Please critique my son's new classes


Homebrew and House Rules


My son wrote up some classes for PFRPG (1st edition). He would like to ask: Could you critique? (Are they balanced? Is it worth it to multiclass rather than take one of these classes? Are there abilities that need to be fixed/ removed/ added?)

Mystic Artist
The mystic artists are a group of secluded monasteries and monks who have discovered what they call “the pocket veil”. This mysterious realm, created by Nethys, can only be accessed with arcane might and divine mysticism combined. While it takes up no space in the Outer Circle, it is directly linked to many things like light, time, energy, magic, and the Astral Realm. Very few are able to find these monasteries, which is why there are very few mystic artists in Golarion.
Role: The mystic artist, much like a wizard or a sorcerer, it typically the arcane spell caster of the party. However, the mystic artist has a strength that wizards lack: the ability to fight in close quarters. Often running up to the front lines in armor, with a potent glimmer weapon in hand, mystic artists, while lacking the raw arcane prowess of even the magus, proves useful in both combat situations, with his varied spell and class skill list coming in handy whenever the situation arises.
Hit die: d8
Alignment: any
Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 4+ Int modifier
Armor and Weapon Proficiency: Mystic Artists are proficient with all simple weapons, light armor, shields (but not tower shields), and glimmer weapons (see below).
Base Attack Bonus: Medium (3/4 level)
Fort and Ref: Poor (1/3 level)
Will: Good ([1/2 level] +2)
Level/ Special
1/ Mystic Code
2/
3/ Mystic Code, Glimmer Weapons
4/ Mystic Item
5/ Mystic Code
6/
7/ Mystic Code
8/ Mystic Item
9/ Mystic Code
10/
11/ Mystic Code
12/ Mystic Item
13/ Mystic Code
14/
15/ Mystic Code
16/ Mystic Item
17/ Mystic Code
18/
19/ Mystic Code
20/ Mystic Item

Spells: Mystic Artists cast arcane spells, based on their Wisdom (what level they can cast, the DC, bonus spells). There is no arcane spell failure chance for wearing light armor or a light shield. They do not need any materials, focuses, or items to cast their spells.

Spells/ Day (Spell Level X: no. per day at 1st level, 2nd level, 3rd level; ... means that the number before the ... is the highest amount)
Spell Level 0: 3, 4...
Spell Level 1: 1, 1, 2, 2, 3, 3, 3, 3, 4...
Spell Level 2: -, -, -, 1, 1, 2, 2, 3, 3, 3, 3, 4...
Spell Level 3: -, -, -, -, -, -, 1, 1, 2, 2, 3, 3, 3, 3, 4...
Spell Level 4: -, -, -, -, -, -, -, -, -, 1, 1, 2, 2, 3, 3, 3, 3, 4...
Spell Level 5: -, -, -, -, -, -, -, -, -, -, -, -, 1, 1, 2, 2, 3, 3, 4...
Spell Level 6: -, -, -, -, -, -, -, -, -, -, -, -, -, -, -, 1, 1, 2, 2, 3...

Spell List:
0th- Dancing Lights, Flare, Light, Message, Open/ Close, Prestidigitation, Read Magic, Resistance;
1st- Feather Fall, Hold Portal, Identify, Inflict Light Wounds, Produce Flame, Shield, Silent Image, Ventriloquism;
2nd- Blur, Fog Cloud, Gust of Wind, Heat Metal, Minor Image, Mirror Image, Snare, Sound Burst;
3rd- Dispel Magic, Fly, Helping Hand, Hold Person, Inflict Moderate Wounds, Major Image, Water Walk, Wind Wall;
4th- Air Walk, Dimensional Anchor, Fire Shield, Freedom of Movement, Hold Monster, Inflict Serious Wounds, Lesser Planar Ally, Resilient Sphere;
5th- Contact Other Plane, Dismissal, Greater Dispel Magic, Plane Shift, Scrying, Telekinesis, Teleport, Wall of Force;
6th- Inflict Critical Wounds, Move Earth, Planar Ally, Project Image, Transformation, True Seeing

Mystic Code: At every odd level, a mystic artist learns a special formula of mystic symbols he can create mentally by will to gain a desired effect. Each has a name, a minimum level in parentheses, and the effect.
Arcane Lore (9): Learn one arcane spell in a slot of one level higher than it actually is without expending a mystic artist spell per day. You must be able to cast a spell of the desired level the arcane spell is in.
Astral Form (11): Once per day, cast Astral Projection as a spell- like ability.
Astral Jolt (9): As a swift action, cause any creature you can see to lose one level for one day per every time you take this mystic code. You may do this 3 plus your Wisdom modifier times per day.
Energy Shield (3): As a standard action, you create a shield 10 feet in diameter in front of you with resist energy to one type of energy, determined when you create it. It has resistance equal to 10 plus 10 per additional four caster levels, up to 30. You may do this 3+ your Wisdom modifier times per day, plus one per additional time you take this past the first.
Great Touch (1): On a non- touch spell, have all numeric and variable effects of the spell doubled, and make the range touch, requiring a successful melee touch attack. You may use this 3+ your Wisdom modifier times per day, plus one per additional time you take this past the first.
Learned (7): Learn one additional spell on the mystic artist spell list of a level you can cast.
Light Power (1): As a free action, you may redistribute the lighting in a 30 foot radius spread. Have each five foot square be represented by a number: 1 corresponds to no light, 2 to dim light, and 3 to bright light. Each five foot square should have a number between 1 and 3 at the end. You may use this 3+ your Wisdom modifier times per day, plus one per additional time you take this past the first.
Mirror Dimension (7): By spending a standard action of concentration, you can manipulate space in a 30 foot radius spread however you want for one minute. You may use this 1+ your Wisdom modifier times per day, plus one per additional time you take this past the first.
Mystic Dodge (1): Every time you take this, you add your wisdom bonus to your AC (as a dodge bonus), Reflex save, initiative, or Dex- based skills.
Overload (5): As a full- round action, you cast harm as a spell like ability. This is usable 1+ your Wisdom modifier times per day.
Portal Jump (1): As a move action, create a portal, a circle 5 feet in diameter, which teleports anything that steps in it up to another portal 20 feet away per level, determined by you. The portal lasts for one minute, and this ability is usable 3+ your
Wisdom modifier times per day, plus one per additional time you take this past the first.
Portal Shift (13): As Portal Jump, except creating the portal takes a full- round action, and it transports up to 2000 feet per level away.
Portal Travel (7): As Portal Jump, except creating the portal takes a standard action and it transports up to 200 feet per level away.
Rope of Light (3): As a standard action, you create a glowing 50 foot silk rope which glows as though a light spell was cast on it. It can be used to entangle targets with a successful touch attack, and may also be used as a regular rope. It lasts for one
minute, and it is usable 3+ your Wisdom modifier times per day.
Rune Power (3): This works as the Spell Rune power does for clerics with the Rune domain, except it doesn’t include Blast Rune, and mystic artist level replaces cleric level. It is usable 3+ your Wisdom modifier times per day, plus one per additional time you take this past the first.
Spell- Powered (5): You may spontaneously add any metamagic feat you know to any spell without increasing the time or the level 1 time per day, plus 1 every additional time you take this beyond the first.
Spell Shield (1): As a free action you create a “shield” 10 feet in diameter in front of you which deflects a total amount of spell levels equal to the highest level you can cast, after which is disappears. You may have the shield move with you or stay put. This is usable 3+ your Wisdom modifier times per day, plus one per additional time you take it past the first.
Summoned Item (5): You may summon an additional mystic item as a standard action for one minute every day, which can cost up to as much as a regular mystic item would cost, after which it disappears. You may use this once per day, plus 1 every time you retake it.
Time Manipulation (13): Each time you take this, chose one spell- like ability: time stop, haste (for everyone within a 30 foot radius spread), or slow (for everyone within a 30 foot radius spread). Each of these are usable once per day.

