| raven1272 |
| 1 person marked this as a favorite. |
Included in the following are three alternate classes drawing large inspiration from the works of Malhavoc Press (Monte Cook, Mike Mearls etc...)One of the things I liked about these Malhavoc classes, and something I emphasized in these conversion, is that all the classes have a suite of selectable powers. It gives the classes some versatility and allows players to customize the class to fit them. I was very pleased when many of the Pathfinder classes followed that general theme. Another thing I emphasized in these classes is the fact that these are alternate classes. One can consider them specialized archetypes of the main class. They just have a radically different in-game execution than their main class counterpart. However, I think they are too focused to support a suite of archetypes on their own. The shaman might, but I'm not completely decided on that yet.
- Runeblade - An alternate magus that specializes in enchantment and trap-like runes.The runeblade draws heavy inspiration from Unearthed Arcana's Runethane class.
- Shaman - An alternate druide with heavy elemental and spirit themes. The Shaman is an alternate druid that draws inspiriation from Warcraft, Unearthed Arcana's Greenbond, and Unearthed Arcana's Witch. This one is might have strayed into a homebrew more than a conversion.
- Myrmidon - An alternate fighter with less feats but a pool of aim points that can be spent on special maneuvers in combat. The Myrmidon draws heavy influences from Firey Dragon (formerly Malhavoc) Iron Heroes. Although, the modifications are heavy enough that this might also have strayed into a homebrew.
Enjoy =)
| raven1272 |
Runeblade [alternate magus]
Drawing inspiration from Unerathed Arcana's runethane class and vague inspiriation from Warcraft's deathknight, the Runblade is an alternate magus focused heavily in enchantments and triggered, trap-like, runes. The runeblade can fill a couple of party niches. They can creatre psuedo short term magical items through enchantment runes. They can create traps and triggered explosives with trigger runes. They can also fill the role of a "buffer" through the use of enhancement runes. Runeblades do have access to the magus' spell list, however they do not have the ablity to deliver touch spells. Therefore, their casting preferences are different than the standard magus.
Hit Dice: d8
BAB: Medium
Fort: Poor
Ref: Good
Will: Good
Spells per day: 6th level as a magus. Cast from the magus spell list. Prepared casting.
skills: same as magus
TABLE: RUNEBLADE
Level Special
1st Two Lesser runes, erase rune
2nd Lesser rune
3rd Lesser rune, sense rune 3
4th Lesser rune
5th Lesser rune, invested rune
6th Advanced rune
7th Advanced rune
8th Advanced rune
9th Advanced rune
10th Advanced rune, password
11th Greater rune
12th Greater rune, familiarity with magic
13th Greater rune
14th Greater rune
15th Greater rune
16th Rune of power
17th Rune of power
18th Rune of power
19th Rune of power
20th Ultimate rune
Weapon and Armor Proficiency: Runeblades are proficient with all simple and all simple or martial bladed weapons. Additionally, runeblades are proficient with the hand crossbow and short bow. Runeblades are proficient with light armor, and with shields (except tower).
Runes (Sp): Runes resemble arcane symbols. They are usually meaningless to anyone without the Knowledge (arcana) skill. Runeblades apply a rune by magically drawing a symbol on an object, surface, or creature. It is a full-round action to create a rune, and no rune can be used more than once per hour. A runeblade can have a total value of runes in existence at any given time equal to his level. Lesser runes each have a value of 1, which counts against this total. Advanced runes each have a value of 2, greater runes a value of 3, and runes of power a value of 4.
There are three kinds of rune: touch-trigger runes, applied runes, and enchanted object runes.
- A touch-trigger rune is placed upon an object or a surface, but not a creature. Basically, the rune can cover a surface as small as 1 inch square and as large as 10 feet square; multiple runes can cover a much larger area. The first creature that touches the object or surface bearing the rune triggers the effect immediately. This includes the runeblade himself (see the password ability). For example, putting a rune on the arrow enchants the entire arrow. Touch-trigger runes last until triggered, dispelled, or erased by a runeblade. If circumstances result in a creature triggering more than one touch-trigger rune at once, only the most powerful one takes effect. The others are triggered but have no effect. A runeblade can choose to create a touch-trigger rune as a visible rune or as invisible. If a character (including the runeblade) wishes to trigger a touch-triggered rune intentionally, it requires a standard action to do so. Triggering a touch trigger rune consumes the rune.
- An applied rune requires the runeblade to apply it to activate its effects immediately—usually effects related to the object, surface, or creature it is placed upon. Applied runes last only as long as their effects. They are always visible.
- Enchanted object runes require the runeblade to apply the rune to an object no larger than himself. These imbue the item bearing the rune with a magical ability. Enchanted object runes last for one day per runeblade level. They are visible except where stated otherwise.
Anyone looking upon a visible rune can determine what it does by making a Knowledge (arcana) check. The DC is 15 for lesser runes, 18 for advanced runes, 21 for greater runes, 25 for runes of power, and 30 to identify the ultimate rune and what it does. No more than one rune of a specific type can affect an area, person, or object. Thus, a door cannot receive two runes of blasting. If a spell level requirement is ever needed, treat lesser runes as 2nd-level spells, advanced as 4th-level, greater as 6th, runes of power as 8th, and the ultimate rune as 9th level. Use the runeblade’s class level as his caster level. A runeblade always knows his current rune total, so even if one of his runes is triggered out of his normal perception, he is aware that his potential rune maximum has increased (but he gains no information beyond that).
Lesser Runes: Each time the runeblade gains this ability (at 1st through 5th levels), he learns a new lesser rune from the list below. At 1st level, the runeblade starts with two runes. Each lesser rune he creates counts as one rune toward his total (which is equal to his level). It is a full-round action to create a lesser rune.
- Rune of Affliction: This touch-trigger rune blasts the target for 1d6 points + 1 point per runeblade level of elemental damage (type chosen by the runeblade at creation). A Reflex saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) reduces the damage by half.
- Rune of Armor: This is an enchant object rune. Any armor affected by it gains a +4 armor bonus to Armor Class. This effect lasts for one hour per runeblade level.
- Rune of Enrichment: This enchant object rune grants a +1 luck bonus to a weapon, ammunition, or a
shield. This luck bonus works like an enhancement bonus except that it stacks with other enhancement bonuses. On a single object, a runeblade may place one rune per 4 runeblade levels with a minimum of 1 and a maximum of 5. Enrichment runes from multiple runeblades do no stack. - Rune of Knowledge: This is an applied rune. The runeblade places this rune on an object or creature and learns something about it. It can be used a number of times per day equal to the runeblade’s caster level.
- Rune of Rest: This is an applied rune. Anyone affected by it heals at double the rate he normally would. This effect lasts for 24 hours while the subject rests.
- Rune of Sleep: This touch-trigger rune causes a target that touches it to make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) or fall asleep for 1d4 rounds. The victim must have equal or fewer Hit Dice than the runeblade, otherwise the victim merely becomes dazed for 1d4 rounds. This is an enchantment (compulsion) effect.
- Rune of Warding: This touch-trigger rune has two different powers. If placed upon an object, it is a trap that forces the victim to drop the object and not touch it again for one day per runeblade level, unless the victim succeeds at a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus). If the rune is placed upon a surface, the victim instead refuses to cross over or come within 10 feet of the surface for one day per runeblade level, unless successful in the saving throw. This is an enchantment (compulsion) effect as well as a fear effect.
- Rune of Alliance: This mark of friendship is an applied rune that one can use on creatures. With a single use, the thane can scribe this rune upon a number of willing creatures equal to his level. Anyone who sees the rune instantly knows that these creatures are friends—a useful way to indicate an alliance. One use of this rune is enough to mark your allotment of allies; you do not have to mark them all at the same time.
- Rune of Ill Fortune: This dreaded rune haunts its target with bad luck. Anyone under its effects suffers a –1 luck penalty to attacks, checks, saves, and Armor Class. This penalty lasts for 10 minutes per runeblade level. It can be used as a touch-trigger or applied rune.
- Rune of Iron: This enchanted object rune strengthens and fortifies an object, granting it a +2 bonus to hardness and multiplying its current and maximum hit points by 1.5.
- Rune of the Long Strider: This useful applied rune provides a +2 enhancement bonus to Climb, Jump, and Swim checks. In addition, it grants its recipient a bonus of +5 feet to speed. It lasts for 10 minutes per runeblade level.
- Rune of Wind’s Flight: One can apply this enchanted object rune to a weapon or a missile, such as an arrow. It doubles the weapon’s range increment. Note that it has no effect on a bow or other weapon that launches missiles. The weapon that flies through the air must receive this rune.
