Classes
See also "Classes in the World" in the Misc section.
CavalierBone Knight (archetype)[spoiler]
Mount: Any mount called by a Bone Knight gains the
skeletal champion template, except that it does not gain extra HD, has no Intelligence score (and therefore no skills, feats or tricks) and cannot be turned while ridden by the cavalier. This ability modifies, but does not replace, the cavalier's normal mount ability.
Order of the Bone KnightEdicts: The cavalier must devote himself to protecting Karrnath and its people. He must obey the commands of King Kaius without question. He must strive to improve Karrnath's reputation and the organisation of its undead forces.
Some bone knights serve the Order of the Emerald Claw, and instead swear allegiance to Vol.
Challenge: Whenever an order of the bone knight cavalier issues a challenge, his allies receive a +1 circumstance bonus on damage rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the bone knight adds Knowledge (religion) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the bone knight cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) when the check involves undead.
Order Abilities: A cavalier belonging to the order of the bone knight gains the following abilities as he increases in level.
Channel Negative Energy (Su): At 2nd level the cavalier gains the ability to channel negative energy as an evil cleric of his class level, regardless of his alignment. If he possesses the ability to channel energy from another source (even indirectly, such as via a paladin's lay on hands) it changes to channel negative energy.
Bonecraft (Ex): At 8th level the cavalier is capable of crafting bonecraft weapons and armor. These items function as steel items of the same kind, except that they are non-metallic (and thus immune to effects such as chill metal and a rust monster's touch) and can only be used by a character with the ability to craft them. Bonecraft weapons deal +1d6 damage to living creatures (ranged weapons bestow this property on their projectiles). Bonecraft armor grants the wearer a +4 bonus on Intimidate checks, and DR/bludgeoning based on its weight (DR 1 for light, 2 for medium or 3 for heavy, +1 for every four levels thereafter). After they have been crafted, these items may be enchanted as normal. If he activates the Armor of Bones oracle revelation while wearing bonecraft armor, the bonuses from that ability are halved (round up) but stack with those provided by his armor.
Exoskeleton of Undeath (Ex): At 15th level the cavalier's bonecraft armor fuses to his body, and cannot be removed without killing him. He gains immunity to death effects, disease, paralysis, poison, sleep, stunning, ability penalties, ability damage, ability drain, energy drain, fatigue, exhaustion and nonlethal damage. If he is already undead his turn resistance increases by +4.
This replaces the cavalier's normal choice of an order.
Bone March: At 4th level the cavalier gains the ability to assume control of animated undead from a willing caster as a standard action. He must be within 60ft of both the caster and the undead to assume control. He may command a total number of Hit Dice of undead equal to double his class level, but may not control any individual undead creature with more Hit Dice than his class level. This ability replaces the cavalier's normal expert trainer ability.
Banner of Undeath (Ex): At 5th level, the cavalier becomes better able to direct his undead comrades. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive +2 turn resistance and a +1 bonus on damage rolls against living creatures. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. This ability replaces the cavalier's normal banner ability.
Bonus Feat: At 6th level, and at every six levels thereafter, in place of a bonus feat the cavalier may gain an oracle revelation from the Bones mystery (using his cavalier level in place of his oracle level). This ability modifies, but does not replace, the cavalier's normal bonus feat ability.
Greater Banner of Undeath (Ex): At 14th level, the cavalier's ability to command undead improves. All allies within 60 feet receive resistance 5 against positive energy and a +2 bonus on saving throws against
control undead and similar effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day. This ability replaces the cavalier's normal greater banner ability.
