[Player's Compendium] Classes!

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[Player's Compendium] Classes!

Postby Angel Tarragon » Thu Sep 19, 2013 2:17 am

In the same vein as my Racial Compendium thread, this is going to be my Class Compendium thread. This post will be used as a hyperlinked index to the class entries in this thread. If you have any feedback, comments or questions there is a place for it here.

Level Dependent Benefits
At 1st level all characters start with any two feats of their choosing. Then at each level indicated on the table below the character gains additional feats. Upon attaining 3rd level and every three levels thereafter, the character chooses one ability score to improve and it increases by one point. At 5th level and every 5 levels thereafter, all of the character's ability scores increase by one point.


Classes
A character’s class is one of their most defining features. It’s the source of most of his abilities, and gives them a specific role in any adventuring party. In Sarûnia the Barbarian, Bard and Monk are not available as player choice, instead the Barbarian is relegated to a 15 level prestige class, Bards are reworked as Spellsingers and Monks are reworked as Anchorites. The following classes are available as player choices;
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Dec 05, 2013 3:31 am

The Anchorite (Anc)

Alignment: Any
Hit Die: D8

Class Skills
The anchorite’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, History, Nature, Planes and Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).
Skill Ranks Per Level: 8 + Int modifier.


Chi Abilities Known

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

Weapon and Armor Proficiency: Anchorites are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Anchorites are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the anchorite loses her Upsurge, Unfettered and Evasion abilities.

Aura (Ex): Anchorites, like clerics, have a particularly powerful auras corresponding to their alignment (see detect evil for details).

Chi Abilities: Starting at 1st level the Anchorite chooses three basic chi abilities; she can choose any Basic Chi Ability she wants even those that have other basic abilities as prerequisites so long as she chooses the prerequisite chi ability or abilities with her 1st level choices. At 2nd level and every three class levels thereafter the anchorite adds one additional basic chi ability to her repertoire. All chi abilities are supernatural powers and once they are chosen they cannot be changed.

Chi Pool: At 1st level the anchorite gains a pool of chi points, which allows her to call upon her own life energy to perform amazing and awesome deeds. Doing so is not without its danger though and an anchorite must be careful about the amount of chi energy expended or they might succumb to fatigue or exhaustion, or even worse. The number of points in an anchorite’s chi pool is equal to her character level + her Anchorite level times three + her Wisdom modifier times two.

When the anchorite’s chi pool is brought down to half its maximum value (rounded down) the character must make a Will save (DC 25); failure indicating that the character becomes fatigued. If the anchorites’ chi pool is brought down to one quarter its maximum value (rounded down), the character must make a Will save (DC 35); failure indicating that the character becomes exhausted. Anchorites that completely expend their daily allotment of chi become unconscious with no save and cannot be roused; after 8 hours the anchorite awakens fatigued.

Spiritual Sinew (Ex): At 1st level the anchorite chooses one of her saves; she gains a +2 bonus with it plus an additional +1 bonus to it at 3rd level and every three class levels thereafter (to a maximum of +8 at 18th level) with the chosen save.

At 3rd level, the anchorite chooses one of her other two saves and gains a +2 bonus plus an additional +1 bonus to it at 5th level and every five class levels thereafter (to a maximum of +6 at 20th level) with the chosen save.

Unfettered (Ex): At 1st level the anchorite gains Improved Unarmed Strike and Flurry of Blows as bonus feats. In addition, the anchorite deals more damage on an armed strike based on her class level (see the table below).


Evasion (Ex): At 2nd level anchorites can avoid damage from many area-effect attacks. If an anchorite monk 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 anchorite is wearing light armor or no armor. A helpless anchorite does not gain the benefit of evasion.

Stunning Fist: At 2nd level the anchorite gains Stunning Fist as a bonus feat.

Upsurge (Ex): At 3rd level the anchorite can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if the anchorite wears light or no armor and carries no more than a light load.

Immaculate Perfection (Ex): At 5th level the anchorite gains immunity to all diseases, including supernatural and magical diseases. Upon reaching 13th level, the anchorite becomes immune to poisons of all kinds.

Heart of Valor (Ex): At 7th level the anchorite becomes immune to all fear effects.

Intermediary Chi Abilities: Upon attaining 7th level, the anchorite gains access to intermediary chi abilities to choose from; she choose three to add to her repertoire of intermediary chi abilities known. At 8th level and every three class levels thereafter the anchorite adds one additional intermediary chi ability to her repertoire.

Improved Evasion (Ex): At 9th level the anchorites evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless anchorite does not gain the benefit of improved evasion.

Advanced Chi Abilities: Upon attaining 13th level, the anchorite gains access to advanced chi abilities to choose from; she chooses three to add to her repertoire of advanced chi abilities known. At 14th level and every three class levels thereafter the anchorite adds one additional advanced chi ability to her repertoire.

Diamond of the Soul (Su): At 13th level the anchorite gains the ability to reach within herself (a process that inflicts one hit point worth of damage per level of the anchorite) and gather her spirit into a single receptacle. The receptacle acts like an Arcanum Crystal, but is only usable by the Anchorite and stores chi instead of spell energy. While the spirit of the character is hosted within this receptacle, she is treated as a corporeal undead creature and is subject to any affect that targets undead beings.

An anchorite that is separated from its soul cannot refresh her allotment of chi after a good night's sleep. In addition while the character is separated from her soul, she does not regain hit points on a daily basis nor does she age. The character can only make use of her abilities that are dependent on the expenditure chi by using the receptacle like she would an arcanum crystal.

The anchorite can rejoin with her soul any time she wishes by holding the receptacle to her stomach and willing it in. It is a full round action to disjoin or rejoin with the character’s soul. If the receptacle is broken, the characters soul immediately returns to its body.

Rebuke Magic (Su): At 15th level the anchorite gains spell resistance equal to her class level +10.

Phantasmal Perception (Su): At 17th level the anchorite is able to perceive and interact with creatures and objects that would normally be imperceptible or out of touch with reality. She can always see and interact with creatures and objects in the eternal twilight or that are incorporeal and can interact/use/touch any item as if the anchorite has the Ghost Touch special ability.

Diamond of the Body (Su): At 19th level the anchorite gains the ability to completely separate her body from her soul. When the character wishes, she can compress her body into an inert diamond thereby existing completely as an incorporeal creature. The process is completely painless and takes a full minute to complete. When finished the character becomes ethereal (as per the ethereal jaunt spell), gains a fly speed equal to half her base land speed with perfect maneuverability and is invisible (as per the spell greater invisibility). The character is unable to manipulate objects unless she expends six points of chi to use telekinesis. By expending 12 points of chi the anchorite can choose to manifest physically but it only lasts for a full round unless more chi is spent to extend the duration (it is a free action to spend chi to sustain physical manifestation).

An anchorite that has shed her body can also choose to use her Diamond of the Soul ability. If she does so, her body and soul are completely separate from each other and both diamonds are indiscernible as anything other than they appear to be unless viewed under the effects of magic. If the soul diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spellcraft check (DC 10 + the anchorite’s level and/or hit dice + the anchorites Wisdom ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.

If both diamonds are touched side to side or one is placed on top of the other and regenerate, resurrection, soul bind or true resurrection is cast upon them, the anchorite is reunited with its body and soul and physically reforms in a process that that takes a full hour. While the anchorites body is in diamond form, it does not suffer from the ravages of time. If the soul diamond is broken or shattered, the characters soul is released and can bond with the body diamond whereby reforming her body and reuniting it with her soul in a process that takes an hour to complete.

If the Anchorite is freed from her soul diamond but does not know where her body diamond is, she has one day per point of her Wisdom ability score to find it and reunite (in order to reform her body) with it before she is whisked away to her divine patrons’ realm.

Undying Soul (Ex): The DM must reveal to the player of the character that her character is going to die before it happens. This allows player to use her final action to separate her soul from her body, leaving a shattered diamond in its place.

The character’s soul is free to wander the material plane for a number of weeks equal to its Wisdom score to search for an unborn child that is close to its birth day. When the child takes its first breath, the anchorites soul enters the baby and over the course of its life will start to look more and more like the character did as an adult.

When the child reaches adulthood she will be the spitting image of the anchorite. The player then makes a Will save (DC 10 + the level of the anchorite - the anchorites Wisdom ability modifier). If the check succeeds all mannerisms and memories and all class abilities of the old character are permanently imprinted on the new character. The character gets to re-roll for her physical abilities, but the
other ability scores port directly over the new body.

If the check fails, the character is aware of her past life and is free to walk the same path (albeit from 1st level); all abilities are re-rolled and only dreams provide insight to her previous life. The character is free to choose from any of the feats her previous incarnation had as a bonus feat, so long as she meets all the prerequisites for it. This bonus feat must be selected at first level.

A NOTE ON ELEMENTAL BENDING
Anchorites that take any of the elemental bending techniques have a limit on the level of spell that they invoke. The anchorite must have a minimum class level equal to twice the spell's level in order to invoke the specified spell.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Dec 05, 2013 3:31 am

Anchorites' Basic Chi Abilities

  • Absorb Impact: For every 4 points of chi expended you reduce the number of dice of damage from a fall by 1. The use of this ability can negate the possibility of taking any damage from a fall.

  • Acid Dart: As a standard action the anchorite can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.

    Creatures that take damage from the anchorite’s acid dart receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.

    This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.

    The feat Ability Focus (acid dart) increases the DC for all saving throws (if any) associated with an anchorite’s Acid Dart by 2.
    Prerequisite: Earth Bender

  • Air Bender: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.

    This is a base bending ability and it is mutually exclusive with all other base bending abilities.

  • Apocryphal Essence: By expending 8 chi as an immediate action, you mask your life and for the sake of spells and other effects, you appear to be dead for a number of rounds equal to half your class level.

  • Arctic Blast: As a standard action the anchorite can gather moisture and air and combine it in the form of an icicle and unleash it on any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.

    Creatures that take damage from the anchorite’s arctic blast receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.

    This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.

    The feat Ability Focus (arctic blast) increases the DC for all saving throws (if any) associated with an anchorite’s arctic blast by 2.
    Prerequisite: Water Bender

  • Assess Threat: By expending two chi you learn how tough one chosen creature is; this allows you to know the targets' character level or challenge rating and it's alignment and its current and maximum hit points. If the target creatures alignment is masked somehow, the reading comes back as neutral.

  • Audacious Resolve: As an immediate action the anchorite can expend chi to gain a bonus on next saving throw; she gains a +1 on the roll for every two points of chi expended.

  • Aura of Fear: By expending 4 chi as an immediate action, the anchorite exudes a menacing aura 10' in radius for a number of rounds equal to the anchorite's level plus her Wisdom modifier. All creatures caught within the aura with a number of hit dice equal to half the anchorites level must succeed on a Will save (DC 10 + the anchorites level + the Anchorites Wisdom modifier) or be affected as though by fear as cast by a sorcerer of the same level as the anchorite.

  • Block Chi: When the anchorite generates a chi shield, in addition to receiving the bonus to her Touch AC, the shield blocks all chi based attacks for the duration of the ability.
    Prerequisite: Chi Shield

  • Chi Armor: When the character generates a chi shield, the armor bonus applies to her overall AC and not her Touch AC.
    Prerequisite: Chi Shield

  • Chi Ball: As a standard action the anchorite is able to manifest a ball of spiritual energy that she can target one enemy with that is within 10 feet of her. This is a ranged touch attack that affects a single target. The chi ball deals 1d6 points of force damage for every two points of chi expended. The anchorite must have both hands empty and free in order to use this ability.

    Creatures that take damage from the anchorite’s chi ball receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.

    This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.

    The feat Ability Focus (chi ball) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2.

  • Chi Beam: This functions exactly like Chi Ball, except that the anchorite can fires a beam of energy and can extend the range of the beam by 5 feet per two extra points of chi expended.
    Prerequisite: Chi Ball

  • Chi Flame: For every extra 2 points of chi expended, the damage die of your chi ball is increased by one category (D4 to D6, D6 to D8, D8 to D10 and D10 to D12) to a maximum of D12.
    Prerequisite: Chi Ball

  • Chi Shield: As an immediate action you can generate an energy field around the entirety of your body that grants you a +1 bonus to your Touch AC per 3 points of Chi expended. This shield lasts for a number of rounds equal to your class level.

  • Convert Energy: Instead of being healed by positive energy the anchorite can choose to convert it to chi, replenishing her chi pool by 2 points for every die that would have healed her.

  • Deafening Strike: By expending 4 chi as a swift action, the anchorites attack is laced with sonic force that renders the target deafened for the remainder of the round plus the following round.

