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RPG Superstar 2012 Top 32

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Alchemist

Alchemists brew and imbibe strange elixirs to alter their physiology. Their expertise with alchemical items is unparalleled. Constant contact with toxic substances grants them resistance to poisons and venoms, and the ability to shrug off the harmful effects that would normally effect their physiologies. Eventually, all alchemists learn the secret to eternal youth.

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Use Magic Device.

Skill Ranks per level: 4 + Int modifier.

Alchemists are proficient with all Simple Weapons and Light Armor.

LEVEL ELIXIR ABILITY
1. 1 Brew Elixir, Imbibe Single Elixir
2. 1 Alchemical Mastery, Positive Side Effects +1
3. 2 Brew Potion, Poison Resistance 1
4. 2 Alchemical Focus
5. 2 Positive Side Effects +2
6. 3 Poison Resistance 2
7. 3 Imbibe Two Elixirs
8. 4 Enlarge Alchemy
9. 4 Poison Resistance 3
10. 4 Positive Side Effects +3
11. 5 Improved Alchemical Mastery
12. 5 Widen Alchemy, Poison Resistance 4
13. 6 Imbibe Three Elixirs
14. 6 Hearty Constitution
15. 6 Positive Side Effexts +4, Poison Resistance 5
16. 7 Maximize Alchemy
17. 7 Timeless Body
18. 8 Poison Resistance 6
19. 8 Imbibe Four Elixirs
20. 8 Greater Alchemical Mastery, Positive Side Effects +5

Brew Elixir (Ex). Alchemists can brew elixirs. Elixirs are quasi-magical infusions that can alter the physiology of the Alchemist. There are 8 levels of Elixir that the Alchemist can brew. Each type of elixir has its own cost and Fortitude Save DC. The effects of an elixir persist for 24 hours.

Imbibe Elixir (Ex). At 1st level, Alchemists can imbibe 1st level elixirs. When they do so, they must make a successful Fortitude save or suffer the negative side effect of the elixir. As alchemists grow more powerful, they can imbibe higher level elixirs. An alchemist that imbibes an elixir that exceeds the level they can safely consume risks death, as does a non-alchemist that consumes any kind of elixir. At 7th level, an alchemist can benefit from consuming 2 elixirs at once; at 13th he can benefit from 3; and at 19th he can benefit from 4.

Alchemical Mastery (Ex). Beginning at 2nd level, when an Alchemist uses an alchemical item that causes damage, he adds 1/2 his class level to the damage caused by the alchemical item.

Positive Side Effects (Ex). Beginning at 2nd level, when an Alchemist imbibes an elixir and makes a successful Fortitude save, he gains the benefits of a Positive Side Effect. He gains an alchemical bonus of +1 to one of the following: Attack Rolls, Weapon Damage Rolls, Saving Throws, DR 1/-, +5 hit points, +1 AC, or acid, cold, electrical, fire, or sonic resistance 5. At levels 5, 10, 15, and 20, this bonus increases, and the alchemist can mix and match the various benefits each time he imbibes an elixir.

Brew Potion. At 3rd level, the alchemist gains brew potion as a bonus feat. He can make a Craft alchemy check with a DC of 15 + the spell level to create a potion that duplicates as an arcane spell or 25 + the spell level to create a potion that duplicates a divine spell.

Poison Resistance (Ex). At 3rd level, the alchemist is less affected by poisons than regular folk. He reduces the amount of ability damage he suffers from poison by 1. At 6th level, and every 3 levels thereafter, he increases the amount of ability damage that he can shrug off.

Alchemical Focus (Ex). At 4th level, the alchemist adds half his class level to the Save DC, if any, of any alchemical item he uses.

Mettle (Ex). At 6th level, whenever the alchemist makes a successful Fortitude or Will save against an effect that normally would have a lesser effect on a successful save, he instead completely negates the effect.

Enlarge Alchemy (Ex). At 8th level, the alchemist doubles the range of any alchemical item he uses.

Improved Alchemical Mastery (Ex). Beginning at 11th level, when an Alchemist uses an alchemical item that causes damage, he adds his class level to the damage caused by the alchemical item. This ability supercedes Alchemical Mastery.

Widen Alchemy (Ex). At 12th level, the alchemist doubles the area of effect of any alchemical item he uses.

Hearty Constitution (Ex). At 14th level, whenever the alchemist fails a Fortitude save, the following round he gets to make a single second Fortitude save to resist and negate the effects of the initial failed Fortitude save.

Maximize Alchemy (Ex). At 16th level, instead of rolling for damage when using an alchemical item, the alchemist causes maximum damage when using any alchemical item.

Timeless Body (Ex). At 17th level, the alchemist learns to create a special concoction that arrests his physical age. He ceases to gain ability penalties for aging, but he still gains ability increases for aging. In addition, his natural lifespan doubles.

Greater Alchemical Mastery (Ex). At 20th level, the alchemist adds double his class level to the damage he causes with alchemical items. This replaces and supercedes Improved Alchemical Mastery.

Sample Elixirs

1. Snapping Turtle Soup.
Craft alchemy DC 15.
Fortitude DC 15.
Benefit: You grow a heavy shell and flipper-like appendages. You gain an armor bonus equal to your Constitution bonus + 1/2 your alchemist level. You gain a swim speed equal to your land speed and a +8 alchemical bonus to Swim skill checks. You gain a +8 alchemical bonus on Constitution checks to hold your breath. Once every 5 rounds, you can make a sonic snap attack with a range of 30 feet. The target must make a Fortitude save with a DC of 10 + 1/2 your alchemist level + your Charisma modifier or take 1d6 + your alchemist level points of sonic damage and be stunned for 1 round
Negative Side Effect: Your speed is reduced to half your normal speed for the duration of the elixir.

2. Eye of Newt
Craft alchemy DC 19.
Fortitude DC 20.
Benefit: Your eyes become large and bulbous. You can see in normal and magical darkness and gain the benefits of a See Invisiblity spell. A number of times per day equal to you Constitution bonus you can use Clairvoyance.
Negative Side Effect: You take a -4 alchemical penalty to all Intelligence based skill checks for the duration of the elixir.

3. Wing of Bat
Craft alchemy DC 23.
Fortitude DC 22.
Benefit: Your ears grow and look like batwings. You gain blindsense with a range equal to 10 feet multiplied by your Consitution bonus and you gain the benefits of the Blindfighting feat. You can use Swift Fly once every 5 rounds. Once every 5 rounds, you can use Scare with a save DC of 10 + 1/2 your alchemist level + your Charisma modifier.
Negative Side Effect: You are blinded for the duration of the elixir.

4. Sewer Gas
Craft alchemy DC 25.
Fortitude DC 25.
Benefit: You become insubstantial, as if the subject of a Gaseous Form spell, but your Fly speed is equal to your normal land speed. You gain a deflection bonus to AC equal to your Charisma bonus. By entering an opponent's space, you can make touch attack that simulates the Ghouls Touch spell with a DC of 10 + 1/2 you alchemist level + your Charisma modifier. Once every 5 rounds, you may create a Stinking Cloud effect with a DC of 10 + 1/2 your alchemist level + you Charisma modifier.
Negative Side Effect: You take double damage from area effects.

5. Invisible Man
Craft alchemy DC 27.
Fortitude DC 26.
Benefit: You gain the benefits of Greater Invisiblity, which you cannot dispel for the duration of the elixir. You gain the ability to use Sudden Strike for +3d6, +1d6 for every 3 levels of alchemist you gain above 11th level (4d6 at 14th, 5d6 at 17th, and 6d6 at 20th). At will, you can use Sanctuary on yourself, with a Save DC of 10 + 1/2 your alchemist level + your Charisma modifier.
Negative Side Effect: Your gear does not gain the benefits of Greater Invisiblity. Also, you become partially insubstantial, causing all attacks on you to automatically be critical hits.

6. Your Dark Side
Craft alchemy DC 30.
Fortitude DC 28.
Benefit: You gain the benefits of Righteous Might. You gain the Improved Unarmed Strike ability and damage of a monk equal to your alchemist level, adjusted for your increased size. Your alignment shifts to evil along its morality axis.
Negative Side Effect: You suffer a -8 alchemical penalty to Intelligence and Wisdom, and your alignment shifts to Chaotic Evil.

7. Spring-heeled Jack
Craft alchemy DC 32
Fortitude DC 29.
Benefit: You gain a +30 alchemical bonus to Acrobatics checks to Jump and you benefit from the effects of a Haste spell. Once every 5 rounds, you can exhale a line of fire 10 feet long per alchemist level that causes 1d6 points of damage per alchemist level that you have, with a Reflex save of 10 + 1/2 you alchemist level + your Constitution modifier for half damage. As a move action, you can teleport 5 feet per alchemist level.
Negative Side Effect: You lose your ability to speak, read, or write.

8. Colossus
Craft alchemy DC 40
Fortitude DC 30
Benefit: Your body becomes covered in adamantine, granting you a natural armor bonus equal to your alchemist level. You gain DR 10/adamantine and SR 10 + your alchemist level. You gain a +8 alchemist bonus to your Strength and Constitution scores. You gain the Improved Unarmed Strike of a monk equal to your alchemist level and your unarmed strikes overcome DR as if they were adamantine. You gain the benefits of the Improved Sunder feat even if you don't meet the requirements. You are vulnerable to Rusting Grasp and similar effects.
Negative Side Effect: Your speed is reduced to 5 feet, you take a -8 alchemical penalty to Dexterity, and you suffer double damage from Rusting Grasp and similar effects.

New Feats.

Purge Elixir
Requirements: 3 ranks in Craft Alchemy
Benefit: Once per day as a full round action, you may purge a single elixir from your system.

Consume Elixir
Requirements: 1 rank in Craft Alchemy or base Fortitude bonus of +2
Benefit: Choose a single 1st level elixir. You gain the ability to imbibe that elixir as if you were an Alchemist with a class level equal to 1/2 your character level (minimum 1).

RPG Superstar 2012 Top 32

The Ambusher
I based it on the Pathfinder Beta Ranger, so it may need to be toned down a bit. It's supposed to be a combo of the Swashbuckler and Scout.

BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering, geography, history, local, nature, nobility), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Ambushers are proficient in all Simple and Martial Weapons, Light Armor, and Shields (but not Tower Shields).

LEVEL ABILITY
1. Ambush Strike, Weapon Finesse
2. Critical Talent, Uncanny Dodge
3. Fast Movement, Trackless Step
4. Bonus Feat, Critical Talent
5. Dodge +1, Critical Strike
6. Critical Talent, Flawless Stride, Improved Uncanny Dodge
7. Improved Ambush Strike
8. Bonus Feat, Improved Critical Talent
9. Acrobatic Charge, Evasion
10. Dodge +2, Improved Critcal Talent
11. Fast Movement, Double Critical Talent
12. Bonus Feat, Improved Critical Talent
13. Greater Ambush Strike
14. Greater Critical Talent
15. Dodge +3
16. Bonus Feat, Greater Critical Talent
17. Improved Evasion
18. Freedom of Movement, Greater Critical Talent
19. Fast Movement, Mighty Ambush Strike
20. Bonus Feat, Dodge +4, Greater Critical Talent, Triple Critical Talent

Ambush Strike (Ex). If the ambusher moves 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, he adds his class level to his damage if he hits. This damage is multiplied on a successful critical hit. At 7th level, the ambusher gains Improved Ambush Strike, which allows him to roll his weapon damage twice if he moves 10 feet or more prior to making the attack roll. At 13th level, he gains Greater Ambush Strike, which allows him to roll his weapon damage dice three times if he moves 10 feet prior to attacking. At 19th level, he gains Mighty Ambush Strike, which allows him to roll his weapon damage dice 4 times if he moves 10 feet prior to making his attack roll.

Weapon Finesse. The ambusher gets Weapon Finesse as a bonus feat at 1st level.

Critical Talent (Ex). At 2nd level, and every two levels thereafter, the ambusher learns a Critical Talent. Beginning at 8th level, he can choose to learn an Improved Critical Talent in place of a Critical Talent. Beginning at 14th level, the ambusher can learn a Greater Critical Talent in place of a Critical Talent or Improved Critical Talent. Initially, on a single Critical Talent can be used at once. At 11th level, 2 Critical Talents can be used at once. At 20th level, 3 Critical Talents can be used at once.
Critical Talents:
Critical Combat Talent: You can make a Combat Manuver as a free action agains the opponent you scored a critical hit against.
Cleaving Critical Talent: You can make a melee attack against a target adjacent to the opponent you scored a critical hit against.
Shaking Critical Talent: The opponent you scored a successful critical against must make a successful Will Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be Shaken for 1 round for every ambusher level you have.
Nauseating Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be nauseated for 1 round.

Improved Critical Talents:
Blinding Critical Talent: The opponent you scored a susccessful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be blinded for 1 round for every ambusher level you have.
Dispelling Critical Talent: The opponent you scored a successful critical against is subjected to a targeted Dispel Magic effect against the lowest level spell cast on them, as if your caster level was equal to your ambusher level.
Slowing Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be slowed for 1 round for ever ambusher level you have.
Stunning Critical Talent: The opponent you scored a successful critical against must make a successful Fortitude Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or be stunned for 1 round.
Sleeping Critical Talent: The opponent you scored a successful critical against must make a successful Will Save with a DC of 10 + 1/2 your ambusher level + your Dexterity modifier or sleep for 1 round for ever ambusher level you have.

Greater Critical Talents:
Enervating Critical Talent: The opponent you scored a successful critical hit against gains a temporary negative level for 1 hour per ambusher level you have.
Greater Dispelling Critical Talent: The opponent you scored a successful critical against is subjected to a targeted Greater Dispel Magic effect against the lowest level spell cast on them, as if your caster level was equal to your ambusher level.
Paralyzing Critical Talent: The opponent you scored a critical hit against must make a Successful Fortitude save or be paralyzed for 1 minute per ambusher level you have.
Weakening Critical Talent: The opponent you scored a critical hit against takes 2 points of Strength damage.
Wobbling Critical Talent: The opponent you scored a critical hit against takes 2 points of Dexterity Damage.
Wounding Critical Talent: The opponent you scored a critical hit against takes 2 points of Constitusion damage.

Uncanny Dodge (Ex). At 2nd level, you gain the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, your base land speed increases by 10 feet. It increases by 10 feet at 11th, and again at 19th.

Trackless Step (Ex). At 3rd level, you can choose to leave to trackable trace behind.

Bonus Feat. At 4th, 8th, 12th, 16th, and 20th, the ambusher gains a bonus feat from the following list:
Acrobatic, Agile Manuvers, Athletic, Blindfight, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Deceitful, Defensive Combat Training, Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Lightning Reflexes, Lightning Stance, Mobility, Persuasive, Quick Draw, Run, Spring Attack, Stunning Defense, Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Swap, Whirlwind Attack, Wind Stance.

Critical Strike (Ex). At 5th level, whenever the ambusher successfully hits a flat-footed opponent, he treats that hit as if it were a critical threat.

Dodge (Ex). At levels 5, 10, 15, and 20, the ambusher gains a cumulative +1 Dodge bonus to AC.

Flawless Strike (Ex). At 6th level, the ambusher can ignore the penalties for difficult terrain.

Improved Uncanny Dodge (Ex). At 6th level, the ambusher gains the rogue ability of the same name.

Acrobatic Charge (Ex). At 9th level, the ambusher can charge over difficult terrain, through allies' spaces, and in a non-straight line.

Evasion (Ex). At 9th level, the ambusher gains Evasion as the rogue ability of the same name.

Improved Evasion (Ex). At 17th level, the ambusher gains Improved Evasion as the rogue ability of the same name.

Free Movement (Ex). At 18th level, the ambusher gains a constant Freedom of Movement effect.

RPG Superstar 2012 Top 32

Beastmaster

BAB: +1/2
Good Saves: Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (arcana, nature, the planes), Perception, Profession, Ride, Sense Motive, Spellcraft, Survival.

Skill Ranks Per Level: 4 + Int modifier.

Beastmasters are proficient in all Simple Weapons, Light Armor, and Shields.

LEVEL MORPH ABILITY
1. 1 Armored Casting, Link, Morphing (Single Morph), Protean Beast, Spells.
2. 1 Reach Beast (30 feet)
3. 2 Teamwork +1
4. 2
5. 2 Teamwork (Move Action)
6. 3
7. 3 Morphing (2 Morphs)
8. 4
9. 4 Teamwork +2
10. 4
11. 5 Reach Beast (60 feet)
12. 5
13. 6 Morphing (3 Morphs)
14. 6
15. 6 Teamwork +3
16. 7
17. 7 Teamwork (Swift Action)
18. 8
19. 8 Morphing (4 Morphs)
20. 8 Reach Beast (120 feet), Teamwork +4 (Free Action)

Armored Casting (Ex). Beastmasters can cast the arcane spells from their Beastmaster class while wearing Light Armor and/or when using a Shield. They still suffer arcane spellcasting failure if wearing Medium or Heavy Armor.

