[new 20-lv class][adapted 3e feats] Arcane Valet, the Gentleman's Gentleman


Homebrew and House Rules


Hello there, Paizo Forums! For a first post, I'm putting my best foot forward to bring some new content, though I fear the forums will squish all my nice ASCII tables into mush. Everything here is OGC, and I specifically would like some suggestions for fluff text and the lv18 and lv20 class abilities, or balance/playtest discussion. The general concept is a character like a somewhat more physical Jeeves, long suffering in keeping track of his dilletante young noble master as he blunders into adventures, or the IC sidekick to a Knight, Paladin or similar high social status character.

Though, I wouldn't turn up my nose at a better class name, either.

And yes, I do realise that you could also use this class to play a magical girl. Considering that the ones most people immediately think of are the Sailor Senshi, and that the canon Silver Millenium senshi were oficially Queen Serenity's bodyguards and courtiers despite being called the Princesses of (insert planet here) that's actually still within the concept, at least as far as d20 goes to working for anime to begin with. (Which isn't very far, really. Don't worry, I haven't gone all anime-style on you.)

- dNN

Base Class: Arcane Valet (AVl)

needs fluff text

Role: A Valet (female: Lady in Waiting) is a gentleman's gentleman, seeing to those matters of scheduling and logistics that would otherwise clutter their patron's day and distract him from more important matters. In this uncertain world, the ability to act as a bodyguard and dispose of ill-intentioned or mannerless ruffians and the occasional rampaging beast or marauding monster is also required. As such, while not exactly a member of the first string for adventurers, an Arcane Valet is an excellent cohort, secondary attacker, or secondary caster.

Key Attribute: Charisma for spellcasting, Intelligence is also important for skills.

Alignment: Any, tending to lawful

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp)

Class Skills: The Arcane Valet’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (cook, textiles, any) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Chef, Tailor, Tanner, Masseuse, any) (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Table 1: BAB, Saves, & Special Abilites
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Arcane Bond, Arcane Element, Anticipate Needs 2gp/day, Breadth of Knowledge, Cantrips, Conjure Uniform, Unseen Servant 3/day
2nd +1 +0 +3 +3 Servant Unseen 1/day
3rd +2 +1 +3 +3 Bonus Feat: Bodyguard
4th +3 +1 +4 +4 Anticipate Needs 5gp/day, Mass Unseen Servant
5th +3 +1 +4 +4 Depth of Knowledge 1/day
6th +4 +2 +5 +5 Mass Servant Unseen 1/day
7th +5 +2 +5 +5 Enchanted Uniform
8th +6/+1 +2 +6 +6 Anticipate Needs 25gp/day
9th +6/+1 +3 +6 +6 Servant Unseen 3/day
10th +7/+2 +3 +7 +7 Jack-of-all-Trades (untrained), Lose DR weakness
11th +8/+3 +3 +7 +7 Depth of Knowledge 2/day
12th +9/+4 +4 +8 +8 Anticipate Needs 125gp/day
13th +9/+4 +4 +8 +8 DR vs Magic increase (+3)
14th +10/+5 +4 +9 +9 Armored Uniform
15th +11/+6/+1 +5 +9 +9 Jack-of-all-Trades (cross class)
16th +12/+7/+2 +5 +10 +10 Lose DR weakness
17th +12/+7/+2 +5 +10 +10 Depth of Knowledge 3/day
18th +13/+8/+3 +6 +11 +11 ???
19th +14/+9/+4 +6 +11 +11 Jack-of-all-Trades (take 10)
20th +15/+10/+5 +6 +12 +12 ????