  • Detect Life: As a swift action the anchorite can expend 3 points of chi to detect all living creatures within a 60 foot radius around her and their health status (disabled, dying, unharmed, wounded).

  • Earth Bender: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.

    This is a base bending ability and it is mutually exclusive with all other base bending abilities.

  • Elemental Fist: By expending four chi as a move action you may infuse your unarmed attack with elemental energy, allowing you to make an unarmed attack that deals pure elemental damage of the appropriate type.
    Prerequisite: Air Bender, Earth Bender, Fire Bender or Water Bender

  • Esoteric Strike: By expending 2 points of chi as a move action, you treat your unarmed attacks as if it is magical for the purpose of overcoming damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.

  • Expedient Response: As a free action you can expend chi to gain a bonus on your initiative roll; +1 for every 2 chi expended.

  • Expert Climber: As a standard action you can expend 6 chi to gain a climb speed of 40 feet for one minute per class level. In addition you are treated as being under a non-magical version of the spell spider climb, save that it cannot cling to smooth surfaces and you gain double the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed (+16 racial bonus total).

  • Extra Chi Ball: You are able to manifest 1 extra chi ball, one in each hand. Each ball does 1D4 points of damage for every 4 points of chi expended.
    Prerequisite: Chi Ball

  • Feral Force: As a swift action the anchorite can expend 4 chi to call upon her spirit totem to infuse her with primal ferocity; her incisors extend past her lips and her hands sprout claws. For a number of rounds equal to half her class level the anchorite can make bite and claw attacks.
    Prerequisite: Feral Form, Spirit Totem

  • Feral Form: You can expend chi to assume the form of your spirit totem. The chi expenditure required to assume the form of your spirit totem depends on the size of the animal; small/medium - 6, tiny/large - 8, diminutive/huge - 10. This ability functions like the appropriate beast shape spells (dependent on the animals size), except as noted here. The effect lasts for 1 round per anchorite level, or until she changes back.

    The anchorite loses her ability to speak while in feral form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
    Prerequisite: 4th level anchorite, Spirit Totem

  • Feral Ken: As a standard action you can expend 4 chi to gain low-light vision. For an additional 4 chi you can improve the range of your low-light vision (x2 becomes x3, x3 becomes x4), to a maximum of x4.
    Prerequisite: Spirit Totem

  • Feral Speech: By expending 2 chi as a standard action, you can converse with the animal group chosen as your spirit totem as per the spell speak with animals. Your effective caster level is equal to anchorite class level.
    Prerequisite: Spirit Totem

  • Fire Bender: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level times 3 plus 3. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the Anchorites Wisdom modifier. Your effective caster level is equal to anchorite class level.

    This is a base bending ability and it is mutually exclusive all other base bending abilities.

  • Fire Bolt: As a standard action the anchorite can unleash a bolt of fire targeting any foe within 30 feet as a ranged touch attack. The attack deals 1d6 points of fire damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.
    Creatures that take damage from the anchorite’s fire bolt receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.

    This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.

    The feat Ability Focus (fire bolt) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2.
    Prerequisite: Fire Bender

  • Fists of Stone: As a move action the anchorite can expend chi to improve the damage die of her unarmed strike; for every 8 points expended, the anchorite is treated as being 4 levels higher than she actually is. This effect lasts for a number of rounds equal to half the anchorites class level.

  • Grounding: As an immediate action you can expend one chi to gain a +1 enhancement bonus on your CMD when resisting a bull rush or trip attempt while standing on the ground; for every additional point of chi expended the bonus is increased by an additional +1. The effects of this ability last for a number of rounds equal to half your class level.

  • Heightened Perception: As a free action the anchorite can expend 3 points of chi to become exceptionally aware of her surroundings; you cannot be caught flat-foot for a number of rounds equal to your class level.

  • Inspired Insight: You gain an insight bonus on your next skill check you make equal to the number of chi points expended times two. Using this ability is a swift action.

  • Kinesthetic Spirit: By reaching out with her feelings and spirit, the anchorite can perceive (see and hear) the world around her which allows her to operate effectively as if she could see and hear normally if she somehow blinded or deafened. Using this ability, the character can close their eyes to avoid gaze attacks and other similar dangers and still perceive the threat without succumbing to its affects. The character also gains a +2 bonus on all Perception checks.

  • Lasting Breath: The anchorite adds half her class level to her Constitution check roll to continue holding her breath. In addition for each point of Chi spent, you add one additional round to how long you can hold your breath.

  • Lightning Arc: As a standard action the anchorite can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. The attack deals 1d6 points of fire damage for every two points of chi expended. The anchorite must have one hand empty and free in order to use this ability.

    Creatures that take damage from the anchorite’s lightning arc receive a Fort save to halve the damage. The DC of this save is equal to 10 + 1/2 the anchorite’s level + the anchorite’s Wisdom modifier.

    This ability is the equivalent of a spell whose level is equal to half the anchorite’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the anchorite reaches 17th level.

    The feat Ability Focus (lightning arc) increases the DC for all saving throws (if any) associated with an anchorite’s Chi Ball by 2. Use of this ability is a full round action.
    Prerequisite: Air Bender

  • Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a torch. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.

  • Mystic Resolve: By expending chi as a an immediate action, the anchorite gains a resistance bonus against spells and spell-like abilities; for every 4 points of chi expended, the anchorite gains a +1 bonus on her save. This effect lasts for a number of rounds equal to one quarter the anchorites class level plus her Wisdom modifier.

  • Pinpoint Item: By expending 2 points of chi and forming a mental image in your mind of an item that you are looking or searching for, you become aware of its exact location if it is within 60 feet of you. Use of this ability is a full round action.

  • Self Healing: For every point of chi expended you heal one point of damage as a standard action.

  • Silver Strike: By expending 2 points of chi as a move action, the anchorite treats her unarmed attacks as if made of silver for the purpose of overcoming damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike

  • Speed Demon: As a free action you can expend chi to gain a bonus to your base land speed; for every 2 chi expended, you gain a +5 bonus to your speed.

  • Spirit of the Sea: As a standard action you can expend 6 chi to gain a racial swim speed of 40 feet and the amphibious trait (meaning they can breathe both air and water) for a number of minutes equal to their Constitution score plus additional minutes equal to their class level.

    The anchorite can move through water at the indicated speed without making Swim checks, gain a +8 racial bonus on Swim checks to perform a special action or avoid a hazard and can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. The anchorite can use the run action while swimming, provided that she swims in a straight line.

  • Spirit of War: As a swift action you can expend chi to gain a competence bonus on your attack and damage rolls as well as gain a dodge bonus to your AC; for every two chi expended you gain a +1 bonus on all the aforementioned abilities.

  • Spirit Sheath: When within 5 feet of an ally, the anchorite can expend chi as an immediate action to grant the ally a bonus to their AC; for every 6 chi expended the ally get a +1 resistance bonus.
    Prerequisite: Chi Shield, Self Healing, Transference

  • Spirit Totem: Choose one animal. Now select one skill that the animal has ranks in; the chosen skill becomes an additional class skill for your anchorite class. In addition you may draw upon the power of the animal to gain a +1 racial bonus per 2 points of chi expended with the selected skill.

  • Spirit Up: By expending two points of chi as an immediate action, you make yourself immune to level drain for a number of rounds equal to your class level.

  • Swift as the Wind: By expending 6 chi as a standard action, you can use haste as a supernatural ability. Your caster level for this ability is equal to half your class level (minimum 1st).
    Prerequisite: Speed Demon

  • Transference: You may heal one creature by an amount of hp equal to the amount of chi expended as a standard action.
    Prerequisite: Self Healing

  • Walk On Water: By expending 10 chi as a swift action, you are able to walk on water as if using the spell water walk (with the exception that the duration is 1 min./level) as a supernatural ability. Your caster level for this ability is equal to half your class level (minimum 1st).
    Prerequisite: Speed Demon

  • Water Bender: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level times three plus three. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the Anchorites Wisdom modifier. Your effective caster level is equal to your anchorite class level.

    This is a base bending ability and it is mutually exclusive with all other base bending abilities.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Dec 05, 2013 3:31 am

Anchorites' Intermediate Chi Abilities

  • Abiding Breath: The anchorite adds her class level to her Constitution check roll to continue holding her breath. In addition for every point of chi expended the anchorite can hold her breath for an additional six rounds.
    Prerequisite: Lasting Breath

  • Absorb Chi: When an opposing anchorite spends chi to affect you with one of their chi abilities your chi shield absorbs the affect and adds half the amount of chi expended in the effort to your chi pool.
    Prerequisite: Chi Shield, Block Chi

  • Acid Resistance: The anchorite gains resistance to acid equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
    Prerequisite: Earth Bender

  • Anarchic Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with the power of chaos, making it chaotically aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike, chaotic alignment

  • Ardurous Ascension: By expending four chi as a swift action, you are able to fly as if using the spell fly, with the exception that the effect only lasts one round. You may expend two chi each round thereafter as a free action in order to maintain this effect.
    Prerequisite: Leap of the Heavens, Speed Demon

  • Aura of Courage: As a move action you can expend 2 chi to generate a 5' aura in which all allies within it gain a +4 morale bonus on saving throws against fear. For every two additional chi expended, the auras radius increases by an additional 5 feet.

  • Axiomatic Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with the power of law, making it law aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike, lawful alignment

  • Channel Energy: The anchorite can release a wave of energy by channeling the power of the planes through her, making her spirit a conduit from which the energy is unleashed. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

    Channeling positive energy deals damage to undead creatures or heals living creatures. Channeling negative energy deals damage to living creatures or heals undead creatures. Each time the anchorite uses this ability, she must decide which type of energy to channel.

    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the anchorite. The amount of damage dealt or healed is equal to Xd6, with the value X being equal to one for every three points of chi expended; the anchorite has a limit of the amount of dice allowed and this is equal to half her class level, to an absolute maximum of 10. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + half the anchorite’s class level + the anchorites Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total, all excess healing is lost.

    Channeling energy is a standard action that does not provoke an attack of opportunity. The anchorite can choose whether or not to include herself in this effect.

  • Chi Blast: This ability functions like chi ball, but instead it targets all creatures within 30 feet of the anchorite.
    Prerequisite: Chi Ball

  • Cold Resistance: The anchorite gains resistance to cold equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
    Prerequisite: Water Bender

  • Darksight: By expending 4 chi as a move action you can see in the dark as per darkvision, with a range of 30 feet.

  • Detect Thoughts: As a standard action you may expend 2 chi to use the spell Detect Thoughts as an extraordinary ability. The difference between this ability and the spell is that the area changes to a target (one creature or object), it can only be used on one target at a time and that the duration lasts only one round per class level.
    Prerequisite: Wis 13, Perception 7 Ranks, Diplomacy 7 Ranks.

  • Efflux of Agility: As an immediate action, the anchorite can expend chi to gain a bonus to her Dexterity; for every six chi expended, the anchorite gains a +1 bonus to her Dexterity.

  • Efflux of Essence: As an immediate action, the anchorite can expend chi to gain a bonus to her Constitution; for every six chi expended, the anchorite gains a +1 bonus to her Constitution.

  • Efflux of Force: As an immediate action, the anchorite can expend chi to gain a bonus to her Strength; for every six chi expended, the anchorite gains a +1 bonus to her Strength.

  • Efflux of Influence: As an immediate action, the anchorite can expend chi to gain a bonus to her Charisma; for every six chi expended, the anchorite gains a +1 bonus to her Charisma.

  • Efflux of Insight: As an immediate action, the anchorite can expend chi to gain a bonus to her Wisdom; for every six chi expended, the anchorite gains a +1 bonus to her Wisdom.

  • Efflux of Understanding: As an immediate action, the anchorite can expend chi to gain a bonus to her Intelligence; for every six chi expended, the anchorite gains a +1 bonus to her Intelligence.

  • Electricity Resistance: The anchorite gains resistance to electricity equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
    Prerequisite: Air Bender

  • Elemental Attunement: As a standard action you can expend 4 chi you are able to protect yourself from the elements as if using the spell resist energy. Your caster level for this effect is equal to your anchorite level.

  • Elemental Form: You are able to assume the form of an element from the bending type you have chosen by expending ten chi as a standard action; this works like the spell Elemental Body I, with the anchorites caster level being equal to her class level.
    Prerequisite: Air Bender, Earth Bender, Fire Bender or Water Bender

  • Fire Resistance: The anchorite gains resistance to fire equal to her class level. This resistance improves by +1 for each level gained to a maximum of 20 at 20th level.
    Prerequisite: Fire Bender

  • Fists of Iron: As a move action the anchorite can expend chi to improve the damage die of her unarmed strike; for every 4 points expended, the anchorite is treated as being 4 levels higher than she actually is. This effect lasts for a number of rounds equal to half the anchorites class level.
    Prerequisite: Fists of Stone

  • Ghost Strike: By expending 2 points of chi as a move action, the anchorite treats her attacks as if it had the ghost touch special weapon ability. This effect lasts for a number of rounds equal to the anchorites class level.

