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DocRob

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  1. The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers.

     

    Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration.

    As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either.

     

    Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.

     

    - Hit Die: d6

    - Proficiencies: -

    - Skill Points: 4 + Int Modifier

     -Skills: Appraise, Bluff, Concentration, Heal, Hide, Intimidate, Lore, Move Silently, Search, Spellcraft

    -Attack Bonus growth: Mid (Bard/Rogue)

    -Saving Throws: Monk

    -Primary Attribute: IntFA

     

     

    REQUIREMENTS:

    Feats: Skill Focus Concentration, Skill Focus Spellcraft

    Skills: Lore 8 ranks

     

    ABILITIES:

    Level

    1: Mystic Stats, Meditation, Mysticism, Mystic Ability 1x

    2: Mystic Ability 1x

    3: Mystic Ability 1x

    4: -

    5: Mystic Ability 1x

    6: Mystic Ability 1x

    7: -

    8: Mystic Ability 1x

    9: Mystic Ability 1x

    10: -

    11: Mystic Ability 1x

    12: Mystic Ability 1x

    13: -

    14: Mystic Ability 1x

    15: Mystic Ability 1x

    16: -

    17: Mystic Ability 1x

    18: Mystic Ability 1x

     

    RESTRICTIONS:

    - Cannot wear helmets.

    - Requires Mystic Energy to cast spells/use abilities.

    Base Abilities

     

    Mysticism

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 2

    Duration: 5 + 1 round per level

    Description: As the Mystic’s powers begin to surface she first starts by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class.

     

    Meditation

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: To regain her Mystic Energy a Mystic must go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored.

    The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class.

     

    Mystic Stats

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window.

    This feat is granted automatically to the Mystic at level 1.

    Damage Abilities

     

    Telekinesis

    Required Feats: -

    Required Skills: Concentration 5 ranks

    Mystic Energy Cost: 4

    Duration: 5 rounds

    Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster.

    There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point.

     

    Psychic Wave

    Required Feats: Telekinesis

    Required Skills: Concentration 10 ranks

    Mystic Energy Cost: 12

    Duration: 2 + 1 round per three levels

    Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

    The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 to the creature.

     

    Psychic Blast

    Required Feats: Psychic Wave

    Required Skills: Concentration 16 ranks

    Mystic Energy Cost: 24

    Duration: 3+ 1 round per two levels

    Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well.

    The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d8 damage to the creature.

     

    Burn of the Body

    Required Feats: -

    Required Skills: Heal 12 Ranks

    Mystic Energy Cost: 10

    Duration: 3 rounds + 1 per 2 levels

    Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with 1d8 extra damage per three caster levels. It does this damage each round till the spell expires.

    Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

     

    Greater Burn of the Body

    Required Feats: Burn of the Body

    Required Skills: Heal 18 Ranks

    Mystic Energy Cost: 15

    Duration: 3 rounds + 1 per 2 levels

    Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with 1d8 extra damage per two caster levels. It does this damage each round till the spell expires.

    Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured.

     

    Sound Waves

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 7

    Duration: -

    Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

     

    Wave of Sound Waves

    Required Feats: Sound Waves

    Required Skills: -

    Mystic Energy Cost: 14

    Duration: -

    Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

     

    Blast of Sound Waves

    Required Feats: Wave of Sound Waves

    Required Skills: -

    Mystic Energy Cost: 22

    Duration: -

    Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster.

     

    Excited Air

    Required Feats: Sound Waves

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and deals an extra 1d6 fire for ever 2 caster levels. It also does 2d6 blunt damage and an additional 1d6 blunt damage for every 3 caster levels.

    The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 30%, 20% and 15%.

    Excited Air does not add to the Mystic Energy cost of the Sound Waves spells.

     

    Aura of Pain

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 3 + 1 point every 4 rounds to sustain the aura

    Duration: 5 turns + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d3 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target.

    The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

    Every 4 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura by using the feat a second time.

     

    Aura of Pain II

    Required Feats: Aura of Pain

    Required Skills: -

    Mystic Energy Cost: 5 + 1 point every 2 rounds to sustain the aura

    Duration: 3 turn + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor.

    The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

    Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

     

    Aura of Pain III

    Required Feats: Aura of Pain II

    Required Skills: -

    Mystic Energy Cost: 8 + 1 point every round to sustain the aura

    Duration: 1 turn + 1 turn per three levels.

    Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d10 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor.

    The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them.

    Every round an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

     

    Gain of Pain

    Required Feats: Aura of Pain II

    Required Skills: -

    Mystic Energy Cost: 1 point for every round that the respective aura subtracts sustenance cost

    Duration: as the Aura of Pain spell that is cast

    Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains half of the damage she does to her enemies as hit points (with a minimum of one point), up to her normal maximum number of Hit Points.

    Normally the Aura of Pain spells have a healing effect on undead. However, the Mystic has learned that by harming herself she can reflect her own pain in an intensified manner upon undead. When Gain of Pain is active near undead adversaries it will harm the mystic for half of the normal damage of the Aura of Pain spell and damage the undead for normal amount with positive energy.

    This ability is activated manually when an Aura of Pain is active on the mystic. When an Aura of Pain is deactivated Gain of Pain is automatically deactivated as well.

    Buffing Abilities

     

    Muscle Buff

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the target’s strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the character’s fortitude saving throw by 5.

     

    Mystic Reflexes

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: This spell allows the mystic to use her powers to develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level.

     

    Mystic Strike

    Required Feats: Muscle Buff or Mystic Reflexes

    Required Skills: -

    Mystic Energy Cost: 15

    Duration: 1 turn per level

    Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster.

     

    Mystic Strikes

    Required Feats: Mystic Strike

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike.

    This feat does not increase the Mystic Energy cost of the Mystic Strike Power.

    Note: The extra attack is often not displayed properly on the character sheet.

     

    War Form

    Required Feats: Muscle Buff or Mystic Reflexes

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form.

     

    Greater War Form

    Required Feats: Muscle Buff, Mystic Reflexes or Mystic Strike

    Required Skills: -

    Mystic Energy Cost: 4

    Duration: 1 turn per level

    Description: The Mystic’s war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 4 Mystic Energy is used up when transforming into the War Form.

     

    Sharp Edges

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points.

    The damage increases with a higher relevant spell ability modifier.

     

    Vibrating Edge

    Required Feats: Sharp Edges, Sound Waves

    Required Skills: -

    Mystic Energy Cost: 12

    Duration: 1 turn per level

    Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it.

    The damage increases with a higher relevant spell ability modifier.

     

    Mystic Blade

    Required Feats: Sharp Edges

    Required Skills: -

    Mystic Energy Cost: 12

    Duration: 1 turn per level

    Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target.

    The damage increases with a higher relevant spell ability modifier.

    Defensive Abilities

     

    Mind Trick

    Required Feats: -

    Required Skills: Hide & Move Silently 8 ranks

    Mystic Energy Cost: 6

    Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

    Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

     

    Advanced Mind Trick

    Required Feats: Mind Trick

    Required Skills: Hide & Move Silently 14 ranks

    Mystic Energy Cost: 10

    Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks

    Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected.

    Advanced Mind Trick allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills.

     

    Mind’s Aura

    Required Feats: Advanced Mind Trick

    Required Skills: Hide & Move Silently 20 ranks

    Mystic Energy Cost: 5 + 1 per 3 rounds to sustain the aura

    Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies

    Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mystic’s energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them.

    The further away an ally is from the caster, the weaker the effect will be on them.

    Every 3 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

     

    Guarding Force

    Required Feats: -

    Required Skills: Spellcraft 8 ranks

    Mystic Energy Cost: 6

    Duration: 1 turn + 1 turn per three levels

    Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster.

    The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats.

     

    Foresight

    Required Feats: Guarding Force

    Required Skills: Spellcraft 10 ranks

    Mystic Energy Cost: 4

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra ten points are added to this for every level of the caster.

    This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

     

    Mind Ache

    Required Feats: Guarding Force

    Required Skills: Spellcraft 10 ranks

    Mystic Energy Cost: 4

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster.

    This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

     

    Deflecting Force

    Required Feats: Guarding Force

    Required Skills: Spellcraft 12 ranks

    Mystic Energy Cost: 4

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster.

