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PFRPG Hexblade
Hexblades are arcane soldiers that have mastery over luck.
Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10
Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device
Skill Ranks Per Level: 2 + Int modifier.
Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).
Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma.
LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune
Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus equal to his Charisma bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects.
Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.
Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade spends points from his Hex Pool to power his Hexblade's Curse and Hex Power abilities.
Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.
Hex Power (Su). The Hexblade is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Hexblade selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.
Hexed Ability. The Hexblade can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own ability check by spending 2 points from his Hex Pool.
Hexed Attack. The Hexblade can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own attack roll by spending 4 points from his Hex Pool.
Hexed Spell Damage. The Hexblade can force an opponent to re-roll a spell's damage roll by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own spell damage roll by spending 6 points from his Hex Pool.
Hexed Weapon Damage. The Hexblade can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.
Hexed Save. The Hexblade can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own saving throw by spending 4 points from his Hex Pool.
Hexed Caster. The Hexblade can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own caster level check by spending 6 points from his Hex Pool.
Hexed Skill. The Hexblade can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own skill check by spending 2 points from his Hex Pool.
Hexed Reaction. The Hexblade can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.
Hexed Prowess. The Hexblade can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Hexblade can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.
Mettle (Ex). If the Hexblade makes a successful Fortitude or Will save that normally results in a partial effect, the Hexblade instead avoids all harmful effects.
Bonus Feat. At levels 4, 8, 12, 16, and 20, the Hexblade gains a bonus feat from the following list. He must meet all requirements of the selected feat.
Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.
Arcane Bond. At level 5, the Hexblade can either choose to have a familiar as a wizard of his class level, or he can gain an ability similar to the divine bond of a paladin's weapon, removing holy and adding anarchic and unholy to the weapon properties that can be selected.
Aura of Unluck (Su). At 9th level, by spending 1 point from his Hex Pool as a swift action, all attack rolls against the Hexblade have a 20% miss chance for 1 round. At 17th level, the miss chance increases to 50%.
Baleful Luck (Su). At 11th level, when using his Hex Power against an opponent, the Hexblade applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Hexblade may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.
Quick Curse (Su). At 15th level, the Hexblade may spend points from his Hex Pool as a free action instead of a swift action to activate his Hexblade's Curse and Hex Powers.
Reversal of Fortune (Su). At 20th level, by spending 20 points from his Hex Pool as an immediate action, he can treat any failure as a success, or treat a Natural 1 as a Natural 20. Furthermore, by spending 20 points from his Hex Pool as an immediate action, he can also force any opponent he has line of effect to to treat any success as a failure, or a Natural 20 as a Natural 1.
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Gloomblade
Gloomblades are to Shadowcasters what Duskblades are to Sorcerers.
BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10
Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth, Swim.
Skill Ranks Per Level: 2 + Int modifier.
Gloomblades are proficient in all Simple and Martial Weapons, Light and Medium Armor, and Shields (but not tower shields).
LEVEL ABILITY
1. Armored Casting (light), Fundamentals, Mysteries
2. Bonus Feat
3. Channel Mystery, Umbral Sight (lowlight vision)
4. Sustaining Shadow (eat 1 meal/week)
5. Quick Cast 1/day
6. Bonus Fundamental, Armored Casting (medium)
7. Umbral Sight (darkvision 60 feet)
8. Sustaining Shadow (sleep 1 hour/night)
9. Dark Power +2
10. Quick Cast 2/day
11. Umbral Sight (see in magical darkness)
12. Bonus Fundamental, Sustaining Shadow (50% fortification)
13. Channel Mysteries (full attack), Dark Power +4
14. Hide in Plain Sight
15. Quick Cast 3/day, Umbral Sight (blindsense 30 feet)
16. Sustaining Shadow (immune to poison and disease)
17. Dark Power +6
18. Bonus Fundamental
19. Umbral Sight (blindsight 60 feet)
20. Penetrating Critical, Quick Cast 4/day, Sustaining Shadow (no need to breath, eat, drink, or sleep)
Armored Casting (Ex). Gloomblades can cast the mysteries they know as spells while wearing light armor with no chance of arcane spell failure. At 6th level, they can cast mysteries they cast as spells in Medium Armor or when using a Heavy Shield with no chance of arcane spell failure.
