Redemption: Tides of Numenera

Game Master Sebecloki


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So if I want to be gestalt 5/5, then I can have 1 CR template and 1/1 mythic? Or gestalt 5/5 and mythic 2/2?


actually that means the exchange should be two gestalted prestige levels 2//2 to 1 gestalted MR. I will update the creation rules.


also for mythic HOPF. is that 1 per total tier (meaning 1 mythic HOPF if we are tier 1) or is that 1 per side of the gestalt mythic tier (meaning two mythic HOPF if we are tier 1)?


per total tier


All levels, regardless of class, should be a 1 to 1 ratio. Mythic tiers are = to CR +2.


@monkeygod -- I'm not sure what you mean about ratio, give me an example please.


We talked about this earlier. The +6 worth of templates can be traded or either 6 levels of any class(prestige or otherwise) or one mythic tier per 2 CR. I believe we decided that the cap on tiers would be two additional ones, for all games.


changed the campaign info tab -- any prestige levels should be gestalted with another prestige class.

Has anyone looked at Rouge Genius' games 'archetype packages'? Those might be of interest to players.

And also remember that multiclass archetypes are still an option.


I think I'll go with my proposal. I'm okay with the tradeoff of fewer class levels for many templates. Running through that level up with my recent proposal, I get:

1. Start with 6 gestalt levels, 1 mythic tier, +2 CR of template.

2. Add in +1 and +0 CR/LA templates to make a total +6 CR of templates.

3. Change mythic tier to 3.

4. Add in new feats, ABP, etc.

Do I understand that correctly?

Dark Archive

Aye, I'm using the Physical Examplar here, actually.


Hmmm. I missed that the Dungeonbred Monster template applies to "living corporeal aberration, animal, magical beast, or vermin" so that's out. I'm not keen on any other +1 CR templates that I've seen, which makes Young less interesting. So...The Unfettered Prince is going into the large size category with Giantblooded! ;)

@Sebecloki: To confirm, cohorts from Leadership feat are built as PCs?

Quote:
Note: these rules also apply to 'buddies' for 'buddy classes' and cohorts. Use the base form of the creature from the Bestiary and construct it exactly like a PC.


yeah, same

Dark Archive

Just wanted to point out that in Dark Sun, we are level 6, but also mythic 3, not 2. Are we ignoring that in our revision, or will those characters be slightly more advanced than in this one?


I updated the campaign info with the build rules -- it should be 3 now.


Wait, I thought in Dark Sun, we were *either* 6th level, mythic 2 and 2 levels of a PRC(What Hamza is) or 6th level and mythic 3?

Is this still the case, or are all PCs just mythic tier 3??

Either way, I think we should currently cap mythic to tier 4, regardless of game or how we got there. As I said above, not only can the higher mythic tiers cause games to quickly break down, but gaining them should be a significant, in game event. Even just winning a battle shouldn't be enough, unless it was a truly epic one.

Also, Seb, question:

For Sorcerers, Oracles and similar classes, instead of taking one or two gestalt archetypes, could we take a second or even 3rd bloodline/mystery?


Monkeygod wrote:

Wait, I thought in Dark Sun, we were *either* 6th level, mythic 2 and 2 levels of a PRC(What Hamza is) or 6th level and mythic 3?

Is this still the case, or are all PCs just mythic tier 3??

Either way, I think we should currently cap mythic to tier 4, regardless of game or how we got there. As I said above, not only can the higher mythic tiers cause games to quickly break down, but gaining them should be a significant, in game event. Even just winning a battle shouldn't be enough, unless it was a truly epic one.

Also, Seb, question:

For Sorcerers, Oracles and similar classes, instead of taking one or two gestalt archetypes, could we take a second or even 3rd bloodline/mystery?

Does Hamza not have any mythic tiers? I'm confused what your post is suggesting.

I think you should be able to find the bloodline as an 'archetype package' -- 'Domain Master' is the archetype package that is priestly domains. Its in Rouge Genius Games books.


Arc/Slyness/Cae said above that the Dark Sun characters are mythic tier 3, not tier 2.

You then agreed, and said it should be tier 3 now.

Except that's not the case.

In Dark Sun, PCs could either have:

6 gestalt levels, 2 levels in a PrC and 2 mythic tiers(This is what Hamza is. He has 2 levels in the Mage Hunter PrC and thus is mythic tier 2)

or

6 gestalt levels, and 3 mythic tiers(and thus no levels in a PrC).

What I'm asking is should all PCs now have 3 mythic tiers, including those of us who have levels in a PrC??

Dark Archive

Aye, I forgot that particular option. If those levels were just gestalted class levels, wouldn't that bring it back in line? So, you could stay mythic 2, but also add 2 levels of a class to pair with your prestige class since that is our conversion rate. That should eliminate weirdness and I don't see why prestige classes should be on the outs.

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier


Arc - Nightmare Dragon wrote:

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier

does "2 gestalt class levels" mean like wizard 1/fighter 1, or does it mean like wizard 2/fighter 2?

also, is 3.5 stuff allowed? i have a familiar and an animal companion but i dont particularly want to stat them out at this level of power. because of the wording of how i got the abilities, i cant just trade the companion out for a nature bond or a familiar out for an arcane bond. so i recalled there being an Item Familiar in the 3.5 unearthed arcana, and wondered could i use that or Elemental Companion which was in Complete Champion or Divine i wanna say, or are there PF/3pp equivalents?


Arc - Nightmare Dragon wrote:

Aye, I forgot that particular option. If those levels were just gestalted class levels, wouldn't that bring it back in line? So, you could stay mythic 2, but also add 2 levels of a class to pair with your prestige class since that is our conversion rate. That should eliminate weirdness and I don't see why prestige classes should be on the outs.

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier

No. +1 CR template = 1 gestalt class level.

1 mythic tier = +2 CR template.

This all came from a lengthy conversation with a friend who is well versed in high powered, crazy games similar to ours.


Then I was confused. I thought at least some of the dark sun characters are tier 3.

The options should be

6//6 base class 2//2 prestige 2//2 mr
6//6 base 3//3 mr
6//6 base 4//4 prestige 1//1 mr
6//6 base 6//6 prestige

And then add templates or the equivalent levels right?


Tenro wrote:
Arc - Nightmare Dragon wrote:

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier

does "2 gestalt class levels" mean like wizard 1/fighter 1, or does it mean like wizard 2/fighter 2?

also, is 3.5 stuff allowed? i have a familiar and an animal companion but i dont particularly want to stat them out at this level of power. because of the wording of how i got the abilities, i cant just trade the companion out for a nature bond or a familiar out for an arcane bond. so i recalled there being an Item Familiar in the 3.5 unearthed arcana, and wondered could i use that or Elemental Companion which was in Complete Champion or Divine i wanna say, or are there PF/3pp equivalents?

3.5 is fine. I'm not sure what you're asking about familiars.


Sebecloki wrote:

Then I was confused. I thought at least some of the dark sun characters are tier 3.

The options should be

6//6 base class 2//2 prestige 2//2 mr
6//6 base 3//3 mr
6//6 base 4//4 prestige 1//1 mr
6//6 base 6//6 prestige

And then add templates or the equivalent levels right?

I think you need to avoid the 6 base/6 PrC option as that's a 12th level character, which could technically become an 18th level character if they didn't take any bonus templates.

Actually, the 6 base/4 PrC option is also possibly bad, as that's a 10th level character so 6 classes and no templates would be a 16th level character.