  • Holy Strike: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with holy power, making it good aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike, good alignment

  • Improved Air Bending: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
    Prerequisite: Air Bender

  • Improved Earth Bending: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
    Prerequisite: Earth Bender

  • Improved Fire Bending: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
    Prerequisite: Fire Bender

  • Improved Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a hooded lantern. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.
    Prerequisite: Luminous Corona

  • Improved Water Bending: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level times two plus two.
    Prerequisite: Water Bender

  • Know Weakness: This extended form of assess threat allows the anchorite to scan the target creature and pinpoint any weaknesses it might have. The GM must reveal to the character privately any vulnerabilities the target creature may have.
    Prerequisite: Assess Threat

  • Leap of the Heavens: As a swift action you can expend four chi to count as having a running start when making jump checks when using Acrobatics.

  • Multifarious Mask: By expending four chi as a swift action, you are able to alter your appearance as if using the spell alter self (with the exception that the effect only lasts one minute). You may expend four chi each minute thereafter as a free action in order to maintain this effect.

  • Rapturous Radiance: Undead that are within the radius of your luminous corona take 1D4 points of damage for every round they remain in it.
    Prerequisite: Channel Energy, Luminous Corona

  • Repletion: By expending 2 chi the anchorite can sustain herself without the need for food or drink for drink for 24 hours.

  • Shadow Sight: As a swift action you can expend four chi you are able to perceive (that is, you are able to see into) the Eternal Twilight for one round. You are easily able to distinguish the difference between creatures on the eternal twilight and those on the prime material plane, due to the fact that creatures on the eternal twilight appear translucent and indistinct. You may expend two chi each round thereafter as a free action in order to maintain this effect.
    Prerequisite: Heightened Perception

  • Spirit Form: As a full round action the anchorite can expend 12 chi to transform herself into a being of pure energy; this makes the anchorite incorporeal for a number of rounds equal to half the anchorite's class level.

    While incorporeal, the anchorite gains the advantages of the incorporeal subtype.

  • Strength of Mind: By expending chi as a swift action you become immune to stunning and sleep spells and effects; this immunity lasts for a number of rounds equal to half the amount of chi expended.

  • Twin Beams: This functions like chi beam, except that the damage inflicted from both beams functions like extra chi ball.
    Prerequisite: Chi Ball, Chi Beam, Extra Chi Ball

  • Unholy Offensive: By expending 2 points of chi as a move action, the anchorite infuses her unarmed strike with unholy power, making it evil aligned and thus bypasses corresponding damage reduction. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike, evil alignment
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Dec 05, 2013 3:32 am

Anchorites' Advanced Chi Abilities

  • Absolute Lucidity: By expending 10 chi as an immediate action, the anchorite sees the truth in all things to a range of 120 feet for a number of rounds equal to half her class level.

    You can see through solid objects no thicker than 1 inch for every 2 class levels. This ability allows the anchorite to pierce concealment, including that caused by fog and the like. Her vision pierces mundane disguises, can spot creatures that are simply hiding and notice secret doors hidden by mundane means; the anchorite gains a +20 insight bonus on her Spot check. This ability extends through magical and psionic powers or devices that further extend seeing or viewing, so she can use the benefits of this ability with clairaudience/clairvoyance or remote viewing if these methods are available to her.

  • Abundant Step: By expending eight chi, you are able to magically slip between spaces, as if using the spell dimension door. Your caster level for this effect is equal to your anchorite level. You cannot take other creatures with you when you use this ability. Using this ability is a move action.

  • Acid Immunity: The anchorite gains immunity to acid.
    Prerequisite: Acid Resistance, Earth Bender, Level 20.

  • Adamantine Strike: By expending 2 points of chi as a move action, the anchorite treats her unarmed attacks as if made of adamantine for the purpose of overcoming damage reduction and bypassing hardness. This effect lasts for a number of rounds equal to the anchorites class level.
    Prerequisite: Esoteric Strike

  • Advanced Elemental Form: As a standard action you can expend chi to assume a larger elemental form; this functions like the various elemental body spells. This power is a supernatural ability and the amount of chi you are required to expend is equal to the spells level times four.
    Prerequisite: Elemental Form

  • Breathless: As an immediate action, the anchorite can expend four chi to gain control of her respiratory system and can negate her need to breathe for a number of minutes equal to her Constitution score plus her class level.
    Prerequisite: Abiding Breath, Lasting Breath

  • Cognizance Retention: By expending 10 chi as a full round action the anchorite can call upon the memories of any intelligent creature who is alive or who has ever lived for 1 round per class level. During this time, the creature’s personality takes control of the anchorite’s body. Anchorites use this ability to allow their allies to speak with and ask questions of the possessing memory (often that of an ancestor, absent friend, or other well-known figure). If the possessing memory seeks to say or do something against the anchorite’s will, the anchorite may attempt a Will saving throw (DC 20) to prevent it.

  • Cold Immunity: The anchorite gains immunity to cold.
    Prerequisite: Cold Resistance, Water Bender, Level 20.

  • Critical Strike: By expending four chi the anchorite can confirm a critical hit without needing to make the second roll to do so.

  • Electricity Immunity: The anchorite gains immunity to electricity.
    Prerequisite: Electricity Resistance, Air Bender, Level 20.

  • Elemental Chi: When using chi ball or any other derivative ability you may lace the attack with one type of elemental energy of your choice (acid, cold, fire, force). Your attack physically manifests itself oozing with the desired element and deals half elemental damage and half force damage.
    Prerequisite: Elemental Attunement or appropriate base bending ability

  • Final Strike: The anchorite can use her remaining chi to make an attack against a single designated opponent. The designated target takes XDY+Z damage, with X being the anchorite's Constitution score, Y being the anchorites unfettered damage die and Z being the amount of chi left in the anchorite's chi pool. The anchorite must concentrate on this power for one full round before unleashing it and afterwards has their Constitution permanently drained to 0.
    Prerequisite: Chi Ball, Chi Blast, Chi Flame

  • Fire Immunity: The anchorite gains immunity to fire.
    Prerequisite: Fire Resistance, Fire Bender, Level 20.

  • Greater Efflux of Agility: As an immediate action, the anchorite can expend chi to gain a bonus to her Dexterity; for every 3 chi expended, the anchorite gains a +1 bonus to her Dexterity.
    Prerequisite: Efflux of Agility

  • Greater Efflux of Essence: As an immediate action, the anchorite can expend chi to gain a bonus to her Constitution; for every 3 chi expended, the anchorite gains a +1 bonus to her Constitution.
    Prerequisite: Efflux of Essence

  • Greater Efflux of Force: As an immediate action, the anchorite can expend chi to gain a bonus to her Strength; for every 3 chi expended, the anchorite gains a +1 bonus to her Strength.
    Prerequisite: Efflux of Force

  • Greater Efflux of Influence: As an immediate action, the anchorite can expend chi to gain a bonus to her Charisma; for every 3 chi expended, the anchorite gains a +1 bonus to her Charisma.
    Prerequisite: Efflux of Influence

  • Greater Efflux of Insight: As an immediate action, the anchorite can expend chi to gain a bonus to her Wisdom; for every 3 chi expended, the anchorite gains a +1 bonus to her Wisdom.
    Prerequisite: Efflux of Insight

  • Greater Efflux of Understanding: As an immediate action, the anchorite can expend chi to gain a bonus to her Intelligence; for every 3 chi expended, the anchorite gains a +1 bonus to her Intelligence.
    Prerequisite: Efflux of Understanding

  • Greater Luminous Corona: By expending 4 chi as a standard action the area around the anchorite is lit up as if she were carrying a bullseye lantern. This effect lasts for one hour; the anchorite may suppress or resume this effect as a move action.
    Prerequisite: Luminous Corona, Improved Luminous Corona

  • Healing Wind: As an immediate action, you may expend chi to summon a rain of positive energy that falls on all creatures within a 60 foot radius of yourself. Living creatures caught within the affect of this ability are healed and undead creatures take damage by an amount equal to the amount of chi you expend.
    Prerequisite: Channel Energy, Self Healing, Transference

  • Improved Darksight: By expending 4 chi as a move action you can see in the dark as per darkvision, with a range of 60 feet.
    Prerequisite: Darksight

  • Lifeshield: By expending 10 chi as a standard action, you become immune to planar energies. For a number of rounds equal to half your class level, you can neither be healed by positive energy or harmed by negative energy, or vice versa if you are an undead creature.

  • Master Air Bender: You are able to use any spell that has the air descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
    Prerequisite: Air Bender

  • Master Earth Bender: You are able to use any spell that has the earth descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
    Prerequisite: Earth Bender

  • Master Fire Bender: You are able to use any spell that has the fire descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
    Prerequisite: Fire Bender

  • Master Water Bender: You are able to use any spell that has the water descriptor as a spell-like ability by expending an amount of chi equal to the spells level plus one. In order to use a spell as a spell-like ability, the anchorite must have a Wisdom score equal to at least 10 + the spells level. The DC for a saving throw against an anchorites spell is 10 + the spells level + the anchorites Wisdom modifier.
    Prerequisite: Water Bender

  • Soulwarp Strike: By expending 4 chi as a standard action you channel necromantic energy into your unarmed strike. In addition to the normal unarmed damage dealt, you render any living creature struck by your attack as nauseated for the remainder of the round plus the next round.
    Prerequisite: Channel Energy

  • Telepathy: As a standard action you can expend 5 to use the spell Telepathic Bond as an extraordinary ability. The difference between this ability and the spell is that you can only form a telepathic bond with one creature and that the duration lasts only one round per class level. The anchorite can expend extra chi to create a telepathic bond with more than one creature; for every extra 5 chi expended the bond is shared with one additional creature.
    Prerequisite: Detect Thoughts

  • Telestic Ascension: As ardurous ascension, except that you fly as if using the spell overland flight and that as long as the ability is in effect, a pair of translucent wings appears to be carrying you aloft.
    Prerequisite: Ardurous Ascension, Leap of the Heavens, Speed Demon.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Dec 05, 2013 3:32 am

The Animist (Anm)
Animists are students of all things spiritual. They are to spirits, nature and elements what sorcerers are to arcane magic, though instead of drawing upon internal or innate ability they draw power from nature itself. By forming bonds with spirit aspects the animist is able to fully mater a single spiritual path while gaining secondary power in other spiritual paths; apart from these 'spirit pacts' animists are natural healers and play an active hand in warding off abominations that walk the world. Animists do draw some power from within themselves though and this helps to ward them from the challenges that they face.

Role: Animists are more capable channelers of divine energies than clerics and other spellcasters that wield divine might. This makes them more effective in combat against undead and other creatures that suffer against elemental damage. They are very efficient in one type of spirit pact and as they expand their power they are capable of exploring other spirit pacts, but find that their power with each additional spirit pact is a fraction of what their power is with their first spirit pact. Due to animists only fully mastering one spirit pact, each animist is unique in that as many spirit pacts as there are each animist approaches which pacts they want more power from enabling a sense of uniqueness among their kind.

Alignment: Animists may be of any alignment, but most tend toward chaos over law and neutrality over good or evil.

Hit Die: D6

Class Skills
The animists class skills are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography, History, Nature and Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.


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

Weapon and Armor Proficiency: The animist is proficient with all simple weapons and also kukri, longbows (including composite longbows), saps, the scythe, shortbows (including composite shortbows) and whips. Animists are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, the animist loses her detect spirits, spirit empathy and spiritual grace abilities.

Bonus Languages: Animists may substitute Gaian for one of the bonus languages available to her due to her immersion of all things spiritual.

Basal Channeling (Su): The animist gains Divine Channeling as a bonus feat at 1st level, even though she does not meet the spellcasting prerequisite. The animist channels positive or negative energy as per the standard channeling rules and channels an amount of dice as shown on her class table.

In addition the animist can channel elemental energy, but she must have first selected a spirit domain that grants her the ability to use a spell-like elemental attack, and can only channel elemental types of the kinds that the domains have made accessible to her. When channeling elemental energy the channel attempt is utilized exactly like divine channeling, dealing an amount of dice of damage like the animist would use if she were channeling positive or negative energy.