Glimmer Weapons: At 3rd level, you gain the ability to summon glimmering “weapons” out of thin air. You may add bonuses derived from feats to these (ex. Improved Critical [Glimmer Weapons] doubles the critical range without increasing the cost; see below). They last for a total of 1 minute per level per day, but these minutes don’t have to be consecutive. For every weapon you create, you get to spend a number of points equal to your Wisdom modifier to increase the effect of the weapon. The costs for improving various aspects of glimmer weapons are below (round up for any fractions at the end):
Damage: .5 per step (1d3, 1d4, 1d6, 1d8, 2d4, 1d10, 1d12, 2d6). Notes: Don’t decrease damage for small characters; you may always add your Strength modifier to damage, and may consider it light, one- handed, or two- handed without additional cost.
Critical: .5 per step (19-20, 18-20); .5 per step (X3, X4).
Range: .25 per 5 foot increments (melee weapons count as 0).
Bludgeoning/ Piercing/ Slashing: 1 per type exceeding one.
Special Quality: +1 per every special quality (ex. trip).
At 6th level, all glimmer weapons automatically gain a magic bonus, which may be used for magic weapon properties, equal to your level divided by 6.
At 9th level, all damage dice, critical range, and ranges are doubled for no cost.
At 12th, all glimmer weapons automatically gain the spell storing quality, stored with any spell you can cast of up to 3rd level.
At 15th, you may spend a total of a full- round action to create a glimmer weapon and add any mystic code you know to it. This way, when another creature touches/ it touched by your glimmer weapons, they are affected by the desired mystic code (choose this when creating the glimmer weapon), as well as the regular damage and effects of the weapon. A Will DC 10+ ½ your level+ your Wisdom modifier halves any effect of the mystic code.
At 18th level, any other creature who touches/ is touched by your glimmer weapons must make a Will DC 10+ ½ your level+ your Wisdom modifier or take an additional 20 points of Int, Wis, or Cha damage, decided when you create the glimmer weapon.

Mystic Item: At 4th level, and every 4 levels thereafter, you gain the permanent service of any kind of magical item, even an intelligent one, for no cost. This item can cost up to 500 gp X your level. To use this item, you must make a Use Magic Device check and succeed at a roll of 10+ ½ the item’s CL+ 1 per 1000 gp cost.

At 1st level, a mystic artist gets 3d6 X 10 gp (average 105 gp).

Terun, Iconic Mystic Artist
Terun (pronounced teh- roon) has seen much in his short life. He is a bastard son to a Forlorn elf and a Bonuwat trapper and fisherman in the southeastern corner of the Mwangi Expanse, and because his tribesmen didn’t know of his maternal elven heritage, they believed he was sent from the gods to lead them, and was pampered since birth. Very haughty and vain, Terun led his tribe for 4 years with the already in place village elder, Bokuna. During this time, Terun made peace with all of the surrounding tribes, who had once fought viciously over rights to areas of the sea and territory, introducing an age of prosperity the tribe had never seen, which only added to Terun’s ego complex. When Bokuna was about to die, she whispered to Terun that she knew of a far- away island where others who were sent by the gods sometimes went: the Impossible Kingdom of Jalmeray. Swearing to return to the village, Terun left by boat the next morning. He never returned. While at Jalmeray, Terun succeeded, but felt threated by the others there who seemed to be so much better than him at many studies which he could not pursue in the Mwangi Expanse. To satisfy himself, he would often brag to his teachers, leading almost everyone on the island to hate him. One night, an unexplainable dream came upon Terun of a whirling being of immense power. Terun then woke up to find that same creature being presented before him by his teachers who hated him so much. They challenged Terun to fighting the being, and Terun obliged. Before beginning the duel, Terun asked the being where he was from out of simple curiosity. Having never been cared about before, the being responded that he was from the pocket veil. Intrigued, Terun lost focus and the battle against the thing, but because the being felt that Terun had been nice to him, he spared his life, and was kicked off the island. Terun did not feel remorse for his exile. He immediately went in search of the pocket veil and those who might know about it, abandoning his village. He eventually came to the Great Monastery in Nex, where he was forced to forget everything he knew in order to tap into the power of the pocket veil and become a powerful mystic artist. The tortuous and tedious task finally humbled him. When most of the monastery was attacked, Terun fled north to Katapesh, ready to use his newfound power for others, though not to the extent that others come before a larger plan. Terun is now a young half- elf of about twenty- seven years, with a well- trimmed brown goatee and mustache, and slicked back brown hair. His name literally translates to gift of ancient power in his tribe’s dialect of Polygot.
TERUN
HALF- ELF MYSTIC ARTIST 1
Medium humanoid (elf, human)
AL N
Init +2; Senses low- light vision; Perception +5
DEFENSE
AC 15, touch 12, flat- footed 13 (+3 armor, +2 Dex)
hp 12 (1d8+4)
Fort +1, Ref +3, Will +6; +2 vs. enchantments
Defensive Abilities spell shield (1 level); Immune sleep
OFFENSE
Speed 30 ft.
Melee spear +2 (1d8+3/X3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks mystic code (spell shield 6/day)
Mystic Artist Spells Prepared (CL 1st; concentration +4)
1st-identify, produce flame
0 (at will)-dancing lights, read magic, resistance
TACTICS
Before Combat Terun casts resistance on himself and uses his spell shield mystic code, moving it in front of him and any feeble allies. If possible, he uses diplomacy to end a fight before it happens.
During Combat Terun switches freely between melee and range, using whichever helps the battle more. In melee, he attempts to use flanking tactics while attacking with produce flame or his spear while moving his spell shield in front of him. At a range, he fights on the defensive, protects allies who are staying back, and fires his crossbow.
Base Statistics Without resistance and his spell shield, Terun’s statistics are Fort +0, Ref +2, Will +5; Defensive Abilities none.
STATISTICS
Str 14, Dex 14, Con 11, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Skill Focus (Diplomacy), Toughness
Skills Acrobatics +5, Diplomacy +8, Intimidate +5, Spellcraft +4
Languages Common, Elf, Polygot
SQ elf blood
Combat Gear scroll of feather fall; Other Gear backpack, bedroll, light crossbow with 10 bolts, silk rope (50 ft.), rations (7), spear, waterskin, studded leather armor, 4 sp