Fundamentals (Su). At 1st level, Gloomblades learn 3 fundamentals, minor supernatural abilities they can use at will. At 6th level, and every 6 levels beyond 6th, they learn one additional fundamental.
Mysteries (Spell, Sp, or Su). Mysteries are magical effects similar to spells that the Gloomblade can cast. As the Gloomblade grows in power, he learns to cast more mysteries and more powerful mysteries. A Gloomblade can cast each mystery he knows a number of times per day equal to his Intelligence Bonus. learn. The Save DC is 10 + the mystery level + the Gloomblade's Intelligence modifier. At 1st level, the Gloomblade learns 1 first level mystery. At 2nd level, and every level thereafter, the Gloomblade learns one additional mystery. At 5th level, he can begin learning 2nd level mysteries. At 9th level, he can begin learning 3rd level mysteries. At 13th level, he can begin learning 4th level mysteries. At 17th level, he can begin learning 5th level mysteries. A Gloomblade can choose to learn a fundamental in place of a mystery if he so chooses.
Whenever a Gloomblade gains the ability to cast a higher level mystery, he also improves the lower level mysteries he knows. Lower level mysteries that he used to cast a spells he can now use as spell-like abilities. Lower level mysteries he used to cast as spell-like abilities he can now cast as supernatural abilities.
A Gloomblade must have an Intelligence score of 10 + the level of the mystery he wishes to learn. The Save DC is 10 + the mystery level + the Gloomblade's Intellegence modifier if the mystery is cast as a spell or spell-like ability. If the mystery is cast as a supernatural ability, the Save DC is 10 + 1/2 the Gloomblade's class level + his Intelligence modifier.
Bonus Feat. At 2nd level, the Gloomblade can choose a bonus feat from the following list. He must meet all the requirements of the selected feat.
Alertness, Arcane Strike, Blindfight, Combat Casting, Greater Spell Penetration, Magical Aptitude, Skill Focus, Spell Penetration, Stealthy, or any feat from pages 136-138 of the Tome of Magic.
Channel Mystery (Su). Beginning at 3rd level, the Gloomblade can use a standard action to cast any touch or ranged touch mystery he knows and deliver it through his weapon with a melee attack. Casting a mystery in this manner does not provoke attacks of opportunity. The mystery must have a casting time of 1 standard action or less. If the attack is successful, the attack deals damage normally, then the effect of the mystery is resolved.
At 13th level, the Gloomblade can cast any touch or ranged touch mystery he knows as part of a full attack action and mystery affects each target he hits melee that round. Doing so discharges the mystery at the end of the round, in the case of a mystery that would otherwise last more than 1 round.
Umbral Sight (Su). Beginning at 3rd level, the Gloomblade gains low-light vision (or superior low-light vision if he already has low-light vision). At 7th level, he gains darkvision with a range of 60 feet (or an additional 30 feet if he already has darkvision). At 11th level, the Gloomblade gains the ability to see perfectly in complete darkness, even magical darkness, out to 60 feet. At 15th level, he gains blindsense with a range of 30 feet. At 19th level, he gains blindsight with a range of 60 feet.
Sustaining Shadow (Ex). Beginning at 4th level, the Gloomblade imbues his body with shadow-stuff. He only needs to eat one meal a week. Beginning at 8th level, he only needs to sleep 1 hour per night. At 12th level, the Gloomblade has a 50% chance to ignore the extra damage from a critical hit, skirmish, sneak attack, or sudden strike damage. Beginning at 16th level, the Gloomblade is immune to all poisons and diseases. At 20th level, the Gloomblade does not need to breathe, eat, drink, or sleep.
