+10/- is shorthand for 10 damage reduced per hit for any weapon or spell. -10/- is 10 added to the damage per any hit. +10/silver is 10 damage reduced except for silver weapons. +10/(+1-+5) for 10 damage reduced per anything except +1 - +5 magical weapons.
Nonlethal damage based off dnd is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell by adding to a nonlethal damage total. Each point causes 6 months aging repairable by healing of any sort or rest for 10 min per point.
BAB is Base attack Bonus or what the bonus is for the attacker to hit.
For any dice rolls there are stats and Abbreviations needed to know thus for those who know go to next paragraph. AC = Armor class which means how difficult a person is to hit in rating. DC = Difficulty class that the DM or Dungeon master sets per encounter making or breaking skill checks or othe checks. The rest are stat scores like Str = strength that modifies the character's Attack and Damage rolls in melee combat. Dex = dexterity that modifies the character's AC, Initiative, Ranged Attack and Reflex Save. Con = consitution that modifies the character's Hit Dice and Fortitude Save. Int = intelligence that modifies the character's Skill Points and Additional Languages. Wis = wisdom that modifies the character's Will Saves. Cha = charisma that modifies the character's NPC Influence Rolls. Charisma is a spiritual/soul attribute that the body expresses by feel.
The skill check: This is a 1d20 + skill modifier + situational modifiers + miscellaneous mods >= DC(Difficulty Class). The skill modifier is the skill rank with other variables, that are optional. The situational modifier is what may be effecting you. Class skill is the special ability or feat that the character works with or uses to mod a skill, via a miscellaneous mod. So, for a level 14 character, a 1d20 + 4 Skill rank and 3 Cn bonus + 3 situational + 10 Skill bonus >= 15 DC, so a d20(1)+4+3+3+10=21 is the lowest this character could roll. This is to make certain of ability or action success.
An attack roll is a 1d20 + Attack modifiers >= AC target so attack modifiers consist of the combatant's base attack bonus, strength adjustment, and any other bonuses that apply to the attack roll but not spells for the spells are resolved by the skill check. A third level warrior kinetic has rolled 15 attacking a orc with a 6 AC. The warrior kinetic must roll has hit. A rolled 20 on a 1d20 is a critical hit via attack roll.
Modules are adventures built on the dnd d20 system. They describe the scenarios and events for dndthat make up game play. The Module can be made up by yourself, in advance or on the spot, for spontaneous fun.
PHB is the Player handbook for DnD and Epic Players Handbook, of the 3.5 edition, at the dnd resource, here for 2e to 4e Dnd books, or here for 4e Player Handbooks 1, 2 and 3. Optional, is here at the Pre4e PHB site, or here, that's for the PDF you can get of the site. Also if interested in 5e rules, look here or go here for the rulebooks I have in pdf format.
Speed time gives +1 attack action to your attack ae melee/ranged with use of concentration check and a 1d4 to denote how many attacks you gain.
Slow time gives -1 attack action to your target upto -4, with the roll of a concentration check. Then a 1d4 to note how long they are slowed.
Stop time freezes victim/s for 1 full round upto 6 with a concentration check and a 1d6 to note how many turns you froze the victim.
Familiar: A magic user can obtain a familiar
by taking 24 hours and using up 100 gp materials. The sorcere chooses the
familiar kind. As the sorcere advances in level, his familiar also increases
in power. A familiar starts with 100% hp and your stats. If the familiar dies or is dismissed
by the sorcerer, the sorcerer must attempt a 1d20+fortitude Fortitude saving throw and
get 10 or more for success. Failure means he loses 200 experience points per
sorcere level; success reduces the loss to one-half that amount but the experience
point total can't go below 0 as the result of a familiar's demise or dismissal.
A slain or dismissed familiar cannot be replaced for a year and day. A
slain familiar can be raised from the dead just as a character can be,
and it does not lose a level or a Constitution point. A character with
more than one class that grants a familiar may have only one familiar
at a time. Every two level higher than 20th the familiar's natural armor
bonus and Intelligence each increase by +1. The familiar's spell resistance
is equal to the master's level + 5. At 21st level and again every ten
level higher than 21st, the familiar gains the benefit of the Familiar
Spell epic feat for a spell of its master's choice.
The way to determine a success in this game, if you so choose to use this idea, is 1d20+focus rank or feel free to use straws by drawing them from the hand. The longest or shortest straw is success. Otherwise, the choice of success is sometimes; making by using d20 as 10+skill rank or mod and get a 15 or above. So if you use a 10+focus rank approach, then a 10 + 6 focus ranks (6) = 10+6=16 or automatic success by feel. Otherwise 10 + 4 focus rank = 10+4=14 or automatic fail.
One pointed focus (Ex); You think of a actual point in your minds eye and then focus on what your trying to realize. Then you realize it. This is where you breathe normal and focus on your Breathe, point something out and think of what you need, focus upon your breath, then you realize what you want to know. You can know any special properties of items and whatever the thing does or that its meant for by feel.
