Saturday, February 7, 2015

Princess (rogue alternate class)

The princess is young female royalty who often finds herself targeted by witches.

Saves: Princesses have high Will saves, and low Fort/Ref saves.

Bardic Music: This replaces the rogue sneak attack. Princesses get fascinate, inspire courage, distract, suggestion, and inspire greatness at the same levels bards would. They do not get other bardic music, and this is always via singing.

Wild Empathy: This replaces trapfinding. As the druid ability.

Hex Sense: This replaces trap sense. Princesses gain the bonus to saves against witch hexes (but not spells), and to AC against attacks made with witch hexes (including hair and claws).

True Love's Kiss: Replaces master strike. The princess can choose a true love. Anytime they kiss (a standard action- requires a pin against an unwilling target), the kiss can bestow any of the following benefits to either the princess OR the target. Usable 1/day for the princess and 1/day for the true love.

  • Remove Blindness/Deafness
  • Remove Curse
  • Break Enchantment
  • Greater Restoration
  • Heal
  • Greater Dispel Magic
  • Freedom of Movement
  • Breath of Life

Rogue Talents: The princess has alternate rogue talents and advanced talents to choose from:

  • Too Beautiful: The princess gets her charisma as a deflection bonus to AC against attacks, but not against attacks related to combat maneuvers (grapple, trip, etc).
  • Woodland Allies: The princess can use bardic music rounds to entice nearby animals to do simple tasks- such as cleaning, cooking, sewing, etc. The princess must perform the entire time. Critters appropriate to the area will come to assist with these tasks. They can assist with craft checks, giving +5 to a check if the princess sings the entire time she crafts.
  • Innocence: The princess can add her charisma modifier twice to diplomacy checks. However, she does not add her charisma modifier to bluff or intimidate checks.
  • Crafter: The princess can add her charisma modifier (in addition to her intelligence or wisdom modifier) on craft and profession checks.
  • Disguise: The princess takes no penalty to disguise to appear to be a male. She can roll disguise twice and take the better value once per day.
  • Outfits: The princess can change clothing (including armor) as a full-round action. 
  • Improvised Weapons: The princess is considered proficient with any improvised weapon, such as brooms, frying pans, etc. 
  • Listen with your heart: By listening to a conversation for 1 round, the princess can gain understand that language for 1 hour. At 3rd level, she can speak it also. At 5th level, she can read it if she studies the text. This only lasts for 1 hour per day, so it's not suitable for deciphering books in most cases.
  • Dangerous Acrobatics: The princess adds her charisma modifier (in addition to her dexterity) to acrobatics checks, and she takes no falling damage ever (as if constantly under feather fall). 
  • Charmer: The princess can charm person as the witch hex.
  • Beast Tongue: The princess can speak with animals as the spell at will. 
  • Princess Training: Choose one weapon- the princess levels count as fighter levels for purposes of qualifying for feats related to that weapon (such as weapon specialization)
  • Beauty Sleep- the princess does not age, breathe, or starve while she sleeps- even if the sleep is magically induced. At 5th level she is immune to extreme temperatures while she sleeps. A sleeping princess can be put in a glass coffin in the sun and be fine.
  • Royal Grace- the princess does not suffer armor check penalties, or movement penalties for armor or clothing or footwear, and is comfortable even in the most rediculus shoes.
  • Royal Lineage: the princess gains her charisma modifier in addition to intelligence, on knowledge (nobility) and knowledge (local) rolls and can use them untrained.
  • Animal Companion- as the ranger ability, but only small or smaller animals.
Advanced Talents:
  • Flower Gleam and Glow- the princess can cure moderate wounds as a full round action a number of times per day equal to her charisma modifier. At 9th level, people she cures also benefit from either remove curse or break enchantment.
  • Ice Princess- the princess can use cone of cold, and sleet storm 1/day each. She also gains cold resistance 10. 
  • Dance Group- the princess can spend bardic music to cause those she has fascinated to break out in song and dance. They get a further -4 to notice checks, and people not fascinated treat the area as difficult terrain to move through it. 
  • Animals Attack- (requires woodland allies)- The princess can cause her woodland allies to attack on her behalf. 1/day she can cast a summon nature's ally spell. Treat this as the summoner summon monster ability at the same level as the princess level, but it's as summoned nature's ally instead of summon monster.
  • Dreamspeak- as the witch greater hex Speak in Dreams
  • Some Day My Prince Will Come- The princess can gain a cohort as per the leadership feat. If she chooses the cohort as her true love (see true love's kiss) she gets +4 to her leadership score and the cohort can be as high as 1 level lower instead of 2.
  • Animal Companion, Greater- as the ranger ability, but can be of any size allowed by a ranger of the same level. Requires the animal companion talent.
  • True Beauty- the princess gains her charisma bonus as a resistance bonus on fort, reflex, and will saves.

