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http://wreckcenter.com/exarch/index.html I made a website now that I can update, and the link is now at the very top of the thread so people will always see the latest revision. I also Photoshopped a picture and added that in. I don't know who drew the original, so I can't credit it. If someone finds out, I'll put that in. Hopefully with the Easier to Read Edition I can get a little more feedback as the first thread I made probably scared people off. I'm (hopefully) going to play test the class this weekend in a friend's campaign. I'll see how it goes and report back. Ideas I'm toying with: * Aura is centered on a standard or flag instead of the Exarch.
I'll post variants of the class as I make the changes. Here's the old thread so you can read through it. Best to scroll down near the bottom. In this most recent change, I removed the DR Piercing, Slashing, & Bludgeoning. ![]()
I had a lot of positive feedback on my Paladin archetype, the Angelic Vessel: Angelic Vessel:
Angelic Vessel (Archetype)
An angelic vessel's devotion to her deity and cause has begun a divine transformation of her soul. An angelic vessel has the following class features. Angelic Bond: At 5th level, an angelic vessel gains a cassisian angel familiar, with its natural form as that of a winged helmet, crown, mask, or other similar object best representing her deity. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the angelic vessel's character level in place of the wizard level. This small celestial being is an extension of the angelic vessel's soul, made manifest by her devotion to her deity and moral code. As long as the familiar is within 30 feet and line of sight, this familiar can act as a living divine focus and holy symbol for her spellcasting if the angelic vessel so desires; i.e., channel positive energy may be centered on the familiar instead of the angelic vessel. Should her familiar die, a part of the angelic vessel dies with it, and the effects are devastating, immediately gaining 2 temporary negative levels as a result. These levels cannot be overcome in any way except upon completion of an atonement spell requiring no less than 30 days, thereby healing her soul and creating an identical familiar. If the angelic vessel grossly violates her code of conduct resulting in the loss of her class abilities, the familiar is forcefully ripped from her by her deity, with the same conditions listed above. There are no other costs or rituals required to regain the familiar other than completion of the atonement spell. Furthermore, the familiar gains the following special abilities beyond those granted by the standard familiar. Shared defenses (Su): The familiar may be worn as a part of the angelic vessel's armor, assuming magic armor bonuses (but not shields) as a deflection bonus to its armor class, and allowing it to occupy the same space as the angelic vessel without penalty or hinderance. This ability only works while the familiar is in its natural form and within arm's reach.
Right now I'd like to solicit some feedback on my new homebrew class, the Exarch. Consider this a pre-alpha build of this class. The exarch primarily focuses on their sphere of influence, a "zealous aura" that radiates 10' out (15' with a feat.) The exarch can perform an exhortation which affects all allies or enemies within the exarch's aura. Exhortations are small bonuses that can be increased in power by spending Indulgence coins, similar in power to a Bard's Inspired Courage or Inspiration. Indulgence coins are like Grit and Panache. The class borrows a few mechanics from Paladin, Bard, and Gunslinger/Swashbuckler, with some obvious flavor from the Pillars of Eternity game. Exarch Avatars are typically Lawful Good and primarily focus on the redemption of the convicted.