Fast Movement (Ex): +10 feet speed.with no armor, light armor, or medium armor and no heavy load. Apply this bonus before modifying speed because of any carried load carried.
Controlled
Rage (Ex): A batlmage can fly
into a controlled rage. In a controlled rage, a batlmage temporarily
gains +4 bonus to Strength, +4 bonus to Constitution, +4 bonus to
Intelligence and +2 morale bonus on Will saves, but he takes a -2
penalty to Armor Class. The Con increase increases the batlmages hit
points +2 per level, but these hit points go away at the controlled
rage end when the Con score drops to normal. A fit of rage lasts 3 +
the character's (newly improved) Constitution modifier. A batlmage may
prematurely end his rage. At the end of the rage, the batlmage loses
the rage modifiers and restrictions and becomes fatigued (-2 penalty to
Strength, -2 penalty to Dexterity, can't charge or run) for the
duration of the current encounter (unless he is a 17th-level batlmage,
at which point this limitation no longer applies; see below).
At 1st level they can use this rage ability once per day. At 4th
level
and every four level thereafter, they can use it one additional time
per day. Entering a rage takes no time itself, but only
during their action, not in response to someone else's action.
Trap Sense (Ex): Starting at 3rd level, a batlmage gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian level thereafter. Trap sense bonuses gained from multiple classes stack. The epic batlmage bonus increases by +1 every three level higher than 18th.
Improved Uncanny Dodge (Ex): At 5th level and higher, a batlmage can no longer be flanked. This defense denies a rogue the ability to sneak attack the batlmage by flanking him, unless the attacker has at least four more rogue level than the target has batlmage level. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a batlmage gains Damage Reduction. Subtract 1 from the damage taken each time it is dealt from a weapon or a natural attack. At 10th level, and every three level thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The epic barbarian's damage reduction increases by 1 point every three level higher than 19th.
Greater Rage (Ex): At 11th level, bonuses to Strength and Constitution during rage each increase to +6, and the morale bonus on Will saves increase to +3. The penalty to AC remains at -2.
Indomitable Will (Ex): While in a rage, a batlmage of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves also received during rage.
Tireless
Rage (Ex): At
17th level and higher, a batlmage no longer becomes fatigued at the
rage end.
Mighty Rage (Ex): At 20th level, bonuses to Strength
and Constitution during a rage each increase to +8, and the morale
bonus on Will saves increases to +4. The penalty to AC remains at -2.
Bonus Languages: A magic user may substitute Draconic for one of the bonus languages available to the character race. A warlock druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of race. A warlock druid also knows Druidic, a secret language known only to warlock druids, which is learned upon becoming a 1st-level druid. Druidic is a free language in addition to the regular allotment of languages and it doesn't take up a language slot. Warlock druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
Animal Companion (Ex): A warlock druid may begin play with an
animal companion selected from the following list: badger, camel, dire
rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony,
snake (Small or Medium viper), or wolf. If the campaign takes place
wholly or partly in an aquatic environment, the following creatures are
also available: crocodile, porpoise, Medium shark, and squid. This
animal is a loyal companion that accompanies the warlock druid on the
adventures as appropriate for its kind. A 1st-level warlock druid's
companion is completely typical for its kind except as noted below. As
a warlock druid advances in level, the animal's power increases as
shown on the table. If a warlock druid releases the companion from
service,
The warlock druid may gain a new one by performing a ceremony requiring
24 uninterrupted hours of prayer. This ceremony can also replace an
animal companion that has perished.
A warlock druid of 4th level or higher may select from alternative
lists of animals (see below). Should she select an animal companion
from one of these alternative lists, the creature gains abilities as if
the character's warlock druid level were lower than it actually is.
Subtract the value indicated in the appropriate list header from the
character's warlock druid level and compare the result with the warlock
druid level entry on the table to determine the animal companion's
powers. (If this adjustment would reduce the druid's effective level to
0 or lower, it can't be that
animal.)
Nature Sense (Ex): A warlock druid gains a +2 bonus on Nature and Survival checks.
Wild Empathy (Ex): A warlock druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The warlock druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the warlock druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A warlock druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a warlock druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion are still affective.
Trackless Step (Ex): Starting at 3rd level, a warlock druid leaves no trail in natural surroundings and cannot be tracked. The warlock druid may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a warlock druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At
5th level, a warlock druid gains the ability to turn herself into any
Small or Medium animal and back again once per day. The options for new
forms include all creatures with the animal type. This ability
functions like the polymorph spell, except as noted here. The effect
lasts for 1 hour per druid level, or until she changes back. Changing
form (to animal or back) is a standard action and doesn't provoke an
attack of opportunity.