Quick Cast (Su). Beginning at 5th level, the Gloomblade can cast 1 mystery per day as a swift action, as long as the normal casting time of the mystery is 1 standard action or less. At levels 10, 15, and 20, the Gloomblade gains additional uses of Quick Cast.
Dark Power (Ex). Beginning at 9th level, the Gloomblade can more easily overcome the Spell Resistance of any opponent he wounds in melee combat. If the Gloomblade injures an opponent in melee combat, for the rest of the encounter he gains a +2 bonus on Caster Level Checks to overcome the opponent's Spell Resistance. This increases to +4 at 13th level and +6 at 17th level.
Hide in Plain Sight (Ex). Beginning at 14th level, the Gloomblade can use the Stealth skill to hide, even while being observed (except in natural daylight, the area of a daylight spell, or a similar effect).
Penetrating Critical (Ex). Beginning at 20th level, if the Gloomblade scores a critical hit on an opponent while channeling a mystery, he automatically overcomes the opponent's Spell Resistance (if any). The Gloomblade also adds half his class level to save DC, if any, of the channeled mystery.
Fundamentals:
Arrow of Dusk (deal 2d4 non-lethal/x3)
Black Candle (use darkness/light)
Caul of Shadow (gain +1 deflection bonus to AC, +1 per 6 levels)
Mystic Reflections (detect magic)
Shadow Hood (subject takes -1 penalty to attack rolls and Dex checks)
Sight Obscured (+5 on Sleight of Hand and Stealth checks)
Umbral Hand (stronger mage hand)
Widened Eyes (gain low-light vision)
Mysteries:
First Level:
Carpet of Shadow (create difficult terrain)
Fall of Night (blur + feather fall for 1 rd/level, cast as immediate action)
Grim Mask (Cause Fear + Disguise Self)
Life Fades (1d6 non-lethal damage per level + fatigued)
Mesmerizing Shade (daze subject 1 round or -1 to attacks, checks, saves)
Piercing Sight (gain darkvision and see invisiblity)
Shadow Skin (gain DR for 1 round as immediate action)
Shadowy Stride (Sanctuary + Pass without Trace)
Steel Shadows (+3 armor and +3 shield bonus)
Second Level:
Chilling Caul (opponent takes 1d6 cold damage and suffers 20% miss chance for 1 round/level)
Dancing Shadows (you grant subjects concealment)
Flesh Fails (opponent suffers 4 Str dmg, 4 Dex dmg, or 2 Con dmg)
Flicker (short distance teleports as immediate actions)
Sharp Shadows (foes striking you take piercing damage)
Swift Shadow Step (gain +10 speed per level and 50% chance for 1 round as swift action)
Tangled Shadows (opponent takes half the damage you suffer for 1 round per level)
Umbral Touch (deal damage and slow opponents with a touch)
Wraithstrike (melee attacks resolved as touch attacks for 1 round as swift action)
Third Level:
Aura of Shade (gain cold resistance and cause cold damage)
Bolster (gain 5 temporary hit points per level)
Crows Cloak (Fly and gain blinding touch attack for 1 minute/level)
Curtain of Shadow (blocks line of sight and causes cold damage)
Darken Magic (Dispel Magic by touch and deal 2 hps/dispelled spell level)
Shadow Investiture (gain cold resistance 15, evasion, see in darkness)
Shadow Vision (opponent is penalized on most actions and has 50% miss chance)
Step Into Shadows (Dimension Door)
Vampiric Touch (steal opponent's health)
Fourth Level:
Chilling Tentacles (black tentacles grapple and area causes cold damage)
Devour Magic (dispel magic by touch and gain 5 hit points per spell level dispelled)
Greater Chilling Caul (opponent takes 2d6 cold damage and is blinded for 1 round per level)
Greater Life Fades (deal 1d6 non-lethal dmg/level plus exhaustion)
Prison of Night (entrap subject in shadowy prison that deals Con dmg on failed escape attempt)
Unveil (remove negative conditions)
Voyage into Shadow (shadow walk)
Wraithfist (deal 1 temporary negative level per round as melee touch attack)
Fifth Level:
Consume Essence (slay creature and instantly animate it as dark creature under your control)
Dark Discorporation (transform into shadowy, flying swarm)
Greater Flesh Fails (many suffer Str 6, Dex 6, or Con 4 damage)
Shadow Time (act freely for 1d4+4 rounds)
Tomb of Night (entrap subject in shadowy prision that deals negative level on failed escape attempt)
Umbral Body (become incorporeal)
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Trueblade
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10
Class Skills: Craft, Diplomacy, Knowledge (all), Linguistics, Perform-oratory, Profession, Sense Motive, Truespeak, Use Magic Device.