I could really use suggestions for Exhortations at 9th through 17th level, or improvements on the Exhortations I already have. I'm on the fence when it comes to the Damage Reduction exhortations. Without further ado: Exarch Exarchs are an ancient organization that splintered from even older paladin orders, formed out of a need to provide redemption, justice, and law in a world that is more gray than it is black and white. The Exarch Temple has three spires (one each for a different lawful deity) representing the three branches: the Avatar, offering redemption to the accused; the Justicar, offering justice to wronged; and the Templar, enforcing law and punishment to the chaotic and condemned. Exarchs are devoted to law and their respective deities to the point of zealotry, and are unwavering to their cause. Exarchs usually (though not always) form a triad in major cities, providing support for (or even coordinating) local law enforcement, judgment, and punishment from their triple-spired temples. Initiates are sent out into the world to find their path, then return to join the ranks of the Exarch Temple. Exarchs from all three branches adhere to a strict hierarchy, with each branch headed by an Exarch Septum. Role: Exarchs enforce law, defend their allies, and pass judgment upon their enemies. These ancient orders radiate an aura of influence, using sacred chants, prayers, hymns, or personal rituals to help inspire friends or hinder foes. They are judge, juror, and if need be, executioner. Alignment: Any Lawful Hit Die: d10 Class Skills The exarch's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int) Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) Skill Ranks per Level: 2 + Int modifier. 1 Zealous Aura, Indulgence, Exhortation, Detect Truth (Zone of Truth)
Class Features Indulgence (Ex)
Revive an ally: Each time an exarch heals herself or an ally to positive hit points from 0 or fewer, she gains 1 indulgence coin. Bolster an ally: Each time an ally reduces a creature to 0 or fewer hit points while under the influence of an exarch's exhortation, she gains 1 indulgence coin. Zealous Aura (Ex)
Detect Truth (Sp)
Hand of Righteousness (Su)
Mantle of Courage (Su)
Bonus Feats
Exhortations (Su)
Performing an exhortation requires a standard action that provokes attacks of opportunity. At 6th level, it no longer provokes attacks of opportunity. At 12th level the time to perform an exhortation is reduced to a move action. At 18th level the time to perform an exhortation is reduced to a swift action. Ending an exhortation is a free action. At 1st level, and at every three levels thereafter, an exarch selects one exhortation from the list below. The same exhortation can not be selected more than once. At 4th, 10th, and 16th level, an exarch may choose to learn a new exhortation in place of one she already knows. At 1st level, the following exhortations become available: Zealous Defense (+1 Sacred to AC)
At 3rd level, the following exhortations become available: Cleansing Fire (Fire Resist 5)
At 5th level, the following exhortations become available: Rock Masters (DR1 / Bludgeoning)
At 7th level, the following exhortations become available: Purify the Wicked (Aura of Fire Damage 1)
At 9th level, the following exhortations become available: Silence the Heretics (Aura of Sonic Damage 1) At 11th level, the following exhortations become available: At 13th level, the following exhortations become available: Lycanthropic Armor (DR1 / Silver) At 15th level, the following exhortations become available: At 17th level, the following exhortations become available: Clockwork Armor (DR1 / Adamantine) At 19th level, the following exhortations become available: Infernal Protection (DR1 / Good)
Affirmation (Ex)
Mantle of Conviction (Su)
Mantle of Resilience (Su)
Mantle of Resolve (Su)
Exemplar (Ex)
Indulgience Feats Aegis of Loyalty (Increase Zealous Aura 5 feet)
Code of Conduct An exarch must be of lawful alignment and within one step of her deity. Additionally, an exarch's code requires that she respect legitimate authority, uphold local laws, the laws of her deity, and the enforcement of such laws. When given the option, an exarch will choose her deity's laws above all others. An exarch who grossly violates the code of conduct required by her god loses all class features, except for armor, shield, and weapon proficiencies. She cannot thereafter gain levels as an exarch of that god until she atones for her deeds (see the atonement spell description). Though rare, an exarch may change deities and join a different sect. She must complete a week long trial, costing 100 GP per level in addition to the cost of an atonement spell to the new god. ![]()