    This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

     

    Mental Guard

    Required Feats: Guarding Force

    Required Skills: -

    Mystic Energy Cost: 1

    Duration: 1 turn + 1 turn per three levels

    Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws.

    This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy.

     

    Spell Shield

    Required Feats: Guarding Force

    Required Skills: Spellcraft 14 ranks

    Mystic Energy Cost: 4

    Duration: 1 turn + 1 turn per three levels

    Description: The Mystic’s Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster.

    This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy.

     

    Energy Absorption

    Required Feats: Guarding Force

    Required Skills: -

    Mystic Energy Cost: 2

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types.

    This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy.

     

    Spell Absorption

    Required Feats: Guarding Force

    Required Skills: Spellcraft 22 ranks

    Mystic Energy Cost: 8

    Duration: 1 turn + 1 turn per three levels

    Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools.

    This feat increases the cost of the Guarding Force spell by 8 points of Mystical Energy.

    Curative Abilities

     

    Natural Healing

    Required Feats: -

    Required Skills: Heal 5 ranks

    Mystic Energy Cost: 5

    Duration: 10 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

     

    Natural Healing II

    Required Feats: Natural Healing

    Required Skills: Heal 10 ranks

    Mystic Energy Cost: 8

    Duration: 20 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster.

     

    Natural Healing III

    Required Feats: Natural Healing II

    Required Skills: Heal 15 ranks

    Mystic Energy Cost: 11

    Duration: 20 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 10 hit points per second, with an extra point for every 4 levels of the caster.

     

    Natural Healing IV

    Required Feats: Natural Healing III

    Required Skills: Heal 20 ranks

    Mystic Energy Cost: 15

    Duration: 30 seconds

    Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 15 hit points per second, with an extra point for every 4 levels of the caster.

     

    Cleansing

    Required Feats: -

    Required Skills: Heal 10 ranks

    Mystic Energy Cost: 8

    Duration: 60 seconds

    Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed.

    Status Abilities

     

    Mind Break

    Required Feats: -

    Required Skills: Concentration 9 ranks

    Mystic Energy Cost: 6

    Duration: 1 turn per level

    Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemy’s defenses against her mental attacks. This spell reduces the target’s will save by 10 points for the duration of the spell.

     

    Vision of Fear

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 5

    Duration: 5 rounds + 1 round per level

    Description: The Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself.

    The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell.

     

    Vision of Infinite Horrors[/size][/b]

    Required Feats: Vision of Fear

    Required Skills: Lore 18 ranks

    Mystic Energy Cost: 10

    Duration: 3 Turns

    Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls.

     

    Confusion

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: 4

    Duration: 5 + 1 round per level

    Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them.

     

    Mass Confusion

    Required Feats: Confusion

    Required Skills: Lore 12 ranks

    Mystic Energy Cost: 12

    Duration: 3 Turns + 1 round per level

    Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield.

     

    Blinding Flash

    Required Feats: -

    Required Skills: Lore 10 ranks

    Mystic Energy Cost: 10

    Duration: 3 Turns + 1 round per level

    Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks.

     

    Prison of Stone

    Required Feats: -

    Required Skills: Spellcraft 11 ranks

    Mystic Energy Cost: 8

    Duration: 5 rounds + 1 per level

    Description: The very elements shape to the Mystic’s will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way.

     

    Aura of Stones

    Required Feats: Prison of Stone

    Required Skills: Spellcraft 17 ranks

    Mystic Energy Cost: 7 + 1 per 2 rounds to sustain the aura

    Duration: 1 turn per level, 1 round per 3 levels

    Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell.

    The further away an enemy is from the caster, the weaker the effect will be on them.

    Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time.

     

    Domination

    Required Feats: -

    Required Skills: Lore 20 ranks and Concentration 20 ranks

    Mystic Energy Cost: 10

    Duration: 1 turn per level

    Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway.

    Other Abilities

     

    The Sleeper’s Fury

    Required Feats: -

    Required Skills: Concentration 13 ranks

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels.

     

    The Sleeper’s Health

    Required Feats: Natural Healing I

    Required Skills: Concentration 12 ranks, Heal 12 ranks

    Mystic Energy Cost: -

    Duration: 60 seconds + 5 seconds per level

    Description: By using her knowledge of the body’s regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance.

    This ability is activated automatically when using the Meditation Ability.

     

    The Eternal Sleeper

    Required Feats: -

    Required Skills: Concentration 19 ranks

    Mystic Energy Cost: -

    Duration: 60 turns

    Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has.

     

    Mystical Knowledge

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has.

     

    Mystical Secrets

    Required Feats: Mystical Knowledge

    Required Skills: Lore 13 ranks

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat.

     

    The Seer’s Gift

    Required Feats: Mystical Secrets

    Required Skills: Lore 20 ranks

    Mystic Energy Cost: -

    Duration: -

    Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats.

     

    Body over Mind

    Required Feats: -

    Required Skills: -

    Mystic Energy Cost: -

    Duration: -

    Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.

     

  2. The acrobat is a unique hybrid of the rogue and monk classes who focuses on purity of body and the martial arts.

     

    - Hit Die: d6

    - Proficiencies: Rogue Weapons

    - Skill Points: 6 + Int Modifier

     -Skills: Bluff, Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Search, Spot, Taunt, Tumble

    -Attack Bonus growth: Mid (Bard/Rogue)

    -Saving Throws: Rogue

    -Primary Attribute: Dex

     

     

    REQUIREMENTS:

    Feats: Evasion class ability, Dodge, Mobility, Skill Focus Tumble

    Skills: 7 Ranks in Tumble

     

    ABILITIES:

    Level

    1: Improved Unarmed Combat, Spring Attack, Fast Movement

    2: Uncanny Dodge II, Woodland Stride

    3: Defensive Roll

    4: Uncanny Dodge III, Whirlwind Attack

    5: Improved Evasion

    6: Uncanny Dodge IV

    7: Cat's Grace 1/day

    8: Uncanny Dodge V

    9: Blinding Speed

    10: Uncanny Dodge VI, Epic Dodge

  3. Studying the martial and arcane arts to equal degree, the Eldritch Knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

     

    - Hit Die: d6

    - Proficiencies: None

    - Skill Points: 2 + Int Modifier

     -Skills: Bluff, Concentration, Craft (not trap), Discipline, Intimidate, Listen, Lore, Parry, Persuade, Search, Spellcraft, Spot, Tumble,

    -Attack Bonus growth: Full (Fighter)

    -Saving Throws: Fighter

    -Primary Attribute: Int

     

     

    REQUIREMENTS:

    Feats: Martial Weapon Proficiency

    Skills: The ability to cast 3rd level arcane spells

     

    ABILITIES:

    Each level, an Eldritch Knight gains spell casting levels as if he/she had leveled in his/her primary arcane spell casting class.

    Spell Progression

    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

  4. Bladesingers are elves who have blended art, swordplay, and arcane magic into a harmonious whole. In battle, a bladesinger’s lithe movements and subtle tactics seem beautiful, and belie their deadly martial efficiency.

    Multi-classed fighter/bards can become bladesingers most easily, though any elf who can wield a martial weapon and can cast arcane spells can become a bladesinger. Bladesinging ranger/bards, rogue/bards and bladesinger bards are not unknown.

    Bladesingers command great respect in most elf communities and bladesingers usually serve as itinerant guardians and champions of the elf community at large.

     

    - Hit Die: d8

    - Proficiencies: Light Armor

    - Skill Points: 2 + Int Modifier

     -Skills: Appraise, Bluff, Concentration, Craft Trap, Discipline, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Parry, Persuade, Search, Spellcraft, Spot, Taunt, Tumble

    -Attack Bonus growth: Full (Fighter)

    -Saving Throws: Rogue

    -Primary Attribute: Dex

     

     

    REQUIREMENTS:

    Race: Elf, Half-Elf

    Feats: Combat Casting, Dodge, Expertise, Still Spell, Weapon Focus (longsword)

    Skills: 4 Ranks in Concentration, 3 Ranks in Perform, 3 Ranks in Tumble

    Spells: The ability to cast 1st level arcane spells.

