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I'm bored: give me ideas for a new base class I can design!


Suggestions/House Rules/Homebrew

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I might as well through an idea or two in; all right, here are some classes I'd like to create but find myself over worked (convering/making many new races for the Dawnforge-Pathfinder game I run).

1.) Zealot- a holy barbarian. No armor- faith in their god will pretect them. A frenzy like state similar to rage. No spells but maybe frenzy powers?

2.) Invoker- another attempt at a warlock for Pathfinder; but taking an idea from 4e, include pacts for all major Outsider groups plus fey. Each pact changes your blast's damage type, and each pact provides different invocation options.

3.) Artisan(?-Need better name)- a weak, d6 for Hit Die class. Sucks with allmost all weapons. Not even a spell caster. No, the idea is instead for them to create specialized homunculi on the spot. Like one that can fly short distances and BOOM!


Wow,Smilo.You make classes fast.

Then again,I have almsot absolutely no time whatsoever....


I have used the Alchemist class for a Chef character. I think that works nicely.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
A.P.P.L.E. wrote:
SmiloDan wrote:
A.P.P.L.E. wrote:
A chef. Do what you will in terms of class features, so long as it cooks.

In 2nd Edition, one of my players played a ranger that spent 3 non-weapon proficiencies on cooking. That's kind of the equivalent of spending 4 or 5 feats on Skill Focus cooking, with the results stacking.

What would the chef PC do? Wield a cleaver, throw pies, make hour long Diplomacy checks based on his cooking skills? Intimidate like crazy like Chef Ramsey? Poison his customers? Entangle with honey-filled pastries? Over-feed his opponents so they get sickened or nauseated? Detect invisible using bags of flour? Club folks with rolling pins?

Make poisons that would make an alchemist jealous, attack people with a cleaver, intimidate people with said cleaver, force feed opponents dishes with all sorts of harmful effects, like brutal debuffs and the above mentioned poisons, and create dishes that give her or her allies buffs and healing.

So an alchemist that's been slightly refluffed and has Infusion, got it.


Beat you to it, Cheapy! ;)


A "rogue-like" class, which keep 8 + int mod skill points, doesn't have Sneak Attack nor its variants, trade it for; better hit-dice and/or better BaB and/or another good save... maybe add some proficiencies.

[insert rant here]

Thanks in advance.

Silver Crusade

SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

Batman


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Void Munchkin wrote:

A "rogue-like" class, which keep 8 + int mod skill points, doesn't have Sneak Attack nor its variants, trade it for; better hit-dice and/or better BaB and/or another good save... maybe add some proficiencies.

[insert rant here]

Thanks in advance.

It's been done twice in this thread already. One is the Noble. I forget the other.

Also, I'm not sure how I am still listed as number 2 in this thread.

The Exchange

It's some sort of algorithm. I have no idea how it works.


Cheapy wrote:


It's been done twice in this thread already. One is the Noble. I forget the other.

Also, I'm not sure how I am still listed as number 2 in this thread.

Nope, Noble is only 6 + int mod.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I guess I assumed you wanted a class all about skills, and not someone who wanted their cake and wanted the class abilities necessary to eat it too :)

RPG Superstar 2012 Top 32

I'll probably work on an Int-based rogue-like adventurer class soon. Probably something along a MacGuyver/Dr. Who/Sherlock Holmes-type class.

The Exchange

SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

I got one for you from a player of mine. It's called the Lumberjack. Good luck.

"It has always been my dream to make a Canadian lumberjack character that is a bear wrestler and uses a wood axe only for wood, never to fight with. i have started to do a bit more research on it now, and an archetype of barbarian i found would fit rather well. he would use plaid as armor and have a flaw that allows him to never use weapons against anything he would see as a bear, or as challenging as one, he would be forced to wrestle it. whenever doing nothing he would be gathering wood, or whittling and have tree and bear as favoured enemies."

RPG Superstar 2012 Top 32

kevin_video wrote:
SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

I got one for you from a player of mine. It's called the Lumberjack. Good luck.

"It has always been my dream to make a Canadian lumberjack character that is a bear wrestler and uses a wood axe only for wood, never to fight with. i have started to do a bit more research on it now, and an archetype of barbarian i found would fit rather well. he would use plaid as armor and have a flaw that allows him to never use weapons against anything he would see as a bear, or as challenging as one, he would be forced to wrestle it. whenever doing nothing he would be gathering wood, or whittling and have tree and bear as favoured enemies."

Sounds like a Barbarian/Ranger multi-class with Improved Unarmed Strike and Improved Grapple/Greater Grapple. Plaid could be padded armor, and maybe customize a combat style that emphasizes wrestling (Improved Unarmed Strike, Improved Grapple, Greater Grapple, Rending Claws, Stunning Fist, etc. etc.). Put ranks in Acrobatics (for balancing on rolling logs in the water), Climb, Craft (whittling), Knowledge nature, Profession (lumberjack), Survival, and maybe Swim.

Maybe give him the monk's unarmed strike damage when he rages in exchange for martial weapon proficiencies and medium armor proficiencies, and shield proficiency?

EDIT: or trade out the ranger's animal companion for treating 1/2 the ranger's level for his unarmed strike damage? Unless you NEED a blue dire cow companion....

The Exchange

SmiloDan wrote:
kevin_video wrote:
SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

I got one for you from a player of mine. It's called the Lumberjack. Good luck.

"It has always been my dream to make a Canadian lumberjack character that is a bear wrestler and uses a wood axe only for wood, never to fight with. i have started to do a bit more research on it now, and an archetype of barbarian i found would fit rather well. he would use plaid as armor and have a flaw that allows him to never use weapons against anything he would see as a bear, or as challenging as one, he would be forced to wrestle it. whenever doing nothing he would be gathering wood, or whittling and have tree and bear as favoured enemies."

Sounds like a Barbarian/Ranger multi-class with Improved Unarmed Strike and Improved Grapple/Greater Grapple. Plaid could be padded armor, and maybe customize a combat style that emphasizes wrestling (Improved Unarmed Strike, Improved Grapple, Greater Grapple, Rending Claws, Stunning Fist, etc. etc.). Put ranks in Acrobatics (for balancing on rolling logs in the water), Climb, Craft (whittling), Knowledge nature, Profession (lumberjack), Survival, and maybe Swim.

Maybe give him the monk's unarmed strike damage when he rages in exchange for martial weapon proficiencies and medium armor proficiencies, and shield proficiency?

EDIT: or trade out the ranger's animal companion for treating 1/2 the ranger's level for his unarmed strike damage? Unless you NEED a blue dire cow companion....

Yeah, I thought of Paul too. He is planning on going half-giant so you never know.

I figured it'd be a Barbarian/Ranger multi-class (plant and animal fav enemies). Truth be told I found it much easier to do up via 3.5 because you had the lion totem barbarian and the bear-wrestling progression for ranger. I was thinking that plaid armor could also be quilted armor too.


Cheapy wrote:
I guess I assumed you wanted a class all about skills, and not someone who wanted their cake and wanted the class abilities necessary to eat it too :)

Depending on the players, the PCs, the DM/GM, the NPCs/Monsters and luck; Sneak attack can range from easy to pull to 99% assured dead if tried; so excuse me for wanting to increase a character's usefulness/survivability ... not to say the character cannot be a sneaky thief.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

My comment was a joke :)

I'm looking forward to seeing how Smilo pulls this one off. There are a ton of ways to make skillful characters without being a rogue already, so I'm curious to see what he does.

An adventurer type could be interesting, but if they're main focus is skills, they'll start to be marginalized around level 5 due to magic (which, btw, is not incompatible with having lots of skills).

Taking a hint from the Pathfinder Chronicler would be helpful for this class. Partly because it is exactly what is desired, being the quintessential adventurer with 8+mInt skill points per level, and lots of abilities.


Cheapy wrote:

My comment was a joke :)

My bad then.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I edited my comment above.


Cheapy wrote:


I'm looking forward to seeing how Smilo pulls this one off. There are a ton of ways to make skillful characters without being a rogue already, so I'm curious to see what he does.

An adventurer type could be interesting, but if they're main focus is skills, they'll start to be marginalized around level 5 due to magic (which, btw, is not incompatible with having lots of skills).

Taking a hint from the Pathfinder Chronicler would be helpful for this class. Partly because it is exactly what is desired, being the quintessential adventurer with 8+mInt skill points per level, and lots of abilities.

Idea: D10 hit dice, good BaB, Good fort and ref, 8 + Int mod Skill points, choose 20 - 25 skills as class skills, ... choose 8 - 10 Weapons and/or armors proficiencies, ... limited by-level class features, ... etc ...


SmiloDan wrote:


Sounds like a Barbarian/Ranger multi-class with Improved Unarmed Strike and Improved Grapple/Greater Grapple. Plaid could be padded armor, and maybe customize a combat style that emphasizes wrestling (Improved Unarmed Strike, Improved Grapple, Greater Grapple, Rending Claws, Stunning Fist, etc. etc.). Put ranks in Acrobatics (for balancing on rolling logs in the water), Climb, Craft (whittling), Knowledge nature, Profession (lumberjack), Survival, and maybe Swim.

Maybe give him the monk's unarmed strike damage when he rages in exchange for martial weapon proficiencies and medium armor proficiencies, and shield proficiency?