Well see what builds people want it might not even come up

Dark Archive

The PrC thing would only be bad if it's counted against CR, which at some point we said it isn't.
So PrC won't further your HD, BAB, etc. At least that's what i thought.


Sebecloki wrote:
Tenro wrote:
Arc - Nightmare Dragon wrote:

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier

does "2 gestalt class levels" mean like wizard 1/fighter 1, or does it mean like wizard 2/fighter 2?

also, is 3.5 stuff allowed? i have a familiar and an animal companion but i dont particularly want to stat them out at this level of power. because of the wording of how i got the abilities, i cant just trade the companion out for a nature bond or a familiar out for an arcane bond. so i recalled there being an Item Familiar in the 3.5 unearthed arcana, and wondered could i use that or Elemental Companion which was in Complete Champion or Divine i wanna say, or are there PF/3pp equivalents?

3.5 is fine. I'm not sure what you're asking about familiars.

alright cool well that mostly tells me what i need to know. What i was asking (minus the 3.5 part) was if there was a way to trade in familiars and animal companions for other class abilities, aside from the options present in the respective base classes (wizards can choose a bonded object instead of familiar and druids could choose a domain instead of animal companion)


Bizan Ashura wrote:

The PrC thing would only be bad if it's counted against CR, which at some point we said it isn't.

So PrC won't further your HD, BAB, etc. At least that's what i thought.

I think this was only the case for the bonus levels in the Umbral Kobold game. I know that I definitely factored those increases into Hamza's stats when I built him.

Dark Archive

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Tenro wrote:
Arc - Nightmare Dragon wrote:

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier
does "2 gestalt class levels" mean like wizard 1/fighter 1, or does it mean like wizard 2/fighter 2?

The latter, though I am corrected again. Ty, MG. I don't want to confuse things.

+2 CR Template = 2 Gestalt class levels = 1 Mythic Tier

Dark Archive

2 people marked this as a favorite.

Aye, if I have summed things up correctly, the baselines are...

Dark Sun:

6/6 classes & 2/2 mythic

and then +8 in flex between templates, levels and mythic tiers with a max template level of 6 and a max mythic tier of 4.

Numenara:

6/6 classes & 1/1 mythic with +6 flex.

RotR:

3/3 classes & 1/1 mythic with +3 flex.

Is that all correct?


Dark Sun has characters who chose 6//6 3//3mr. I'll post an update on the build options tomorrow. I don't have access to my computer now.

Shyness. I was intending numbers characters to be the same level as the Dark Sun ones.


Tenro wrote:
Sebecloki wrote:
Tenro wrote:
Arc - Nightmare Dragon wrote:

Arc - Nightmare Dragon wrote:
+1 CR Template = 2 Gestalt class levels = 1 Mythic Tier

does "2 gestalt class levels" mean like wizard 1/fighter 1, or does it mean like wizard 2/fighter 2?

also, is 3.5 stuff allowed? i have a familiar and an animal companion but i dont particularly want to stat them out at this level of power. because of the wording of how i got the abilities, i cant just trade the companion out for a nature bond or a familiar out for an arcane bond. so i recalled there being an Item Familiar in the 3.5 unearthed arcana, and wondered could i use that or Elemental Companion which was in Complete Champion or Divine i wanna say, or are there PF/3pp equivalents?

3.5 is fine. I'm not sure what you're asking about familiars.
alright cool well that mostly tells me what i need to know. What i was asking (minus the 3.5 part) was if there was a way to trade in familiars and animal companions for other class abilities, aside from the options present in the respective base classes (wizards can choose a bonded object instead of familiar and druids could choose a domain instead of animal companion)

There should be an archetype package for that too. What did you have in mind?


In principle I'm open to stuff like trading levels/cr for bloodlines or alternate abilities. However, this is going to get complicated to balance. I think for all such requests we should have the player propose it to the group and they can accept propose modifications.


There's a HOPF to get another bloodline, but there's nothing for an additional mystery. Hence why I was asking if it was possible to instead trade out a an archetype for an additional mystery/bloodline.


Look at the archetypes packages here .https://www.d20pfsrd.com/classes/3rd-party-classes/rogue-genius-games/adep t-godling/archetypes/rogue-genius-games-adept-godling-archetypes/youxia/. At the bottom of the page. You can be an Oracle that takes the mystic archetype package.


Which is basically the same exact thing, lol

Dark Archive

Sebecloki wrote:

Dark Sun has characters who chose 6//6 3//3mr. I'll post an update on the build options tomorrow. I don't have access to my computer now.

Shyness. I was intending numbers characters to be the same level as the Dark Sun ones.

Excellent. Thumbs up!


so if i understand this:

1. i have the animal companion (nature bond) of a druid. so does that count as an archetype package? it doesnt quite equal the Beastlord package of the Druid on that page. I also get Wild Empathy so i could throw that in too.

2. ditto for familiar (arcane bond) of wizard. This is a little closer to the package Arcane Master.

3. adept godling's Blood of Magic would be fitting for my characters theme.

am i reading this right? i just trade stuff for one of these packages?


@Sebecloki: Cheers for clarifications.

I aim to have The Unfettered Prince leveled up today.

His cohort from Leadership may take a bit longer.

I'm thinking a clockwork creature who has survived for countless aeons and has now reactivated for unknown reasons. Also an amnesiac, though a skilled one and a mage.

Thinking mostly taking levels and heavily focusing on arcane casting.

Clockwork creature elf

Sorcerer (Sage Bloodline)//Wizard (Admixture) 12

Mythic Archmage//Marshal 3

Any thoughts?


For reference, The Unfettered Prince's tagline and character sheet as they are now:

********************************************************************

The Unfettered Prince
| Vigour: 41/43 | Wounds: 51/20 | Def: 17 | FF: 10 | DR: 6/Adamantine or Huge | SR: 17 | Saves: F: +17 | R: +10 | W: +15 | CMD: 23 | Init: +11 | Per: 10 | Speed: 60' | Fly: 120' | Senses: Darkvision 120'
+6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 1

********************************************************************

Name The Unfettered Prince
Male Half-Celestial Angel-Blooded Aasimar 6
Anti-Paladin + Dread Vanguard + Insinuator // Oracle of Nature + Cyclopean Seer + Warsighted
VMC Bard

Mythic: Champion // Hierophant Tier 1

Morality: Red (green/black)
Medium Outsider (Native), also counts as Humanoid (Human) and Humanoid (Giant) for any effects related to race
Favoured Class: Anti-Paladin//Oracle
Init +11; Senses Darkvision 120 ft.; Perception +10, SM +10

--------------------
Defense
--------------------
Defense 17 = 10 + 0 shield bonus + 7 Cha modifier
DR 6/Adamantine = (1 NA + 5 DR/Magic)
vp 43 (10+6+9+6+6+6)
wp 51/51 (2 x 20 +6x1 FCB/level +5x1 mythic/tier)
wt 20
Fort +17 = 5 +5 +0 +7
Ref +10 = 2 +1 +0 +7
Will +15 = 5 +1 +2 +7
Resist Negative Energy 5, acid 10, cold 10, electricity 10

Spell Resistance 17 = 11 + level

Immunity to disease

Immunity to enchantment effects that target only humanoids, such as charm person and hold person.