    Other: Base Attack Bonus +5

     

    ABILITIES:

    Level

    1: Improved Combat Casting, Bladesinger level 1 Spells

    2:

    3: Improved Combat Casting, Bladesinger level 2 Spells

    4:

    5: Improved Combat Casting, Bladesinger level 3 Spells

    6: Blinding Speed

    7: Automatic Still Spell I, Improved Combat Casting, Bladesinger level 4 Spells

    8:

    9:

    10: Improved Whirlwind Attack

  5. The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all.

     

    - Hit Die: d10 

    - Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons

    - Skill Points: 2 + Int Modifier

     -Skills: Appraise, Bluff, Concentration, Craft (all), Discipline, Heal, Intimidate, Listen, Parry, Persuade, Spot, Taunt, Tumble

    -Attack Bonus growth: Full (fighter)

    -Saving Throws: Rogue

    -Primary Attribute: Dex

     

    REQUIREMENTS:

    Feats: Dodge, Expertise, Weapon Finesse

    Skills: Parry 5 ranks, Tumble 5 ranks

    Other: Base Attack Bonus 6

     

    ABILITIES:

    Level

    1: Improved Evasion

    2: Mobility, Improved Initiative, Exotic Weapon Proficiency

    3: Disarm

    4: Spring Attack, Lightning Reflexes

    5: Improved Parry

    6: Improved Disarm

    7: Whirlwind Attack

    8:

    9: Deflect Arrows

    10: Improved Whirlwind

  6. The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous.

     

    - Hit Die: d10

    - Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield, Martial Weapons

    - Skill Points: 2 + Int Modifier

     -Skills: Concentration, Craft (all), Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt

    -Attack Bonus growth: Full (Fighter)

    -Saving Throws: Cleric

    -Primary Attribute: Wis

     

    REQUIREMENTS:

    Feats: Iron Will

    Skills: Persuade 5 ranks

    Other: Base Attack Bonus 5, No Evil Alignment

     

    ABILITIES:

    Level

    1: Divine Grace, Divine Health, Lay On Hands, Hardiness vs Enchantments

    2: Smite Evil, Detect Evil, Arcane Defense: Enchantment, Lesser Planar Binding

    3: Remove Disease, Turn Undead, Still Mind

    4: Slippery Mind, Planar Binding

    5:

    6: Greater Planar Binding

    7:

    8: Gate

    9:

    10:

  7. Often Mage Guards hail from Tharbad where groups of mages still battle frequently. The Mage Guards are often the bodyguards of mage, many a time recruited from the local farms or also at times from barbaric tribes. Mage Guards are selected on three things, loyalty, toughness and muscles.

     

    - Hit Die: d12

    - Proficiencies: Light Armor, Medium Armor, Shield, Martial Weapons

    - Skill Points: 2 + Int Modifier

     -Skills: Bluff, Concentration, Craft (all), Discipline, Heal, Intimidate, Listen, Parry, Persuade, Spellcraft, Spot, Taunt, Tumble, Use Magic Device

    -Attack Bonus growth: Full (Fighter)

    -Saving Throws: Cleric

    -Primary Attribute: Wis

     

    REQUIREMENTS:

    Feats: Iron Will

    Other: Base Attack Bonus 4

     

    ABILITIES:

    Level

    1: Hardiness vs Enchantments

    2: Luck of Heroes

    3: Strong Soul

    4:

    5: Still Mind

    6: Slippery Mind

    7:

    8:

    9:

    10:

  8. Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.

     

    - Hit Die: d4 

    - Proficiencies: None

    - Skill Points: 2 + Int Modifier

     -Skills: Appraise, Concentration, Craft (all), Heal, Listen, Lore, Persuade, Spellcraft,

    -Attack Bonus growth: Low (Wizard)

    -Saving Throws: Wizard

    -Primary Attribute: Int

     

    REQUIREMENTS:

    Feats: Skill Focus Lore

    Skills: 8 Ranks in Lore

    Spells: The ability to cast 2nd level divine AND 2nd level arcane spells

     

    ABILITIES:

    With every level, a Mystic Theurge gains the spell progressions of both arcane and divine classes.

    Spell Progression

    Spell progression as the primary (or in some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

  9. A Temple Raider is a specialist in raiding the tombs of anything from fallen kings to the common farmer. Some temple raiders do it for the kick, others to take out undead presence in the tombs. Some draw power from a certain god, some just draw on power from the gods in general. Regardless all are versed in the skills of trapping and opening locks.

     

    - Hit Die: d8

    - Proficiencies: Light Armor

    - Skill Points: 6 + Int Modifier

     -Skills: Bluff. Concentration, Disable Device, Discipline, Hide, Intimidate, Lore, Move Silently, Open lock, Parry, Pickpocket, Search, Set Trap, Spellcraft,

    -Attack Bonus growth: Mid (Bard/Rogue)

    -Saving Throws: Bard

    -Primary Attribute: Dex

     

    REQUIREMENTS:

    Skills: Disable Trap 4 ranks, Open Lock 4 ranks, Search 8 ranks

    Other: Base Attack Bonus 4, No Lawful

     

    ABILITIES:

    Each level, a Temple Raider gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class.

    Level

    1:

    2: Sneak Attack

    3: Uncanny Dodge I

    4: Luck I

    5: Sneak Attack 2

    6: Uncanny Dodge II

    7: Luck II

    8: Sneak Attack 3

    9: Uncanny Dodge III

    10: Luck III

    Luck

    The Luck I to Luck III feats are all in effect base bioware feats. It should be noted that if a character already has the base bioware feat they will not receive the class feat. The Luck feats are in effect the following base feats:

    Luck I: Lucky

    Luck II: Luck of Heroes

    Luck III: Deneir's Eye

     

    Sneak Attack

    The sneak attack feats of this class will stack with Rogue class sneak attacks. They will however, not stack with Blackguard sneak attacks. The used sneak attack feats are those of the Blackguard class out of the assumption that the combination of this class with Blackguard will be much less likely then the combination the Rogue class. If a combination between this class and the Blackguard class would be made the player would only gain the sneak attacks from one or the other class, not both.

     

    Spell Progression

    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

  10. As students of both arcane ritual and martial technique, spellswords strive to combine both, gradually learning to cast spells in armor with less chance of failure. Feared by warriors because of his magic, and feared by spellcasters because of his weapon, a spellsword often walks the world alone.

     

    - Hit Die: d8

    - Proficiencies: None

    - Skill Points: 2 + Int Modifier

    -Skills: Concentration, Craft Weapon, Discipline, Heal, Intimidate, Lore, Parry, Search, Spellcraft, Taunt

    -Attack Bonus growth: Full (fighter)

    -Saving Throws: Cleric

    -Primary Attribute: Int

     

    REQUIREMENTS:

    Feats: Martial Weapon Proficiency

    Skills: Lore 7 ranks

    Spells: The ability to cast 2nd level arcane spells

    Other: Base Attack Bonus: +4

     

    ABILITIES:

    Every two levels, a Spellsword gains spellcasting levels as if he/she had leveled in his/her primary arcane spellcasting class.

    Level

    1:

    2:

    3:

    4: Automatic Still Spell 1

    5: Uncanny Dodge I

    6:

    7:

    8: Automatic Still Spell 2

    9:

    10: Spring Attack

    Spell Progression

    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

     

  11. Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers.

     

    - Hit Die: d4

    - Proficiencies:

    - Skill Points: 4 + Int Modifier

    -Skills: Appraise, Bluff, Concentration, Craft trap, Disable Trap, Heal. Hide, Listen, Lore, Move Silently, Open Lock, Parry, Persuade, Pickpocket, Search, Set Trap, Spellcraft, Spot, Tumble, Use Magic Device

    -Attack bonus growth: Low (Wizard)

    -Saving Throws: Bard

    -Primary Attribute: Dex

     

    REQUIREMENTS:

    Feats: Sneak Attack 2d6 or more

    Skills: Disable Trap 7 ranks, Tumble 7 ranks, Lore 4 ranks

    Spells: Arcane Spellcasting level 3

    Other: No Lawful

     

    ABILITIES:

    Each level, an Arcane Trickster gains spellcasting levels as if he/she had leveled in his/her primary arcane spellcasting class.

    Level

    1:

    2: Sneak Attack 1

    3:

    4: Sneak Attack 2

    5:

    6: Sneak Attack 3

    7:

    8: Sneak Attack 4

    9:

    10:

    Sneak Attack

    The sneak attack feats of this class will stack with Rogue class sneak attacks. They will however, not stack with Blackguard sneak attacks. The used sneak attack feats are those of the Blackguard class out of the assumption that the combination of this class with Blackguard will be much less likely then the combination the Rogue class. If a combination between this class and the Blackguard class would be made the player would only gain the sneak attacks from one or the other class, not both.