EDIT: or trade out the ranger's animal companion for treating 1/2 the ranger's level for his unarmed strike damage? Unless you NEED a blue dire cow companion....

You forgot that Lumberjacks need the disguise skill, possibly with the ability to use it to impersonate the opposite sex without penalty, and perhaps something like Craft Magic Items: Pressed Wild Flowers.

:D

RPG Superstar 2012 Top 32

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PRODIGY

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

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

In addition, the prodigy adds a number of extra skills equal to his Intelligence bonus (minimum 1) to the list of class skills.

Skill Ranks per Level: 8 + Intelligence modifier.

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

LEVEL ABILITY
1. Extra Skills, Knowledge is Power, Talent
2. Talent
3. Insight
4. Talent
5. Knowledge is Power
6. Talent
7. Insight
8. Improved Talents, Talent
9. Knowledge is Power
10. Talent
11. Insight
12. Talent
13. Knowledge is Power
14. Greater Talents, Talent
15. Insight
16. Talent
17. Knowledge is Power
18. Talent
19. Insight
20. Ultimate Talent, Talent

Extra Skills (Ex). The prodigy adds a number of skills equal to his Intelligence modifier (minimum 1), to his list of class skills. If the prodigy later has a permanent increase to his Intelligence bonus, he may increase the number of additional class skills he has until it equals his Intelligence bonus. If the prodigy has ranks in a cross-class skill that then becomes a class skill, he gains the +3 class skill bonus as normal for having ranks in a class skill.

Knowledge is Power (Ex). At 1st level, the prodigy learns how to use his knowledge of his enemies against them. The prodigy makes a Knowledge check as a swift action; the specific kind of Knowledge check is determined by the kind of creature the prodigy is making the Knowledge check about. For every 10 points of the result of the Knowledge check, the prodigy gains a +1 bonus against his opponent. This bonus lasts for a number of rounds equal to the prodigy’s Intelligence bonus (minimum 1). The specific kind of bonus is determined by the kind of Knowledge is Power ability the prodigy has selected.
At 1st level, the prodigy may choose to learn 1 Knowledge is Power ability. He learns additional Knowledge is Power abilities at 5th level and every 4 levels thereafter.
Below are the Knowledge is Power abilities the prodigy may select:

Knowledge is Power:

Knowledge of Defense: The prodigy’s Knowledge is Power bonus applies to the prodigy’s AC against the selected creature type.

Knowledge of Distress: The prodigy’s target is sickened for 1 round per plus of the prodigy’s Knowledge is Power bonus. The prodigy can reduce this duration by 2 rounds to make the target nauseated or reduce the duration by 3 rounds to make the target stunned. The target is allowed a Fortitude Save with a DC of 10 + ½ the prodigy’s level + the prodigy’s Intelligence modifier, and if successful, reduces the duration to 1 round.

Knowledge of Durability: The prodigy’s Knowledge is Power bonus applies as DR 1/- per plus of the bonus against the attacks of the selected creature type.

Knowledge of Energy: The prodigy’s Knowledge is Power bonus applies as energy resistance 5 per plus of the bonus against the attacks of the selected creature type.

Knowledge of Foes: The prodigy’s Knowledge is Power bonus is applied as a number of 1d6 damage dice added to the prodigy’s weapon damage rolls against the selected creature type.

Knowledge of Maneuvers: The prodigy’s Knowledge is Power bonus applies to his CMB and CMD against the selected creature type.

Knowledge of Materials: The prodigy’s Knowledge is Power bonus is treated as an enhancement bonus to attack rolls against the selected creature type. In addition, the prodigy is able to overcome damage reduction as if using a weapon of a special material or property; if the Knowledge is Power bonus is at least +3, it overcomes damage reduction as if it were a cold iron or silver weapon; if the Knowledge is Power bonus is at least +4, it overcomes damage reduction as if it were an adamantine weapon (but does not bypass hardness); if the Knowledge is Power bonus is at least +5, it overcomes alignment-based damage reduction.

Knowledge of Purity: The prodigy’s Knowledge is Power bonus applies to saving throws against the attacks of the selected creature type.

Knowledge of Resistance: The prodigy gains spell resistance against the selected target’s spells and spell-like abilities equal to the prodigy’s Knowledge is Power bonus multiplied by 5.

Knowledge of Tactics: The prodigy’s Knowledge is Power bonus applies to attack and damage rolls against the selected creature type.

Knowledge of Trepidation: The prodigy’s target is shaken for 1 round per plus of the prodigy’s Knowledge is Power bonus. The prodigy can reduce this duration by 2 rounds to make the target frightened or reduce the duration by 3 rounds to make the target panicked. The target is allowed a Will Save with a DC of 10 + ½ the prodigy’s level + the prodigy’s Intelligence modifier, and if successful, reduces the duration to 1 round per plus. This is a mind affecting fear effect.

Talent (Ex). The prodigy learns a talent at 1st level, 2nd level, and every even level thereafter. At 8th level, he can begin learning improved talents. At 14th level, he can begin learning 14th level. At 20th level, he learns an ultimate talent.

Talents:

TALENTS:

Canny Initiative: The prodigy adds his Intelligence bonus to his Initiative rolls.

Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select a combat feat he qualifies for but does not have and use it for 1 round. These rounds do not need to be consecutive. Each time he uses this ability, he may select a different combat feat or use the same combat feat he used before.

Deconstruction: The prodigy can use the Disable Device to hinder constructs. As a standard action, the prodigy can make a Disable Device check with a DC of 15 + the construct’s HD and if successful, cause it to be shaken for 1d6 rounds, plus 1 round for every 5 points the Disable Device check exceeds the DC. In addition, the construct’s Damage Reduction, if any, is reduced by 5 for the duration it is shaken.

Devious Devices: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Disable Device and Use Magic Device.

Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat.

Extra Class Skills: The prodigy adds a two new skills to his list of class skills. He can select this talent multiple times; each time adding two new skills to his list of class skills.

Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability.

Intellectual Ambassador: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Magical Trick: The prodigy learns a number of cantrips or orisons equal to his Intelligence bonus. The Save DC, if any is 10 + the prodigy’s Intelligence bonus. He may cast each cantrip or orison at will. This talent may be selected multiple times; each time he selects this talent, he learns new cantrips or orisons.

Master Criminal: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Master Surgeon: The prodigy adds his Intelligence bonus to any Heal check he makes. He can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d6 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
When the prodigy performs surgery, he can make additional DC 20 Heal checks to remove ability damage from the wounded subject. The prodigy chooses which type of ability damage (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) prior to making the Heal check. The prodigy can remove a number of different ability damages equal to his Intelligence bonus. The prodigy can use surgery to removing ability drain by making a DC 30 Heal check; only one kind of ability drain can removed during a single surgery.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of rounds equal to his Intelligence bonus of the creature dying.

Militant: The prodigy gains proficiency in all Martial Weapons.

Poison Use: The prodigy is trained in the use of poison and cannot accidentally poison himself when applying poison to a weapon.

Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 1 gold piece per class level. This item can only be used once. It takes 1d12 rounds to make the item.

Share Knowledge: The prodigy can grant a number of allies equal to his Intelligence bonus the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy.

Skill Focus: The prodigy gains Skill Focus as a bonus feat. This talent may be selected multiple times; each time applying to a different skill.

Student Athlete: The prodigy may choose to use his Intelligence modifier in place of the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of a single teamwork feat. These rounds do not need to be consecutive.

Track: The prodigy adds half his level (minimum +1) on Survival skill checks to follow tracks.

Trapfinding: The prodigy adds half his level (minimum +1) on Disable Device and Perception checks dealing with locating and disarming traps. He may also disarm magical traps.

Insight (Ex). At 3rd level, and every 4 levels thereafter, the prodigy gains one of the following abilities.

Insights:

Insightful Attacks: The prodigy gains an insight bonus equal to his Intelligence bonus to his attack rolls.

Insightful Defense: The prodigy gains an insight bonus equal to his Intelligence bonus to his AC.

Insightful Grace: The prodigy gains an insight bonus equal to his Intelligence bonus to his Saving Throws.

Insightful Maneuvers: The prodigy gains an insight bonus equal to his Intelligence bonus to his CMB and CMD.

Insightful Strike: The prodigy gains an insight bonus equal to his Intelligence bonus to his weapon damage rolls.

Improved Talents:

IMPROVED TALENTS

Improved Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 2 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Improved Deconstruction: The prodigy can use the Disable Device to hinder constructs. As a standard action, the prodigy can make a Disable Device check with a DC of 20 + the construct’s HD and if successful, cause it to be staggered for 1d6 rounds, plus 1 round for every 5 points the Disable Device check exceeds the DC. In addition, the construct’s Damage Reduction, if any, is reduced by 10 for the duration it is staggered. The prodigy must have the Deconstruction talent before selecting this talent.

Improved Devious Devices: The prodigy may choose to use add his Intelligence modifier in addition to the normal ability modifier for the following skills: Disable Device and Use Magic Device.

Improved Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge talent before selecting this talent.

Improved Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power talent before selecting this talent.

Improved Intellectual Ambassador: The prodigy may choose to use add his Intelligence modifier in addition to the normal ability modifier for the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.

Improved Knowledge is Power: The prodigy may to activate two of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect two different creature types by making 2 different Knowledge checks using the same swift action.