tl;dr version: Why do the developers seem to be actively thwarting any attempt for alchemists to use alchemical items as effective weapons? --- So I decided to make an Alchemist, specifically, a Mindchemist. I then quickly figured out that Alchemist seems to be a dip class. The class is very difficult to play on its own. Going full Alchemist limits you to pretty much 2 builds, and damage-wise, you're largely ineffective until 8th or 9th level: nova bomb build, or, launching crossbow build. To make an effective Alchemist you have to pretty much not be an Alchemist. You're going to pair it with Gunslinger, Barbarian, etc. I wanted to buck that trend. I wanted to make a full Alchemist. It's just... well, I'm tired of the glares I get from other gamers when I can't participate in combat effectively. I can see how frustrating it would be for everyone else at the table to carry a character until 8th or 9th level, and only then will they finally be at parity with the other characters ... at least until you run out of bombs. It keeps boiling down to not being able to use alchemical items effectively. When my character runs out of his bombs, he's useless. Scratch that, he's more useless, as 1 bomb per round at 7th level is already stupidly limited. His spells are personal use and very limited during combat. He can't do melee, and a crossbow doing a measly 1d6 per round is just pathetic past 1st level... and this will drag on until 8th level. 1 bomb per round at most. 1 alchemical potion per round after the first, at most. 1 shot off with a crossbow per round after the first, at most. Drag this out for 7 more levels? Ugh. If only my character could quickdraw alchemical items, or at the very least, draw them as a swift action! ![]()
Is there any reason why you can't make Smart Armor out of mithral instead of adamantine? You'd lose the hardness and DR/-, obviously. I'm looking to increase the dex on it in Powered mode for my Gun Tank Gunslinger (aka Space Marine) for a post Apocalyptic game. Edit: Said character took Technologist and Craft Technological Arms and Armor, so the armor is made from scratch. ![]()
Angelic Vessel (Archetype)
Angelic Bond: At 5th level, an angelic vessel gains a cassisian angel familiar, with its natural form as that of a winged helmet, crown, mask, or other similar object best representing her deity. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the angelic vessel's character level in place of the wizard level. This small celestial being is an extension of the angelic vessel's soul, made manifest by her devotion to her deity and moral code. As long as the familiar is within 30 feet and line of sight, this familiar can act as a living divine focus and holy symbol for her spellcasting if the angelic vessel so desires; i.e., channel positive energy may be centered on the familiar instead of the angelic vessel. Should her familiar die, a part of the angelic vessel dies with it, and the effects are devastating, immediately gaining 2 temporary negative levels as a result. These levels cannot be overcome in any way except upon completion of an atonement spell requiring no less than 30 days, thereby healing her soul and creating an identical familiar. If the angelic vessel grossly violates her code of conduct resulting in the loss of her class abilities, the familiar is forcefully ripped from her by her deity, with the same conditions listed above. There are no other costs or rituals required to regain the familiar other than completion of the atonement spell. Furthermore, the familiar gains the following special abilities beyond those granted by the standard familiar. Shared defenses (Su): The familiar may be worn as a part of the angelic vessel's armor, assuming magic armor bonuses (but not shields) as a deflection bonus to its armor class, and allowing it to occupy the same space as the angelic vessel without penalty or hinderance. This ability only works while the familiar is in its natural form and within arm's reach.
This ability replaces divine bond. ![]()
The launching crossbow fires splash weapons. It states it takes a full-round action to load it. Does that full-round action include the action of taking out, say, an alchemist's fire and loading it into the crossbow? Or is getting a potion out still a move action in its own, and loading the crossbow a full-round action? In which case you'd only ever get to fire the crossbow once every 3 rounds. If that is the case, can anyone recommend any magic items that would reduce the action of taking a alchemical potion out to a free action? If not, is there some sort of alchemical version of Quick Draw? ![]()
When you channel energy, you choose a creature type (living, undead, or evil outsider with a feat), and whether or not you're channeling for damage or healing. Because of that, I have a question about the wording of Death's Embrace from the Death Cleric domain. It states: Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. So if I'm reading this correctly: if I have a Cleric that can channel negative energy, choose living creature type, and choose to channel for damage, and don't exclude my cleric from the channel, my Cleric would heal the same amount of damage dealt by the channel negative energy. Is that correct? ![]()