     

    Spell Progression

    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

     

  12. A special breed of conjurer, Summoners are dedicated to the summoning of creatures. They specialize in a certain summoning area.

     

    - Hit Die: d4

    - Proficiencies: None

    - Skill Points: 2 + Int Modifier

    -Skills: Appraise, Concentration, Craft (not trap), Discipline, Heal, Listen, Lore, Persuade, Search, Spellcraft, Spot

    -Attack Bonus Growth: Low (wizard)

    -Saving Throws: Wizard

    Primary Attribute: Int

    REQUIREMENTS:

    None

     

    ABILITIES:

    Level

    1: Summoner Focus, Summon Creature II 1/day

    2: Summon Creature III 1/day

    3: Summon Creature IV 1/day

    4: Summon Creature V 1/day

    5: Summon Creature VI 1/day

    6: Summon Creature VII 1/day

    7: Summon Creature VIII 1/day

    8: Summon Creature IX 1/day

    A Summoner focusses their summoning powers upon a specific area of expertise.

    Ever-Changing Chaos of Limbo:

    Limbo is a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel. It is home to the slaadi and other creatures of chaos like the Chaos Dragon.

    Level:

    1: Red Slaad

    2: Blue Slaad

    3: Green Slaad

    4: Gray Slaad

    5: Death Slaad

    6: White Slaad

    7: Black Slaad

    8: Chaos Dragon

    Scorpions:

    Scorpions are aggressive insects that carry a deadly poison in their stingers.

    Level:

    1: Scorpion

    2: Slimey Scorpion

    3: Black Scorpion

    4: Red Scorpion

    5: Giant Scorpion

    6: Giant Slimey Scorpion

    7: Giant Black Scorpion

    8: Giant Red Scorpion

    Giant Spiders:

    Aggressive, nightmarish predators, Giant Spiders first trap their prey within their webs, then subdue them with poisonous venom.

    Level:

    1: Giant Spider

    2: Phase Spider

    3: Dire Spider

    4: Wraith Spider

    5: Sword Spider

    6: Bloodback Spider

    7: Redback Spider

    8: Ice Spider

     

    Mephits:

    Chaotic and destructive, Mephits come in many shapes and have a wide range of abilities. Most are drawn from the various Elemental and Quasi-Elemental Planes.

    Level:

    1: Air Mephit

    2: Earth Mephit

    3: Fire Mephit

    4: Ice Mephit

    5: Ooze Mephit

    6: Dust Mephit

    7: Salt Mephit

    8: Steam Mephit

    Magical Books:

    A magical book flies around as if alive and is often capable of powerful magical spells.

    Level:

    1: Book of Minor Magic

    2: Book of Minor Buffs

    3: Book of Minor Summons

    4: Book of Afflictions

    5: Book of Fireballs

    6: Book of Shadows

    7: Book of Major Buffs

    8: Book of Dispel

  13. Templars are divine champions, clerics who are called away from their usual duties to fight in the service of their god. They are more well-versed in combat than their clergy peers, and possess just as much devotion or zeal.

     

    - Hit Die: d10

    - Proficiencies: Simple Weapons, Light Armor, Medium Armor, Heavy Armor, Shield

    - Skill Points: 2 + Int Modifier

    -Skills: Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Parry, Persuade, Spellcraft, Taunt

    -Attack bonus growth: Full (Fighter)

    -Saving Throws: Fighter

    -Primary attribute: Wis

    REQUIREMENTS:

    Feats: Martial Weapon Proficiency

    Skills: Discipline 6, Lore 6

    Other: Cleric or Paladin, Base Attack Bonus 3

     

    ABILITIES:

    Level

    1: Scribe Scroll

    2:

    3: Brew Potion

    4:

    5: Craft Wand

    6:

    7:

    8:

    9:

    10:

     

    Each level, a Templar gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class.

    Spell Progression

    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.

    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

  14. The Purist of the Flame searches for the perfection within a flame, their inner flame to be exact. They are often people of great discipline and concentration and slowly progress to become more adept in harnessing the power of this inner flame and using it outward.

    Though this resembles monks in many ways, there are some significant differences. Purists of the Flame seldom lock themselves up in a monastery, instead they seek to actively use their power for the good, or evil of the world. They often hold to their own standards instead of the standards of society. Another difference with monks is that gods seldom have any impact upon a Purist of the Flame, they do not often worship gods, and if they do it will most always be a god that holds a strong bond with the flames.

    The Purists of the world vary greatly; from the rebel who strives to fight against tyranny to the cold hearted villain who uses his powers to oppress and exploit the people. However they all share a common goal towards perfection and respect of the inner flame.

     

    - Hit Die: d8

    - Proficiencies: -

    - Skill Points: 6 + Int Modifier

    -Skills: Appraise, Concentration, Discipline, Heal, Intimidate, Move Silently, Persuade, Search, Spot, Tumble

    -Attack bonus growth: mid (Bard/Rogue)

    -Saving throws: Monk

    -Primary attribute: Con

     

    REQUIREMENTS:

    Feats: Strong Soul (level 1 only feat), Toughness

    Skills: Discipline 3, Concentration 6

    Other: Base Attack Bonus 2, No Lawful

     

    ABILITIES:

    Level

    1: Improved Unarmed Strike, Evasion, Flurry of Blows, Burning Hands

    2: Cleave, Remove Disease, Ignite

    3:

    4: Ki Strike, Weapon Focus Unarmed, Wall of Flame

    5: Spring Attack

    6: Damage Reduction 3, Called Shot, Spiral Fireball

    7: Ki Strike 2

    8: Improved Knockdown, Expertise, Pulse of Fire, Burning Hands 2

    9: AC +2, Aura of Fire, Ignite 2

    10: Wall of Flame 2

    11: Purity of Body, Ki Strike 3, Spiral Fireball 2

    12: Damage Reduction 6, Epic Weapon Specialisation Unarmed, Pulse of Fire 2

    13: Blinding Speed, Aura of Fire 2

    14: Ki Strike 4, Fire Immunity

    15: Improved Expertise

    16: Flame Doppelganger

    Burning Hands: A thin sheet of searing flame shoots from your outspread fingertips. You must hold your hands with your thumbs touching and your fingers spread the sheet of flame is about as thick as your thumbs. Any creature in the area of the flames suffers 1d4 points of fire damage per your caster level (maximum 5d4).

     

    Wall of Flame: Creates a wall of fire that burns any creature entering the area around the wall.  Those moving through the AOE are burned for 4d6 fire damage

     

    Spiral Fireball: A fireball is a burst of flame that detonates with a low roar and inflicts 1d6 points of damage per caster level (maximum of 10d6) to all creatures within the area. Unattended objects also take damage. The explosion creates almost no pressure.

     

    Pulse of Fire: A wave of energy emanates from the creature which affects all within 10ft.  Damage can be reduced by half for all damaging variant D6(HD+ CHA)

     

    Flame Doppelganger: Create a fiery version of the character to help them fight.

  15. The Totem druid focuses himself on the protection of the animal part of nature, learning more about the ways of the animals. One can only truly know what another is like when one has walked a mile in his shoes. The Totem Druid takes this very literally by learning how to shift into many an animal.

     

    - Hit Die: d8

    - Proficiencies: -

    - Skill Points: 4 + Int Modifier

    -Skills: Animal Empathy, Concentration, Heal, Hide, Listen, Move Silently, Search, Spot, Craft (all)

     Attack bonus growth: Mid (Bard/Rogue)

    Saving Throws: Druid

    Primary attribute: Wis

    REQUIREMENTS:

    Feats: Druid Wildshape, Skill Focus Animal Empathy

    Skills: Animal Empathy 7

     

    ABILITIES:

    Level

    1: Critter Wildshape

    2: Land Wildshape

    3: Snake Wildshape

    4: Feline Wildshape

    5: Magical Wildshape

    6: Critter Wildshape 2, Land Wildshape 2

    7: Snake Wildshape 2

    8: Feline Wildshape 2, Magical Wildshape 2

    Critter Wildshape:

    This gives the Totem Druid the ability to change into small woodland creatures. A ferret, a raccoon, a bunny, a mink and a wolverine are the shapes that can be taken.