+6 vs death effects (deathless spirit, fey foundling, immortal spark)

+2 racial vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school

+4 racial bonus on saves vs. poison

Take +1 damage from cold iron weapons

DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more)

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a -10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school
--------------------
Offense
--------------------
Base Atk +6;
CMB +13 = +6 +6 +1 (+2 vs/for grapple)
CMD 23 = 10 +6 +7
Speed 60 ft. on land, 120ft good fly speed (with Impossible Speed)

In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

Melee
Unarmed Strike +12 (1d6+6/x2) // Mythic PA +10 (1d6+12/x2)

Ranged
Weapon 2 +X (XdX+X/x2)

Special Attacks

Spell-Like Abilities
1/day unless otherwise noted.

Aasimar:
Lesser age resistance

Half-Celestial (caster level 6 HD):
Protection from evil 3/day
Bless
Aid
Detect evil
Cure serious wounds
Neutralize poison

Stone Magic (caster level 10th sorcerer):
Stone shape
Stone tell
Either transmute rock to mud or transmute mud to rock

Passwall
Spike stones
Statue
Stoneskin
Wall of stone

Flash of Insight (Su)
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Antipaladin Spells Memorised (CL 3):

Level 1 (3/day)
Bane
Boneshaker
Murderous Command

Oracle Spells Known (CL 6):

All Inflict Spells

Orisons (7 learned/day)
Create Water
Detect Magic
Detect Poison
Guidance
Read Magic
Spark
Stabilise

Level 1 (8/day)
Clarion Call
Cure Light Wounds
Mighty Fist of the Earth
Sanctuary

Charm animal
Detect Charm
Inflict Light Wounds

Level 2 (7/day)

Restoration, Lesser
Tremor Blast

Barkskin
Enthrall
Inflict Moderate Wounds
Sense Fear

Level 3 (5/day)

Stone Shape

Blood Biography
Inflict Serious Wounds
Speak with plants

--------------------
Statistics
--------------------

[spoiler=Abilities]
Angel-Kin Aasimar: +2 Str, +2 Cha
Half-Celestial: +4 Str, +2 Dex, +4 Con, +2 Int, +1 Wis, +4 Cha
L4: +1 charisma

Str 22 +6
Dex 13 +1
Con 20 +5
Int 14 +2
Wis 12 +1
Cha 25 +7

Feats:

L0: Combat Stamina
L1: Fey Foundling, Noble Scion (Scion of War)
L2: Racial Heritage (Stone Giant), Skill Focus (Engineering)
L3: VMC (Bardic Knowledge), Eldritch Heritage (Nanite)
L4: Stone Magic (Monster), Iron Will, Insinuator: Unarmed Combatant
L5: Improved Iron Will, Will of Giants (Monster)
L6: Extra Revelation (flash of insight), Improved Initiative

Future:
L7: VMC (Bardic Performance),
L11: VMC (Versatile Performance),
L15: VMC (Lore Master),
L19: VMC (Additional Performances),

Combat Stamina (Combat)
You stop at nothing to drive your attack home.
Prerequisite(s): Base attack bonus +1.
Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Fey Foundling
Prerequisites: You may only select this feat at 1st level.

Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Traits:

Bred for War (race)
Finding Vengeance (campaign, reflavoured "Finding Haleen")
Reckless (combat)

Bred for War
You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Finding Vengeance (campaign)
This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

Reckless (combat)
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Drawback
Vainglory

Vainglory
You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

Skills:

The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Ranks Per Level: 4 class + 2 Int +1 FCB +1 trait
+2 Background per level
So 48 + 12 Total

Noble Scion: Knowledge Nobility +2
Reckless: Acrobatics +1
An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills.

Armour Check Modifier: Nil

+Acrobatics +6 |+1 Dex +1 rank +3 class skill +1 trait
Appraise +2 |+2 Int
+Bluff +10 |+7 Cha +1 rank +3 class skill -1 vainglory
+Climb +10 |+6 Str +1 rank +3 class skill
+Craft (sculpture) +6 |+2 Int +1 rank +3 class skill
+Diplomacy +16 |+7 Cha +6 rank +3 class skill
Disable Device* +2 |+1 Dex +1 rank
+Disguise +10 |+7 Cha +1 rank +3 class skill -1 vainglory
+Escape Artist +5 |+1 Dex +1 rank +3 class skill
+Fly +5 |+1 Dex +1 rank +3 class skill
+Handle Animal* +11 |+7 Cha +1 rank +3 class skill
+Heal +5 |+1 Wis +1 rank +3 class skill
+Intimidate +15 |+7 Cha +4 rank +3 class skill +1 trait
+Knowledge Arcana* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge Dungeoneering* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge Engineering* +12 |+2 Int +1 rank +3 class skill +3 skill focus +3 bardic
+Knowledge Geography* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge History* +11 |+2 Int +1 rank +3 class skill +2 immortal spark +3 bardic
+Knowledge Local* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge Nobility* +16 |+2 Int +6 rank +3 class skill +2 noble scion +3 bardic
+Knowledge Nature* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge Planes* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Knowledge Religion* +9 |+2 Int +1 rank +3 class skill +3 bardic
+Linguistics* +11 |+2 Int +6 rank +3 class skill
Perception +10 |+1 Wis +6 rank +3 class skill
Perform (oratory) +13 |+7 Cha +1 rank +3 class skill
+Profession +1 |+1 Wis
+Ride +1 |+1 Dex
+Sense Motive +10 |+1 Wis +6 rank +3 class skill
Sleight of Hand* +2 |+1 Dex +1 rank
+Spellcraft* +6 |+2 Int +1 rank +3 class skill
+Stealth +4 |+1 Dex +1 rank +3 class skill -1 vainglory
+Survival +5 |+1 Wis +1 rank +3 class skill
+Swim +10 |+6 Str +1 rank +3 class skill
Use Magic Device* +11 |+7 Cha +1 rank +3 class skill

Languages:

Celestial, Common, Cyclops, Druidic, Giant, Sylvan, Terran

SQ

Racial:

Standard Racial Traits

Ability Score Racial Traits: +2 Str, +2 Cha
Type: Aasimars are outsider (native) and humanoid (human)
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Defense Racial Traits

Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Magical Racial Traits

Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Senses Racial Traits

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Template: Half-Celestial:

Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
Creating a Half-Celestial

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature’s statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any good.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).

Special Abilities: A half-celestial gains the following special abilities:
Smite Evil (Su)

Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell-Like Abilities

A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s. Skill ranks from class levels are unaffected.

Class Features:

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

Aura of Evil (Ex)

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp)

At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

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

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su)

At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su)
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex)
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)

At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.

L3: Shaken: The target is shaken for 1 round per level of the antipaladin.

L6: Staggered: The target is staggered for 1 round per two levels of the antipaladin.

At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.

Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.

Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.

Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.

Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.

Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level.

At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level of the antipaladin.

Deafened: The target is deafened for 1 round per level of the antipaladin.

Paralyzed: The target is paralyzed for 1 round.

Stunned: The target is stunned for 1 round per four levels of the antipaladin.

These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.
Channel Negative Energy (Su)

When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells

Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.

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

Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.

Fiendish Boon (Sp)

Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1: flaming, keen, vicious

+2: anarchic, flaming burst, unholy, wounding

+3: speed

+5: vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Beacon of Evil (Su)
A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies.

At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.

At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.

At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.

At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.

At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage.

This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.

Invocation (Ex)
At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function.

This ability replaces aura of evil.

Detect Balance (Sp)
At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura.

This ability alters detect good.

Smite Impudence (Su)
Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite.

An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has.

Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level.

The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability.

At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces smite good.

Selfish Healing (Su)
Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin’s lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures.

This ability replaces touch of corruption.

Aura of Ego (Su)
At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.

This ability replaces aura of cowardice.

Stubborn Health (Ex)
At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects.

This ability replaces plague bringer.