Skill Ranks per Level: 2 + Int modifier
Trueblades are proficient in all Simple and Martial Weapons. They are proficient with Light and Medium armor and all Shields (except tower shields).
Truespeaking (Sp). Trueblades must make a Truespeak skill check with a DC of 20 + the target's CR + the target's Charisma modifier. The Save DC (if any) of any Trueblade effect is 10 + 1/2 his Trueblade level + his Charisma modifier.
LEVEL ABILITY
1. Known Personal Truename, Whispers.
2. Truename Focus, True Strike 1/day
3. Word of War
4. Word of the Reforged Blade
5. Fast Talk 1/day, True Strike 2/day
6. Word of War
7. Bonus Whisper
8. True Strike 3/day
9. Word of War
10. Fast Talk 2/day
11. True Strike 4/day
12. Word of War
13. Bonus Whisper
14. True Strike 5/day
15. Fast Talk 3/day, Word of War
16. Swift Whispers
17. True Strike 6/day
18. Word of War
19. Bonus Whisper
20. Fast Talk 4/day, True Strike 7/day
Known Personal Truename (Ex). The Trueblade knows his own personal truename.
Whispers (Sp). Whispers are 0 level utterances. The DC to speak a whisper is 10, +2 for each additional time per day the whisper is spoken. The Trueblade learns 3 Whispers at 1st level, and 1 additional whisper at levels 7, 13, and 19.
Truename Focus (Ex). The Trueblade adds 1/2 his class level on Truespeak checks to use utterances to influence himself or a weapon that is under the influence of his Word of the Reforged Blade ability (see below).
True Strike (Sp). Beginning at 2nd level, the Trueblade can use True Strike once per day as a spell-like effect. He gains 1 additional use of this ability at levels 5, 8, 11, 14, 17, and 20.
Word of War (Sp). Beginning at 3rd level, and every 3 levels thereafter, the Trueblade chooses one of the following combat manuvers or actions: Bullrush, Disarm, Grapple, Overrun, Sunder, Trip, or Feint in Combat. When using one of the chosen manuvers, he adds the result of his Truespeak check to his CMB or CMD.
Word of the Reforged Blade (Sp). At 4th level, the Trueblade can make a DC 20 Truespeak check and grant a weapon that he is wielding a +1 enhancement bonus for 1 hour per level. At 8th level, and every 4 levels thereafter, he can increase the enhancement bonus by an additional +1, but the Truespeak DC increases by 5 for each additional plus. Alternatively, the Trueblade can add one or more special abilities to the weapon as long as the cost of the special abilities in "pluses" does not exceed +1 per 4 class levels. The weapon targeted by the Word of the Reforged Blade must be at least +1 before it can be enhanced with any special abilities.
Fast Talk (Su). Beginning at 5th level, once per day the Trueblade can speak an utterance as a swift action without using the Quicken Utterance feat and/or increasing the Truespeak DC. He gains additional daily uses of this ability at levels 10, 15, and 20.
