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About Angels DragonfireCeleste
Racial:
DREIGE RACIAL TRAITS • +2 Strength, +2 Wisdom, -2 Dexterity: Dreigi are strong and wise, but their large size makes them clumsy. • Medium: Dreigi are Medium creatures and thus have no bonuses or penalties for size. • Humanoid (giant): Dreigi are humanoids with the giant subtype. • Darkvision (Ex): Dreigi can see in the dark out to 60 feet. • Powerful Build (Ex): The physical stature of dreigi lets them function in many ways as if they were one size category larger. Whenever a dreige is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the dreige is treated as one size larger if doing so is advantageous to him. A dreige is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A dreige can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • Ancient Grudge (Su): Dreigi labor under a mighty oath of revenge against those who destroyed their culture and scattered them to the winds; they benefit from a +2 bonus on attack rolls, damage rolls, and saving throws made against fey and outsiders with the chaotic and/or evil subtypes. This bonus increases by +1 every 4 character levels. • Reject Fey Guile (Ex): Dreigi gain a +2 racial bonus on saving throws vs. compulsion effects. • Sunder Magewalls (Ex): Dreigi ignore hardness when attacking magical barriers (such as that created by wall of force) and deal addition • Gianthide (Ex): A dreige’s thick skin increases its natural armor bonus by +1. • Languages: Dreigi begin play speaking Common and Giant. Dreigi with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Halfling, or Sylvan. • Spurn Enslavement (Su): Some dreigi have an innate ability to punish those who would try to enslave them with sorcery. Whenever a dreige succeeds a saving throw against a mind-affecting spell, spell-like ability, or supernatural ability, the source of that spell or ability must succeed at a Will save (DC 10 + 1/2 the dreige’s character level + the dreige’s Wisdom modifier) or suffer damage equal to the dreige’s character level, as well as a -2 penalty to their caster level for a number of rounds equal to the dreige’s Wisdom modifier. This replaces the child of iron racial trait. Favored Class option • Stalker: Add 1/6 of a new stalker art.
Class Features:
Armor of Scars (Ex): The brutal slayer takes as well as he gives, becoming protected by the scars of wounds he has already survived. At 1st level, a brutal slayer gains a +1 bonus to his natural armor bonus to AC. (this stacks with his existing natural armor bonus, if any) At 4th level and every four levels thereafter, this bonus increases by +1. In addition, the brutal slayer’s instincts enable him to better dodge incoming blows; whenever he spends a fullround action to recover maneuvers, he gains a dodge bonus to AC equal to his brutal slayer initiation modifier. This ability replaces dodge bonus. Muscle Memory (Ex): The muscles of a brutal slayer are honed to deadly efficiency, just like his blades. Starting at 2nd level, a brutal slayer may add 1/2 his Strength modifier to his AC and to Reflex saves instead of his Dexterity modifier. At 6th level, the brutal slayer may add his full Strength modifier instead of his Dexterity modifier, rather than 1/2. The brutal slayer’s Strength bonus to his AC is still limited by his armor’s maximum Dexterity bonus. Rage (Ex) A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death. Uncontrolled Rage (Ex) A wild rager's rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) or become confused. For the remainder of her current turn, she attacks the nearest creature other than herself. On the following round, refer to the confusion spell to determine her actions. At the end of this round, and each round thereafter, she can attempt a new saving throw to end the confusion effect. The rounds during which she is confused do not count against the rounds she has spent raging that day, but she cannot end her rage voluntarily, nor can she use rage powers while confused. Wild Fighting (Ex) At 2nd level, even when not raging, wild ragers often fight with reckless, savage abandon. A wild rager using the full-attack action can make one extra attack per round at her highest base attack bonus. Until the beginning of her next turn, however, she takes a –2 penalty on attack rolls and –4 penalty to AC. This ability replaces uncanny dodge. Rage Conversion (Ex) At 5th level, a wild rager who fails a saving throw against any mind-affecting effect can attempt a new saving throw at the beginning of her next turn. If the save succeeds, that effect ends and she instead rages and becomes confused as noted above. This ability replaces improved uncanny dodge. In order for the primal disciple to recover maneuvers, she must draw on the strength of her ancestors as a full round action. When she does so, she recovers a number of expended maneuvers equal to her primal disciple initiation modifier (minimum 2), regains one round of rage, and if she is fatigued as a result of her rage class feature, she can make a Fortitude save (DC 