Improved Magic Trick: The prodigy learns a 1st level arcane or divine spell that he can use 3 times per day as a spell-like ability. The Save DC, if any is 11 + the prodigy’s Intelligence bonus. The prodigy may select this talent multiple times; each time he does, he learns a new spell. The prodigy must have the Magical Trick talent before selecting this talent.

Improved Master Criminal: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Disguise, Escape Artist, Sleight of Hand, and Stealth.

Improved Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d8 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of minutes equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon talent before selecting this talent.

Improved Militant: The prodigy treats his class level as his base attack bonus for the purposes of qualifying for feats. The prodigy may use his Intelligence score in place of any other ability score requirement a feat may require.

Improved Poison Use: The prodigy can apply a dose of poison to a weapon as a swift action. The prodigy must have the Poison Use talent before selecting this talent.

Improved Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 2 gold piece per class level. This item can only be used once. It takes 1d8 rounds to make the item. The prodigy must have the Rapid Crafting talent before selecting this talent.

Improved Share Knowledge: The prodigy can grant a number of allies equal to his character level the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge talent before selecting this talent.

Student Athlete: The prodigy may choose to add his Intelligence modifier in addition to the normal ability modifier for the following skills: Acrobatics, Climb, Ride, and Swim.

Improved Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of two teamwork feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with a number of allies equal to his Intelligence bonus. The prodigy must have the Tactics talent before selecting this talent.

Improved Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. The prodigy must have the Trapfinding talent before selecting this talent.

Skill Mastery: This is the same as the rogue Advanced Talent of the same name.

Slippery Mind: This is the same as the rogue Advanced Talent of the same name.

Swift Tracker: The prodigy 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.

Greater Talents:

GREATER TALENTS

Greater Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 3 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Greater Deconstruction: The prodigy can use the Disable Device to hinder constructs. As a standard action, the prodigy can make a Disable Device check with a DC of 25 + the construct’s HD and if successful, cause it to be stunned for 1d6 rounds, plus 1 round for every 5 points the Disable Device check exceeds the DC. In addition, the construct’s Damage Reduction, if any, is reduced by 15 for the duration it is stunned. The prodigy must have the Deconstruction and Improved Deconstruction talents before selecting this talent.

Greater Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge and Improved Expanded Knowledge talents before selecting this talent.

Greater Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power and Improved Extra Knowledge is Power talents before selecting this talent.

Greater Knowledge is Power: The prodigy may to activate three of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect three different creature types by making 3 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power talent before selecting this talent.

Greater Magic Trick: The prodigy learns a 2nd level arcane or divine spell that he can use 3 times per day as a spell-like ability. The Save DC, if any is 12 + the prodigy’s Intelligence bonus. The prodigy may select this talent multiple times; each time he does, he learns a new spell. The prodigy must have the Magic Trick and Improved Magic Trick talents before selecting this talent.

Greater Master Surgeon (Ex). When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d10 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 40 Heal check within a number of hours equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon and Improved Master Surgeon talents before selecting this talent.

Greater Militant: The prodigy may treat his class levels as fighter levels for the purposes of qualifying for feats.

Greater Poison Use: The prodigy can apply a dose of poison to his weapon as an immediate action. The prodigy must have the Poison Use and Improved Poison Use talents before selecting this talent.

Greater Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 5 gold piece per class level. This item can only be used once. It takes 1d4 rounds to make the item. The prodigy must have the Rapid Crafting and Improved Rapid Crafting talents before selecting this talent.

Greater Share Knowledge: The prodigy can grant any number of allies the benefits of his Knowledge is Power ability. These allies must be within 60 feet of the prodigy. He must have the Share Knowledge and Improved Share Knowledge talent before selecting this talent.

Greater Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of three teamwork feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with a number of allies equal to his level. The prodigy must have the Tactics and Improved Tactics talents before selecting this talent.

Greater Trapfinding: If the prodigy accidentally triggers a trap, on a successful saving throw, he suffers no adverse effect, even if it normally caused half damage on a successful saving throw or had some other partial effect on a successful saving throw. In addition, if he fails his saving throw against the effect of a trap he triggers, he takes half damage instead of full damage from the trap. The prodigy must have the Trapfinding and Improved Trapfinding talents before selecting this talent.

Ultimate Talents:

ULTIMATE TALENTS

Ultimate Cunning Combatant: A number of rounds per day equal to his Intelligence bonus, as a free action, the prodigy may select 4 combat feats he qualifies for but does not have and use them for 1 round. He may use the first combat feat selected to qualify for the second combat feat he selects; he may use the first and second combat feats he selects to qualify for the third combat feat he selects; he may use the first, second, and third combat feats he selects to qualify for the fourth combat feat he selects. These rounds do not need to be consecutive. Each time he uses this ability, he may select different combat feats or use the same combat feats he used before.

Ultimate Deconstruction: The prodigy can use the Disable Device to hinder constructs. As a standard action, the prodigy can make a Disable Device check with a DC of 30 + the construct’s HD and if successful, cause it to be destroyed. The prodigy must have the Deconstruction, Improved Deconstruction, and Greater Deconstruction talents before selecting this talent.

Ultimate Expanded Knowledge: The prodigy gains a bonus feat. He must meet all requirements of the selected feat. The prodigy must have the Expanded Knowledge, Improved Expanded Knowledge, and Greater Expanded Knowledge talents before selecting this talent.

Ultimate Extra Knowledge is Power: The prodigy gains an additional Knowledge is Power ability. The prodigy must have the Extra Knowledge is Power, Improved Extra Knowledge is Power, and Greater Extra Knowledge is Power talents before selecting this talent.

Ultimate Intellect: The prodigy’s Intelligence score increases by 4.

Ultimate Knowledge is Power: The prodigy may to activate four of his Knowledge is Power abilities against the same creature type using the same swift action, or he may choose to affect four different creature types by making 4 different Knowledge checks using the same swift action. The prodigy must have the Improved Knowledge is Power and Greater Knowledge is Power talent before selecting this talent.

Ultimate Magic Trick: The prodigy learns a 3rd level arcane or divine spell that he can use 3 times per day as a spell-like ability. The Save DC, if any is 13 + the prodigy’s Intelligence bonus. The prodigy may select this talent multiple times; each time he does, he learns a new spell. The prodigy must have the Magic Trick, Improved Magic Trick, and Greater Magic Trick talents before selecting this talent.

Ultimate Master Surgeon: When using his Surgery ability, he can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d12 per Hit Die of the creature the prodigy is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
He can also restore a creature to life if he makes a DC 50 Heal check within a number of days equal to his Intelligence bonus of the creature dying. The prodigy must have the Master Surgeon, Improved Master Surgeon, and Greater Master Surgeon talents before selecting this talent.

Ultimate Militant: The prodigy’s base attack bonus increases by 1. If this raises his base attack bonus from +15 to +16, he gains a 4th iterative attack as normal.

Improved Rapid Crafting: The prodigy can use everyday items and construct an item worth up to 10 gold piece per class level. This item can only be used once. It takes 1 round to make the item. The prodigy must have the Rapid Crafting, Improved Rapid Crafting, and Greater Rapid Crafting talents before selecting this talent.

Ultimate Tactics: A number of rounds per day equal to his Intelligence bonus, the prodigy can spend a swift action and gain the benefits of four teamwork feats. These rounds do not need to be consecutive. In addition, the prodigy can share the benefits of this talent with any number of allies. The prodigy must have the Tactics, Improved Tactics, and Greater Tactics talents before selecting this talent.

Ultimate Trapfinding: The prodigy never suffers a harmful effect from a trap he triggers. The same can’t be said for his companions. The prodigy must have the Trapfinding, Improved Trapfinding, and Greater Trapfinding talents before selecting this talent.


Interesting. One suggestion: rename talents into something else to avoid confusion with rogue talent's.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I think that these tend to rely on Menu Choice Options a bit too much. Those are fine in small doses, but gaining three separate MCOs is too much.

Also, it's a design decision of Pathfinder to only give MCOs after level two. This is to make dipping more difficult, as it requires 2 levels to get the good stuff.


Cheapy wrote:

I think that these tend to rely on Menu Choice Options a bit too much. Those are fine in small doses, but gaining three separate MCOs is too much.

Also, it's a design decision of Pathfinder to only give MCOs after level two. This is to make dipping more difficult, as it requires 2 levels to get the good stuff.

This is mostly important in case of selctable abilities that can be selected with extra talent/extra rage power. On the other hand Hexes are available from level one and dipping into one level of Witch grants access to Extra Hex (but hexes have their saving throw DC based on witch level and other scale with witch level so getting one level of witch is not so efficient, long-term).


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

You are right that this is most important when there's an associated Extra Menu Choice Option feat. But the witch is very much the exception. Her MCOs are her main thing. The vast majority of other MCOs aren't as important, from a design point of view. Rage powers modify rage, rogue talents generally modify skills or sneak attack, etc.

There are also examples of MCO abilities that are gained at level 2,and have no Extra MCO feat. Stalwart Defender and Master Chymist off the top of my head. Ninja by RAW can't* take Extra Rogue Talent.

I would say it's a design decision to not give MCOs until level 2, with the witch and oracle as the exception see for the reasons above.