Woodlander
For some, the natural world is everything. Most focus this love, or even hate, on druidic practices, but some find a special connection to woodland creatures, and become woodlanders. These select individuals are able to form closer bonds with those around them, in a way that only professional diplomats or interrogators would understand. While they lack much ability to fight, fighting is not what a woodlander would like to do. Rather, they make peace with everyone at every available opportunity.
Role: The woodlander’s power wanes and waxes with their proximity and relationship for nature. They excel at making people love each other and work together, though not always for themselves, as is the case with evil woodlanders. They serve as diplomats, guides, and effective shields when with others, aiding them with their various augment abilities and spells. However, their most powerful feature is their nature’s ally,
which can give them an edge in any situation, depending on which ally they chose.
Hit die: d6
Alignment: any
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft(Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha)
Skill Ranks per Level: 6+ Int modifier
Armor and Weapon Proficiency: Woodlanders are proficient with all bludgeoning weapons not normally made from metal, all armor not normally made from metal, and all shields normally not made from metal. Ironwood doesn’t help change if the item is made from metal for the sake of proficiency, but rather making it from either darkwood or dragonhide, assuming the tree or dragon in question willingly gave his hide up. These forms of armor and shields do not impose arcane spell failure chance.
Base Attack Bonus: Low (1/2 level)
Fort and Ref: Poor (1/3 level)
Will: Good ([1/2 level]+2)
Spell Progression: As sorcerer (note: no bloodline)

Level/ Special
1/ Wild Empathy, Nature’s Ally
2/ Augment
3/ Augment
4/ Augment
5/ Nature’s Warden (1st)
6/ Augment
7/ Nature’s Ally
8/ Augment
9/ Augment
10/ Nature’s Warden (3rd)
11/ Augment
12/ Augment
13/ Nature’s Ally
14/ Augment
15/ Nature’s Warden (5th)
16/ Augment
17/ Augment
18/ Augment
19/ Nature’s Ally
20/ Nature’s Warden (7th)

Spells: Woodlanders cast spontaneous arcane spells, with their spellcasting ability being Charisma. They don’t need a focus for their spells

Spell List:
0th- Acid Splash, Create Water, Daze, Detect Poison, Know Direction, Lullaby, Mage Hand, Mending, Message, Open/ Close, Purify Food and Drink, Read Magic, Ray of Frost, Resistance, Virtue
1st- Alarm, Calm Animals, Charm Animal, Detect Animals or Plants, Endure Elements, Entangle, Goodberry, Hide from Animals, Hypnotism, Lesser Confusion, Pass without Trace, Sleep, Speak with Animals, Summon Nature’s Ally I
2nd- Animal Messenger, Animal Trance, Barkskin, Daze Monster, Fire Trap, Hold Animal, Lesser Restoration, Reduce Animal, Resist Energy, Spider Climb, Summon Nature’s Ally II, Tree Shape, Warp Wood, Wood Shape
3rd- Beast Shape I, Deep Slumber, Diminish Plants, Dispel Magic, Dominate Animal, Heroism, Nondetection, Plant Growth, Protection from Energy, Quench, Speak with Plants, Spike Growth, Suggestion, Summon Nature’s Ally III
4th- Antiplant Shell, Beast Shape II, Blight, Charm Monster, Control Plants, Elemental Body I, Freedom of Movement, Giant Vermin, Hold Monster, Repel Vermin, Summon Nature’s Ally IV
5th- Animal Growth, Awaken, Beast Shape III, Break Enchantment, Commune with Nature, Elemental Body II, Insect Plague, Plant Shape I, Summon Nature’s Ally V, Tree Stride, Wall of Thorns
6th- Beast Shape IV, Elemental Body III, Fire Seeds, Form of the Dragon I, Greater Dispel Magic, Liveoak, Mass Suggestion, Plant Shape II, Repulsion, Summon Nature’s Ally VI, Transport via Plants
7th- Animate Plants, Banishment, Elemental Body IV, Form of the Dragon II, Plant Shape II, Sequester, Summon Nature’s Ally VII, Transmute Metal to Wood
8th- Animal Shapes, Antipathy, Control Plants, Form of the Dragon III, Mass Charm Monster, Mind Blank, Summon Nature’s Ally VIII, Sympathy
9th- Dominate Monster, Elemental Swarm, Freedom, Mass Hold Monster, Shambler, Shape Change, Summon Nature’s Ally IX

Wild Empathy: A woodlander can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Core Rulebook Chapter 4). The woodlander rolls 1d20 and adds her woodlander level and her Charisma modifier to determine the wild empathy result. Most animals start with an attitude of indifferent. To use wild empathy, the woodlander and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
At every odd level beyond first, a woodlander can use wild empathy on a different type of creature.
At 3rd level, it is usable on magical beasts.
At 5th level, it is usable on plants.
At 7th level, it is usable on fey.
At 9th level, it is usable on elementals.
At 11th level, it is usable on vermin.
At 13th level, it is usable on all dragons.
At 15th level, it is usable on monstrous humanoids.
At 17th level, it is usable on aberrants.
At 19th level, it is usable on oozes.
At every even level, a woodlander chooses any one augment she has (see below) to immediately and freely apply to any creature she uses wild empathy on successfully (improves its attitude by at least one step), choosing among only the ones she had selected for this purpose, as long as the woodlander sees the creature.

Nature’s Ally: At 1st level, and every 6 levels thereafter, a woodlander magically attracts any creature of her choosing with at most a number of hit dice equal to her woodlander level. This creature must be a type of creature which a woodlander can use wild empathy on. A woodlander may have up to 4 allies at a time, and may dismiss any of them at any time, though she can’t get a new one until she achieves the next level that grants this ability. This ally is with the woodlander of its own volition, so maintaining a relationship with it is crucial, or it will leave. The ally and the woodlander can telepathically communicate with each other as long as they are within 100 feet of each other. Whenever the woodlander gets another level of woodlander, the ally can gain an extra hit die of whatever type it is, as well as everything that number of hit dice effects.