Erase Rune (Sp): Runeblades can attempt to erase runes they encounter. They can always erase their own runes without fail. If the rune was created by another runeblade, the character can make a caster power check (DC 10 + creator’s caster level) to erase it. An advanced rune adds +4 to the Difficulty Class, a greater rune adds +6, a rune of power adds +8, and the ultimate rune adds +10. A runeblade must know a rune’s location to erase it. Erasing a rune you created is a standard action; otherwise, it takes a full minute.
Sense Rune (Su): A 3rd-level and higher runeblade can use a caster power check (d20 + caster level + Intelligence modifier) to sense whether an invisible or otherwise hidden rune lies within 10 feet of him. The Difficulty Class for the check is 11 + the creator’s caster level. It takes a standard action to sense a rune. After a round of sensing, the runeblade can tell the direction of the closest unknown rune.
Invested Rune (Su): The 5th-level and higher runeblade can create a rune that doubles the duration, damage, or healing of a rune he already knows. Some runes, such as a rune of communication or rune of knowledge, gain no benefit from being invested. An invested rune counts double toward the runeblade’s total number of runes allowable.
Advanced Runes: Each time the runeblade gains this ability (at 6th through 10th level), he learns a new advanced rune from the list below. Each advanced rune he creates counts as two runes toward his total (which is equal to his level). It is a full-round action to create an advanced rune.
- Hand Rune: This is an enchanted object rune. With this rune the runeblade can summon an object from any distance as a standard action. The object teleports to the runeblade. The object must weigh no more than the runeblade can lift over his head. This is a teleportation effect.
- Rune of Augmentation: This applied rune grants a creature a +2 enhancement bonus on an ability score of the runeblade’s choosing. The bonus lasts for 10 minutes per runeblade level.
- Rune of Blasting: If touched, this touch-trigger rune explodes with elemental force (the runeblade chooses the elemental type when placing the rune), inflicting 1d6 points of damage per two runeblade levels (10d6 maximum) to all within 10 feet. A successful Reflex saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) reduces the damage by half.
- Rune of Charming: This is a touch-trigger rune. Anyone touching it must make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus). If unsuccessful, the target reacts to the runeblade as if his Charisma score had a +10 bonus for one minute per runeblade level. If the runeblade is not within sight of the creature touching it, there is no effect. This is an enchantment (charm) effect.
- Rune of Communication: This is an enchanted object rune. Two or more of these runes must exist to function. Anyone holding an object with this rune can telepathically communicate with anyone else with one of these runes (created by the same runeblade) within one mile.
- Rune of Fear: This is a touch-trigger rune. Anyone touching it must make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) or drop what he is holding and flee for 1 round per runeblade level. He then acts as though affected by a rune of warding for one day per runeblade level. This is an enchantment (compulsion) effect as well as a mind-affecting fear effect.
- Rune of Healing: This is a touch-trigger rune. Anyone touching it is filled with positive energy that heals 1d6 points of damage + 1 point per runeblade level. Undead that touch the rune suffer the same amount as damage. A single creature cannot be healed more than once per day by a rune of healing and no rune can be used more than once an hour.
- Mark of Honor: Runeblades commonly use this applied rune to flag a warrior or spell caster as honorable, trustworthy, and reliable. It grants a +2 enhancement bonus to Diplomacy checks and a +1 enhancement bonus to Armor Class so long as the recipient refuses to strike a defenseless foe, never lies, and shows mercy, honor, courage, and wisdom. A single infraction causes this rune to disappear.
- Rune of Distance Death: This enchanted object rune allows even an unwieldy weapon to fly through the air with ease. It grants a weapon that cannot normally be thrown a 10-foot range increment. Upon a hit, the weapon inflicts its normal damage. Apply the user’s Strength modifier for a one-handed weapon. This rune lasts for 10 minutes per runeblade level. This rune does not give you any special ability to pick up a heavy weapon or object. You can use it only with weapons that you can normally wield in one or two hands.
- Rune of the Ram: The potent rune of the ram creates a concussive force that knocks creatures and objects to the ground. This touch-trigger rune forces anyone who comes into contact with it to make a Fortitude save (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) or suffer 3d6 points of force damage and be knocked prone. Inanimate objects suffer 1d6 points of force damage per the runeblade’s caster level, with a maximum of 20d6 points of damage.
- Rune of Skill: This rune grants a +4 enhancement bonus to a single skill of the runeblade’s choice. An item that receives this rune confers the appropriate bonus to those who use it as part of a check, while a creature bearing the rune gains the bonus to the skill as normal. This bonus lasts one hour per runeblade level. One can use the rune of skill as a touch-trigger, applied, or enchanted object rune.
- Rune of Vengeance: This applied rune holds a terrible curse for anyone who slays or destroys its recipient. An attacker who lands a killing blow or the injury that drops the rune’s bearer to unconsciousness and then death suffers 10d6 points of damage, with no saving throw allowed. In the case of a nonliving target, this rune inflicts 5d6 points of damage. This damage also applies to whoever breaks or destroys an invested object. Once activated, the rune’s power is exhausted and it must be rescribed.
- Seeker Rune: In addition to the time needed to create a seeker rune, the runeblade must scribe it in blood taken from an enemy. One can only apply this enchanted object rune to arrows, bolts, sling stones, and other ammunition. A creature attacked with an item bearing this rune loses any cover bonus to Armor Class and concealment against the attack, though the attacker must be able to target it as normal.
Password (Su): The 10th-level runeblade and beyond develops a special password for his runes. Now, he can touch a touch-trigger rune without triggering it. For example, this allows the runeblade to place runes on weapons and ammunition without trigger the effect himself. However, this does add a verbal component to avoid rune detonation. The runeblade may choose to have a different password for different runes or allow them all to use the same one. He can give the passwords to others.
Greater Runes: Each time the runeblade gains this ability (at 11th through 15th level) he learns a new greater rune from the list below. Each greater rune counts as three runes toward his total (which is equal to his level). It takes one minute to create a greater rune.
- Elemental Rune: This enchanted object rune can be placed on either a weapon or armor. An enruned weapon inflicts an additional 1d6 points of elemental damage (of a type determined by the runeblade when the rune is placed) each time it strikes. Enruned armor (and the wearer) gains 10 points of elemental resistance (of a type the runeblade determines when placing the rune). Multiple elemental runes of the same type do not stack.
- Rune of Confusion: This touch-trigger rune affects not only the person touching it but all within 10 feet of that person. Everyone must make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) or stand dazed, unable to act except to defend themselves, for 1d10 rounds.
- Rune of Dominion: This applied rune is placed upon a living humanoid creature. When finished, the creature must make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) or become dominated (as the spell dominate person) for one hour per runeblade level. This is an enchantment (compulsion) and mind-affecting effect.
- Rune of Durability: This enchanted object rune can be made invisible and adds 10 to the hardness of an object.
- Rune of Resistance: This is an applied rune. The creature or object it is placed upon gains DR 20/+2 for one minute per runeblade level.
- Rune of Spell casting: This applied rune works only on spell casting creatures. After receiving the rune, the creature casts all spells as a caster two levels higher than normal. The effect lasts for 10 minutes per runeblade level.
- Rune of Understanding: This enchanted object rune allows anyone hearing the words of the object’s wielder to understand them as if they were spoken in their native tongue.
- Repelling Rune: This enchanted object rune repels creatures of a specific type of the runeblade’s choice, such as aberrations or oozes. Any creature of the chosen type must make a Will save (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) to approach closer than 60 feet. On a successful save, the creature can move but suffers a –2 penalty to attacks and checks while in this area. Runeblades who choose humanoid or outsider as the type to repel must select a single subtype as well. This rune lasts five minutes per runeblade level.
- Rune of the Feather: An item invested with this enchanted object rune becomes lighter and much easier to handle. A normal object is reduced to one-half its weight, while a weapon counts as one size category smaller than normal. The enruned weapon inflicts its normal damage despite its lower weight; its weight shifts and flows to make it easier to handle while retaining its cutting edge or heavy bludgeon. This rune doesn’t make a nonweapon object any easier to handle. For example, a massive log would still be too unwieldy and awkward to use as a club, while a suit of armor still hinders movement. The armor’s bulk and inflexibility offset its weight, as most suits are designed to distribute their weight evenly just as they are.
- Rune of Radiance: This rune, which one can use as an applied or touch-trigger effect, creates a storm of energy. It generates a halo of energy around the object or person it affects, inflicting 5d6 points of damage in a 5-foot spread (runeblade selects a single type of damage for the rune to inflict). The creature or object bearing this rune, along with anything in its space, takes no damage. This storm continues for 1 round per two runeblade levels. A creature can suffer damage from this rune’s energy field only once per round. A Reflex save (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) halves this damage. If the creature or object bearing the rune of radiance moves once it activates, whether under its own power or someone else’s, the effect immediately ends.