In this specific case, there are 3 MCOs, and KiP doesn't seem to be the main ability.

But that was a critique of SmiloDans classes. From what I recall of them, th use the MCO ability quite often.

That's not to say that he doesn't have a ton of great ideas. He does! But his classes seem to rely on MCOs quite a bit.

Maybe it's just confirmation bias. I will check through the classes later.

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I guess I'm a big fan of the MCO. I think it enhances versatility and customization. I figure a MacGuyver-like character might take Devious Devices, Rapid Crafting, and Trapfinding; a Sherlock Holmes-like character might take Cunning Combatant, Master Criminal, and Track, and a Dr. Who-like character would take Intellectual Ambassador, Master Surgeon, and Deconstruction.

And I called them Talents specifically so they would qualify for the Extra Talent feat. Is that bad?


Either they are talents and thus are accessible to Rogues/Ninjas or they are in fact different feature and are not accessible and not subject to Extra Talent - I think that it'd be a bit better to find a new name and add appropriate feat as well, but it won't matter mostly in homebrew games. It'd matter only for clarity if you ever wanted to popularize Prodigy amongst pathfinder players.

I am fan of MCO by the way. I have yet to decide if three kinds of MCO is too much or just enough.


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I love the idea of MCOs too. I just like a little meat too. :-)

My favorite PF class is SGG'S Shadow Assassin, and they get two MCOs.

I will admit that it actually fits this character concept, due to the nebulous nature of adventurer. But as I said, my statements were mostly general ones.

I would've done it as an archetype for rangers, based on guide and skirmisher. But I suppose my changes would warrant a new class altogether...


"The Adventurer"

BAB: +1
Good Saves: Fort, Ref
Hit Dice: 1d10

Class Skills: Choose 25 skills to be class skills (craft, knowledge, perform and profession skills must be taken separately)

Skill Ranks per Level: 8 + Intelligence modifier.

"The Adventurer" choose 10 Armors type and/or Shield Type and/or Weapons Proficiencies.

2nd : Evasion (ex)
4th : uncanny Dodge (ex)
8th : Improved Uncanny Dodge (ex)
10th : Improved Evasion (ex)

...

Might add more later.

The Exchange

Void Munchkin wrote:

"The Adventurer"

BAB: +1
Good Saves: Fort, Ref
Hit Dice: 1d10

Class Skills: Choose 25 skills to be class skills (craft, knowledge, perform and profession skills must be taken separately)

Skill Ranks per Level: 8 + Intelligence modifier.

"The Adventurer" choose 10 Armors type and/or Shield Type and/or Weapons Proficiencies.

2nd : Evasion (ex)
4th : uncanny Dodge (ex)
8th : Improved Uncanny Dodge (ex)
10th : Improved Evasion (ex)

...

Might add more later.

Well this is definitely way more powerful than the Adventurer class that was done up for BESM d20. It was d4, poor BAB, and weak saves (as the golem). It also only had 4+Int, but all skills were class skills, and each level you could choose any ability you wanted.


kevin_video wrote:


Well this is definitely way more powerful than the Adventurer class that was done up for BESM d20. It was d4, poor BAB, and weak saves (as the golem). It also only had 4+Int, but all skills were class skills, and each level you could choose any ability you wanted.

.

.
As I said I might add/remove/change stuff later, this is only a basic idea, a "skeleton".


I have a double request Smilodan if I may, ive been toying with summoner and trying to make tweaks to make it focused on shapeshifting instead of conjuroring. I was thinking wild shaping instead of the summon monster ability but i hit a bad case of writers block when it comes to swapping out abilities. Was also thinking of having a Primal Avatar for the main ability instead of an Eidolon, pretty much like the Synthesist version.

Second im also trying to make a Necromancer version as well.

Thanks in advance :)


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I am highly skeptical that a summoner with wildshape could be balanced without seriously gutting either the Eidolon or the wildshape ability. Or both.

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TheLichthatLies wrote:

I have a double request Smilodan if I may, ive been toying with summoner and trying to make tweaks to make it focused on shapeshifting instead of conjuroring. I was thinking wild shaping instead of the summon monster ability but i hit a bad case of writers block when it comes to swapping out abilities. Was also thinking of having a Primal Avatar for the main ability instead of an Eidolon, pretty much like the Synthesist version.

Second im also trying to make a Necromancer version as well.

Thanks in advance :)

I have a dread necromancer conversion on page 5 of this thread (I think).

And here is my version of a shapechanger. It basically uses lots of transmutation spells as supernatural effects, adds some Evolutions from the Eidolon for flavor, plus some other goodies. It's main role would be a skill monkey.

EVOLVER

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Perform (acting), Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks per Level: 6 + Intelligence modifier.

Evolvers are proficient in all Simple and Martial Weapons. Evolvers are also proficient in any natural weapons they gain by assuming other forms. Evolvers are not proficient with any armor or shields.

LEVEL ABILITY
1. Evolution Pool, Evolutions, Evolve Form (disguise self, enlarge person, reduce person), Evolver’s Defense, Evolver’s Trick, Evolving Enhancement
2. Evolving Trait (skills)
3. Evolve Form (alter self, barkskin, tree shape)
4. Evolver’s Defense +1, Evolver’s Trick
5. Evolve Form (beast shape I, gaseous form, invisibility, water breathing)
6. Evolving Trait (feat), Rapid Change (standard action)
7. Evolve Form (beast shape II, elemental body I), Improved Evolving Enhancement
8. Evolver’s Defense +2, Evolver’s Trick
9. Evolve Form (beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, righteous might)
10. Evolving Trait (extraordinary class feature)
11. Evolve Form (beast shape IV, elemental body III, form of the dragon I, plant shape II, transformation)
12. Evolver’s Defense +3, Evolver’s Trick, Rapid Change (move action)
13. Evolve Form (elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, statue), Greater Evolving Enhancement
14. Evolving Trait (supernatural class feature)
15. Evolve Form (form of the dragon III, giant form II, iron body)
16. Evolver’s Defense +4, Evolver’s Trick
17. Evolve Form (shape change)
18. Evolving Trait (spell-like class feature), Rapid Change (swift action)
19. Ultimate Evolving Enhancement
20. Evolver’s Defense +5, Evolver’s Trick, Fluid Form

Evolution Pool (Su). You have a pool of evolution points equal to ½ your class level + your Constitution modifier. You use these points to power your shape changing abilities.

Evolutions (Su). Whenever you change your form using your Evolve Form ability, you can spend extra points from your Evolution Pool to add one or more Evolutions your new form. Use your evolver level as your summoner level for the purposes of determining which Evolutions you can use.

Evolve Form (Su). You can change your shape as a full round action by spending 1 point from your Evolution Pool.
At 1st level, you can use disguise self, enlarge person, or reduce person.
At 3rd level, you can use alter self, barkskin, or tree shape.
At 5th level, you can use beast shape I, gaseous form, invisibility, or water breathing.
At 7th level, you can use beast shape II, elemental body I.
At 9th level, you can use beast shape III, elemental body II, greater invisibility, plant shape I, polymorph, or righteous might.
At 11th level, you can use beast shape IV, elemental body III, form of the dragon I, plant shape II, or transformation.
At 13th level, you can use elemental body IV, form of the dragon II, giant form I, plant shape III, greater polymorph, or statue.
At 15th level, you can use form of the dragon III, giant form II, or iron body.
At 17th level, they can use shape change.
The Save DC of any special ability of the evolver’s assumed form is 10 + ½ your evolver level + your Constitution modifier.

Evolver’s Defense (Ex). The evolver adds his Wisdom bonus to his AC when he is not wearing any armor or carrying a medium or heavy load. This bonus applies to his touch AC, and he does not lose this bonus to his AC when he is flatfooted or otherwise denied his Dexterity bonus to AC. He does lose it if he is immobilized or helpless. At level 4, and every 4 levels thereafter, this bonus to his AC increases by +1.

Evolver’s Trick (Su). At 1st level, 4th level, and every 4 levels thereafter, the evolver chooses one of the following abilities.

Ability Damage/Drain Resistance. When you use Evolve Form, you can spend an additional point from your Evolution Pool and gain the ability to reduce the amount of ability damage, ability drain, and ability penalties you sustain by an amount equal to the number of Evolver’s Tricks that you have.

Chameleon. You gain a bonus equal to your class level on Disguise and Stealth skill checks.

Damage Reduction. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself DR 1/silver for every Evolver’s Trick you know (including this one). At 20th level, when you use this ability you gain DR 10/silver instead.

Early Form. When you choose this Evolver’s Trick, you add an Evolve Form type of level equal to 1 higher than you currently can use to your list of known Evolved Forms. For example, at 1st level, you could add alter self, barkskin, or tree shape to your list of known Evolved Forms.

Fast Healing. When you use Evolve Form, you can spend an additional point from your Evolution Pool to grant yourself Fast Healing 1 if your hit point total is less than ½ your normal maximum.

Fortification. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of Light Fortification. At level 8, you gain the ability to spend 2 additional points from your Evolution Pool to gain the benefits of Medium Fortification. At level 16, you gain the ability to spend 3 additional points from your Evolution Pool to gain the benefits of Heavy Fortification.

Hand Tool. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a tool. If you spend an additional point from your Evolution Pool, this is considered a masterwork tool.