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Death MageDeath Mages and Deathless[spoiler]A death mage can choose to focus his talents on deathless rather than undead. Such a character may choose to gain the Deathless domain for his Death Bond. In addition he adds the following spells to his spell list:
1st:
cure light wounds2nd:
cure moderate wounds3rd:
cure serious wounds,
halt deathless4th:
cure light wounds (mass),
cure critical wounds5th:
cure moderate wounds (mass)6th:
create deathless,
cure serious wounds (mass),
heal7th:
control deathless,
cure critical wounds (mass)8th:
create greater deathless,
cure grievous wounds (mass)9th:
heal (mass)The following spells are removed:
1st:
inflict light wounds2nd:
inflict moderate wounds3rd:
inflict serious wounds,
halt undead4th:
inflict light wounds (mass),
inflict critical wounds5th:
inflict moderate wounds (mass)6th:
create undead,
inflict serious wounds (mass),
harm7th:
control undead,
inflict critical wounds (mass)8th:
create greater undead,
inflict grievous wounds (mass)9th:
harm (mass)[/spoiler]
GunslingerWandslinger (archetype)[spoiler]
Class Skills: A wandslinger adds Knowledge (arcana), Spellcraft and Use Magic Device to his list of class skills, and removes Knowledge (engineering).
Weapon and Armor Proficiency: A wandslinger is not proficient with firearms.
Wand Mastery (Su): Whenever the wandslinger uses a wand, he calculates the DC for any spell it contains using his Wisdom modifier, instead of the minimum modifier needed to cast a spell of that level.
Wandsmith: At 1st level, a wandslinger gains two battered eternal wands (ECS p265), each containing a 0th-level spell usable 2/day; these wands function only for the wandslinger, and have negligible sale value (2d10 gp each). The wandslinger also gains Wandsmithing [evocation] as a bonus feat (see feats section), effectively giving him a spell list for the purposes of activating spell trigger items. This replaces the gunslinger's Gunsmith ability.
Wand Training (Su): At 1st level when a wandslinger uses a spell trigger item to cast a spell on his spell list, if it requires a ranged attack roll he gains a bonus on the damage roll equal to his Dex modifier (if the spell does not deal damage he may choose to deal damage equal to his Dex modifier in addition to the normal effects). He applies this extra damage only once per target, even the spell would deal damage multiple times. In addition such spells are not considered touch attacks for the purposes of feats like Deadly Aim. This replaces the gunslinger's Gun Training ability.
Grit: A wandslinger gains grit from spells (including spells cast from items) rather than firearms. Note that only spells which require an attack roll are capable of inflicting critical hits.
Deeds: For the purposes of deeds, a wandslinger treats wands as one-handed firearms and staves as two-handed firearms. A deed which requires a ranged attack roll may only be used with a spell which requires a ranged attack roll. In addition, he may choose to replace one or more of his deeds with the deeds below:
- Eternal Charge (Su): At 1st level, a wandslinger can expend 1 point of grit in place of a charge when casting a spell from a spell trigger item. This deed replaces Quick Clear.
- Focus Shot (Su): At 1st level, as long as he has 1 point of grit remaining a wandslinger may cast an area spell from a spell trigger item as a ranged touch spell, affecting a single target out to the spell's maximum range. If the spell's primary effect allowed a save it is removed, though saves for secondary effects remain. Spells which could affect the target multiple times affect them once and then end (eg. a wall of fire would damage the target once as if they had passed through it, but a web spell would keep the target grappled for the full duration). This deed may only be used with spells on his spell list. This deed replaces Deadeye.
- Full Power (Su): At 1st level, a wandslinger can expend 1 point of grit as he casts a spell from a spell trigger item to increase its caster level to his gunslinger level (if higher than its original caster level). This deed replaces Expert Loading.
- Point Blank Burst (Su): At 3rd level, a wandslinger may expend 1 point of grit to cast a spell from a spell trigger item as a ranged touch spell against an adjacent target. If it hits, both the target and the gunslinger also take 1d6 damage per two gunslinger levels you possess. This otherwise functions as the Focus Shot deed. This deed replaces Pistol-Whip.
- Wand Assault (Su): At 7th level, a wandslinger can expend 1 point of grit as part of a full attack, enabling him to cast spells from spell trigger items in place of attacks. This deed may only be used with spells on his spell list. This deed replaces Dead Shot.