The form chosen must be that of an animal the warlock druid is
familiar with. A warlock druid loses her ability to speak while in
animal form because its limited to the sounds that a normal, untrained
animal can make, but can communicate normally with other animals of the
same general grouping as the new form. A warlock druid can use this
ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as
noted on Table: The warlock druid. In addition, gains the ability to
take the shape of a Large animal at 8th level, a Tiny animal at 11th
level, and a Huge animal at 15th level.
The new form's Hit Dice can't exceed the character's warlock druid
level. At 12th level, a warlock druid becomes able to use wild shape to
change into a plant creature with the same size restrictions as for
animal forms. (A warlock druid can't use this ability to take the form
of a plant that isn't a creature.) At 16th level, a warlock druid
becomes able to use wild shape to change into a Small, Medium, or Large
elemental (air, earth, fire, or water) once per day.
These elemental forms are in addition to normal wild shape usage. In
addition to the normal effects of wild shape, the warlock druid gains
all the elemental's extraordinary, supernatural, and spell-like
abilities. Also gained are the elemental's feats for as long as there's
wild shape maintainance, but retains the creature type. At 18th level,
a warlock druid becomes able to assume elemental form twice per day,
and at 20th level can do so three times per day and may use this wild
shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a warlock druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a warlock druid gains the ability to change appearance at will, as if using the alter self spell, but only while in her normal form..
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
A
warlock druid's
animal companion is different from a normal animal of its kind in many
ways. The companion is treated as a magical beast, not an animal, for
the purpose of all effects that depend on its type (though it retains
an animal's HD, base attack bonus, saves, skill points, and feats). It
is superior to a normal animal of its kind and has special powers, as
described below.
Class level
Bonus HD Natural Armor Adj. Str/Dex
Adj. Bonus Tricks
Special
1st-2nd
+0
+0
+0
1
Link,
share spells
3rd-5th
+2
+2
+1
2
Evasion
6th-8th
+4
+4
+2
3
Devotion
9th-11th
+6
+6
+3
4
Multiattack
12th-14th
+8
+8
+4
5
15th-17th
+10
+10
+5
6
Improved
evasion
18th-20th
+12
+12
+6
7
Animal
Companion Basics: Use the base statistics
for a
creature of the companion's kind, but make the following changes.
Class level: The character's warlock druid level. The warlock druid's
class level stack with level of any other classes that are entitled to
an animal companion for the purpose of determining the companion's
abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a
Constitution modifier, as normal. Remember that extra Hit Dice improve
the animal companion's base attack and base save bonuses. An animal
companion's base attack bonus is the same as that of a warlock druid of
a level equal to the animal's HD. An animal companion has good
Fortitude and Reflex saves (treat it as a character whose level equals
the animal's HD). An animal companion gains additional skill points and
feats for bonus HD as normal for advancing a monster's Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the
animal companion's existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion's Strength and
Dexterity scores.
Bonus Tricks: The value given in this column is the total number of
"bonus" tricks that the animal knows in addition to any that the
warlock druid might choose to teach it (see the Handle Animal skill).
These bonus tricks don't require any training time or Handle Animal
checks, and they don't count against the normal limit of tricks known
by the animal. The warlock druid selects these bonus tricks, and once
selected, they can't be changed.
Link (Ex): A warlock druid can handle her animal companion as a free
action, or push it as a move action, even if she doesn't have any ranks
in the Handle Animal skill. The warlock druid gains a +4 circumstance
bonus on all wild empathy checks and Handle Animal checks made
regarding an animal companion.
Share Spells (Ex): At the warlock druid's option, she may have any
spell she casts upon herself also affect her animal companion. The
animal companion must be within 5 feet of her at the time of casting to
receive the benefit. If the spell or effect has a duration other than
instantaneous, it stops affecting the animal companion if the companion
moves farther than 5 feet away and will not affect the animal again,
even if it returns to the warlock druid before the duration expires.
Additionally, the warlock druid may cast a spell with a target of "You"
on her animal companion (as a touch range spell) instead of on herself.
A warlock druid and her animal companion can share spells even if the
spells normally do not affect creatures of the companion's type
(animal).
Evasion (Ex): If an animal companion is subjected to an attack that
normally allows a Reflex saving throw for half damage, it takes no
damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale
bonus on Will saves against enchantment spells and effects:
Multiattack: An animal
companion gains Multiattack as a bonus feat if it has three or more
natural attacks and does not already have that feat. If it does not
have the requisite three or more natural attacks, the animal companion
instead gains a second attack with its primary natural weapon, albeit
at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows
a Reflex saving throw for half damage, an animal companion takes no
damage if it makes a
successful saving throw and only half damage if the saving throw fails.
A
warlock druid of sufficiently high level
can select her
animal companion from one of the following lists, applying the
indicated adjustment to the warlock druid's level (in parentheses) for
purposes of determining the companion's
characteristics and special abilities.