Link (Ex). The Beastmaster can command the actions of his Protean Beast as a free action. This Link also allows the Beastmaster to use the Aid Another action to provide a +2 bonus to either Protean Beast's Damage or Saving Throws, in addition to the regular uses of providing a +2 bonus to attack rolls, AC, or skill checks.

Morphing (Su). Each day as the Beastmaster prepares spells, his Protean Beast acquires a single Morph. Morphs are supernatural alterations to the Protean Beast's form, usually granting them new and unusual physical characteristics that enhance their combat effectiveness. At 7th level, the Protean Beast can assume 2 moprhs simulaneously. At 13th level, the Protean Beast can assume 3 morphs simultaneously. At 19th level, the Protean Beast can assume 4 morphs simultaneously. Each morph lasts for 24 hours. They cannot be dispelled. See the Sidebar below for some example Morphs.

Protean Beast (Ex). The Beastmaster has a magical beast companion known as a Protean Beast. The Protean Beast follows the commands of the Beastmaster. The Protean Beast is essentially a second character the Beastmaster PC controls. See the sidebar below for details on the Protean Beast.

Spells. Beastmasters cast arcane spells like Sorcerers, using the Sorcerer's Spells Known and Spells Per Day tables. Beastmaster spells are based off of Charisma; the Beastmaster must have a Charisma score of 10 + the spell level to cast the spell. The save DC, if any, of a Beastmaster spell is 10 + the spell level + the Beastmaster's Charisma modifier. See the sidebar below for the Beastmaster's spell list.

Reach Beast (Ex). At 2nd level, the Beastmaster can use the Aid Another action with his Protean Beast from as far away as 30 feet. In addition, any spell with a range of touch can target the Protean Beast if it is within 30 feet of the Beastmaster. At 11th level, these ranges increase to 60 feet. At 20th level, these ranges increase to 120 feet.

Teamwork (Ex). At 3rd level, the bonus the Beastmaster provides his Protean Beast when flanking or using the Aid Another action increases by +1. This increases to +2 at 9th level, +3 at 15th level, and +4 at 20th level. Beginning at 5th level, the Beastmaster only uses a Move Action to use the Aid Another action targetting his Protean Beast. At 17th level, using Aiding Another with his Protean Beast is a Swift Action. At 20th level, using Aid Another with his Protean Beast is a Free Action.

* * *

Morphs:

1. Ram. Gain a gore attack for 2d6 (+1d6 when charging), +10 Speed.
Snapping Turtle. Gain a bite attack +1d8, increase natural armor by +6, +8 to Swim checks, +8 to Constitution checks to hold your breath, -10 to Speed.
Pouncer. Gain 2 primary claw attacks and 1 secondary bite attack for 1d6, the Pounce ability, and Multiattack as a bonus feat

2. Wyrm. Choose an energy type (acid, cold, electricity, fire). Gain Energy Resistance 5, +5 per 5 HD it has, and a breath weapon in a line 10 feet long per HD, with a Save DC of 10 + 1/2 its HD + its Con modifier, recharges in 1d4 rounds. +4 to Con.
Bull. Gain Gore Attack for 2d8 (+2d8 when charging) with a free bull rush attempt at the end of a charge, +4 Strength, Improved Bull Rush as bonus feat.
Brainblaster. Psychic cone 5 feet long per level, Will Save (DC 10 +1/2 HD + Cha) or Stunned 1 round, recharges in 1d4 rounds.
Spider. Bite 1d8 + 1d3 Str damage for 2 rounds (Fort save based on Con), Web, Climb at normal land speed, +8 on climb checks. Grows extra legs to total 8.

3. Flailtail. 2d8 tailslam, +5 reach, and free trip attempt. Improved Trip as bonus feat.
Slink. Small Size, +8 Dex, +6 Stealth, Concealment, +30 speed.

4. Mobat. Fly speed of 60 feet with good manuverability, +8 Perception, Blindsense 60 feet, Blindfight as bonus feat.
Behemoth. Large Size, +8 Strength, -2 Dex, +4 Con, +2 Natural Armor, +10 landspeed.
Reaver. 2 claw attacks 2d6 (18-20/x3), Improved Sunder as bonus feat.

5. Displacer Beast. Displacement at will, 2 tentacles for 1d8 with +10 reach.
Blinker. Blink at will, Bite 1d10 and free trip attempt.
Earthwyrm. Burrow speed at 1/2 land speed. Tremorsense 60 feet. Earthshake (All within 30 feet must make Reflex Save (DC based on Str) or fall prone).

6. Greatwyrm. Choose an energy type (acid, cold, electricity, fire). ER 30, 5 foot cone/level, 1d8/level energy damage. Bite 2d8 + 1d8 energy damage.

7. Olyphant. Gain Huge Size (+16 Str, -4 Dex, +8 Con, +4 Nat AC), Trample 4d6, Trumpet (cone of sonic damage 1d6/level)

8. Gorgon. +8 Str, Gore 2d12 (+2d12 charging), breathe line of petrifying gas 60 feet 1/1d4 rds. +8 AC.

* * *

Protean Beast

BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 2 + Int modifier.

Protean Beasts are proficient in their natural weapons, including any natural weapons gained by morphing.

LEVEL ABILITY
1. Elite Array, Morphing, Natural Armor, Slam, 1st feat
2. Evasion
3. 2nd feat
4. Ability Increase
5. 3rd feat
6. Devotion, DR 5/magic
7. 4th feat
8. Ability Increase
9. 5th feat
10. Mettle, DR 10/magic
11. 6th feat
12. Ability Increase
13. 7th feat
14. Spell Resistance 10 + HD, DR 15/magic
15. 8th feat
16. Ability Increase
17. 9th feat
18. Improved Evasion, DR 20/magic
19. 10th feat
20. Ability Increase

Elite Array. The Protean Beast has the Elite Array (15, 14, 13, 12, 10, 8) for its ability scores. These are distributed at 1st level during character creation.

Morphing (Su). The Protean Beast is capable of taking on one or more morphs, as determined by the class level of its Beastmaster.

Natural Armor. The Protean Beast has a natural armor bonus equal to 1/2 its HD + its Constitution modifier.

Slam. A Protean Beast has a slam attack that does 1d6 points of damage + 1 1/2 its Strength modifier.

Evasion (Ex). At 2nd level, the Protean Beast gains Evasion.

Devotion (Ex). At 6th level, the Protean Beast gains a +4 morale bonus against Enchantment spells and effects.

Damage Reduction (Ex). At 6th level, the Protean Beast gains DR 5/magic. Its natural weapons also gain the ability to overcome DR/Magic. At 10th level, its DR increases to 10/magic, at 14th it increases to 15/magic, and at 18th it increases to 20/magic.

Mettle (Ex). At 10th level, the Protean Beast gains Mettle (the ability to ignore any negative consequences when succeeding on a Fort or Will save).

Spell Resistance (Ex). At 14th level, the Protean Beast gains SR 10 + its HD.

Improved Evasion (Ex). At 18th level, the Protean Beast gains Improved Evasion.

* * *

Beastmaster Spell List

0. Detect Magic, Guidance, Message, Read Magic, Resistance, Stabilize, Virtue.

1. Bless, Deathwatch, Endure Elements, Enlarge Magical Beast (as Enlarge Person, but affecting magical beasts), Entropic Shield, Expeditious Retreat, Feather Fall, Hide from Undead, Jump, Longstrider, Mage Armor, Magic Fang, Pass without Trace, Protection from Chaos/Evil/Good/Law, Reduce Magical Beast (as Reduce Person, but affecting magical beasts), Remove Fear, Sanctuary, Shield, Shield of Faith, Undetectable Alignment.

2. Aid, Barkskin, Bear's Endurance, Bull's Strength, Blur, Cat's Grace, Delay Poison, Eagle's Splendor, False Life, Fox's Cunning, Invisiblity, Mirror Image, Owl's Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, See Invisiblity, Shield Other, Silence, Spectral Hand, Spider Climb, Status.

3. Arcane Sight, Blink, Cure Light WOunds, Dispel Magic, Displacement, Fly, Gaseous Form, Haste, Heroism, Keen Edge, Greater Magic Fang, Invisiblity Sphere, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Non-Detection, Prayer, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Water Walk.

4. Air Walk, Cure Moderate Wounds, Deathward, Fire Shield, Freedom of Movement, Greater Invisiblity, Neutralize Poison, Restoration, Spell Immunity, Stoneskin.

5. Break Enchantment, Cure Serious Wounds, Overland Flight, Permanancy, Polymorph, Spell Resistance, Telepathic Bond.

6. Anti-Life Shell, Cure Critical WOunds, Globe of Invulnerability, Greater Dispel Magic, Greater Heroism, Stone to Flesh, Wind Walk.

7. Breath of Life, Greater Arcane Sight, Greater Polymorph, Greater Restoration, Spell Turning, Statue.

8. Anti-magic Field, Cloak of Chaos, Clone, Greater Spell Immunity, Holy Aura, Mindblank, Protection from Spells, Regenerate, Shield of Law, Unholy Aura.

9. Freedom, Foresight, Heal, Timestop.

RPG Superstar 2012 Top 32

Gloomblade

Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10

Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.

Skill Ranks Per Level: 2 + Int modifier.

Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)

Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.

Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.

Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus. learn. The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.

Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.

A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intellegence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.

Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blindfight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.

Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.
At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.

Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.

Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.

Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.

Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.

Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).

Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to save DC, if any, of the channeled mystery.

Fundamentals:

Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)

Mysteries:

First Level:

Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisiblity)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)

Second Level:

Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)

Third Level:

Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)

Fourth Level:

Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (deal 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithfist (deal 1 temporary negative level per round as melee touch attack)

Fifth Level:

Consume Essence (slay creature and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prision that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)

RPG Superstar 2012 Top 32

PFRPG Hexblade

Hexblades are arcane soldiers that have mastery over luck.

Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device

Skill Ranks Per Level: 2 + Int modifier.

Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).

Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma.

LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune

Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus equal to his Charisma bonus (minimum +1) on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects.

Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.

Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade spends points from his Hex Pool to power his Hexblade's Curse and Hex Power abilities.

Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex Power (Su). The Hexblade is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Hexblade selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Hexblade can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Hexblade can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Spell Damage. The Hexblade can force an opponent to re-roll a spell's damage roll by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own spell damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Hexblade can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Hexblade can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Hexblade can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Hexblade can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Hexblade can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Hexblade can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Hexblade can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Mettle (Ex). If the Hexblade makes a successful Fortitude or Will save that normally results in a partial effect, the Hexblade instead avoids all harmful effects.

Bonus Feat. At levels 4, 8, 12, 16, and 20, the Hexblade gains a bonus feat from the following list. He must meet all requirements of the selected feat.
Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.

Arcane Bond. At level 5, the Hexblade can either choose to have a familiar as a wizard of his class level, or he can gain an ability similar to the divine bond of a paladin's weapon, removing holy and adding anarchic and unholy to the weapon properties that can be selected.

Aura of Unluck (Su). At 9th level, by spending 1 point from his Hex Pool as a swift action, all attack rolls against the Hexblade have a 20% miss chance for 1 round. At 17th level, the miss chance increases to 50%.

Baleful Luck (Su). At 11th level, when using his Hex Power against an opponent, the Hexblade applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Hexblade may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Quick Curse (Su). At 15th level, the Hexblade may spend points from his Hex Pool as a free action instead of a swift action to activate his Hexblade's Curse and Hex Powers.

Reversal of Fortune (Su). At 20th level, by spending 20 points from his Hex Pool as an immediate action, he can treat any failure as a success, or treat a Natural 1 as a Natural 20. Furthermore, by spending 20 points from his Hex Pool as an immediate action, he can also force any opponent he has line of effect to to treat any success as a failure, or a Natural 20 as a Natural 1.

RPG Superstar 2012 Top 32

Invoker (working title)

Abilities: High Intelligence is needed to cast spells and have more skill points. High Charisma is important to use certain class features and to negotiate with summoned, conjured, or called creatures. Like all spellcasters, high Dexterity and Constitution scores help them avoid and resist damage.

Class Features:

BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana, nature, religion, the planes), Profession, Sense Motive, Speak Language, Spellcraft.

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier

Invokers are proficient in all Simple Weapons, Light Armor, and all Shields (except tower shields).

Invokers cast arcane spells like beguilers. They determine bonus spells based on Int, must have an Int of 10 + the spell level to cast a spell, and add their Int bonus to the Save DCs (if any) to the spells they cast. Invokers can cast their spells while wearing light armor and using shields. Invokers use the beguiler spells per day listing in the PH2, and they can cast any spell from the invoker list of spells known, plus any additional spells added to the list by their Spell Knowledge class feature at higher levels.

LEVEL ABILITY
1. Armored Casting, Augment Summoning
2. Rapid Summoning (standard action)
3. Invoker's Guile +1 or Selective Summoning 1
4. Spell Knowledge
5. Bonus Feat
6. Invoker's Guile +2 or Selective Summoning 2
7. Improved Augment Summoning (+6)
8. Spell Knowledge
9. Invoker's Guile +3 or Selective Summoning 3
10. Bonus Feat
11. Rapid Summoning (move action)
12. Invoker's Guile +4 or Selective Summoning 4, Spell Knowledge
13. Improved Augment Summoning (+8)
14. Invoker's Legion
15. Bonus Feat, Invoker's Guile +5 or Selective Summoning 5
16. Spell Knowledge
17. Wardwrecker
18. Invoker's Guile +6 or Selective Summoning 6
19. Improved Augment Summoning (+10)
20. Bonus Feat, Rapid Summoning (swift action), Spell Knowledge

Armored Casting. The invoker can cast arcane spells from the invoker spell list while wearing light armor and/or while using a light or heavy shield.

Augment Summoning. At 1st level, the invoker gains Augment Summoning as a bonus feat, even if he doesn't meet the prerequisites. The invoker's Augment Summoning feat improves at 7th level, allowing him to add +6 to the summoned creature's Strength and Constitution scores. At 13th level, this improved to +8, and at 19th level to +10.

Rapid Summoning. A number of times per day equal to the invoker's Charisma bonus (minimum once per day), the invoker can cast a conjuration summoning spell that normally has a casting time of 1 full round as a standard action. This improves to a move action at 11th level and to a swift action at 20th level.

At 3rd level, the Invoker chooses either the Invoker's Guile or Selective Summoning ability. Once the choice is made, it can never be changed for that character.

Invoker's Guile. The invoker adds the listed bonus to the duration (in rounds) of his conjuration (summoning) spells, up to a maximum equal to his Charisma bonus. The invoker also adds this bonus to caster level checks and Save DCs when using any abjuration or conjuration spell, and to any opposed rolls against a creature the invoker has conjured, summoned, or called, or against a creature the invoker is attempting to force back to its proper plane, such as Dismissal or Banishment.

Selective Summoning. At 3rd level, when the invoker summons a creature, the invoker may exchange one non-bonus feat of the summoned creature for another feat the summoned creature would otherwise qualify for. At 6th level, and every 3 levels beyond 6th (9th, 12th, 15th, 18th), the invoker may exchange an additional feat. The Invoker can only exchange a maximum number of feats in this way equal to his Charisma bonus (minimum 1).

Spell Knowledge. At levels 4, 8, 12, 16, and 20, the invoker may add an abjuration spell or a conjuration spell from another spellcaster's list of spells to his list of known spells.

Bonus Feat. At levels 5, 10, 15, and 20, the invoker gains a bonus feat from the list below. He must meet all requirements of the selected feat.

Arcane Defence (CA), Arcane Mastery (CA), Arcane Thesis (PH2), Cloudy Conjuration (CM), Dimensional Jaunt (CM), Dimensional Reach (CM), Energy Abjuration (CM), Favored Magic Foe (CM), Greater Spell Focus, Greater Spell Penetration, Imbued Summoning (PH2), Magic Disruption (CM), Metamagic School Focus (CM), Mystic Backlash (CM), Negotiator, Persuasive, Rapid Metamagic (CM), Spell Focus, Spell Penetration, Summon Elemental (CM), or any Metamagic feat that can be applied to an abjuration or conjuration spell.

Invoker's Legion. At 14th level, any creature the invoker summons can use its own innate summoning abilities, if any. For example, if a 14th level invoker used Summon Monster 7 to summon a red slaad, that red slaad could attempt to summon another red slaad.

Wardwrecker. At 17th level, any creature the invoker summons can bypass the magical protections of other spellcasters as if they were not summoned creatures. For example, the creatures summoned by the invoker would be able to have bodily contact with someone under the effects of a Protection from Evil spell or enter an area warded by Magic Circle versus Evil. The invoker's summoned creatures cannot enter his magical protections unless invited in by the invoker.

Invoker Spells Known.

0: Acid Splash, Arcane Mark, Create Water, Detect Magic, Read Magic, Prestidigitation, Resistance.

1: Alarm, Detect Chaos/Evil/Good/Law, Grease, Mount, Protection from Chaos/Evil/Good/Law, Sanctuary, Summon Monster 1, Summon Nature's Ally 1, Unseen Servant.

2: Summon Monster 2, Summon Nature's Ally 2, Status, Summon Swarm.