Channel Energy (Su)
At 4th level, an insinuator can channel negative energy, treating his antipaladin level as his effective cleric level. If he invokes a neutral outsider for the day, he may instead chose during the invocation to channel positive energy, but treats his effective cleric level as half his antipaladin level. Using this ability consumes two uses of his selfish healing ability. This is a Charisma-based ability.

This ability alters channel negative energy.

Bonus Feats
At 4th level, an insinuator gains one bonus feat, which must be selected from the list of combat feats or Skill Focus. At 7th level and every 3 antipaladin levels thereafter, the insinuator gains one additional combat or Skill Focus feat.

This ability replaces antipaladin spells.

Ambitious Bond (Sp)
Outsider Servant: This functions as the antipaladin ability, except the insinuator gains a new outsider servant each day, whose alignment must match the alignment of the outsider invoked for the day. The outsider servant functions as much as an agent for the patron invoked by the insinuator as an ally of the insinuator himself, and may turn against him if he violates his patron’s alignment or interests.

Nature Mystery
Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.

Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).

Revelations:

Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Curse: Foretold [3PP]

Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.

Effect

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can “take 10” on a check even you would not normally be able to do so because of distractions or threats.

At 5th level, add either augury or enthrall (your choice) to your spells known.

At 10th level, you gain a bonus revelation.

At 15th level, add screen to your spells known.

Bonus Spells
Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast.

This ability alters the bonus spells granted by the oracle’s mystery.

Assume Fate (Su)
As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus.

This ability replaces the revelation gained at 1st level.

Brutal Trance (Su)
Once per day as a standard action, you can enter a trance that lasts 1 round per oracle level you possess. While in this trance, you are confused, but each round that you can act normally, you can ask a single question as if using commune.

This ability replaces the revelation gained at 7th level.

Revelations
All cyclopean seers have access to the following revelations, regardless of their chosen mysteries.

Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.

Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.

Prescience (Ex): You gain a +2 bonus to your Armor Class against attacks of opportunity and a +2 bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 1.

This ability alters the revelation class feature.

Final Revelation
Upon reaching 20th level, you embody ancient cyclopes’ insight. You can use each of the following once per day as a spell-like ability: discern location, prying eyes, and stone tell. In addition, using flash of insight to select a d20 roll result equal to or lower than your Charisma modifier doesn’t expend that ability.

This ability replaces the final revelation of the oracle’s mystery.

Martial Flexibility (Ex)
At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

Mythic Abilities:

Mythic Tier 1

Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Champion’s Strike

Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Impossible Speed (Ex)
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Divine Surge

Inspired Spell (Su)
(See FAQ below) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Tongue of the Land (Su)
Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using speak with animals or tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey.

Power Attack (Mythic)
Your attacks are truly devastating.

Prerequisite: Power Attack.

Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Equipment: None:

Combat Gear

Other Gear

Coin

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TRACKED RESOURCES
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Tracked Resource 1

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Special Abilities:

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Nanite Strike (Ex)

At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.

You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.

Appearance:

The Unfettered Prince stands seven and a half feet tall, with sleek black hair reaching three feet down his back. His massive musculature is easy to spot, since he only wears a loincloth, a leather strap across his huge chest, and an engraved helm sporting a pair of curled horns. Likely trophies of some ferocious battle.

That his face is hidden is no impediment to gauging his moods, as he is immensely expressive and unconcerned with deceit. Self-assurance practically radiates from his figure.

Background:

The Unfettered Prince knows of the Glorious Court, rulers of a realm of wonders. Nobility, the products of ancient and powerful bloodlines, competed and collaborated for power and position. He knows that he was a scion in that very court.

The Unfettered Prince can summon the might of the earth, the rage of the Burning Angel, and the secrets dwelling in his blood.

But he cannot remember much else.

It matters not. He knows enough. Above all, the two things which matter.

Someone has wronged him.

And the Unfettered Prince will have vengeance upon them.


Here is the leveled version of The Unfettered Prince.

That said, I haven't yet gotten around to the magic items but most of the new stuff should be in here. I'm looking forward to seeing what everyone else does with their level up!

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The Unfettered Prince
| Vigour: 60/60 | Wounds: 83/31 | Def: 31 | FF: 10 | DR: 13/Adamantine or Huge | SR: 17 | Saves: F: +38 | R: +28 | W: +36 | CMD: 43 | Init: +35 | Per: 17 | Speed: 70' | Fly: 140' | Senses: Darkvision 150'
+6 vs death effects | +2 vs energy drain, negative energy, and necromancy school | +4 vs poison
Anti-Paladin//Oracle of Nature 6 | VMC Bard | Mythic: Champion // Hierophant 3

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Name The Unfettered Prince
Male Angel-Blooded Aasimar 6
Advanced Half-Celestial Fortune-Blessed Creature Suzerain Creature Solaric Creature Giantblooded Creature
Anti-Paladin + Dread Vanguard + Insinuator // Oracle of Nature + Cyclopean Seer + Warsighted
VMC Bard

Mythic: Champion // Hierophant Tier 3

Morality: Red (green/black)
Medium Outsider (Native, Chaotic), also counts as Humanoid (Human) and Humanoid (Giant) for any effects related to race
Favoured Class: Anti-Paladin//Oracle
Init +35; Senses Darkvision 150 ft.; Perception +17, SM +17

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Defense
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+2 luck bonus on all saves and opposed checks

Defense 31 = 10 + 0 shield bonus + 19 Cha modifier + 1 luck + 1 deflection
DR 13/Adamantine or Huge = (8 NA + 5 DR/Magic)
vp 60
wp 83/83 (2 x 31 +6x1 FCB/level +5x3 mythic/tier)
wt 31
Fort +38 = 5 +10 +0 +19 +2 +2
Ref +28 = 2 +3 +0 +19 +2 +2
Will +36 = 5 +6 +2 +19 +2 +2
Resist Negative Energy 5, acid 10, cold 10, electricity 10, fire 20

Initiative 35 = +19 Cha +4 +5 +2 trait +5

Resistance +2

+8 nat
+2 luck

Rock-catching as Stone Giant

Spell Resistance 17 = 11 + level

Immunity to disease

Immunity to fear

Immunity to enchantment effects that target only humanoids, such as charm person and hold person

+6 vs death effects (deathless spirit, fey foundling, immortal spark)

+2 racial vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school

+4 racial bonus on saves vs. poison

When you attempt a saving throw against a poison effect or an effect that inflicts the fatigued condition, roll twice and take the higher result.

Take +1 damage from cold iron weapons

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a -10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school

DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more)
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Offense
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As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.

+1 luck bonus on all attack rolls

Reach 5ft

Base Atk +6;
CMB +21 = +6 +14 +1 (+2 vs/for grapple)
CMD 43 = 10 +14 +19
Speed 70 ft. on land, 140ft good fly speed (with Impossible Speed)

In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.

Ghost Warrior[Gift]
Prerequisite: Character Level 3
Benefit: Any weapon you wield, including natural weapons and unarmed strikes, deals damage normally to incorporeal creatures. The bonuses from any armor or shield you wear, and any natural armor you possess, count against attacks by insubstantial creatures-- although attacks designated as touch attacks bypass these categories normally. You may also touch incorporeal creatures as though they were solid.

Melee
Unarmed Strike +21 (1d8+14/19-20 / x2) // Mythic PA +19 (1d6+20/19-20 / x2)

Ranged
Rock Throwing Range Increment 120 ft.

Weapon 2 +X (XdX+X/x2)

Special Attacks

Spell-Like Abilities
1/day unless otherwise noted.