- Quick Activation (Su): At 11th level, a wandslinger can expend 1 point of grit to cast a spell from a spell trigger or spell completion item as a swift action, as if the Quicken Spell metamagic feat had been applied to it. This deed replaces Lightning Reload.
Bonus Feats: A wandslinger adds
Master Craftsman, Metamagic Spell Trigger
3.5,
Wand Dancer, Wandsmithing (see feats section) and all item creation feats to the list of feats he can select as bonus feats.
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InquisitorInspired Inquisitor (archetype)[spoiler]
Wild Talent: At 1st level an Inspired Inquisitor gains Wild Talent as a bonus feat. This ability replaces Judgement 1/day. From 4th level on he may use Judgement one time fewer per day.
Spells: The Inspired Inquisitor's spells are treated as psionic effects, and prestige classes which advance manifesting can be used to advance his inquisitor casting. This does not apply to spells gained from other classes.
Psionic Conversion (Su): As a swift action, the Inspired Inquisitor can expend one of his inquisitor spell slots to gain temporary pp equal to (2x spell level) -1 for one round.
Detect Psionics (Ps): An Inspired Inquisitor can use
detect psionics as a psi-like ability at will. This ability replaces the inquisitor's
detect alignment ability.
Psion Killer (Su): At 3rd level, once per round whenever the Inspired Inquisitor inflicts damage to a creature with the psionic subtype, he can force it to make a Fortitude save (DC = 10 + half his inquisitor level + his Wis modifier) or lose 1pp per two inquisitor levels he possesses. This ability replaces the inquisitor's solo tactics ability.
Discern Lies (Sp): An Inspired Inquisitor may use his
discern lies ability for a number of rounds per day equal to 2 + his inquisitor level. However, quori and creatures possessed by quori (including kalashtar and elans) never appear to be lying.
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Psychic WarriorTashalatora (archetype)[spoiler]
Weapon and Armor Proficiency: Tashalatora are proficient with simple weapons but not with armor or shields. This replaces the psychic warrior's normal weapon and armor proficiencies.
AC Bonus: When unarmored and unencumbered, a tashalatora adds his Wisdom modifier as a bonus to AC and CMD. This bonus to AC applies even against touch attacks or when the psychic warrior is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This ability replaces the psychic warrior's 1st-level power known (meaning that until 2nd level he only has knowledge of the power from his path).
Unarmed Strike: A tashalatora gains Improved Unarmed Strike as a bonus feat and deals increased damage with his unarmed strikes as a monk of his class level (stacking with any monk levels he may possess). This ability replaces the psychic warrior's 1st-level bonus feat and Psionic Proficiency.
Evasion (Ex): At 2nd level a tashalatora gains the evasion special ability. This ability replaces the psychic warrior's 2nd-level bonus feat.
Psychic Strike (Su): As long as a tashalatora has at least 1 pp remaining he gains the benefits of Ki Strike as a monk of his class level (stacking with any monk levels he may possess), allowing him to overcome certain types of damage reduction with his unarmed strikes.[/spoiler]
SorcererDragonmarked Bloodline[spoiler]A sorcerer may use a Dragonmarked bloodline in place of the Draconic bloodline to qualify for the dragon disciple PrC, and a dragon disciple without sorcerer levels may select a Dragonmarked bloodline. A character with this bloodline chooses one mark available to his race, and may never gain the abilities of another mark by any means (though he may still learn spells on their lists as normal spells). Using the Disguise skill to create a disguise that incorporates a fake dragonmark inflicts a -10 penalty on the check, since such things are easy to recognise and difficult to copy.
The grade of a character's dragonmark is determined by the maximum level of spells it can access - Least: 1st, Lesser: 3rd, Greater: 5th, Siberys: 7th
When a character with a dragonmark gains a level in a favored class they may choose to gain +1/2 daily uses of their dragonmark's bloodline power in place of the normal bonuses.