    Land Wildshape:

    As the bond to the animals of the land grows the Totem Druid gains the ability to shift into other creatures, namely the Longhorn Bull, the Goat, the Sheep and the Doe.

    Snake Wildshape:

    The snake, one of nature's deadliest predators. Not due to their great strenght or incredible powers, but due to their venemous teeth. The Totem Druid has now mastered this form and can take the form of a Forest Viper, a Desert Viper, a Jungle Viper and a Swamp Viper.

    Feline Wildshape:

    The shadows move silently and between the trees a glimps of the mighty feline predators can be seen. Now the Totem Druid can join them in the shadows as he gains a Tiger, White Tiger, Lion and Jaguar shape.

    Magical Wildshape:

    The magic of the lands runs strong in some beasts, making for sometimes unusual yet magical creatures. Among those are the Owlbear, the Krenshar, the Razor Boar and the Blink Dog. The Totem Druid can now take their shapes aswell.

     

  16. The Warder is dedicated to the protection and defence of goodness in the world. Often found as protectors of travelers and people who keep the roads safe for all that wish to travel them.

    The Warders are not bound as a tight group but instead function separately, often even unaware of each other. They serve their own ideals of protection and safety rather then a ruling body or higher being.

    Warders can work alone or in groups, regardless they always focus on the safety of the general population and protection from oppression and tyranny throughout the lands.

     

    - Hit Die: d6.

    - Proficiencies: Simple weapons and light armor.

    - Skill Points: 4 + Int Modifier.

    -Skills:  appraise, bluff, craft, discipline, heal, hide, listen, lore, move silently, persuade, pick pocket, tumble

    -Saving throws: as base game class REF and WIL high

    -Attack bonus growth- mid (bard/rogue)

     Primary Attribute- Dex

    REQUIREMENTS:

    Skills: Discipline 4 ranks, Search 4 ranks, Lore 6 ranks, Persuade 8 ranks

    Feats: Alertness, Iron Will

    Other: Any non-evil

     

    ABILITIES:

    Level

    1: Bardic Knowledge: Bonus to identifying items, 1st Favored Enemy

    2: Deneir's Eye - +2 bonus to saving throws vs. traps, Sleep - As spell

    3: Tymora's Smile - +2 bonus on all saves, once per day, Cat's Grace - As spell, Uncanny Dodge I

    4: Lliira's Heart - +2 bonus to saving throws vs. mind affecting spells, Eagle's Splendor - As spell, 2nd Favored Enemy, Intensity

    5: Craft Harper Item - Create magical potions, Invisibility - As spell

    6: Uncanny Dodge II, Improved Intensity

    7: Keen Sense

    8: Improved Invisibility

    9: Blindsight 60 feet

    10: Greater Intensity, Blend in with the Crowd (hide in plain sight)

    The Warder class replaces the bioware default class of Harper Scout. For one because Harpers do not exist in Annakolia, but also because the class was quite lacking in usefulness compared to investment in meeting the requirements for said class. All of the default abilities and requirements of the class have remained as were. Five extra levels with abilities were added to increase the reward of the investment to reach the requirements for the class. These 5 added levels can be taken in the non-epic level range; they are not considered epic-levels.

  17. The Winter Witch is not necessarily a witch, or even female. However many of them have been named such by local farmers and peasants. In truth the Winter Witch is merely a specialized spellcaster, focusing on ice spells.

    Note 1: The Winter Witch casts spells on either charisma or wisdom. The highest of the two stats is used to determine if a spell can be cast or not. All spells list the base ability needed to cast them.

    Note 2: The Winter Witch uses Ice Power to cast spells. Your amount of Ice Power increases as you gain more levels in the Winter Witch Class. All spells list how much Ice Power they cost.

    Note 3: Due to their icy nature Winter Witches are immune to cold spells but do take more damage from fire spells.

    - Hit Die: d5
    - Proficiencies: Weapon Proficiency Wizard
    - Skill Points: 4 + Int Modifier

    Skills: Concentration, Craft (not trap), Heal, Intimidate, Lore, Spellcraft, Spot, Taunt,
    AB: Low (wizard/Sorcerer)

    Saving throws: Sorcerer

    Primary attribute: CHA

    No Spell progression
    REQUIREMENTS:
    Feats: Maximize Spell
    Skills: Spellcraft 10 Ranks, Concentration 10 Ranks

    ABILITIES:
    Level
    1: Ice Power 1
    2: Ice Spike
    3: Mass Ray of Frost
    4: Water of Faith
    5: Ice Power 2, Frost Cone
    6: Covered in Ice
    7: Ice Servant
    8: Ice Storm
    9: Inner Ice
    10: Ice Power 3

    Ice Power
    Ice Power is the source of the Winter Witch's power. Every spell cast takes uses from this common pool. When the pool is empty no more spells can be cast.
    Using the power directly results in a beam of ice shooting at the enemy.

    Ice Spike
    Required Ability: 12
    Ice Power Cost: 2
    A spike of pure ice shoots from the caster's hand at the target, causing cold damage to the target.

    deals 1d4 points of cold damage per level (maximum od 5d4)



    Mass Ray of Frost
    Required Ability: 13
    Ice Power Cost: 3
    As the normal mages toy around with their Ray of Frost cantrip, the Winter Witch has taken the spell to a whole new level. This variant of the spell will fire many rays at the enemies of the caster. As spell but Colossal radius

    Water of Fate
    Required Ability: 14
    Ice Power Cost: 3
    The Water of Fate is a fluid much like water, only with magical properties. When casted the caster creates a small vial of ice around this water that will burst on impact. The water will then splash out and damage those near it. Large Sphere AoE

    Frost Cone
    Required Ability: 15
    Ice Power Cost: 4
    The Frost Cone is a cone of the coldest ice shooting straight from the caster's hands at its enemies. It deals ice damage to all within its reach.  Damage = d6(nCasterLevel)*2;

    Covered in Ice
    Required Ability: 16
    Ice Power Cost: 5
    The caster can cover either a melee weapon, an armor, or a projectile with pure ice. This causes those touched by the item to suffer some cold damage and a chance to freeze, which will lower their movement rate. d6() + ((Level) + nAbility2) / 3);



    Ice Servant
    Required Ability: 17
    Ice Power Cost: 6
    The caster can call upon a creature of pure ice which will serve its master unconditionally for the duration of the spell.

    Ice Storm
    Required Ability: 18
    Ice Power Cost: 10
    This spell calls down huge shards of ice upon the targeted location or creature dealing both blunt aswell

    as ice damage. Everyone in the area takes 3d6 Bludgeoning and 2d6 Cold damage.



    Inner Ice
    Required Ability: 19
    Ice Power Cost: -
    By reaching inward the caster can regain part of their Ice Power, but such is a dangerous procedure. It will leave the caster vulnerable to physical damage for 10 rounds, making them take 75% more physical damage when hit.

  18. The Wind Sniper, and individual with a strong tie to the winds that circle around all in this world. Utilizing the winds for his arts with the ranged weapons.
    Many ranged fighters are focused upon shooting, rather than hitting. This is not the case for the Wind Sniper who sacrifices attacks for a better aim.

    Note 1: The Wind Sniper uses Wind Power for all its abilities. Each ability uses 1 Wind Power. If you are out of Wind Power you can no longer use any abilities.

    - Hit Die: d8


    - Proficiencies: Weapon Proficiency Martial and Simple, Armor Proficiency Light and Medium
     

    - Skill Points: 4 + Int Modifier

    Skill: Concentration, Craft(not trap) Discipline, Heal, Hide, Listen, Move Silently. Search, Spot, Tumble
     

    AB: Unique

    Saving throws: Bard

    Primary attribute WIS
     

    REQUIREMENTS:
    Feats: Improved Initiative, Weapon Focus: Longbow or Shortbow or Light Crossbow or Heavy Crossbow or Sling
    Skills: Concentration 7 Ranks

    ABILITIES:
    Level
    1: Wind Power (5 uses), Wind Guided
    2:
    3:
    4: Riding the Wind
    5: Wind Power (15 uses)
    6: Whispers of the Wind
    7:
    8: Wind Shrouded
    9:
    10:
    11:
    12:
    13:
    14:
    15: Wind Power (30 uses)

     

    Wind Power
    The wind power is the essence from which all the powers the Wind Sniper has, are drawn from.
    The power can also be used directly to enchant a stack of projectiles or to unleash a wind gust.