3: Dispel Magic, Invisiblity Purge, Magic Circle against Chaos/Evil/Good/Law, Nondetection, Phantom Steed, Summon Monster 3, Summon Nature's Ally 3.

4: Antiplant Shell, Dimensional Anchor, Dismissal, Lesser Planar Ally, Minor Creation, Repel Vermin, Spell Immunity, Summon Monster 4, Summon Nature's Ally 4.

5: Break Enchantment, Contact Other Plane, Dispel Chaos/Evil/Good/Law, Leomund's Secret Chest, Lesser Planar Binding, Major Creation, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Summon Monster 5, Summon Nature's Ally 5.

6: Antilife Shell, Antimagic Field, Banishment, Greater Dispel Magic, Planar Ally, Planar Binding, Repel Wood, Repulsion, Summon Monster 6, Summon Nature's Ally 6, Word of Recall.

7: Creeping Doom, Drawmij's Instant Summoning, Ethereal Jaunt, Mordenkainen's Magnificent Mansion, Phase Door, Sequester, Spell Turning, Summon Monster 7, Summon Nature's Ally 7.

8: Cloak of Chaos, Dimensional Lock, Greater Planar Ally, Greater Planar Binding, Greater Spell Immunity, Holy Aura, Maze, Mind Blank, Protection from Spells, Repel Metal or Stone, Shield of Law, Summon Monster 8, Summon Nature's Ally 8, Trap the Soul, Unholy Aura.

9: Astral Projection, Elemental Swarm, Etherealness, Freedom, Gate, Imprisonment, Mordenkainen's Disjunction, Shambler, Summon Monster 9, Summon Nature's Ally 9, Time Stop.

Might I suggest....

Invokers Legion (Ex). At 8th level, when you summon multiple lower-level creatures with a Conjuration (summoning) spell, you summon 1 additional creature. At 14th level, this improves to Improved Invokers Legion, and you summon 2 additional creatures. At 20th level, you gain Greater Invokers Legion and you summon 3 additional creatures.

Wardwrecker is moved back to 17th level. I think it should be a relatively high level power since it "breaks" one of the cardinal rules of summoning....a summoned critter cannot break circle. Just watch Supernatural or read some Jim Butcher. Anyways, since those spells normally don't allow a save at all, I would propose the Invoker make a Caster Level Check with a DC of 10 or 15 + the circle inscriber's caster level, since it is the Invoker's will that is allowing his summoned nasty to break the ward--and the supernatural laws of the multiverse.

RPG Superstar 2012 Top 32

Here's a homebrew Pathfinder version of the Noble I've been working on.

Noble

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Nobles are proficient in all Simple and Martial Weapons, All Armors, and Shields (except Tower Shields).

LEVEL ABILITY
1. Baron's Influence, Noble Pool, Noble Will
2. Noble Talent
3. Noble Skill Use
4. Noble Talent
5. Viscount's Influence
6. Noble Talent
7. Noble Skill Use
8. Noble Talent
9. Earl's Influence
10. Noble Talent
11. Noble Skill Use
12. Noble Talent
13. Marquis's Influence
14. Noble Talent
15. Noble Skill Use
16. Noble Talent
17. Duke's Influence
18. Noble Talent
19. Noble Skill Use
20. Noble Talent

Baron's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Baron's Influence uses up one point from the character's Noble Pool (see below).

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Attack and Damage Rolls, +1 circumstance bonus on all Saving Throws, or +1 circumstance bonus to all Skill Checks. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble grants the one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Attack and Damage Rolls, -1 circumstance penalty on all Saving Throws, or -1 circumstance penalty to all Skill Checks. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Noble Pool (Ex). The Noble possesses a Noble Pool with a number of Noble Points equal to 1/2 his Noble class level plus his Charisma bonus (minimum 1), which is replenished each day at dawn. The Noble may spend these points to activate some of his class abilities.

Noble Will (Ex). As long as the Noble has at least 1 Noble Point in his Noble Pool, he adds his Charisma bonus (if any) to his Will Saves.

Noble Talent. At 2nd level, and every even level thereafter, the Noble gains one of the following Noble Talents. Each Noble Talent may only be selected once unless otherwise noted in its description.

Ancestral Knowledge (Su). By spending 1 Noble Point as a free action, you add your class level to a single Knowledge skill check.

Charm (Ex). Choose one sex. You add 1/2 your class level to all Charisma based checks to members of the chosen sex.

Combat Talent. You gain 1 Combat Feat that you qualify for.

Commanding Presence (Ex). Spend 1 Noble Point as a free action and add your class level to a single Diplomacy or Intimidate skill check.

Curse of Regicide (Su). As long as you have at least Noble Point in your Noble Pool, whenever an opponent drops you to negative hit points, or kills you, it must make a Will Save with a DC of 20 + your class level + your Charisma modifier or be subjected to a Bestow Curse effect that can only be removed by a Miracle or Wish.

Extra Class Skill. Choose one cross-class skill. It is now a class skill for you. You may select this Noble Talent multiple times, each time choosing a different skill.

Favor (Ex). Spend 1 Noble Point and you can make a Favor check (1d20 + 1/2 your class level + your Charisma bonus) and gain a Favor as described under the Charismatic Hero Talent of the same name in d20 Modern.

Feat. You gain 1 bonus feat that you qualify for. You must be 10th level to select this Talent.

Great Ally (Ex). When using or targeted with an Aid Another action, you gain an additional +1 bonus. When you flank a creature, you gain an additional +2 bonus on your attack rolls.

Knowledge Talent (Ex). You gain a bonus equal to 1/2 your class level on all Knowledge skill checks.

Leadership. You gain the Leadership feat. You must be 6th level or higher to select this Talent.

Lesser Magic Talent (Sp). Choose one 0 level spell. You can cast it a number of times per day eqyal to your Charisma bonus.

Magic Talent (Sp). You must have the Lesser Magic Talent before choosing this talent. Choose 1 spell from the following list with a level that does not exceed 1/2 your class level. By spending a number of Noble Points equal to the spell level, you may cast that spell. The Save DC, if any, is equal to 10 + the spell level + your Charisma modifier. You must have an Intelligence score of at least 10 + the spell level to choose that spell.

1. Cause Fear, Charm Person, Command, Doom, Lesser Confusion, Sanctuary.
2. Augury, Calm Emotions, Enthrall, Scare.
3. Nondetection, Rage, Suggestion.
4. Charm Monster, Crushing Despair, Discern Lies, Fear, Lesser Geas.
5. Dominate Person, Greater Command.
6. Eyebite, Geas/Quest, Mass Suggestion, Repulsion.
7. Insanity.
8. Mass Charm Monster, Mindblank
9. Dominate Monster.

Noble Fate (Ex). When you fall below 0 hit points, you may spend 1 Noble Point as an immediate action and gain a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.

Noble Smite (Ex). Spend 1 Noble Point as a swift action and add your Charisma bonus to your next attack roll and your class level to your damage roll if you successfully hit.

Skill Mastery. Select a number of skills equal to 3 + your Intelligence modifier. You make take 10 on the selected skills even if doing so is not normally permitted.

Skill Talent. Select either Skill Focus or a +2/+2 feat.

Slippery Mind (Ex). If you fail a Will Save, you may make a single additional Will Save 1 round later.

Taunt (Ex). You target 1 creature that can see and hear you and understand the language you are speaking. As a move action, you spend 1 Noble Point and the target creature must make a DC 10 + 1/2 your Noble level + your Charisma modifier or attack you for 1 round.

Weapon Talent. You gain Weapon Focus in a weapon of your choice that you are proficient in.

Noble Skill Use (Ex). At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the Noble learns a special use of a class skill.

Appraise. By spending 1 Noble Point and making an Appraise skill check with a DC of 20 + the caster level, the Noble gains the benefit of an Identify spell for the object in question. This takes 1 minute.

Bluff. You can use the Bluff skill to sow distrust amongst your enemies. You must know the name of the target you are seeking to influence, as well as the name of the character you are seeking to sow distrust against. As a full round action, you spend 1 Noble Point and make a Bluff skill check opposed by the Sense Motive skill check of your target. If you are successful, your target's attitude towards the designated character worsens by 1 step (from helpful to friendly, friendly to indifferent, indifferent to unfriendly, unfriendly to hostile). If you succeeded, you may continue to use a full round action to continue to influence your target by making additional Bluff checks opposed by his Sense Motive checks. When the target's attitude towards the designated character becomes hostile, the target attacks the designated character. Once the target succeeds on a Sense Motive check, he cannot be affected by this ability for 24 hours.

Diplomacy. The Noble can spend 1 point from his Noble Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Noble for 1 round. If the Diplomacy check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round.

Disguise. The Noble can emulate another alignment. If an opponent attempts a magical means to determine the Noble's alignment, the opponent must succeed on a caster level check opposed by the Noble's Disguise skill check to get an accurate reading. If the opponent loses the opposed roll, he detects the alignment that the Noble has designated.

Handle Animal. The Noble can spend 1 point from his Noble Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Noble for 1 round. If the Handle Animal check beats the Will Save by 20 points, the Noble can direct the opponent to attack a target of the Noble's choice for 1 round. The Noble can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check. The Noble can use this ability against any other creature type with an Intelligence of 1 or 2, but takes a -8 penalty to his Handle Animal check. Creatures with an Intelligence score of 3 or more, or without an Intelligence score, are immune to this ability.

Intimidate. The Noble can spend 1 point from his Noble Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Samurai's Charisma bonus (minimum +1). At 7th level, the Noble can spend 2 points from his Noble Pool and cause affected characters within 60 feet to be frightened. At 11th level, the Noble can spend 3 points from his Noble Pool and cause affected creatures within 120 feet to be panicked.

Linguistics. By spending 1 point from your Noble Pool and observing a creature for 1 round, you gain an instinctive insight into briefly communicating with it. This allows you to use a language-dependent effect against the creature even if you are unable to communicate in a language it knows. The language-depedent effect must be used or begun the round immediately after you activate this ability.

Perception. The Noble is keenly aware of attempts to assassinate him. As an immediate action, the Noble makes a Perception check with a bonus equal to his class level against an opponent who is using Stealth or Invisiblity to hide from the Noble just prior to an attack; when an opponent uses Sleight of Hand to slip poison into the Noble's drink, etc. If the Perception beats the opponent's Stealth check, the Noble is not considered flat-footed against that opponent's attack.

Perform. The Noble is able to use the Perform skill check instead of the Knowledge (nobility) skill check when using his Baron's Influence, Viscount's Influence, Earl's Influence, Marquis's Influence, and Duke's Influence abilities.

Profession (noble). The Noble is adept at handling his personal finances. Every time the Noble gains an additional Noble level (including the level that this ability is chosen), he makes a Profession (noble) check and gains 100 gp per point of the Profession (noble) check.

Ride. The Noble gains an animal companion as if he were a druid of his Noble class level. The selected animal companion must be a suitable mount for the Noble.

Sense Motive. As an immediate action, the Noble can spend 1 point from his Noble Pool and make a Sense Motive check opposed by the attack roll of an opponent that is adjacent to the Noble. If the Sense Motive check is successful, the opponent's attack roll misses.

Survival. The Noble is an expert tracker and huntsman. He adds one half his Noble class level on Survival checks made to track.

Swim. YOu add half your Noble class level on all Swim checks and to Constitution checks to determine how long you can hold your breath. You can hold your breath for a number of rounds equal to Constitution score plus your Noble class level.

Viscount's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Viscount's Influence uses up 2 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to Armor Class, Damage Reduction 1/-, or +5 foot circumstance bonus to Speed. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to Armor Class, when damaged, take an additional 1 point of damage, or -5 foot circumstance penalty to speed. This penalty persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Earl's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Earl's Influence uses up 3 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: +1 circumstance bonus to the Save DC of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), +1 circumstance bonus to caster level checks, or fast healing 1. This bonus persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: -1 circumstance penalty to the Save DCs of their spells, spell-like abilities, supernatural abilities, or extraordinary abilities (if any), suffer a -1 circumstance penalty to their caster level checks (if any), or suffer 1 point of damage per round. This effect persists a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Marquis's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Marquis's Influence uses up 4 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra standard, move, or swift action that must be used before the Noble's next turn; gain a number of hit points equal to the target's Hit Dice x 1/10 the Knowledge check (rounded down), or gain the benefits of evasion and mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: limited to a single move or standard action, take an amount of non-lethal damage equal to the target's HD multiplied by 1/10 the Knowledge check, or lose the ability to use evasion or mettle for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

Duke's Influence (Ex). The Noble can influence his allies to provide them bonuses and influence his enemies to penalize them. Each use of the Duke's Influence uses up 5 points from the character's Noble Pool.

To influence his allies, the Noble must make a Knowledge nobility skill check as a move action. For every 10 points of the skill check, the Noble grants the one of the following benefits to all allies who can hear and understand him: Gain 1 extra full round action that must be used before the Noble's next turn, restore one negative level per plus of the Knowledge check, or gain SR equal to 20 + 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round). Thus, a 20 on the Knowledge nobility provides a +2 bonus, a 30 provides a +3 bonus, etc.

To influence his enemies, the Noble must make a Knowledge skill check appropriate for the type of creature the Noble is attempting to influence as a move action. For example, to influence a dragon, the Noble must make a Knowledge arcana skill check; to influence a humanoid, he must make a Knowledge local skill check. Opponents of the Noble may make a Will Saving Throw with a DC of 10 + 1/2 the Noble's class level + the Noble's Charisma modifier to resist being influenced. For every 10 points of the skill check, the Noble provides one of the following penalties to all targets who can hear and understand him: The targets are dazed or stunned (Noble's choice) for 1 round per 1/10 of the Knowledge check, gain 1 negative level per 1/10 of the Knowledge Check for a number of hours equal to the Noble's Charisma bonus (minimum 1 hour), or have their Spell Resistance reduced by 2 per 10 points of the Knowledge check for a number of rounds equal to the Noble's Charisma bonus (minimum 1 round).

RPG Superstar 2012 Top 32

Quickjack

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Quickjacks are proficient in all Simple Weapons, handaxe, longbow, rapier, scimitar, shortbow, shortsword, and throwing axe. Quickjacks are proficient in light armor, but not shields.

1. Dimensional Pocket, Skirmish +1d6, Trapfinding, Warp Pool
2. Bonus Feat, Dimensional Hop
3. Evasion, Fast Movement
4. Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Dimensional Haven, Skirmish +2d6/+1 AC
8. Dimension Door
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. Fast Movement, Improved Evasion
13. Improved Dimensional Haven (sustaining health), Skirmish +3d6/+2
14. Bonus Feat, Teleport
15. Anchor Resistance, Fast Movement
16. Skirmish +3d6/+3
17. Greater Teleport
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Dimensional Haven (Astral Body), Skirmish +4d6/+3 AC
20. Gate

Dimensional Pocket (Su). As long as the Quickjack has at least 1 point in his Warp Pool, he can access an extradimensional storage space. This extradimensional space can hold upto 10 pounds worth of gear per class level. Removing or stowing an object from the Dimensional Pocket is a free action.

Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.

Trapfinding (Ex). As the Rogue ability.

Warp Pool (Su). A Quickjack as a number of points in his Warp Pool equal to 1/2 his class level + Charisma bonus (minimum 1). The Quickjack can spend a Warp Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Warp point spent for 1 round.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Quickjack may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.
Acrobatic, Agile Manuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoiny Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.

Dimensional Hop (Su). At 2nd level, by spending 1 point from his Warp Pool, the Quickjack can teleport upto 10 feet per point of his Charisma bonus (minimum 10 feet) as a swift action.

Evasion (Ex). At 3rd level, the Quickjack gains the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Quickjack's speed increases by 10 feet.

Blink (Su). At 5th level, the Quickjack gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Charisma bonus (minimum 1) by spending 1 point from his Warp Pool.

Uncanny Dodge (Ex). At 6th level, the Quickjack gains the rogue ability of the same name.

Dimensional Haven (Su). At 7th level, by spending 1 point from his Warp Pool as a standard action, the Quickjack can benefit from a Rope Trick effect (without the need to use a rope) with a caster level equal to the Quickjack's class level. At 13th level, the Quickjack gains the benefits of the Improved Dimensional Haven. All within the effects of the Dimensional Haven benefit from the effects of a Ring of Sustainance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Quickjack can remain safe within his Dimensional Haven and use Astral Projection.

Dimension Door (Su). At 8th level, by spending 1 Warp Point as a swift action, the Quickjack can use a Dimension Door effect with a caster level equal to his class level.

Improved Uncanny Dodge (Ex). At 9th level, the Quickjack gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.

Improved Blink (Su). At 11th level, the Quickjack can benefit from the Improved Blink spell for a number of rounds equal to his Charisma bonus (minimum 1 round) by spending 1 Warp Point as a swift action.

Improved Evasion (Ex). At 12th level, the Quickjack gains the rogue ability of the same name.

Teleport (Su). At 14th level, the Quickjack can use Teleport with a caster level equal to his class level as a swift action by spending 1 Warp Point.