Detect Spirits (Su): The animist can perceive spirits at will. Some aspects of this ability are the same as the detect evil spell; casting time, range area and duration. Spirits are not entitled to saving throws against this ability. The amount of information revealed depends on how long the animist studies a particular area or subject as noted below. Each round the animist can turn to detect spirits in a new area. This affect can penetrate barriers, but one foot of stone, an inch of common metal, a thin sheet of lead and three feet of wood or dirt effectively blocks this ability.
- 1st Round: Presence or absence of spirits.
- 2nd Round: Number of spirits in the area and the and the power of the most potent spirit present. If the strongest spirits potency is overwhelming (see below) or the HD/level of the source spirits is equal to the animists' Charisma modifier plus twice her class level, the animist is stunned for one round and the effect ends.
- 3rd Round: The potency and location of each spirit. If a spirit is outside an animists' line of sight, then the animist learns the direction of the spirit but not its exact location.
- 4th Round: The condition of each spirit in the area. Line of sight applies here as with the 3rd round of focusing.

Spirit Potency: A spirit's potency depends on the type of creature being detected and its HD, caster level and/or class level; see the accompanying chart. If a spirit falls into more than one category, detect spirits only indicates the stronger of the two.

Spirit Condition: For the purpose of this effect the categories of conditions are; normal (has at least 90% of full normal hit points remaining, free of disease), fair (30% to 90% of full normal hit points remaining), poor (less than 30% of full normal hit points remaining, afflicted with a disease or suffering from a debilitating injury), weak (0 or fewer hit points remaining, afflicted with a disease in the terminal stage, crippled). If a spirit falls into more than one category, detect spirits indicates the weaker of the two.

The animist loses this class feature when she immobilized or helpless, when she wears any armor, when she carries a shield or when she carries a medium or heavy load.

1 The following creatures are classified as spirits; all incorporeal undead, all fey, all elementals, creatures in astral form or with astral bodies. Though the Astral Plane does not exist in the Sarûnia cosmology, that doesn't exclude characters and creatures from assuming astral form; there is more than one way for a creature to manifest an astral body.

Elemental Resistance (Ex): Whenever the animist is the target of any spell with the acid, cold, electricity, fire, force or sonic descriptors she gains a resistance bonus on her saving throw against it equal to the amount listed for her class level plus her Charisma modifier.

The animist loses this class feature when she immobilized or helpless, when she wears any armor, when she carries a shield or when she carries a medium or heavy load.

Spirit Pact (Sp/Su): At 1st level the animist selects one of the following clerical domains; Air, Animal, Death, Earth, Fire, Healing, Plant,Water, and Weather. The animist gains the domain granted power and spell-like ability of the selected domain, though she uses her Charisma modifier instead of her Wisdom modifier to determine her extra spell-like ability domain uses per day. The animist treats her effective cleric level for her 1st spirit domain as equal to her animist class level.

At 3rd level and every three levels thereafter the animist selects one additional cleric domain from the list of those previously mentioned, until she reaches 18th level when she chooses her last spirit pact. The animist subtracts all previous class levels to determine her effective cleric level for her new spirit domains; for example upon selecting her 2nd spirit domain at 3rd level the animist treats their effective cleric level for the domain as equal to her animist level -2, when selecting her 3rd spirit domain at 5th level the animist treats their effective cleric level for the domain as equal to her animist level -4, etcetera.

The animist gains the supernatural ability of any selected cleric domains if her effective cleric level with the domain is high enough to qualify for it.

Spirit Empathy (Ex): Animists can improve the attitude of spirits. This ability functions just like a Diplomacy check made to improve the attitude of a person. The animist rolls 1d20 and adds her class level and her Charisma modifier to determine the spirit empathy check result. The typical spirit has a starting attitude of indifferent, while incorporeal undead spirits are usually unfriendly.

Spiritual Grace (Su): The animist adds her Charisma bonus (if any) to her AC and her CMD. In addition, the animist gains a +1 bonus to AC and CMD at 2nd level. This bonus increases by +1 for every two class levels thereafter, up to a maximum of +10 at 20th level.

The animist loses this class feature when she immobilized or helpless, when she wears any armor, when she carries a shield or when she carries a medium or heavy load.

Additional Channeling: At 2nd level and every three levels thereafter up until 17th level the animist gains 2 additional daily uses of her divine channeling ability.

Chastise Spirits: At 2nd level the animist gains Chastise Spirits as a bonus feat.

Speak With Spirits (Su): At 3rd level the animist is able to speak to with any spirit (see the detect spirits class feature for what creatures qualify as a spirit). The animist can use this ability at will with no limit. If the animist has selected animal as one of her spirit domains, she adds all animals to the type of creatures that she can converse with.

Spell Channeling (Sp): At 7th level the animist can cast spells from her spirit domains as spell-like abilities with the following stipulations; she must sacrifice a number of daily uses from her divine channeling equal to the level of the spell and the animists effective cleric level with the domain it resides in must be twice the level of the spell in order to be able to cast it; her effective cleric level with the domain is used to determine the affects of the spell.

Peaceful Aura (Su): At 11th level the animist exudes calmness out to a radius of 30 feet. Spirits that are within the area of this ability have its starting attitude increased by one step. In addition the animist can choose to focus this ability against one spirit per round, the selected spirit must make a Will save (DC 10 + the animists class level + the animists Charisma modifier); failure on the save indicates that the spirit is dazed for a number of rounds equal to 1D4 plus the animists Charisma modifier. For each additional time a spirit is subjected to this ability per 24 hour period the save DC is lowered by -5.

Planar Jaunt (Su): At 13th level the animist can plane shift as per the spell to any of the following planes; any elemental plane, the energy planes and the eternal twilight. The animist can planar jaunt once per day per five class levels and can return to the prime material without having to spend a daily use of the ability. The animists' effective caster level for this ability is equal to her class level.

Bind Spirit (Sp): At 16th level the animist can cast binding as a spell-like ability once per day with her caster level equal to her class level. This ability only affects spirits (see the detect spirits class feature for what creatures qualify as a spirit). The animist must provide the necessary material components for the ritual, which otherwise works exactly like the binding spell.

Revive Spirit (Sp): At 19th level the animist can cast true resurrection once per day. Any living humanoid or spirit creature can be the beneficiary of this ability, thus allowing the animist to resurrect creatures that might be beyond the limits of true resurrection. If the animist has chosen animal as one of her spirit domains she can use this ability to resurrect animals as well.

Extract Spirit (Su): At 20th level the animist is able to extract the soul/spirit from living creatures, including herself if so desired. Creatures must be willing to have their spirit extracted from their body and once done, the body starts to rot unless it is preserved. The spirit takes on the form of a diamond, much like the diamond of the spirit class feature of the anchorite; this diamond is indiscernible as anything other than it appear to be unless viewed under the effects of magic.

If the diamond is viewed under any effect which allows a being to see or perceive magic, then those that handle or study it must succeed at a Spellcraft check (DC 10 + the anchorite’s level and/or hit dice + the anchorites Wisdom ability modifier). Failure indicates that diamond is definitely a spirit diamond, but nothing more. Success indicates that it is a spirit diamond and the name and commonly known knowledge about the person it is made from. A success by 10 or more allows the handler or viewer to catch glimpses within the diamond from the perspective of the characters soul of events that helped to shape the individual that they became.

Spirit Pacts & Other Pathfinder Resources
GMs should feel free to add more clerical domains to be chosen from to the list of spirit pacts that animists may select. The domains should keep in tune with the theme of the animist; for example Ocean/Sea and Renewal domains would be appropriate additions whereas Time and Void domains wouldn't be. If racial domains are being used in the campaign, the animist may only add her race domain to the list of spirit pacts available to her.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Sun Jan 05, 2014 1:28 am

Artificer
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Sun Jan 05, 2014 1:28 am

The Bloodsworn (Bsn)
There are those that are dedicated to serving the gods; the clerics, paladins, zealots and the occasional druid or ranger. The faithful are those that serve in supplication, with spells, with swords and with unwavering faith. Every single divine class has some measure of ability to cast spells, even rangers. The bloodsworn are those the serve, eager to be the shock troops of their divine patron; they swear their life, their very blood and their body to the cause. The bloodsworn appease the deity they serve by respecting life. How the bloodsworn uses the living is of no concern to the gods themselves, just so long as they treat them with a basic level of respect.

Role: Bloodsworn are capable warriors and healers. While there are plenty of options for a party to have some sort of healer, with exception of the Surgeon prestige class, every single one of them are spellcasters in some regard. The bloodsworn is not bogged down with spells so character with an interest in playing a divine character but carrying weight into melee combat will be glad to have this option available to them. Bloodsworn are more than capable warriors and while they don't having the repertoire of a multitude of armor and weapons that fighters are skilled in, they make up for that with divine class features; a fighter stripped of all their equipment is practically powerless, but the bloodsworn is able to draw upon divine power to create that which she needs in the spur of the moment even when a twist of fate has stripped them of their possessions.

Alignment: A bloodsworns’ alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Die: D10

Skills
The Bloodsworns skills (and their key abilities) are: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (History, Local, Nobility & Religion) (Int), Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int Modifier


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

Weapon and Armor Proficiency: Bloodsworn are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Bloodsworn are also proficient with the favored weapon of their deity.

Bloodblade (Ex): At 1st level the Bloodsworn is able to cut herself in order to manifest a blade formed from her own blood. The type of blade drawn must be one the Bloodsworn is proficient with. This ability can be used a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she gains +2 additional rounds that her Bloodblade may be manifested. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that the Bloodsworn can have a bloodblade manifested. This ability has its total number of rounds it can be used per day renewed after the Bloodblade rests for 8 hours, although these hours do not need to be consecutive.

Infuse With Life (Su): Starting at 1st level the Bloodsworn can call upon the positive energy of life and bestow that energy upon herself or another creature. With a touch, she can heal 2d4 damage. At 6th level and every five class levels thereafter the Bloodsworn adds two additional die to the amount rolled to heal damage. This ability can be used a number of times per day equal to the Bloodsworns' Charisma modifier +3.

Lifesight (Su): At 1st level the Bloodsworn gains the ability to discern the life forces of living beings. This ability is similar to Detect Undead, with the exception that it only works on the living. This ability can be used at will.

Bloodbond (Ex): At 1st level the Bloodsworn is able to form a bond with one other living creature, which is typically a mount or a traveling companion. This bond is telepathic and allows the Bloodsworn and the creature it is bonded with to use the spell Status as an extraordinary ability. The duration of the bond lasts until the Bloodsworn wishes to change the bond to another creature or when a bonded creature dies. The Bloodsworn must be able to physically interact with a creature to be able to bond to it. At 2nd level and every three levels thereafter Bloodsworn can form a bond with an additional creature.

Brook of Life (Su): At 2nd level, when the Bloodsworn heals damage with her Infuse with Life ability, she uses the D6 instead of the die D4. The amount of dice remain the same. At 8th level this increases to D8 and to D10 at 14th level.

In addition, the Bloodsworn heals extra damage equal to her class level.

Sense Bloodthreat (Su): At 2nd level the Bloodsworn is able to detect impurities in fluids, objects and other creatures that would threaten her own immune system; such as drugs, diseases, poisons and toxins. The Bloodsworn is required to concentrate on the thing in question for a full minute to determine if it is tainted.

Bloodwrought Blade (Su): At 3rd level the Bloodsworn gains a bonus equal to her Charisma bonus (if any) to attack and damage rolls she makes with her Bloodblade. In addition, the Bloodsworn increases this bonus by +1 at 7th level and every three levels thereafter, to a maximum of +5 at 19th level.

Bloodmail (Su): At 4th level the Bloodsworn cuts gashes in her arms, chest and legs and lets the blood flow over her flesh; the blood has a divine spark that tells it to completely envelop the flesh except for the Bloodsworns head and feet. This process takes a full round action to complete, but at the end of the round the blood solidifies into one type of armor that the Bloodsworn is proficient with. Activating this ability requires the character to expend one round from her Bloodblade class feature. The armor lasts for 1 minute plus one additional minute per class level and at the end of the duration the armor falls off and reverts to a pool of black, stagnant and lifeless blood.

Bloodblessing (Su): At 5th level the Bloodsworns' Bloodblade is always treated as a cold iron weapon. In addition the Bloodsworn chooses one of the following special weapon qualities that is always applied to her Bloodblade; acidic (treat as the other elemental special weapon qualities, but deals acid damage), bane (designated foe must be a living or undead creature), flaming, frost, ghost touch, merciful, shock, thundering or vicious.