- Rune of Spell Slaying: This touch-trigger rune has a baneful effect on magical spells. Anyone who touches it is affected by dispel magic as cast by the runeblade as a targeted dispel.
Familiarity With Magic (Ex): The 12th-level and higher runeblade gains a +2 competence bonus to all saving throws against spells and spell-like and supernatural abilities (including magic items). Further, he gains a +2 competence bonus to Armor Class against spells made with attack rolls.
Inscribe Rune (Su): A 15th-level or higher runeblade can create a permanent applied or enchant object rune. This requires 100 times the normal amount of time to create the rune. In addition, it calls for 1,000 gp worth of valuable inks or materials for a lesser rune, 4,000 gp worth for an advanced rune, 10,000 gp for a greater rune, 22,000 gp for a rune of power, and 50,000 gp for the ultimate rune. The rune can still be erased, but otherwise it never fades.
Runes of Power: Each time the runeblade gains this ability (at 16th through 19th level), he learns a new rune of power from the list below. Each rune of power counts as four runes toward his total (which is equal to his level). It takes one minute to create a rune of power.
- Rune of Cheating Death: This applied rune, placed upon any living creature, lasts until triggered. When that creature is affected by something (a spell or an attack) that normally would kill it, the rune has a chance of storing the creature’s soul. This effect keeps the body in a coma, rather than dying, allowing it to “come back to life” (with no level loss) when it receives magical healing. The chance of success equals double the runeblade’s caster level on a roll of percentile dice.
- Rune of Devastation: If touched, this touch-trigger rune explodes with elemental force (the runeblade chooses the elemental type when placing the rune), inflicting 1d6 points of damage per runeblade level (20d6 maximum) to all within 20 feet. A successful Reflex saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) reduces the damage by half.
- Rune of Slaying: This touch-trigger rune inflicts 100 points of damage + 5 points per runeblade level on the creature triggering the rune, unless it makes a successful Fortitude saving throw (DC 10 + half runeblade’s level + runeblade’s Intelligence bonus). Even those who make the save suffer 5d6 points of damage.
- Rune of Transformation: This applied rune must be placed upon a willing creature. The creature transforms into a creature found on any elemental body list at or below IV and remains in that form for 1 round per runeblade level.
- Rune of Transport: When completed this applied rune causes the creature or object it is created upon to vanish instantly (and safely), teleporting to a location the runeblade knows (one he has physically visited himself) within 10 miles per runeblade level. Unwilling creatures can make a Will saving throw (DC 10 + half runeblade’s caster level + runeblade’s Intelligence bonus) to resist the teleport. This is a teleportation effect.
- Rune of Body and Mind: This applied rune grants its recipient a +2 enhancement bonus to a single ability score of the runeblade’s choice. A creature can receive more than one of these runes, though obviously using two or more runes for the same ability is a waste, as enhancement bonuses do not stack.
- Rune of Flight: This applied rune confers spectral, spectral or gossamer wings upon its recipient. They grant a flying speed of 30 feet with average maneuverability. The wings require a space at least 10 feet wide to move and function.
- Rune of Martial Prowess: By tapping into the runic knowledge of skill at arms, this rune confers a unique combat ability upon its bearer. As an applied rune, it grants access to one feat of the runeblade’s choice. The bearer must meet the feat’s prerequisites as normal. A creature can receive only one of these runes at a time.
- Rune of Spell Defense: This applied rune creates a defensive shield around its recipient, neutralizing spells cast upon her. She gains spell resistance equal to 10 + runeblade’s caster level.
Ultimate Rune: The ultimate rune, available to characters of 20th level and above, does not count against the runeblade’s total. It takes 10 minutes to create the ultimate rune. This touch-trigger rune, once trigged, can replicate the effects of any spell of 7th level or below, with the same duration, area, range, and so forth. It can so duplicate any rune. The runeblade can have only one ultimate rune in existence at a time. The ultimate rune cannot be invested, but it can be inscribed and given a password.
| raven1272 |
Myrimdon [alternate fighter]
The basic warrior is powerful and predictable to play. Because she is a feat based character, once her feats are chosen the warrior remains relatively static. Her feats may cause many triggers in battle, but the trigger conditions do not change until she gains new feats. The myrmidon is a fighter alternative that appeals to a niche of players. Namely, players that enjoy the front line warrior but want active powers instead of static combat triggers.
The Myrmidon draws inspiriation from Fiery' Dragon's (formerly Malhavoc Press) Iron Heroes. Myrmidons trade some of their feats in order to gain some martial maneuvers. Myrmidons gain a pool of points each day that they may spend on a selection of maneuvers. Myrmidons still have a large selection of feats, but not nearly as many as a fighter. Myrmidon maneuvers can generally be qualified as one of two types. There are maneuvers that grant temporary bonuses to the myrmidon and there are maneuvers that impose temporary penalties on her foes.
Hit Dice: d10
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
skills: same as fighter
TABLE: MYRMIDON
Level Special
1st Bonus Feat
2nd Aim pool, Myrmidon Maneuver
3rd Bonus Feat
4th Myrmidon Maneuver
5th Myrmidon Maneuver
6th Bonus Feat, Myrmidon Maneuver
7th Imposing +1
8th Myrmidon Maneuver
9th Bonus Feat
10th Myrmidon Maneuver
11th Imposing +2
12th Bonus Feat, Myrmidon Maneuver
13th Imposing +3
14th Myrmidon Maneuver
15th Bonus Feat
16th Myrmidon Maneuver
17th Imposing +4
18th Bonus Feat, Myrmidon Maneuver
19th Imposing +5
20th Myrmidon Maneuver, Press the Advantage
Bonus Feats: At 1st level, and at every third level thereafter, a myrmidon gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 6th level, and every six levels thereafter (6th, 12th, and so on), a myrmidon can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the myrmidon loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A myrmidon can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Aim Pool: At second level, myrmidon’s gain a pool of 4 aim points they can spend throughout the day. This pool grows in size as the myrmidon levels. Myrmidon’s receive two aim points per level until they have 40 aim points at level 20. Upon a full night’s rest, the myrmidon regains all the points in his aim pool.
Maneuvers: Myrmidon’s earn a suite of special tricks and maneuvers they have learned on the battlefield. Unless otherwise stated, myrmidon’s cannot activate more than one maneuver in the same round. In addition, myrmidon’s cannot spend more than 4 aim points in a round unless a maneuver specifically grants an exception. The various myrmidon maneuvers are divined by their tier of difficulty. Myrmidons may select a new maneuver of their choice that they qualify for, at levels 2, 4, 5, 6, 8, 10, 12, 14, 16, 18, and 20, for a total of 11 maneuvers. Beginning myrmidon’s may only select 1 point maneuvers. At 5th level, they may choose 2 point maneuvers. At 10th level, they may select three point maneuvers. And finally, at 15th level, myrmidons may select 4 point maneuvers.
Imposing: At 7th level, the myrmidon gains a +1 competence bonus to Bluff and Intimidate checks. This bonus is due to their renowned reputation. This bonus increases by 1 for every four levels thereafter.
1 point maneuvers
- Accurate Strike: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate strike reduces your opponent’s defense bonus due to cover by 2 points for each aim point spent. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.
- Armor Piercing Strike: You take aim at a chink in your opponent’s armor, hoping to overcome his defenses by hitting a poorly defended spot. Your strike ignores 1 point or normal damage reduction for each aim point spent. However, you cannot reduce damage reduction below 0. This bonus lasts for a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
- Armored Trap: You prepare a counterattack against an opponent, timing your strike to coincide with hers. You must spend 1 aim points to use this ability, then ready an action to attack when an enemy hits you with a melee attack. On a hit, you deal bonus damage equal to your Strength modifier in addition to your normal damage (which may include a bonus from your Strength modifier).
- Daunting Strike: You land an attack that nicks a creature’s ear, creases his skull, sticks directly in the center of his coat of arms, or otherwise demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your myrmidon level + the number of aim points spent) or become shaken for a number rounds equal to your Dexterity modifier. You cannot use this ability to impose a condition worse than “shaken” upon a creature. If used in successive rounds, this ability does not stack with itself.
- Disrupting Strike: You strike at an opponent’s hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a –1 penalty to his attacks until the end of his next action for each aim point spent, unless he succeeds in a Fortitude save (DC equal to your attack’s result). This penalty lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
- Distant Arrow: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points per aim point spent.