Hand Weapon. By spending 1 point from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Simple weapon. By spending 2 points from your Evolution Pool, you can turn one or both of your hands into a light or one-handed Martial weapon.

Kangaroo Pouch. You can grow a pouch with an extradimensional capacity on your body. You can store up to 10 pounds per level in the pouch. You can remove or place an item in the pouch as a free action; this essentially lets you use Quick Draw for any weapons that are stored in your pouch.

Living Weapon. By spending 1 point from your Evolution Pool, you can transform your hands into claws that do damage equal to the unarmed strike of a monk of your level.

Magic Fang. When you use Evolve Form, you can spend an additional point from your Evolution Pool to gain the benefits of magic fang to one of your natural attacks. You can spend 2 additional points from your Evolution Pool to gain the benefits of greater magic fang instead. You can spend 1 additional point from your Evolution Pool to gain the benefits of align fang.

Quick Change. You decrease the amount of time it takes to use Evolve Form by one step, from a full round action to a standard action at 1st level, from a standard action to a move action at 6th level, from a move action to a swift action at 12th level, and from a swift action to a free action at 18th level.

Quick Curing. You can spend one point from your Evolution Pool as an immediate action and heal yourself 1d8 hit points for every Evolver’s Trick that you have.

Quick Foot. When you are using Evolve Form, you can spend an additional point from your Evolution Pool to give yourself a +10 foot enhancement bonus to your speed for every Evolver’s Trick you know (including this one).

Evolving Enhancement (Ex). Whenever you use your Evolve Form ability, you gain one of the following enhancements: +2 to Strength, +2 to Dexterity, +2 to Constitution, or +2 to your natural armor. At 7th level, you choose two of the above enhancements, and one of them provides a +4 bonus. At 13th level, you choose three of the above enhancements, and one of them provides a +6 bonus and one provides a +4 bonus. At 19th level, you gain a +8, +6, +4, and +2 bonus, distributed amongst all four enhancements.

Evolving Trait (Ex). At 2nd level, you gain an evolving trait. You gain an additional evolving trait at levels 6, 10, 14, and 18. An evolving trait is an ability you can change each day; once it is selected it lasts for 24 hours or until you spend a point from your Evolution Pool to change it. At 2nd level, you can use your evolving trait to gain a number of skill ranks equal to your level. At 6th level, you may select any feat you qualify for as a bonus feat. At 10th level, you can select any extraordinary class ability from any other class, this ability must be available at the other class’s level equal to half your class level. If the ability has any prerequisites, you must meet those requirements. At 14th level, you can select any supernatural class ability from any other class; this ability must be available to the other class at a level equal to half of your class level. At 18th level, you can select any spell-like ability class feature from any other class; this ability must be available to the other class at a level equal to half of your class level.

Rapid Change (Su). At 6th level, you can use Evolve Form as a standard action. At 12th level, you can use Evolve Form as a move action. At 18th level, you can use Evolve Form as a swift action.

Fluid Form (Su). You can use Evolve Form at will without spending any points from your Evolution Pool. You may still spend points from your Evolution points to enhance your form or activate any of your other class abilities, as normal.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

You should check out Google Docs, Smilo. Then you could edit these easier :)

RPG Superstar 2012 Top 32

I should.


Interesting build Smilodan not exactly how i envisioned but it works in its own way i think Paizo needs to give you a job or you need to start your own little business cause you have a gift it seems, um i didnt see the dread necromancer rebuild though. Thanks again.

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DREAD NECROMANCER

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

Class Skills: Bluff, Craft, Disguise, Heal, Intimidate, Knowledge arcana, Knowledge history, Knowledge planes, Knowledge religion, Linguistics, Profession, Ride, Spellcraft, Stealth, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Dread Necromancers are proficient in all simple weapons and 1 martial weapon. The dread necromancer selects the martial weapon at 1st level and cannot change this selection. Dread Necromancers are proficient in all light armor, but not shields. Dread Necromancers do not suffer the normal arcane spell failure for casting spells from the dread necromancer spell list while wearing light armor.

LEVEL ABILITY
1. Cantrips, Channel Energy 1d6, Charnel Touch, Detect Undead, Dread Bond
2. Bonus Feat, Dread Power, Dread Scion
3. Advanced Learning 1,Channel Energy 2d6
4. Dread Legacy, Dread Power
5. Advanced Learning 2, Channel Energy 3d6
6. Bonus Feat, Dread Power
7. Advanced Learning 3, Channel Energy 4d6
8. Dread Legacy, Dread Power, Improved Dread Powers
9. Advanced Learning 4, Channel Energy 5d6
10. Bonus Feat, Dread Power
11. Advanced Learning 5, Channel Energy 6d6
12. Dread Legacy, Dread Power
13. Advanced Learning 6, Channel Energy 7d6
14. Bonus Feat, Dread Power, Greater Dread Powers
15. Advanced Learning 7, Channel Energy 8d6
16. Dread Legacy, Dread Power
17. Advanced Learning 8, Channel Energy 9d6
18. Bonus Feat, Dread Power
19. Advanced Learning 9, Channel Energy 10d6
20. Dread Power, Ultimate Dread Power, Undead Apotheosis

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list (see the appendix at the end). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer’s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in
level (see below). To cast a spell, a dread necromancer must have a Charisma
score of 10 + the spell’s level. The Difficulty Class for a saving throw against a dread necromancer’s spell is 10 + the spell’s level + her Charisma modifier. Like other
spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a sorcerer‘s of her level. In addition, she receives bonus spells for a high Charisma score.

Channel Energy (Su): Regardless of alignment, any dread necromancer can release a wave of negative energy by channeling the power of undeath through her body. A dread necromancer channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the dread necromancer. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two dread necromancer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the dread necromancer's level + the dread necromancer's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A dread necromancer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A dread necromancer can choose whether or not to include herself in this effect.

Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, concentrating in her hands. A number of times per day equal to 3 + her Charisma modifier, a dread necromancer can make a touch attack that causes 1d8 points of damage + half her dread necromancer level to living creatures. The dread necromancer can also use this ability to heal undead of a like amount. A dread necromancer can use the spectral hand spell to deliver this effect from a distance.

Detect Undead (Sp): The dread necromancer can use detect undead at will.

Dread Bond (Su): Dread necromancers form a powerful bond with one of two kinds of undead servants. This bond can take one of two forms: a familiar or a guardian spirit. A familiar is a magical pet that enhances the dread necromancer's skills and senses and can aid him in magic, while a guardian spirit is a creature that can defend the dread necromancer in combat. Once a dread necromancer makes this choice, it is permanent and cannot be changed.
If the dread necromancer selects the familiar option, she uses her dread necromancer level as her equivalent wizard level, and uses all the standard rules for familiars, save the dread necromancer’s familiar has either the skeleton or zombie template, but retains its Intelligence score.
If the dread necromancer selects the guardian spirit , she gains the service of a Small or Medium sized skeleton or zombie. Unlike a normal skeleton or zombie, this undead’s alignment matches that of the dread necromancer. The guardian spirit receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the guardian spirit cannot be turned or commanded. The guardian spirit has a number of hit points equal to half the dread necromancer’s total. The guardian spirit uses the dread necromancer's base attack bonus and base save bonuses. The guardian spirit is proficient in all simple weapons and light armor. Even though these undead remain mindless, they gain a bonus feat at 3rd feat and every 2 feats beyond 3rd. These bonus feats must be selected from the following list of feats; the guardian spirit must meet the requirements of the selected feat:
Blind-Fight, Bodyguard, Combat Reflexes, Deepsight, Dodge, Eldritch Claws, Heavy Armor Proficiency, Fleet, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Vital Strike, In Harm’s Way, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Medium Armor Proficiency, Missile Shield, Rending Claws, Shield Focus, Shield Proficiency, Skill Focus, Toughness, Vital Strike, Weapon Finesse, Weapon Focus, or any Teamwork Feat.

Bonus Feat: At 2nd level, and every 4 levels thereafter, the dread necromancer gains one of the following feats; the dread necromancer must meet any requirements of the selected feat.
Channel Smite, Channeled Shield Wall, Command Undead, Extra Channel, Greater Channel Smite, Greater Spell Focus necromancy, Improved Channel, Necromantic Affinity, Quick Channel, Selective Channel, Sin Seer, Skeleton Summoner, Spell Focus necromancy, Turn Undead.

Dread Power (Ex, Sp, or Su): At 2nd level, and every 2 levels thereafter, the dread necromancer gains one of the following abilities.

Dread Powers:

Blood Bound Tactics (Ex): The dread necromancer and her guardian spirit are treated as if they possessed the same teamwork feats as each other, but only when using each other as the other qualifying member of the teamwork feat. Of course, the dread necromancer and her guardian spirit can use any teamwork feat they know with other allies that also possess the same teamwork feat, as normal.

Charnel Ray (Su): The dread necromancer can use her charnel touch ability as a ray, making a ranged touch attack with a range of 60 feet.

Dread Aura (Su): As a swift action, a dread necromancer can radiate an aura of fear that targets all adjacent enemies. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken until they are no longer adjacent to the dread necromancer. A creature who successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours.

Eyes of the Dead (Su): The dread necromancer gains darkvision 60 feet (or increases any existing darkvision by 60 feet) and gains the ability to use deathwatch at will as an always active supernatural ability.

