Lady Shakira Gabrielle Suna
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Proposed possible classes for caster
Arcanist or Sorceror
Blood Arcanist (Archetype)
Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.
The blood arcanist is an archetype of the arcanist class.
Bloodline
A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.
Draconic Bloodline
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At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Aeromancer
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The were the undisputed masters of wind and sky, and they unlocked numerous secrets of air magic. The vast majority of these secrets were lost when their civilization collapsed, but a few of their magical traditions have been preserved through the years. While the practice of aeromancy is rare, some arcanists today are able to rival the aerial mastery of the ancient aeromancers.
Djinni Bloodline
You were born with the power of air genies, and the magic of the djinn is strong in you.
Class Skill: Knowledge (planes).
Bonus Spells: shocking grasp (3rd), invisibility (5th), fly (7th), minor creation (9th), overland flight (11th), chain lightning (13th), plane shift (15th), greater planar binding (17th), wish (19th).
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell’s descriptors to match this energy type.
Stormborn Bloodline
You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins.
Skald base class
Dragon Skald
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Skalds are prized on sea raids and linnorm hunts.
Dragon skald performances involve song, whistling, or blowing mighty horns, and viking sailors often talk about having a skald along to whistle up a wind or sing away the mists on the morning of a momentous raid.
Wyrm Singer
Wyrm singers spin fragments of the story of the ongoing struggle between the gods of the dragons.
Wyrm Song (Su)
A wyrm singer gains the following raging songs.
Draconic Rage (Su) At 1st level, a wyrm singer can kindle an echo of ancient rage felt between warring dragon clans in his allies. This ability acts as inspired rage, except those affected gain a +2 morale bonus on melee attack and damage rolls and a +2 morale bonus on saving throws against paralysis and sleep effects (but they still take a –1 penalty to their AC), rather than inspired rage’s normal bonuses. At 4th level and every 4 skald levels thereafter, the song’s bonuses on saves against paralysis and sleep effects increase by 1. At 8th and 16th levels, the song’s bonus on melee attack and damage rolls increases by 1.
This ability replaces inspired rage.
Saga of the Witch Queen (Oratory, Sing)
Your tale of Baba Yaga’s inexorable return allows you to unerringly locate your target.
Prerequisite(s): Knowledge (history) 7 ranks, Perform (oratory) or Perform (sing) 15 ranks.
Cost: Feat or 5th-level skald spell known.
Effect: You tell the epic tale of the Baba Yaga, the Queen of Witches. Once each century, she deposes one of her daughters as queen to install another daughter in her place. For 1,400 years, each reigning queen has known that her mother’s return was a certainty. When you complete the performance, you name a creature you have seen or who once owned an item you have in your possession, and you immediately know the creature’s location, as per discern location. At the same time, the creature learns your name and that you have determined its current whereabouts. Use: 10 raging song rounds.
Spell Warrior
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The spell warrior uses his arcane knowledge rather than his rage to turn the tide of battle in favor of himself and his allies. With a clash of bracers and a sonorous chant, the Spell Warrior’s song reaches out to touch the weapons of his allies, lending them arcane power. While his song does not inspire rage, he can use the power of his music to enchant the weapons of his allies and counter the spells of his foes.
Improved Counterspell
At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.
This ability replaces Scribe Scroll.
Weapon Song (Su)
A spell warrior gains the following raging song, allowing him to grant his ally’s weapons enhancement bonuses and special powers.
Enhance Weapons (Su) At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon.
This ability replaces the inspired rage raging song.
Fated Champion
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Many cultures see fate as a limit that is both stifling and unwanted, regardless of the destiny that lurks in the days and years ahead. Among cultures where skalds are the keepers of lore and wisdom, there are those who learn to read the winds of fate and take up the mantle of the fated champion, knowing and embracing their destined paths with strength borne of conviction.
Aquatic Beastmaster
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Hunters beneath the sea are just as committed as their surface-dwelling counterparts to working alongside their animal companions to eradicate threats. Although many aquatic beastmasters simply want to be left alone in the areas they have claimed as their own, others use their abilities to fight against aboleth masterminds, sahuagin tribes, and other villains that haunt the oceans.
Magus base class
Eldritch Archer
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The eldritch archer rains magical attacks down on her foes from the city walls.
Class Skills: An eldritch archer gains Perception as a class skill, but does not gain Use Magic Device as a class skill.
This ability modifies the magus’s class skills.
Arcane Pool (Su)
An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.
This ability modifies the magus’s arcane pool.
Eldritch Scion
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Unlike typical magi, eldritch scions do not study tomes of magic or spend time learning to combine martial and magical skills. Rather, eldritch scions find that their spells and abilities come to them instinctively.
Spell Casting
An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against an eldritch scion’s spell is 10 + the spell’s level + the eldritch scion’s Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score.
An eldritch scion’s selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.
Oracle
Seer
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While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.
Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Revelations
A seer must take the following revelations at the listed levels.
Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Recommended Mysteries: lore, nature, time.
Witch
Scarred Witch Doctor (Witch; Orc)
The scarred witch doctor is an archetype of the witch class, available to orc witches.
The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power.
