones, and restore ruined organs as though a regenerate spell had been cast upon you. The soil (including salt, dust, snow, ice, or sand) must be at least deep enough, and occupy a large enough area, to cover all but your face. You can use this ability once per day.
  • Dryness of Dust (Su): Whenever you are using Dustform Wild Shape, you gain an emanation that deals 1d4 desiccation damage each round to any creature within 10 ft. of you.
  • Greater Drought (Su): Beginning at 12th level, you can produce extreme conditions in a 100-foot radius emanation with you at the center. The temperature band in that area rises by two steps or to severe heat, whichever produces the hotter result. You may instead choose to lower the temperature by two steps or to severe cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again. This effect supersedes that of the local drought ability.
  • Vigor of Sand (Ex): A Walker in the Wastes has learned how to drain the energy of the world into himself, rather than his spells. As a standard action, he may defile up to a 5 ft. per class level radius. For every 5 ft. of the radius, he heals 1d6 damage. Apply the bonus from the Terrain Modifier table as a benefit or a penalty to the 1d6 healing.
  • Defiled Souls (Ex): When pushed to the utmost, a Walker in the Wastes can draw power from the living creatures about him, instead of just the plantlife. Every living creature in the defiling area (including the Walker in the Wastes) takes 1d8 points of desiccation damage per spell level, and the casting time is increased to 1 round (or increased by an addition round, if it was already 1 round). The spell is cast with a -3 caster level penalty. A spell cast this way can be cast in an already defiled area.
  • Champion of the Wastes (Su): While in his Dustform Wild Shape, a Walker in the Wastes may defile up to a 5 ft. per class level radius as a standard action. For every 5 ft. of the radius, the duration of his Dustform Wild Shape increases by 1 hour. In addition, for every 5 ft. of the radius he gains a +1 bonus on attack rolls, damage rolls, and saving throws. These bonuses last for one minute after the defiling.
  • Greater Barren Magics (Ex): By doubling the area that you are defiling, you can choose to empower, enlarge, extend, silence, still, maximize or widen your spell as a free action.
  • Born of Dust (Su): Any creature slain by your defiling or desiccation damage rises after 1d4 days as a dustform creature under your control. You may control 4 hit dice worth of dustform creatures per class level.
  • Desiccated One: On reaching 20th level, you learn to apply the secrets of wasteland preservation to your own body, becoming a Desiccated one. See the Desiccated one template below for more information. If you enter Dustform Wild Shape after gaining this ability, you retain your Desiccated One abilities where they would overlap with any granted by Dustform Wild Shape.
Walker in the Wastes Spell List
(click to show/hide)

Raze Feats
(click to show/hide)

Desiccated One
(click to show/hide)
« Last Edit: October 02, 2015, 07:26:13 PM by Stratovarius »

Offline Gazzien

  • DnD Handbook Writer
  • ****
  • Posts: 2113
  • Science? Science.
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #38 on: October 01, 2015, 12:47:20 PM »
Walker in the Wastes
"Plant creatures also suffer 2 hp damage x spell slot level expended"
Um. *Spell level of the slot expended, I hope.
Quote
Her defiling radius increases by 5 ft.
Why not just include that in the normal formula (5 feet + 5 feet for every level of the spell)?
Quote
Local Drought (Su):
Perhaps a different name, because you can also make it cold?
Quote
Add these spells known to the spells known of the Walker in the Wastes prestige class in Complete Divine.
So it's prepared (like a cleric), from the Blighter list, but with these spells added? Just making sure.

Lastly, there's a bunch of odd typos (from replacing things with Walker in the Wastes); most notably, the spoiler being "Dustform Template" but the information inside reading "Dessicated One".

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7691
  • Arhosan Emperor
    • View Profile
Re: Strat's Standalone Base Class Collection
« Reply #39 on: October 01, 2015, 01:19:08 PM »
The class isn't actually finished yet. I'm still working on it, got a few more abilities to go in the higher levels. Which is why you're seeing some of the errors you mentioned below. Probably be about half an hour.

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

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

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

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

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

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

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

That was one of the typos, from a find/replace. It gets the Blighter list, + all the spells listed. And it casts exactly as a Druid.