Table 2: Uniform & Spells Per Day
Level AC DR SR 1st 2nd 3rd 4th 5th 6th
1st +1 - 10 1 — — — — —
2nd +1 - 10 2 — — — — —
3rd +1 - 11 3 — — — — —
4th +2 - 12 3 1 — — — —
5th +2 1/xyz 13 4 2 — — — —
6th +2 1/xyz 14 4 3 — — — —
7th +3 1/xyz 14 4 3 1 — — —
8th +3 2/xyz 15 4 4 2 — — —
9th +3 2/xyz 16 5 4 3 — — —
10th +4 2/xy 17 5 4 3 1 — —
11th +4 3/xy 18 5 4 4 2 — —
12th +4 3/xy 19 5 5 4 3 — —
13th +5 3/xy 19 5 5 4 3 1 —
14th +5 3/xy 20 5 5 4 4 2 —
15th +5 4/xy 21 5 5 5 4 3 —
16th +6 4/x 22 5 5 5 4 3 1
17th +6 4/x 23 5 5 5 4 4 2
18th +6 5/x 24 5 5 5 5 4 3
19th +7 5/x 24 5 5 5 5 5 4
20th +7 5/x 25 5 5 5 5 5 5

Class Features
All of the following are class features of the Arcane Valet.

Weapon and Armor Proficiency: An Arcane Valet is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Valets are not proficient with armor (their conjured uniform would displace it anyway) but may use shields, including tower shields. A Valet can cast spells while using a shield without incurring the normal arcane spell failure chance. A multiclass Valet still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

Table 3: Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 1 — — — — —
2nd 5 2 — — — — —
3rd 6 3 — — — — —
4th 6 3 1 — — — —
5th 6 3 2 — — — —
6th 6 3 3 — — — —
7th 6 4 3 1 — — —
8th 6 4 3 2 — — —
9th 6 4 3 3 — — —
10th 6 4 4 3 1 — —
11th 6 5 4 3 2 — —
12th 6 5 4 3 3 — —
13th 6 5 4 4 3 1 —
14th 6 5 5 4 3 2 —
15th 6 6 5 4 3 3 —
16th 6 6 5 4 4 3 1
17th 6 6 5 5 4 3 2
18th 6 6 6 5 4 3 3
19th 6 6 6 5 4 4 3
20th 6 6 6 5 5 4 4

An Arcane Valet casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Valet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Valet’s spell is 10 + the spell level + the Valet’s Charisma modifier.

Like other spellcasters, a Valet can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2: Uniform & Spells Per Day. In addition, he receives bonus spells per day if he has a high Charisma score.

The Arcane Valet’s selection of spells is extremely limited. A Valet begins play knowing Mage Hand, Prestidigitation, and a variant of Disguise Self with a range of Touch, plus three additional 0-level spells and one additional 1st-level spell from the Bard spell list. At each new class level, he gains one or more new spells, as indicated on Table 3: Spells Known. (Unlike spells per day, the number of spells an Arcane Valet knows is not affected by his Charisma score.)

Upon reaching 5th level, and at every third Valet level after that (8th, 11th, and so on), an Arcane Valet can choose to learn a new spell in place of one he already knows. In effect, the Valet “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the Valet can cast. A Valet may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

An Arcane Valet need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. However, if not properly attired in his Conjured Uniform, the Arcane Valet is limited to spells one level lower than the maximum he could normally cast.

Arcane Bond (Ex or Sp)
Like a Wizard or Sorcerer, an Arcane Valet may 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 character's skills and senses and can aid him in magic, while a bonded object is an item that can be used to cast additional spells or to serve as a magical item. Once an Arcane Valet makes this choice, it is permanent and cannot be changed.

Rules for bonded items and familiars can be found in the Pathfinder SRD or Player's Guide.

Arcane Element
To better provide protection to his client, the Arcane Valet selects any one Elemental School from the list in the Advanced Player's Guide or Pathfinder SRD, gaining the School Abilities, the Cantrip and one 1st Level Schhol Spell known and adding the school spells to the list from which he can select Spells Known. He learns one further spell of any level he can cast from the school list each time he gains the ability to cast spells of a new level (3rd, 7th, 10th, 13th, and 16th) in addition to the listed Spells Known. School Spells must still be cast using normal spell slots, the Arcane Valet does not recieve an extra slot like specialist Wizards. If the Valet has Specialist Wizard levels with the same Elemental School, he can stack those levels for the purpose of obtaining higher-level School Abilities and the effective Caster Level for save DC and overcoming Spell Resistance with School Spells.