4th level or Higher
(level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th level or Higher (level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th level or Higher (level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)
13th level or Higher (level -12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)/p>
16th level or Higher (level -15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
1 Available only in an
aquatic environment.
Things in action; The things in action are a point you use the idea or thought to sometimes avoid is done. This happens to allow natural skill in usage of items without a roll or this is avoidance by a reflex roll with +5, otherwise think of the use of a focus check that is with 10 or above with +5 bonus for success. The things you can use are naturally used items, that is with realized insight from the soul.
So I know; This is an idea that is done if you realize things, that is done by the spirit having you realize the insight that comes from the soul. This you know will happen then you can create the point, you realize what will happen when and where after the point if you need to know. This is done by an idea for a focus check of skills with a 10 or above as success. Think and you know what you can do.
The weaver groups are possible to enter at any time, this is in a point of reference in the "wheel of time" books. Except that they can choose to work with Aes Sedai status after tests, or see use to be in idea of Asha'man that are men weavers. If they are accepted then they are apart of a group, that's for however long they want to work with it. Otherwise they are just freelancer weavers. If rejected from the groups, then they are forsaken, that means they are rogue weavers unless they didn't want to work with them anymore.
Psicrystal: An Anti-mage can
encode a psicrystal. Doing so takes a day and requires materials that
cost 100 gp (the gem used as the basis for the psicrystal represents at
least 50% of the total cost). A psicrystal is a psionically charged
crystalline stone no more than 1 inch in diameter. It carries a
fragment personality seeded from the anti-mage's own mind, with
which the anti-mage can empathically interact and from which he or
she can derive benefits. A anti-mage may possess no more than one
psicrystal at any one time.
A psicrystal grants a special ability to its anti-mage owner
depending on the fragment personality seeded in the stone. Physically,
psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals
"regenerate" their crystal matrix at rate of 2d4 hit points per day if
damaged. If a psicrystal is brought to 0 hit points, it is destroyed.
The anti-mage chooses the type of psicrystal he or she gets. As the
anti-mage increases in level, his or her psicrystal also increases
in utility, as shown. Psicrystal Ability Descriptions: All psicrystals
have special abilities that depend on the level2 of the owner. These
abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of
Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of
Telepathic link. Psicrystal level 5-6 has int 8 and ability of
Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak
with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level
1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14
has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13
and ability of Channel power. Psicrystal level 17-18 has int 14.
Psicrystal level 19-20 has int 15.
If the psicrystal is destroyed the psion must attempt a Fortitude save
(DC 15). If the saving throw fails, the anti-mage loses 200
experience points per class level. A successful saving throw reduces
the loss by half. However, a psion's experience can never go below 0 as
the result of a psicrystal's destruction. A destroyed psicrystal cannot
be replaced for six months.
Psicrystal Personality Descriptions: All psicrystals have distinct
personalities as listed.
With psicrystal personality of Artiste the Owner gains +2 bonus on
Craft checks.
With psicrystal personality of Bully Owner gains +2 bonus on Intimidate
checks.
With psicrystal personality of Coward Owner gains +2 bonus on Hide
checks.
With psicrystal personality of Friendly Owner gains +2 bonus on
Diplomacy checks.
With psicrystal personality of Hero Owner gains +2 bonus on Fortitude
saves.
With psicrystal personality of Liar Owner gains +2 bonus on Bluff
checks.
With psicrystal personality of Meticulous Owner gains +2 bonus on
Search checks.
With psicrystal personality of Observant Owner gains +2 bonus on Spot
checks.
With psicrystal personality of Poised Owner gains +2 bonus on Balance
checks.
With psicrystal personality of Resolve Owner gains +2 bonus on Will
checks.
With psicrystal personality of Sage Owner gains +2 bonus on any one
knowledge skill he or she already knows; once chosen, this does not
vary.
With psicrystal personality of Singleminded Owner gains +1 bonus on
Concentration checks.
With psicrystal personality of Sneak Owner gains +2 bonus on Move
Silently checks.
With psicrystal personality of Sympathetic Owner gains +2 bonus on
Sense Motive checks.
Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list at here.
Powers:
A anti-mage manifests psionic
powers. A anti-mage begins play with power (talents) only limited by
power amount percent. At each level, the anti-mage discovers one or
more powers, as indicated in the powers that are chosen from the psionic power list.
To
manifest a power within a particular
discipline, you must manifest a way, a way is a psychic power in
effect, where a anti-mage must use a concentration check. (Psionic
attack and defense modes are exempt from this restriction and do not
possess level). The DC for saving throws to resist a psychic power is
1d20 + the skill rank + the anti-mage's key ability modifier. The 1d20
roll is made by the attacking anti-mage when the power is manifest.
Psionic attack and defense modes add a special modifier instead.