10 + the number of rounds the fatigue would last) to not become fatigued. Alternately, the primal disciple may focus inward and recover a single maneuver as a standard action. Maneuvers Readied: Instead of recovering maneuvers like a standard stalker a brutal slayer uses his ki to reinforce his body as a full-round action. When he does so, he recovers a number of expended maneuvers equal to his brutal slayer initiation modifier (minimum 2) and gains temporary hit points equal to twice his initiator level and damage reduction/– equal to his brutal slayer initiation modifier (minimum 0). These temporary hit points and damage reduction last for one round, and stack with any other sources of temporary hit points or damage reduction he may have. In addition, the next strike he initiates this encounter deals additional bleed damage equal to his brutal stalker initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check. Alternately, the brutal slayer can take a moment to realign himself and recover a single maneuver as a standard action. This ability alters maneuvers readied. Brutal Strikes (Ex): Starting at 1st level, whenever a brutal slayer confirms a critical hit against a creature, he gains a +4 profane bonus to Strength for a number of rounds equal to his brutal slayer initiation modifier. This bonus increases to +6 at 8th level and to +8 at 16th level. This ability replaces deadly strikes. Combat Insight (Su) At 2nd level, the keen senses and awareness of the stalker delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the stalker are unusually sharp. At 2nd level, the stalker's combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The stalker may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus. At 4th level, the heightened perceptions of the stalker allow him to know when his prey could get the jump on him, granting him the uncanny dodge class feature (see rogue class for details). The ascetic gains Toughness as a bonus feat at 1st level. At every even level, she may select a bonus feat from the following list: Acrobatics, Agile Maneuvers, Alertness, Athletic, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Defensive Combat Training, Diehard, Endurance, Fleet, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Nimble Moves, Run, Self-Sufficient, Skill Focus, and Toughness. She must meet the prerequisites for these feats. Bodily Manipulation (Sp) An ascetic does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, she can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above. As an additional limitation, only the ascetic can be the target of these spells. 1st level—endure elements
Mind is Body (Ex) The ascetic can grant a total number of enhancement bonuses to any of her physical abilities (Strength, Dexterity, or Constitution) equal to her Wisdom modifier. She may divide the bonuses in any way between these three ability scores. She can change the distribution of these bonuses when she prepares spells. Wise Defense When unarmored, an ascetic adds her Wisdom bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the ascetic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield. rage/domain/inquisition/stalkerarts:
Combat Art A stalker that selects this art gains a bonus combat feat. The stalker must meet the prerequisites for selecting this feat. This art may be selected more than once. Brutal Assault (Ex): As a swift action, the brutal slayer can spend a point of ki and target a single creature he can see. He gains the benefit of his brutal strikes ability when making attacks against that creature for a number of rounds equal to his initiation modifier. Death Totem, Lesser (Ex) Prerequisite(s): Barbarian or savage Benefit(s): While raging, the barbarian gains DR 5/bludgeoning and a +2 resistance bonus against cold-based spells and effects Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks. Feats:
Prodigious Two-Weapon Fighting:
Prerequisite(s): Str 13 Use Str instead of Dex for meeting Two-Weapon Fighting prerequisites, and treat one-handed weapons as light weapons Double Slice (Combat) Your off-hand weapon while dual-wielding strikes with greater power. Prerequisite: Dex 15, Two-Weapon Fighting. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. Discipline Focus (Thrashing Dragon) You've trained extensively in the arts of a single martial discipline. Prerequisite(s): Ability to initiate three maneuvers of a single discipline. Benefit(s): You gain a +2 bonus to saving throw DCs when using maneuvers of the selected discipline. You also inflict an additional +2 points of damage when wielding associated weapons of the chosen discipline. Special: If the character ever has fewer than three maneuvers known from the specialized discipline, then he loses the benefits of this feat until such a time that he does. This feat may be selected multiple times, each time selecting a new discipline to receive the benefits of this feat. Lurker in Darkness Your training allows you to foil even magical and unusual senses. Prerequisites: Stealth 6 ranks. Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spelllike abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell Additional Traits: /Wisdom in the flesh(acrobatics) Toughness Two weapon Fighting Stances/Maneuvers:
Stances Eyes of the Crane Discipline: Silver Crane (Stance) [good]; Level: 1
DESCRIPTION Using the perception of the disciple's heavenly training to assist him, the Silver Crane practitioner may see many things which would remain hidden from the eyes of the impure. While in this stance, the initiator rolls twice on Perception checks or when attempting to pierce concealment, using the higher of the two rolls. Additionally, he may use detect evil as a spell-like ability at will with a caster level equal to his initiator level. Black Seraph's Glare Discipline: Black Seraph (Stance); Level: 1
DESCRIPTION Disciples of the Black Seraph know that half the battle is won through the mind, and by attacking his opponent's mind with fear, he can goad him to make mistakes and shatter his resolve and confidence. While in this stance, the disciple may make Intimidate checks to demoralize foes as a free action, but only against those that he has damaged that turn. He gains a +4 profane bonus (see Intimidate skill description for details) to these Intimidate checks. Spirit Sensing Stance Discipline: Veiled Moon (Stance); Level: 1
Target: You
By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position. Battle Dragon's Stance Discipline: Thrashing Dragon (Stance); Level: 3
DESCRIPTION The Battle Dragon's Stance shows the disciple how to balance his fighting style and through this centering of being, he may find speed, finesse, and power. While in the Battle Dragon's Stance, the disciple reduces his two-weapon fighting penalties by 2, and gains a +4 bonus to Initiative checks and adds 1d6 + initiation modifier to melee damage while fighting with two weapons. UNBROKEN STRIDE Discipline: Sleeping Goddess (Stance)
With careful steps and focused psionic power, you can slightly shift how you interact with the world, moving over
Maneuvers Leaping Dragon Discipline: Thrashing Dragon (Boost); Level: 1
DESCRIPTION As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. THIRSTING AXE STRIKE Discipline: Unquiet Grave (Strike)
Drawing on the primal hunger of the negative energy plane, you lash out at your victim. Make a melee attack. If it hits, it deals weapon damage as normal and you gain temporary hit points equal to the damage dealt. The temporary hit points gained from this maneuver stack with those gained from other Unquiet Grave maneuvers, to the normal maximum Ghost Hunting Blow Discipline: Veiled Moon (Boost); Level: 1
DESCRIPTION By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator's attacks made this round, including attacks of opportunity, are made as if the initiator's weapon possessed the ghost touch property. This is an Ethereal plane using maneuver. MINUTE HAND Discipline: Riven Hourglass (Boost)
You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal. FLASH OF INSIGHT Discipline: Sleeping Goddess (Boost)
You turn a sudden burst of inspiration into strength for your allies, sharing your power to give them an edge in battle and help them shrug off their wounds. You can activate this boost after making a successful attack or combat maneuver check. One ally within 30 feet gains another saving throw against a non-instantaneous effect that allows a saving throw affecting them. This saving throw has the same DC as the original save. If your ally succeeds, the effect ends. The ally does not suffer any additional effects for failing the save (such as a poison’s damage). You cannot grant an ally more than one additional save against a given effect. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, your ally gains a +1 insight bonus on their saving throw.
BREAKING GLASS STRIKE Discipline: Shattered Mirror (Strike)
Your vicious strike flares with shards of mirror-bright color that dazzle and dizzy your victim. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become dazed for one round. Regardless of whether or not they succeed at their save, a struck target also becomes dazzled for a number of rounds equal to your initiation modifier HARMONY-SHATTERING STRIKE Discipline: Sleeping Goddess (Strike)
You strike at both your enemy’s body and his spirit, creating a destructive link between them and your allies. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or for one round, any attacks from your allies against the target deal an additional 1d6 points of damage. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the additional damage your allies deal to the target increases by 1d6.
EGO-WOUNDING STRIKE Discipline: Sleeping Goddess (Strike) [mindaffecting]
You wrap your blade in psionic energy, telepathically amplifying the pain of the blow. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take become overwhelmed with agonizing pain, taking a –2 penalty on attack rolls, ability checks, and skill checks for one round. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the penalty inflicted by this strike increases by –1.