Utterances (Sp). Begining at 1st level, the Trueblade learns one 1st level utterance from the Lexicon of the Evolved Mind. He learns one additional utterance from the Lexicon of the Evolved Mind at levels 2, 3, 5, 6, 8, 9, 10, 12, 13, 14, 15, 16, 17, 19, and 20. He can learn 2nd level utterances beginning at level 5, 3rd at level 8, 4th at level 12, 5th at level 15, and 6th at level 19.
Beginning at level 4, he also begins learning utterances from the Lexicon of the Crafted Tool. He learns 1 at level 4 and 1 additional one at levels 5, 6, 8, 9, 11, 12, 13, 15, 16, 18, 19, and 20, learning higher level utterances at levels 8, 11, 15, and 18.
Beginning at level 8, he also begins learning utterances from the Lexicon of the Perfected Map. he learns 1 at level 8, and 1 additional one at levels 9, 10, 12, 13, 15, 16, 17, 19, and 20, learning higher level utterances at levels 12, 15, and 19.
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Fangblade
Fangblades are mystical assassins that can magically coat their weapons with poison.
BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d8
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge local, Knowledge nature, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.
Skill Ranks per Level: 6 + Int modifier.
Fangblades are proficient with all Simple Weapons, plus the hand crossbow, rapier, sap, scimitar, shortbow, and shortsword. Fangblades are proficient in Light Armor, but not shields.
LEVEL ABILITY
1. Create Poison (1), Poison Pool, Poison Use, Sneak Attack +1d6, Trapfinding, Venomous Sting (First Level).
2. Poison Power
3. Create Poison (1d2)
4. Poison Power
5. Sneak Attack +2d6, Venomous Sting (Second Level)
6. Poison Power
7. Create Poison (1d3)
8. Poison Power
9. Sneak Attack +3d6, Venomous Sting (Third Level)
10. Advanced Poison Powers, Poison Power
11. Create Poison (1d4)
12. Poison Power
13. Sneak Attack +4d6, Venomous Sting (Fourth Level)
14. Poison Power
15. Create Poison (1d6)
16. Poison Power
17. Sneak Attack +5d6, Venomous Sting (Fifth Level)
18. Poison Power
19. Create Poison (1d8)
20. Poison Power, Overwhelming Virulance.
Create Poison (Su). As a swift action, the fangblade spends 1 point from his Poison Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the fangblade successfully strikes a target with the envenomed weapon. When the fangblade creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1 point of ability damage. This increases to 1d2 at 3rd level, 1d3 at 7th, 1d4 at 11th, 1d6 at 15th, and 1d8 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the fangblade's class level + the fangblade's Constitution modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the fangblade's Constitution bonus (minimum 1 round) or until it makes a successful Fortitude save.
Poison Pool (Su). At 1st level, the fangblade has a Poison Pool with a number of points in it equal to 4 + his Constitution bonus (if any). At 2nd level, and every level thereafter, the fangblade adds 2 to his Poison Pool.
Poison Use (Ex). The fangblade never risks poisoning himself when he poisons his weapon.
Sneak Attack (Ex). As the rogue ability of the same name.
Trapfinding (Ex). As the rogue ability of the same name.
Venomous Sting (Su). Whenever the fangblade uses his Create Poison ability, he can also add a carrier effect to the poison. The fangblade learns 2 Venomous Stings at 1st level and 1 additional venomous sting each class level thereafter. At 1st level, the fangblade can only choose First Level Venomous Stings; at 5th level, he can learn Second Level Venomous Stings; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Venomous Sting adds a condition or effect to the poison created by the fangblade; if the target fails the save for the poison, he also suffers from the condition or effect of the venomous sting.
First Level
1. Bleed (lose a number of hit points each round equal to the number of sneak attack dice the fangblade has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.
Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)
Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.
Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per fangblade level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per fangblade level.
Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.
Poison Power (Ex, Sp, or Su) At 2nd level and every 2 levels thereafter, the fangblade learns a poison power from the following list. After 10th level, he can also choose Poison Powers from the list of Advanced Poison Powers.