Certain powers can be enhanced as they are manifest, at the cost of
additional power. Note: A anti-mage may choose to discover a
lower-level power in place of a higher-level power normally granted by
level advancement. The level of psychic power is attained through each
2 levels of character.
The
power percent: A anti-mage can manifest
a certain number of powers per day based on his or her available % mp
or stp powerage. Special rules govern the manifestation of 0-level
powers and psionic combat modes.
They are listed as level 1 with 2 % power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
level 7 with 15% power per power manifest,
level 8 with 20% power per power manifest,
level 9 with 25% power per power manifest.
0-level Powers: Also called talents, 0-level powers have a special %
power per power manifest cost. A psychic warrior can manifest any
talent he or she knows for free a number of times per day equal to his
or her level +2. After exhausting his or her daily allotment, the
psychic warrior must pay 1% power per manifestation of a 0-level power
for the rest of the day.
Psychic ability (Ex); Gained on
level 4. This has two parts, sending and receiving, where sending be
the psychic attack and the psychic defense. The Psychic attack is to
psychically project some idea to another that is potentially damaging
and insane making in idea. Till they become insane or hurt themselves
with 2d6+character level in points of damage. Psychic defense is making
an effect, of repelling the effect sent to you, making the effect
nullified. One such attack, be making the person doubt themselves by
telling them, that they 'did it wrong' or 'nothings wrong', when their
clearly is through mental projection. One such defense be to reassure
yourself that they did things correctly, or cause them to believe thats
their own thought and dismiss it. Or, try as they might, make it so
they aren't clouded and do things about the problem at hand. Another
psychic defense, be to percieve the attack and send it back at the
person or thing. As though a deterring effort. There's also a loud
noise, on the moment of the attack, to distract the character and keep
the assault from being effective.
Recieving, on the other hand, be to
recieve the image or thought, from others and picking up on effects
easily. Where you see them, in your mind and become aware of the
psychic actions, otherwise. Mostly, from the subconscious picking up on
the actions and you telling your subconscious to tell you of it. Will
this receiving work.
Aura of control (Ex): The power of a anti-paladin's aura of control is equal to anti-paladin's level. This works as a charm spell.
Detect threat (Sp): At will, a anti-paladin can use detect threat ability.
Secret language: The
secret language of the Anti-paladin is the negative language. Its added
with a "Negative" to the languages. In negative language, every verb is
opposite that is used in a sentence.
Special verbs are be, is, are,
was, am, dun, don't, a, not and un. Be = be, isnt/wasnt, arnt/am not.
Is=isnt, are=arnt, was=wasnt, am=aint, dun=do, don't=do, a=not, not=is,
did=didnt, wun=will and un=is or do.
Add "a" to make the the word
negative like apositive=not positive. Add un at the word beginning to
make it positive like unlike=is like, likely. The double negative in a
sentence makes a positive plus a double positive in a sentence makes a
negative. No two negative are close together so instead of am not=am
its am so not=am so, except for be not=isnt, wasnt, wont or wernt. The
verb conjugation not disappears and is actually not translated into the
positive sentence. Use this language to win an arguement or get out of
contracts. The base to this language came from the first humans on the
planet which was
millenium ago.
The nouns are the same so the examples
are:
"I misunderstand you." = I understand you.
"I do not recognize you."=I recognize you,
"I dunno you."=I know you,
"I am unlike you."=I aint made like you,
"I be apositive."=I am positive.
"I adun unknow this."=I know this.
"I really am hard not to understand."=I really am hard
to understand.
"I be nice."=I aint nice.
"This be not good."=This isn't good.
"This wun do."=This will not do.
"This wun work."=This will work.
"What undid the event?"=What did the event?
"What did you see?"=What did you not see?
Smite Foe (Su): Once per day, an anti-paladin may attempt to smite foes with one normal melee attack. Add Charisma bonus (if any) to attack roll and deals 1 extra point of damage per anti-paladin level. If the anti-paladin accidentally smites a creature that did no crime, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five level thereafter, the anti-paladin may smite foes one additional time per day:
Saving Grace (Su): At 2nd level, a anti-paladin gains a bonus equal to Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at
2nd level, a anti-paladin with a Charisma score of 12 or higher can
heal wounds (their own or those of others) by touch. Each day they can
heal a total number of hit points of damage equal to anti-paladin level
x Charisma bonus. Anti-paladin may choose to divide healing among
multiple recipients, and doesn't have to use it all at once. Using lay
on hands is a standard action.
Alternatively, anti-paladin can use any or all of this
healing power to deal damage to undead creatures. Using lay on hands in
this way requires a successful melee touch attack and doesn't provoke
an attack of opportunity. The anti-paladin decides how many of their
daily allotment of points to use as damage after successfully touching
an undead creature.
Aura of Courage (Su): Beginning at 3rd level, the anti-paladin is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions while the anti-paladin is conscious, but not if she is unconscious or dead.