At 10th level the Bloodsworn chooses an additional special weapon quality that she can pick from those previously listed and from the following; acidic burst, anarchic (chaos), axiomatic (law), disruption, flaming burst, holy (good), icy burst, shocking burst, unholy (evil) or wounding. Note that if the character chooses an aligned special weapon quality she must be either neutral on that axis (chaos-law, good-evil) or match it.

At 15th level the Bloodsworn chooses one of the following specific magical weapons; Flame Tongue, Frost Brand, Luck Blade (without any wishes), Rapier of Puncturing, Sword of Life Stealing (evil), Sun Blade (good). When the Bloodsworn has her Bloodblade manifested she may choose for it to have the qualities of the chosen specific magical weapon, the Bloodsworn is able to turn the feature of the chosen magical weapon off and on as long as her Bloodblade is manifested. Note that if the character chooses an aligned special weapon quality she must be either neutral on that axis (chaos-law, good-evil) or match it.

The Bloodsworn is able to impart any of the special weapon qualities on a manufactured weapon that is her deitys' favored weapon; these qualities can be activated by expending one round from her Bloodblade class feature and lasts for a one minute plus one additional minute per class level the Bloodsworn has.

The Bloodsworn must serve a deity that grants the proper elemental domain before selecting an elemental special weapon quality or one of the specific magical weapons; air - shock, shocking burst, thundering; earth - acidic, acidic burst; fire - flaming, flaming burst, flame tongue; water - frost, icy burst, frost brand.

Immaculate Immunity (Ex): At 7th level the Bloodsworn becomes immune to effects of all diseases, drugs, poisons and toxins.

Lifesense (Su): At 9th level the characters lifesight ability is an always active power and you do not need to concentrate on the power to reveal information about auras that are within a 120 foot radius of you, and though barriers do block lifesense, you can use lifesight to pierce these barriers. Lingering auras are not automatically detected, only by concentrating are they revealed. In addition, due to your lifesense ability you gain Uncanny Dodge.

Uncanny Dodge (Ex): Starting at 9th level the Bloodsworn can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Bloodsworn with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If the Bloodsworn already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Youthful Vitality (Ex): At 12th level the Bloodsworn no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Bloodsworn still dies of old age when her time is up.

Blood to Blood (Sp): At 13th level you are able to teleport to the side of one creature you are bonded to as if you had cast greater teleport. You can use the class feature once per day plus one additional time per day per two additional class levels you have (2/Day at 15th level, 3/Day at 17th level & 4/Day at 19th level).

Improved Uncanny Dodge (Ex): At 17th level the Bloodsworn can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Speak to the Blood (Su): At 18th level the Bloodsworn can speak with any living creature.

Synodic Aura and Spirit (Su): At 19th level the Bloodsworn develops and exudes an aura like a cleric has out to 60 feet. Secondly the Bloodsworn becomes a living symbol of their deity and can be used as a holy symbol by others of the same faith.

Perfection of the Flesh: At 20th level, the Bloodsworn becomes a magical creature. She is forevermore treated as a native outsider with the rather than as a humanoid (or whatever the Bloodsworns' creature type was) for the purpose of spells and magical effects. Additionally, the Bloodsworn gains damage reduction 20/bludgeoning, which allows her to ignore the first 20 points of damage from any attack made by a slashing or piercing weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the Bloodsworn can still be brought back from the dead as if she were a member of her previous creature type.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Sun Jan 05, 2014 1:28 am

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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Mon Jan 20, 2014 11:16 am

The Cleric (Clr)
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.

As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric’s alignment must be within one step of her chosen deity, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Class Skills
The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, History, Nobility, Planes and Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 4 + Int modifier


Class Features
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Bonus Languages: A 1st level character with their 1st level in the cleric class includes the options of Ouranosian and Tartarian (the languages of good and evil outsiders, respectively) as part of their options of bonus languages.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Divine Tools: At 1st level the cleric gains Divine Channeling and Healing Touch as bonus feats.

Divine Feat: At 2nd and every two levels thereafter level the cleric gains one additional divine feat of her choice that she qualifies for. Though it is not a divine feat, the cleric may select additional channeling as one of her bonus feats.

Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells.

In addition the cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed in the Pathfinder Core Rulebook.

Domain Spells: Clerics of Sarûnia do not prepare domain spells; instead they use spell energy to use domain spells as spell-like abilities. In order to use a domain spell as a spell-like ability the cleric needs to have any requisite components necessary on hand and expend an amount of spell energy equal to the spells level times two.

Orisons: All clerics can utilize the most basic of all magical spells. Any 0th level spell is known as an orison. The cleric can use and re-use orisons as often as she wishes, with almost no limit; each orison requires the cleric to expend one point of spell energy.

Clerics know all cantrips automatically and never need to meditate or pray in order to peruse them.

Spell Energy: The cleric receives a pool of spell energy in which she uses to employ orisons, apply metamagic enhancements to her spells and in which to invoke domain spells. The amount of spell energy she has is equal to her character level plus her caster level times two plus her Wisdom modifier +2. As the cleric increases in level so too does her spell energy pool using the aforementioned formula.

Each time the cleric gains access to a new level of spells she gains an extra amount of spell energy equal to that spells level times 2 (+2 points of spell energy at 1st level, +4 at 3rd level, +6 at 5th, etc.). This effect is cumulative per spell level the cleric has access to.

Spells: Clerics casts divine spells which are drawn from the cleric spell list presented in Chapter 10 of the Pathfinder Core Rulebook. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical belief; see chaotic, evil, good, and lawful spells below. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown above on her class table.

In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder Core Rulebook). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.


Abiding Allegiance (Ex): A cleric of 3rd level or higher gains a +2 bonus on saving throws against charm and compulsion effects.

Familiarity With Magic (Ex): At 5th level the cleric gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to her AC against spells requiring attack rolls. This bonus stacks with the bonus from abiding allegiance.

Divine Health (Ex): At 7th level the cleric is immune to all diseases, including supernatural and magical diseases.

Slippery Mind (Ex): At 13th level the cleric gains the ability to wriggle free from magical effects that would otherwise control or compel her. If the cleric 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.

Divine Resolve (Su): At 19th level the cleric gains immunity to all charm and compulsion effects. Her mind is her own and no other creature can control her thoughts or actions. Additionally every ally within 10 feet of her gains a +2 morale bonus against charm and compulsion effects.

Mystic Union: At 20th level the cleric gains Otherworldly as a bonus feat. If the cleric already has the Otherworldly feat, you may choose any one other feat that has Otherworldly as a prerequisite including Heritage feats that normally require the character to be 1st level.

Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). If the cleric does not wish to seek out atonement she may instead pledge her loyalty to a different god, but must first prove her worth before the god allows her to regain what she has lost.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Mon Jan 20, 2014 1:58 pm

The Druid (Drd)
In a world largely unspoiled by the touch of mortals, there exist those that seek to maintain or tip the balance of natural order to their favor for whatever reason they may have. Those that pursue the path of the druid form intense bonds with the animals that call nature home and these animals help the druid find the beast within themselves. In their experiences and travels they find that they become heralds of and speakers for beings that straddle two planes, the prime material and the eternal twilight. Druids are capable of creating, destroying and/or nurturing the land on which she walks. She is a living herald of three worlds; she is a pagan, a creature that disavows organized religion and supports naturalism. Druids seek out life to experience what can naturally be provided for them, to understand why things work the way they do. They hold belief in the sentience and divinity of nature and the spirit world and disdain organization and rebuke the deities. It is the drive and motivation of druids to find what it is that defines them and their place in the grand scheme of things.

Role: Druids are the emissaries of their adventuring party when threats of the wild would dare to try to slice them to ribbons. More than capable of dealing with wayward animals, the druid is a kindred spirit to their kind as well as to fey that inhabit tracts of wilderness that the fey love frolic in. Druids are capable of wielding the elemental powers that when combined is the sum of all prime material matter. As they gain experience, they become a creature that combines the aspects of animal and nature into one vessel of unvexed might and power, a cunning and patient opponent capable of striking at the most opportune moment to cause as much pain as they possibly can.

Alignment: Any.

Hit Die: D8

Class Skills
The Druid's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Nature) (Int)*, Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier


Class Features
Weapon & Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with their totem spirit class feature (see below).

A 1st level druid must decide whether to gain proficiency with armor or not. Those that do 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 druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. Wearing prohibited armor or using a prohibited shield renders the druid unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Druids unproficient with armor gain an dodge bonus to their AC equal to their Wisdom modifier plus an additional +1 per 2 class levels (maximum +10 at 20th level). These druids have the option of switching out their venom immunity class feature for uncanny dodge (see below).

This bonus to AC applies even against touch attacks or when the druid is flat-footed. She loses this bonuses when she is immobilized or helpless, when she wears any armor or when she carries a medium or heavy load.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

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

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid 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 druid can expend a spell or spell slot to spontaneously cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Table: Druid Spells per Day

Feral Furor (Ex): The druid chooses either her Fort or Ref save and gains a bonus to it equal to +2. At 5th level and every five class levels thereafter this bonus increases by +1 to a maximum of +6 at 20th level.

At 3rd level the druid gains a bonus on her other save (Fort or Ref, which either was not selected at 1st level) equal to +1. At 6th level and every six levels thereafter this bonus increases by an additional +1, to a maximum of +4 at 18th level.

Nature Sense (Ex): The druid gains a bonus on Knowledge (Nature) and Survival checks equal to +2. At 3rd level and every three class levels thereafter this bonus increases by an additional +1, to a maximum of +8 at 18th level.

In addition the druid has an instinctual bond to nature and due to this she uses her Wisdom modifier instead of her Intelligence modifier on all Knowledge (Nature) checks.

Orisons: All druids can utilize the most basic of all magical spells. Any 0th level spell is known as an orison. The druid can use and re-use orisons as often as she wishes, with almost no limit; each orison requires the druid to expend one point of spell energy. Druids know all Orisons automatically and never needs to meditate in order to peruse them.

Spell Energy: The druid receives a pool of spell energy in which she uses to employ orisons and apply metamagic enhancements to her spells. The amount of spell energy she has is equal to her character level plus twice her caster level + her Wisdom modifier +2. As the druid increases in level so too does her spell energy pool using the aforementioned formula. Spell energy is recovered hourly at a rate equal to the Druids Wisdom modifier +1; sleep doubles the aforementioned rate but spell energy is only recovered for each full consecutive hour slept, being forcefully woken up before a full hour negates recovered spell energy for it.

As an example of the amount of Spell Energy a druid starts with, Oorwen is a 1st level character with her first level in the druid class and an 18 for her Wisdom score. As a first level character she gains 1 point of spell energy, as a 1st level druid her caster level is 1st granting her 2 points of spell energy and her Wisdom modifier grants her 4 pints of spell energy. We add all these up (1+2+4) and get 7, then we add +2 for a grand total of 9 points of spell energy; Oorwen starts the game with 9 points of Spell Energy. Oorwen recovers 5 points of Spell Energy per hour, 10 for each full hour slept.

For each additional level Oorwen takes in the druid class, she would gain +3 points of spell energy. If Oorwen multiclassed out of the druid class into a non-spellcasting class she would gain +1 spell energy per character level gained.

Totem Bond (Ex): The druid selects one or more animals that represents her animalistic nature. The druid gains a pool of 4 hit dice at 1st level that she can use to assign one or more animals that she has a totem bond to (animals that have fractional hit dice are considered to have 1 hit die for the purpose of this class feature). For each level odd gained after the 1st (3rd, 6th, 9th, etc.), the druid can bond with more animals or replace the animals that she currently has a totem bond to; she adds one hit die to the pool of hit dice that she can assign animals to her totem bond. the druid has the option of saving up these pooled hit dice to 'purchase' a totem bond with an animal that she doesn't yet qualify for.

Whenever the druid encounters animals that she has a totem bond to, they are treated as having a starting attitude of friendly unless circumstances would dictate otherwise. In addition, the druid can communicate with animals that she is totem bonded to, as per the spell speak with animals, at will.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her class level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

When the druid uses Wild Empathy on an animal that she has selected as totem bonded to, she adds her Wisdom modifier to all other modifiers to determine the wild empathy check result.

Fey's Grace (Ex): At 2nd level the druid gains a bonus on saving throws against the spell-like and supernatural abilities of fey equal to +2 with an additional +1 per three class levels. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

In addition fey the druid encounters are treated as having a starting attitude of friendly assuming that both match at least on one of the good-evil or chaos-law axes.

Resist Death's Lure (Ex): At 2nd level the druid gains a +4 bonus on saves vs. level drain and Death effects.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Otherworldly Stride (Su): At 4th level the druid can pass between the planar barriers between the prime material plane and the eternal twilight by sacrificing a spell or spell slot. The druid can have a number of creatures accompany her equal to the level of the spell sacrificed +2. Returning to the material plane ends the effect and does not require the expenditure of a spell or spell slot; the druid simply wills it to happen and any creatures that accompanied the druid return with her unless they desire to stay behind.