Friday, April 12, 2013

Druggist (alchemist archtype)

The druggist concentrates on making powerful drugs and poisons at the expense of explosive bombs.

Quick Poison: The druggist can create poisons on the fly, creating a number equal to 3+his intelligence modifer. The DC of the poison is 10 + 1/2 the druggist level + his intelligence modifier. The poison does 1 strength damage per round, is injury based, immediate, and can be beaten with 1 save. The DC of any standard poison he manufactured is increased by 1/2 the druggist level. This replaces bombs.

Sunday, April 7, 2013

Blighter (druid alterate class)

While many druids find that the environment is something to be protected, the blighter sees it as a resources from which to tap magic.

Animal Bond- The blighter does not gain domains, and may only choose an animal companion. The animal companion gains either the skeletal or the zombie template and is treated as undead.

Blight Magic- The blighter cannot cast any spells that enrich plants or animals, including anything that increases their size. He can diminish plants, shrink animals, but not strenghten them in any way. Any spell on the druid list that enhances animals (or animal companions) can be applied to the blighter's undead animal companion, but not to other undead. Spells that hide from animals or speak with animals, charms, them, etc. functions normally. Any power that calls upon plants or emulates plants (such as plant shape, tree shape, entangle, etc) changes so that it applies instead to dead vegetation. (So Tree Shape always takes the form of a decaying tree, entangle allows grappling by dead or blighted vines, etc).

A blighter learns summon monster spells in place of summon nature's ally spells, and sponatneously converts to them instead.

Blight Plants (su): The blighter can do a special ritual that takes 10 minutes. The ritual spreads unnatural blight within a radius of 10' per blighter level. Non magical, inaimate plants in the area slowly begin to wilt and die- being unable to take nutrients from the soil or the sunlight. The land will continue to be unable to support plant life for 1 year or until a druidic hallow spell is cast in the area. Any magical plants or plant creaures that live in the area will slowly begin to starve unless they leave the area, but will return to normal once brought out of the area. Vegetables suffering from this ability do not provide nutrition to things that eat them.

The bligher does this as part of his spell memorization- he cannot memorize spells on a day he did not successfully perform this. What's more, he cannot use his blight powers on days he did not perform this ritual.

This replaces wild empathy.

Swamp Stride- At 2nd level the blighter gains the swamp hag witch hex. This replaces woodland stride.

Blight Powers- At 5th level, and every 2 levels thereafter the blighter can choose a blight power from those listed below. This replaces wild shape. DCs (when relevant) are 10+1/2 level + wisdom mod. Any spells emulated use blighter level as caster level.


Wilting Touch- The blighter can deal 1d6 damage per class level to any plant or plant creature by touch. He may use this ability a number of times per day equal to 3+ his wisdom modifier.

Nature's Enemy- The blighter can treat any spell as if it is empowered, without increasing casting time- but only if it does damage to plants or animals. AoE effects which deal damage to animals, plants, and other creatures are only empowered in relation to animals and plants.

Hide Blight- The blighter can cast hallucinatory terrain to make any wilted and dead area appear lush and beautiful. This can be used 1/day.

Unnatural Aura(su)- The blighter can surround himself in an unnatual aura up to his close range. This lasts for 1 minute per blighter level. No normal animal will enter the unnatural area. Trained animals can be pushed to enter, as can special animals (like familars or animal companions) but they must make a will save or be shaken upon entering. This can be done 1/day.

Break Bond- The blighter can  attempt to break a bond between two creatures or between a creature and a plant or area by touch. He can touch either end of the bond. The creature must make a will save. If the save fails, the bond is broken. This can remove a familiar or animal companion from a master, or break the bond between a dryad and a tree, dispel a telepathic bond between an animal or plant and another creature, or stop a witch from possessing her familar, but it has no effect if one of the creatures in the bond is not an animal, plant, or magical beast. As such it has no effect on eidolons, or outsiders, but summoned animals or plants would be uncontrolled by the summoner. Regardless of what is touched, either creature in the bond can make the will save (either the familiar or the master). This can also break other natural bonds, such as between a fey and a lake. The use is still wasted if the save succeeds and neither creature can be affected by this more than once per 24 hours (even if a creature has multiple bonds). A blighter must be 10th level to take this feature. The broken bond lasts for 1 hour per blighter level. This power can be used 1/day, +1 time for every 4 levels the bligher has above 6th.

Greater Break Bond- (level 16th, requires break bond)- The blighter's break bond ability becomes permanent instead of 1 hour per blighter level, though remove curse can restore the bond- treat as if a greater curse.