Anticipate Needs (Ex)
Part of an Arcane Valet's duties is to arrange matters so that his master is not bothered by the lack of minor yet indispensable items or equipment. To that end, he makes a practise of keeping a stock of such things for use at need, and can produce them upon request within the bounds of his budget. A novice Arcane Valet can only do so for things costing up to a total value of 2gp per day, such as a coil of rope and a horn to signal when to throw one end across a gap, or a packet of fish hooks, string, and a pot to cook the catch in, but as his own means increase so too does his stash. The daily total increases by 1gp each at levels 2-3. At 4th level, he can provide items worth up to 5gp per day, increasing by 5gp per level to 25gp at 8th, 25gp per day to 125gp at 12th and 125gp per level thereafter (625gp at 16th, 1125gp at 20th, etcetera.) The item continues to count against the day's total as long as it is in use unless "bought" with a share of the Valet's or his employer's normal treasure.

This may translate to arranging for a wagon with horse and driver to haul away loot to follow the party once they've cleared the way and meet them outside the dungeon, having packed a rich set of courtly clothing in case of unexpected meetings with nobility, or for a ship to be waiting at the mouth of the river just in case they needed to pursue a band of pirates to the islands offshore, at higher levels. Until done hiring the cart or ship, the daily Anticipate Needs total remains tapped for their value. The player and GM will need to work together to make good use of this ability.

Breadth of Knowledge (Ex)
An Arcane Valet's master may need to know odd bits of information at any time, so it behooves the gentleman's gentleman to have at least a cursory knowledge of many things. The Arcane Valet adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cantrips (Sp)
Arcane Valets learn a number of cantrips, or 0-level spells, as noted on Table 3: Uniform & Spells Known under "Spells Known." These cantrips are cast like any other spell, but they do not consume any slots and may be used again.

Conjured Uniform (Sp)
To ensure that the Arcane Valet's appearance is always up to an acceptable standard, he recieves special training to conjure a durable, self-cleaning uniform which displaces any normal clothes or armor worn, using verbal and somatic components. It provides several benefits, such as improved AC and resistance to spells as well as mundane damage, and immediately removes any dirt or grime and conceals (but does not actually heal) bruises or minor injuries. The uniform is a physical construct, not an illusion, and remains until dismissed or the Valet is rendered unconscious. It can only be dispelled by Antimagic effects, Mage's Disjuction, or oddly enough Remove Curse, if the Valet is somehow unable to dismiss it. Enchanted clothing like pants, robes or armor are still replaced, but accessory items such as belts, boots, bracers, jewelry, etc. may be unaffected if he chooses to keep them. The uniform is customarily a formal but understated outfit suitable for the servant of a lady or gentleman of means, but can be redesigned as desired with a Craft (textiles,) Profession (Tailor/Seamstress,) or Spellcraft check. The uniform has no Arcane spell failure chance, and incurs no skill check penalty.

Beginning at fifth level, the Arcane Valet's uniform confers Damage Reduction, which he must choose three methods of overcoming from the following list: Cold Iron, Magic +1, Silver, Wood, Chaos, Evil, Good, or Law. At 10th and 16th level, one of these three weaknesses may be eliminated. Magic weapons of +2 or better enchantment will always overcome this Damage Resistance until reaching 13th level, at which time the "Magic +1" weakness becomes "Magic +2" and a Valet whose DR is bypassed by other means resists up to +3 weapons. This value increases +1 every eight levels.

Unseen Servant (Sp)
The Arcane Valet can cast Unseen Servant three times per day, with duration and effects identical to the spell.

Bonus Feat: Bodyguard
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p29

YOu are trained to protect others from harm without concern for your own safety. You use your shield to deflect attacks made against the person you must protect and stand in close ranks with him but do not disrupt his efforts to cast spells and take other actions.