- Flanked Strike: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if you are within 30 feet of him. For every aim point spent, your attacks for the round causes +1d6 points of damage. Do not multiply this damage on a critical hit. Creatures immune to critical hits are also immune to this ability. This ability lasts for a number of rounds equal to your Dexterity Modifier.
- Furious Strike: You gain a +1 bonus to damage rolls for each point spent. This bonus lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
- Hamstring Strike: To use this ability, ready an action to attack at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your myrmidon level + number of aim points spent on this strike) or move at half his normal speed. This penalty lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
- Insightful Blow: Your keenly focused mind allows you to exploit any weakness in your opponent’s defense, no matter how small. Each aim points you spend grants you a +1 bonus to your attack rolls. This bonus lasts for a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
- Myrmidon Blow: Just as you can focus your mind on a single objective or purpose, you can also focus your physical strength. Each aim points you spend grants you a +2 bonus to your damage roll for one attack. You must choose whether or not to spend these points before making the attack roll. The number of points you can spend on one myrmidon blow cannot exceed four.
- Myrmidon Defense: You focus all your attention on avoiding the blows of your enemy. You may activate this ability as a move action. For every aim points you spend, you gain a +1 active bonus to your AC. This bonus lasts a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
- Quick Recovery: Even when he misses, a myrmidon can turn his misfortune into an advantage. When you miss with an attack, you may spend 1 aim points to gain a +2 bonus to AC against the missed opponent. This bonus lasts until the beginning of your next turn.
- Unerring Arrow: Before you resolve your attack, your opponent must attempt a Reflex save (DC 10 + half your myrmidon level + number of points spent on this attack). If his save fails, he loses his Dexterity to defense against your next shot. This ability does not apply to subsequent shots.
2 point maneuvers
- Combat Magnet: You assume a combat stance devised to draw attacks to you while defending your allies. As a full-round action, spend 2 aim points to enter this stance. For the rest of the duration, should an ally adjacent to you suffer a melee attack, you may immediately spend 1 aim points to force that attack to be resolved against you instead. Each individual attack requires the expenditure of a separate point, and you must spend the points before resolving the attack. This combat stance lasts a number of rounds equal to your Constitution modifier. You cannot make attacks of opportunity while you act as a combat magnet. While this ability is in effect, you may spend aim points as a reaction, but you cannot spend more than 4 aim points in a single round.
- Composure: Your strength of concentration means you can work effectively even under the greatest pressure. Spend 2 aim points and choose a skill. You may take 10 on all checks with this skill, even if threatened or distracted, until the beginning of your next turn.
- Cross Purposes: Myrmidons are used to dealing with multiple attackers. At the beginning of your turn, if you are threatened by two or more enemies, as a swift action, you may spend aim points to lead your opponents to step into each other and get in the way of each other’s blows. You may spend a maximum of 1 point per enemy that threatens you. Each of these enemies suffers a penalty to any attack rolls against you equal to the total number of points you spend. This penalty lasts for a number of rounds equal to your Dexterity. If used in successive rounds on the same creature(s), this ability does not stack with itself.
- Deadly Arrow: Your ranged attacks are particularly damaging. By spending 2 aim points, your next few attacks gain an additional bonus to damage equal to your Dexterity bonus. This is not precision-based damage: it applies in full against creatures which are immune to critical hits, and to all projectiles fired as part of single attack, such as when using Volley Shot. This bonus lasts a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
- Defensive Stance: As a full-round action, you assume a defensive stance and wait for your enemies to expose themselves to your counterattacks. This stance lasts until the myrmidon takes a swift action to end it. Each time an opponent attacks and hits you, you may spend 1 aim points to make an immediate attack of opportunity against her. You cannot make more than one attack of opportunity against a target as normal, but attacks you make in this manner do not count against your normal limit on attacks of opportunity. You gain the benefit of your defensive stance until the start of your next action. You must make your attack of opportunity before your opponent resolves her attack. Per usual, you cannot spend more than 4 points in a round using this ability.
- Devastating Strike: For every two aim points you spend, you add a bonus of +1d10 sneak attack damage to your next attack. You must announce how many points you are spending before you make your attack roll. A devastating strike can be executed even when an opponent is not flanked and has their full Dexterity bonus to AC.
- Eye for Danger: A Myrmidon who can’t tell where the biggest threat is probably won’t live very long. If you spend 2 aim points and take a move action to scan the battlefield, you learn which enemy within 60 feet of your current position has the highest base attack bonus. This assessment includes only those enemies you can see.
- Mobile Attack: If you hit your opponent in an attack, you can use the short distraction to maneuver around her. You may spend 2 aim points as an reaction after hitting a foe to move one square without provoking an attack of opportunity from her. You can use this ability multiple times to edge around an enemy but are limited to spending the usual 4 aim points per round.
- Steady Aim: With careful focus, you ensure that your attacks land with sufficient force. You might not score a devastating hit, but you are too accurate to make a glancing or weak blow. After rolling damage for your weapon, you can choose to spend 2 aim points as a reaction and change the amount rolled to half the maximum damage possible on each die. This benefit does not apply to bonus damage represented as dice, such as with the sneak attack ability. Once activated, this state lasts for a number of rounds equal to your Strength modifier and you may continue to spend 2 points to change die rolls but you are still limited to spending 4 aim tokens per round.
- Storm of Arrows: As a full-round action, you fire a volley of arrows at your target and the area around him. You fire four additional arrows for every 2 aim points spent. You rain shots upon the area where your foe stands and immediately around him, forming a great cloud of darts. Resolve your attack as normal, but compare the attack result against your target’s defense. On a hit, your target suffers normal damage, but any adjacent targets who are hit suffer 1 point of damage per additional arrow fired. An adjacent target cannot suffer damage greater than your Dexterity bonus. You inflict damage for only one shot against your target, regardless of how many arrows you actually put into the air. The storm of arrows represents a great stream of shots falling from the sky.
- Vulnerable Strike: To use this ability, you must spend 2 aim points and ready an attack for when your target suffers damage from any other source. Your target loses his active bonus to defense against your readied attack. In addition, you inflict bonus damage equal to your Dexterity bonus. You may use vulnerable strike only once on a given attack.
3 point maneuvers
- Critical Strike: If you take careful aim against an opponent, you can make a deadly strike to his eyes, throat, or other vulnerable spot. With some luck, you can strike a foe dead in one strike. Using this ability requires an expenditure of 3 aim points. Make a single attack as a full-round action. If your attack succeeds, you automatically cause a critical hit. You cannot use this ability more than once on a given attack.
- Draining Defense: You coax your opponent into wasting her strength on wild, uncontrolled strikes. With each attack, you sap her stamina until she is left vulnerable to your counterattack. You must designate a single foe as the target of this ability and spend 3 aim points as a move action. The target then attempts a Will save (DC 10 + half your level + your Constitution modifier + number of points spent). Failing the save means that, if she attacks you, she automatically takes an amount of nonlethal damage equal to 1d4 per two myrmidon levels. The target cannot suffer this damage more than once per round. She wastes energy on her attacks, or you step into her blows to jar her with a body check or similar harassing attack. The effects of this ability last until the start of your next action.
- Furious Throw: You rear back and throw a weapon that is not normally designed for ranged combat. The raw power allows you to deliver an effective attack at short range. You may throw any one-handed weapon to a range of 20 feet as a normal attack without penalty. You must spend 1 aim points for each attack made in this manner. If you spend 1 additional aim point, you can first pick up a weapon on the ground in your space (though not one on your belt or in a sheath) as a free action. For example, if you hacked down two guards, you could pick up their swords and throw them using this ability and 4 aim points.
- Mighty Blow: Your attacks strike with more force than normal as you learn to establish proper leverage with your weapon. Sometimes an attack that would inflict little damage from a lesser warrior deals a serious injury when you attempt it. After rolling damage, you may spend 3 aim points to reroll all the damage dice used for the attack, including damage represented as bonus dice. Use the higher of the two damage results.
- Myrmidon’s Speed: By spending 2 aim points, you enter a state that makes you as quick and deadly as a tiger. You gain a +2 bonus to Dexterity and a +2 square (10-foot) bonus to movement for a number of rounds equal to 2 + your Constitution modifier. You gain all the benefits of an enhanced Dexterity as normal. You can use this ability once per encounter. You can extend its duration, at any time, by 2 rounds, by spending a single aim point as a free action. There is no limit to the total duration you may extend it to. You can choose to end this state at any time as a free action. Per usual, you may only spend 4 aim points with a given round.