Anchor Resistance (Ex). At 15th level, the Quickjack gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.

Greater Teleport (Su). At 17th level, the Quickjack can use Greater Teleport as a swift action by spending 2 points from his Warp Pool.

Freedom of Movement (Ex). At 18th level, the Quickjack is protected with a constant Freedom of Movement effect.

Gate (Su). At 20th level, as a full round action, the Quickjack can spend 3 points from his Warp Pool and use a Gate effect.

RPG Superstar 2012 Top 32

Rider

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (geography, history, nature, nobility), Profession, Ride, Survival, Swim.

Skill Ranks per level: 4 + Int modifier.

Riders are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (except Tower Shields).

LEVEL ABILITY
1. Mounted Combat, Mount Companion
2. Tall in the Saddle +1
3. Mounted Skirmish (+1d6)
4. Bonus Feat
5. Improved Mounted Combat (2/round)
6. Mounted Skirmish (+1d6/+1 AC)
7. Greater Mounted Combat (Reflex Saves)
8. Bonus Feat
9. Mounted Skirmish (+2d6/+1 AC)
10. Improved Mounted Combat (3/round)
11. Tall in the Saddle +2
12. Bonus Feat, Mounted Skirmish (+2d6/+2 AC)
13. Greater Mounted Combat (Will Saves)
14. Indirect Charge
15. Improved Mounted Combat (4/round), Mounted Skirmish (+3d6/+2 AC)
16. Bonus Feat
17. Charging Line
18. Mounted Skirmish (+3d6/+3 AC)
19. Greater Mounted Combat (Fortitude Saves)
20. Bonus Feat, Improved Mounted Combat (unlimited), Tall in the Saddle +3

Mounted Combat. The Rider gains Mounted Combat as a bonus feat at 1st level.

Mount Companion (Ex). The Rider gains an animal companion as if he were a Druid of a level equal to his Rider level. The animal companion chosen by the Rider must be suitable to act as a mount for the rider.

Tall in the Saddle (Ex). At 2nd level, the Rider gains a +1 bonus to Reflex Saves and Initiative rolls when mounted. At 11th level, the bonus increases to +2, and at 20th level, it increases to +3.

Mounted Skirmish (Ex). At 3rd level, the Rider causes an extra 1d6 points of damage if he is mounted and moved more than 30 feet before making his attack roll. If the Rider is using a ranged weapon, his target must be within 30 feet of him to take the extra damage. At 9th level, the extra damage increases to 2d6, and at 15th level, it increases to 3d6. At 6th level, whenever the Rider is mounted and moves more than 30 feet, he gains a +1 dodge bonus to his AC. This increases to +2 at 12th level and +3 at 18th level.

Bonus Feat. At levels 4, 8, 12, 16, and 20, the Rider gains a bonus feat from the following list. He must meet all requirements for the selected feat.
Animal Affinity, Armor Proficiency (Heavy), Endurance, Improved Critical, Improved Mounted Archery, Improved Vital Strike, Mounted Archery, Persuasive, Ride-by Attack, Self-Sufficient, Skill Focus (any class skill), Spirited Charge, Toughness, Trample, Vital Strike, Weapon Focus.

Improved Mounted Combat (Ex). At 5th level, and every 5 levels thereafter, the Rider gains an additional use of the Mounted Combat feat each round. At 20th level, the Rider can make an unlimited number uses of Mounted Combat in a single round.

Greater Mounted Combat (Ex). At 7th level, the Rider can make a Ride skill check and use that result in place of his mount's Reflex Save. This uses up one of the Mounted Combat attempts he can make in a round. At 13th level, he can use a Ride skill check in place of his mount's Will save. At 19th level, he can use his Ride check in place of his mount's Fortitude save.

Indirect Charge (Ex). At 14th level, when mounted, the Rider can use the Charge action even if he does not travel in a straight line.

Charging Line (Ex). At 17th level, when mounted, the Rider can charge and attack every opponent along the path of his charge at his highest attack roll.

RPG Superstar 2012 Top 32

Samurai
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility & royalty, Linguistics, Perform, Profession, Ride, Sense Motive.
Skill Ranks Per Level: 4 + Int modifier

Samurai are proficient in all Simple and Martial Weapons, All Armor, but not Shields.

LEVEL ABILITY
1. Ki Pool, Ki Smite, 1st Ki Skill, Ki Will
2. Iaijitsu +2
3. Determined +1
4. Combat Style Feat
5. Critical Strike
6. Determined +2
7. 2nd Ki Skill
8. Combat Style Feat
9. Determined +3
10. Improved Ki Smite
11. Iaijitsu +4
12. Combat Style Feat, Determined +4
13. 3rd Ki Skill
14. Mettle
15. Greater Ki Strike, Determined +5
16. Combat Style Feat
17. Quick Ki
18. Determined +6
19. 4th Ki Skill
20. Combat Style Feat, Greater Ki Smite, Iaijitsu +6

Ki Pool (Ex). The Samurai has a number of points in his Ki Pool equal to 1/2 his class level + his Charisma bonus (minimum 1). As long as the Samurai has at least 1 point in his Ki Pool, he benefits from Ki Will. He can spend points from his Ki Pool to activate his various ki powers.

Ki Smite (Ex). By spending 1 point from his Ki Pool as a swift action, the Samurai can perform a Ki Smite. The Samurai adds his Charisma bonus (minimum +1) to his attack and damage rolls on a single attack.

Ki Skill (Ex). At levels 1, 7, 13, and 19, the Samurai chooses one of the following Ki Skills. He must choose a different skill each time he gains this ability.

Bluff. The Samurai can spend 1 point from his Ki Pool to Feint in Combat as a swift action.

Diplomacy. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Diplomacy check opposed by an opponent's Will Save who can understand him. If the Diplomacy check is successful, the opponent will not attack the Samurai for 1 round. If the Diplomacy check beats the Will Save by 10 points, the Samurai can direct the opponent to attack a target of the Samurai's choice for 1 round.

Handle Animal. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Handle Animal check opposed by an animal opponent's Will Save. If the Handle Animal check is successful, the opponent will not attack the Samurai for 1 round. If the Handle Animal check beats the Will Save by 10 points, the Samurai can direct the opponent to attack a target of the Samurai's choice for 1 round. The Samurai can also use this ability on a magical beast with an intelligence of 1 or 2, but he takes a -4 penalty to his Handle Animal skill check.

Intimidate. The Samurai can spend 1 point from his Ki Pool as a swift action and make an Intimidate check against all opponents within 30 feet. Any who fail their Will Save are shaken for a number of rounds equal to the Samurai's Charisma bonus (minimum +1).

Perform. The Samurai can spend 1 point from his Ki Pool as a swift action and make a Perform check to inspire all allies within 30 feet. For every 10 points of the Samurai's Perform check, his allies gain a +1 bonus on attack rolls, damage rolls, and Will saves for a number of rounds equal to the Samurai's Charisma bonus (minimum +1).

Sense Motive. As an immediate action, the Samurai can spend 1 point from his Ki Pool and make a Sense Motive check opposed the attack roll of an opponent that is adjacent to the Samurai. If the Sense Motive check is successful, the opponent's attack roll misses.

Ki Will (Ex). As long as the Samurai has 1 point in his Ki Pool, he adds his Charisma bonus (minimum +1) to his Will Saves.

Iaijitsu (Ex). The Samurai gains Quick Draw as a bonus feat. In addition, at 2nd level, he adds +2 to his Initiative check. This increases to +4 at 11th level and +6 at 20th level.

Determination (Ex). The Samurai is confident in himself. At 3rd level, he adds +1 to all opposed rolls. This increases by +1 at 6th level and every 3 levels thereafter.

Combat Style. At 4th level, the Samurai chooses one of three combat styles: Horseback Fighting, Two-Handed Weapon Fighting, or Two-Weapon Fighting. At 4th level, and every 4 levels thereafter, the Samurai gains a bonus feat from his style of fighting. He must meet all requirements of the selected feat.

Horseback Fighting: Animal Affinity, Mounted Combat, Mounted Archery, Ride-by Attack, Spirited Charge, Trample.

Two-Handed Weapon Fighting: Backswing, Combat Reflexes, Devastating Blow, Improved Vital Strike, Overhand Chop, Vital Strike.

Two-Weapon Fighting: Two Weapon Fighting, Double Slice, Two Weapon Rend, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Two Weapon Defense, Weapon Swap.

Critical Strike (Ex). At 5th level, when a Samurai strikes a flat-footed opponent, he treats the attack as if it were a critical hit.

Improved Ki Smite (Ex). At 10th level, the Samurai's Ki Smite ability improves. He adds his class level instead of his Charisma bonus to the additional damage of his Ki Smite if his level his higher than his Charisma bonus. He still only adds his Charisma to the attack roll.

Mettle (Ex). At 14th level, the Samurai gains the Hexblade ability of the same name.

Greater Critical Strike (Ex). At 15th level, the Samurai can spend 1 point from his Ki Pool as a swift action and increase his weapon's critical hit multiplier by 1 for a damage roll.

Quick Ki (Ex). At 17th level, the Samurai can spend points from his Ki Pool as a free action instead of a swift action.

Greater Ki Smite (Ex). At 20th level, the Samurai adds his level and his Charisma bonus to damage when he uses a Ki Smite. He still only adds his Charisma to the attack roll.

RPG Superstar 2012 Top 32

PFRPG Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.

Skill Ranks Per Level: 4 + Int modifier.

Swashbucklers are proficient in all Simple and Martial Weapons, Light Armor, and Light Shields, including bucklers.

LEVEL ABILITY
1. Grace, Grace Pool, Graceful Stance, Weapon Finesse
2. Grace Power, Uncanny Dodge
3. Insightful Strike
4. Bonus Feat, Grace Power
5. Dodge +1
6. Improved Uncanny Dodge, Grace Power
7. Acrobatic Charge, Improved Graceful Stance
8. Bonus Feat, Grace Power
9. Improved Flanking
10. Dodge +2, Grace Power
11. Lucky
12. Bonus Feat, Grace Power
13. Acrobatic Skill Mastery, Greater Graceful Stance
14. Grace Power, Weakening Critical
15. Dodge +3
16. Bonus Feat, Grace Power
17. Elegant Strike
18. Grace Power, Tireless Stance
19. Mighty Graceful Stance
20. Bonus Feat, Dodge +4, Grace Power, Wounding Critical

Grace (Ex). As long as the Swashbuckler has at least 1 point in her Grace Pool, she adds her Charisma bonus (if any) to her Initiative rolls and Reflex Saving Throws.

Grace Pool (Ex). At 1st level, a Swashbuckler has a number of points in her Grace Pool equal to 4 + her Charisma modifier. Each level beyond first, she gains 2 + her Charisma modifier. Points from her Grace Pool are spent when to enter and maintain her Graceful Stance, and to activate her Grace Powers at higher levels.

Graceful Stance (Ex). The Swashbuckler can enter a Graceful Stance by spending points from her Grace Pool. Entering a Graceful Stance is a free action that costs 1 point from her Grace Pool; the Swashbuckler must spend 1 point each round to remain in her Graceful Stance. While in a Graceful Stance, the Swashbuckler increases her Dexterity by +2 and her Speed by 5 feet. At 7th level, she gains the Improved Graceful Stance (+4 to Dex and +10 to Speed); at 13th she gains Greater Graceful Stance (+6 to Dex and +15 to Speed); at 19th she gains Mighty Graceful Stance (+8 to Dex and +20 to Speed). After a Swashbuckler uses a Graceful Stance, she is fatigued for twice the number of rounds she maintained the Graceful Stance. She cannot enter a new Graceful Stance while she is fatigued or exhausted.

Weapon Finesse. At 1st level, the Swashbuckler gains Weapon Finesse as a bonus feat.

Grace Power (Ex). At 2nd level, and every two levels thereafter, the Swashbuckler may choose one of the following Grace Powers.

+1 Attack of Opportunity (1 points)

Add +1/2 her Swashbuckler level to her AC against melee attacks for 1 round. (2 points)

Add +1/2 her Swashbuckler level to her AC against ranged attacks for 1 round. (2 points)

Knockback an opponent she scored a critical hit against 5 feet (2 points)

Automatically confirm a critical hit (4 points)

Add her Swashbuckler level to a single damage roll (6 points)

Add her Swashbuckler level to a single attack roll (6 points)

Add her Swashbuckler level to a single Combat Manuver Check (4 points)

Make 1 additional attack in the round at her highest attack bonus (8 points)

Add her Swashbuckler level to a single Acrobatics skill check (2 point)

Add half her Swashbuckler level to a single initiative roll (2 points)

Add her Swashbuckler level to a single Dexterity check (4 points)

Add half her Swashbuckler level to a single Reflex Saving Throw (2 points)

Gain the benefits of Evasion (4 points)

Gain the benefits of Improved Evasion (8 points)

Score a Critical Threat against a flat-footed opponent (4 points)

Stand up from being prone as a free action without provoking an AoO (2 points)

Use Climb or Acrobatics at full speed without taking a penalty (2 points)

Uncanny Dodge (Ex). At 2nd level, the Swashbuckler gains Uncanny Dodge as the rogue special ability.

Insightful Strike (Ex). At 3rd level, when wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Intelligence bonus (if any) to her damage roll.

Bonus Feat. At levels 4, 8, 12, 16, and 20, the Swashbuckler gains a bonus feat from the following list of feats. She must meet all requirements of the selected feat:
Acrobatic, Agile Manuvers, Athletic, Blindfight, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Deceitful, Defensive Combat Training, Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Lightning Reflexes, Lightning Stance, Mobility, Persuasive, Quick Draw, Run, Spring Attack, Stunning Defense, Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Swap, Whirlwind Attack, Wind Stance.

Dodge (Ex). At 5th level, the Swashbuckler gains a +1 dodge bonus to her AC if she is wearing light armor or no armor and is not medium or heavily encumbered. At 10th level, and every 5 levels thereafter, this bonus increases by +1.

Improved Uncanny Dodge (Ex). At 6th level, the Swashbuckler gains the rogue special ability of the same name.

Acrobatic Charge (Ex). At 7th level, the Swashbuckler can charge over or through difficult terrain or in a non-straight line. She usually will need to make an Acrobatic or other skill check to do so.

Improved Flanking (Ex). At 9th level, the Swashbuckler adds +4 to her attack roll instead of +2 when she flanks an opponent.

Lucky (Ex). At 11th level, once per day, the Swashbuckler can re-roll any ability check, attack roll, initiative roll, saving throw, or skill check. She must use the re-rolled result, even if it is worse than the original.

Acrobatic Skill Mastery (Ex). At 13th level, the Swashbuckler can Take 10 on Acrobatics skill checks, even if it is not normally allowed.

Weakening Critical (Ex). At 14th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Strength damage to her opponent.

Elegant Strike (Ex). At 17th level, When wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Dexterity bonus (if any) to her damage roll.

Wounding Critical (Ex). At 20th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Constitution damage to her opponent.

* * *

"If you move 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, you add your class level to your damage if you hit. This damage is multiplied on a successful critical hit."

RPG Superstar 2012 Top 32

Here's a bit of a power boost for the Truenamer to bring it in line with the Pathfinder classes. Obviously, we'll also need to invent more Utterances for the Lexicons of the Crafted Tool and Perfected Map. I mean, a truenamer should be able to talk a door open, right?

Pathfinder Truenamer

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Craft, Knowledge (all), Linguistics, Perform (oratory), Profession, Spellcraft, Truespeak, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Truenamers are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Known Personal Truename, Lexicon of the Evolving Mind
2. Knowledge Focus
3. Concord of Words (Save DC)
4. Lexicon of the Crafted Tool
5. Bonus Recitation Feat
6. Knowledge Focus, Truename Research
7. Speak Unto The Masses (Charisma bonus)
8. Lexicon of the Perfected Map
9. See the Named
10. Knowledge Focus
11. Personal Truename Mastery
12. Sending
13. Improved Speak Unto The Masses (Level)
14. Knowledge Focus
15. Bonus Recitation Feat
16. Speak Unto The Myriad Masses (Multiple Creature Types)
17. Concord of Words (Caster Level)
18. Knowledge Focus
19. Greater Speak Unto The Masses (Unlimited)
20. Say My Name And I Am There

Known Personal Truename. The Truenamer knows his own truename.

Lexicon of the Evolving Mind (Sp). At 1st level, the truenamer learns 2 Utterances from the Lexicon of the Evolving Mind. At 2nd level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Evolving Mind. Initially, the truenamer can only choose 1st level Utterances. At 4th level, he can begin to choose 2nd level Utterances. At 7th, 3rd level; at 10th, 4th level; at 13th; 5th; and at 16th, 6th level Utterances.

Knowledge Focus. At levels 2, 6, 10, 14, and 18, the truenamer chooses a Knowledge skill and gains a +3 bonus to it. The truenamer may choose a new Knowledge skill or a previously selected Knowledge skill each time he gains this ability.