Draining Toxicity (Su). By spending 1 additional Poison Point, the fangblade increases the toxicity of his Create Poison ability. For 1 round, the fangblade's Create Poison ability causes ability drain instead of ability damage.
Extend Duration (Su). By spending 1 additional Poison Point, the fangblade can double the duration of his Create Poison ability.
Increase Cure (Su). By spending 1 additional Poison Point, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.
Poison Resistance (Ex). By spending 1 Poison Point as an immediate action, the fangblade reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by 1. This Poison Power can be taken multiple times. Each time it is selected, the amount of ability damage or drain is reduced by an additional 1.
Sneaky Potentcy (Ex). On a successful Sneak Attack, the fangblade increases the Save DC of any poison he uses on the Sneak Attack by the number of Sneak Attack Dice he has.
Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the fangblade's class level.
Advanced Poison Powers:
Double Poison (Ex). The fangblade can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.
Empower Poison (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5
Extra Venomous (Su). When using his Create Poison ability, the fangblade can spend 1 additional Poison Point and add a second Venomous Sting effect to the poison.
Greater Increase Cure (Su). By spending 2 additional Poison Points, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The fangblade must have the Increase Cure Poison Power before selecting this Advanced Poison Power.
Greater Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the fangblade's class level.
Hardy Body (Ex). As an immediate action, the fangblade can spend 1 Poison Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.
Heighten Poison (Ex). When using his Create Poison ability, the fangblade can spend a number of additional Poison Points (up to 1/2 his class level) and add that number to the Save DC of his poison.
Intensify Poison (Su). When using his Create Poison ability, the fangblade can spend 8 additional Poison Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The fangblade must have Empower Poison and Maximize Poison before selecting this Poison Power.
Maximize Poison (Su). When using his Create Poison ability, the fangblade can spend 3 additional Poison Points and cause the maximum amount of ability damage for this dose of poison.
Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.
Poison Immunity (Ex). The fangblade is immune to all poisons. He must have the Poison Resistance Poison Power before selecting this Advanced Poison Power.
Overwhelming Virulance (Ex). At 20th level, on a successful Sneak Attack, the fangblade can spend 1 Poison Point to increase the Save DC of any poison he uses on the Sneak Attack by an amount equal to the extra damage caused by the Sneak Attack.
| stonechild |
Here's my attempt. Constructive criticism welcomed and encouraged.
Warlock
BAB: Full
Good Saves: Fort and Will
Hit Dice: d10
Class Skills
The warlock's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 +Int modifier
Class Features
All of the following are class features of the warlock
Weapon and Armor Proficiency: Warlocks are proficient with all simple and martial weapons, and with light armor and shields but not with tower shields.
Because the somatic components required for Warlock spells are simple, a Warlock can cast Warlock spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (and most do). A multi-class Warlock still incurs the normal arcane spell failure chance for arcane spells derived from the other classes.
Bloodline: Each warlock has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a warlock might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the warlock gains levels. A warlock must pick one bloodline upon taking her first level of warlock. Once made, this choice cannot be changed. Warlock bloodlines are the same as sorcerer bloodlines with the exception that bonus spells only can go up to 3rd level.
At 8th, 11th and 14th level, a warlock learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 2: Warlock Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 5th level, and every five levels thereafter, a warlock receives one bonus feat, chosen from a list specific to each bloodline. The warlock must meet the prerequisites for these bonus feats.
Hex (Su): Once per day, as a standard action, a warlock can unleash a hex upon a foe. The target must be visible to the warlock and within 60 feet. The target of a warlock's hex takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 15 + 1/2 warlock's class level + Warlock's Cha modifier) negates the effect.
Every four levels after first (5, 9, 13, 17) a warlock gains the ability to use his hex one additional time per day. Multiple warlock curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same warlock's hex for 24 hours.
Any effect that removes or dispels a curse eliminates the effect of a warlock's curse.