    Wind Guided
    By activating this ability the Wind Sniper sacrifices all attacks but one and gains an increase in hit chance and damage for the duration of the ability.
    This ability can only be activated while a ranged weapon is equipped, when it is unequipped the effects will go away.

    Riding the Wind
    The Wind Sniper can use this ability to quickly disappear and reappear over a short distance.

    Whispers of the Wind
    The Wind Sniper listens to the sounds of the wind all around him, allowing him to 'see' what awaits him up ahead. While the Wind Sniper is listening to the whispers of the wind he goes into a meditative state and cannot act in any way. If he is damaged the state will be broken and that wind sniper will be able to act freely once more.

    Wind Shrouded
    The Wind Sniper can pull a shroud of wind around him making him less visible for the unwary eye.

    Coding isn't completely clear on feat benefits will have to check and report back

  19. The Horselord, an image of a valiant hero, a warrior and his mighty steed. The Horselord's training differs from the normal warriors as they train both body and mind. Through this the bond with their steeds intensifies, making for a stronger and more impressive combination.

    - Hit Die: d9


    - Proficiencies: -


    - Skill Points: 4 + Int Modifier

    Skills: Animal Empathy. Concentration, Discipline, Heal, Listen, Lore, Persuade, Search, Spot, Appraise, Craft (not trap).

    AB full (Fighter)

    Saving Throws: Ranger

    Primary attribute: Dex

    REQUIREMENTS:
    Feats: Mounted Combat
    Skills: 4 Ranks in Ride
    Other: Leveling only possible when activated by the Horselord DM.

    ABILITIES:
    Level
    1: Horse Bond, Mounted Archery, Bonus Feat
    2: Bonus Feat
    3: Bonus Feat
    4: Bonus Feat
    5: Bonus Feat
    --EPIC--
    6: Bonus Feat
    7: Bonus Feat
    8: Bonus Feat
    9: Bonus Feat
    10: Bonus Feat

     

    Horse Bond Abilities
    All of the feats below are activated with the Horse Bond ability. Each feat can be taken up to 5 times. The first time it can be taken at Horselord level 1, then level 3, level 5, 6 and 7. When the character has the feat its effects will automatically be applied to the character when using he Horse Bond ability. They will last as long as the character remains mounted.



    Horse Bond
    Horselords have an extraordinary bond with their horse; often training together with the horse from childhood. Also, a Horselord spends a large part of his life living on horseback, both for travel and combat. The bond that the horselord has with his horse can benefit both the horse and the rider. Different feats will improve the stats of the horselord while mounted. These special horse bond effects are activated by using the Horse Bond feat that every horselord is given at level 1.

    Feats activated by Horse Bond: Draft Horse, Race Horse, Show Horse, Trample Horse, Trick Horse, Vaulting Horse, War Horse, Work Horse

    SADDLEBORN - Innate Horselord Ability
    Because of their bond with their horse horselords are more skilled at performing tasks which seem next to impossible for normal riders while mounted. Saddleborn is the innate ability which, when activating the Horse Bond ability, will lower the skill penalties from riding based on the level of the Horselord. For each level of the Horselord class the skill penalties are reduced by 20%. Riding induces skill penalties to the following skills: Disable Trap, Open Lock, Hide, Move Silently, Pick Pocket, Set Trap and Tumble.


    Draft Horse
    The horselord's bond with its horse allows him to benefit from the constitution of his horse, increasing his own.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Constitution Bonus + 1
    2) Constitution Bonus + 2
    3) Constitution Bonus + 4
    4) Constitution Bonus + 6
    5) Constitution Bonus + 8


    Race Horse
    By taking this feat the horselord and its horse will use their bond to run faster.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Speed Bonus + 10%
    2) Speed Bonus + 20%
    3) Speed Bonus + 30%
    4) Speed Bonus + 40%
    5) Speed Bonus + 60%


     

    Show Horse
    The grace of the horselord and the horse combine to form one graceful unity, leading to increased charisma for the horselord.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Charisma Bonus + 1
    2) Charisma Bonus + 2
    3) Charisma Bonus + 4
    4) Charisma Bonus + 6
    5) Charisma Bonus + 8


    Trample Horse
    The horselord has learned to work together with its horse when attacking enemies, leading to added damage on every hit to horselord does to his enemies.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Blunt Damage Bonus + 1
    2) Blunt Damage Bonus + 2
    3) Blunt Damage Bonus + 4
    4) Blunt Damage Bonus + 6
    5) Blunt Damage Bonus + 8


    Trick Horse
    The horselord and the horse work together to gain increased dexterity through their intense bond.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Dexterity Bonus + 1
    2) Dexterity Bonus + 2
    3) Dexterity Bonus + 4
    4) Dexterity Bonus + 6
    5) Dexterity Bonus + 8

    Vaulting Horse
    The horselord's horse is adapt at making jumps, making both horse and rider more difficult to hit in combat.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Armor Dodge Bonus + 1
    2) Armor Dodge Bonus + 2
    3) Armor Dodge Bonus + 4
    4) Armor Dodge Bonus + 8
    5) Armor Dodge Bonus + 8


    War Horse
    The horselord and its horse have been in many battles together and know how to improve rather than hinder one another's attacks.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Attack Bonus + 1
    2) Attack Bonus + 2
    3) Attack Bonus + 4
    4) Attack Bonus + 6
    5) Attack Bonus + 8


    Work Horse
    The horselord and its horse combine their power to strengthen one another.
    Must be mounted to use. Activated when using the Horse Bond ability.

    Effect by times that the feat was taken:
    1) Strength Bonus + 1
    2) Strength Bonus + 2
    3) Strength Bonus + 4
    4) Strength Bonus + 6
    5) Strength Bonus + 8


     

    On-use Abilities
    The following abilities are all used on activation. The first time these feats can be taken at Horselord level 1, then level 4 and then level 7.


    Charming Prance
    By prancing around the horselord and its horse can charm their enemies. The graceful display will also inspire their allies in battle by increasing their attack rolls.
    Must be mounted to use.

    Uses: 3 uses/day
    Effect by times that the feat was taken:
    General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Charm creatures near caster for 3 rounds + 1 per horselord level, increase attack bonus for 1 turn
    2) Range increase, 5 extra uses/day
    3) Increased saving throws for allies, 4 extra uses/day


    Frightful Rear
    The horselord's horse performs a rear that can strike fear into the heart of enemies; it will also decrease their attacks long after the initial fear has left them.
    Must be mounted to use.

    Uses: 3 uses/day
    Effect by times that the feat was taken:
    General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Fear upon enemies near horselord for 3 rounds + 1 per horselord level, attack decrease to enemies near horselord for 1 turn.
    2) Damage Decrease to enemies near horselord, range increase, 3 extra uses/day
    3) Paralyzing fear, range increase, 6 extra uses/day


    Healing Nuzzle
    The horselord's horse emits a healing aura that heals all allies around the horselord.
    Must be mounted to use.

    Uses: 3 uses/day
    Effect by times that the feat was taken:
    General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Heal Allies near caster
    2) Increased range, 3 extra uses/day
    3) Capability to heal up to 160 points above the maximum HP of the target, increased range


    Mud Rolling
    By rolling in the mud the horselord and its horse can camouflage themselves and those around them.
    Must be mounted to use.

    Uses: 3 uses/day
    Effect by times that the feat was taken:
    General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Hide skill increase for 5 turns
    2) Chance to blind enemies for 6 rounds + 1 per horselord level, range increase, 3 extra uses/day
    3) Mud camouflaging (concealment), range increase, 3 extra use/day


    Stampede
    By causing a stampede the horselord and its horse rush over nearby enemies at lightning speed, causing both blunt and sonic damage.
    Must be mounted to use.

    Uses: 3 uses/day
    Effect by times that the feat was taken:
    General: The Duration, Damage Class and Power will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Deal damage to enemies
    2) Mass Stampede
    3) Wild Horses, 3 extra use/day

    Mass Stampede: This ability which is gained when taking the Stampede feat a second time allows mounted allies near the caster to assist in the stampede attack. Mounted allies add half the normal damage of the attack to the total damage of the stampede. Mounted horselords near the caster have a more powerful effect, adding the normal damage of the attack to the total damage of the stampede. The horselord level of the caster determines how many allies can join in the attack. For every two levels in the horselord class one ally can join in the attack. The larger the number of allies assisting in the stampede the greater the range of the attack will be, affecting more enemies.