Prerequisites: BAB +1

Benefit: You may occupy the same area as any ally who is up to one size category larger than you. While you stands in the same square as an ally, you may protect him from harm. He gains the Armour Class bonus of any shield you carr; though you lose the protection granted by it. If you carry a tower shield, both you and your ally gain its benefits. Both you and the ally you protect suffer a -2 penalty to all melee attacks as you crowd each other and make it more difficult to fight. If, for some reason, the ally you defend becomes hostile or if you attack your defended ally, you must move to occupy your own 5ft square on your next turn. You may only grant the benefits of this feat to one person per round. You mat not use this feat if you are prone, flatfooted, or have lost your Dexterity bonus to Armour Class.

Servant Unseen (Sp)
Upon reaching 2nd level, the Arcane Valet can use Invisibility three times per day, with duration and effects identical to the spell.

Mass Unseen Servant (Sp)
Upon reaching 4th level, the Arcane Valet can summon a group of 4+1d6 Unseen Servants, once per day.

Depth of Knowledge (Ex)
At 5th level, the Arcane Valet's studies make him a master of trivia, and he take 10 on any Knowledge skill check that he has ranks in, or choose not to take 10 and roll normally. In addition, once per day, the Valet can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Mass Servant Unseen (Sp)
At 6th level, the Arcane Valet can use Invisibility Sphere once per day, with effects identical to the spell.

Enchanted Uniform (Sp)
Upon reaching 7th level, the Arcane Valet's understanding of magical energies grows to the point that the conjured uniform will resonate with the enchantments on magical clothing such as robes or pants, or accessory items he could previously leave unaffected like belts, boots, or gloves, and keep them in effect even though the actual items temporarily vanish. It is traditional to redesign the uniform upon reaching this milestone to reflect the Valet's increasing prowess, using more ornate styles or ornamentation such that it would not be out of place in a noble court.

Jack of All Trades (Ex)
At 10th level, the Arcane Valet can use any skill, even if the skill normally requires him to be trained. At 15th level, the Valet considers all skills to be class skills. At 19th level, the Valet can take 10 on any skill check, even if it is not normally allowed.

Armored Uniform (Sp)
Upon reaching 14th level, the Arcane Valet's understanding of magical energies grows further, allowing him to retain the enchantments of magical armor as well as clothing items. If he does not have training in armor already from another class, the Arcane Valet gains proficiency in Light armor as part of the preparations to level up, and he does not suffer an arcane spell failure chance while using any armor in which he is proficient. It is traditional to redesign the uniform again at this point, incorporating the image of several armor pieces, often inlaid or encrusted with (illusiory) jewels, among appearance of rich fabric and fashionable tailoring. A minor prince might well look upon such finery with envy.

???
While a single dead level isn't too terrible, I would like to fill this one too.

????
I don't have any good ideas for a 20th level capstone ability, which is even more important than avoiding dead levels in general... likewise for variant character concepts with different special abilities. The whole thing is pretty much a mutant Bard to begin with, substituting the conjured uniform, a bit more blam from an elemental school, and the material assistance of Anticipate Needs for combat buffs and crowd control with Bardic Music.

Other Suggested Feats:

Absorb Blast (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p25

Prerequisites: Bodyguard

Benefit: When you are caught in any attack that has an area of effect, such as a radius, bust, cone, or other shape, you may swap the result of your Reflex save with the resuolt pof any ally who stands within the area you threaten without a Reach weapon. Both you and your ally must be caught in the same area of effect spell, spell-like ability, or attack. You cannot swap your save with a person who did not need to make one, though you may switch saves with a person who was not allowed to make a save against an effect which hit both of you. In this case, your ally recives the result of your save while you automatically fail. When swapping saves, roll for both parties, add modifiers including Reflex save bonus and then decide if you wish to exchange results. You trade the total saving throw result, not just the result of the die roll. You may never force an ally or other person to switch saving throw results with you if they do not wish to do so. You may use this feat once per round. You may not use this feat if you are prone, flatfooted, or have lost your Dexterity bonus to Armour Class.

Absorb Spell (Metamagic)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p8

You can absorb magical energy and use it to power your own spells. This is one of the most powerful, and most dangerous, abilities a spontaneous caster can learn. It is the ability to take pure eldritch power and reshape it, bending it to your will in a way no book-bound wizard could ever truly understand.