Concord of Words (Ex). Beginning at 3rd level, truenamers learn to work together and increase the potentcy of their Utterances. Two or more truenamers of 3rd level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC and increasing it by 1 for each truenamer that is assisting him. A truenamer must succeed on the Truespeech check of the target creature to assist the other truenamers using the Concord of Words ability.

Two or more truenamers of 17th level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC. Each additional truenamer participating in the Concord of Words increases the caster level of the Utterance by 1 for the purposes of overcoming Spell Resistance.

Lexicon of the Crafted Tool (Sp). At 4th level, the truenamer learns 1 Utterance from the Lexicon of the Crafted Tool. At 5th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Crafted Tool. Initially, the truenamer can only choose 1st level Utterances. At 7th level, he can begin to choose 2nd level Utterances. At 10th, 3rd level; at 13th, 4th level; and at 16th, 5th level Utterances.

At 5th and 15th level, the truenamer learns a bonus Recitation feat.

Truename Research. At 6th level, the truenamer gains Truename Research as a bonus feat.

Speak To The Masses. At 7th level, the truenamer can target a number of creatures equal to his Charisma bonus (minimum 2) with the same Utterance. Both creatures must be of the same type (dragon, giant, monstrous humanoid, etc.). The DC of the Truespeak check increases by +2 for each additional target creature.

At 13th level, the truenamer can target a number of creatures equal to his class level. All affected creatures must be of the same type.

At 16th level, the truenamer can target different types of creatures with the same Utterance. The number of different creature types that a truenamer can affect is equal to his Charisma bonus (minimum 2). The DC of Truespeak check increases by 2 for each type of creature to be affected.

At 19th level, the truenamer can target an unlimited number of creatures with the same Utterance.

Lexicon of the Perfected Map (Sp). At 8th level, the truenamer learns 1 Utterance from the Lexicon of the Perfected Map. At 9th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Perfected Map. Initially, the truenamer can only choose 1st level Utterances. At 11th level, he can begin to choose 2nd level Utterances. At 14th, 3rd level; at 17th, 4th level Utterances.

See The Named (Sp) A number of times per day equal to his Charisma bonus, the truenamer can view a subject as if using the Scry spell for a number of rounds equal to his Charisma bonus by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Personal Truename Mastery (Ex). When attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). A number of times per day equal to his Charisma bonus, the truenamer can use an effect identical to the Sending spell by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Say My Name And I Am There (Sp). The truenamer creates a special truename (not his actual truename, but a true nickname) that he can share with others. If they speak it, the truenamer is aware of who said it and where they are and may choose to transport himself there as if using a word of recall spell.

RPG Superstar 2012 Top 32

Pathfinder Warlock

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mindblank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essense invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex (Su). The Warlock is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Warlock can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Warlock can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Warlock can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Warlock may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.

Dark Archive

Wow! Thank you! I'm working on a revision of my campaign world. Currently I'm in the process of designing races. Your classes conversion will save me enormous amount of time.

RPG Superstar 2012 Top 32

Savage

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d12

Class Skills: Acrobatics, Climb, Escape Artist, Intimidate, Perception, Stealth, Survival, Swim.

Skill Ranks per Level: 4 + Int modifier.

Savages are proficient with the club, dagger, dart, greatclub, javelin, longspear, quarterstaff, shortspear, and spear. They are not proficient with any armors or shields.

LEVEL ABILITY
1. AC Bonus, Fast Movement, Natural Weapons, Rage
2. Rage Power, Uncanny Dodge
3. Natural Defenses +1
4. Rage Power
5. Improved Uncanny Dodge
6. Natural Defenses +2, Rage Power
7. DR 1/-
8. Rage Power
9. Natural Defenses +3
10. DR 2/-, Rage Power
11. Greater Rage
12. Natural Defenses +4, Rage Power
13. DR 3/-
14. Indomitable Will, Rage Power
15. Natural Defenses +5
16. DR 4/-, Rage Power
17. Tireless Rage
18. Natural Defenses +6, Rage Power
19. DR 5/-
20. Might Rage, Rage Power

AC Bonus (Ex). When unarmored and unencumbered, the savage adds his Wisdom bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the savage is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears armor, when he carries a shield, or when he carries a medium or heavy load.

Fast Movement (Ex). A savage's land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is not wearing armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the savage's land speed.

Natural Weapons (Ex). A savage has 2 primary natural attacks that cause 1d4 points of damage (1d3 if the savage is Small) plus the savage's Strength modifier. Treat this ability as Improved Unarmed Strike for the purposes of qualifying for feats.

Rage (Ex). As the barbarian ability of the same name.

Rage Powers (Ex). The savage has access to all the barbarian Rage Powers, plus the following.

Savage Claws (Ex). While raging, the savage's natural attacks do damage equal to the unarmed damage a monk of the same level as the savage would cause. A savage must have the Animal Fury rage power to select this rage power.

Pounce (Ex). While raging, the savage can charge and make a full attack at the end of the charge.

Rake (Ex). If a savage hits the same opponent with both of his natural attacks, he can make 2 rake attacks against the same opponent with a -5 penalty to their attack rolls. If they hit, they cause damage equal to the savage's primary natural attacks.

Rend (Ex). If a savage hits the same opponent with both of his natural attacks, he automatically causes an additional amount of damage equal to his primary natural attack.

Uncanny Dodge (Ex). As the barbarian ability of the same name.

Natural Defenses (Ex). At 3rd level, the savage gains a +1 bonus to Perception checks to avoid being surprised. In addition, if the savage has a Constitution bonus of +1 or higher, he gains a natural armor bonus to AC equal to +1. At 6th level, and every 3 levels thereafter, the savage's Natural Defenses bonus increases by +1. His natural armor bonus from this ability can never exceed his Constitution bonus.

Uncanny Dodge (Ex). As the barbarian ability of the same name.

Damage Reduction (Ex). As the barbarian ability of the same name.

Greater Rage (Ex). As the barbarian ability of the same name.

Indomitable Will (Ex). As the barbarian ability of the same name.

Tireless Rage (Ex). As the barbarian ability of the same name.

Mighty Rage (Ex). As the barbarian ability of the same name.

RPG Superstar 2012 Top 32

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Spellthief

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge arcana, Knowledge local, Linguistics, Perception, Profession, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier

Spellthieves are proficient in all Simple Weapons, all Light Martial Weapons, and Light Armor.

Spellthieves use the Paladin spells per day table. They may select spells from the Sorcerer/Wizard list from the schools of Abjuration, Divination, Enchantment, Illusion, and Transmutation.

LEVEL ABILITY
1. Sneak Attack +1d6, Steal Spell (0-1st), Trapfinding
2. Spellgrace +1, Steal Spell Effect, Talent
3. Steal Energy Resistance 10
4. Steal Spell (2nd), Talent
5. Sneak Attack +2d6, Steal Spell-like Ability
6. Steal Spell (3rd), Talent
7. Absorb Spell
8. Steal Spell (4th), Talent
9. Sneak Attack +3d6, Arcane Sight
10. Steal Spell (5th), Advanced Talents, Talent
11. Spell Grace +2, Steal Energy Resistance 20
12. Steal Spell (6th), Talent
13. Sneak Attack +4d6, Discover Spells
14. Steal Spell (7th), Talent
15. Steal Spell Resistance
16. Steal Spell (8th), Talent
17. Sneak Attack +5d6, Greater Arcane Sight
18. Steal Spell (9th), Talent
19. Steal Energy Resistance 30
20. Absorb Spell (immediate casting), Spellgrace +3, Talent

Talents. At 2nd level, and every 2 levels thereafter, the Spellthief gains one talent from the list below.

Channel Spell (Su). As the duskblade ability. The spellthief must be at least 4th level to choose this Talent.

Cantrips (Sp). The spellthief learns a number of cantrips equal to his Charisma bonus (minimum 1).

Disrupt Caster (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to the spellthief's number of sneak attack dice on caster level checks.

Disrupt Concentration (Ex). If the spellthief successfully sneak attacks a target capable of casting spells or using spell-like abilities, the target suffers a penalty equal to twice the spellthief's number of sneak attack dice on Concentration checks to Cast Defensively for as long as the spellthief threatens the target.

Familiar (Su). The spellthief gains a familiar as if he had a wizard level equal to his spellthief class level.

Focusing Attack (Ex). If the spellthief successfully sneak attacks a target, for 1 minute the target suffers a penalty equal to the number of sneak attack dice the spellthief has on Saving Throws for any spells the spellthief casts on the target.

Spell Power (Ex). If the spellthief successfully sneak attacks a target, he gains a bonus on caster level checks to overcome the target's Spell Resistance equal to the number of sneak attack dice the spellthief has.

Advanced Talents. Beginning at 10th level, the Spellthief adds the following Advanced Talents to the list of Talents he may choose from.

Anchoring Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Dimensional Anchor. The caster level for this effect is equal to the spellthief's level.

Banishing Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a Banishment. The caster level for this effect is equal to the spellthief's level. The spellthief must have the Anchoring Attack talent before choosing this talent.

Disjoining Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot use any spellcasting, spell-like, or supernatural abilities for 1 round. The spellthief must have the Greater Dispelling Attack talent before selecting this talent.

Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level.

Forbidden Magic (Ex). The spellthief adds a single spell, upto the highest level spell he can cast, to his list of spells known. This spell must be of the Conjuration, Evocation, or Necromancy school. The spellthief may select this Talent multiple times, selecting a different spell each time.

Greater Dispelling Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are affected by a targeted Greater Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is equal to the spellthief's level. The spellthief must have the Dispelling Attack talent before selecting this talent.

Greater Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability cannot benefit from any magical healing for 1 hour per level of the spellthief.

Impromptu Sneak Attack (Ex). Once per day, the spellthief can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against this attack). The spellthief may select this talent multiple times, each time gaining 1 additional daily use of this ability.

Necrotic Attack (Su). Opponents that are dealt sneak attack damage by a spellthief with this ability are forced to make a saving throw against the effects of any conjuration (healing) effect for 1 hour per level of the spellthief.

Quick Cast (Ex). Once per day, the spellthief can cast any spell he knows as a swift action, as if using the metamagic feat Quicken Spell, without increasing the level of the spell.

Skill Mastery (Ex). As the rogue ability with the same name.

Slippery Mind (Ex). As the rogue ability with the same name.

Spellbreaker (Ex). The spellthief gains Spellbreaker as a bonus feat. He does not need to meet the requirements of the feat to select this talent.

Sudden Metamagic (Ex). Once per day, the spellthief can apply any metamagic feat he knows to a single spell he casts without increasing the level of the spell or the casting time.

RPG Superstar 2012 Top 32

Warmage

BAB: +1/2
Good Saves: Will
Hit Dice: 1d6

Class Skills: Craft, Intimidate, Knowledge arcana, Knowledge history, Profession, Ride, Spellcraft.

Skill Ranks per Level: 2 + Int modifier

Warmages are proficient in all Simple Weapons. Warmages are proficient in Light Armor and Light Shields. At 6th level, the gain proficiency in Medium Armor and Heavy Shields. At 14th level, they gain proficiency in Heavy Armor.

LEVEL ABILITY
1. Armored Mage (light), Warmage Edge (damage)
2. Arcane Combat Manuvers
3. Advanced Learning
4. Sudden Empower
5. Advanced Learning
6. Armored Mage (medium)
7. Advanced Learning
8. Sudden Enlarge
9. Advanced Learning
10. Warmage Edge (Evocation caster level checks)
11. Advanced Learning, Arcane Combat Manuvers (move action)
12. Sudden Widen
13. Advanced Learning
14. Armored Mage (heavy)
15. Advanced Learning
16. Sudden Maximize
17. Advanced Learning
18. Warmage Edge (Evocation Save DCs)
19. Advanced Learning
20. Sudden Quicken, Arcane Combat Manuvers (swift action)

Armored Mage (Ex). Beginning at 1st level, warmages can cast their spells while wearing light armor and using a light shield without suffering from arcane spell failure. At 6th level, this ability improves and they can cast their spells while wearing Medium Armor and Heavy Shields without suffering from arcane spell failure. At 14th level, they can cast spells while wearing Heavy Armor without worrying about arcane spell failure.

Warmage Edge (Ex). Beginning at 1st level, warmages add their Intellegence bonus (if any) to the damage of their spells. This can only be applied once per spell. Beginning at 2nd level, they add half their warmage class level to their spell damage. At 10th level, the warmage adds his Intelligence bonus, if any, to his caster level checks when casting an evocation spell. At 18th level, the warmage adds his Intelligence bonus, if any, to the save DC of any evocation spell he casts.

Arcane Combat Manuvers (Sp). Beginning at 2nd level, warmages can use Bull Rush, Disarm, Grapple, and Trip out to a range of 10 feet per class level as a standard action. Their Combat Manuver Bonus for this ability is equal to their Caster Level + their Charisma modifier + their Warmage Edge bonus to damage (instead of their size bonus). This ability can be used a number of times per day equal to 3 + the warmage's Charisma bonus. At 11th level, the warmage can use this ability as a move action. At 20th level, he can use this ability as a swift action.

Advanced Learning (Ex). At 3rd level, and every odd level thereafter, the warmage adds a spell to the list of spells that the warmage knows from the sorcerer/wizard list of spells. If the warmage chooses an evocation spell, the spell cannot exceed the highest level spell the warmage can currently cast. If the warmage chooses a spell from any other school besides evocation (including Universal), the selected spell cannot be of a level exceeds the highest spell level the warmage can cast -1. It is treated as a spell one level higher than it normally would be. For example, at 9th level, the warmage could choose to add Dispel Magic (normally a 3rd level spell) to his list of spells known as a 4th level spell.

Sudden Metamagic. At 4th level, the warmage gains Sudden Empower as a bonus feat. At 8th level, he gains Sudden Enlarge as a bonus feat. At 12th level, he gains Sudden Widen as a bonus feat. At 16th level, he gains Sudden Maximize as a bonus feat. At 20th level, the warmage gains Sudden Quicken as a bonus feat. If the warmage already has the designated feat when he gains this ability, he may choose any other metamagic feat that he qualifies for in place of the designated Sudden Metamagic feat.


SmiloDan wrote:


Arcane Combat Manuvers (Sp). Beginning at 2nd level, warmages can use Bull Rush, Disarm, Grapple, and Trip out to a range of 10 feet per class level as a standard action. Their Combat Manuver Bonus for this ability is equal to their Caster Level + their Charisma modifier + their Warmage Edge bonus to damage (instead of their size bonus). This ability can be used a number of times per day equal to 3 + the warmage's Charisma bonus. At 11th level, the warmage can use this ability as a move action. At 20th level, he can use this ability as a swift action.

I think Caster level + charisma + edge is a bit much, since edge is int + 1/2 level. No one else gets a scaling effect like that. I think it might be more balanced to either have just +int, or use the caster's BAB instead of Caster level. Otherwise you have a dramatically higher bonus then say a fighter with a high strength and improved (insert combat manuever here). And you can still take the feats as well. Not to mention you can do these manuevers at a fairly long range.

Dark Archive

Well, SmiloDan's classes are a bit too powerful for an ordinary campaign. But, my homebrewed world survived a war against Hell that lasted for ten thousand years. Survivors are sturdier and dangers are more present than in usual settings. So, I like the conversions.

RPG Superstar 2012 Top 32

Kolokotroni wrote:
SmiloDan wrote:


Arcane Combat Manuvers (Sp). Beginning at 2nd level, warmages can use Bull Rush, Disarm, Grapple, and Trip out to a range of 10 feet per class level as a standard action. Their Combat Manuver Bonus for this ability is equal to their Caster Level + their Charisma modifier + their Warmage Edge bonus to damage (instead of their size bonus). This ability can be used a number of times per day equal to 3 + the warmage's Charisma bonus. At 11th level, the warmage can use this ability as a move action. At 20th level, he can use this ability as a swift action.
I think Caster level + charisma + edge is a bit much, since edge is int + 1/2 level. No one else gets a scaling effect like that. I think it might be more balanced to either have just +int, or use the caster's BAB instead of Caster level. Otherwise you have a dramatically higher bonus then say a fighter with a high strength and improved (insert combat manuever here). And you can still take the feats as well. Not to mention you can do these manuevers at a fairly long range.

Yeah, adding the Edge is a bit much. I thought it was balanced by the limited number of daily uses, but maybe not. Maybe make a feat that lets you add your Edge to spell-like CMB? I wanted to give the warmage a bit of an edge (pun not really intended) because it is a spell-like ability. Also, I just got done watching a scene from one of the Harry Potters where everyone is disarming each other of wands all willy-nilly.


Pathfinder Roleplaying Game Charter Superscriber

SmiloDan: I have to toss in my kudos for the conversions, also. I don't know how many I will be using, but they are certainly food for thought.

One thing strikes me for the warlock -- did you consider the possibility of the pact granting the eldritch blast the ability to bypass certain DR? How would you expect that fit in or what other pact feature would you expect that to replace?

I gather that you intend for the pacts with different entities, even of the same type (two different demons, for example) to have potentially different pact features. And are you using anything in particular as a guideline for designing pacts?