Aasimar:
Lesser age resistance

Half-Celestial (caster level 6 HD):
Protection from evil 3/day
Bless
Aid
Detect evil
Cure serious wounds
Neutralize poison

Solaric Creature (caster level 6 HD):
3/day—flare, At will—light
1/day—flame blade, heat metal
1/day—continual flame, scorching ray

Stone Magic (caster level 10th sorcerer):
Stone shape
Stone tell
Either transmute rock to mud or transmute mud to rock

Passwall
Spike stones
Statue
Stoneskin
Wall of stone

Once per day, you can use stoneskin (on yourself only) as a spell-like ability. Your caster level is equal to 1/2 your Hit Dice.

Flash of Insight (Su) 1/day
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Antipaladin Spells Memorised (CL 5 with Magical Knack):

Level 1 (5/day)
Bane
Boneshaker
Murderous Command

Oracle Spells Known (CL 6):

All Inflict Spells

Orisons (7 learned/day)
Create Water
Detect Magic
Detect Poison
Guidance
Read Magic
Spark
Stabilise

Level 1 (10/day)
Clarion Call
Cure Light Wounds
Mighty Fist of the Earth
Sanctuary

Charm animal
Detect Charm
Inflict Light Wounds

Level 2 (9/day)

Restoration, Lesser
Tremor Blast

Barkskin
Enthrall
Inflict Moderate Wounds
Sense Fear

Level 3 (7/day)

Stone Shape

Blood Biography
Inflict Serious Wounds
Speak with plants

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Statistics
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[spoiler=Abilities]
ABP: +2 Str, +2 Cha
Angel-Kin Aasimar: +2 Str, +2 Cha
Half-Celestial: +4 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +4 Cha
Advanced: +4 Str, +4 Dex, +4 Con, +4 Int, +4 Wis, +4 Cha
Giantblooded Creature: +10 Str, -2 Dex, +4 Con
Solaric Creature: +4 Cha
Suzerain Creature: +4 Int, +4 Wis, +6 Cha
L4: +1 Cha
Chopping: +2 Cha; +2 Con; +1 to all; +2 Cha
Mythic: +2 Cha

Str 39 +14
Dex 16 +3
Con 31 +10
Int 23 +6
Wis 22 +6
Cha 49 +19

Automatic Bonus Progression

3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1

Chopping Down the Christmas Tree

Level Feats Competence Bonus* Bonus Feats* Advanced Techniques Ability Boosts
1 1st
2 1st
3 2nd +1
4 1st 2nd
5 All +1
6 3rd +2 Strike Insubstantial 3rd

Feats:

L0: Combat Stamina, Leadership (Suzerain Creature template)

L1: Fey Foundling, Great Fortitude, Iron Will, Noble Scion (Scion of War),
L2: Intimidating Prowess, Powerful Maneuvers, Racial Heritage (Stone Giant), Skill Focus (Engineering)
L3: VMC (Bardic Knowledge), Eldritch Heritage (Nanite), Chopping: Ghost Warrior (Gift)
L4: Improved Initiative, Improved Iron Will, Stone Magic (Monster), Will of Giants (Monster), Insinuator: Unarmed Combatant
L5: Extra Revelation (flash of insight), Spell Shifting (HOPF)
L6: Full Casting Action (HOPF), Go First (HOPF), Magic-User (HOPF - Sorcerer), Prestigious (HOPF)

M1: Mythic Improved Iron Will (Mythic), Power Attack (Mythic)
M2: Improved Initiative (Mythic), Mythic Paragon (Mythic)
M3: Eldritch Heritage (Mythic), Potent Surge (Mythic)

Eldritch Heritage (Mythic)

The blood of your sorcerous ancestor mingles with your mythic power to great effect.

Prerequisite(s): Eldritch Heritage.

Benefit: You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline‘s 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2.

Improved Initiative (Mythic)

You leap into the fray with speed and confidence.

Prerequisite(s): Improved Initiative.

Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Mythic Improved Iron Will (Mythic)

Your legendary clarity of thought allows you to resist nearly any mental attack.

Prerequisites: Improved Iron Will, Iron Will, Mythic Great Iron Will.

Benefit(s): Once per day, when you fail a Will save, you may choose to replace your saving throw result with 20 + your total Will save bonus (as if you had rolled a 20 on the d20 roll for your Will save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Will save failed. This benefit is in addition to (does not replace) the normal benefit of Improved Iron Will.

Mythic Paragon (Mythic)

Your mythic power is even more potent than that of most other mythic beings.

Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Potent Surge (Mythic)

Your surge is more potent.

Benefit: Whenever you use your surge ability, add 1 to your surge result.

Combat Stamina (Combat)
You stop at nothing to drive your attack home.
Prerequisite(s): Base attack bonus +1.
Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Fey Foundling
Prerequisites: You may only select this feat at 1st level.

Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Noble Scion
You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Future::

Eschew Foci
Eschew Gestures
Eschew Incantations

Future:
L7: VMC (Bardic Performance),
L10: Stone Awareness (Monster) (Perception 10 ranks)
L11: VMC (Versatile Performance),
L15: VMC (Lore Master),
L19: VMC (Additional Performances),

Traits:

Bred for War (race)
Finding Vengeance (campaign, reflavoured "Finding Haleen")
Paragon (region, reflavoured "Hermean Paragon")
Imposing Scion (social)
Magical Knack (magic)
Reckless (combat)

Bred for War
You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Finding Vengeance (campaign)
This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.

Paragon (region)
You are a product of Hermea’s breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Imposing Scion (social)
The reputation of your bloodline grants you a degree of fearful respect. You gain a +1 trait bonus on Intimidate checks. If your bloodline is keyed to a specific creature type, your trait bonus increases to +2 when interacting with creatures of that type.

Magical Knack (magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Reckless (combat)
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Drawback
Vainglory

Vainglory
You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

Skills:

The antipaladin’s class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

Skill Ranks Per Level: 4 class + 6 Int +1 FCB +1 trait
+2 Background per level
So 72 + 12 Total

Adding 24

Noble Scion: Knowledge Nobility +2
Reckless: Acrobatics +1
An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills.