Familiarity With Magic (Ex): At 5th level the druid gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls. This bonus stacks with the bonuses from fey's grace and resist death's lure.

Venom Immunity (Ex): At 6th level the druid gains immunity to all poisons.

Uncanny Dodge (Ex): At 6th level a druid that is not proficient with armor can choose to replace the venom immunity class feature with this class feature. The druid reacts to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to [url]AC[/url] if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A druid with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Totem Companions: At 7th level the druid seeks out the companionship with animals to accompany her in her travels; she gains all animals she has selected as her totem bonds. If an animal the druid has selected as her totem bond is one that is incapable of physically accompanying her due to being a certain type or subtype that is ill suited to the type of terrain that the druid travels through, the druid instead gains the animal as a companion with a Creature of the Mist template (Complete Book of Eldritch Might, pages 191-192) and it is treated as effectively having 6 additional Hit Dice. The druid can dismiss the Creature of the Mist to gain a standard version of the animal as a companion when the druid travels through the type of terrain it is native to. Land based totem animals that accompany the druid into an aquatic environment gain the Amphibious template (D&D 3.5 Stormwrack, page 135-136) and are treated as effectively having two additional hit dice.

Totem Link (Ex): At 8th level the druid gains an telepathic link with all animals that she has a totem bond to as well as her totem companions; the druid can communicate with these animals without the need to speak to them (treat animals the druid telepathically 'converses' with as if they have an Intelligence score of 3) and the druid and all animals that she shares this link with are always aware of the state of health of everyone that shares this link (in this regard the class feature acts as if the spell status, except the the duration is permanent with all linked totem companions).

If the druid has done a deed of compassion for a totem animal or its territory, it may consider the druid a friend and possibly defend her even if it means the animal may be confronting a danger that could lead to its death. If the druid leaves the native territory of an animal that she has done a service for, the link is severed and the druid must re-establish it through normal means when returning to the area. In addition the druid can handle her totem companions as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill.

Control Over The Weather & Winds (Su): At 9th level the druid can expend one 5th level spell or spell slot to spontaneously cast Control Winds as a supernatural ability. At 13th level can expend one 7th level spell or spell slot to spontaneously cast Control Weather as a supernatural ability. The druid never needs to meditate in order to gain the use of these spells as a part of this class feature.

Cosmic Union (Su): At 10th level the druid chooses an amount of spells equal to her Wisdom modifier of spell levels that she is able to cast. The druid can spontaneously convert a prepared spell or unprepared spell slot into the desired spell and the use of them as a supernatural ability. The druid need not meditate to be able to cast these spells and the druid is free to change these chosen spells each time she gains a level.

One With Nature (Su): At 11th level the druid is able to gain nourishment from the land itself. When the druid must rest, she may opt to take the form of a tree in a process that takes one full round to complete. While in this form the druid is completely aware of everything that she would have line of sight to and is considered to have 360 degree vision. The druid can at any time she wishes resume her humanoid form, but forgoes any healing that she might have otherwise gained. The druid can opt to use the tree like a magic jar, as per the spell of the same name (her wizard caster level is equal to her druid caster level). As long as the tree is rooted for the standard duration of a night's sleep, the druid is healed and automatically reverts back to her humanoid shape unless she spends a full round to maintain rooted. A druid that remains rooted for a one full consecutive day is treated as having undergone bed rest for an entire day.

Fey Friend (Ex): At 12th level whenever the druid encounters fey, its starting attitude is never worse than indifferent unless conditions would dictate otherwise. In addition, a fey will never target the druid to be the object of its attack or powers and will not willingly harm her unless the druid harms the fey first.

Totem Spirit (Su): At 13th level the druids spirit changes to reflect that of the animals she has chosen as being totem bonded to; any animal that perceives her does so as if the druid is one of her chosen totem animals (her choice). In addition the druid can sacrifice a spell of any level to gain the benefit of the beast shape spell of the same level to become one of her chosen totem animals; the only change to the effect is it is supernatural in nature and lasts for a number of hours equal to the druids class level, even if the druid re-assumes her natural form she can shift back to the totem form she chose when she activated this class feature and back and forth again at will until the duration of the effect expires. The druid can have as many totem forms active at any time as she pleases, but each totem form requires its own active beast shape effect.

A druid that takes the form of one of the animals she is totem bonded to loses the ability to speak in her humanoid voice and speak any languages that she knows. She does retain the ability to speak with animals of the totem type that she has assumed.

Feral Frenzy (Ex): At 14th level the druid can gain a +4 bonus to one of the following ability scores a number of times per day equal to her Wisdom modifier +1 as an immediate action; Strength or Dexterity. At 16th and 18th level the bonus increases by a cumulative +2 and the druid gains one additional daily use of this ability. The bonus lasts for a number of rounds equal to druids class level.

Feral Fleetness (Ex): At 15th and 17th level the druids base speed increases by +15 feet.

In addition once per day at 15th level the druid can gain a bonus to her base speed equal to her Dexterity or Wisdom modifier (whichever is higher) x10 for a number of rounds equal to her class level. The druid can use this ability twice per day at 17th level. The druid can activate this ability as a free action.

Fey Step (Su): At 19th level the druid can journey to the eternal twilight with as many companions as she desires without needing to expend a spell slot to do so.

Soul of the Fey (Su): At 20th level the druid becomes immune to all spell-like and supernatural abilities of all fey. The druid can opt to drop and re-up this immunity as an immediate action at will unless under any of the aforementioned types of the effects. In addition if the druid doesn't have low-light vision she gains it, if she does have it the range at which she can see into dim areas increases (x2 becomes x3, x3 becomes x4, etc.). Finally, for all effects related to race, the druid gains the fey type and retains her base creature type.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:24 am

The Elemental Dancer (Eld)
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:25 am

The Fate Weaver (Ftw)
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:26 am

The Fighter (Ftr)

Alignment: Any.
Hit Die: D10

Class Skills
The Fighter's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Dungeoneering, Engineering) (Int) and Profession (Wis).
In addition the fighter may choose one of the following two skill sets and adds the skill suite to her list of class skills.
Skill Ranks Per Level: 4 + Int modifier


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

Weapon & Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat
for the level.

Bravery (Ex): Starting at 1st level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 3rd level and every two levels thereafter.

Endurance: At 1st level the fighter gains endurance as a bonus feat.

Weapon Bond (Ex): At first level the fighter selects one weapon that she is proficient with and automatically becomes focused with it (as per the feat Weapon Focus) with it. In addition the weapon becomes a physical extension of the fighters soul. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action.

Armor Expertise (Ex): Starting at 2nd level the fighter learns to be more maneuverable while wearing armor. Whenever wearing armor the fighter reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every three levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition the fighter can also move at their normal speed while wearing medium armor. At 7th level the fighter can move at their normal speed while wearing heavy armor.

Weapon Expertise (Ex): Starting at 3rd level the fighter selects one group of weapons, as noted below. Whenever using a weapon from the chosen group the fighter gains a +1 bonus on attack and damage rolls.

Every three levels thereafter (6th, 9th, 12th, 15th and 18th) the fighter becomes further trained in another group of weapons. She gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, a 9th level fighter receives a +1 bonus on attack and damage rolls with one weapon group, a +2 bonus on attack and damage rolls with the weapon group selected at 6th level and a +3 bonus on attack and damage rolls with the weapon group selected at 3rd level. Bonuses granted from overlapping groups do not stack.

Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
  • Anchorite: kama, nunchaku, quarterstaff, sai, shuriken, siangham and unarmed strike.
  • Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe and throwing axe.
  • Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
  • Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
  • Bows: composite longbow, composite shortbow, longbow, and shortbow.
  • Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
  • Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
  • Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
  • Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
  • Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
  • Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
  • Pole Arms: glaive, guisarme, halberd, and ranseur.
  • Spears: javelin, lance, longspear, shortspear, spear, and trident.
  • Thrown: blowgun, bolas, club, dagger, dart, half ling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Weapon of Legend (Ex): At 4th level your bonded weapon comes to symbolize your growing mastery and fame. You must give it a name that symbolizes your fighting style or deeds, if you have not yet done so. As long as your bonded weapon is visible, you gain a +2 bonus to all Diplomacy, Intimidate, Gather Information and demoralization checks. This bonus applies to any settlement that you have frequented in the past.

If you lose your bonded weapon, you must grant your new one a different name.

When you enter a city or town for the first time, it takes a number of days equal to 3D4 - half your class level for your reputation to spread. If the result is 0, your reputation immediately grants you the benefits of this ability; perhaps your reputation precedes you.

Spiritual Weapon Bond (Su): A 7th the fighter forms a spiritual bond with her bonded weapon. This bond allows the fighter to summon the weapon to her hands. In order for this ability to work, the weapon must be on the same plane as the fighter and must be unattended. If the weapon is attended (in use or being held by another creature), the creature attending it may make a Will save (DC 15 + the fighters level) in order to keep it in their possession.

In addition the fighters bonded weapon is treated as magical with a +2 enhancement bonus. At 10th level and every five levels thereafter this enhancement bonus increases by +1 (to a maximum of +5). If the bonded weapon is already magical, use whichever enhancement bonus is better.

Refuse Fatigue (Ex): At 10th level as long as the fighter gets a good nights rest (8 hours), she can no longer be fatigued.

Armor Mastery (Ex): At 13th level, a fighter gains DR 1/— whenever he is wearing armor or using a shield. At 16th level this increases to DR 3/- and at 19th level to DR 5/-.

Weapon Supremacy (Ex): At 14th level and every three levels thereafter, the fighter chooses one weapon; such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition the fighter cannot be disarmed while wielding the chosen weapon.

Tireless (Ex): At 20th level the fighter becomes immune to the effects of exhaustion and fatigue.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:26 am

The Paladin (Pdn)

Alignment: The paladin's alignment must be lawful good. Characters that select the Heretic of the Faith Feat at 1st level and take their first level in paladin may choose to be Lawful Neutral or Neutral Good.

Hit Die: D10

Class Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Linguistics (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.


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

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

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Holy Warrior (Su): At 1st level the paladin is proficient with her deity's favored weapon. In addition, whenever the paladin wields her deity's favored weapon it is treated as if it were made of cold iron and has the merciful magical weapon quality.

Divine Grace (Su): At 2nd level, a paladin gains a sacred bonus equal to her Charisma modifier on all saving throws.

Smite Evil (Su): At 2nd level the paladin can call out to the powers of good to aid her in her struggle against evil once per day. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 6th level and at every four levels thereafter the paladin may smite evil one additional time per day.

Aura of Courage (Su): At 3rd level the paladin is immune to all fear effects (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Channel Domain (Su): At 4th level the paladin chooses one domain from the deity she venerates. She gains all the powers associated with the domain and when she gains the ability to cast spells she adds the domains spells to her spell list. The paladin's effective cleric level for determining the effects of the powers associated with the domain is equal to her paladin level -3.

Divine Resolve (Ex): At 4th level the paladin becomes immune to charm spells and spell-like abilities.

Divine Radiance (Su): At 5th level the paladin can imbue her weapon with divine light, having it emit a radiance equal to a torch. Upon reaching 13th level the light shed is equivalent to a daylight spell. There is no limitation to the amount of times this ability can be used and it can be activated or deactivated as an immediate action.

Seraphic Strike (Su): At 5th, when wielding the favored weapon of your deity it is treated as if it has the holy magic weapon special ability (see the Pathfinder Core Rulebook, Chapter 15).

Divine Tools: At 6th level the paladin gains Divine Channeling and Healing Touch as bonus feats.

Spells: Beginning at 6th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Chapter 10 of the Pathfinder Core Rulebook. A paladin must choose and prepare her spells in advance.

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

Like other spell casters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on her class table below. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 in the Pathfinder Core Rulebook).

The paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 5th level, a paladin has no caster level. At 6th level and higher, her caster level is equal to her paladin level -5.

Spells per Day

Inspired Strike (Su): At 7th level the paladin can use a free action to expend one of her daily uses of divine channeling to imbue her weapon with divine power. The weapon gains an magical enhancement bonus on attack and damage rolls equal to the highest level spell she can cast + her Wisdom modifier +1.

Mercy: At 7th level and again at 9th and then every three levels thereafter, the paladin gains Mercy as a bonus feat.

Aura of Justice (Su): At 8th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Familiarity With Magic (Ex): At 11th level the paladin gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to her AC against spells requiring attack rolls.