Pathfinder Roleplaying Game Charter Superscriber
SmiloDan wrote:
"If you move 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, you add your class level to your damage if you hit. This damage is multiplied on a successful critical hit."

SmiloDan, in your swashbuckler conversion, you have the line above tagged on the bottom. I'm not sure what the context is -- is this part of a previous ability for the class?

RPG Superstar 2012 Top 32

Pixie Rogue wrote:
SmiloDan wrote:
"If you move 10 feet or more prior to making a melee attack or a ranged attack targeting an opponent within 30 feet, you add your class level to your damage if you hit. This damage is multiplied on a successful critical hit."
SmiloDan, in your swashbuckler conversion, you have the line above tagged on the bottom. I'm not sure what the context is -- is this part of a previous ability for the class?

OOPS!!!

That was a place-holder for another kind of class feature. I think I used it in my Ambusher class (my attempt at a Scout/Swashbuckler combo, Full BAB warrior based on mobility), but might be a neat ability for a swashbuckler.

RPG Superstar 2012 Top 32

Pixie Rogue wrote:

SmiloDan: I have to toss in my kudos for the conversions, also. I don't know how many I will be using, but they are certainly food for thought.

One thing strikes me for the warlock -- did you consider the possibility of the pact granting the eldritch blast the ability to bypass certain DR? How would you expect that fit in or what other pact feature would you expect that to replace?

I gather that you intend for the pacts with different entities, even of the same type (two different demons, for example) to have potentially different pact features. And are you using anything in particular as a guideline for designing pacts?

Eldritch Blast is an un-typed energy, so it doesn't affect DR or ER, but spell resistance applies to it. I once designed a faerie flavored druid/warlock PrC (the Eldritch Hierophant), that was able to convert the eldritch blast into an "elfshot," a ranged physical attack that bypassed spell resistance, but was subjected to damage reduction. I think it also eventually applied as silver or cold iron. It manifested as a flint projectile point. Coming up with different versions of the eldritch blast for different pact entities might be really interesting.

I haven't gotten around to designing the different pacts, but I want to base them on literary or mythological entities, like Oberon, Puck, and Titatia for sylvan or faerie or fey entities, for example.


Pathfinder Roleplaying Game Charter Superscriber
SmiloDan wrote:
Pixie Rogue wrote:
One thing strikes me for the warlock -- did you consider the possibility of the pact granting the eldritch blast the ability to bypass certain DR? How would you expect that fit in or what other pact feature would you expect that to replace?
Eldritch Blast is an un-typed energy, so it doesn't affect DR or ER, but spell resistance applies to it.

Doh! Nothing like considering features that aren't necessary. I suppose such a feature would have been better handled as an invocation -- I think there are some invocations that do that, now that I think about it. This is what I get for thinking out loud without researching, eh?

RPG Superstar 2012 Top 32

Pixie Rogue wrote:
SmiloDan wrote:
Pixie Rogue wrote:
One thing strikes me for the warlock -- did you consider the possibility of the pact granting the eldritch blast the ability to bypass certain DR? How would you expect that fit in or what other pact feature would you expect that to replace?
Eldritch Blast is an un-typed energy, so it doesn't affect DR or ER, but spell resistance applies to it.
Doh! Nothing like considering features that aren't necessary. I suppose such a feature would have been better handled as an invocation -- I think there are some invocations that do that, now that I think about it. This is what I get for thinking out loud without researching, eh?

No problem! It's a neat idea: different kinds of warlocks having different kinds of eldritch blasts. Maybe convert the damage to a d8 if it's fire/cold/electricity/acid/negative energy damage? But that seems a bit powerful, even if it is resistable/immunable (is that a word?).

There are invocations that change it fire, cold, and acid, but they add a carrier effect instead of changing the damage dice. I think there should be electrical, sonic, negative energy, force, and light versions, available through invocations, with some interesting carrier effects.


Thanks for doing these SmiloDan!


Pathfinder Roleplaying Game Charter Superscriber
SmiloDan wrote:

No problem! It's a neat idea: different kinds of warlocks having different kinds of eldritch blasts. Maybe convert the damage to a d8 if it's fire/cold/electricity/acid/negative energy damage? But that seems a bit powerful, even if it is resistable/immunable (is that a word?).

There are invocations that change it fire, cold, and acid, but they add a carrier effect instead of changing the damage dice. I think there should be electrical, sonic, negative energy, force, and light versions, available through invocations, with some interesting carrier effects.

Ok, I don't feel quite so dumb now -- it does have a nice ring to it. I could see someone with a pact with a Lantern Archon having an eldritch blast that mimics the archon's ray (no research again, I think that's the archon with that particular ability). Perhaps leave the damage die the same, but make the damage half of a type appropriate for the pact sponsor, half untyped as normal. It's not totally nerfed, but it has a benefit if you come across something with a vulnerability to the sponsor's energy.

RPG Superstar 2012 Top 32

Pixie Rogue wrote:
SmiloDan wrote:

No problem! It's a neat idea: different kinds of warlocks having different kinds of eldritch blasts. Maybe convert the damage to a d8 if it's fire/cold/electricity/acid/negative energy damage? But that seems a bit powerful, even if it is resistable/immunable (is that a word?).

There are invocations that change it fire, cold, and acid, but they add a carrier effect instead of changing the damage dice. I think there should be electrical, sonic, negative energy, force, and light versions, available through invocations, with some interesting carrier effects.

Ok, I don't feel quite so dumb now -- it does have a nice ring to it. I could see someone with a pact with a Lantern Archon having an eldritch blast that mimics the archon's ray (no research again, I think that's the archon with that particular ability). Perhaps leave the damage die the same, but make the damage half of a type appropriate for the pact sponsor, half untyped as normal. It's not totally nerfed, but it has a benefit if you come across something with a vulnerability to the sponsor's energy.

That's a good idea. I think I posted in a thread where someone had a Lantern Archon warlock. I even designed an anti-warlock called the Hedgewitch that was good at healing and helping allies and non-lethally hindering opponents.

A non-lethal damage eldritch blast would be cool too!

RPG Superstar 2012 Top 32

Hedgewitch

Alignment: Non-evil.

BAB: +1/2 (as wizard)
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Appraise, Craft, Diplomacy, Handle Animal, Heal,
Knowledge (arcana, history, local, nature, religion), Profession,
Sense Motive, Spellcraft, Survival, Use Magic Device.

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier

Hedgewitches are proficient in all Simple Weapons. They are
proficient in Light Armor but not with Shields.

LEVEL ABILTIY
1. Healing Touch 1, Least Invocations
2. Healing Touch 1d3, Detect Magic
3. Create Potions
4. DR 1/-
5. Healing Touch 1d4
6. Lesser Invocations
7. DR 2/-
8. Healing Touch 1d6
9. Energy Resistance 5
10. DR 3/-
11. Healing Touch 1d8, Greater Invocations
12. Medicinal Mastery
13. DR 4/-
14. Healing Touch 1d10
15.
16. DR 5/-, True Invocations
17. Healing Touch 1d12
18. Energy Resistance 10
19. DR 6/-
20. Healing Touch 1d20

Healing Touch (Sp). As a standard action, the hedgewitch can attempt
to heal damage. The hedgewitch must touch the recipient and make a
DC 20 Heal check. If successful, the hedgewitch restores the amount
of damage listed based on her level.

Invocations (Sp). The hedgewitch learns a few spell-like abilities
as she grows in power. At 1st level, she knows 1 invocation. She
learns an additional invocation at levels 2, 4, 6, 8, 10, 11, 13, 15,
16, 18, and 20. Beginning at level 6, she can choose to learn Lesser
Invocations; at level 11 she can learn Greater Invocations; and at
level 16 she can learn True Invocations.

Detect Magic (Sp). The hedgewitch can use Detect Magic at will.

Create Potions (Ex) Beginning at level 3, the hedgewitch can make
healing potions. She can make a potion that duplicates the effect of
a Conjuration (healing) spell. The spell level must be less than or
equal to half her class level. Creating a potion takes 1 day and
requires a successful Profession (herbalist) skill check with a DC of
20 + the spell level + caster level of the spell.

Damage Reduction (Ex). Beginning at 4th level, the hedgewitch can
resist physical attacks. She gains DR 1/- at 4th level, and it
increases by 1 for every 3 additional levels gained.

Energy Resistance (Ex). At 9th level, the hedgewitch chooses two
types of energy (acid, cold, electrical, fire, or sonic). She gains
resistance 5 against those 2 energy types. At level 18, the
resistance increases to 10.

Medicinal Mastery (Ex). At 12th level, the hedgewitch becomes so
confident in her ability to perform her tasks that she can always
choose to take 10 in a number of class skills equal to 3 + her
Intelligence modifier, even if distractions or circumstances would
not allow this.

Invocations.

Invocations are spell-like abilities the hedgewitch can use at will
as a standard action. Unless otherwise noted, they have a duration
of 24 hours. Some invocations affect her Healing Touch ability and
either alter the area of effect or add an additional benefit to the
Healing Touch ability. Invocations have an equivalent spell level
equal to 1/2 the hedgewitch's class level. The save DC is 10 + 1/2
the hedgewitch's class level + her Charisma modifier.

Least Invocations:

Baleful Entanglement (as the Entanglement spell, plus those in the
area of effect are sickened until they escape and for 1 minute
thereafter)

Lifeguard (Deathwatch + Shield Other)

Healing Ray (by succeeding on a Ranged Touch attack, the hedgewitch
can affect a target within 60 feet with her Healing Touch ability)

Medicinal Touch (add the hedgewitch's Wisdom bonus to her Healing Touches)

Refreshing Touch (the hedgewitch's Healing Touch also removes the
Fatigued and Sickened Conditions, as well as 1 point of Ability
Damage or Penalty)

Safe Passage (the hedgewitch grants herself or one ally she touches
the benefits of the Pass without Trace spell and the Sanctuary spell.
It only affects 1 creature at a time)

Saving Grace (the hedgewitch grants herself or one ally she touches a
bonus on a single type of Saving Throw equal to her Charisma bonus
(but not more than her class level). It only affects 1 creature at a
time)

Lesser Invocations

Cleanse the Blood (the hedgewitch's Healing Touch also removes any
Disease or Poison from the target)

Clear the Senses (the hedgewitch's Healing Touch also removes any
Blindness, Deafness, Confusion, Dazed, Dazzled, Paralysis, or Stunned
effects from the target)

Consume Magic (as Dispel Magic + subject heals 2 hp per spell level dispelled)

Healing Line (the hedgewitch affects all targets within a 60 foot
line with her Healing Touch)

Illuminate (Daylight + Invisiblity Purge)

Lesser Vigor (as the spell)

Peaceful Light (Calm Emotions + Faerie Fire)

Renewal (the hedgewitch's Healing Touch removes Exhaustion,
Nauseated, 1 Negative Level, and 1 point of permanent Ability Drain)

Secret Garden (Create Food & Water + Rope Trick + Nondetection)

Whispers (Silence + hedgewitch gains benefits of Divination spell)

Greater Invocations:

Devour Magic (as Warlock invocation)

Healing Cone (the hedgewitch's Healing Touch affects all targets
within a 30 foot cone)

Hidden Health (Death Ward + False Life)

Thornshape (as Tree Shape spell + class-based DR is x2, gain Fast
Healing 5, and opponents attack with non-reach melee weapons or
natural attacks take 1d6 + 1 point of damage per class level of
piercing damage from thorns)

Uncoil (Atonement + Break Enchantment + Raise Dead with DC 40 Heal check)

Vigor (as spell)

True Invocations:

Garden of Delights (Heroes' Feast + Mordenkainen's Magnificent Mansion)

Greater Vigor (as spell)

Healing Circle (Healing Touch affects all within 20 feet)

Holy Ground (in 20 foot radius around hedgewitch are the benefits of
Hallow and Holy Aura)

True Life (Greater Restoration + Regeneration & True Resurrection
with DC 40 Heal check)

* * * *

I'm thinking of re-designing this class a bit to include the paladin's Mercies, and maybe some kind of aura projection. Also, there might need to be some kind of upper limit on the amount of healing the class can provide, either a daily limit that the hedgewitch can provide, or a daily limit the target of her healing can accept.

Dark Archive

SmiloDan wrote:
Pixie Rogue wrote:
SmiloDan wrote:

No problem! It's a neat idea: different kinds of warlocks having different kinds of eldritch blasts. Maybe convert the damage to a d8 if it's fire/cold/electricity/acid/negative energy damage? But that seems a bit powerful, even if it is resistable/immunable (is that a word?).

There are invocations that change it fire, cold, and acid, but they add a carrier effect instead of changing the damage dice. I think there should be electrical, sonic, negative energy, force, and light versions, available through invocations, with some interesting carrier effects.

Ok, I don't feel quite so dumb now -- it does have a nice ring to it. I could see someone with a pact with a Lantern Archon having an eldritch blast that mimics the archon's ray (no research again, I think that's the archon with that particular ability). Perhaps leave the damage die the same, but make the damage half of a type appropriate for the pact sponsor, half untyped as normal. It's not totally nerfed, but it has a benefit if you come across something with a vulnerability to the sponsor's energy.

That's a good idea. I think I posted in a thread where someone had a Lantern Archon warlock. I even designed an anti-warlock called the Hedgewitch that was good at healing and helping allies and non-lethally hindering opponents.

A non-lethal damage eldritch blast would be cool too!

One player in my current pbp game here on Paizo's boards plays Lantern Archon warlock.

RPG Superstar 2012 Top 32

Fangblade

Fangblades are mystical assassins that can magically coat their weapons with poison.

BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge local, Knowledge nature, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier.

Fangblades are proficient with all Simple Weapons, plus the hand crossbow, rapier, sap, scimitar, shortbow, and shortsword. Fangblades are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Create Poison (1), Poison Pool, Poison Use, Sneak Attack +1d6, Trapfinding, Venomous Sting (First Level).
2. Poison Power
3. Create Poison (1d2)
4. Poison Power
5. Sneak Attack +2d6, Venomous Sting (Second Level)
6. Poison Power
7. Create Poison (1d3)
8. Poison Power
9. Sneak Attack +3d6, Venomous Sting (Third Level)
10. Advanced Poison Powers, Poison Power
11. Create Poison (1d4)
12. Poison Power
13. Sneak Attack +4d6, Venomous Sting (Fourth Level)
14. Poison Power
15. Create Poison (1d6)
16. Poison Power
17. Sneak Attack +5d6, Venomous Sting (Fifth Level)
18. Poison Power
19. Create Poison (1d8)
20. Poison Power, Overwhelming Virulance.

Create Poison (Su). As a swift action, the fangblade spends 1 point from his Poison Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the fangblade successfully strikes a target with the envenomed weapon. When the fangblade creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1 point of ability damage. This increases to 1d2 at 3rd level, 1d3 at 7th, 1d4 at 11th, 1d6 at 15th, and 1d8 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the fangblade's class level + the fangblade's Constitution modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the fangblade's Constitution bonus (minimum 1 round) or until it makes a successful Fortitude save.

Poison Pool (Su). At 1st level, the fangblade has a Poison Pool with a number of points in it equal to 4 + his Constitution bonus (if any). At 2nd level, and every level thereafter, the fangblade adds 2 to his Poison Pool.

Poison Use (Ex). The fangblade never risks poisoning himself when he poisons his weapon.

Sneak Attack (Ex). As the rogue ability of the same name.

Trapfinding (Ex). As the rogue ability of the same name.

Venomous Sting (Su). Whenever the fangblade uses his Create Poison ability, he can also add a carrier effect to the poison. The fangblade learns 2 Venomous Stings at 1st level and 1 additional venomous sting each class level thereafter. At 1st level, the fangblade can only choose First Level Venomous Stings; at 5th level, he can learn Second Level Venomous Stings; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Venomous Sting adds a condition or effect to the poison created by the fangblade; if the target fails the save for the poison, he also suffers from the condition or effect of the venomous sting.

First Level
1. Bleed (lose a number of hit points each round equal to the number of sneak attack dice the fangblade has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.

Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)

Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.

Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per fangblade level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per fangblade level.

Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.

Poison Power (Ex, Sp, or Su) At 2nd level and every 2 levels thereafter, the fangblade learns a poison power from the following list. After 10th level, he can also choose Poison Powers from the list of Advanced Poison Powers.

Draining Toxicity (Su). By spending 1 additional Poison Point, the fangblade increases the toxicity of his Create Poison ability. For 1 round, the fangblade's Create Poison ability causes ability drain instead of ability damage.

Extend Duration (Su). By spending 1 additional Poison Point, the fangblade can double the duration of his Create Poison ability.

Increase Cure (Su). By spending 1 additional Poison Point, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.

Poison Resistance (Ex). By spending 1 Poison Point as an immediate action, the fangblade reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by 1. This Poison Power can be taken multiple times. Each time it is selected, the amount of ability damage or drain is reduced by an additional 1.

Sneaky Potentcy (Ex). On a successful Sneak Attack, the fangblade increases the Save DC of any poison he uses on the Sneak Attack by the number of Sneak Attack Dice he has.

Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the fangblade's class level.

Advanced Poison Powers:

Double Poison (Ex). The fangblade can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.

Empower Poison (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5

Extra Venomous (Su). When using his Create Poison ability, the fangblade can spend 1 additional Poison Point and add a second Venomous Sting effect to the poison.

Greater Increase Cure (Su). By spending 2 additional Poison Points, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The fangblade must have the Increase Cure Poison Power before selecting this Advanced Poison Power.

Greater Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the fangblade's class level.

Hardy Body (Ex). As an immediate action, the fangblade can spend 1 Poison Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.

Heighten Poison (Ex). When using his Create Poison ability, the fangblade can spend a number of additional Poison Points (up to 1/2 his class level) and add that number to the Save DC of his poison.

Intensify Poison (Su). When using his Create Poison ability, the fangblade can spend 8 additional Poison Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The fangblade must have Empower Poison and Maximize Poison before selecting this Poison Power.

Maximize Poison (Su). When using his Create Poison ability, the fangblade can spend 3 additional Poison Points and cause the maximum amount of ability damage for this dose of poison.

Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.

Poison Immunity (Ex). The fangblade is immune to all poisons. He must have the Poison Resistance Poison Power before selecting this Advanced Poison Power.

Overwhelming Virulance (Ex). At 20th level, on a successful Sneak Attack, the fangblade can spend 1 Poison Point as an immediate action to increase the Save DC of any poison he uses on that Sneak Attack by an amount equal to the extra damage caused by that Sneak Attack.

Dark Archive

Wow, man, how do you get these ideas?

RPG Superstar 2012 Top 32

nightflier wrote:
Wow, man, how do you get these ideas?

Lots of whiskey! ;-)

RPG Superstar 2012 Top 32

Beguiler

BAB: +1/2
Good Saves: Will
Hit Dice: 1d6

Class Skills: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Intimidate, Knowledge arcana, Knowledge local, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier.

Beguilers are proficient in all Simple Weapons, plus hand crossbow, rapier, shortbow, and shortsword. Beguilers are proficient in Light Armor, but not shields.

Beguilers base their spells on Intelligence.

LEVEL ABILITY
1. Armored Casting, Cantrips, Trapfinding
2. Cloaked Casting (+1 DC), Surprise Casting
3. Advanced Learning
4. Silent Spell
5. Advanced Learning
6. Surprise Casting (move action)
7. Advanced Learning
8. Cloaked Casting (+2 CL vs SR)
9. Advanced Learning
10. Still Spell
11. Advanced Learning
12. Surprise Casting (ranged feint, upto 5 feet per Int bonus)
13. Advanced Learning
14. Cloaked Casting (+2 DC)
15. Advanced Learning
16. Extend Spell
17. Advanced Learning
18. Surprise Casting (swift action)
19. Advanced Learning
20. Cloaked Casting (overcomes spell resistance)

Armored Casting (Ex). The beguiler does not suffer the chance of arcane spell failure when she wears light armor and is casting spells from her beguiler spell list.

Cantrips (Sp). The beguiler can cast the seven 0 level spells from the beguiler spell list at will as a spell-like ability.

Trapfinding (Ex). As the rogue ability of the same name.

Cloaked Casting (Ex). Beginning at 2nd level, the beguiler's spells become more effective against unwary opponents. At 2nd level, the beguiler gets a +1 bonus to the Save DC of any spell she casts against a target that is denied their Dexterity bonus to AC (whether or not they actually have a Dexterity bonus).
At 8th level, the beguiler gains a +2 bonus to overcome the spell resistance of an affected target.
At 14th level, the bonus to her spell DCs increase to +2
At 20th level, the beguiler automatically overcomes the spell resistance of an affected target.

Surprise Casting (Ex). The beguiler can use the Bluff skill to feint in melee combat to deny an opponent its Dexterity bonus to AC (if any) on the next melee attack she makes or the next spell she casts.
At 6th level, she can feint in combat as a move action. If she already has the Improved Feint feat, she can now feint in combat as a swift action.
At 12th level, she can feint in combat even if she isn't in melee with the target of her feint. She can be as far away as 5 feet per point of Intelligence bonus she has.
At 18th level, she can feint in combat as a swift action. If she has the Improved Feint feat, she can feint in combat as a free action.

Advanced Learning (Ex). At 3rd level, and every odd level thereafter, the beguiler can add a single Enchantment or Illusion spell up to the highest spell level she can cast to her spell list. Alternatively, she can add any other Sorcerer/Wizard spell to her spell list, but it is treated as if it were 1 level higher than normal.

Bonus Feats. At 4th level, the Beguiler gains Silent Spell as a bonus feat. At 10th level, she gains Still Spell as a bonus feat. At 16th level, she gains Extend Spell as a bonus feat. If the beguiler already has one of the listed feats already, she may instead choose any metamagic feat she qualifies for instead.

RPG Superstar 2012 Top 32

Shadowcaster

BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.

Skill Ranks per Level: 2 + Int modifier

Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.

LEVEL ABILITY
1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Hide in Plain Sight
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Persistant Fundamentals
18. Unlimited Swift Fundamentals
19. Umbral Sight (blindsight 90 feet)
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)

Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 17th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 18th level, all fundamentals that you cast can be cast as a swift action.

Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells.

Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.

Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.

Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.

RPG Superstar 2012 Top 32

Marshal

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.

Skill Ranks per Level: 4 + Int modifier.

Marshals are proficient in all Simple and Martial Weapons, Light, Medium, and Heavy Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Minor Auras, Project 1 Minor Aura, Skill Focus
2. Major Aura, Major Aura +1, Project 1 Major Aura
3. Grant Extra Action 1/day
4. Great Ally +3
5. Major Aura +2
6. Grant Extra Action 2/day
7. 2 Minor Auras
8. Great Ally, +4 Improved Aid Another (move action)
9. Grant Extra Action 3/day
10. Major Aura +3
11. Project 2 Major Auras
12. Grant Extra Action 4/day, Great Ally +5
13. Project 3 Minor Auras
14. Widen Aura
15. Grant Extra Action 5/day, Major Aura +4
16. Great Ally + 6, Improved Aid Another (swift action)
17. Free Auras
18. Grant Extra Action 6/day
19. Project 4 Minor Auras
20. Project 3 Major Auras, Major Aura +5, Great Ally +7

Minor Auras (Ex). At 1st level, the Marshal knows 2 minor auras. He learns 1 additional minor aura each class level. Each aura affects all allies within 60 feet. Minor Auras provide a bonus equal to the Marshal's Charisma bonus (minimum +1). Each aura provides a bonus to something different.
Projecting an aura is a swift action, and the aura persists until the Marshal takes another swift action to change the aura or a free action to cease projecting the aura.
At 7th level, the Marshal can project 2 Minor Auras simultaneously.
At 13th level, the Marshal can project 3 Minor Auras simultaneously.
At 19th level, the Marshal can project 4 Minor Auras simultaneously.

Confirm Critical Hits
Combat Manuver Bonus
Combat Manuver Defense
Fortitude Saves
Reflex Saves
Will Saves
Caster Level Checks and Concentration checks
AC vs AoOs
Attack rolls on AoOs
Damage rolls on AoOs
Damage rolls when flanking
Charisma checks
Constitution checks
Dexterity checks
Intelligence checks
Strength checks
Wisdom checks
Damage when charging
AC vs Charge
Added to Cure spells and Channel Energy
Damage Reduction against non-lethal damage
x5 to speed when using the withdrawl action
x5 to speed when charging
Initiative and Perception checks

Skill Focus. The Marshal gets Skill Focus as a bonus feat at 1st level.

Major Aura (Ex). Beginning at 2nd level, the Marshal can project a Major Aura. The bonus granted by a Major Aura is +1. At 5th level, and every 5 levels thereafter, the amount of the Major Aura increases by +1. A Major Aura affects all allies within 60 feet of the Marshal.
The Marshall learns 1 Major Aura at 2nd level, and 1 additional Major Aura at every even level thereafter.
Projecting a Major Aura is a swift action. A Major Aura persists until the Marshal takes a swift action to change the aura, or he takes a free action to cease projecting the aura.
At 11th level, the Marshal can project 2 Major Auras simultaneously.
At 20th level, the Marshal can project 3 Major Auras simultaneously.
Each Major Aura provides its bonus to one of the following.

DR 1/-
Damage rolls
Attack Rolls
AC
Saving Throws
Speed increases by 5 feet per bonus
Energy Resistance (acid, cold, electrical, fire, or sonic) 5 x bonus
Fast Healing (up to one half the ally's maximum hit points)
Energy Shield 2 x bonus
Spell Resistance 5 + 5 per bonus
Ability Damage and Ability Drain Resistance
Negative Level Resistance

Grant Extra Action (Ex). Beginning at 3rd level, the Marshal can grant all allies within 60 feet an extra move action once per day. Each ally must use this extra move action immediately.
At 6th level, and every 3 levels thereafter, the Marshal gains an additional daily use of this ability.
At 6th level, the Marshal can spend 2 of his daily uses of Grant Extra Action and grant an extra standard action to all his allies within 60 feet. Each ally must use this extra standard action immediately.
At 9th level, the Marshal can spend 3 of his daily uses of Grant Extra Action and grant an extra full round action to all his allies within 60 feet. Each ally must use this extra full round action immediately.

Great Ally (Ex). Beginning at 4th level, whenever the Marshal uses or benefits from the Aid Another action or flanking, he provides or receives a +3 bonus instead of +2. This increases to +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.

Improved Aid Another (Ex). At 8th level, the Marshal can use the Aid Another action as a move action instead of a standard action.
At 16th level, he can use Aid Another as a swift action.

Widen Aura (Ex). At 14th level, the Marshal can choose to use 1 less than the maximum number of one type (Major or Minor) of aura he can project and double the range of the other auras of that type.

Free Auras (Ex). At 17th level, the Marshal can project a new aura as a free action instead of a swift action. This allows him to project or change multiple auras in the same round.


SmiloDan, Tue, Apr 21, 2009, 12:31 PM Flag | Reply

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Shadow Priest

Shadow Priests use their knowledge of shadowcasting to enhance their manipulation of negative energy.

Requirements:
Alignment: Non-good
Hide 6 ranks
Knowledge religion 6 ranks
Knowledge the planes 6 ranks
Ability to cast 3rd level divine spells
Ability to cast 2nd level mysteries
Ability to rebuke undead

Class Features:
BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills:
Bluff, Concentration, Craft, Hide, Intimidate, Knowledge arcana, Knowledge religion, Knowledge the planes, Move Silently, Profession, Sense Motive, Spellcraft

Skill Points per Level: 2 + Int modifier

Shadow Priests gain no new weapon or armor proficiencies.

LEVEL ABILITY
1. Channel Shadow (Extra Mystery), Rebuke Undead, +1 level to divine caster level, +1 level to mystery caster level.
2. Animate Dark Servant, +1 level to divine caster level, +1 level to mystery caster level.
3. Channel Shadow (Resist Negative Energy), +1 level to divine caster level, +1 level to mystery caster level.
4. Bonus Fundamental, +1 level to divine caster level, +1 level to mystery caster level.
5. Channel Shadow (Negative Energy Healing), +1 level to divine caster level, +1 level to mystery caster level.
6. Create Dark Servant, +1 level to divine caster level, +1 level to mystery caster level.
7. Channel Shadow (Negate Critical Hit), +1 level to divine caster level, +1 level to mystery caster level.
8. Bonus Fundamental, +1 level to divine caster level, +1 level to mystery caster level.
9. Channel Shadow (Negate Attack), +1 level to divine caster level, +1 level to mystery caster level.
10. Create Greater Dark Servant, +1 level to divine caster level, +1 level to mystery caster level.

Channel Shadow (Su). The Shadow Priest can channel negative energy into shadow magic for a variety of effects.
At 1st level, the Shadow Priest can cast a mystery that he knows by spending a number of rebuke undead attempts equal to the level of the mystery.
At 3rd level, the Shadow Priest can spend a rebuke undead attempt as an immediate action and gain immunity to negative energy effects for 1 round.
At 5th level, the Shadow Priest can spend a rebuke undead attempt as an immediate action and heal from negative energy effects for 1 round, as if he were undead.
At 7th level, the Shadow Priest can spend a rebuke undead attempt as an immediate action and negate the extra damage from a critical hit or sneak attack, sudden strike, or skirmish attack.
At 9th level, the Shadow Priest can spend a rebuke undead attempt as an immediate action and negate the damage from any single attack, be it melee, ranged, or from a spell, spell-like effect, supernatural, or extraordinary effect.

Rebuke Undead (Su). Shadow Priest levels stack with cleric levels for the purposes of rebuking undead.

Animate Dark Servant (Sp). At 2nd level, undead creatures created by the Shadow Priest's animate dead spells gain the Dark creature template from page 158 of the Tome of Magic.

Bonus Fundamental (sp). At levels 4 and 8, the Shadow Priest gains the ability to choose an additional fundamental, or the ability to use a fundamental he currently knows 3 more times per day.

Create Dark Servant (Sp). At 6th level, undead creatures created by the Shadow Priest's create undead spells gain the Dark creature template from page 158 of the Tome of Magic.

Create Greater Dark Servant (Sp). At 10th level, undead creatures created by the Shadow Priest's greater create undead spells gain the Dark creature template from page 158 of the Tome of Magic.

SmiloDan, Tue, Apr 21, 2009, 11:24 PM Flag | Reply

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Thanks for the feedback! :-)

The Dark creature template adds a big bonus to Hide and Move Silently, +10 to Speed (all forms of movement), Cold Resist 10, LLV, Darkvision 60 feet, and Hide in Plain Sight.

I see their role as a combination social specialist (Bluff/Intimidate/Sense Motive) and scout (Hide/Move Silently, plus divinations) and master of minions (undead, summoned shadow elementals, etc.), leading from the back, with battle field control tactics too (especially some of the mysteries).

There is a 3rd level mystery called flicker that lets you teleport a short distance as an immediate action once a round for your level in rounds; if you teleport away from an attack, there is a 50% chance it misses. Maybe use a version of that for the Negate hit? Or maybe become incorporeal for at just the right moment, like Umbral Body? Or even incorporeal for 1 round? That way, there is a 50% chance magic weapons hit, and ghost touch and force effects are still useful.

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--SmiloDan, Is it possible to modify this into a 20 level class, I like your gloomblade and I've made a shadow ranger type you may like. I don't know if I can really reply to this old thread but I'm a tryin'.

RPG Superstar 2012 Top 32

Verminaard:
--SmiloDan, Is it possible to modify this into a 20 level class, I like your gloomblade and I've made a shadow ranger type you may like. I don't know if I can really reply to this old thread but I'm a tryin'.

HI!
Glad you liked the gloomblade.
You want a 20 level shadow priest? It's kind of a mystic theurgy class, half divine, half mystery-casting, so I don't know how to make it a 20 level class without changing a lot.

Do you want a stealthy divine caster, an undead creating mystery user, or what? Something like a dread necromancer (Heroes of Horror)?

I think there's definitely a class out there that might use negative energy and mysteries (shadow magic). Let me think about it while I watch Dollhouse. ;-)

Maybe take the shadowcaster as a base, add some Channel Negative Energy badness, and somehow incorporate negative energy and undead-like traits with the sustaining shadow ability.

Maybe come up with some new Paths and Mysteries that focus on Stealth, Scouting, Battlefield Control (through fear and terrain), and Animating/Controlling Undead.


SmiloDan wrote:

Verminaard:

--SmiloDan, Is it possible to modify this into a 20 level class, I like your gloomblade and I've made a shadow ranger type you may like. I don't know if I can really reply to this old thread but I'm a tryin'.

HI!
Glad you liked the gloomblade.
You want a 20 level shadow priest? It's kind of a mystic theurgy class, half divine, half mystery-casting, so I don't know how to make it a 20 level class without changing a lot.

Do you want a stealthy divine caster, an undead creating mystery user, or what? Something like a dread necromancer (Heroes of Horror)?

I think there's definitely a class out there that might use negative energy and mysteries (shadow magic). Let me think about it while I watch Dollhouse. ;-)

Maybe take the shadowcaster as a base, add some Channel Negative Energy badness, and somehow incorporate negative energy and undead-like traits with the sustaining shadow ability.

Maybe come up with some new Paths and Mysteries that focus on Stealth, Scouting, Battlefield Control (through fear and terrain), and Animating/Controlling Undead.

I'm creating a party based on shadowy stealth. I'm probably using 2 clerics, 2 gloomblades and 2 shadow ranger types. It's a stealth/ infiltration/ assassination special forces type party.

I don't have access to (dread necromancer)Heroes of Horror or the other book (Tome of Magic) you mentioned which explained the shadow power you mentioned in the class description. They all have shadow powers which enhance their stealth capacities. If you could drop a link for the shadow channel type ability explained a little more thoroughly it would be a great boon.I'm still trying to work out the 20 level ability on my shadow stalker type.