TWOFOLD ASSAULT Discipline: Sleeping Goddess (Strike)
You assault your opponent’s mind and body at the same instant, overwhelming them utterly with a single blow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can make a combat maneuver attempt against the target as a free action. This combat maneuver attempt does not provoke an attack of opportunity, and you use an Autohypnosis check in place of your combat maneuver check. Augment: You can augment this maneuver in one or more of the following ways: • For every power point you spend, this strike deals an additional 1d6 points of damage. • If you expend your psionic focus while initiating this strike, you can make a second combat maneuver attempt against the target as a free action, using an Autohypnosis check in place of your combat maneuver check. Fear Eating Technique Discipline: Black Seraph (Boost) [evil]; Level: 2
DESCRIPTION The disciple's soul hungers for the fear it inspires on the battlefield, and rewards can be gained by inspiring it with greater vigor. Upon successful demoralization of an enemy, initiating this boost restores 2d6 hit points to the disciple, plus an additional +1 hit point per initiator level. This is a supernatural maneuver. RAGING SPECTER STRIKE Discipline: Unquiet Grave (Strike)
You transmute your weapon into a semi-ethereal state, striking with the undying hate of a specter. Make a melee attack against your opponent’s touch AC. If it hits, it deals weapon damage as normal. Unlike normal touch attacks, you may use Power Attack to enhance the damage dealt by this maneuver. STALKING GHOUL Discipline: Unquiet Grave (Boost) Level: 2 Prerequisites: None Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round
REACTIVE REVERSION Discipline: Sleeping Goddess (Boost) [teleportation]
You create a spiritual waypoint tied to your mind and body, allowing you to return to it in an instant for a short time. When you initiate this boost, mark your current location. At any time during the next round, you may teleport back to the marked space as a free action (even if it isn’t your turn). Using this ability ends this boost. If your former space is occupied, you are instead teleported to the nearest unoccupied space. If you use this ability to move out of the reach or range of an attack or effect, the attack or effect is negated. Augment: You can augment this maneuver in one or more of the following ways: • For every 2 power points you spend, the effect of this boost lasts an additional round. • For every 2 power points you spend, you can teleport to the marked space one additional time before ending this boost. Intimidating Force Discipline: Black Seraph (Counter); Level: 2
DESCRIPTION 'A foe who fears you more than his commander is one who cannot harm you', an old Black Seraph master once said. By using this technique, the disciple's fear-inspiring countenance alone may turn aside attacks before they occur. The disciple makes an Intimidate check against the attacker's attack roll; if the Intimidate check exceeds the attack roll then the attack is negated. Silver Crane's Blessing Discipline: Silver Crane (Boost) [good]; Level: 3
DESCRIPTION By invoking the powers of his celestial patrons upon successfully smiting an enemy of the heavens, the holy power of the Silver Crane disciple's patron flows through him to restore the health of the vessel or the ally of the vessel. Upon a successful attack, the character may initiate this boost to heal himself or an ally within 30-ft of 2d6 points of damage plus his initiation modifier. Altered Penumbra Discipline: Veiled Moon (Counter) (Teleportation, Figment); Level: 3
DESCRIPTION Position is relative to the Veiled Moon disciple's thinking, and his position in the universe is mutable. Using these principles, the disciple may circumvent reality to remove himself from harms way when necessary. The initiator makes a Stealth check opposing the attacker's Perception check. If successful then the initiator may teleport to any spot within 10- ft. away from his current position and leave a minor image duplicate of himself behind to take the attack of his foe in his place. Minor images created by this counter last for 1d4 rounds or until dispersed. This ability may be used to defend against spells and effects that directly target the initiator with an attack roll (such as ranged touch effects) or for those that allow for a Reflex save. If the attack would still encompass an area to where the initiator is teleporting (such as with the fireball spell he has not vacated), the initiator would still be struck by the attack. TIME SKITTER Discipline: Riven Hourglass (Boost)
By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+1 to attack rolls, AC, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack).
Martial Traditions:
Allegiance Benefit: A Lord of the Wheel gains a +2 insight bonus on Bluff, Sense Motive, and Stealth checks. In addition, a Lord of the Wheel of 3rd level or higher gains Lurker in Darkness as a bonus feat, even if he does not meet the prerequisites. Allegiance Benefit: In addition to access to the Silver Crane discipline (exchanging a discipline of their choice), Empyreal Guardians enjoy a +2 sacred bonus to saving throws vs. spells and abilities that originate from evil-aligned sources, as well as a +2 morale bonus on saving throws vs. mind-affecting spells and abilities. Allegiance Benefit: A Servant of the Secret Hymn gains a +2 insight bonus on Autohypnosis and Sense Motive checks, as well as a +2 insight bonus on saving throws against psionic powers and psi-like abilities. Allegiance Benefit: A Student of the Crashing Tempest Academy is given access to a special ritual that binds his weapons together. This ritual takes one hour to complete and requires 100gp worth of special materials, as well as two or more light or one-handed weapons (or a single double weapon). At its conclusion, the weapon or weapons involved gain the following benefits at any time that all of them are worn and/or wielded by the Student who invoked the ritual. • Each weapon altered by the ritual has its hit points and hardness raised to the highest hit points and hardness amongst weapons altered by the ritual. • Each weapon altered by the ritual penetrates damage reduction as if it were made of the special materials (if any) that each of the weapons altered by the ritual are made of. • Weapons altered by the ritual ignore the effects of the broken condition unless all weapons altered by the ritual possess the broken condition |