Sacrosanct Spirit (Su): At 13th level the paladin gains spell resistance equal to her class level +10.

Aura of Righteousness (Su): At 16th level the paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Penance (Su): At 17th level the paladin can make other creatures pay for past misdeeds regardless of their alignment once per day; as a swift or immediate action she can choose to make all opponents within 10 feet of her evil for purposes of smite evil and other effects that affect evil creatures. This aura lasts for a number of rounds equal to the paladin’s level. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Aura of Negation (Su): At 19th level the paladin can create an antimagic aura as per the spell anti-magic field to a range of 10 feet that negates all evil spells and effects, and spell-like and supernatural abilities of evil creatures for a number of rounds equal to her class level. These rounds do not need to be consecutive. Activating this ability is a free action. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her deity. Her DR increases to 10/ evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition as long as the paladin is conscious she can never be disarmed if she wields her deity's favored weapon. Also, this weapon can't be damaged or affected by dispel magic as long as it is on her person.

Code of Conduct: A paladin must be of lawful good alignment (unless she has the Heretic of the Faith feat) and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may only accept henchmen, followers, or cohorts that are lawful good unless they have the Heretic of the Faith feat; these paladins must have followers that match their alignment.

Ex-Paladins
A paladin that strays from their alignment, willfully commits an evil act, or that violates the code of conduct loses all paladin spells and class features (but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Chapter 10 of the Pathfinder Core Rulebook), as appropriate.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:26 am

The Psychic (Psy)

Psychics are those trained in the ways of warping and twisting the natural laws of the multiverse with their minds. They exist in a world of magic, both arcane and divine, but their power stands outside the realm of spellcasting. They have awakened their mind and have started a journey that takes a certain dedication, devotion and drive to hone and master the talent at their disposal. They usually are beings that pursue and master a single kinetic talent to the exclusion of all others, but it isn't unheard of for some psychics to pursue a couple of kinetic talents though those do suffer from dividing their focus. There are those that believe that a well honed mind can potentially be deadlier than even those that have dedicated their lives to become the master of a single type of manufactured weapon.

Role: Psychics don not have one clear defined role; depending on the Kinetic Talent or Talents that they choose it varies between defender, healer or striker. It is really up to each player to choose the kind of role they want to play as a psychic and then choose a talent or talents (see the Multi-Talented feat) that reflects this.

Alignment: Psychics may be of any alignment. Those that place refinement of the ego above everything else are Neutral in some regard. Those that place refinement of the id above everything else are usually chaotic. Psychics that strive for perfect balance between the ego, id and super-ego find their path a difficult one and those that do find it find are Neutral in all regards.

HD: D6

Class Skills
The psychic's class skills are Craft (Int), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis) and Sense Motive (Wis).

In addition the psychic gains access to additional class skills based on their focus:
Skill Ranks Per Level: 8 + Intelligence modifier.


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

Weapon and Armor Proficiency: Psychics are proficient with the club, dagger, dart, quarterstaff, rapier, sap, short sword, shortspear and unarmed strike. Psychics are proficient with light armor but not with any shields.

PKE Pool (Ex): At 1st level the psychics' talent for astounding deeds of mental acuity and might flares to life; the use of which is dependent on a limited supply of mental power at her disposal that is called psychokinetic energy and the use of it is not without risk to the well being of the character. The number PKE points in her pool is equal to twice her character level + Psychic level x3 + her Intelligence modifier + her Wisdom modifier +5.

When your PKE pool is reduced to half (rounded down) the character must make a Fort save (DC 25); failure indicating that the character becomes sickened and remains so until their PKE rises to above what would be more than half.

When your PKE pool is reduced to three-quarters (rounded down), the character must make a Fort save (DC 35); failure indicating that they become staggered and sickened.

When your PKE pool is reduced to 0, you become unconscious with no save and cannot be roused; after 8 hours the psychic awakens nauseated, sickened and staggered and in addition is without any PKE. As the psychic recovers PKE these conditions are removed, once all PKE are recovered the psychic is no longer staggered.

Psychic Focus: At 1st level the Psychic must choose a focus; Ego, Id or Super-Ego. This focus immediately grants additional class skills (as detailed above) in addition to granting access to Projection Powers based on the chosen focus (see below).

Projection Power: At 1st level the psychic gains one projection power of their choice derived from the focus they have chosen. At 2nd level and every two levels thereafter the psychic gains one additional projection power of their choice that they qualify for.

Psychic Talent: At 1st level the psychic chooses one Psychic Talent of her choice and gains all the base abilities of it. The psychic has the equivalent of a caster level with these talents; their power level.

At the indicated levels on the class chart the psychic gains boons, which allow her to expand her repertoire of powers from her kinetic talent available to her.

Telekinetic Rating (TKR): All creatures have a base Telekinetic Rating of 3, but those that do are called a sleeper or sleepers as they do not fully realize their full mental capacity.

The psychic has either undergone rigorous mental training or is a fluke and did not require training to realize their full mental prowess. Characters that begin their adventuring careers as psychics start with a base PKR of 4 + 1D4 and then add either their Wisdom and Charisma ability score bonuses (to represent playing a trained psychic) or their Intelligence and Charisma ability score bonuses (to represent playing an untrained psychic). Note that a characters beginning their careers as Psychics add ability score bonuses, penalties do not apply.

Characters that multi-class into the psychic class must have either the Awakened or Unhinged feat and possess a PKR of at least 6, as they have not devoted themselves to honing the skill of psychic power they do not begin with the benefit of an increased TKR (this class feature).

A characters' TKR is essentially a seventh ability score, so when characters level up they can choose to increase their PKR instead of another ability score. A sleeper cannot raise their PKR unless they have the Awakened feat.

Bonus Feats: At 3rd, 5th, 9th, 11th, 15th and 17th level the psychic gains a bonus feat in addition to those gained from normal character level advancement. For each level these bonus feats are gained the psychic can choose from the Metakinesis, Psychic, Psychodistortion, Psychosensory feats or the Psychic Focus or Greater Psychic Focus feats.

Consciousness Expansion (Ex): At 7th and 13th levels the psychic chooses another focus (Ego, Id, Super-Ego). When she is eligible to select new projections she can select from any focus she has.

When the focus is chosen, the psychic does not add the associated skills of it to her own skill list, these are exclusive to first level characters.

Projection Mastery (Ex): At 19th level the psychic gains the Mastery feature from the field of projection that she has the most talents from. If the psychic has an even number of projection talents from various fields of projection she must choose which field of projection that she gains the Mastery feature from.

Trinity Unification (Ex): ?
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:27 am

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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:27 am

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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:27 am

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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:28 am

The Ranger (Rng)

Alignment: Rangers may be of any alignment.
Hit Die: D10

Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.


Class Features
The following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Combat Style Feat (Ex): At 1st level the ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger’s expertise manifests in the form of bonus feats at 1st, 4th, 8th, 12th and 16th level. She can choose feats from her selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, she can choose from the following list whenever he gains a combat style feat; Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 4th level she adds Improved Precise Shot and Manyshot to the list. At 8th level she adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 4th level she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 8th level she adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of her combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Enemy (Ex): At 1st level the ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, she gains a +2 bonus on weapon attack and damage rolls against them. The ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 4th level and every four levels thereafter (8th, 12th, 16th and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

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

Table: Ranger Favored Enemies

Track (Ex): A ranger adds half her class level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): Rangers can improve the initial attitude animals. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Endurance: At 2nd level rangers gain Endurance as a bonus feat.

Favored Terrain (Ex): At 3rd level the ranger selects a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (Geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A ranger traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if he so chooses).

Table: Ranger Favored Terrain

Internal Compass (Ex): Starting at 3rd level the Ranger has an innate sense of direction and can no longer lose her way. As a full round action the ranger may attune herself to the land to determine which direction true north lies.

Woodland Stride (Ex): Upon attaining 7th level the ranger moves through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Environmental Tolerance (Su): Starting at 4th level the ranger is protected from harm in cold and hot environments as if under the constant effects of the endure elements spell.

Hunter’s Bond (Ex): At 5th level the ranger forms a bond with her hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to her companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for 1 round plus her Wisdom modifier (if any) plus one additional round per four class levels she has. This bonus does not stack with any favored enemy bonuses possessed by her allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. Rangers that select an animal companion can choose from the following list; badger, bird, camel, cat (small), dire rat (see the Pathfinder RPG Bestiary), dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind. The ranger’s animal companion shares her favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to her ranger level – 4.

Spells: Beginning at 6th level rangers gain the ability to cast a small number of divine spells, which are drawn from the ranger spell list. The ranger must choose and prepare her spells in advance (see below).

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

Like other spellcasters, rangers can only cast a certain number of spells per day. Her base daily spell allotment is shown on the class advancement table (see above). In addition the ranger receives bonus spells per day if she has a high Wisdom score. When the class table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells that she is entitled to based on her Wisdom score for that level.

The ranger must spend one hour per day in quiet meditation to regain her daily allotment of spells. The ranger may prepare and cast any spell on the ranger spell list, provided that she can cast spells f that level, but she must choose which spells to prepare during her daily meditation. Through 5th level the ranger has no caster level. At 6th level and higher, her caster level is equal to her ranger level -5.


Quarry (Ex): At 7th level as a standard action, the ranger can denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry the ranger can Take 10 on her Survival skill checks while moving at her normal speed without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. The ranger can have no more than one quarry at a time and the creature’s type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, he can select a new quarry after waiting 1 hour.

Swift Tracker (Ex): Beginning at 7th level the a ranger can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex): Upon attaining 9th level the ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Camouflage (Ex): At 11th level the ranger can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.

Improved Evasion (Ex): At 15th level the ranger’s evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex): While in any of her favored terrains, a ranger of 13th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex): At 17th level, the ranger’s ability to hunt her quarry improves. He can now select a quarry as a free action, and can now Take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

Sense of the Land (Su): Upon attaining 19th level, the ranger must spend a number of days equal to her Wisdom modifier times two plus her class level fasting and offering up gifts to nature. After this period of fasting the ranger gains a deep spiritual connection to all of nature; she is able to cull knowledge about the surrounding area from nature itself. Three of times per day the ranger is able to commune with nature as per the spell. The rangers' effective caster level for this ability is equal to her class level.

Master Hunter (Ex): At 20th level the ranger becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. As a standard action she can make a single attack against a favored enemy at her full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save (DC of this save is equal to 20 + 1/2 the ranger’s level + the ranger’s Wisdom modifier) and either dies or takes an amount of nonlethal damage equal to the creature’s current hit points (ranger's choice). A successful save negates the effect. The ranger can use this ability once per day against each favored enemy type chosen, but not against the same creature more than once in a 24-hour period.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:29 am

The Regent (Rgt)
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:29 am

The Rogue (Rog)

Alignment: Rogues may be of any alignment.
Hit Die: D8

Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks Per Level: 8 + Int modifier


Class Features
The following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Martial Aptitude: Rogues gain Martial Aptitude as a bonus feat at 1st level. Additionally, the rogue's effective fighter level is equal to her rogue level.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense (Ex): At 1st level, a rogue gains an intuitive sense that alerts her to danger from traps giving her +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These increase by +1 at 3rd level and every odd level thereafter.

Trap sense bonuses gained from multiple classes stack.

Bonus Feats: At 2nd level and every even level thereafter the rogue may select any feat she qualifies for, including combat feats and fighter feats (by virtue of her Martial Aptitude class feature).

Brains Over Brawn (Ex): At 2nd level the rogue uses her Intelligence bonus as a modifier on Strength checks and checks involving skills based on Strength (climb and swim).