- Overpowering Assault: You bear down upon a single opponent, overwhelming her. You move into your opponent’s square, provoking an attack of opportunity in the process. However, while you occupy this space, you reduce your opponent’s reach by one square (5 feet). If this drops her reach to 0, she can only attack opponents in her square. Attempting to leave the square provokes an attack of opportunity from you. Your reach becomes 0 regardless of its original value. You must spend 3 aim points to activate this ability and use one square (5 feet) of movement to enter your foe’s space. Anyone who makes an attack into this square has an equal chance to hit you or your foe.
- Overwhelming Charge: When using a charge action, you can spend 2 aim points to hurtle into the fray with little concern for your safety or defenses. You literally throw yourself into your opponent. In addition to the standard benefits of a charge, you may make a free trip attack before or after your strike, even if you normally cannot trip a foe with your weapon. If your attempt fails, your foe can try to trip you as normal. Apply the benefits of a charge to this attack.
- Ranged Disarm: You fire an arrow to knock a weapon from an opponent’s hand. Spend 3 aim points and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
- Ranged Trip: As a normal attack, you may spend 3 aim points to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your myrmidon level + number of points spent) or be knocked prone. He gains the benefits of being prone (and the drawbacks, if applicable) against the rest of your attacks on your action.
- Seize Opportunity: If an enemy you threaten performs an action that provokes an attack of opportunity from you, you may spend 3 points as a reaction. You may make an attack of opportunity against this enemy without it counting against your number of allowed attacks of opportunity for the round, nor against the maximum number of attacks of opportunity you may make against that opponent in a round. You may even make the attack if you have no remaining attacks of opportunity available this round. You cannot use this ability if you are flat-footed. You may use this ability only once per round against any given creature. Your ability to make normal attacks of opportunity against that enemy is not affected by using this ability. Myrmidon’s may spend more than 4 aim points per round using this ability.
4 point maneuvers
- Blade Dancer: You may use this ability while under the effects of myrmidon’s speed, above. Each time you drop an opponent to below 0 hit points, you may spend 1 aim point to immediately move one square (5 feet) as part of your attack action. This movement does not count toward your movement allowance for the round, but it provokes an attack of opportunity (or not, if you move one-quarter of your speed or less) as normal. Using this ability, a myrmidon may spend more than 4 aim points per round, so long as the myrmidon’s speed stays in effect and the myrmidon continues to reduce foes to negative hit points.
- Distracting Lure: By making yourself a tempting target, you lure an opponent into attacking you at the expense of defending herself against your allies. You spend 4 aim points as a free action to activate this ability and designate a single foe as its target. When your chosen foe attacks you, you immediately try to force her to make a Will save (DC 10 + half your myrmidon level + your Constitution modifier + number of points spent). Upon a failure, she loses her dexterity bonus to defense against the next attack that targets her. You have made yourself enough of a target that your opponent throws all her energy into hammering home her strikes.
- Flurry of Strikes: While gauging an opponent’s defenses, the myrmidon launches a quick flurry of attacks that lacks accuracy but provides an additional strike. Normally, the opponent could defend against such a move easily, but the myrmidon spots gaps in her defenses. You make an additional attack against your opponent at your highest base attack bonus, though this attack and all others you attempt until your next turn suffer a –4 penalty. This ability, usable once per round, costs 4 aim points. You can launch a flurry of strikes only as part of a standard or full round attack action. You cannot use it with an attack of opportunity. The ability lasts a number of rounds equal to your Strength modifier.
- Iron-Sheathed Counterattack: You lock an opponent’s weapon in your steely grasp, pulling the foe off balance. You can activate this ability once per round as a free action by spending 4 aim points. You can use it when an opponent hits you with a melee weapon. Your enemy provokes an attack of opportunity from you. If you choose to disarm or trip her, she gets no chance to trip or disarm you on a failed attack. By catching your opponent’s weapon in a gauntleted hand, coaxing her into overextending herself and losing her balance, you can make a quick attack as her own strike rebounds from your armor and forces her backward for a moment.
- Relentless Attack: You continue to fight even when your hit points fall below 0. By spending 4 aim points, you can carry on fighting and acting as normal until you die. You lose hit points and make Fortitude saves to stabilize as normal. Once begun, you can continue to peruse a relentless attack each round by spending 1 aim point as a free action. It will extend the effect another round. Additionally, if you begin the round at negative hit points while in this state, you may spend 1 aim point to heal 1d10 + your Constitution modifier’s worth of hits points of damage. When using the later two abilities, a myrmidon may spend more than 4 aim points in a round as long as a relentless attack is still in effect.
- Volley Arrow: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Before making your attack, spend 4 aim points. Roll a single attack against your opponent as normal. For your iterative attacks (the extra attacks you gain from having a high base attack bonus), use the following method to determine whether they hit: Subtract 3 points from the first attack’s result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow’s result, and 3 more (9 total) for the fourth arrow’s result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given attack. Regardless of the number of projectiles you fire or throw, apply precision-based damage, such as sneak attacks, only once. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.
Press the Advantage: A Myrmidon never lets up on an enemy once he has the advantage. Any time you make a successful attack against an enemy and inflict at least 1 point of damage, you may spend 5 points to immediately make an additional attack. The extra attack is with the same weapon and at the same bonus as the attack you just made, and must target the same creature. You can continue to press the advantage as long as you have sufficient points and you continue to hit and deal damage. Unlike other abilities, Myrmidons have no limit to the number of aim points they can spend in a round when pressing the advantage.
| raven1272 |
Shaman [alternate druid class]
Drawing inspiriation from World of Warcraft, Unearthed Arcana's Greenbond, and Unearthed Arcana's Witch class, the shaman is a master of spirits and the elements. The shaman is an alternate druid that focus heavily on elemental and nature spirit themes. Not as powerful a caster and possessing only 6th level spells, the shaman does have acces to a suite of special shaman powers. These powers allow the shaman to do elemental weapon enchants, elemental shields, and elemental shock spells. In particular, the schock spells are swift actions. They are not that powerful in and of themselves, but they can be stacked on top of a full round action or another spell. The shaman, like their druid bretheran, does maintain the ability to shapeshift into an elemental form.
Hit Dice: d8
BAB: Medium
Fort: Poor
Ref: Good
Will: Good
Spells per day: 6th level as a magus. Cast from the druid spell list. Prepared casting.
skills: same as druid
TABLE: SHAMAN
Level Special
1st Nature sense, Spirit summons, Shamanism
2nd Nature’s gift (lesser)
3rd Shamanism
4th Bonus feat
5th Bond with green (lesser)
6th Percipience, Shamanism
7th Elemental Body I
8th Speak with spirits (lesser)
9th Elemental Body II, Shamanism
10th Bonus feat
11th Elemental Body III
12th Nature’s Gift (greater), Shamanism
13th Elemental Body IV
14th Speak with spirits (greater)
15th Bond with green (greater), Shamanism
16th Bonus feat
17th Spirit walk
18th Shamanism
19th Shamanism
20th Elemental spirit (at will)
Weapon and Armor Proficiency: Shamans are proficient with the following weapons: dagger, dart, quarterstaff, shortspear, sling, spear and all simple or martial flails, morningstars, maces, hammers, and axes. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Shamans are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A shaman may also wear wooden armor that has been altered by the ironwood sspell so that it functions as though it were steel. Shamans are proficient with shields (except tower shields) but must use only those crafted from wood.
A shaman who wears prohibited armor or uses a prohibited shield is unable to cast shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Nature Sense (Ex): A shaman can identify plants and animals (their species and special traits) with perfect accuracy. The shaman can determine whether water is safe to drink or dangerous.
Spirit summons: Creatures summoned by a shaman are always elementals or spirits of animals. Animals always appear spectral, translucent, and with a blue nimbus. This has little in-game effect and is purely cosmetic. It does, however, mean that animals summoned by a shaman cannot be used as pack animals or mounts.
Nature’s Gift (Su): Once per day, a 2nd-level or higher shaman can use his connection with the Green to draw on the power of nature and infuse it within himself. He must be touching something solid and natural (the ground, a bit of un-worked stone, a plant, an animal, or a beast) to activate this ability. He gains a divine bonus equal to half his level. The shaman can add this bonus to any d20 roll he makes in the following round. He can impart this gift to an ally he touches during the following round (the ally must use the bonus in that round). He can even divide the bonus among up to five allies that he can reach in the round, each getting a portion of the bonus as the shaman decides. Thus, a 10th-level shaman could grant a +2 bonus to two allies and a +1 bonus to another. Starting at 12th level, the gift’s divine bonus lasts 1 round per four shaman levels (maximum 5 rounds). Thus, an 18th-level shaman could grant a 4-round divine bonus of +9 to one ally (or himself), or +3 to three allies, or +5 to one ally and +1 to four others. Each round, those granted the gift can use the bonus on any one d20 roll of their choosing.