Iron Gut- the blighter can eat rotten food, is immune to poison and venom, and gain nutrients from dirt or bark, including blighted vegetables or undead flesh.
Blight Hex- as the witch hex

Unnerve Animals- as the witch hex

Undead Form- The blighter can appear as an undead version of himself (as a zombie or lich) as disguise self for a number of minutes per day equal to his blighter level. It need not be consecutive but it must be spent in 1 minute increments. During this time, mindless undead will not attack him and generally ignore him, and he will appear undead to divinations and abilities such as lifesense. His type does not change, however and he treats negative and positive energy normally as it relates to healing him.

Touch of Pain- The blighter can touch an animal or magical beast and cause it intense pain. It makes a fort save. If it fails it is wracked with pain and paralyzed for 1d6 rounds + 1 per blighter level. If it succeeds it is only paralyzed for 1 round. This can be used a number of times per day equal to 3+wisdom modifier, but once a creature successfully saves it cannot be targeted again for 24 hours.

Elemental Aura- Choose an element: either fire or cold. The blighter does +1 damage per bligher level on all spells and attacks that use this element. (+2 damage / level against plants, animals, and magical beasts).

Bane-Choose either plants, animals, or magical beasts. The blighter's natural attacks (as well as those of his animal companion) are treated as if they had the bane quality against that type. This can be taken up to three times, each time applying to a different type (plants/animals/magical beasts).

Squash Power- The blighter can make a ranged touch attack against a plant creature, animal, magical beast, or fey. If he hits the creature makes a will save. Failure means that all the creatures spell like abilities, supernatural abilities, and raical spells (such as a nymphs automatic druid spells) cannot be used for 1 minute per blighter level. This power can be used a number of times per day equal to 3+wis modifier. A creature cannot be affected by this for 24 hours after it passes a save against it (but if it fails this may be used continuously). Spells from class levels are unaffected by this ability.

Undead Creature- (Level 16+, requires undead form) The blighter gains the undead type and undead immunities. His appearance does not change immediately but he will slowly begin to rot and resemble a zombie. The undead form ability he has can be used to appear as his previous living self, at any age. The blighter (if he has craft wonderous item) can create a phylactery and become a lich for 1/2 price. The thousand faces druid ability he gains only allows him to take the form of other undead creatures.



Saturday, April 6, 2013

Witch of the Wilds (witch archtype)

The witch of the wild takes the shape of beasts to get along alone in the wild.


Companion Familar- The witch of the wild's familiar also gains the benefits of an animal companion. If she takes improved familiar, she may not take an outsider- only a magical beast or animal.

Beast Shape- The witch of the wilds can take the shape of animals. She gains wild shape as the druid class feature, but she replaces the elemental form abilities with equivalent form of the dragon spells.

Less Hex- The witch does not gain a hext at level 1, and she gains hexes only half as often. (2nd level, and every 4 levels thereafter).


Gypsy Witch (witch archtype)

The gypsy witch may travel with a circus or perform using her talents, but at the same time can use her magic to perform deadly curses.

Divination: Using a tarot deck, dice, innards, or some other method of divination, a witch can perform an augury with 90% success, once per day. At 5th level this ability can instead mimic divination with 80% success rate. At 10th level this can mimic commune. Use the witch level as the caster level.

This replaces the witch's 1st level hex.

Difficult Dispel: All the witches spells and hexes are more difficult to dispel. The witch must set a parameter (such as "true love's kiss" or "until kissed by a princess" or "until eating nightshade during the full moon"). She speaks this aloud when casting her spell. If the parameter is met, then the spell immediately ends (even instaneous effects such as flesh to stone). The witch's caster level for her spells is treated as 4 higher for purposes of being dispelled otherwise.

This ability replaces cantrips. The witch gains read magic and detect magic as 1st level spells.

Curse: At 10th level the witch can put a curse on someone 1/day by touching them, as per bestow curse.At 16th level this mimics curse,greater, This replaces the witch's 10th level major hex.

Friday, April 5, 2013

Henchman (Cohort Class)

Henchman (NPC or cohort class)

Henchmen use all the stats for commoners, including skill points and HD. But they gain the following class features. The henchman bonds himself to another person, called his master, who he journeys with out of love or duty.


Trust The Hero- The henchmen gets a bonus to all saving throws equal to 1/2 the master's HD. He is also immune to fear effects unless the master suffers the fear effect. This ability is only applicable when the summoner can see the master, and the master is not unconscious or helpless.

Inspirational Speech- At 3rd level the henchman can say something inspiring to the master. His speech takes 1 minute to give, during which time the master must be able to see and understand him. This acts as a bard's inspire courage ability at the same level of the henchman, but it affects only the master and lasts 1 hour per class level. He can use this ability 1/day.

Fight it!- At 5th level, as a standard action the henchman can shout something inspring to the master to grant him an additional saving throw against an ongoing spell or effect, or to disease or poison, including instantaneous effects (such as flesh to stone). If the new save succeeds, the spell is broken with no further ill effects.