Immunity (Ex): At 3rd level, the anti-paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Being (Su):When the anti-paladin reaches 4th level, they gains the supernatural ability to turn anybody. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turns anybody with enough stp.
Special Mount (Sp): Upon reaching 5th level, an anti-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her daily crusade. This mount is usually a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). See paladin's special mount.for horse type. Once per day, as a full-round action, the anti-paladin may magically call the mount from the celestial realms in which it resides. The mount immediately appears adjacent to the anti-paladin and remains for 2 hours per anti-paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the ant-paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed.
Calling a mount is a conjuration (calling) effect. Should the ant-paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The anti-paladin may not summon another mount for thirty days or until she gains anti-paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls. The epic paladin's special mount continues to increase in power. Every five level higher than 20th, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount's spell resistance equals the paladin's class level + 5.
Remove Disease (Sp): At 6th level, an anti-paladin can produce a remove disease effect, as the spell, once per week. They can use this ability one additional time per week for every three level after 6th (twice per week at 9th, three times at 12th, and so forth).
Ascension: A 20th level anti-paladin becomes a daemon due to the energies that they use. They are in such suffusion of energy that the body dissapates into an energy form that reappears as they want. Forever after they are no longer human but shapeless and able to shapechange at will. Thus they are an energy form considered a daemon with a d20 hit dice.
Code of Conduct: An
anti-paladin must be of anything but lawful alignment and loses all
class abilities if they ever willingly commits a lawful act. After 8th
level they become a lich if killed of the alignment the character
originally had. Additionally, an anti-paladin's code requires that they
respect legitimate authority, act with dishonor (lying, cheating, using
poison, and so forth) if they see fit, help those in need to suite
their needs, and punish those who harm or threaten innocents after
reviewing the story (both sides if possible).
Associates: While they may adventure with characters of
any alignment, an anti-paladin will never knowingly associate with
wasteful or dishonorable characters such as beggars, nor will they
continue an association with someone who consistently offends their
moral code. An anti-paladin may accept only those who are useful to
them.
The anti-paladin's mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium anti-paladin is a heavy warhorse, and the standard mount for a Small anti-paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling anti-paladin) or a Large shark (for anti-paladin in an aquatic campaign) may be allowed as well. An anti-paladin's mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats).
Anti-Paladin level Bonus HD Natural Armor Adj.
Str Adj. Int
Special
5th-7th
+2
+4
+1
6
Empathic link, improved
evasion, share spells, share saving throws
8th-10th
+4
+6
+2
7
Improved speed
11th-14th
+6
+8
+3
8
Command creatures of its kind
15th-20th
+8
+10
+4
9
Spell resistance
Anti-paladin's
Mount
Basics: Use the base statistics for a creature of the mount's kind, but
make changes to take into account the attributes and characteristics
summarized on the table and described below.
Bonus HD: Extra
eight-sided (d8) Hit Dice, each of which gains a Constitution modifier,
as normal. Extra Hit Dice improve the mount's base attack and base save
bonuses. A special mount's base attack bonus is equal to that of a
cleric of a level equal to the mount's HD. A mount has good Fortitude
and Reflex saves (treat it as a character whose level equals the
animal's HD). The mount gains additional skill points or feats for
bonus HD as normal for advancing a monster's Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.
Str Adj.: Add this figure to the mount's Strength score
Int: The mount's Intelligence score.
Empathic Link (Su): The anti-paladin has an empathic link with her mount out to a distance of up to 1 mile. The anti-paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the anti-paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the anti-paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the anti-paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. An anti-paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the anti-paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount's speed increases by 10 feet.
Command (Sp): Once per day per two anti-paladin level of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin's level + anti-paladin's Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount's spell resistance equals its master's anti-paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount's spell resistance.
Sneak
Attack: If a rogue can catch an opponent when he is unable to defend
himself effectively from her attack, she can strike a vital spot for
extra damage. The rogue's attack deals extra damage any time her target
would be denied a Dexterity bonus to AC (whether the target actually
has a Dexterity bonus or not), or when the rogue flanks her target.
This extra damage is 1d6 at 1st level, and it increases by 1d6 every
two rogue level thereafter. Should the rogue score a critical hit with
a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within
30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make
a sneak attack that deals nonlethal damage instead of lethal damage.
She cannot use a weapon that deals lethal damage to deal nonlethal
damage in a sneak attack, not even with the usual -4 penalty. The epic
rogue's sneak attack damage increases by +1d6 at every odd-numbered
level (+11d6 at 21st, +12d6 at 23rd, and so on).