Bonus Feat: Bonus Combat or Metamagic Feat. The shaman must meet all prerequisites to take the feat.
Bond with the Green (Su): At 5th level, in a four-hour ritual that he conducts in private, the shaman gains an intuitive sense of the condition of the land—a literal bond with the Green. This means that if the land is harmed in any way (a forest fire, a famine, a disease) within one mile per shaman level, he becomes aware of it and gains a general understanding of what is happening. If he makes a caster power check (DC 25), he gains more details, such as distance and direction. For example, say a bestial cyclops band is hacking down trees to burn in a huge pyre. A 7th-level shaman four miles away becomes alerted once they chop down about 25 trees. All the shaman knows is that numerous trees are dying rapidly. If he makes his caster power check, he knows that it occurs four miles away and the direction. He still does not know specifically that cyclopses are the culprits. In order for an event to trigger the bond, it must affect an area at least 100 yards across or involving at least 25 creatures or large plants (such as trees). Natural, daily events, such as predators hunting, do not alert the shaman. At 15th level, the shaman undergoes a three-day solitary trek into the wilderness, eating and drinking nothing other than special herbs and water. This experience increases his bond with the Green so that plants surrounding him infuse into his body. From that point on, he is no longer considered a humanoid (or whatever type he is), but a plant. Anything that specifically does not harm plants will not harm the shaman. However, he remains a living, thinking creature, so mind-affecting spells affect him, and he still has a discernable anatomy, so sneak attacks and critical hits affect him. At 20th level, the shaman undertakes a spirit walk, communing with nature spirits for nine days, during which he is simply absent from the world. After this period of communion, he no longer need make Diplomacy checks when speaking with nature spirits—they will always speak with him willingly.
Percipience (Su): Starting at 6th level, shamans can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). The character finds this ability disconcerting at first, because it makes him realize how pervasive spirits are: They are everywhere, all the time—although only rarely do they pay attention to the actions of mortals. Shamans sometimes become alerted to danger when the nature spirits of an area are upset or absent.
Elemental Body: Wild shape (elemental body only), as a druid of equal level.
Speak With Spirits (Su): The 8th-level and higher shaman can speak with the spirit of a tree, a brook, the air, or any other part of nature that he touches. Once per day he can ask a spirit a question with a one-word answer. Generally, only natural things have spirits—wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if a shaman asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100-yard radius, however—a river miles and miles long has many spirits. A spirit has a 75 percent chance, plus 1 percent per level of the shaman, to know the answer to a question about things farther afield, such as, “Is the dragon still over the next hill?” It never knows the answer to a question pertaining to the future or to the thoughts of another: “Can I defeat the dragon in battle?” or “Does the dragon know I’m here?” To convince the spirit to give an answer, the shaman must make a Diplomacy check. A failed check might result in no answer, or it might result in a lie (DM’s discretion). At 14th level, a shaman can ask a question that requires an answer of up to one word per shaman level or a series of yes/no questions—one per shaman level. The check’s Difficulty Class depends on the type of spirit:
- Water spirit DC 10
- Wood spirit DC 15
- Air spirit DC 18
- Animal spirit DC 20
- Stone spirit DC 30
Spirit Walk (Sp): At 17th level, the shaman can make his body into a spirit form for up to one minute per level. Spirit form allows the shaman to become incorporeal for the ability’s duration.
Shamanism: At levels 1, 3, 6, 9, 12, 15, 18, 19 a shaman may choose one of the following shamanism spells. No spell may be selected more than one time.
- Earth Blade: With a swift action, the shaman sheathes a wielded hand weapon in stone. It inflicts 1 point of force damage + 1 per two shaman levels with each strike and last for a number of rounds equal to the shaman’s Wisdom modifier. The stone disappears when out of the shaman’s grasp. A weapon may only have one shaman imbue at a time. A shaman may imbue a weapon with earth blade a numbers of times per day equal to his Wisdom modifier.
- Earth Resistance: The shaman must be at least 10th level to select this. The shaman gains Damage Reduction 1/-. At 15th level, this increases to Damage Reduction 2/-.
- Earth Shock (Sp): Starting at 1st level, you can shoot a stony burst as a swift action, targeting any foe you can see within 30 feet, as a ranged touch attack. The burst deals 1d6 points of force damage + 1 for every two shaman levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Earth Shield: The shaman summons a swirling mote of earth. This mote has 1 point of healing per shaman level. When the shielded target is struck with a melee attack, the shield negates some of the damage. The shield will continue to negate melee damage until it has no more points of healing. For every point of damage negated, reduce the shield’s healing power by one point. The earth shield can be summoned a number of times per day equal to the shaman’s Wisdom bonus but creatures cannot be affected by an earth shield more than once every 24 hours. A shaman with no bonus can use this ability once per week. The shield disappears when the shaman is unconscious. A shaman may only have one elemental shield on himself at a time but this shield may be cast on other people.
- Far Voice: The shaman can send a message in song to anyone known to him within 10 miles per shaman level × his Wisdom bonus. (A shaman with no Wisdom bonus should multiply by 1.) The message can be no more than one word per shaman level in length. Line of sight is not required. The shaman can use this ability a number of times per day equal to his Wisdom bonus (if the shaman has no bonus, he can use this ability once per week). This standard action is psionic, mind-affecting, and language-dependent.
- Fire Blade: With a swift action, the shaman sheathes a wielded hand weapon in fire. It inflicts 1 point of fire damage + 1 per two shaman levels with each strike and last for a number of rounds equal to the shaman’s Wisdom modifier. The fire disappears when out of the shaman’s grasp. A weapon may only have one shaman imbue at a time. A shaman may imbue a weapon with fire blade a numbers of times per day equal to his Wisdom modifier.
- Fire Resistance (Ex): At 3rd level, you gain resist 5 against fire. At 9th level, that energy resistance increases to 10.
- Fire Shield: The shaman summons a swirling mote of fire. Creatures that launch a melee attack at the shaman suffer 1 point of fire damage, per two shaman levels, per round from the shield’s energy. The shield lasts for 1 round per two shaman levels and can be summoned a number of times per day equal to the shaman’s Wisdom bonus. A shaman with no bonus can use this ability once per week. The shield disappears when the shaman is unconscious. A shaman may only have one elemental shield on himself at a time and may not cast a fire shield on other people.
- Fire Shock (Sp): Starting at 1st level, you can shoot a fiery burst as a swift action, targeting any foe you can see within 30 feet as a ranged touch attack. The burst deals 1d6 points of fire damage + 1 for every two shaman levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Frost Blade: With a swift action, the shaman sheathes a wielded hand weapon in ice. It inflicts 1 point of cold damage + 1 per two shaman levels with each strike and last for a number of rounds equal to the shaman’s Wisdom modifier. The ice disappears when out of the shaman’s grasp. A weapon may only have one shaman imbue at a time. A shaman may imbue a weapon with frost blade a numbers of times per day equal to his Wisdom modifier.
- Frost Resistance (Ex): At 3rd level, you gain resist 5 against cold. At 9th level, that energy resistance increases to 10.
- Frost Shield: The shaman summons a swirling mote of frost. Creatures that launch a melee attack at the shaman suffer 1 point of cold damage, per two shaman levels, per round from the shield’s energy. The shield lasts for 1 round per two shaman level and can be summoned a number of times per day equal to the shaman’s Wisdom bonus. A shaman with no bonus can use this ability once per week. The shield disappears when the shaman is unconscious. A shaman may only have one elemental shield on himself at a time and may not cast frost shield on other people.
- Frost Shock (Sp): Starting at 1st level, you can shoot an icy burst as a swift action, targeting any foe you can see within 30 feet as a ranged touch attack. The burst deals 1d6 points of cold damage + 1 for every two shaman levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Lightning Blade: With a swift action, the shaman sheathes a wielded hand weapon in electricity. It inflicts 1 point of lightning damage + 1 per two shaman levels with each strike and last for a number of rounds equal to the shaman’s Wisdom modifier. The electricity disappears when out of the shaman’s grasp. A weapon may only have one shaman imbue at a time. A shaman may imbue a weapon with lightning blade a numbers of times per day equal to his Wisdom modifier.
- Lightning Resistance (Ex): At 3rd level, you gain resist 5 against lightning. At 9th level, that energy resistance increases to 10.