Prerequisites: Must be able to cast Arcane spells without preparation, Bloodburn, Cha 17+

Benefit: When a character with this feat is struck by a spell, he may choose to forgo any saving throw and attempt to absorb the spell instead. If he is successful, an expended spell slot of at least one level lower than the spell that was absorbed is replenished. In other words, one spell slot that the character has already cast that day is once again available as if he had not cast it. This feat cannot be used if there are no empty spell slots to hold the magical energy.

Once the character is struck by the spell he is trying to absorb, he must make a Will save against a DC of 15 +2 per spell level. If he succeeds, he absorbs the spell and must immediately decide which slot is replenished. If he fails, he is subject to the full effect of the spell, plus an additional 1d6 points of nonlethal damage per spell level. A natural 1 on the Will save for Absorb Spell always fails.

Additional Spell Slot (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p159

You are able to cast one additional spell per day.

Prerequisites: Ability to cast spells

Benefit: You can cast one additional spell per day of a level you can already cast. One chosen, the additional spell slot cannot be changed.

Special: A character can take this feat multiple times to gain multiple additional spells per day.

Back-to-Back (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p28

You are skilled at fighting back to back with a trusted ally

Prerequisites: BAB +1

Benefit: When you are adjacent to an ally who also has the Back-to-Back feat, you cannot be flanked

Bloodburn (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p11

You may cast spells at a higher level than your Caster Level

Prerequisites: Must be able to cast Arcane spells without preparation.

Benefit: A wizard summons power from outside himself, binds it with rital and then releases it. Spontaneous casters, however, draw power into themselves, focusing it into a spell at the time it is called. This dynamic drawing and shaping of power allows such casters to sometimes increase the potency of a spell, though at some risk.

Using this feat, a spontaneous caster can increase his effective casting level when casting a spell without using a higher-level spell slot or the increased time of a metamagic feat, adding up to his Charisma bonus in levels. When he does so, however, he takes 1d6 points of damage per efective caster level increase.

For example: A 6th level sorcerer is facing down a white dragon. His comrades are badly wounded and he knows he has to kill it now or they all die. He begins to unleash his Fireball spell but uses the Bloodburn feat to increase his caster level by three. The fireball is cast as if he were a 9th level sorcerer and he takes 3d6 HP damage.

Bloodcasting (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p11

You are able to exceed your daily allotment of spells by sacrificing your Constitution

Prerequisites: The ability to cast Arcane spells of at least 3rd level

Benefit: You are able to cast one more spell of up to the highest level you know. This spell does not have to be prepared (if you are a wizard.) Immediately after casting this spell, you suffer 1d4 points of temporary Constitution damage. This feat may be used as many times a day as you wish but the Constitution damage is suffered with each use.

Bonus Spell Focus (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p162

Recieve more bonus spells for one spellcasting class.

Prerequisite: Spellcaster level 4+

Benefit: You treat the key Ability for the designated casting class as if it were two points higher for the purposes of determining bonus spells.

Special: You may gain this feat multiple times. Each time, it applies to a different spellcasting class.

Clinging Combat (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p33

You are exceptionally skilled at fighting while climbing.

Prerequisites: Dex 13+

Benefit: You do not lose your Dexterity bonus to Armour Class while climbing and, when you miss while attacking someone, you do not need to make a CLimb check to avoid falling.

Combat Casting (General)
Original source: Pathfinder SRD or Player's Guide

You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability when casting defensively or while Grappled.

Determined Casting (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p159
Original name: Aggressive Casting

Changes Defensive Casting to be less likely to lose your spell.

Prerequisites: Ability to cast spells or use spell-completion items

Benefit: When you cast a spell using Defensive Casting but fail the Concentration check, you may opt not to lose the spell but instead trigger an Attack of Opportunity as if you had cast the spell normally.

Special: If you are hit by an Attack of Opportunity triggered because of the use of this feat, you must still make a second Concentration check or lose the spell because of the damage.

Dexterous Dodge (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p40

You are skilled at dodging attacks.