A rogue can sneak attack only living creatures with discernible
anatomies-undead, constructs, oozes, plants, and incorporeal creatures
lack vital areas to attack. Any creature that is immune to critical
hits is not vulnerable to sneak attacks. The rogue must be able to see
the target well enough to pick out a vital spot and must be able to
reach such a spot. A rogue cannot sneak attack while striking a
creature with concealment or striking the limbs of a
creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the
Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex):
Starting at 4th level, a rogue can react to danger before her senses
would normally allow her to do so. She retains her Dexterity bonus to
AC (if any) even if she is caught flat-footed or struck by an invisible
attacker. However, she still loses her Dexterity bonus to AC if
immobilized.
If a rogue already has uncanny dodge from a different
class she automatically gains improved uncanny dodge (see below)
instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue level than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On
attaining 10th level, and at every three level thereafter (13th, 16th,
and 19th), a rogue gains a special ability of her choice from among the
following options.
Crippling Strike (Ex): A rogue with this ability can
sneak attack opponents with such precision that her blows weaken and
hamper them. An opponent damaged by one of her sneak attacks also takes
2 points of Strength damage. Ability points lost to damage return on
their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. The rogue does not gain additional rogue special abilities after 19th level, but can choose a rogue special ability (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, and slippery mind) instead of a bonus feat.
Feat: An Rogue Wiz may gain a bonus feat in place of a special ability.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Psicrystal: A psychic
monk can encode a psicrystal. Doing so takes a day and requires
materials that cost 100 gp (the gem used as the basis for the
psicrystal represents at least 50% of the total cost). A psicrystal is
a psionically charged crystalline stone no more than 1 inch in
diameter. It carries a fragment personality seeded from the psychic
monk's own mind, with which the psychic monk can empathically interact
and from which he or she can derive benefits. A psychic monk may
possess no more than one psicrystal at any one time.
A psicrystal grants a special ability to its psychic
monk owner depending on the fragment personality seeded in the stone.
Physically, psicrystals have AC 13, hardness 8, and 20 hit points.
Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points
per day if damaged. If a psicrystal is brought to 0 hit points, it is
destroyed.
The psychic monk chooses the type of
psicrystal he or she gets. As the psychic monk increases in level, his
or her psicrystal also increases in utility, as shown. Psicrystal
Ability Descriptions: All psicrystals have special abilities that
depend on the level2 of the owner. These abilities are cumulative.
Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link.
Psicrystal level 3-4 has int 7 and ability of Telepathic link.
Psicrystal level 5-6 has int 8 and ability of Self-propulsion.
Psicrystal level 7-8 has int 9 and ability of Speak with other
reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has
int 11 and ability of Power resistance. Psicrystal level 13-14 has int
12 and ability of Sight link. Psicrystal level 15-16 has int 13 and
ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal
level 19-20 has int 15.
If the psicrystal is destroyed the
psion must attempt a Fortitude save (DC 15). If the saving throw fails,
the psychic monk loses 200 experience points per class level. A
successful saving throw reduces the loss by half. However, a psion's
experience can never go below 0 as the result of a psicrystal's
destruction. A destroyed psicrystal cannot be replaced for six months.
Psicrystal Personality Descriptions: All psicrystals
have distinct personalities as listed.
With psicrystal personality of Artiste the Owner gains
+2 bonus on Craft checks.
With psicrystal personality of Bully Owner gains +2
bonus on Intimidate checks.
With psicrystal personality of Coward Owner gains +2
bonus on Hide checks.
With psicrystal personality of Friendly Owner gains +2
bonus on Diplomacy checks.
With psicrystal personality of Hero Owner gains +2
bonus on Fortitude saves.
With psicrystal personality of Liar Owner gains +2
bonus on Bluff checks.
With psicrystal personality of Meticulous Owner gains
+2 bonus on Search checks.
With psicrystal personality of Observant Owner gains +2
bonus on Spot checks.
With psicrystal personality of Poised Owner gains +2
bonus on Balance checks.
With psicrystal personality of Resolve Owner gains +2
bonus on Will checks.
With psicrystal personality of Sage Owner gains +2
bonus on any one knowledge skill he or she already knows; once chosen,
this does not vary.
With psicrystal personality of Singleminded Owner gains
+1 bonus on Concentration checks.
With psicrystal personality of Sneak Owner gains +2
bonus on Move Silently checks.
With psicrystal personality of Sympathetic Owner gains
+2 bonus on Sense Motive checks.
Flurry of
Blows (Ex): When unarmored, a monk may strike with a flurry of blows at
the expense of accuracy. When doing so, she may make one extra attack
in a round at her highest base attack bonus, but this attack takes a -2
penalty, as does each other attack made that round. The resulting
modified base attack bonuses are shown in the Flurry of Blows Attack
Bonus column on Table: The Monk. This penalty applies for 1 round, so
it also affects attacks of opportunity the monk might make before her
next action. When a monk reaches 5th level, the penalty lessens to -1,
and at 9th level it disappears.