A fortune-blessed creature gains a +2 luck bonus on all skills

Size from giant-blooded

Skill bonuses from suzerain

Armour Check Modifier: Nil

+Acrobatics +15 |+3 Dex +6 rank +3 class skill +1 trait +2 luck
Appraise +9 |+6 Int +1 rank +2 luck
+Bluff +32 |+19 Cha +1 rank +3 class skill -1 vainglory +8 racial +2 luck
+Climb +20 |+14 Str +1 rank +3 class skill +2 luck
+Craft (sculpture) +17 |+6 Int +6 rank +3 class skill +2 luck
+Diplomacy +44 |+19 Cha +6 rank +3 class skill +14 racial +2 luck
Disable Device* +6 |+3 Dex +1 rank +2 luck
+Disguise +24 |+19 Cha +1 rank +3 class skill -1 vainglory +2 luck
+Escape Artist +9 |+3 Dex +1 rank +3 class skill +2 luck
+Fly +11 |+3 Dex +5 rank +3 class skill -2 size +2 luck
+Handle Animal* +25 |+19 Cha +1 rank +3 class skill +2 luck
+Heal +12 |+6 Wis +1 rank +3 class skill +2 luck
+Intimidate +37 |+19 Cha +6 rank +3 class skill +1 trait +6 racial +2 luck
+Knowledge Arcana* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge Dungeoneering* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge Engineering* +18 |+6 Int +1 rank +3 class skill +3 skill focus +3 bardic +2 luck
+Knowledge Geography* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge History* +17 |+6 Int +1 rank +3 class skill +2 immortal spark +3 bardic +2 luck
+Knowledge Local* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge Nobility* +22 |+6 Int +6 rank +3 class skill +2 noble scion +3 bardic +2 luck
+Knowledge Nature* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge Planes* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Knowledge Religion* +15 |+6 Int +1 rank +3 class skill +3 bardic +2 luck
+Linguistics* +17 |+6 Int +6 rank +3 class skill +2 luck
Perception +17 |+6 Wis +6 rank +3 class skill +2 luck
Perform (oratory) +25 |+19 Cha +1 rank +3 class skill +2 luck
+Profession (engineer) +12 |+6 Wis + 1 rank +3 class skill +2 luck
+Ride +9 |+3 Dex +1 rank +3 class skill +2 luck
+Sense Motive +17 |+6 Wis +6 rank +3 class skill +2 luck
Sleight of Hand* +6 |+3 Dex +1 rank +2 luck
+Spellcraft* +12 |+6 Int +1 rank +3 class skill +2 luck
+Stealth +4 |+3 Dex +1 rank +3 class skill -1 vainglory -4 size +2 luck
+Survival +12 |+6 Wis +1 rank +3 class skill +2 luck
+Swim +25 |+14 Str +6 rank +3 class skill +2 luck
Use Magic Device* +25 |+19 Cha +1 rank +3 class skill +2 luck

Languages:

Celestial, Common, Cyclops, Druidic, Giant, Ignan, Sylvan, Terran

can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.

SQ

Racial:

Standard Racial Traits

Ability Score Racial Traits: +2 Str, +2 Cha
Type: Aasimars are outsider (native) and humanoid (human)
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Defense Racial Traits

Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Magical Racial Traits

Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Senses Racial Traits

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Templates:

Half-Celestial (CR +Varies)

Most half-celestials are born of a mortal who loved a good outsider, but powerful holy magic can also create one.
Creating a Half-Celestial

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature’s statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any good.

Type: The creature’s type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).

Special Abilities: A half-celestial gains the following special abilities:
Smite Evil (Su)

Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.
Spell-Like Abilities

A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature’s. Skill ranks from class levels are unaffected.

Simple Template: Advanced (CR +1)

Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.

Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)

Fortune-Blessed Creature (CR +1)[3pp]

Whether blessed by the gods or simply born lucky, some creatures seem to live charmed lives. They are the fortune-blessed, able to beat the odds time and time again.

Fortune-blessed creatures look like normal specimens of their kinds, but many exhibit an attitude of near-foolish overconfidence. Fortune-blessed creatures tend to be risk-takers, and they frequently act without thinking. More often than not, however, this same impulsive nature gets them out of whatever trouble it gets them into.
Creating a Fortune-Blessed Creature

“Fortune-Blessed” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). A fortune-blessed creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Type: If the base creature is an outsider it gains the chaotic subtype.

Armor Class: A fortune-blessed creature gains a +2 luck bonus to Armor Class.

Special Attacks: A fortune-blessed creature retains all the base creature’s special attacks and gains those described here.

Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.

Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.

Skills: A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).

Special Qualities: A fortune-blessed creature retains all the base creature’s special qualities and gains those described here.

Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.

Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.

Giantblooded Creature (CR +3)[3pp] (Stone Giant)

“Giantblood” is an inherited template that can be added to any living, corporeal creature of at least Small size and naturally humanoid shape that does not have the oni subtype (referred to hereafter as the base creature). Creatures that do not reproduce in the same manner as giants cannot receive this template. Furthermore, mating between giants of the same kind does not produce giantblood offspring.

A giantblood uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: As base creature +1

Size: If the base creature’s size category is smaller than that of the giant parent, the giantblood gains one size category (maximum Colossal). A giantblood that changes size does not gain the normal bonuses associated with an increase in size. Instead, it gains the bonuses/penalties outlined in this template.

Type: If the base creature is a humanoid it gains the giant subtype.

Speed: If the base creature gains a size category, each of its speeds increases by +10 feet over that of the base creature. If the base creature increases size and can fly its maneuverability decreases one step.

Armor Class: The base creature’s natural armor bonus improves as given on Table 2-21 and gains a size penalty depending on the giantblood’s final size.
Table 2-21: Giantblood Traits Final Size Natural AC Bonus Space/Reach Bonus Rock Throwing Range Increment
Medium +1 +0 ft. 60 ft.
Large +3 + 5 ft. 120 ft.
Huge +4 +5 ft. 140 ft.
Gargantuan +5 +5 ft. 180 ft.
Colossal +6 +10 ft. 220 ft.

Defensive Abilities: The giantblood gains rock catching if its giant parent has it.

Attacks: The bonuses on a giantblood’s attack and damage rolls changes based on its new base attack bonus, Strength modifier, and its new size modifier. If the base creature has any natural attacks the damage increases by one step.

Space/Reach: Same as the base creature unless the giantblood gained a size category. In that case, the giantblood’s space and reach increases by the bonus given on Table 2-21. Reach bonuses from specific attacks do not increase.

Special Attacks: A giantblood gains rock throwing with a range increment given on Table 2-21. If the base creature already has the rock throwing ability it uses either the base creature’s range or the one granted by this template, whichever is greater.

Abilities: The giantblood’s abilities change based on its final size, as shown on Table 2-22, even if the giantblood’s size did not change. Abilities reduced by the application of this template have a minimum of 1.

Table 2-22: Giantblood Ability Modifiers Final Size Str Dex Con
Medium +6 -2 +2
Large +10 -2 +4
Huge +10 -2 +4
Gargantuan +14 -4 +6
Colossal +14 -4 +6

Skills: If the base creature increased in size, replace the base creature’s size modifier on Fly and Stealth checks with the appropriate one for its new size.

Special Qualities: The giantblood retains all the base creature’s special qualities and gains additional qualities based on its giant parent.

Stone Giant
Stony Soul (Ex)

A stone-blood’s natural armor bonus improves by +2.

Solaric Creature (CR varies)[3pp]

“Solaric” is an inherited template that can be applied to any intelligent living creature (hereafter referred to as the base creature). A solaric creature uses all of the base creature’s statistics and special abilities except as noted here.

Challenge Rating: 6 HD or less, as base creature; 7 HD or more, as base creature +1.

Defensive Abilities: A solaric creature gains fire resistance 20 and the following:
Light Immunity (Ex)

Creature is immune to the harmful effects of bright light (including effects that blind or dazzle with light); all effects with the light descriptor; and other light-based attacks such as color spray, prismatic spray, and searing light.
Table 2-38: Solaric Spell-Like Abilities HD Spell-like aBilities
1-2 3/day—flare, At will—light
3-4 1/day—flame blade, heat metal
5-6 1/day—continual flame, scorching ray
7-8 3/day—daylight
9-10 2/day—searing light
11-12 1/day—flame strike
13-14 1/day—greater teleport (destination must be an area lit by sunlight or the daylight spell)
15-16 1/day—sunbeam
17+ 1/day—sunburst

Weaknesses: A solaric creature loses any weaknesses due to bright light or daylight.

Spell-like Abilities: A solaric creature gains spell-like abilities according to its hit dice, as indicated on Table 2-38. These abilities are cumulative. Caster level equals solaric creature’s total hit dice. The save DCs are Charisma-based.

Abilities: Cha +4.

Special Qualities: The solaric creature retains all the base creature’s special qualities and gains those described here.