My Life for you!- At 7th level, the henchman can move his speed as an immediate action, but only for the purpose of interposing or bull-rushing the master to help him avoid an attack, trap, or other hazard. Bull-rushing uses the standard rules for bull-rushing but can help them both potentially avoid the attack. If the henchman interposes, he takes full damage from the attack, including AoE burst effects (but not spread effects like clouds), stopping the master from taking any.

Do you know who he is?- At 9th level, the henchman can speak to the great (or vile) deeds his master has done to give the master a circumstance bonus on either a bluff, diplomacy, or intimidate check equal to 1/2 the henchman's class level.

Aiding Ally- At 11th level the henchman grants a +4 bonus to aid another checks, he can apply potions, oils, or healing to his master as a standard action (including drawing the potion). He can apply the benefit of any teamwork feat he has to himself and his master, even if his master does not share the same teamwork feat. His carrying capacity is treated as if his strength were 4 points higher than it is. Finally, if the henchman provides long term care, he doubles the benefit of the care.

Know the master- At 13th level, the henchman can instantly identify his master, and as such cannot be tricked by illusions, disguises, or any other way of falsifying his master's identity. He can also tell if the master is under the influence of compulsions or acting out of character. He automatically can pass sense motive checks against the master and can automatically pick up on hidden messages via bluff. He knows all languages the master does, and they can communicate simple messages innocuously using simple gestures or one word phrases.

Find the master(su)- At 15th level the henchman has a hunch about his master. He is able to track his master using perception or survival, with a bonus to the roll equal to his class level. He has a constant locate creature and status effect on his master.

Learned from the best- At 17th level the henchman can emulate any ability his master has. He can use this ability a number of times equal to 3+his charisma modifier. He can use this ability to cast a single spell the master knows, use a class feature the master has, or use a skill the master has at the master's skill ranks (using his own modifers), or he can make a saving throw using the master's total saving throw modifier, or use a feat the master has (even if he does not have the prerequisites), including weapon proficiencies. This lasts for one use of the ability (some abilities take longer to use than others, such as crafting).

Master's Mantle- At 19th level, the henchman learns the tools of the master's craft. He gains the base attack bonus and saving throw modifiers of his master's base class, and all his master's class features. His hit dice adjust to match the same HD of his master.


Carry the Torch- At 20th level he stops being a henchman and loses all his henchmen class features, taking instead all the class levels of his master. At this point, his level automatically increases to match that of his master. He gainst the feats and skill ranks his master had- even above his own.

 If the master ever dies permanently or dismisses the henchman, the henchman can either take on a new master, or trade in all his henchman levels to copy the master's class levels and features and feats and skill ranks. This happens even if the henchman is below 20th level.

Lodestone Paladin (paladin archtype)


Lodestone Paladin

A lodestone paladin absorbs the evil energy of undead and outsiders he slays into himself, preventing them from being reborn.

Absorbing Smite Evil- Smite evil does not gain the damage bonus against evil dragons, only undead and evil outsiders.

If an evil outsider or undead is brought below zero HP as part of a smite evil, the paladin absorbs the creature into his body, where it remains trapped in suspended animation indefinately, as per the imprisonment spell. This process is painful to the paladin, who must make a fort save. DC = 10 + HD of the absorbed creature. If he fails the save he takes 1 negative level and is paralyzed with pain for 2d6 rounds. A successful save removes the negative level and reduces the time paralyzed to 1d6 rounds.

Creatures trapped in this way are imprisoned rather than destroyed, so they cannot be resurrected, raised, reanimated, nor can they be reborn, such as a lich. Spells such as freedom can remove trapped opponents, one a time.

The lodestone paladin's smite evil effect only bypasses DR from undead and evil outsiders, not from all evil creatures.
 
Mercy- Add the following options for paladin mercys.
3rd level- paladin can delay the pain effects to the person touched for 1 round/paladin level, including that from absorbing smite evil.
6th level- the paladin can delay the gaining of negative levels caused by evil outsiders and undead (and the absorbing smite evil) ability for 1 round/paladin level.
12th level- the paladin can remove 1 negative level caused by undead, evil outsiders, or the absorbing smite evil.

Divine Bond- The paladin may not choose a mount as a divine bond- only a weapon. Add ghost touch to the types of bonuses that can be applied to a weapon, but remove merciful.

Relive Memory- The paladin at 11th level, when absorbing an enemy using absorbing smite evil the paladin automatically relives some of the creatures memories, as if sensitivity to psychic impressions, with each round being paralyzed revealing a new memory. This replaces aura of justice.

Holy Absorbtion- At 20th level, the paladin's smite automatically attempt to imprison evil undead and outsiders, though if they are not out of HP they get a will save to avoid the effect (using paladin level as caster level and charisma to set DC). The paladin suffers the pain effect normally. This replaces the banishment effect from holy champion.