    Wild Horses: This ability which is gained when taking the Stampede feat a third time allows the horselord's horse to call upon its wild cousins to aid in the stampede. Wild Horses will only appear in outside nature areas. Every wild horse joining the stampede will count as a standard ally for damage calculations. They will not count towards the maximum number of allies that can join the stampede.

    Takedown
    The horselord and its horse can perform an attack that can bring an enemy to its knees. This attack will knock an opponent down if the horselord succeeds a melee attack and the opponent fails a discipline skill check. The attack is carried out with a -4 penalty to the horselord's attack roll.
    Size: For every size category the opponent is larger then the horselord he will get a +4 bonus to save against the takedown attack. Vice versa, for each size category the horselord is larger then the opponent he will gain a +4 on the DC the opponent needs to save against to resist the takedown attack. Being mounted a horselord is considered to be one size category larger then normal.
    Must be mounted to use.

    Uses: Infinite
    Effect by times that the feat was taken:
    General: The Duration and Damage Class will increase with more levels in the Horselord class. They will increase further by taking the feat multiple times.
    1) Knockdown lasting 3 rounds + 1 per 3 levels in the horselord class
    2) Save DC +5, Duration increase by 1 round per 2 levels in the horselord class, Attack penalty abolished
    3) Movement speed of the target is halved on a successful hit, Save DC +5, Attack bonus +4 for the takedown attack

     

    Unique Abilities
    These abilities can only be taken at level 10 Horselord. This means that a character can only have one of these abilities. All of these abilities are used on activation.


    Blessing of the Harras
    The Blessing of the Harras restores most status afflictions on those near the horselord and heals them aswell.
    Must be mounted to use.

    REQUIRED:
    - Horselord level 10
    - Healing Nuzzle 3
    - Show Horse 5 or Charming Prance 3

    Uses: 3 uses/day
    Effects: Heal 4d20 + 300 hit points of all allies near the caster and remove most negative effects.

    For Those Who Came Before
    By calling upon the power of the spirits of the horselords who have gone to the great beyond the horselord and his horse can unleash an attack that brings an enemy to its knees and crippling it for an extended period of time. On a critical hit the attack can even potentially kill it in one blow.
    Must be mounted to use. 15 uses per day.

    REQUIRED:
    - Horselord level 10
    - Takeout 3
    - War Horse 5 or Fighting Horse 5 or Stampede 3

    Uses: 3 uses/day
    Effects: The target is affected by knockdown and has his movement speed halved (no save). Also there is a slim chance of the attack being a one hit kill.
    Duration: 5 rounds (knockdown) / 10 turns (movement speed)


    Memories of the Empty Fields
    Thinking back to the open fields the horselord and its horse inspire those around them to ride faster and get hit less often.
    Must be mounted to use.

    REQUIRED:
    - Horselord level 10
    - Vaulting Horse 5 or Trick Horse 5 or Race Horse 5

    Uses: 1 use/day
    Effects: Speed + 50% and 50% concealment bonus.
    Duration: 15 turns


    Might of the Harras
    The horselord draws upon the power of the Harras and by doing so increases the Damage, Armor and Attack Bonus of those around him.
    Must be mounted to use.

    REQUIRED:
    - Horselord level 10
    - War Horse 5
    - Fighting Horse 5 or Work Horse 5 or Frightful Rear 3

    Uses: 1 use/day
    Effects: AC and attack rolls increased by 1d6+3 to all allies near the caster. Blunt damage bonus of 2d10 damage to all allies near caster.
    Duration: 15 turns


    The Never-Ending Journey
    At times, throughout the Never-Ending Journey the horselords need a bit of a boost. This ability gives a boost to Strength, Dexterity and Constitution to all those around the Horselord and heals them as well.
    Must be mounted to use.

    REQUIRED:
    - Horselord level 10
    - Draft Horse 5
    - Work Horse 5 or Mud Rolling 3 or Healing Nuzzle 3

    Uses: 2 uses/day
    Effects: Allies near the horselord gain a 1d4+4 bonus to Constitution, Dexterity and Strength. They are also healed for 6d20 points of damage. The Never-Ending Journey ability can heal up to 120 hit points above the maximum hp of the target as temporary hit points.
    Duration: 15 turns


    Unity of the Harras
    The Harras is a unity and as such it stands stronger when together. The more other horselords are near the more powerful this ability becomes, adding more points of damage reduction and more temporary hit points.
    Must be mounted to use.

    REQUIRED:
    - Horselord level 10
    - Charming Prance 3
    - Show Horse 5 or Stampede 3

    Uses: 1 use/day
    Effects: Allies gain temporary hit points and 30/- damage reduction. The damage reduction lasts for 40 points per Horselord near, and everyone is also granted 40 temporary hit points per Horselord near the caster.
    Duration: 15 turns

     

  20. Shapechangers are variants of the druid class. However, the shapechanger is not called shapechanger for focusing on many forms, instead the shapechanger focuses on one form. Shapechangers have, often willingly, let themselves get infected with lycanthrope and through concentration and focus strive to control the disease and use it to their own benefit. They take the form of the Werewolf and as they advance along their path gain in strength.

    - Hit Die: d8

    - Proficiencies: -

    - Skill Points: 2 + Int Modifier

    Attack bonus growth: Mid akin to Bard or Rogue

    Saving throws: Monk

    Primary Attribute- Strength
    REQUIREMENTS:
    Feats: Druid Wild shape, Blooded (first level only feat), Improved Initiative, Resist Disease
    Skills: Concentration 7
    Other: Neutral, Neutral Good or Neutral Evil Only

    ABILITIES:
    Level
    1: Cold Resistance 1, Partial Skill Affinity Listen, Werewolf Shape 1
    2: Partial Skill Affinity Search
    3: Darkvision, Partial Skill Affinity Spot
    4: Skill Affinity Listen, Cold Resist 2
    5: Werewolf Shape 2
    6: Skill Affinity Search
    7:
    8: Greater Werewolf Shape 1, Skill Affinity Spot, Cold Resist 3
    9:
    10: Werewolf Shape 3
    11: Magical Werewolf Shape 1, Greater Werewolf Shape 2
    12: Cold Resist 4
    13: Keen Sense
    14: Greater Werewolf Shape 3
    15: Magical Werewolf Shape 2

    Will get actual stats for each Werewolf shape soon

  21. As the druid is the guardian of nature, and the cleric the guardian of the gods, the shaman hovers somewhere between the two. More focused on the natural world then the cleric, yet less protective of the living natures then the druid. The shaman is often a guide for the spirits and a protector.
    Shamans often come from the druidic ways, at times clerics of natural or elemental deities choose this path as well.

    - Hit Die: d8

     

    - Proficiencies: - No Additional proficiencies given with this prestige class
    - Skill Points: 5 + Int Modifier

    - Class Skills: Animal Empathy, Concentration, Craft (not trap), Discipline, Heal, Listen, Lore, Search, Spell Craft, Spot

    - AB: mid

    - Saving Throws: Ranger

    - Primary Attribute: Dex
    REQUIREMENTS:
    Feats: Resist Nature's Lure or Quicken Spell
    Skills: Spellcraft 10
    Other: Cleric or Druid

    ABILITIES:
    Each level, a Shaman gains spellcasting levels as if he/she had leveled in his/her primary divine spellcasting class.
    Level
    1: Cold Resistance 1, Turn Undead,
    2: Fire Resistance 1
    3: Electrical Resistance 1
    4: Cold Resistance 2
    5:
    6: Fire Resistance 2
    7: Electrical Resistance 2
    8: Cold Resistance 3
    9:
    10: Spirit Companion

     

     

    Spell Progression
    Spell progression as the primary (or some cases both primary) spell casting class(es) requires some explanation. First of all there is no option to choose new spells when leveling in the prestige class with this ability. This means that even though the character will in theory gain higher level spell casting slots (or uses) they will need to learn the actual spells in other ways. In the case of wizards this can be done through scrolls, clerics and druids learn spells automatically and bards and sorcerers will need to level up in their primary class to learn new spells.
    The next thing of note is that this ability allows the character to gain spell slots/uses. The class will not increase the caster level of spells, which is calculated based on the primary casting class(es). In other words, even though the character gains spells slots/uses his spell power will generally be lower than that of a pure class character of similar level.