Ghastly Minion (Su): The dread necromancer may add the bloody skeleton, burning skeleton, fast zombie, or plague zombie template to her guardian spirit.

Light Fortification (Ex): The dread necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability.

Hungry Grave (Ex): The dread necromancer adds the following spells to her list of spells known; she must still be of the appropriate level to cast the spell: acid pit, create pit, expeditious excavation, hungry pit, imprisonment, meld into stone, move earth, passwall, spiked pit.

Mental Bastion (Ex): The dread necromancer gains a +2 bonus on saving throws made against all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). This bonus increases to +4 at 8th level, and +6 at 14th level.

Physical Bastion (Ex): The dread necromancer gains a +2 bonus on saving throws made against bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. This bonus increases to +4 at 8th level, and +6 at 14th level.

Potent Channeling (Su): The dread necromancer adds her Charisma modifier to the amount of damage cured or inflicted when she channels negative energy. She reduces the channel resistance (if any) of her target by an amount equal to her Charisma modifier.

Scabrous Touch (Su): Once per day a dread necromancer can use her charnel
touch to inflict disease on a creature she touches. This ability works like the contagion spell inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha
modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted. Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a scabrous touch attack from a distance. At 8th level, the dread necromancer can use this ability 2 times a day. At 14th level, she can use this ability 3 times per day.

Shaped Channeling (Su): The dread necromancer can choose to channel energy in a cone with a range of 60 feet or as a line with a range of 120 feet.

Summon Spirits of the Damned (Ex): The dread necromancer adds the spells Summon Monster I through Summon Monster IX to her list of spells. The dread necromancer must select this dread power at the same time she selects Skeleton Summoner as a bonus feat, and the dread necromancer must also have Spell Focus necromancy before selecting this dread power. Every time she casts any summon monster spell, she must apply the skeleton template to the creature or creatures she summons and cannot summon a creature that does not qualify for the skeleton template; this overrides the 1 per day limit of the Skeleton Summoner feat.

Undead Physique (Ex): The dread necromancer reacts to positive and negative energy as if she were undead. Negative energy heals her and positive energy heals her.

Dread Scion (Ex): At 2nd level, the dread necromancer selects one of the following undead: ghost, lich, or vampire. They gain a +2 profane bonus on Charisma checks against the selected form of undead. This selection of undead form also determines what kind of undead legacy powers she can select, and what kind of undead she will turn into upon reaching her undead apotheosis at 20th level.

Advanced Learning (Ex): At 3rd level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be
a cleric/oracle, druid, sorcerer/wizard, or witch spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is on multiple spell lists, use the lower of the spell levels (when different) to determine what level the spell is for a dread necromancer. The dread necromancer gains an additional spell at 5th level and every 2 levels thereafter.

Dread Legacy (Ex, Sp, or Su): At 4th level, and every 4 levels thereafter, the dread necromancer’s ties to her eventual undead form strengthens. She selects one of the following abilities at 4th level and one additional ability every 4 levels thereafter. She must meet the requirements of the selected dread legacy. The save DC of any Dread Legacy ability is 10 + ½ the dread necromancer’s level + her Charisma modifier.

Ghostly Dread Legacy:

The Ghostly Dread Legacy abilities are as follows:

Corrupting Gaze (Su): The dread necromancer has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage). The dread necromancer can use this ability a number of times per day equal to her level.

Draining Touch (Su): The dread necromancer gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the dread necromancer heals 5 points of damage. The dread necromancer can use this ability a number of times per day equal to half her level. The dread necromancer must be at least 8th level to select this ability.
Frightful Moan (Su): The dread necromancer can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same dread necromancer's moan for 24 hours. The dread necromancer can use this ability a number of times per day equal to half her level. The dread necromancer must be at least 8th level to select this ability.

Ghost Hunter (Su): Any weapon the dread necromancer wields gains the ghost touch special ability. It loses this ability 1 round after it leaves the dread necromancer’s hands.

Ghost Touch (Su): Any armor the dread necromancer wears gains the ghost touch special ability. The dread necromancer must be at least 8th level and have the Ghost Hunter ability before selecting this ability.

Incorporeal Jaunt (Su): As a swift action, the dread necromancer can become incorporeal. The dread necromancer can remain incorporeal for a number of minutes equal to her level; these minutes do not need to be consecutive but must be used in 1 minute increments. The dread necromancer must be at least 12th level and have the Incorporeal Moment and Incorporeal Movement abilities before selecting this ability.

Incorporeal Moment (Su): As an immediate action, the dread necromancer can become incorporeal for 1 round. If this is done in response to an attack or effect, there is a 50% chance the attack or effect does not affect the dread necromancer, unless the attack or effect is a force effect. The dread necromancer can use this ability a number of times per day equal to her level. The dread necromancer must be at least 8th level and have the Incorporeal Movement ability before selecting this ability.

Incorporeal Movement (Su): The dread necromancer learns to move with alacrity. Any attack of opportunity she provokes suffers a 50% miss chance.

Malevolence (Su): Once per round, the dread necromancer can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell, except that it does not require a receptacle. To use this ability, the dread necromancer must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours. The dread necromancer can use this ability a number of times per day equal to half her level. The dread necromancer must be at least 8th level to select this ability.

Shroud of Spirits (Su): The dread necromancer gains a +1 deflection bonus to her AC for every 4 levels she has (+1 at 4th, +2 at 8th, etc.).

Telekinesis (Sp): The dread necromancer can use telekinesis as a standard action once every 1d4 rounds. The dread necromancer must be at least 12th level to select this ability.

Lichdom Dread Legacy:

The Lichdom Dread Legacy abilities are as follows:

Bony Armor (Ex): The dread necromancer gains a +1 natural armor bonus. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Devour Magic (Su): The dread necromancer gains the ability to deliver a targeted greater dispel magic with her touch. She gains 5 temporary hit points for each spell level dispelled by this touch. For example, if she successfully dispels a wall of ice, she gains 20
temporary hit points. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If she devours a new spell, she can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. She cannot devour her own spells. The dread necromancer can use this ability a number of times per day equal to half her level. The dread necromancer must have the Magic of the Grave ability and be at least 12th level before selecting this ability.

Fear Aura (Su): Creatures of less than 5 HD in a 60-foot radius that look at the dread necromancer must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the dread necromancer's level. A creature that successfully saves cannot be affected again by the dread necromancer’s fear aura for 24 hours. This is a mind-affecting fear effect. The dread necromancer must be at least 8th level to select this ability.

Inevitable Magic (Ex): The dread necromancer adds her Charisma modifier to caster level checks to overcome spell resistance. The dread necromancer may roll twice on caster level checks and choose the higher result. The dread necromancer must be at least 12th level and have the Magic of the Grave ability before selecting this ability

Magic of the Grave (Ex): The dread necromancer selects one of the following spell lists: cleric/oracle, druid, sorcerer/wizard, or witch. The dread necromancer can take 10 on Use Magic Device skill checks when using an item of the selected spell list. The dread necromancer may select this Dread Legacy multiple times; each time it applies to a different spell list.

Magician of the Grave (Ex): The dread necromancer selects a number of spells equal to her Charisma modifier from the spell list she selected for her Magic of the Grave ability and adds them to her spell list. These spells are added to her spell list at the same level as they appear on their original spell list; the dread necromancer may select spells of a higher level than she can cast, but does not gain the ability to cast them until she is high enough level to do so. This Dread Legacy may be selected multiple times; each time it applies to different spells. The dread necromancer must be at least 8th level and have the Magic of the Grave ability before selecting this ability.

Paralyzing Touch (Su): The dread necromancer gains a touch attack that paralyzes any living creature she hits for 1 hour per level unless it makes a successful Fortitude save. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the dread necromancer's save DC). The effect cannot be dispelled. Anyone paralyzed by the dread necromancer seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. The dread necromancer can use this ability a number of times per day equal to half her level. The dread necromancer must be at least 12th level to select this ability.

Storm’s Embrace (Ex): The dread necromancer gains electricity resistance 5. At 8th level, this improves to electricity resistance 10. At 12th level, this becomes electricity resistance 20. At 16th level, it becomes electricity resistance 30.

Unbreakable Bones (Ex): The dread necromancer gains DR 2/bludgeoning. At 8th level, this improves to DR 5/bludgeoning. At 12th level, this improves to DR 5/bludgeoning and magic. At 16th level, this improves to DR 10/bludgeoning and magic.

Winter’s Embrace (Ex): The dread necromancer gains cold resistance 5. At 8th level, this improves to cold resistance 10. At 12th level, this becomes cold resistance 20. At 16th level, it becomes cold resistance 30.

Vampiric Dread Legacy:

The Vampiric Dread Legacy abilities are as follows:

Aegis of the Blood (Ex): The dread necromancer gains DR 2/magic. At 8th level, this improves to DR 5/magic. At 12th level, this improves to DR 5/magic and silver. At 16th level, this improves to DR 10/magic and silver.

Armor of the Blood (Ex): The dread necromancer gains a +1 natural armor bonus. This bonus increases by +1 at 8th level and every 4 levels thereafter.