Augment: Whenever this is listed, the woodlander gains the ability to focus the power of raw nature in a new way. This allows her to augment her allies’ abilities, and potentially her own. Each augment has a name, an effect, the targets, and the duration. Once an augment with a “permanent” duration is used, it can’t be used on the same target again. Once an augment with a “1 minute per day” duration is used, it cannot be used again that day, regardless of targets; the rounds don’t have to be consecutive. Activating an augment is a swift action. She may choose one augment from the following list each time:
Allied: Gain +1 nature’s ally (self, permanent)
Augment Self: +2 to all wild empathy checks (self, permanent)
Bestial Fury: +2 to all damage rolls (self and all allies, 1 minute per day)
Compassion: +2 all Charisma- based checks (self, permanent)
Daydream: -2 all Will saving throws (all enemies, 1 minute per day)
Empower Augment: +1 to any numeric effect on any 2 augments (self, permanent)
Great Heart: +2 to fear and mind- affecting effects (self and all allies, 1 minute per day)
Great Might: +1 hit die of the highest kind the affected creature has (one ally, 1 minute per day)
Halt: -30 feet to speed; if less than 0 feet, target is unconscious (one enemy, permanent)
Inspire: +1 to attack and damage rolls (all allies, 1 minute per day)
Life Will: +2 against all poisons and diseases (one ally, permanent)
Mystic Might: +1 to all spell DCs and CL checks (self, 1 minute per day)
Nightmare: +2 to all Wisdom- based skill checks (any one ally enemy or self, 1 minute per day)
Obliterate Augment: -2 to any numeric effect on any 2 augments (one enemy, permanent)
Protection of the Wild: +3 natural armor AC (one ally or self, 1 minute per day)
Shadowed: +2 to all Dexterity- based checks (self, permanent)
Spook: -2 to attack rolls (all enemies, 1 minute per day)
Suggestion: As per the spell suggestion; DC equal to 13+ your Charisma modifier; CL equal to your woodlander level (one enemy, 1 minute per day)
Spurt Blood: -1 to Constitution (one enemy, 1 minute per day)
Resistance: +1 to all saving throws (one ally or self, 1 minute per day)
Unify: +2 to all aid another checks (all allies and self, permanent)
Willpower: +1 to all Will saving throws (all allies and self, permanent)

Nature’s Warden: When you cast an abjuration spell, you may choose to have it also affect all friendly creatures you can use wild empathy on within a 100 foot radius spread of up to the level listed for no additional casting time or spell slot.

At 1st level, a woodlander gets 3d6X10 gp (average: 105 gp).

Karah, Iconic Woodlander
Nearly two thousand years ago, when the Choking Death reached a Numerian Kellid tribe near the Stolen Lands, the chief, Tiamthin Klen, was able to save everyone using supposed demigod powers. He blamed the plague on “the tribe witch”, an evil resident of their tribe who was secretly evil. He tasked the tribe with rooting out the “tribe witch”, which soon became known as the Thickety, in every generation, and hanging her. Most of the time, there was no Thickety or any arcane spellcaster of any sort in the tribe, and the tribe would hang an innocent woman; however, there was a Thickety in Karah’s generation: Karah. Not only was Karah a Thickety, but her mother, who was hung while giving birth to Karah, was also one. All her life, Karah was bullied for her mother’s crimes. Then, one day, Karah found her true calling: animals. Karah had picked up how to sweet- talk others from a particularly nasty bully, and used that talent to talk to an animal herder, who had an escaped thylacine in a pen who needed to be tamed. Karah not only calmed all the animals and the thylacine, but was able to befriend all of them in a way she had never known was possible. The next day, the thylacine walked up to her and wouldn’t leave her side; Karah named him Shiaddinz. However, the tribesmen took Shiaddinz as a sign that Karah was the Thickety, and tried to have her hanged, forcing Karah to escape to Brevoy, promising to stop evil and ignorance at all costs, and to protect all living creatures of nature. Karah is a mere fourteen years old, yet is taller than most fully- grown men, and is incredibly beautiful, still with signature Kellid scars on her arms and legs. She has long brown hair, brown skin, and fierce but charming eyes.
KARAH
HUMAN WOODLANDER 1
Medium humanoid (human)
AL NG
Init +2 Senses Perception +1
DEFENSE
AC 15, touch 12, flat- footed 13 (+3 armor, +2 Dex)
hp 11 (1d6+5)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee club +0 (1d6)
Ranged sling +2 (1d4)
Woodlander Spells Known (CL 1st; concentration +5)
1st (4/day)-sleep (DC 16), speak with animals
0 (at will)-detect poison, lullaby (DC 15), read magic, virtue
TACTICS
Before Combat Karah uses her skills, wild empathy, and speak with animals to gain as many allies before a fight. If possible, she hides in a strategic location.
During Combat Karah keeps Shiaddinz close for protection, but rarely sends him into melee unless desperate. She casts virtue to strengthen allies and lullaby and sleep to weaken foes. When needed, she fires her sling and fights with her club, and isn’t afraid of dying or being hurt within limits.
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Spell Focus (Enchantment), Toughness
Skills Climb +4, Diplomacy +8, Handle Animal +8, Intimidate +8, Stealth +6, Survival
+5, Swim +4
Languages Common, Hallit
SQ nature’s ally (thylacine named Shiaddinz), wild empathy +5 (animals)
Combat Gear potion of cure light wounds, scroll of entangle, scroll of ray of frost; Other Gear backpack, bedroll, sling with 10 bullets, rations (7), club, waterskin, leather armor, 8 sp
Shiaddinz See thylacine (Bestiary 3 or PFSRD)

Super
Supers are very far and few between, representing the peak evolution of a species. Many are feared, but many are loved, even worshipped as gods. While most supers derive their powers from genetic mutation, many have gotten them from curses, blessings, or almost anything, and a super’s origin is what defines him the most. Supers take on different attitudes, whether they be of saviors, regular heroes, destined overlords, emissaries of a religion, mistakes, and everything in between.
Role: Supers are highly customizable, able to become fighters or spell casters of any sort, as well as many other things, using their powers derived from more general sets. As such, they can be of any race, alignment, or function to the party, and often serve as whatever is missing from the rest of the group. Supers often team up with each other as well, either with identical and uniting or radically different and harmonious powers.
Hit die: d8
Alignment: any
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Profession (Wis), Stealth (Dex).
Skill Ranks per Level: 2+ Int modifier
Armor and Weapon Proficiency: Supers are proficient with all simple weapons, light armor, and shields (but not tower shields).
Base Attack Bonus: Medium (3/4 level)
Fort, Ref, and Will: Good ([1/2 level]+2)
Level/ Special
1/ Set 1
2/ Set 1 Power 1
3/ Set 2
4/ Set 1 Power 2
5/ Set 2 Power 1
6/ Set 1 Power 3
7/ Set 3
8/ Imp. Set 1
9/ Imp. Set 1 Power 1
10/ Set 2 Power 2
11/ Imp. Set 1 Power 2
12/ Set 3 Power 1
13/ Imp. Set 1 Power 3
14/ Imp. Set 2
15/ Grtr. Set 1
16/ Grtr. Set 1 Power 1
17/ Set 3 Power 2
18/ Grtr. Set 1 Power 2
19/ Imp. Set 2 Power 1
20/ Grtr. Set 1 Power 3

Set: Each super’s powers are organized into sets and levels. Within each level of set there are three different subsets from which a super may choose one. Each set grants an ability the first time a super gets it. Whenever a “Set X Power X” is listed, the super gets to choose one power under his chosen subset of that set’s level. Sets 1 and 2 have “Improved Set”, which allows the super to either improve in the subset he already has or gain a new one as a regular subset. In addition, when an “Improved Set X Power X” is listed, the effects of one power under the improved set is improved. The effects of an improved set are listed in []. Set 1 has a “Greater Set”, which allows a super to either improve an existing Set 1 subset or gain a new one as a regular subset. In addition, when a “Greater Set 1 Power X” is listed, the effects of one power under the improved set is improved. The effects of a greater set are listed in {}. All saving throws for powers are 10+ ½ the super’s level+ his Cha modifier, and his caster level is his super level.