Benefit: For the purpose of determining Armour Class, treat your Dexterity as if it were 2 points higher than its actual value.(e.g. an additional +1)

Special: This feat may be used in place of the Dodge feat for the purpose of meeting prerequisites.

Draw Attack (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p42

You watch for melee attacks against an ally you defend, leaping to deflect them as they are made.

Prerequisites: Bodyguard

Benefit: When using your Bodyguard feat to defend an ally, you may actively defend your ally by intercepting melee attacks made against him. This feat works in two different ways. You may choose the Ready action to defend the ally you protect with your Bodyguard feat on his action. When your ally takes his next turn, you automatically become the target of any melee attacks made against your defended ally so long as he is within the area you threaten without a Reach weapon. This includes and Readied attacks made against your ally and attacks of opportunity triggered by his actions, such as casting spells or firing a missile weapon. If you Drop before resolving all the attacks against your ally, the remaining attacks may target him as normal.

You may also Ready an action to deflect the attacks of a specific enwmy or an enemy who fulfils a specific criterion, such as moving into an area or attacking your ally. Your chosen enemy (or the first one who fulfills the conditions of your readied action) must attack you rather than the ally you protect with your Bodyguard feat. When using Draw Attack in this manner, you may force ranged attacks to target you.

You may not use this feat if you are prone or flatfooted, or if you have lost your Dexterity bonus to Armour Class.

Special: When resolving attacks forced against you by this feat, you gain the Armour CLass benefit of your shield, if any, even if you are also sharing it with an ally using your Bodyguard feat.

Expert Healing (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p170

Prerequisites: Heal skill 5 ranks

Benefit: When attempting to heal a comrade after battle, you can attempt a Heal check against a DC equal to the number of HP of damage sustained during the immediately previous encounter. A successful check allows you to heal 1d4 points of damage immediately.

Special: This skill can only be used once per subject after a particular encounter where damage was suffered. The maximum amount of healing is always limited to wounds from that encounter, not wounds already present from a previous encounter.

Leaping Defense (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p54

Your reflexes and acute awareness allow you to leap forward and protect an ally from the effects of a ranged attack or area of effect spell

Prerequisites: Absorb Blast, Alertness

Benefit: As a free action, you may make a standard move before activating your Absorb Blast feat. You may make this move to enter a spell or other attack's area of effect. You may use this feat once per round. You may not use this feat if you are prone, flatfooted, or have lost your Dexterity bonus to Armour Class.

Special: If you gain the Selfless Sacrifice feat, you may also activate your Leaping Defense feat in order to use that feat.

Ominous Chant (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p20

You can use verbal components to your own benefit to unsettle your foes

Prerequisites: Ability to cast spells, Perform (Chant) 4 ranks

Benefit: Whenever you first cast a spell with a verbal component in an encounter, all of your foes within 30 feet must pass a Will save against DC 10 + your Charisma modifier. A failed check indicates they are in the Shaken condition for one round, suffering a -2 penalty to all attack rolls, saving throws, skill checks, and ability checks. Enemies who are already Shaken will become Frightened, and if already Frightened will Panic, and Cower if unable to flee.

My note: This is a hearing-based fear effect, but does not require a shared language with the target(s.)

Power Resting (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p183

You are more in touch with the cosmos when resting, requiring less time to refresh your mind to regain spell slots or Power Points.

Benefit: You require only 4 hours of rest to recover your magic or psionic power. You can still only gain the normal number of spell slots and/or power points per day. This feat does not affect the amount of time required to recover from the Fatigued or Exhausted conditions, but does allow you to recover spells if if you are Fatigued.

Powerful Voice (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p193

You can project your voice so that you may be heard at great distances.

Benefit: When projecting your voice, all opposed Per4ception checks are made with a +10 circumstance bonus.

Note: This duplicates the effect of being heard as well at 100ft as a normal person is from 0 feet, and is intended to be applicable in any situation where a Listen roll is appropriate, such as yelling to others in battle, a bardic effect upon those who can hear it, etc.

My note: Not that impressive on its own, but combine it with Ominous Chant and you suddenly have a 130 foot radius fear effect, even if the first spell you cast in the encounter is nothing more than a cantrip such as Dancing Lights or the Bard spell "Haunted Fey Aspect..."