Bat Swarm (Su): When the dread necromancer uses this ability, she becomes a swarm of Diminutive, bat-like shadows that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as she desires). The dread necromancer can remain in this form for a number of hours per day equal to half her class level; these hours do not need to be consecutive, but they must be used in 1 hour increments. In this swarm-like form, she gains the following characteristics and traits.
—Abilities: Her Strength score drops to 1, but her Dexterity score increases by 6.
—Armor Class: She loses any natural armor or armor bonuses to Armor Class. She gains a +4 size bonus to AC, and a deflection bonus to AC equal to her Charisma modifier.
—Movement: She gains a fly speed of 40 feet with perfect maneuverability. She can pass through openings a Diminutive creature could pass through.
—Swarm Traits: She is not subject to critical hits or flanking, and she is immune to weapon damage. She cannot be tripped, grappled, or bull rushed, and she cannot grapple an opponent. She is immune to any spell or effect that targets a specific number
of creatures, except for mind-affecting spells and abilities. She takes half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, she is not vulnerable to wind effects. If reduced to 0 hit points
or less, or rendered unconscious by non-lethal damage, she instantly returns to her normal form in a square of her choice that was formerly covered by the swarm.
—Swarm Attack: She gains a swarm attack that deals 4d6 points of damage to any creature whose space she occupies at the end of her turn. Her swarm attack strikes as a silver magic weapon.
—Distraction: Any living creature vulnerable to her swarm attack that begins its turn in a square occupied by her swarm must make a Fortitude save or be nauseated for 1 round.
Spellcasting or concentrating on spells within the area of her swarm requires a Concentration check (DC 20 + spell level).
—Possessions: All of her worn or carried equipment and items become nonfunctional, absorbed into her new form.
She can take only move actions while under the effect of bat swarm. She may return to her normal form as a move action. The dread necromancer must have the Mist of the Vampire ability and be at least 16th level to select this ability.

Blood Drain (Su): The dread necromancer can suck blood from a grappled opponent; if the dread necromancer establishes or maintains a pin, she drains blood, dealing 1d4 points of Constitution damage. The dread necromancer heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round she drains blood. The dread necromancer must be at least 8th level and have the Embrace of the Vampire ability to select this ability.

Charming Gaze (Su): The dread necromancer can entice or seduce a humanoid opponent as a standard action. Anyone the dread necromancer targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a charm person spell. The ability has a range of 30 feet. The dread necromancer can use this ability a number of times per day equal to her level, but can only maintain a number of charmed humanoids equal to her Charisma modifier.

Children of the Night (Su): Once per day, a dread necromancer can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the dread necromancer for up to 1 hour.

Dominate (Su): The dread necromancer can crush a humanoid opponent's will as a standard action. Anyone the dread necromancer targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell. The ability has a range of 30 feet. The dread necromancer can use this ability a number of times per day equal to half her class level, but can only maintain a number of charmed humanoids equal to her Charisma modifier. The dread necromancer must be at least 12th level and have the Charming Gaze ability before selecting this ability.

Dominate Monster (Su): The dread necromancer can crush an opponent's will as a standard action. Anyone the dread necromancer targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate monster spell. The ability has a range of 30 feet. The dread necromancer can use this ability a number of times per day equal to half her class level, but can only maintain a number of dominated creatures equal to her Charisma modifier. The dread necromancer must be at least 16th level and have the Charming Gaze and Dominate abilities before selecting this ability.

Embrace of the Vampire (Ex): The dread vampire gains a slam attack for 1d6 points of damage (1d4 if she is Small). She may initiate a grapple check against a creature her size or smaller she slams as a free action without provoking an attack of opportunity, using her caster level + Charisma modifier in place of her normal CMB for this grapple check.

Energy Drain (Su): Anyone hit by the dread necromancer’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a dread necromancer makes. The dread necromancer must be at least 12th level and have the Embrace of the Vampire ability before selecting this ability.

Heart of Blood (Su): The dread necromancer gains fast healing 1 whenever her hit point total falls below half her normal maximum. This improves to fast healing 2 at 8th level, fast healing 3 at 12th level, and fast healing 4 at 16th level.

Mist of the Vampire (Su): The dread necromancer gains the ability to assume gaseous form as an immediate action, and return to her normal form as a move action. The dread necromancer can remain in gaseous form for a number of minutes per day equal to her level; these minutes do not need to be consecutive, but must be used in 1 minute increments. The dread necromancer must be at least 8th level to select this ability.

Spider Climb (Su): The dread necromancer can use spider climb at will, with a climb speed equal to her base land speed.

Stalker of the Winter’s Storm (Ex): The dread necromancer gains cold resistance 10 and electricity resistance 10.

Vampire Hunter (Ex): When wielding a wooden stake, the dread necromancer increases its base damage by 1 size category, grants the wooden stake the undead bane special weapon property, overcomes any damage reduction a vampire may have, and increases its threat range to 18-20/x3 against vampires. The dread necromancer can perform a coup de grace against a vampire as a standard action.

Improved Dread Powers (Ex, Sp, or Su): Beginning at 8th level, the dread necromancer may select one of the following improved dread powers in place of a regular dread power.

Improved Dread Powers:

Advanced Minion (Su): The dread necromancer adds the advanced template to her guardian spirit.

Giant Minion (Su): The dread necromancer adds the Giant template to her guardian spirit.

Improved Channeling (Su): When the dread necromancer channels energy, the size of her channel energy dice increases from d6s to d8s.

Improved Dread Aura (Su): As a swift action, a dread necromancer can radiate an aura of fear that targets all enemies within 10 feet of her. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become frightened until they are no longer adjacent to the dread necromancer, and for 1d6 rounds thereafter. A creature that successfully saves is still shaken for 1 round. A creature who successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours. The dread necromancer must have Dread Aura dread power before selecting this improved dread power.

Improved Summon Spirits of the Damned (Ex): The dread necromancer adds the following spells to her list of spells known; she must still be of the appropriate level to cast the spell: dimensional anchor, greater planar binding, lesser planar binding, magic circle against chaos/evil/good/law, planar binding, protection from chaos/evil/good/law.

Improved Undead Physique (Ex): The dread necromancer may apply her Charisma modifier in place of her Constitution modifier when affecting her hit point total and Fortitude saves.

Medium Armored Casting (Ex): The dread necromancer gains Medium Armor Proficiency as a bonus feat and may cast arcane spells from the dread necromancer spell list without suffering from Arcane Spell Failure.

Medium Fortification: A dread necromancer gains 50% resistance to critical hits; this is the equivalent of the medium fortification armor special ability. The dread necromancer must have the Light Fortification dread power before selecting this improved dread power.

Negative Energy Resistance: a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.

Summon Shadow (Su): The dread necromancer can choose to replace his guardian spirit skeleton or zombie with a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the dread necromancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the dread necromancer and can communicate intelligibly with the dread necromancer. This shadow has a number of hit points equal to half the dread necromancer’s total. The shadow uses the dread necromancer's base attack bonus and base save bonuses.

Undead Mastery: All undead creatures created by the dread necromancer gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Venomous Touch (Su): Once per day a dread necromancer can use her charnel
touch to inflict poison on a creature she touches. This ability works like the poison spell, unless the target makes a successful Fortitude save (DC 10 + 1/2 her class level + her Cha
modifier). Activating this class feature is a swift action. The effect lasts until the dread necromancer makes a successful charnel touch attack. The spectral hand spell enables a dread necromancer to deliver a venomous touch attack from a distance. At 12th level, the dread necromancer can use this ability twice per day. At 16th level, she can use this ability three times per day. The dread necromancer must have the Scabrous Touch dread power before selecting this dread power.

Greater Dread Powers (Ex, Sp, or Su): Beginning at 14th level, the dread necromancer may select one of the following greater dread powers in place of a regular dread power.

Greater Dread Powers:

Animated Slaughter (Su): Whenever the dread necromancer slays a living creature with a spell from the necromancy school, it rises up as a skeleton or zombie (dread necromancer’s choice) for a number of rounds equal to the level of the spell that killed the living creature.

Enervating Touch (Su): The dread necromancer gains the ability to bestow negative
levels when she uses her charnel touch attack. Each day, she can bestow a total number of negative levels equal to her class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. Activating this class feature is a swift action. The effect
lasts until she makes a successful charnel touch attack. A dread necromancer can use the spectral hand spell to deliver this attack from a distance. The dread necromancer must have the Scabrous Touch and Venomous Touch dread powers before selecting this greater dread power.

Greater Channeling (Su): When the dread necromancer channels energy, the size of her channel energy dice increases from d8s to d10s. The dread necromancer must have the Improved Channeling dread power before selecting this dread power.

Greater Dread Aura (Su): As a swift action, a dread necromancer can radiate an aura of fear that targets all enemies within 20 feet of her. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become panicked until they are no longer adjacent to the dread necromancer, and for 2d6 rounds thereafter. A creature that successfully saves is still shaken for 1 round. A creature who successfully saves cannot be affected by that dread necromancer’s dread aura for 24 hours. The dread necromancer must have the Dread Aura and Improved Dread Aura dread powers before selecting this greater dread power.

Greater Undead Mastery: All undead creatures created by the dread necromancer gain a +6 enhancement bonus to Strength and Dexterity and 3 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 6 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (4 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. The dread necromancer must have the Undead Mastery dread power before selecting this greater dread power.