Set 1 Subsets (Mutation, Physiological Enhancement, Super Ability):
Mutation: Spellcraft becomes a class skill [+3 on all Spellcraft checks] {+2 on all Will saving throws}
Charm: charm person at will as spell- like ability [suggestion at will as spell- like ability, replaces charm person] {charm monster at will as spell- like ability, replaces suggestion}
Flight (self only all): levitate at will as spell- like ability [flight at will as spell- like ability, replaces levitate] {overland flight at will as spell- like ability}
Invisibility (self only all): hide from animals and hide from undead at will as spell- like ability [invisibility at will as spell- like ability, replaces hide from animals and hide from undead] {greater invisibility at will as spell- like ability, replaces invisibility}
Regeneration (self only all): stabilize at will as spell- like ability, can’t be used to harm undead [cure light wounds at will as spell- like ability, can’t be used to harm undead, replaces stabilize] {cure moderate wounds at will as spell- like ability, can’t be used to harm undead, replaces cure light wounds}
Super Speed (self only first 2): expeditious retreat at will as spell- like ability [haste at will as spell- like ability, replaces expeditious retreat] {slow on all others at will as spell- like ability}
Weather Control: gust of wind at will as spell- like ability [control winds at will as spell- like ability, replaces gust of wind] {control weather at will as spell- like ability, replaces control winds}
Physiological Enhancement: Endurance as a bonus feat [Diehard as a bonus feat] {+2 on all Fort saving throws}
Extra Limb: Gain additional prehensile limb [Gain additional prehensile limb, +4 to CMB] {Gain additional prehensile limb, +4 to CMD}
Hard Skin: +2 natural armor [+4 natural armor] {DR 5/ bludgeoning}
Natural Attack (other than wings): Gain any one natural attack [gain any one natural attack and improved natural attack] {gain any one natural attack and multiattack}
Super Healing: Fast healing 2 [fast healing 5, replaces fast healing 2] {fast healing 10, replaces fast healing 5}
Super Vision: See without impairment 120 feet in any lighting [see up to 60 feet and able to see through any material with a hardness of up to 9] {see up to 120 feet and able to see through any material with a hardness of up to 14}
Wings: Gain flight speed equal to your land speed (average) [double your flight speed, increase maneuverability to (good)] {triple your original flight speed, increase maneuverability to (perfect)}
Super Ability: Ignore the ability score prerequisites for 1 feat [Ignore the ability score prerequisites for 1 feat {Ignore the ability score prerequisites for 1
feat}
Super Charisma: +2 Charisma [+3 Charisma] {+4 Charisma}
Super Constitution: +2 Constitution [+3 Constitution] {+4 Constitution}
Super Dexterity: +2 Dexterity [+3 Dexterity] {+4 Dexterity}
Super Intelligence: +2 Intelligence [+3 Intelligence] {+4 Intelligence}
Super Strength: +2 Strength [+3 Strength] {+4 Strength}
Super Wisdom: +2 Wisdom [+3 Wisdom] {+4 Wisdom}

Set 2 Subsets (Arcanist, Battlehead, Blessed):
Arcanist: bonus metamagic feat [bonus metamagic feat]
Bardic: cast spells as a 1st level bard [cast spells as a 7th level bard]
Mystic: cast spells as a 1st level mystic artist [cast spells as a 7th level mystic artist]
Sorcery (no bloodline): cast spells as a 1st level sorcerer [cast spells as a 7th level sorcerer]
Wizardry (no school): cast spells as a 1st level wizard [cast spells as a 7th level wizard]
Battle-headed: bonus combat feat [bonus combat feat]
Improved Base Attack: your base attack bonus is for a super 3 levels higher than you [your super base attack bonus increases to 1/ HD of super]
Improved Proficiency: Proficient with medium armor, light and one- handed martial weapons [proficient with all armor, shields, and martial weapons]
Improved Style: gain bonus combat feat [gain bonus combat feat]
Super Punch: gain slam attack [add double your Strength to slam attacks]
Blessed: bonus metamagic feat [bonus metamagic feat]
Clerical (no domains): cast spells as 1st level cleric [cast spells as 7th level cleric]
Druidic (no domain): cast spells as a 1st level druid [cast spells as 7th level druid]
Lycantist: cast spells as a 4st level lycantist [cast spells as 10th level lycantist]
Paladin: cast spells as a 4st level paladin [cast spells as 10th level paladin]

Set 3 Subsets (Energy, Psychic, Space-time):
Energy: Cast protection from energy at will as spell- like ability
Elemental: cast wall of fire at will as spell- like ability, except any element (earth, fire, ice, or lightning) of your choosing during the casting
Explosive: cast fireball at will as spell- like ability, except it’s pure energy and there is no saving throw
Light: cast any illusion spell of up to 4th level of your choice (chosen when this power is) at will as a spell- like ability
Sound: cast shout at will as spell- like ability
Psychic: +4 on all Will saving throws
Empath: +4 on all Charisma- based skill checks, automatically know all emotions of all others within 120 foot radius spread of you
Precognition: cast divination at will as spell- like ability with 99% success
Telekinetic: cast telekinesis at will as spell- like ability
Telepathic: cast telepathic bond and detect thoughts at will as spell- like abilities
Space-time: bonus master craftsman feat and any 1 item creation feat
Matter Bender: cast fabricate at will as spell- like ability
Teleporter: cast teleport at will as spell- like ability
Time Controller: cast time stop at will as spell- like ability
Time Traveler: travel anywhere in time within 100 years per caster level in the past or future; while time traveling, your body doesn’t exist in your regular year; you can’t change the past with this power

At 1st level, a super gets 3d6X10 gp (average: 105 gp)