Sun Savior (Ex)
In sunlight or within the radius of a daylight spell, each of the solaric creature’s speeds increases by +10 feet, and the solaric creature gains a +2 morale bonus on attack rolls, checks, and saves.

Suzerain Creature (CR +1)[3pp]

“Suzerain” is an acquired template that can be added to any intelligent creature with a Charisma score of 10 or higher (referred to hereafter as the base creature). A suzerain creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Defensive Abilities: A suzerain keeps all the base creature’s defensive abilities and gains the following:
Dauntless Courage (Ex)

A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects.

Speed: Each of the suzerain’s speeds increases by +10 ft. over the corresponding speeds of the base creature.

Special Attacks: A suzerain retains all the base creature’s special attacks and gains those described here.
Born to Lead (Ex)

So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do.

Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1).

If the suzerain has cavalier levels, the duration for its tactician ability increases by a number of rounds equal to its Charisma modifier (minimum +1).
Enchanting Presence (Su)

The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based.

Abilities: Int +4, Wis +4, Cha +6.

Feats: A suzerain gains Leadership (racial HD count as levels for the purpose of the suzerain creature’s Leadership score) as a bonus feat if the base creature did not already have it

Skills: A suzerain gains the following racial bonuses: +8 Bluff, +14 Diplomacy, +6 Intimidate checks.

Special Qualities: A suzerain retains all the base creature’s special qualities and gains those described here.

Inspiring Example (Ex)
Each ally within 60 feet of the suzerain that can see or hear it gains a morale bonus equal to the suzerain’s Charisma modifier on all attack and damage rolls, checks, and saves so long as the suzerain is alive or not destroyed.

Stirring Speech (Su)
As a standard action, a suzerain creature can inspire greatness (as the bard ability) in its allies within 30 ft. a number of times per day equal to its Charisma bonus.

Organization: Solitary plus cohort and followers

Prestige Class Special Abilities (from HOPF):

Hide in Plain Sight (Su)

A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Evasion (Ex)

At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Ex)

At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Uncanny Dodge (Ex)

At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Rogue Talent

At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.

Green Tongue (Ex) - Ignan
Benefit(s) The rogue gains Aklo, Aquan, Auran, Giant, Ignan, Sylvan, or Terran as a bonus language.

In addition, the rogue can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language.

Shadow Illusion (Sp)

When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer’s level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.
Summon Shadow (Su)

At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, 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 shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Class Features:

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

Aura of Evil (Ex)

The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Sp)

At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su)

Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.

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

The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
Unholy Resilience (Su)

At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (Su)

Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su)
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex)
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Cruelty (Su)

At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.

L3: Shaken: The target is shaken for 1 round per level of the antipaladin.

L6: Staggered: The target is staggered for 1 round per two levels of the antipaladin.

At 9th level, an antipaladin adds the following cruelties to the list of those that can be selected.

Cursed: The target is cursed, as if the antipaladin had cast bestow curse, using his antipaladin level as his caster level.

Exhausted: The target is exhausted. The antipaladin must have the fatigue cruelty before selecting this cruelty.

Frightened: The target is frightened for 1 round per two levels of the antipaladin. The antipaladin must have the shaken cruelty before selecting this cruelty.

Nauseated: The target is nauseated for 1 round per three levels of the antipaladin. The antipaladin must have the sickened cruelty before selecting this cruelty.

Poisoned: The target is poisoned, as if the antipaladin had cast poison, using the antipaladin’s level as the caster level.

At 12th level, an antipaladin adds the following cruelties to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level of the antipaladin.

Deafened: The target is deafened for 1 round per level of the antipaladin.

Paralyzed: The target is paralyzed for 1 round.

Stunned: The target is stunned for 1 round per four levels of the antipaladin.

These abilities are not cumulative. For example, a 12th-level antipaladin’s touch of corruption ability deals 6d6 points of damage and might also cause the target to become fatigued, dazed, poisoned, or diseased. Once a cruelty is chosen, it can’t be changed.
Channel Negative Energy (Su)

When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Spells

Beginning at 4th level, an antipaladin gains the ability to cast a small number of divine spells which are drawn from the antipaladin spell list. An antipaladin must choose and prepare his spells in advance.

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

Like other spellcasters, an antipaladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on Table: Antipaladin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Antipaladin indicates that the antipaladin gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

An antipaladin must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of spells. An antipaladin may prepare and cast any spell on the antipaladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, an antipaladin has no caster level. At 4th level and higher, his caster level is equal to his antipaladin level –3.

Fiendish Boon (Sp)

Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below).

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1: flaming, keen, vicious

+2: anarchic, flaming burst, unholy, wounding

+3: speed

+5: vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Beacon of Evil (Su)
A dread vanguard unleashes the powers of his vile masters to strengthen both himself and his allies.

At 4th level and every 4 level thereafter, a dread vanguard gains one additional use of his touch of corruption ability per day. As a standard action, he can spend a use of his touch of corruption ability to manifest the darkness in his soul as an area of flickering shadows with a 30-foot radius centered on him. These shadows don’t affect visibility. The antipaladin and all allies in the area gain a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear, and also ignore the first 5 points of hardness when attacking unattended inanimate objects. This lasts for 1 minute, as long as the dread vanguard is conscious.

At 8th level, the aura grants fast healing 3 to the dread vanguard as well as to his allies while they remain within it. Additionally, while this aura is active, the antipaladin can use his touch of corruption ability against any targets within its radius by making a ranged touch attack.

At 12th level, when he activates this ability, a dread vanguard can choose to increase the radius of one antipaladin aura he possesses to 30 feet. Also, the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2.

At 16th level, the fast healing granted by this ability increases to 5. Additionally, the antipaladin’s weapons and those of his allies within the aura’s radius are considered evil for the purpose of overcoming damage reduction.

At 20th level, the beacon of evil’s radius increases to 60 feet, and the morale bonus granted to AC and on attack rolls, damage rolls, and saving throws against fear increases to +4. Lastly, attacks made by the dread vanguard and his allies within the aura’s radius are infused with pure unholy power, and deal an additional 1d6 points of damage.

This ability replaces the spells class feature. A dread vanguard does not gain any spells or spellcasting abilities, cannot use spell trigger or spell completion magic items, and does not have a caster level from this class.

Invocation (Ex)
At the start of each day, an insinuator can meditate for 10 minutes to contact and barter with an outsider to empower him for a day. An insinuator can freely invoke an outsider of his own alignment. He can instead invoke an outsider within one step of his own alignment by succeeding at a Diplomacy or Knowledge (religion) skill check (DC = 15 + the insinuator’s antipaladin level). While invoking the power of an outsider, the insinuator radiates an alignment aura that matches that of the outsider’s, and becomes vulnerable to alignment-based effects that target that outsider’s alignment (such as smite evil or chaos hammer). None of an insinuator’s supernatural or spell-like class abilities function unless he has invoked the power of an outsider, and the alignment of the being invoked may affect how some abilities function.

This ability replaces aura of evil.

Detect Balance (Sp)
At will, an insinuator can detect strong moral leanings. This functions as detect evil or detect good, but does not actually reveal the target’s alignment, only whether the target is neutral (rather than good or evil) and the relative strength of that aura.

This ability alters detect good.

Smite Impudence (Su)
Once per day, an insinuator can beseech the forces empowering him to punish their shared enemies. As a swift action, the insinuator chooses one target within sight to smite.