- Lightning Shield: The shaman summons a swirling mote of electricity. Creatures that launch a melee attack at the shaman suffer 1 point of lightning damage, per two shaman levels, per round from the shield’s energy. The shield lasts for 1 round per two shaman level and can be summoned a number of times per day equal to the shaman’s Wisdom bonus. (A shaman with no bonus can use this ability once per week.) The shield disappears when the shaman is unconscious. A shaman may only have one elemental shield on himself at a time and may not cast lightning shield on other people.
- Lightning Shock (Sp): Starting at 1st level, you can shoot an electrical burst as a swift action, targeting any foe you can see within 30 feet as a ranged touch attack. The burst deals 1d6 points of lightning damage + 1 for every two shaman levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Life Blade: With a swift action, the shaman sheathes a wielded hand weapon in positive healing energy. While active, when casting healing spells, the shaman may re-roll all 1’s, 2’s, and 3’s but must keep the second roll. The life blade imbue last for a number of rounds equal to the shaman’s Wisdom modifier. The positive energy disappears when out of the shaman’s grasp. A weapon may only have one shaman imbue at a time. A shaman may imbue a weapon with life blade a numbers of times per day equal to his Wisdom modifier.
- Life Shock (Sp): Starting at 1st level, you can shoot a healing burst as a swift action, targeting any ally you can see within 30 feet. The burst heals 1d6 points of lightning damage + 1 for every two shaman levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Wind speech: The shaman conjures a whispering breeze that translates the words one creature is saying to all within 25 feet. The subject of this ability can be the shaman. The breeze lasts for 1 round per shaman level. The subject can make a Will saving throw (DC 10 + half the shaman’s level + the shaman’s Wisdom modifier) to negate the effect. The shaman can use wind speech a number of times per day equal to twice his Wisdom bonus; shaman with no bonus can use this ability once per week. This is a standard action.
Elemental Spirit: Wild shape (elemental body IV) at will as per a druid of equal level.
| raven1272 |
Wait... your runeblade gets all the runes the original one did, PLUS 2/3 spellcasting progression (which the original didn't get)?
Yes
But, the original rune thane was a 2/3 caster to begin with [see UA p.50].
If anything, their spell list is bit more restricted since it is on the magus list now instead of all spells possible and they can only access 6th level spells, not 7th.
What it really boils down to is the comparison of runes vs the magus' feats + arcana + virtual feats (like armored casting) + a minor difference in weapons and armor.
| Kirth Gersen |
1. But, the original rune thane was a 2/3 caster to begin with [see UA p.50].
2. What it really boils down to is the comparison of runes vs the magus' feats + arcana + virtual feats (like armored casting) + a minor difference in weapons and armor.
1. Right, what threw me was that the runethane =/= runeblade. Nearly identical idea, with different executions. But as I agree with you on Point (2), this distinction is moot. I have nothing against merging the two, in principle.
2. I don't think that what you have is necessarily overpowered (certainly it wouldn't be in my home game), but it might outshine the Magus quite a bit in a normal game -- I guess playtesting will tell. But overall, I agree completely that 3/4 BAB + spells + runes can be matched to 3/4 BAB + spells + SAs and be made to come out even.
| raven1272 |
Thank you for sharing. I wonder if you would try your hand at ritual warrior and akashic?
.
Adventurer [Alternate Rogue]
Based on Arcana Unearthed’s Akashic, the adventurers possess an almost supernatural amount of luck and skill. The original akashic had a theme that was both wonderful and problematic. They possessed a hive like mind or memories. Each akashic passed all their knowledge into a great pool that every other akashic could draw from. The problem is, that a world like Golarion has no precedence for that kind of power. Indeed, it might be problematic if the king's advisor has the memories of a thousand years. But the ability to just do things “on the fly” and for only a short time is great mechanically. That is the theme the adventurer accentuates. First and foremost, the adventurer is a skill expert. They possess the skill levels of rogues plus several ways to get hefty skill bonuses. They also possess the ability to pick an eclectic selection of abilities in the form of minor feats, spellcasting and sneak attack. They lack the raw power a rogue brings to the table, but they make up for it with versatility. I can see the adventurer being used as an alternate rogue and an alternate to multiclassing. In a party, adventurers are likely to be the character that tips the scales into the parties favor.
Hit Dice: d8
Fort: Poor
Ref: Good
Will: Poor
Spell casting: Special (see below). Arcane spell failure applies.
Skills per level: same as rogue
Class skills: All skills are class skills for adventurers
Weapons: As rogue
Armor: As rogue
1st - Wing it (skill), Expert Knowledge
2nd - Expert Knowledge
3rd - Minor Adventurer Ability
4th - Expert Knowledge, Minor Adventurer Ability
5th - Minor Adventurer Ability
6th - Expert Knowledge, Minor Adventurer Ability
7th - Minor Adventurer Ability
8th - Expert Knowledge, Lesser Adventurer Ability
9th - Greater Wing it (skill)
10th - Expert Knowledge, Lesser Adventurer Ability
11th - Lesser Adventurer Ability
12th - Expert Knowledge, Wing It (Feat):
13th - Lesser Adventurer Ability
14th - Expert Knowledge, Lesser Adventurer Ability
15th - Greater Adventurer Ability
16th - Expert Knowledge, Greater Adventurer Ability
17th - Masterful Wing it (skill)
18th - Expert Knowledge, Greater Adventurer Ability
19th - Greater Adventurer Ability
20th - Expert Knowledge, Wing It (Spell)
Wing It (Skill): Through intuition and experience, adventurers are canny at figuring things out on the fly. Adventurers can gain insight into a needed skill—even one in which the character has no ranks and cannot use untrained (but not a language). After a full round of concentration, the adventurer gains a +2 bonus to a single skill check attempt made the next round. The adventurer can use wing it once per day per two adventurer levels (once per day at 1st through 3rd levels, twice per day at 4th and 5th levels, three times per day at 6th and 7th levels, and so on). At 9th level, this bonus becomes +4. At 17th level, it is +6.
Expert Knowledge: Adventurers gain 1 bonus skill rank that they must spend on a knowledge skill of their choice. An adventurer may not use this bonus point on a given knowledge skill if it has ranks equal to or
greater than his adventurer class level.
Minor Adventurer Ability: At 3rd, 4th, 5th, 6th, and 7th level, the adventurer can choose one of the following abilities. No minor ability may be selected more than once.
- A Bit of Magic: An adventurer must have a 12 Intelligence score to select this ability. The adventurer picks up a bit of knowledge of arcane magic. He gains a spell book with 0-level spells (x2), 1st-level spells (x2), and 2nd-level spells (x2). He also gains a caster level equal to his adventurer level. To learn, prepare, or cast a spell, the adventurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a adventurer's spell is 10 + the spell level + the adventurer’s Intelligence modifier. The adventurer may prepare one spell per day,
per spell levels 0, 1, and 2. Unlike normal casters, an adventurer does not have unlimited cantrips. An adventurer may write new spells into their spell book as a wizard does. Finally, and adventurer automatically learns 1 new 1st or 2nd level wizard spell every two levels after gaining this ability. - Bonus Feat (Ex): The adventurer gains an additional general, combat, or item creation feat of his choosing. However, one must still meet all bonus feat prerequisites, including ability score and base attack bonus minimums and prerequisite feats.
- Creature Loresight (Sp): An adventurer can use creature loresight a number of times per day equal to his Intelligence bonus as a spell-like ability. If he does not have an Intelligence bonus, he can use this ability once per week. Creature Loresight is a standard action that requires the adventurer to touch a creature or corpse. Go through the following list, in order. You gain knowledge of the first thing you do not know already.
1.Creature’s race or type
2.Creature’s name (if none, then skip)
3.Creature’s class (if none, then skip)
4.How the creature died (if not applicable, skip)
5.Creature’s most recent, basic goal (obtain food, carry out the orders of its superior, get some sleep, etc.)
6.Creature’s attitude toward you
7.Creature that this creature interacted with most recently (other than you)
8.Creature’s most valuable possession, if any
9.Location of the creature’s home or lair, if any
10.Creature’s current thoughts - That Is How You Use It: Once per day, as swift action, your great intuition grants you a +5 insight bonus to a d20 roll to use or attack with an item. For example, an adventurer may get inspiration on how to use a lock pick better or how to hold a battle axe to get a more likely blow. This reaction is instinctive and the adventurer has no memory of how exactly they accomplished such precision. They cannot reproduce the effect at will, nor can they explain exactly how they did it.
- Minor Battle Memory (Su): The adventurer can concentrate for 1 round to recall what other combatants have done in battles they have seen. Afterward, for 1 round per class level, he gains a +3 competence bonus to attack and damage rolls, as well as a +3 dodge bonus to Armor Class. An adventurer can use minor battle memory once per day.