Commander Crong, Iconic Super
Crong was born to lead, and from birth, he intended to do so. Not only was he the only half- orc in his orc tribe in the Hold of Belkzen, but he also had incredible tusks, teeth, and nails, which made him truly fear- inspiring. He toppled various chiefs until he was in power, and declared himself the epitome of the orc race, now the commander of an army ready to enforce his will on his word. While in the Mindspin Mountains, he encountered another half- orc chief with his own army of inferior orcs, who challenged Crong to a fight. Knowing he would lose, he forced his greatest soldier forward to meet the challenge, during which both half- orc and orc perished, though Crong declared himself victorious, taking the other chief’s cape. However, Crong could not sleep for many nights after the battle, and, in an attempt to prove that he too could do just as well as his soldier, he left the tribe and fled west, where he was captured by a group of adventurers from Varisia. Crong saw them as weak, and made a very mocking image of them in his mind. But when the group’s paladin died in real honor, Crong became sincerely good, and he joined the rest of the party, who got killed in the very next battle. Crong left for Korvosa, where he is now the city’s hero of a sort, though he favors bloody adventures over publicity adventures. Crong kept his title of “commander” from when he was with the orcs, but has no intention of returning to them. He exhibits great bravery in battle, though quite a bit of cockiness, too. He can be nice at times but prefers to be rough. He is exceedingly tall and muscular, with his tusks being nearly half a foot long.
COMMANDER CRONG
HALF- ORC SUPER 1
Medium humanoid (human, orc)
AL CG
Init +2; Senses darkvision 60’; Perception +1
DEFENSE
AC 15, touch 12, flat- footed 13 (+3 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +4, Will +3
Defensive Abilities orc ferocity
OFFENSE
Speed 30 ft.
Melee longspear +4 (1d8+6/X3)
Ranged heavy crossbow +2 (1d10/19-20)
Special Attacks set 1 (physiological enhancement)
TACTICS
During Combat Crong acts as the powerhouse, dishing out as much damage as he can before getting hurt with his longspear and crossbow. He targets strong fighters over weaker spellcasters, letting other allies deal with them. While he is unwilling to die for a cause, he knows that his orc ferocity is a good last resort tactic. He uses his skills to flank and demoralize his opponents, if he can.
STATISTICS
Str 18, Dex 14, Con 13, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats Endurance, Toughness
Skills Intimidate +6, Stealth +4
Languages Common, Orc
SQ orc blood
Gear backpack, bedroll, heavy crossbow with 10 bolts, rations (7), longspear, waterskin, studded leather armor, grappling hook, 4 sp, 11 gp

Lycantist
Lycanthropes are horrible animal- humanoid hybrids that haunt villages and children’s tales, preying and attacking the weak until they die or they too are afflicted with their horrible curse. Yet for many that rid themselves of lycanthropy have lingering effects; a desire to rejoin the world of the full moon. These individuals are lycantists, who get magical power that resonates in them from their former state of being. Many lycantists, however, study lycanthropes or just have a strong connection with them, including a biological lycanthrope parent. Every lycantist has an animal that he shares a bond with, too, typically the one he used to be able to transform into.
Role: Lycantists, with their spells and abilities, are the scouts and healers of the party, but also quite adept at fighting both lycanthropes and any who cross them when they are transformed into their linked animal. They come from a staggering amount of backgrounds, so many have other skills that can aid both themselves and their allies. Many of the lycantist’s abilities only work or work better depending on where the moon is in the sky, but they are equally fearsome during the day.
Hit die: d8
Alignment: any
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Profession (Wis), Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str)
Skill Ranks per Level: 2+ Int modifier
Armor and Weapon Proficiency: Lycantists are proficient with all simple weapons, light armor, medium armor, and shields (but not tower shields).
Base Attack Bonus: Medium (3/4 level)
Fort: Good ([1/2 level]+2)
Ref, Will: Poor (1/3 level)
Spell Progression: As paladin
Level/ Special
1/ Lycanthrope Power, Lycanthropic Link
2/ Moon Manipulation
3/
4/ Channel Lunar Energy
5/
6/ Remove/ Induce Lycanthropy
7/
8/ Read the Moon
9/
10/
11/
12/
13/
14/
15/
16/
17/
18/
19/
20/

Spells: Beginning at 4th level, lycantists can cast prepared divine spells, with their CLs being their lycantist level minus 3. All of their spells require a small stone and animal hair to cast (as foci). Their spellcasting ability is Wisdom.

Spell List:

1st- Cure Light Wounds, Dancing Lights, Faerie Fire, Flare, Light, Read Magic, Remove Fear
2nd- Blindness/ Deafness, Darkness, Darkvision, Inflict Light Wounds, Lesser Restoration, Remove Disease, Remove Paralysis
3rd- Cure Moderate Wounds, Daylight, Deeper Darkness, Flashburst*, Inflict Moderate Wounds, Moon Blade*, Remove Blindness/ Deafness
4th- Cure Serious Wounds, Harrowing, Inflict Serious Wounds, Moon Path*, Neutralize Poison, Remove Curse, Restoration

*New spell detailed here:
Flashburst
School Evocation [fire]; Level Lyc 3
Casting Time 1 standard action
Components V, S, DF
Range Long (400 + 40 ft. per level)
Area 20 foot radius burst
Duration instantaneous (see text)
Saving Throw Will partial; Spell Resistance Yes
Flashburst creates a dazzling flash of light, which dazzles all seeing creatures in the area. Those within 120 feet of the blast (but not in it) get a Will save to negate 2d8 rounds of temporary blindness.
Moon Blade
School Evocation; Level Lyc 3
Casting Time 1 standard action
Components V, S, DF
Range 0 ft.
Duration 1 minute per level (D)
Saving Throw none; Spell Resistance Yes
Moon Beam creates a 3 foot sword of moonlight which all casters are automatically proficient with. It may count as any form of sword for purposes of Weapon Focus and other related feats and abilities. Attacks with a moon blade are melee touch attacks, and your Strength modifier doesn't apply to damage rolls. It deals 1d8 points of damage, plus 1 per every 2 levels. Any creature that wants to use a spell or spell- like ability the round after he got hit by a moon blade must make a Caster Level check (13+ amount of damage dealt)
Moon Path
School Evocation [force]; Level Lyc 4
Casting Time 1 standard action
Components V, S, DF
Range Medium (100 + 10 ft. per level)
Duration 1 minute per level (D)
Saving Throw none (see text); Spell Resistance no
Moon Path creates an unshakable bridge of force from one point in the range to any other point, as far as 15 ft. per level long, and 3 to 20 feet wide, depending on what you decide when you cast this spell. While any creature is on the path, he gains the benefits of Remove Fear and Darkvision. The path can be dispelled, but no physical force or gaze attack can bypass it. It must be straight, continuous, and unbroken.

Lycanthrope Power: At 1st level, a lycantist may imitate one of the following five lycanthrope powers: +2 natural armor, DR 5/ silver, any one natural attack, +2 Strength, or +2 Constitution. For natural attacks, choose any animal which the lycantist could turn into if he were a lycanthrope. This choice must be made at 1st level, and may not be changed. A lycantist gets another power at 3rd level, 11th level, and 17th level.

Lycanthropic Link: This ability functions as a ranger’s favored enemy ability, except it is only usable on lycanthropes, and the bonus to the skills, attack, and damage is 1 plus 1 for every 5 levels the lycantist has of lycantist.

Moon Manipulation: When the moon is out (late afternoon to early morning, relatively clear skies), a lycantist of 2nd level or higher can change how much moonlight shows on her surroundings. This works similarly to a mystic artist’s light power mystic code, except it only works during the above conditions, it works as far as the lycantist would be able to see given most favorable lighting, and it is usable 1/day at 2nd level, plus one additional time 9th and 14th level.