An insinuator cannot use smite against a target that shares an alignment with the outsider he has invoked for the day. The insinuator adds his Charisma bonus on his attack rolls and half his insinuator level on all damage rolls made against the target of his smite. If the target is an outsider, dragon, or divine spellcaster with an alignment opposed to that of the outsider he has invoked for the day, the bonus damage on the first successful attack increases to 1 point of damage per antipaladin level the insinuator has.

Regardless of the target, the smite attack automatically bypasses any damage reduction the creature might possess. In addition, each time the insinuator declares a smite, he gains a number of temporary hit points equal to his antipaladin level.

The smite effect remains until the target is defeated or the next time the insinuator rests and regains his uses of this ability.

At 4th level and at every 3 levels thereafter, the insinuator can use smite one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces smite good.

Selfish Healing (Su)
Beginning at 2nd level, an insinuator can heal his wounds by touch. This is treated exactly like the paladin’s lay on hands class feature, except it can be used only to heal the insinuator and cannot be used on other creatures.

This ability replaces touch of corruption.

Aura of Ego (Su)
At 3rd level, an insinuator radiates an aura that bolsters allies and deters enemies. Each ally within 10 feet gains a +2 morale bonus on saving throws against fear effects. Enemies within 10 feet take a –2 penalty on saving throws against fear effects. This ability functions only while the insinuator is conscious, not if he is unconscious or dead.

This ability replaces aura of cowardice.

Stubborn Health (Ex)
At 3rd level, an insinuator takes only half damage from diseases and poisons, and none of his ability scores can be reduced below 1 by these effects.

This ability replaces plague bringer.

Channel Energy (Su)
At 4th level, an insinuator can channel negative energy, treating his antipaladin level as his effective cleric level. If he invokes a neutral outsider for the day, he may instead chose during the invocation to channel positive energy, but treats his effective cleric level as half his antipaladin level. Using this ability consumes two uses of his selfish healing ability. This is a Charisma-based ability.

This ability alters channel negative energy.

Bonus Feats
At 4th level, an insinuator gains one bonus feat, which must be selected from the list of combat feats or Skill Focus. At 7th level and every 3 antipaladin levels thereafter, the insinuator gains one additional combat or Skill Focus feat.

This ability replaces antipaladin spells.

Ambitious Bond (Sp)
Outsider Servant: This functions as the antipaladin ability, except the insinuator gains a new outsider servant each day, whose alignment must match the alignment of the outsider invoked for the day. The outsider servant functions as much as an agent for the patron invoked by the insinuator as an ally of the insinuator himself, and may turn against him if he violates his patron’s alignment or interests.

Nature Mystery
Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.

Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).

Revelations:

Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Curse: Foretold [3PP]

Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate.

Effect

Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can “take 10” on a check even you would not normally be able to do so because of distractions or threats.

At 5th level, add either augury or enthrall (your choice) to your spells known.

At 10th level, you gain a bonus revelation.

At 15th level, add screen to your spells known.

Bonus Spells
Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast.

This ability alters the bonus spells granted by the oracle’s mystery.

Assume Fate (Su)
As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus.

This ability replaces the revelation gained at 1st level.

Brutal Trance (Su)
Once per day as a standard action, you can enter a trance that lasts 1 round per oracle level you possess. While in this trance, you are confused, but each round that you can act normally, you can ask a single question as if using commune.

This ability replaces the revelation gained at 7th level.

Revelations
All cyclopean seers have access to the following revelations, regardless of their chosen mysteries.

Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.

Flash of Insight (Su): You gain the cyclops racial ability of the same name. If you already possess this ability, you gain an additional daily use.

Prescience (Ex): You gain a +2 bonus to your Armor Class against attacks of opportunity and a +2 bonus on concentration checks. At 5th level and every 5 levels thereafter, these bonuses increase by 1.

This ability alters the revelation class feature.

Final Revelation
Upon reaching 20th level, you embody ancient cyclopes’ insight. You can use each of the following once per day as a spell-like ability: discern location, prying eyes, and stone tell. In addition, using flash of insight to select a d20 roll result equal to or lower than your Charisma modifier doesn’t expend that ability.

This ability replaces the final revelation of the oracle’s mystery.

Martial Flexibility (Ex)
At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

Mythic Abilities:

Mythic Tier 3

Ability Score

Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat

Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex)

At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Champion’s Strike

Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Impossible Speed (Ex)
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Divine Surge

Inspired Spell (Su)
(See FAQ below) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Tongue of the Land (Su)
Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using speak with animals or tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey.

Power Attack (Mythic)
Your attacks are truly devastating.

Prerequisite: Power Attack.

Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.

You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Equipment: None:

Combat Gear

Other Gear

Coin

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TRACKED RESOURCES
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Tracked Resource 1

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Special Abilities:

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Nanite Strike (Ex)

At 1st level as a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves.

You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive.

Appearance:

The Unfettered Prince stands seven and a half feet tall, with sleek black hair reaching three feet down his back. His massive musculature is easy to spot, since he only wears a loincloth, a leather strap across his huge chest, and an engraved helm sporting a pair of curled horns. Likely trophies of some ferocious battle.

That his face is hidden is no impediment to gauging his moods, as he is immensely expressive and unconcerned with deceit. Self-assurance practically radiates from his figure.

Background:

The Unfettered Prince knows of the Glorious Court, rulers of a realm of wonders. Nobility, the products of ancient and powerful bloodlines, competed and collaborated for power and position. He knows that he was a scion in that very court.

The Unfettered Prince can summon the might of the earth, the rage of the Burning Angel, and the secrets dwelling in his blood.

But he cannot remember much else.

It matters not. He knows enough. Above all, the two things which matter.

Someone has wronged him.

And the Unfettered Prince will have vengeance upon them.


Tenro wrote:

so if i understand this:

1. i have the animal companion (nature bond) of a druid. so does that count as an archetype package? it doesnt quite equal the Beastlord package of the Druid on that page. I also get Wild Empathy so i could throw that in too.

2. ditto for familiar (arcane bond) of wizard. This is a little closer to the package Arcane Master.

3. adept godling's Blood of Magic would be fitting for my characters theme.

am i reading this right? i just trade stuff for one of these packages?

The idea is that you're trading out that block of abilities in your class, like beastlord, for another set of abilities. Usually, archetypes don't allow you to change out these basic class abilities.


So I can drop those and pick up the package from the godling?


I think the archetype packages are supposed to be you take out one and pick up another -- I'm confused what you're suggesting. You want to drop Beastlord and another and pick up one from godling?


Yeah drop beastlord and the wizard one and pick up a godling or two. Character concept is chosen of gozreh who was brought to the current point and place in time for a purpose


Ten, you should probably take this discussion to the Rise ooc thread, as i believe you said it would be for that game, right?

Also, Seb, can I go ahead and start work on my PC for this game??


Monkeygod wrote:

Ten, you should probably take this discussion to the Rise ooc thread, as i believe you said it would be for that game, right?

Also, Seb, can I go ahead and start work on my PC for this game??

Yeah, that's fine


What are the final rules for magic items? Are we going with the notion of legendary items, or a fixed gold cost, or both? On magic items, the campaign page seems speculative, not definitive.


the forum ate my post where I was trying to update and clarify some rules for the character creation rules and I don't have the energy to retype that all now.

I don't understand the question about magic items or what you're looking at -- cut and paste the relevant stuff from the character creation guidelines.


We started this campaign with no wealth or equipment of any kind. Right now for example, Eirikurs clothing is an illusion and the only reason he has a weapon is because he can manifest a psionic weapon for a few minutes.


You still don't have anything -- I'll create a situation where you can get the amount suggested in the build rules soon.

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