- Object Loresight (Sp): An adventurer can use object loresight a number of times per day equal to his Intelligence bonus as a spell-like ability. If he does not have an Intelligence bonus, he can use this ability once per week. Object Loresight is a standard action that requires the adventurer to touch an object. Go through the following list, in order. You gain knowledge of the first thing you do not know
already.1.Age of object
2.Name of last creature to touch the
1.object, if any (other than you)
2.Race of last creature to touch the
3.object, if any (other than you)
4.Name of the object’s creator (a natural object, like a rock, was created by nature)
5.Race of the object’s creator, if any
6.Object’s purpose
7.Material(s) that makes up the object
8.Location of the object’s creation
9.Name of the most recent owner of the object, if any
10.Magical ability of the object, if any (random if more than one) - Skill Focus (Ex): The adventurer focuses on one particular skill and gains a permanent, inherent +4 bonus in that skill. Note that inherent bonuses do not stack with each other.
- Sneak Attack (Ex): Using their memory to remember the vital spots of other creatures, an adventurer can make devastating attacks. Any time the adventurer’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the adventurer flanks the target, the adventurer’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The adventurer can make sneak
attacks with ranged weapons, but only up to a range of 30 feet. - Comprehend Languages (Sp): An adventurer can use this as a spell-like ability once per day.
Lesser Adventurer Ability: At 8th, 10th, 11th, 13th, and 14th level, the adventurer can choose one of the following abilities. No lesser ability may be selected more than once.
- A Bit More of Magic: An adventurer must have a 14 Intelligence score to select this ability. The adventurer picks up a bit of knowledge of arcane magic. He gains a spell book, or adds to his spell book, 3rd-level spells (x2) and 4th-level spells (x2). If he does not have one already, he also gains a caster level equal to his adventurer level. To learn, prepare, or cast a spell, the adventurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a adventurer’s spell is 10 + the spell level + the adventurer’s Intelligence modifier. The adventurer may prepare one spell per day, per spell levels 3 and 4. An adventurer may write new spells into their spell book as a wizard does. Finally, and adventurer automatically 1 learns a new 3rd or 4th level wizard spell every two levels after gaining this ability.
- Bonus Feat (Ex): The adventurer gains an additional general, combat, or item creation feat of his choosing. However, one must still meet all bonus feat prerequisites, including ability score and base attack bonus minimums and prerequisite feats.
- Defensive Focus (Ex): The adventurer trains to use both luck and skill to defend him. He gains a permanent +1 dodge bonus to Armor Class and +1 competence bonus to all saving throws.
- Gotcha: Once per day, as a free action, an adventurer may automatically confirm a critical threat for a single hit.
- That Is How You Use It: Once per day, as swift action, your great intuition grants you a +5 insight bonus to a d20 roll to use or attack with an item. For example, an adventurer may get inspiration on how to use a lock pick better or how to hold a battle axe to get a more likely blow. This reaction is instinctive and the adventurer has no memory of how exactly they accomplished such precision. They cannot reproduce the effect at will, nor can they explain exactly how they did it.
- Lesser Battle Memory (Su): The adventurer can concentrate for 1 round to recall what other combatants have done in battles they have seen. Afterward, for 1 round per class level, he gains a +4 competence bonus to attack and damage rolls, as well as a +4 dodge bonus to Armor Class. An adventurer can use lesser battle memory once per day.
- Location Loresight (Sp): An adventurer can use location loresight a number of times per day equal to his Intelligence bonus as a spell-like ability. If he does not have an Intelligence bonus, he can use this ability once per week. Location Loresight is a standard action that requires the adventurer to touch an location. Go through the following list, in order. You gain knowledge of the first thing you do not know already.
1.When the location was created (if man-made, otherwise skip)
2.Name of last creature to pass through location, if any (other than you)
3.Race of last creature to pass through location, if any (other than you)
4.Name of the location’s creator (a natural location, like a glen, was created by nature)
5.Race of the location’s creator, if any
6.Name of the location’s longest occupant, if any
7.Race of the location’s longest occupant, if any
8.Name and race of the current owner or master of the location, if any
9.Brief description of the most significant event to happen in the location 1
10.Magical ability or property of the location, if any (random if more than one) - Resilient: Once per day, as a free action, an adventurer may re-roll a failed saving throw. The adventurer must accept the second roll even if it is still a failure.
- Skill Focus (Ex): The adventurer focuses on one particular skill and gains a permanent, inherent +4 bonus in that skill. Note that inherent bonuses do not stack with each other.
- Sneak Attack (Ex): Using the adventurer memory to remember the vital spots of other creatures, an adventurer can make devastating attacks. Any time the adventurer’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the adventurer flanks the target, the adventurer’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The adventurer can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the adventurer took sneak attack as a minor adventurer ability, or gained the ability to make sneak attacks elsewhere (such as through rogue class levels), the extra damage stacks.
Wing It (Feat): Through intuition and experience, adventurers are canny at figuring things out on the fly. At 12th level and beyond, an adventurer can produce an ability normally gained as a general feat. The adventurer must meet the prerequisites of the feat. After a full round of concentration, the adventurer can use the feat ability as though he possessed it for 1 round per class level. The adventurer can use this ability once per day.
Greater Adventurer Ability: At 15th, 16th, 18th, and 19th level, the adventurer can choose one of the following abilities. No greater ability may be chosen more than once.
- Uncanny Luck: Once per day, as a free action, an adventurer may re-roll a single d20 roll of his choice. The adventurer must accept the second roll even if it is lower.
- Still A Bit More of Magic: An adventurer must have a 16 Intelligence score to select this ability. The adventurer picks up a bit of knowledge of arcane magic. He gains a spell book, or adds to his spell book, 5th-level spells (x2) and 6th-level spells (x2). If he does not have one already, he also gains a caster level equal to his adventurer level. To learn, prepare, or cast a spell, the adventurer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a adventurer’s spell is 10 + the spell level + the adventurer’s Intelligence modifier. The adventurer may prepare one spell per day, per spell levels 5 and 6. An adventurer may write new spells into their spell book as a wizard does. Finally, and adventurer automatically learns 1 new 5th or 6th level wizard spell every two levels after gaining this ability.
- Bonus Feat (Ex): The adventurer gains an additional general, combat, or item creation feat of his choosing. However, one must still meet all bonus feat prerequisites, including ability score and base attack bonus minimums and prerequisite feats.
- Experience: The adventurer trains to use both luck and skill to defend him. He gains a permanent +1 luck bonus to Armor Class and +1 luck bonus to all saving throws. Unlike normal bonus types, luck bonuses do stack with existing modifiers; even other luck bonuses.
- Gotcha: Once per day, as a free action, an adventurer may automatically confirm a critical threat for a single hit.
- Greater Battle Memory (Su): The adventurer can concentrate for 1 round to recall what other combatants have done in battles they have seen. Afterward, for 1 round per class level, he gains a +5 competence bonus to attack and damage rolls, as well as a +5 dodge bonus to Armor Class. An adventurer can use greater battle memory once per day.
- Resilient: Once per day, as a free action, an adventurer may re-roll a failed saving throw. The adventurer must accept the second roll even if it is still a failure.
- Skill Focus (Ex): The adventurer focuses on one particular skill and gains a permanent, inherent +4 bonus in it. Note that inherent bonuses do not stack with each other.
- Sneak Attack (Ex): Using the adventurer memory to remember the vital spots of other creatures, an adventurer can make devastating attacks. Any time the adventurer’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the adventurer flanks the target, the adventurer’s attack deals +1d6 extra points of damage. Should the character score a critical hit with a sneak attack, do not multiply this extra damage. The adventurer can make sneak attacks with ranged weapons, but only up to a range of 30 feet. If the adventurer took sneak attack as a minor and/or lesser adventurer ability, or gained the ability to make sneak attacks elsewhere (such as through rogue class levels), the extra damage stacks.
- That Is How You Use It: Once per day, as swift action, your great intuition grants you a +5 insight bonus to a d20 roll to use or attack with an item. For example, an adventurer may get inspiration on how to use a lock pick better or how to hold a battle axe to get a more likely blow. This reaction is instinctive and the adventurer has no memory of how exactly they accomplished such precision. They cannot reproduce the effect at will, nor can they explain exactly how they did it.
Wing It (Spell): Through intuition and experience, adventurers are canny at figuring things out on the fly. Starting at 20th level, an adventurer can cast one spell of 6th level or lower once. He must have an Intelligence score equal to 10 + the spell’s level in order to cast it. The adventurer uses his class level as the caster level and Intelligence as the key ability. This ability can be used once per day.