    Spirit Companion
    The Shaman's bond with the spirits grows strong and he can now call upon a spirit companion of his choice. The choices consist of the Bison, the Hyena, the Owl, the Panda and the Hammerhead Shark.

  22. Focusing on the bow and arrow the Arrow Reaver is known for his magical talents as well as his keen shot. Damage and a keen shot being specialties of the Arrow Reaver. Another specialty is the Reaving Flame Arrow, the trademark of the Arrow Reaver.

    - Hit Die: d8

    - Proficiencies: Light Armor, Medium Armor, Light Weapons

    - Skill Points: 4 + Int Modifier

    Skill: Appraise, Concentration, Craft(not trap), Discipline, Heal, Lore, Move Silently, Spell Craft, Spot, Tumble

    AB: full

    Saving throws: Ranger

    Primary attribute DEX
    REQUIREMENTS:
    Feats: Silent Spell or Still Spell
    Skills: Spot 10 ranks, Discipline 5 ranks, Concentration 8

    ABILITIES:
    Level
    1: Reaving Flame Arrow, as spell
    2:
    3: Weapon Focus Short bow
    4:
    5:
    6: Weapon Specialization Short bow
    7:
    8:
    9: Improved Critical Short bow
    10:

     

    Reaving Flame Arrow:   Fires a stream of fiery arrows at the selected target that do 4d6 damage per arrow.  1 Arrow per 4 levels is created.

  23. The Golem Maker is one of the most extraordinary professions in the lands. Reserved for gnomes only, the Golem Maker is a master of building golems, well... or at least knows how to put two and two together and make it move, sort of...
    Golem Makers can build their Golem and customize it with build kits, inventions, reinforcements and whatnot.

    - Hit Die: d6
    - Proficiencies: -
    - Skill Points: 2 + Int Modifier

    Attack: mid- akin to Bard Cleric etc

    Saving throws Wizard

    Primary attribute INT

    Class Skills: Concentration, Craft, Discipline, Lore, Spot, Use Magic Device

     

    No Spell progression

    REQUIREMENTS:
    Feats: Weapon Focus: Light Hammer or War Hammer
    Skills: Craft Armor 10 ranks
    Other: Must be Gnome

    ABILITIES:
    Level
    1: Golem Appearance
    2: Bonus Feat 1
    3:
    4: Bonus Feat 2
    5:
    6: Bonus Feat 3
    7:
    8: Bonus Feat 4
    9:
    10: Bonus Feat 5

    Epic Levels: Bonus feats every 2 levels.

    Rest unsummons golem

    1st 2nd attack Dmg 2-12+7

    3rd attack Dmg 2-20+7

    Golem feats

    Golem appearance: Sets the Appearance of the golem does not change if taken again

    AC increase
    Iron Plating/Reinforced Iron Plating/Super Duper Iron Plating
    Available: Level 2
    Progression: Further feats in this line are available from level 5 and 11.
    Description: This plating will increase your golem's Armor Class. (+5/5/10AC stacking)

    Attack Bonus
    Accuracy Module/Improved Accuracy Module/Very Accurate Accuracy Module
    Available: Level 2
    Progression: Further feats in this line are available from level 5 and 11.
    Description: Installing this module into your golem will make it more accurate in its attacks. (+6/12/24AB)

    Attacks
    Multi Attack Module/Multi Multi Attack Module
    Available: Level 5
    Progression: Further feat in this line is available from level 11.
    Description: This module will make the golem gain an extra attack per round.

    Damage
    Fortified Knuckles/1000 lbs Knuckles
    Available: Level 3
    Progression: Further feat in this line is available from level 11.
    Description: By fortifying the golem's knuckles it will do more damage. (+10 Bludgeoning damage each)
    Elemental Power Kit
    Available: Level 11
    Progression: -
    Description: This kit contains everything a Golem Maker needs to make his golem do elemental damage when it hits. The feat can be taken multiple times for different elemental damage types. (+5 damage of element)

    Damage reduction
    Damage Absorbing Plating
    Available: Level 8
    Progression: -
    Description: This plating will give the golem damage reduction of 20/+5.

    Elemental resistance
    Anti Elemental Coating
    Available: Level 2
    Progression: Required for Weather God's Coating (level 11)
    Description: This coating will make the golem more resistant to the elements. This feat may be taken multiple times for different types of elemental resistance. DR10/element
    Weather God's Coating
    Available: Level 11
    Progression: -
    Description: A coating designed by a gnome inventor who forced his aprentices to call him Weather God. Rumour has it that his real name was rather silly. Regardless, this coating will protect the golem from the elements. DR20/element

    Haste
    Nitro Booster
    Available: Level 11
    Progression: Further feats in this line are available from level 5 and 11.
    Description: By installing the nitro booster into the golem the Golem Maker can make his golem significantly faster.

    Hit points
    Improved Circuitry/Super Improved Circuitry/Mega Improved Circuitry/Ultra Improved Circuitry/The-Best-Circuitry-Money-Can-Buy
    Available: Level 2
    Progression: Further feats in this line are immediately available.
    Description: By making the golem's circuits more durable it becomes more durable and less easy to break, thus giving it more hit points. This feat may be taken multiple times, up to five times in total.

    TEMP HP +40/60/80/100/120

    Saving throws
    Graceful Golem/Extremely Graceful Golem/Ballerina Golem
    Available: Level 2
    Progression: Further feats in this line are available from level 5 and 11.
    Description: The golem becomes much more graceful and gains a bonus to his saving throws. (+5/10/20 to each saving throw)

    Spell resistance
    Magic Reflective Coating/Magic Reflective Coating II/Magic Reflective Coating, Mirror Version
    Available: Level 2
    Progression: Further feats in this line are available from level 5 and 11.
    Description: This coating will make the golem more resistant to spells. (+20/30/50 resistance)

    True Seeing
    Eye of All Seeing
    Available: Level 11
    Progression: Further feats in this line are available from level 5 and 11.
    Description: The Eye of All Seeing is an easy to use plugin that can be installed into golems to give them a true seeing effect.

     

    A bug Currently exists where if the Golem kills the target you will not receive EXP

  24. The Traveling Merchant is an essential part of any society. They provide rare items and oddities that the normal shops don't sell.
    The Traveling Merchant possesses a number of trade secrets to help him conduct his business and keep away from danger.

    - Hit Die: d10

    - Proficiencies: Weapon Proficiency Martial, Simple and Exotic, Armor Proficiency Light and Medium

    - Skill Points: 8 + Int Modifier

    -Attack Bonus Growth: Mid- akin to Bard or Rogue

    -Saving Throws- Monk

    -Class Skills: Appraise, Bluff, Craft (all) Heal, Hide, Intimidate, Lore, Persuade, Pickpocket, Taunt, Tumble, Use Magic Device

    -Primary attribute: Charisma
    REQUIREMENTS:
    Feats: Skill Focus Appraise



    ABILITIES:
    Level
    1: Merchant's Secret
    2:
    3:
    4: Temporal Suitcase
    5:
    6:
    7:
    8: Gold Toss
    9:
    10:

     

    Merchant's Secret
    The Traveling Merchant has a few tricks up his sleeve. This ability will allow him to turn any item into coins, thus saving the trouble of having to carry all of it around.
    The amount of coins an item can be turned into depends on its value and the level of the Traveling Merchant. CAP 2000+100 per level

    Temporal Suitcase
    Merchants always seems to carry around a lot more then they seem to be able to carry. The secret of that lies with the Temporal Suitcase, a magically created suitcase that is very light weight, and everything stored inside will be rendered weightless.
    However, the Temporal Suitcase is only temoral and will disappear after a time, at this time the items stored in it will magically reappear in the bags of the inventory of the Merchant.
    Only one suitcase can be active at the same time. (Timer 3600, unknown if minutes or hours) (mine has yet to disappear)

    Gold Toss
    The Traveling Merchant isn't a splendid fighter, yet still he is not powerless when waylaid by bandits. Many creatures can be distracted by some gold. Also, gold can be quite painful when it ends up hitting you in the head. Cost CR*100 gold creates Greater Sanctuary around you and target *More testing being done to check for other effects*

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