Channel Lunar Energy: At 4th level, a lycantist gains the ability to channel the energy of the moon as a standard action in one of two ways: rocky wrath, which deals damage to non- lycanthropes and heals lycanthropes, or man in the moon, which heals non- lycanthropes and deals damage to lycanthropes. Once this choice is made, it cannot be reversed. At 4th level, this ability deals/ heals 1d6 points of damage, plus 1d6 for every 3 levels above that. Usable 3+ your Wisdom modifier times per day, this ability works in a 20 foot radius spread, centered on you. A Will saving throw equal to 10+ the moon’s phase number (see below) + your Wisdom modifier can negate the effect, though one may voluntarily not take this save.
During a new moon, the phase number is 1.
During waxing and waning crescents, the phase number is 3.
During the first and last quarters, the phase number is 5.
During waxing and waning gibbous, the phase number is 7.
During the full moon, the phase number is 9.

Remove/ Induce Lycanthropy: Once per day for every 6 levels of lycantist, a lycantist may remove (if man in the moon, see above) or afflict (if rocky wrath, see above) lycanthropy upon any one creature of his choice in his lunar energy circle. Should remove lycanthropy be used on a non- lycanthrope, the subject is immune from contracting lycanthropy. Should induce lycanthropy be used on a lycanthrope, he turns into his animal or hybrid form, depending on what the lycantist decides. A Will saving throw equal to the saving throw for Channel Lunar Energy (see above) may be taken to negate all effects of remove/ induce lycanthropy; this save is not the same one as for channel lunar energy.

Read the Moon: Once per night, when preparing his spells at night, a lycantist of 8th level or higher may gaze up into the moon and read the future using astrology. The CL for all of these is equal to the lycantist’s lycantist level.
At 8th level, this functions as an augury spell.
At 12th level, this functions as either an augury or a divination spell, depending on the lycantist’s choice while reading the moon.
At 16th level, this functions as either a commune, an augury, or a divination spell depending on the lycantist’s choice while reading the moon.
At 20th level, this functions as either a greater scrying, a commune, an augury, or a divination spell depending on the lycantist’s choice while reading the moon.

At 1st level, a lycantist gets 3d6X10 gp (average: 105 gp)

Morstra, Iconic Lycantist
Even though Morstra was born in the Five Kings Mountains, she never called it home. She was lost along the southern border when her parents were killed by goblins, and was found and taken in by a worker of Andoran’s Lumber Consortium, where she lived and was forced to work, though she simply saw it as a condition of her being taken in as a foster child, teaching her a hard work ethic and giving her a strong and able body. A year ago, however, there was an attack by dire werewolves, which wasn’t unusual, but Morstra got bitten and afflicted. Due to the fact that it was the night of the full moon, she immediately transformed and killed one of her companions before she was knocked unconscious and left for dead by some mercenaries working for the Consortium. When she woke up the next morning, though she forgot all of the events of the night after she got bitten, she remembered being bitten, and, seeing the dead body of her companion, realized that she was a lycanthrope. She ran away to a local church of Iomedae, who would often help those in their vicinity, where she was cured and offered a place to live if she would convert to Iomedae, which Morstra did, seeing that she could not return to the Consortium. One day, the Consortium asked for help fighting against monsters, and Morstra was asked to accompany other members of the church. While the monsters had fled by the time the church got there, Morstra still investigated and found the dead body of her companion, with distinctive bite marks. From that day on, she’d have dreams when the moon was out about werewolves, becoming a dire wolf, and the urge to murder everything in her sight. The dreams became more frequent and more intense, to the point that she once woke up and found herself hovering over a sleeping cleric with her jaw wide open over his chest. After examining herself, she found that she had grown teeth of a dire wolf, and she feared that her affliction may not have been entirely cured. She ran off into the woods for two years until she learned how to control her impulses and gain mastery over her newfound powers, but was reluctant to rejoin the church or anyone else, fearing their death. Since then, she has traveled Andoran and befriended others, though not very easily. She still follows Iomedae, but not with others and hardly ever in public. She is ordered, strict, and meticulous about everything, with piercing black eyes. She stands at four feet tall, has brown, disheveled hair with streaks of gray, even though she is only 45 years old.
MORSTRA
DWARF LYCANTIST 1
Medium humanoid (dwarf)
AL LN
Init +4; Senses darkvision 60’; Perception +3 (+5 to notice unusual stonework)
DEFENSE
AC 16, touch 10, flat- footed 16 (+4 armor, +2 shield)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +3; +2 v. poison, spells, spell- like abilities
Defensive Abilities defensive training (+4 dodge v. giants)
OFFENSE
Speed 20 ft.
Melee bite +2 (1d8+3 plus trip)
Ranged sling +0 (1d4+2)
Special Attacks lycanthrope power (natural attack: bite [dire wolf]), lycanthropic link +1, +1 attack rolls v. goblinoids and orcs
TACTICS
Before Combat Morstra slowly and stealthily moves ahead of her allies, using her skills and senses to detect and deal with trouble that may arise before a battle.
During Combat Morstra attacks in melee when above 4 hit points with her bite, typically targeting lycanthropes, spellcasters, and small creatures. She makes trip attacks against those who she believes will be more susceptible to it. If she must retreat, she uses her sling.
STATISTICS
Str 15, Dex 10, Con 16, Int 13, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 12 (16 v. bull rush and trip)
Feats Improved Initiative
Skills Appraise +1 (+3 non- magic metals or gemstones), Climb +1, Stealth -1, Survival +7
Languages Common, Dwarf, Goblin
SQ weapon familiarity
Combat Gear potion of cure light wounds; Other Gear backpack, bedroll, sling with 10 bullets, rations (7), acid, waterskin, hide armor, heavy wooden shield, 50 foot silk rope, 3 sp, 5 gp

Terrorstrike
Fear has played a constant role in storytelling and real murder, and terrorstrikes know this, and are masters of exploiting others’ fears as well as combat and murder. While they can get scared, too, they are much more often the ones who scare. So great are the terrorstrike’s abilities that no terrorstrike can be good, knowing the psychological harm they do, even if it is to those they oppose.
Role: Terrorstrikes take on the role of villain more often than they do of hero, and typically need master of their terrain to make full use of their abilities. That being said, terrorstrikes are invaluable to all parties of good- aligned adventurers, both as fighters and as lone rangers going ahead of the party where their expertise can be better used.
Hit die: d10
Alignment: any non- good
Class Skills: Bluff (Cha), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive, Sleight of Hand (Dex), Stealth (Dex), Survival (Wis)
Skill Ranks per Level: 2+ Int modifier
Armor and Weapon Proficiency: Terrorstrikes are proficient with all simple weapons, martial weapons, and light armor.
Base Attack Bonus: High (level)
Fort, Ref: Poor (1/3 level)
Will: Good ([1/2 level]+2)
Level/ Special
1/ Jump Scare, Spell- like Abilities
2/ Smell Fear
3/ Scared Stupid
4/ Strike of Fear
5/ Sow Terror
6/
7/
8/
9/ Mark Fear
10/
11/
12/
13/
14/
15/
16/
17/
18/
19/
20/ Heart Attack

Jump Scare: At 1st level, a terrorstrike can perform a jump scare, which inspires fear in its target. A single jump scare can only have one target. To perform a jump scare, a terrorstrike must first be seen where the target has not seen him, and then make a successful Intimidate check against him. Doing so makes him shaken for 1 minute per level of terrorstrike. At higher levels, this has an increased effect.
At 5th level, it makes the target cowering.
At 10th level, it makes the target stunned.
At 15th level, it makes the target frightened.
At 20th level, it makes the target panicked.