Probably less mysteries in the priest because I should have it covered with the Gloomblade(s). Channel negative energy badness is imperative. Perhaps with some shadow traveling abilities to boot. I've borrowed some thoughts from you and a few others for my shadow stalker class. Animating/ controlling undead will be helpful as well, with a focus on the shadowy darkness though.

Thanks SmiloDan!! Will post my (hopefully not too powerful Shadow Stalker type class when I'm sure it's finalized for you and others to critique.


SHADOW STALKER
BAB: +1
Good Saves: Fortitude and Reflex
Hit Dice: 1d10
Class Skills: Climb(STR), Craft(INT), Handle Animal(CHA), Heal(WIS), Intimidate(CHA), Knowledge (dungeoneering, geography, nature(INT)), Perception(WIS), Profession(WIS), Ride(DEX), Stealth(DEX), Survival(WIS), Swim(STR).
Skill Ranks Per Level: 6 + Int modifier.
Shadow Rangers are proficient in all Simple and Martial Weapons, Light Armor, Medium Armor and Shields (but not Tower Shields).
LEVEL ABILITY
1. Fast Movement, Track, Trapfinding
2. Combat Style Feat, Evasion
3. Ruggedness, Umbral Sight
4. Skill Focus: Stealth, Trackless Step, Uncanny Dodge,
5. Hide In Plain Sight, Shadow Path
6. Combat Style Feat, Vital Strike
7. Flawless Stride, Umbral Sight
8. Fast Stealth, Swift Tracker
9. Improved Uncanny Dodge
10. Combat Style Feat, Shadow Path
11. Improved Vital Strike, Umbral Sight
12. Camouflage
13. Improved Evasion
14. Combat Style Feat
15. Shadow Path, Umbral Sight
16. Greater Vital Strike
17. Slippery Mind
18. Combat Style Feat, Freedom Of Movement
19. Umbral Sight
20. Shadow Master, Shadow Path

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

Track (Ex): A shadow stalker adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Trapfinding: A shadow stalker adds 1/2 his level to Perception skill checks made to locate traps (minimum +1).

Combat Style Feat (Ex): At 2nd level, a shadow stalker must select one of two combat styles to pursue: archery or two weapon combat. The shadow stalker’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the shadow stalker selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the shadow stalker selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list.
The benefits of the shadow stalker’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a shadow stalker selects a combat style, it cannot be changed.

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

Umbral Sight (Ex): Umbral Sight (Su). Beginning at 3rd level, the shadow stalker gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the shadow stalker gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.
Ruggedness (ex): The shadow stalker enjoys a +1 bonus to fortitude and will save. He gains Endurance as a bonus feat.

Skill Focus: Stealth: The shadow stalker is particularly adept at stealth. Shadow stalker gets a +3 bonus on all checks involving stealth. If he has 10 or more ranks in stealth, this bonus increases to +6.

Trackless Step (Ex). At 3rd level, the shadow stalker can choose to leave to trackable trace behind.

Uncanny Dodge (Ex): Starting at 4th level, a c shadow stalker an react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A shadow stalker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8) against him. If a shadow stalker already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Hide in Plain Sight (Su): At 5th level, a shadow stalker can use the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, a ranger can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

Shadow Path (Su): In a lengthy ritual, you allow shadowstuff to physically infuse your flesh and surround your form. At 5th level you gain 50% (full) concealment (as blur spell, however truesight does not counteract effect since this is not a glamour) instead of 20% (partial) concealment in dim light or darker (this is negated in bright light/ daylight spell conditions). In addition you can shadow jump (as per shadowdancer) 40' (x2/ 5 levels) and you gain the ability to create darkness (as the spell) 1 x per day/ 5 levels. At 10th level and forever after, you may instead create deeper darkness (as the spell).

Vital Strike (Combat): You make a single attack that deals significantly more damage than normal. Prerequisites: Base attack bonus +6. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

Flawless Stride (Ex). At 7th level, the shadow stalker can ignore the penalties for difficult terrain. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Fast Stealth (Ex): This ability allows a shadow stalker to move at full speed using the Stealth skill without penalty.

Swift Tracker (Ex): Beginning at 8th level, a shadow stalker can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Improved Uncanny Dodge (Ex): A shadow stalker of 9th level or higher can no longer be flanked. This defense denies another (rogue) the ability to sneak attack the character by flanking him, unless the attacker has at least four more (rogue) levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum (rogue) level required to flank the character.

Improved Vital Strike (Combat): You can make a single attack that deals a large amount of damage. Prerequisites: Vital Strike, base attack bonus +11. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack three times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack).
This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

Camouflage (Ex): A shadow stalker of 12th level or higher can add use of the Stealth skill (and Hide in Plain Sight ability) to hide in any natural terrains, even if the terrain doesn’t grant cover or concealment.

Improved Evasion (Ex): At 13th level, a shadow stalker’s evasion improves. This ability works like evasion, except that while the shadow stalker still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless shadow stalker does not gain the benefit of improved evasion.

Greater Vital Strike (Combat): You can make a single attack that deals incredible damage. Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack four times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as f laming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

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

Freedom Of Movement (Ex). At 18th level, the shadow stalker gains a constant Freedom of Movement effect.

Shadow Master (Su): At 20th level, whenever a shadow stalker is in an area of dim light (or darker), he gains DR 10/— and a +2 luck bonus on all saving throws. In addition, whenever he successfully scores a critical hit against a foe who is in an area of dim light (or darker), that foe is paralyzed for 1d4 rounds.


If you already have a shadow stalker you can, of course, rename it. Hope you like it.

Dark Archive

Love the ideas for the Invoker (a summoning Beguiler!), Hedgewitch (so cool!), Alchemist (love it, but I worry that you end up throwing money out the window, just to function), Hexblade (very nice upgrade), Warlock (I like how it was tied into the Hexblade, as was the Hedgewitch!), and Savage (always wanted to make an 'animal-style' Monk who had no love for law and order, and was primal and feral instead!).

The Beastmaster (or, as I like to think of it, Tamer of Nightmares), while cool as all get-out, is probably too strong for even this intentionally buff collection. I'd cap it out at Bard-equivalent spellcasting, and tighten up the spell themes (which seemed, IMO, to be all over the place, although I may simply have missed a very logical and consistent theme due to the lack of flavor text).

RPG Superstar 2012 Top 32

Hahaha!!! I was just about to post a Shadow Stalker class! Great minds must think alike! It's a cross between the ninja and a shadowcaster.

Shadow Stalker

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge dungeoneering, Knowledge local, Knowledge planes, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Int modifer.

The Shadow Stalker is proficient in all Simple Weapons, plus the handcrossbow, rapier, shortbow, and shortsword.
The Shadow Stalker is not proficient in any armor or shields.

LEVEL ABILITY
1. Shadow Shroud, Sudden Strike +1d6, Trapfinding
2. Evasion, Fundamentals of Shadow
3. Apprentice Mysteries (spell-like), Umbral Sight (darkvision 30 feet)
4. Sudden Strike +2d6, +1 AC
5. Swift Stealth
6. Bonus Fundamental
7. Sudden Strike +3d6
8. Hide in Plain Sight, +2 AC
9. Umbral Sight (see in darkness)
10. Bonus Fundamental, Sudden Strike +4d6
11. Shadow Stance (20% miss chance)
12. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), AC +3
13. Sudden Strike +5d6
14. Always Stealthy, Bonus Fundamental
15. Umbral Sight (blindsense 90 feet)
16. Sudden Strike +6d6, +4 AC
17. Greater Shadow Stance (50% miss chance)
18. Bonus Fundamental
19. Sudden Strike +7d6
20. Nigh Invisible, Umbral Sight (blindsight 120 feet), +5 AC

Shadow Shroud (Su). When unarmored and carrying a light load, the Shadow Stalker adds her Intelligence Bonus, if any, as an insight bonus to her AC. This bonus applies even when flatfooted and to her touch AC. At 4th level, and every 4 levels thereafter, this bonus to her AC increases by +1. The Shadow Shroud also provides her with a bonus equal to 1/2 her class level on Stealth checks (minimum +1). The bonus to AC does not stack with other Wisdom-based bonuses to Ac, such as from the Monk or Ninja classes.

Sudden Strike (Ex). As the ninja ability of the same name.

Trapfinding (Ex). As the rogue ability of the same name.

Evasion (Ex). At 2nd level, the Shadow Stalker gains the rogue ability of the same name.

Fundamentals of Shadow (Su). At 2nd level, the Shadow Stalker learns how to use 3 Fundamentals. She can use these at will. At 6th level, and every 4 levels thereafter (10th, 14th, and 18th), she learns 1 additional fundamental. Fundamentals are supernatural effects described in the Shadowcaster portion of the Tome of Magic.

Apprentice Mysteries (Sp). Beginning at 3rd level, the Shadow Stalker learns to cast Mysteries. She learns 1 mystery at 1st level, and learns 1 additional mystery each level thereafter. She must know 3 lower level mysteries before choosing a higher level mystery, and she must know the lower level mysteries of a path before choosing a higher level mystery of a path. She must have an Intelligence score of 10 + the level of the chosen mystery to cast it. When she casts a mystery as a spell-like effect, the save DC is 10 + the level of the mystery + her Intelligence modifier. Beginning at 12th level, she can use Apprentice level mysteries as supernatural abilities; their save DCs are equal to 10 + 1/2 her shadow stalker level + her Intelligence modifier. She can use each mystery she knows a number of tims per day equal to her Intelligence bonus (minimum once per day). See the Shadowcaster section of the Tome of Magic for details on mysteries.

Umbral Sight (Su). At 3rd level, the Shadow Stalker gains darkvision with a range of 30 feet (or increases any existing darkvision ability by 30 feet)
At 9th level, she can see normally upto 60 feet even in magical darkness.
At 15th level, she can use blindsense with a range of 90 feet.
At 20th level, she can use blindsight with a range of 120 feet.
Swift Stealth (Ex). Beginning at 5th level, the Shadow Stalker can use the Stealth skill with no penalty when moving her speed. She can even use the Stealth skill while running, but takes a -10 penalty to the roll.

Hide in Plain Sight (Su). Beginning at 8th level, the Shadow Stalker can hide even when being observed.

Shadow Stance (Ex). At 11th level, if the Shadow Stalker moves 10 feet or more in a round, she gains concealment, with a 20% miss chance.
At 17th level, if the Shadow Stalker moves 10 feet or more in a round, she gains full concealment, with a 50% miss chance.

Initiate Mysteries (Sp). Beginning at 12th level, the Shadow Stalker can begin selecting Initiate level mysteries.

Always Stealthy (Ex). Beginning at 14th level, the Shadow Stalker instinctively uses the Stealth Skill at all times. This allows her to Take 10 on any Stealth skill check, and unless she states otherwise, she is always considered to be using the Stealth skill.

Nigh Invisible (Ex). At 20th level, the Shadow Stalker instinctively uses the Stealth skill at all times. She has perfected the use of the Stealth skill and can always choose to Take 20 on her Stealth skill without requiring any additional time use the Stealth skill.

RPG Superstar 2012 Top 32

Set wrote:

Love the ideas for the Invoker (a summoning Beguiler!), Hedgewitch (so cool!), Alchemist (love it, but I worry that you end up throwing money out the window, just to function), Hexblade (very nice upgrade), Warlock (I like how it was tied into the Hexblade, as was the Hedgewitch!), and Savage (always wanted to make an 'animal-style' Monk who had no love for law and order, and was primal and feral instead!).

The Beastmaster (or, as I like to think of it, Tamer of Nightmares), while cool as all get-out, is probably too strong for even this intentionally buff collection. I'd cap it out at Bard-equivalent spellcasting, and tighten up the spell themes (which seemed, IMO, to be all over the place, although I may simply have missed a very logical and consistent theme due to the lack of flavor text).

Thanks for the feedback!

The Beastmaster spell list is supposed to contain spells that can be used to either buff the beast, provide information about it (keep track of it), or remove negative conditions from the beast. I initially used a full 9th level spell caster progression because it was loosely based on what little I had heard of the "Summoner" from the Advanced Players Handbook. I totally think it would rock out with Bardic spellcasting progression. I wonder if it would be viable just chopping the 3 highest levels off without adjusting anything?

RPG Superstar 2012 Top 32

Trueblade

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Craft, Diplomacy, Knowledge (all), Linguistics, Perform-oratory, Profession, Sense Motive, Truespeak, Use Magic Device.

Skill Ranks per Level: 2 + Int modifier

Trueblades are proficient in all Simple and Martial Weapons. They are proficient with Light and Medium armor and all Shields (except tower shields).

Truespeaking (Sp). Trueblades must make a Truespeak skill check with a DC of 20 + the target's CR + the target's Charisma modifier. The Save DC (if any) of any Trueblade effect is 10 + 1/2 his Trueblade level + his Charisma modifier.

LEVEL ABILITY
1. Known Personal Truename, Whispers.
2. Truename Focus, True Strike 1/day
3. Word of War
4. Word of the Reforged Blade
5. Fast Talk 1/day, True Strike 2/day
6. Word of War
7. Bonus Whisper
8. True Strike 3/day
9. Word of War
10. Fast Talk 2/day
11. True Strike 4/day
12. Word of War
13. Bonus Whisper
14. True Strike 5/day
15. Fast Talk 3/day, Word of War
16. Swift Whispers
17. True Strike 6/day
18. Word of War
19. Bonus Whisper
20. Fast Talk 4/day, True Strike 7/day

Known Personal Truename (Ex). The Trueblade knows his own personal truename.

Whispers (Sp). Whispers are 0 level utterances. The DC to speak a whisper is 10, +2 for each additional time per day the whisper is spoken. The Trueblade learns 3 Whispers at 1st level, and 1 additional whisper at levels 7, 13, and 19.

Truename Focus (Ex). The Trueblade adds 1/2 his class level on Truespeak checks to use utterances to influence himself or a weapon that is under the influence of his Word of the Reforged Blade ability (see below).

True Strike (Sp). Beginning at 2nd level, the Trueblade can use True Strike once per day as a spell-like effect. He gains 1 additional use of this ability at levels 5, 8, 11, 14, 17, and 20.

Word of War (Sp). Beginning at 3rd level, and every 3 levels thereafter, the Trueblade chooses one of the following combat manuvers or actions: Bullrush, Disarm, Grapple, Overrun, Sunder, Trip, or Feint in Combat. When using one of the chosen manuvers, he adds the result of his Truespeak check to his CMB or CMD.

Word of the Reforged Blade (Sp). At 4th level, the Trueblade can make a DC 20 Truespeak check and grant a weapon that he is wielding a +1 enhancement bonus for 1 hour per level. At 8th level, and every 4 levels thereafter, he can increase the enhancement bonus by an additional +1, but the Truespeak DC increases by 5 for each additional plus. Alternatively, the Trueblade can add one or more special abilities to the weapon as long as the cost of the special abilities in "pluses" does not exceed +1 per 4 class levels. The weapon targeted by the Word of the Reforged Blade must be at least +1 before it can be enhanced with any special abilities.

Fast Talk (Su). Beginning at 5th level, once per day the Trueblade can speak an utterance as a swift action without using the Quicken Utterance feat and/or increasing the Truespeak DC. He gains additional daily uses of this ability at levels 10, 15, and 20.

Utterances (Sp). Begining at 1st level, the Trueblade learns one 1st level utterance from the Lexicon of the Evolved Mind. He learns one additional utterance from the Lexicon of the Evolved Mind at levels 2, 3, 5, 6, 8, 9, 10, 12, 13, 14, 15, 16, 17, 19, and 20. He can learn 2nd level utterances beginning at level 5, 3rd at level 8, 4th at level 12, 5th at level 15, and 6th at level 19.

Beginning at level 4, he also begins learning utterances from the Lexicon of the Crafted Tool. He learns 1 at level 4 and 1 additional one at levels 5, 6, 8, 9, 11, 12, 13, 15, 16, 18, 19, and 20, learning higher level utterances at levels 8, 11, 15, and 18.

Beginning at level 8, he also begins learning utterances from the Lexicon of the Perfected Map. he learns 1 at level 8, and 1 additional one at levels 9, 10, 12, 13, 15, 16, 17, 19, and 20, learning higher level utterances at levels 12, 15, and 19.

RPG Superstar 2012 Top 32

Binder

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Int modifier

Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Int bonus (minimum 1), you can bind a vestige as a full round
action. At 17th level, a number of times per day equal to your Int
bonus (minimum 1), you can bind a vestige as a swift action. This
ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact
Augmentation options to choose from increase to include the following:

Fast Healing 1 per plus allocated (upto 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Manuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
+1 damage per die of damage for supernatural effects.


This should be stickied. Great work SmiloDan!


These are some really interesting classes! Too bad my GM won't let me use any :( I think I will incorporate a few of these in the next game I run. Would you do anything different for a duskblade, or would you convert it straight over?


Pathfinder Rulebook Subscriber

I assume all of these have already been entered into PathfinderDB.com? Sure would be a pain having to look in multiple places for this sort of thing. I look to PathfinderDB.com as my single point of storage for this sort of stuff. If these are not in there is there a chance they could get there?

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