Cantrips: At 2nd level a warlock learns a number of cantrips, or 0-level spells, as noted on Table 2: Warlock Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. A warlocks caster level is equal to one half his warlock level.
Arcane Resistance (Su): At 2nd level, a warlock gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.
Stalwart (Ex): At 3rd level and higher, a warlock can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping warlock does not gain the benefit of stalwart.
Arcane Bond (Ex or Sp): At 4th level, warlocks form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the warlock's skills and senses and can aid him in magic, while a bonded object is an item a warlock can use to cast additional spells or to serve as a magical item. Once a warlock makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Warlocks who select a bonded object must choose an item already in their possession. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a warlock attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the warlock has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the warlock, including casting time, duration, and other effects dependent on the warlock's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the warlock's opposition schools (see arcane school).
A warlock can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a warlock with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the warlock who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the warlock prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per warlock level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A warlock can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Spells: Beginning at 4th level, a Warlock gains the ability to cast a small number of arcane spells which are drawn from the Warlock spell list. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, a Warlock must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a Warlock's spell is 10 + the spell level + the Warlock's charisma modifier. Like other spellcasters, a Warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the below table. In addition, he receives bonus spells per day if he has a high enough Charisma score. When the below table indicates that the Warlock gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level Warlock), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The Warlock's selection of spells is extremely limited. A Warlock begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on the second table. (Unlike spells per day, the number of spells a Warlock knows is not affected by his Charisma score. The numbers on the second table are fixed.)
Battlecaster: Beginning at 6th level a warlock gains a bonus on concentration checks made to cast defensively equal to his warlock level. In addition, when the warlock uses the full attack action to make multiple attacks he may substitute the casting of a spell known that has a casting time of no greater than 1 standard action for one of the attacks. The concentration check to cast defensively is made as part of the action of casting the spell.
Greater Hex (Su): When a warlock attains 4th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the warlock's curse becomes -4 instead of -2.
Baleful Aura (Su): Once per day, a warlock of 12th level or higher can create a baleful aura of misfortune. Any melee or ranged attack made against the warlock while this baleful aura is active has a 20% miss chance (similar to the effect of concealment). In addition an enemy within 30 feet of the must make a fortitude saving throw (DC equals 10 + one half the warlocks level + the warlocks CHA modifier) or gain the staggered condition. Activating the aura is a free action, and the aura lasts for a number of rounds equal to 3 + the warlock's Charisma bonus (if any). At 16th level and higher, a warlock can use his baleful aura twice per day. A 20th-level warlock can activate this aura three times per day.
Dire Curse (Su): When a warlock attains 19th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the warlock's curse becomes -6 instead of -4.
Deadly Aura (Su): Whenever a warlock of 20th level or greater activates her baleful aura all enemies within 30 feet take bleed damage equal to twice the warlock's CHA modifier each round they are within the aura. In addition, the miss chance for melee or ranged attacks increases to 50% and creatures who fail their saving throw gain the nauseated condition instead of the staggered condition.
Table 1: Warlock Spells per Day
Spells per day
Level 1st 2nd 3rd 4th
1
2
3
4 0
5 1
6 1
7 1 0
8 1 1
9 2 1
10 2 1 0
11 2 1 1
12 2 2 1
13 3 2 1 0
14 3 2 1 1
15 3 2 2 1
16 3 3 2 1
17 4 3 2 1
18 4 3 2 2
19 4 3 3 2
20 4 4 3 3
Table 2: Warlock Spells Known
Spells Known
Level 0 1st 2nd 3rd 4th
1 4
2 5
3 5
4 6 2
5 6 2
6 6 3 2
7 6 3 2
8 6 3 3
9 6 4 3 2
10 6 4 3 2
11 6 4 4 3
12 6 4 4 3 2
13 6 5 4 3 2
14 6 5 4 4 3
15 6 5 5 4 3
16 6 5 5 4 3
17 6 6 5 4 4
18 6 6 5 5 4
19 6 6 6 5 4
20 6 6 6 5 5