Greater Undead Physique (Ex): The dread necromancer does not need to breathe, eat, or sleep. She must still rest 8 hours to regain her spells. The dread necromancer must have Undead Physique and Improved Undead Physique dread powers before selecting this greater dread power.

Heavy Armored Casting (Ex): The dread necromancer gains Heavy Armor Proficiency as a bonus feat and may cast arcane spells from the dread necromancer spell list without suffering from Arcane Spell Failure. The dread necromancer must have the Medium Armored Casting dread power before selecting this greater dread power.

Heavy Fortification: A dread necromancer gains 75% resistance to critical hits; this is the equivalent of the heavy fortification armor special ability. The dread necromancer must have the Light Fortification and Medium Fortification dread powers before selecting this greater dread power.

Ultimate Dread Power: At 20th level, the dread necromancer gains one of the following ultimate powers.

Ultimate Dread Powers:

Army of the Dead (Sp): Once per month, the dread necromancer can animate all corpses in a 1 mile radius. The dread necromancer can control these undead for a number of days equal to half her Charisma modifier.

Heart of Darkness (Sp): Once per day, the dread necromancer can summon an orb of negative energy as a standard action. This effect is similar to the orb of the void spell, except it causes 2d4 negative levels per hit.

Oblivion (Sp): Once per day, the dread necromancer can destroy the soul of a dead creature that she touches; the dead body is allowed a Will save to avoid this fate. A creature with a destroyed soul cannot be brought back from the dead by any means other than the direct intervention of a deity.

Positive Energy Resistance (Ex): The dread necromancer gains positive energy resistance 30.

Rot (Su): Once per day, the dread necromancer can make a touch attack that does 1d6 points of Strength, Dexterity, and Constitution drain for a number of rounds equal to the dread necromancer’s Charisma modifier. After the initial round, the target is allowed a Fortitude save each round to prevent further damage.

Ultimate Channeling (Su): When the dread necromancer channels energy, the size of her channel energy dice increases from d10s to d12s. Alternatively, she can choose to roll 20d6 when she channels energy. The dread necromancer must have the Improved Channeling and Greater Channeling dread powers before selecting this dread power.

Ultimate Undead Mastery (Su): All undead creatures created by the dread necromancer gain a +8 enhancement bonus to Strength and Dexterity and 4 additional hit points per Hit Die and maximum hit points. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 8 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (6 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. The dread necromancer must have the Undead Mastery and Greater Undead Mastery dread powers before selecting this ultimate dread power.

Vampiric Drain (Su): Once per day, the dread necromancer can make a touch attack that does 2d6 points of ability drain; the dread necromancer chooses which kind of ability drain at the time she uses this ability. The target gets a Fortitude save for half damage. The dread necromancer adds the amount of the ability drained from her target to her own ability score; this temporary increase to her ability score lasts for 1 hour.

Undead Apotheosis (Ex): At 20th level, the dread necromancer achieves the pinnacle of her power. She becomes undead, taking on the form of a ghost, lich, or vampire, as determined by her undead legacy. She applies the template named for her undead scion: ghost, lich, or vampire.

DREAD NECROMANCER’S SPELL LIST

Spell List:

0 Level: arcane mark, bleed, detect magic, detect poison, disrupt undead, ghost sound, read magic, touch of fatigue

1st Level: Bane, cause fear, chill touch, corrosive touch, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, ray of sickening, touch of gracelessness, undetectable alignment

2nd Level: Blindness/deafness, command undead, create treasure map, darkness, death knell, dust of twilight, false life, frigid touch, gentle repose, ghostly disguise, ghoul touch, inflict moderate wounds, pernicious poison, scare, spectral hand, summon swarm,

3rd Level: Animate dead, contagion, crushing despair, death ward, halt undead, inflict serious wounds, poison, ray of exhaustion, speak with dead, stinking cloud, undead anatomy I, vampiric touch

4th Level: bestow curse, black tentacles, death ward, dispel magic, enervation, greater false life, fear, fleshworm infestation, giant vermin, inflict critical wounds, phantasmal killer, shadow form, touch of slime

5th Level: Baleful polymorph, blight, cloudkill, insect plague, magic jar, mass inflict light wounds, nightmare, slay living, suffocation, undead anatomy II, undeath to death, unhallow, waves of fatigue

6th Level: Acid fog, circle of death, greater contagion, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, major curse, plague storm, temporary resurrection, undead anatomy III, unwilling shield, waves of exhaustion

7th Level: Control undead, destruction, expend, finger of death, mass inflict serious wounds, phantasmal revenge, song of discord,

8th Level: Clone, create greater undead, frightful aspect, horrid wilting, mass inflict critical wounds, orb of the void, symbol of death, trap the soul, undead anatomy IV

9th Level: Cursed earth, energy drain, power word kill, mass suffocation, soul bind, wail of the banshee, weird

Additional Dread Powers:

Dread Army (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect a +1 profane bonus to attack and damage rolls per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1). The bonus persists for 1 minute per level of the dread necromancer.

Dread Celerity (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect a +1 profane bonus to initiative rolls and +5 feet of speed per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1 and +5 feet of speed). The bonus persists for 1 minute per level of the dread necromancer.

Dread Durability (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect DR 1/- per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1). The bonus persists for 1 minute per level of the dread necromancer.

Dread Protection (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect a +1 profane bonus to attack and damage rolls per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1). The bonus persists for 1 minute per level of the dread necromancer.

Dread Purity (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect a +1 profane bonus to AC per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1). The bonus persists for 1 minute per level of the dread necromancer.

Dread Resistance (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect energy resistance 5 against one of the following energy types per die of her channel energy ability: acid, cold, electricity, fire, or sonic. Non-mindless undead gain half this bonus (minimum energy resistance 5). The bonus persists for 1 minute per level of the dread necromancer.

Dread Toughness (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of temporary hit points equal to the results of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1d6). The bonus persists for 1 minute per level of the dread necromancer.

Dread Vigor (Su): The dread necromancer can spend 1 daily use of her channel energy ability and grant all mindless undead within the area of effect a Fast Healing 1 per die of her channel energy ability. Non-mindless undead gain half this bonus (minimum +1). The bonus persists for 1 minute per level of the dread necromancer.


Evolver seems to be nice. My two personal concerns: you hadn't specified how evolution points are regained (I assume that on a daily basis, after eight hours of sleep). The second one is that there seems to be a bit much features at first level encouraginbg level-dipping. I'd move evolver's trick and evolving enhancement to later levels.

Google Docs is very useful when it comes to documents. Except for cleanly presented classes as it's in-document tables are terrible. I hope they get them better in the future.


...
Request:

An Arcane version of the Adept NPC class (that is still an NPC class).

.

Thanks in advance.


Void Munchkin wrote:

...

Request:

An Arcane version of the Adept NPC class (that is still an NPC class).

.

Thanks in advance.

Magician (NPC Class)

Use the stats for Adept except his spell-casting ability is based upon Intelligence and prepares spells from a spellbook like a Wizard.

Use a Wizard spell-list, maybe cut down on a number of spells available on each level to match Adept.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I'm pretty sure that it's just a wizard.


Drejk wrote:


Magician (NPC Class)

Use the stats for Adept except his spell-casting ability is based upon Intelligence and prepares spells from a spellbook like a Wizard.

Use a Wizard spell-list, maybe cut down on a number of spells available on each level to match Adept.

.

.
I would suck at choosing/balencing the spell list, hence why I'm asking.


Actually the strongest balancing factor is that Adept/Magician gets access to higher spell levels slower than Bard and has less spells.
At first level difference from Wizard would be small (no arcane bond, no school ability), no scribe scroll feat. On higher the difference would increase.

RPG Superstar 2012 Top 32

I think Eberron made a magewright class for NPC arcane item creators.

The Exchange

I've got one for you. Design the Chuck Norris class.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
kevin_video wrote:
I've got one for you. Design the Chuck Norris class.

Evangelist cleric with the Law Domain that refuses to use magic due to the Bible not allowing it.


Cheapy wrote:
kevin_video wrote:
I've got one for you. Design the Chuck Norris class.
Evangelist cleric with the Law Domain that refuses to use magic due to the Bible not allowing it.

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Or Monk, or...

RPG Superstar 2012 Top 32

If you make it a caster, probably reduce the skills big time, some of the class features, change or reduce the saves, and make it wildshape less often.

Chuck Norris isn't a class, he's a template.

+infinity to AC, Saves, Str, Dex, Con, Int, Wis, Cha, BAB, Speed, Damage, change all hit dice to 1d100, and maximize them, and multiply them instead of adding them. DR and SR infinity. Gains a fly, climb, swim, and burrow speed of infinity. Can use every spell as a free action every round. Poops tarrasques. Improved Evasion, Stalwart, Uncanny Dodge. Knows all feats, rage powers, domain powers, bardic performances, rogue talents, ninja tricks, and does not need to eat his vegetables. Proficient in all weapons, monk martial art styles, the bowflex, and thighmaster. Does not need armor, but can wear it for zest. Can telekinetically devour and digest wild boars. Unarmed strikes are considered adamantine, chaotic, cold iron, epic, evil, good, lawful, mithril, silver, gold, platinum, and unobtainium. Has a pocket full of McGuffins. Immune to flossing. Projects an aura of roundhouse kicks to face with a range equal to his mustache x 10.

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