In a recent PFS game we had a LN Qadiran merchant who actively participated in slavery. I was playing an NG Andoran corsair. In-character, we had a spout about slavery. This sort of poured into a meta-discussion on slavery. The GM insisted that slavery isn't evil because many cultures practice slavery. I thought this was a very weak argument, as I think he was confusing what is culturally acceptable with what is morally acceptable. Forcibly taking someone's humanity from them without just cause seems pretty darn evil to me. It isn't punishment for a crime, they aren't prisoners. They're slaves. Treating people as property to be sold, traded, and "discarded" (killed) without any thought as to their personhood. That is decidedly evil. I'm admittedly biased against slavery coming from a Jewish & Ukrainian family (my cousins were indentured servants until the fall of the USSR, in which case they escaped to the U.S.) I flipped the argument on them, asking why is cannibalism evil? Since probably 90% of living things on this planet practice cannibalism. By their argument, it'd be orders of magnitude not evil than slavery. ![]()
I have a Paladin that just hit level 9. I wanted to retrain 3 feats to get Edlritch Heritage (Arcana), Skill Focus Knowledge Planes, and Improved Familiar. I'm going to spend 1200 gold plus 15 Prestige Points as required. However, I'm stuck in a bind. In PFS your character generally retires at level 13. On rare occasions such as at conventions, you can play the character beyond that (up to level 15, recently.) So I have my feats set out specifically: 1 Noble Scion [Scion of War]
I'll be retraining Noble Scion and Extra Lay On Hands for 2 of the 3 feats mentioned above. The problem is that at level 9, I need to take a class with a bonus feat that I can retrain to any of those three feats. Are there any classes or archetypes that get a bonus feat at 1st level that I can retrain into Eldritch Heritage, Skill Focus (Knowledge), or Improved Familiar? The closest I could find is Tactician Fighter, but that would require 3 levels because they lose their bonus feat at 1st (but have access to Skill Focus.) Rogue would require 2 levels. Unfortunately, it needs to be a 1 level dip with a bonus feat. Skill Focus seems the most likely candidate as a bonus feat. Any ideas? ![]()
If I have, say, a 6th level Drow Fighter and then dip 1 level Wizard to get a Familiar, then take Improved Familiar at that 7th level to get an Imp, does the 6 levels of Drow + 1 level of Wizard = 7 levels of arcane caster to meet the requirements for Improved Familiar? They have arcane spell-like abilities, and as far as Google can tell me, spell-like abilities are treated in nearly every aspect as spells, including for qualifying for feats and prestige classes like Eldritch Knight. I found an unresolved and rather divisive thread with no ruling either direction. ![]()
I have a question about the Bane Baldric from Ultimate Equipment. It states: Ultimate Equipment wrote: If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor. My interpretation is that the character gains access to the Bane ability normally granted when an Inquisitor becomes 5th level. So if you're a 10th level fighter, it'd last 10 rounds. I'm asking for clarification because of the important difference between "of" and "as". Had it said as a 5th level inquisitor, it would only last 5 rounds and never more. However, it reads to me like it's granting the class ability to a character instead of treating them simply as a 5th level inquisitor. Is this correct? If I have an 8th level Paladin, it would last 8 rounds and not just 5? ![]()
Has anyone painted/drawn the Aspis Consortium logo? I can't seem to find it. I'm trying to put together some pictures of the various societies and groups running around. Pathfinder Society is easy, it's in the logo for PFS. Runelords have that seven bladed star thing. Aspis, on the other hand, I couldn't find anything. Is there at least a description of their badge or logo? ![]()
Last night I had a blast, both figuratively and literally, at my local PFS gaming session. My first character that I've made for PFS is an Andoran Gunslinger Privateer, and the very first thing I bought with Prestige Points was the ship for 10 pp. I got a lot of questions and remarks about why I'd spend so much for a +2 to Profession Sailor, and, oh, you'll never get to use it, and if you do, you save a whopping 10GP over just buying a boat... yadda, yadda, yadda. Hey, she's a pirate, she needs a pirate ship. You can't be a Captain without a ship, much less a pirvateer. All there is to it. So last night we played Part II of The Quest for Perfection: On Hostile Waters. Open seas combat? Check.
Raise the colors! Man the cannons! Ship to starboard! FIRE! KABOOM! :D 60d6 damage on the 2nd round, tacked the ship, 60d6 damage the 4th round, aaand it was over. :D Everyone at the table was rolling D20s and damage. Had a blast! ![]()
I have a character that leveled after the 1st part of a 2 part adventure/story arc PFS module. It has a 1-2 Tier, 3-4 Tier, and a 6-7 Tier, I guess with 5 being up or down. Can I continue playing my character at level 3 in the 1-2 Tier, or am I forced to bring in a new character or pre-gen? If I do, the story arc has major penalties for bringing in a new character to part 2 if they hadn't been in part 1, screwing over the rest of the party. Our party managed to only get 2 Awareness points through use of excellent Diplomacy and Bluff rolls, but bringing in a new character gives them 1d10+2 awareness points, completely hosing the party.) We were under the impression that level 3 was the up or down level, but it isn't. Also, can you play a character in a different scenarios if you're inbetween a 2 part story arc scenario? Thanks ![]()