Pre-emptive Sense (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p60

Your personal motto is "Strike first, strike last."

Benefit: You may add your Intelligence modifier to Initiative checks as well as your Dexterity modifier.

Provide Cover (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p61

You protect your ally not only with your shield but also with your body. Attacks meant for him instead deflect of your armour.

Prerequisites: Bodyguard, Draw Attack

Benefit: You provide cover to the ally you protect with your Bodyguard feat. The total cover you provide depends on your size relative to the ally you protect.

Obviously, if you provide an ally with total cover he cannot be targeted by spells or damaged by effects that require a Reflex save. You automatically provide your ally with these beenfits so long as both of you occupy the same space. While granting an ally the benefits of this feat, you may choose to grant him the Armour Class bonus from your shield, thus losing it yourself as per the Bodyguard feat, or retain it for yourself. You may not use this feat if you are prone, flat footed, or have lost your Dexterity bonus to Armour Class.

Table 1: Provide Cover
Size relative Degree Cover AC Cover Reflex
to ally of Cover Bonus Save bonus
two smaller None +0 +0
one smaller 1/8 +1 +0
same size 1/4 +2 +1
one larger 1/2 +4 +2
two larger 3/4 +7 +3
three larger 9/10 +10 +4
(half damage on failed save, no damage if sucessful)
four+ larger Total cannot be targeted

Selfless Sacrifice (Fighter)

Without a thought for your own safety, you leap forward to protect your ally form the effects of a spell or ranged attack.

Prerequisites: Absrob Blast, Lightning Reflexes

Benefit: If an ally within the are your threaten without a Reach weapon is targeted by any attack that casues a Reflex save, you may elect to grant your ally an automatic success on his save. In return, you suffer the effects as if you failed a Reflex save against the attack. You may use this feat once per round. You may not use this feat if you are prone, flat footed, or have lost your Dexterity bonus to Armour Class.

Shield Other (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p66

You have developed your awaeness far beyond mundane senses. You can feel the presence of magic and other arcane effects witout the aid of magic.

Prerequisites: Bodyguard, Combat Reflexes, Draw Attack, BAB +4

Benefit: As a full-round action, you defend the ally who gains the benefits of your Bodyguard feat. You must grant your ally the Armour Class benefit from your shield in order to gain the benefits of this feat. So long as your ally remains within the same space as you occupy, all attacks directed against him that require a to-hit roll, including melee attacks, missile attacks, ranged touch attacks and touch attacks, automatically target you. So long as you remain standing, you move to intercept all attacks. If the person you defend moves out of your area, he immediately loses your defence, allowing attacks to resolve against him as normal. You may not use this feat if you are Prone, flat footed, or have lost your Dexterity bonus to Armour Class.

Shrug Off (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p66
Fluff text rewritten because the original makes no sense.

You are able to shrug off a greater part of an attack using your Damage Reduction ability from a specific opponent.

Prerequisites: Damage Reduction 1 or better

Benefit: At the beginning of each round of combat, you must declare one opponent against whom your Damage Reduction rating increases. Your Damage Reduction is increased by 2hp against any damage caused by that opponent (though the type of weapon(s) needed to bypass the reduction remains the same.)

Side by Side (Fighter)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p67

YOu are highly valued by your comrades as someone who knows the value of teamwork in battle. Others are keen to fight next to you, for they know you are unlikely to simply watch them die when confronted by a powerful opponent.

Prerequisites: BAB +3

Benefit: When fighting next to an ally who is within your reach without using a Reach weapon, you automatically grant this ally the benefits of the Aid Another action (+2 Circumstance bonus to attack or defend against a specific opponent) without needing to make a Touch Attack against thier opponent. The use of this feat is a standard action.

Skill Sacrifice (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p205
Rewritten to apply to all casters, and to have a permanent effect once taken.

You learn more spells than usual for your spellcasting class.