Spell- like Abilities: All of these are usable 1/day, with a CL equal to the terrorstrike’s level. All DCs are equal to 10+ the spell level+ his Charisma modifier.
At 1st level, he can cast invisibility, but only on himself and with a duration of 1 round/ level or until dispelled. At 8th level, this is replaced with regular invisibility.
At 7th level, he can also cast cause fear.
At 13th level, he can also cast fear.
At 14th level, he can also cast greater invisibility, but only on himself and with a duration of 1 round/ level or until dispelled. At 19th level, this is replaced with regular greater invisibility.
At 17th level, he can also cast symbol of fear.

Smell Fear: Starting at 2nd level, a terrorstrike can smell fear up to 120 feet away in any direction. A terrorstrike can pinpoint the exact location of anyone within the range that is panicked.
At 6th level, he can also smell all frightened creatures.
At 10th level, he can also smell all stunned creatures.
At 14th level, he can also smell all cowering creatures.
At 18th level, he can also smell all shaken creatures.

Scared Stupid: At 3rd level, when a terrorstrike causes another creature to be shaken, cowering, stunned, frightened, or panicked, he can cause them to lose their sense of reasoning and deal them 1d4 points of Intelligence, Wisdom, or Charisma bonus, though a successful Will saving throw (10+ ½ his terrorstrike level+ his Charisma bonus) halves the effect. This is usable 1/day at 3rd level, plus one additional time for every 4 terrorstrike levels he gains after.

Strike of Fear: At 4th level, when a terrorstrike successfully hits a foe, he may cause them to become 1 step more frightened (none, shaken, cowering, stunned, frightened, panicked). This ability is usable 1/day at 4th level, plus one additional time for every 4 terrorstrike levels he gains after.

Sow Terror: When a terrorstrike of at least 5th level wins a Stealth check by at least 5, he may sow terror as a standard action, and create some small noise or shadow to make it appear to a single target that no one is there, but their subconscious toys with the idea that there is something lurking in the darkness. This causes the target to become one step more frightened (see above) until the terrorstrike stops concentrating plus 1d3 rounds.

Mark Fear: When a terrorstrike of at least 9th level attacks any target who is shaken, cowering, stunned, frightened, or panicked, he gains a +2 to all attack rolls against that target. At 13th level this improves to +4, and at 17th it improves to +6.

Heart Attack: At 20th level, when a terrorstrike would cause any creature to become one or more steps frightened than panicked, that creature must succeed at a Fort saving throw (10+ ½ the terrorstrike’s level+ his Charisma modifier) or die. Once this ability is used, it can’t be used on the same creature again for the next 24 hours.

At 1st level, a terrorstrike gets 4d6X10 gp (average: 140 gp)

Talathel, Iconic Terrorstrike
All his life, Talathel has walked along Lake Encarthan, a lake which many fear; but most who have met Talathel and lived know to fear him more than the Lake. Born and raised as a warrior in a small community of elves in northwestern Kyonin, Talathel was abducted by priests of Razmiran at the young age of 75, where he was trained to be a personal assassin for a Priest of the Fifteenth Step near Pilgrimage, where he developed a meticulous style for inspiring fear in his enemies. He was very unhappy with the iron grip with which Razmir and the priests ruled the kingdom, and how all his targets were already afraid of him before he came or gave any indication that he was coming. Eventually, his freedom- friendly ideologies forced him to leave the kingdom and head north into Ustalav, where he used fear to frighten those who preyed on others in the same way, assuming there was coin involved or the enemy in question was particularly evil or oppressive. He makes friends easily despite his powers and aptitudes, but all his attempts at persuasion quickly turn to interrogation and fear tactics. He is short for an elf, with long, perfectly straight, blond hair, which was dyed black during his time in Razmiran and has had a hard time reverting to its normal hue.
TALATHEL
ELF TERRORSTRIKE 1
Medium humanoid (elf)
AL CN
Init +3; Senses low- light vision; Perception +2
DEFENSE
AC 15, touch 13, flat- footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +1, Ref +3, Will +2; +2 v. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+1/18-20)
Ranged longbow +5 (1d8/X3)
Special Attacks jump scare (1 minute)
Terrorstrike Spell- like Abilities (CL 1st)
1/day- invisibility (self only, 1 round)
TACTICS
Before Combat Talathel moves into a hiding position and knocks his bow, using invisibility only as a last resort.
During Combat Talathel makes a jump scare as quietly as possible, immediately attacking with his longbow until his target falls, moving on to another target if possible, and continues to fire his bow until his enemies are dead or until the odds become stacked against him.
STATISTICS
Str 13, Dex 16, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 15
Feats Weapon Focus (longbow)
Skills Disable Device +7, Intimidate +6, Stealth +7
Languages Common, Elf, Sylvan
SQ elven magic
Gear backpack, bedroll, longbow with 20 arrows, rations (7), waterskin, leather armor, thieves’ tools, scimitar, 4 sp, 2 gp


Holy wall of text, Batman!

My recommendation - put this into a doc and post to Google Docs, with a link to a read-only copy (or one that people can add comments too).

Much easier to read, parse and give feedback on.

cheers!


(This should be in Homebrew.)

Initial impressions....

* Mystic Artist looks a lot like Warpriest, but will be weaker without swift-action economy. (The 20th-level capstone, however, will be instant death to many targets, assuming the MA is good at guessing when their dump stat is.)

* Woodlander is basically a spontaneously-casting druid with some powers that seem perhaps a little too dope. (They can call any creature of their hit-dice? And they can get up to four of them? ...there's a reason animal-companions are normally nerfed versions of their bestiary counterparts.)

* Supers are anime monks with a wide variety of options.

* Lycantist looks like a hybrid of ranger and shifter.

* Terrorstrike is a one-trick-pony fear factory. Would make a good lieutenant for an antipaladin boss.

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Moved to homebrew.

Dark Archive

Google docs is decent, but one other option where you can make it look nice if you learn the syntax is the homebrewery: https://homebrewery.naturalcrit.com

They've got templates for leveling tables and other common formats found in sourcebooks.


Thanks for the input. My son just posted the document to Google Docs here. He showed interest in several of Slim Jim's comments, so keep 'em coming.

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