Races, Class Skills and Bonus Spells:- Detection: Half-elf; Sense Motive; detect snares and pits (3rd), reveal true shape (5th), see invisibility (7th), detect scrying (9th), banish seeming (11th), true seeing (13th), greater arcane sight (15th), moment of prescience (17th), foresight (19th).
- Finding: Human or half-orc; Perception; identify (3rd), locate object (5th), helping hand (7th), locate creature (9th), commune (11th), find the path (13th), analyze dweomer (15th), discern location (17th), sympathy (19th).
- Handling: Human; Handle Animal; calm animals (3rd), speak with animals (5th), greater magic fang (7th), dominate animal (9th), animal growth (11th), awaken (13th), summon nature's ally VII (15th), euphoric tranquility (17th), clone (19th).
- Healing: Halfling; Heal; cure light wounds (3rd), lesser restoration (5th), remove disease (7th), neutralise poison (9th), breath of life (11th), heal (13th), greater restoration (15th), regenerate (17th), mass heal (19th).
- Hospitality: Halfling; Diplomacy; unseen servant (3rd), share language (5th), create food and water (7th), secure shelter (9th), mage's private sanctum (11th), heroes' feast (13th), mage's magnificent mansion (15th), mass planar adaptation (17th), refuge (19th).
- Making: Human; Craft; repair light damage (3rd), make whole (5th), minor creation (7th), major creation (9th), fabricate (11th), total repair (13th), statue (15th), repel metal or stone (17th), true creation (19th).
- Passage: Human; Survival; expeditious retreat (3rd), phantom steed (5th), dimension door (7th), overland flight (9th), teleport (11th), passwall (13th), greater teleport (15th), phase door (17th), interplanetary teleport (19th).
- Scribing: Gnome; Linguistics; comprehend languages (3rd), whispering wind (5th), secret page (7th), tongues (9th), sending (11th), mark of justice (13th), instant summons (15th), symbol of death (17th), soul bind (19th).
- Sentinel: Human; Intimidate; shield of faith (3rd), shield other (5th), protection from energy (7th), lesser globe of invulnerability (9th), stoneskin (11th), globe of invulnerability (13th), repulsion (15th), mind blank (17th), prismatic sphere (19th).
- Shadow: Elf; Stealth; disguise self (3rd), minor image (5th), clairaudience-clairvoyance (7th), scrying (9th), prying eyes (11th), shadow walk (13th), greater scrying (15th), greater prying eyes (17th), shades (19th).
- Storm: Half-elf; Acrobatics; endure elements (3rd), gust of wind (5th), sleet storm (7th), hurricane blast (9th), control winds (11th), acid fog (13th), control weather (15th), stormbolts (17th), storm of vengeance (19th).
- Warding: Dwarf; Disable Device; alarm (3rd), arcane lock (5th), nondetection (7th), fire trap (9th), mage's faithful hound (11th), greater glyph of warding (13th), guards and wards (15th), prismatic wall (17th), wall of suppression (19th).
Bonus Feats: Any [Dragonmark] feat.
Bloodline Arcana: Whenever you cast a bloodline spell or a spell which affects dragonmarks, increase the spell's caster level and save DC by +1.
Bloodline Powers: Characters who manifest a dragonmark gain the following abilites.
Least Power (Sp): You may use any spell on your bloodline list as a spell-like ability with a caster level equal to half your sorcerer level (minimum 1) - if this would result in a caster level too low to cast the chosen spell then it cannot be cast. These spell-like abilities do not gain the benefits of your bloodline arcana. You can use this ability a number of times per day equal to 1 + your Charisma modifier (the spells share a common pool).
Favored in House (Ex): At 3rd level you gain a +2 bonus on Bluff, Diplomacy and Intimidate checks made against members of your dragonmarked house. In addition, you may call on contacts in your house 1/week per two sorcerer levels to provide you with favors. Roll a d20, with a +1 modifier per four character levels. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can't take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of the check.
Greater Power (Su): At 9th level your Least Power becomes a Supernatural ability, and gains the benefits of your bloodline arcana.