I've extended my original character sheet to now be a simple fillable PDF form. Let me know if anyone likes it. You can ignore the Pathfinder Society stuff if you don't play any PFS games, the character sheet is still good as a regular character sheet. No spell sheet yet, I'll work on that later. I've spent 10 hours rearranging tab orders renaming fields because Acrobat X "Professional" (hah!) is an unbelievably horrible, horrible, horrible, horrible piece of software. Automatically reordering my tab orders with no way to turn that off? That's a feature?! I'm just glad my work paid for it and not me. Ugh. Anyway, here're the character sheets. High Quality and Optimized as usual. HQ just means the logo looks nicer and will print out better. Optimized compresses the logo so it doesn't look as nice. Pathfinder Society Character Sheet HQ Form [1.3MB]
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My OCD got the best of me, so I decided to make a slightly refined Pathfinder Character Sheet during last night's game session. Here's the first page. If anyone likes it, I'll finish the back side and upload a completed PDF. My printer is broken, so if someone wouldn't mind printing out a copy, let me know how the white-on-black text looks. The bleed from black into white on most printers sometimes makes it difficult to read, so I made the text extra bold to compensate. pfcs.pdf
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I attended my first Pathfinder Society game yesterday on a whim. Played a pre-gen character, and am now making my first real character. Had a blast. Our reward was a permanent boon, I've decided to make a Musket Master, but I had a couple questions: 1. Can I sell my starting gun to buy something else? I was told no at the game, but I looked it up in the book, and it said I can sell it for 4d10 gold. Does Pathfinder Society NOT let you sell the gun? I know they have special exceptions for many things (like you can't play Evil and you can't be a summoner) but I wanted to be sure. 2. My character is required to pick a musket for the starting weapon, can this musket be an axe musket? Thanks ![]()
My friend is running an 85 point build, level 12, 3rd Tier Mythic game. I originally was going to do Pistolero with a Pistol of the Infinite Sky... but you know what? Magic takes some of the fun out of it. I decided to give Musket Master a try because they get Rapid Reload for free, then get to reload a musket as a one-handed weapon, and top of that, at 11th level they get Lightning Reload and it's all a free action anyway. By the time my character is done firing, there's gonna be so much noise and smoke. I think that makes it a lot more fun and a lot more character to the, uh, character. :) Speaking of which, I think it'd be neat if there was a new Deed or perhaps Trait that allows a Gunslinger, after X number of rounds of firing, to use the smoke generated by the weapon for concealment or stealth. It's not a twink build, but I think it's a fun concept in my opinion. Basically, my character opens up combat with Combat Patrol using a Musket Axe with Mythic Combat Reflexes, Snap Shot, and Improved Snap Shot. My character would use 1 mythic point, and would threaten a 25' radius with unlimited AoO against anything that moves within that threatened radius. The character would then fall back to rapid shot with her musket, using the special ability to increase its range category. At some point, I may take Two-Weapon fighting and Improved Two-Weapon fighting to take real advantage of the axe part of the weapon should the character find itself in melee. Get that extra few attacks. STR 10
The +2 Magic Book was a reward from a previous game, we got to rebuild the characters for the mythic. Feats: 1(G): Gunsmith
M1: Combat Reflexes (Mythic)
Mythic Path: Champion, with Distant Barrage
Weapon: Musket Axe (+5/+1 Adamantine) Attacks, with Mythic Rapid Shot & Precision: 22 / 22 / 22 / 22 / 17 Armor: Mithral Breast Plate +2, Glammered (AC 29 with +4 Dodge) And, of course, an Endless Bandolier & Haversack for all the ammo and stuff. ![]()
Does a Bag of Devouring have a HD listed anywhere? It's an extradimensional monster on the other side, and I was wondering if you could use the Leadership Feat to have a Bag of Devouring as a follower. The alternative is a mimic, but that's a little more cumbersome, it weights 900 lbs, and doesn't move very fast. ![]()