Prerequisites: Key stat 15+, caster level 3+

Benefit: You may permanently sacrifice a number of unspent skill points to gain additional spells known or written into your spell book at level up. You may sacrifice as many skill points as you desire, buying one spell level per skill point. Two cantrips may be learned with a single skill point. The spells learned must be determined at the time the points are spent, but points can be banked from one level-up to another to allow learning more powerful spells.

Special: You may gain this feat multiple times. Each time, it applies to a different casting class.

Spontaneous Quicken (Metamagic)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p21

You may cast a spell as a free action.

Prerequisites: Cha 15+, ability to cast arcane spells of level 4+ without preparation.

Benefit: Once per day, you may choose to quicken a spell you know, casting it as a free action. Unlike other spontaneous metamagic feats, this ability does not take a full round; it is used at will. To use it, a spontaneous caster must have an unused spell slot four levels higher than the spell being cast.

My examples: Any known cantrip may be spontaneously cast as a free action using a 4th level slot, or any known 2nd level spell with a 6th level slot.

Superior Familiar (General)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p24

Your Familiar gains a feat.

Prerequisites: Arcane Bond special ability used to gain a familiar.

Benefit: By taking this feat, your familiar gains a new feat of its own, provided that it meets the prerequisites, if any, for that feat. This new feat is usable only by the familiar, insofar as its benefits are transferable to another. Should the familiar permanently die or be dismissed, the master can choose a new feat for his new familiar.

Viral Spell (Metamagic)
Original Source: Mongoose Publishing "Ultimate Feats" for d20 3e, p158

Prerequisites: The ability to cast spells of level 4+

You can make the victims of your spells become carriers of its effects, transmitting them to anyone they come in contact with.

Benefits: Any non-damaging spell that targets a single creature can be prepared or spontaneously cast with Viral Spell. A creature affected by a Viral Spell transmits the spell's effects by touch. The creature can not choose not to do so; it occurs automatically.

If the spell has a duration of Instant, the effect is transmitted only once by each victim and must be accomplished within one round per caster level or the Viral effect is lost. If the Duration is longer, the spell efect can be transmitted once per round until the Duration ends.

Each potential victim of the Viral Spell recieve a saving throw against its effect, even if the original spell doid not allow one. If the spell did not have a save, this defaults to Fortitude. Each victim can be affected, sucessfully or not only once before becoming immune to the touch of anyone under the effects of that Viral Spell.

Once a creature has been successfully affected by the touch of a Viral Spell victim, he becomes a carrier in turn. The maximum number of creatures which can be affected by a Viral Spell is equal to the caster level times itself. Thus, a 9th level caster can affect up to 81 creatures with a Viral Sleep spell.

A Viral Spell takes up a spell slot 4 levels higher than the spell's normal level.

"Ultimate Feats" is copyright 2002 Mongoose Publishing, and like most of their products is nearly all OGC. Most of these feats have been adapted in minor ways to better fit the Pathfinder system or just for the sake of logic, the Bodyguard tree having been made eligible as Fighter bonus feats rather than General being the biggest change.

EOF


O.O insanely long post. the class and the feat should be in diferen threads so it can be easier to red about them.


Nicos wrote:
O.O insanely long post. the class and the feat should be in diferen threads so it can be easier to red about them.

The feats are incidental, included because they fit the class abilities well and for ease of copy/pasting during chargen, not because they're much of anything new. The adaptations are entirely minor from the published 3e versions.

What did you think of the class?


So its a magical butler?

I guess it would be suitable for a DMNPC to assist an undersized party.


No, a butler is in charge of a household, while a valet is a personal servant who sees to one's wardrobe, making appointments, and so on. As a PC one would be either nominally employed by another PC, by a dependent NPC, or between households. Or being used as a magical girl.

It also makes a fine cohort too, of course, but the intent is for a "5th PC" or fighter/mage type if you've only got three and the other two are cleric and rogue.


The Metal, Wood, and Void Elemental Schools from Ultimate Magic can also be used, though most of Void's spells are on the Bard list already. Still, it's a valid option for added versatility if the party already has enough blam. (Is there really ever enough blam? It's like dakka for a preindustrial setting)

Double post because I'm back on my PSP and the input box is text-message length.

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