Heir of Siberys (Su): At 15th level you gain 1 temporary hero point at the start of each encounter, which expires when the encounter ends.
Living Prophecy (Ex): At 20th level your Least Power becomes an Extraordinary ability. You may expend 2 uses of your Least Power in place of a hero point. Finally, you gain a +4 bonus on Intimidate checks made against true dragons.[/spoiler]
SoulknifeTashalatora (archetype)[spoiler]
Weapon and Armor Proficiency: Tashalatora are proficient with simple weapons and with their own mind blade (regardless of form) but not with armor or shields. This replaces the soulknife's normal weapon and armor proficiencies.
AC Bonus (Ex): As the monk class feature. This ability replaces the soulknife's bonus feat at 1st level.
Blade Skills: A tashalatora adds the following to his list of blade skills.
- Flowing Blade: The tashalatora's mind blade counts as a monk weapon, and may be used as part of a flurry of blows.
Enhanced Mind Blade: A tashalatora adds
ki focus to the list of enchantments he can apply to his mind blade.[/spoiler]
SummonerConstruct Summoner (archetype)[spoiler]
Construct Eidolon: A construct summoner's eidolon is formed of composite materials similar to those found in warforged. His eidolon's type changes to Construct (augmented outsider,
living construct). In addition, his eidolon may select [Warforged] feats as if it were a warforged. Unlike a normal eidolon, a construct eidolon disappears if it is reduced to 0 hit points. If a construct eidolon gains the Undead Appearance evolution, instead of save bonuses it receives immunity to stunning. If the summoner also possesses the synthesist archetype then he may select [Warforged] feats as if he were a warforged, but may only use them while merged with his eidolon (unless he is already a warforged).
This ability replaces the eidolon's evolution points at 1st level - from 2nd level on it has 3 fewer evolution points than normal.
Summon Construct (Sp): When using your
summon monster I ability, instead of summoning a monster from the normal list you summon a 1st-level
astral construct. Whenever you would gain the ability to summon monsters of one level higher, you instead gain the ability to summon astral constructs of one level higher. Despite duplicating a psionic power, this is not a psionic effect. At 19th level you gain access to
gate as normal. This ability modifies, but does not replace, the summoner's normal summon monster ability.
At the DM's option, you may choose to grant the construct summoner a spell-like version of the
astral juggernaut power instead of
gate. Make the following changes:
- XP cost becomes a material component of 5,000gp in value.
- The juggernaut's ectokinetics ability is activated by expending a summoner spell slot with a level of at least half the pp cost (round up). Eg. using metaphysical slam (7pp) would require a slot of lv4 or higher.
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WitchNew Hexes[spoiler]
Witch of Khyber (Su): If the witch possesses the Aberrant Dragonmark feat she may use her Intelligence modifier to determine the save DCs of her aberrant dragonmark, as well as its number of uses per day. At 4th level she may treat the spell-like abilities granted by that feat as hexes, allowing her to use them at will. At 8th level she may also treat the SLAs granted by the Lesser Aberrant Dragonmark feat as hexes, and at 12th level this extends to the Greater Aberrant Dragonmark feat.[/spoiler]
New Major Hexes[spoiler]
Grand Witch of Khyber (Su): A witch with this hex does not risk becoming dazed when using her Aberrant Dragonmark. In addition she gains Aberrant Dragonmark, Lesser Aberrant Dragonmark or Greater Aberrant Dragonmark as a bonus feat, as long as she meets the prerequisites. The witch must possess the Witch of Khyber hex to select this hex.[/spoiler]
Witch HunterExorcist (archetype)[spoiler]
Exorcism (Su): At 9th level, an exorcist may expend a use of his spellbane power as a standard action to make a melee touch attack. If it succeeds then it is resolved as a normal use of spellbane, except that only spells which control the target's behaviour (such as
dominate person) may be dispelled. In addition, any creature possessing the target must succeed on a Will save (DC = 10 + half the exorcist's class level + his Wis modifier) or be expelled. This replaces the witch hunter's Cursebreaker ability.
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