I'm playing a high level gestalt monster game. I've decided to make a Zuishin Kami (B3) Paladin with the Divine Hunter & Holy Light archetypes. I thought that an archer that heals people by shooting them would be a fun concept. :) Given the Zuishin's nature, it wouldn't abandon its ward. So I was going to assume its ward was destroyed, and that's why it's left on quest to destroy all the foul beings, etc., etc. Hence the Paladin levels. Unfortunately, if the Kami's ward is destroyed, they become permanently sickened. It also gives up the Fast Healing 5 and, less importantly, the Merge With Ward abilities. Is there a way to remove a permanent sickened? Would a Wish or Miracle spell do it? Or perhaps some other high level Cleric spell? Preferably, another alternative is for the ward to somehow be portable. But I couldn't think of a way. Zuishin Kami guard doors, gates, archways, and sacred locations. Maybe a Rope Trick that leads to a sacred grove? Or a Well of Many Worlds? Grasping at straws. :/ ![]()
Can you take weapon feats and take weapon specialization (and focus, improved critical, etc.) with a single improvised weapon? For example, a Kobold fighter with a Miner's Pick. Discussion at the table was that an Improvised Weapon isn't a weapon category, or even a weapon, and therefore doesn't qualify for weapon feats. ![]()
I'm playing a level 8 game that allows CR 1 monsters as a player race. I decided to have fun and play a Homunculus that's succeeded his master, but I've run into a problem. I wanted to play Sorcerer, but the description says the Homunculus can't speak. Is there a way to enable speech? Magic or otherwise? Preferably a magic item. I can also use construct crafting, if that's possible. ![]()
Suppose you replaced a Homunculus' bite attack with a tiny sized flail using the Weapon Modification construct option in the Ultimate Magic book. Since the bite attack was its natural attack, and it is now a flail, is the flail considered a natural attack? Can the monster now take the Improved Natural Attack feat with the flail? ![]()
Howdy. I created a font for my D&D forum that we use for play-by-post D&D games. I thought I would share it with everyone here. It's a vertically and horizontally monospaced font that you can use to make dungeons, terrain, etc. Dungeonne v0.4. I may update it in the future with additional characters, I'm already mulling with idea of adding the Greek alphabet. I designed the font to replace as many CP437 characters for the original IBM DOS font. That means if you design a dungeon using my font, people without the font can at least still get an idea of what's going on. Here's what a dungeon would like using Courier New, if you didn't have the Dungeonne font. Here's what it would look like with the font. Here is a link to a text file which utilizes the extended character set. Makes it a lot easier so you can just copy/paste. Enjoy. ![]()
I always wanted to make a character that fought like the Lord Marshal in Chronicles of Riddick, ghosty moving around and avoiding attacks. So I designed a 5 level prestige class that specialized in casting Dimension Hop. I don't know if the text will appear correctly as there's no fixed-font tag. Fluxblade HD: D6 Base Attack Bonus: +3.
LVL BAB FS RS WS Special - Spells per Day 1st +1 +0 +2 +2 Spring Attack - +1 level of arcane spellcasting class
Class Skills (4 + Int modifier per level) -- Acrobatics, Craft, Diplomacy, Knowledge (arcana), Perception, Profession, Spellcraft, Swim. As they advance in level, fluxblades gain increased spellcasting abilities, heightened teleportation, and unparalleled understanding of the dimension hop spell. They eventually learn how to reflexively cast dimension hop spell in higher level spell slots to powerful effect. Spellcasting: At each level indicated on the fluxblade table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a fluxblade, they must decide which class gains each level for the purpose of determining spells per day, caster level, and spells known. Spring Attack: Beginning at 1st level, you gain Spring Attack (see page 134 of the Core Rulebook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites. Probable Cause (Ex): Casting dimension hop grants one additional attack at the next highest attack bonus. These extra attacks do not stack with haste, speed weapon, or similar spells or spell-like abilities. Dimensional Shift (Ex): At 2nd level, casting dimension hop comes as naturally to you as walking. You can cast dimension hop as a swift action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots. Improved Feint (Ex): At 3rd level, you gain Improved Feint (see page 127 of the Core Rulebook) as a bonus feat. If you already have Improved Feint, choose a different feat for which you do meet the prerequisites. Dimensional Flux (Ex): You are able to infuse the energy of dimension hop castings into your natural defenses, keeping you in a constant state of dimensional flux. You gain concealment (20% miss chance) as if under the effects of the blur spell for 1 round per arcane spellcasting level. Multiple castings overlap the duration, but do not extend. Relative Certainty (Ex): At 4th level, your mastery of the dimension hop spell allows you to seemingly exist in multiple places simultaneously. When prepared at a 3rd level spell slot, you can cast dimension hop as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots. Greater Feint (Ex): At 5th level, you gain Greater Feint (see page 125 of the Core Rulebook) as a bonus feat. If you already have Greater Feint, choose a different feat for which you do meet the prerequisites. |