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional talent at 4th level and every two class levels thereafter. A rogue cannot select an individual talent more than once unless otherwise noted.
  • Alley Fighting (Ex): This ability allows the rogue to fight in cramped quarters (such as alleyways and narrow dungeon corridors), granting her a +1 competence bonus on all attack rolls as long as she is fighting in an area no wider than her space (5 feet for a small or medium humanoid). Additionally, if the rogue makes a melee attack against a target around a corner, the target does not gain the benefit of cover (unless the target has total cover). The rogue retains the benefit of cover against her enemy, unless she is fighting another rogue or creature with a similar power.
  • Armored Rogue: You do not lose the benefit of evasion while wearing medium armor. You must have the Evasion rogue class feature before selecting this talent.
  • Armor Training: You learn to be more maneuverable while wearing armor. Whenever wearing armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. You can take this talent multiple times; to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
  • Combat Trick: A rogue that selects this talent gains a bonus combat feat. This talent can be selected multiple times.
  • Commodity Focus: Choose a type of saleable commodities (legal or not); such as alcohol (ales, beers, spirits, wines), animals (domestic), animals (wild), arms and armor, drugs and narcotics, gems and jewelry, magic items, or slaves. You gain a +3 bonus on Appraise, Craft, Linguistics (Forgery) and Knowledge checks made in relation to such goods. You can select this talent multiple times, each time choosing another type of saleable commodity to become focused in.
  • Commodity Specialization: Choose a type of saleable commodity that you are focused in; the bonus increases to +6. You can select this talent multiple times, each time choosing another type of saleable commodity to become specialized in. You must have the Commodity Focus talent before selecting this talent.
  • Critical Focus: The rogue gains Critical Focus as a bonus feat regardless of whether or not she meets the prerequisites for it.
  • Critical Specialist: Once per day the rogue can declare that an attack that threatens a critical hit is an automatic successful critical strike. This talent can be selected multiple times, each time gaining one additional use of this ability per day.
  • Crowdwalk (Ex): The rogue is able to move through crowds with ease, moving as if in an open space. If attempting to move through a square occupied by a hostile creature (such as with an Acrobatics (Tumble) check or overrun attempt), you gain a +4 bonus on any skill check, Strength check or attack roll made to resolve the movement.
  • Exceptionally Skilled: You gain +3 extra skill points. In addition for each additional class level you gain henceforth you gain an additional +1 skill point.
  • Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
  • Favored Enemy: You gain one favored enemy.
  • Favored Terrain: You gain one favored terrain. You can take this talent multiple times, each time selecting a different type of terrain.
  • Hard Bargain: Typically when selling treasure you get half (50%) the listed price. With this talent you can earn +5% more for selling treasure. You can take talent up to five times.
  • Hardy: You gain a +4 bonus on all Constitution and Constitution based checks.
  • Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
  • Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list twice per day as a spell-like ability. The caster level for this ability is equal to the rogue’s level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
  • Minor Magic: A rogue that selects this talent gains Arcane Adept as a bonus feat.
  • Poison Use: The rogue is adept at the creation and mixing of various poisons, while also developing a resistance to toxins. She gains a +2 bonus on all Craft (poison) checks, as well as a +2 bonus on Fortitude saves to resist poison.
  • Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
  • Resilient: The rogue gains +2 hp per for every class level she has. This talent may be selected up to three times.
  • Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5 foot step while crawling.
  • Rooftop Infiltrator: The rogue gains a climb speed equal to half her base speed, which increases to his full base speed when climbing a rope he has personally attached via means such as a grappling hook.
  • Sneak Attack: The rogue gains Sneak Attack as a bonus feat.
  • Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
  • Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
  • Terrain Focus: The skill bonus and initiative bonus from your favored terrain increases by +2. The rogue must have the Favored Terrain talent before selecting this one. This talent may be selected up to three times for each individual type of terrain the rogue has chosen as their favored, each time the bonus increasing by an additional +2.
  • Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
  • Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Evasion (Ex): At 3rd level the rogue 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If the rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): At 8th level the rogue can no longer be flanked. This defense denies the attacker the ability to sneak attack the rogue by flanking her, unless the attacker has at least four more character levels than the rogue does.

If the rogue already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum character level required to flank the rogue.

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

Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
  • Camouflage: You can use the Stealth skill to hide in your favored terrain, even if the terrain doesn't grant cover or concealment. The rogue must have the favored terrain talent before selecting this advanced talent.
  • Critical Supremacy: The bonus gained from Critical Mastery increases by an additional +2. The rogue must have the Critical Focus feat or talent before selecting this advanced talent. This advanced talent can be selected twice.
  • Defensive Roll (Ex): With this advanced talent, the rogue 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 rogue can attempt to roll with the damage. To use this ability, the rogue 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 rogue’s evasion ability does not apply to the defensive roll.
  • Hide In Plain Sight: You gain Hide In Plain Sight. The rogue must have the Camouflage advanced talent before selecting this advanced talent.
  • Opportunist (Ex): Once per round, the rogue 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 an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
  • Poison Expertise: The rogue's skill with poisons improves even further; she never risks accidentally poisoning herself when using poisons or applying poisons to weapons. Your bonus on Fortitude saves to resist poison increases to +4. You must have the Poison Use talent before selecting this advanced talent.
  • Skill Mastery: The rogue becomes so confident 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. The rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
  • Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue 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.
  • Sniper: You can make hidden strikes with ranged attacks at any distance, rather than within 30 feet.

Subduing Strike (Ex): At 11th level when the rogue confirms a critical strike against their foe, she can choose to put them to sleep for 1d4 hours or paralyze them for 2D6 rounds. Regardless of the effect chosen, the target receives a Fortitude save (DC 10 + half the rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Once a creature has been the target of a subduing strike, regardless of whether or not the they succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.

Vicious Critical (Ex): At 13th level when the rogue confirms a critical hit against their foe, the attack deals an additional 2 points of Strength or Constitution (rogues' choice) damage to the target. The target is entitled to a Fortitude save (DC 15 + the half rogue's class level + the rogue's Intelligence modifier) to negate the additional effect. Creatures immune to critical hits are also immune to this effect.

At 15th level and every odd level thereafter the rogue's Vicious Critical deals one additional point of ability damage, to a maximum of 5 points of ability damage at 19th level.

Slaying Strike (Ex): At 20th level when the rogue confirms a critical strike against their foe the rogue can choose to outright slay them. The target receives a Fortitude save (DC 20 + half the rogue's class level + the rogue's Intelligence modifier) to negate the effect. Once a creature has been the target of a slaying strike, and succeeds on their save against it succeed or fail it, it is immune to the rogue's subduing strike for 24 hours. Creatures immune to critical hits are also immune to this effect.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:29 am

The Wizard (Wiz)

Alignment: Any
Hit Die: D6

Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (All), (Int), Linguistics (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int) and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:30 am

The Wyrdling (Wrd)
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Re: [Player's Compendium] Classes!

Postby Angel Tarragon » Thu Feb 19, 2015 11:30 am

The Zealot (Zlt)

Alignment: Must match that of the Zealot's deity.
Hit Die: D8

Class Skills
The zealot’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Nobility, Planes, Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).
Skill Ranks Per Level: 4 + Int modifier


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

Weapon and Armor Proficiency: Zealots are proficient with are proficient with all simple weapons and light armor. Zealots are also proficient with the favored weapon of their deity. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, zealots lose their unwavering faith class feature.

Divine Fervor (Su): As a move action the zealot can concentrate to determine the allegiance of all creatures within 60 feet; if any of the targeted creatures are enemies of the zealots faith they are marked as infidels and outlined with a mystic haze for a number of rounds equal to the zealots level plus her Charisma modifier that only the zealot can see. During this time the zealot gains a bonus on her attack rolls and damage rolls against the marked creatures equal +2. At 3rd level and every three class levels thereafter this bonus increases by an additional +1.

Savvy Strike (Ex): Zealots may use their Wisdom modifier instead of their Strength modifier on attack rolls.

Unwavering Faith (Ex): At 1st level the zealot has so much faith in her deity that she becomes girded against harm and gains a deflection bonus to her AC equal to her Charisma bonus (if any). In addition, the zealot gains a +1 bonus to AC at 4th level. This bonus increases by +1 for every four class levels thereafter, up to a maximum of +5 at 20th level.

This bonus to AC applies even against touch attacks or when the zealot is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears medium or heavy armor, when she carries a shield, or when she carries a medium or heavy load.

Divine Perseverance (Ex): At 2nd level the zealot gain a pool of preservation points equal to her Wisdom modifier +6. These points can be allocated into task resolution rolls (any roll in which requires the perusal of a d20), granting the zealot a +1 bonus on the roll for every point expended.

At 4th level and every two class levels gained thereafter the zealot gains 1 additional preservation point. These points refresh to their maximum after a full nights worth of rest.

Zealous Surge (Su): A 2nd level, whenever the zealot is wielding her deity’s favored weapon, it becomes imbued with divine power. If the zealot serves a good deity, the weapon becomes good-aligned and thus bypasses the corresponding damage reduction and deals an extra +2d6 points of damage against all creatures of evil alignment. If the zealot serves an evil deity, the weapon becomes evil-aligned and thus bypasses the corresponding damage reduction and deals an extra +2d6 points of damage against all creatures of good alignment. A neutral zealot that worships a neutral deity must choose to champion good or evil; the decision affects whether her weapon becomes good or evil aligned, after the zealot decides the choice cannot be changed.

The damage bonus from this ability stacks with the bonus from the holy/unholy special weapon qualities.

Armor Expertise (Ex): Starting at 3rd level the zealot learns to be more maneuverable while wearing armor. Whenever wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every three levels thereafter these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

Steadfast Faith (Ex): At 3rd level the zealot's loyalty to her deity is so strong that she gains a +1 resistance bonus against spells and spell-like abilities that are mind affecting, cause paralysis or cause sleep effects. At 6th level and every three class levels thereafter this bonus increases by +1.

Dauntless (Ex): Though the zealot feels fear, she does not allow it to prevent her from pressing forward. When the zealot would normally be frightened or panicked, she instead is only shaken. The zealot never suffers fear penalties more severe than shaken, no matter the level of fear she would normally suffer.

Divine Blessing: At 4th level the zealot chooses one of her deity's domains and she gains its granted power and the first spell-like or supernatural power associated with it. In addition when the zealot achieves 6th level, she can cast any domain spells that she qualifies for.

Smite Infidel (Su): At 5th level the zealot can call upon the power of her deity to aid her in her struggle against her faiths enemies. Twice per day she can choose one infidel within sight to smite as a swift action. The zealot gains a bonus to her attack equal +1 per four class levels and adds twice her zealot level to all damage rolls made against the targeted infidel. This attack automatically bypass any DR the infidel might possess.

In addition, while smite infidel is in effect, the zealot doubles her deflection bonus from her unwavering faith class feature to her AC against attacks made by the target of the smite.

The smite infidel effect remains until the target of the smite is dead or the next time the zealot rests and regains her uses of this ability. At 8th level, and at every three levels thereafter, the zealot may smite infidel one additional time per day, to a maximum of seven times per day at 20th level.

Spells: Beginning at 6th level, zealots gains the ability to cast divine spells which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

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

Like other spellcasters, zealots can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is shown below. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Through 5th level, a zealot has no caster level. At 6th level and higher, her caster level is equal to her zealot level – 5.


Spellbane (Su): At 7th level the zealot can attempt to use her spellbane power as a standard action. The zealot makes a melee touch attack. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell. Zealots may have a number of successful uses of spellbane per day equal to 3 + her Wisdom modifier.

Disruptive: At 8th level the zealot gains Disruptive as a bonus feat regardless of the fact the she does not meet the prerequisites.

Spellbreaker: At 10th level the zealot gains Spellbreaker as a bonus feat regardless of the fact the she does not meet the prerequisites.

Familiarity With Magic (Ex): At 11th level the zealot gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

Greater Spellbane (Su): At 13th level, when an infidel strikes the zealot with a melee attack, the zealot may affect the infidel with her spellbane power as an immediate action. This counts as one of the zealot’s daily uses of the spellbane ability.

Valiant: At 14th level the zealot becomes immune to all fear based affects (shaken, frightened or panicked).

Magic Resistance (Ex): At 15th level the zealot takes 2 less hit points of damage per die damage dealt from all spells and spell-like abilities (minimum 0). Additionally, when the zealot is the target of an ability drain or ability damage, she takes 2 points less drain or damage (minimum 0).

Immaculate Improvisation (Sp): At 16th level the zealot can convert preservation points into spell slots in order to cast domain spells from her chosen domain (see the Divine Blessing class feature) as spell-like abilities. The amount of preservation points expended must be equal to the level of the spell chosen.

Aegis of Faith (Su): At 17th level any allies within a 30 foot radius of the zealot gain a deflection bonus to their AC equal to the zealot's Charisma bonus (if any). At 18th level and every class level thereafter the radius of this feature increases by +10 feet.

Absolute Clarity (Ex): At 18th level the zealot becomes immune to spells and spell-like abilities that are mind affecting, cause paralysis or cause sleep effects.

Mystic Null (Su): At 19th level, the zealot becomes an expert at ending magic effects. She no longer has a daily limit to uses of the spellbane and greater spellbane abilities.

Penance Strike (Su): At 20th level, when the zealot brings an infidel down to 0 or less hit points, she may make an extra attack against the creature as an immediate action. If the attack is successful the infidel is completely consumed by divine fire. Infidels slain by the zealot’s penance strike cannot be brought back to life by any other means short of true resurrection or a carefully worded wish spell followed by resurrection or miracle.
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Angel Tarragon
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