A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes
or with special monk weapons (kama, nunchaku, quarterstaff, sai,
shuriken, and siangham). She may attack with unarmed strikes and
special monk weapons interchangeably as desired. When using weapons as
part of a flurry of blows, a monk applies her Strength bonus (not Str
bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful
attacks, whether she wields a weapon in one or both hands. The monk
can't use any weapon other than a special monk weapon as part of a
flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon
for the purpose of using the flurry of blows ability. Even though the
quarterstaff requires two hands to use, a monk may still intersperse
unarmed strikes with quarterstaff strikes, assuming that she has enough
attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves.
In addition to the standard single extra attack she gets from flurry of
blows, she gets a second extra attack at her full
base attack bonus.
Unarmed Strike: At 1st
level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's
attacks may be with either fist interchangeably or even from elbows,
knees, and feet. This means that a monk may even make unarmed strikes
with her hands full. There is no such thing as an off-hand attack for a
monk striking unarmed. A monk may thus apply her full Strength bonus on
damage rolls for all her unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage,
but she can choose to deal nonlethal damage instead with no penalty on
her attack roll. She has the same choice to deal lethal or nonlethal
damage while grappling.
A monk's unarmed strike is treated both as a
manufactured weapon and a natural weapon for the purpose of spells and
effects that enhance or improve either manufactured weapons or natural
weapons.
A monk also deals more damage with her unarmed strikes
than a normal person would:. A Small monk deals less damage than the
amount given there with her unarmed attacks, while a Large monk deals
more damage;
Small or Large Monk Unarmed Damage:
1st-3rd levels 1d4
small monk damage 1d8 large monk damage,
4th-7th level 1d6 small monk
damage 2d6 large monk damage,
8th-11th level 1d8 small monk damage 2d8
large monk damage, 12th-15th level 1d10 small monk damage 3d6 large
monk damage, 16th-19th level 2d6 small monk damage 3d8 large monk
damage,
20th level 2d8 small monk damage 4d8 large monk damage.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast
Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her
speed, as shown on Table: The Monk. A monk in armor or carrying a
medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on
saving throws against spells and effects from the school of
enchantment.
Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th
level, a monk becomes a magical creature. She is forevermore treated as
an outsider rather than as a humanoid (or whatever the monk's creature
type was) for the purpose of spells and magical effects. Additionally,
the monk gains damage reduction 10/magic, which allows her to ignore
the first 10 points of damage from any attack made by a nonmagical
weapon or by any natural attack made by a creature that doesn't have
similar damage reduction. Unlike other outsiders, the monk can still be
brought back from the dead as if she were a member of her previous
creature type.
Bonus Feats: At 1st level, the psychic monk gets a bonus feat. The psychic monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.
Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.
Powers: A psychic monk manifests psionic powers. A psychic monk begins play with power (talents) only limited by power amount percent. At each level, the psychic monk discovers one or more powers, as indicated in the powers that are chosen from the psychic warrior power list gotten in the psionic power list.
To manifest a power within a
particular discipline, you must manifest a way, a way is a psychic
power in effect, where a psychic monk must use a concentration check.
(Psionic attack and defense modes are exempt from this restriction and
do not possess level). The DC for saving throws to resist a psychic
power is 1d20 + the skill rank + the psychic monk's key ability
modifier. The 1d20 roll is made by the attacking psychic monk when the
power is manifested. Psionic attack and defense modes add a special
modifier instead. Certain powers can be enhanced as they are manifest,
at the cost of additional power. Note: A psychic monk may choose to
discover a lower-level power in place of a higher-level power normally
granted by level advancement. The level of psychic power is
atttained each 2 levels of the character.
Power percent: A psychic monk
can manifest a certain number of powers per day based on his or her
available % mp or stp powerage. Special rules govern the manifestation
of 0-level powers and psionic combat modes.
They are listed as:
level 1 with 2% power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
0-level Powers: Also called
talents, 0-level powers have a special % power per power manifest cost.
A psychic warrior can manifest any talent he or she knows for free a
number of times per day equal to his or her level +2. After exhausting
his or her daily allotment, the psychic warrior must pay 1% power per
manifestation of a 0-level power for the rest of the day.
Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list.
Weapon Specialization: On achieving 6th level, a psychic monk gains the Weapon Specialization feat. The psychic monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Psychic monk gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.
AC Bonus (Ex): When unarmored and unencumbered, the sorcere monk adds her Wisdom bonus (if any) to her AC. In addition, a sorcere monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five sorcere monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the sorcere monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a sorcere monk may strike with a flurry
of blows
at the expense of accuracy. When doing so, she may make one extra
attack in a round at her highest base attack bonus, but this attack
takes a -2 penalty, as does each other attack made that round. The
resulting modified base attack bonuses are shown in the Flurry of Blows
Attack Bonus column on Table: The Monk. This penalty applies for 1
round, so it also affects attacks of opportunity the sorcere monk might
make before her next action. When a sorcere monk reaches 5th level, the
penalty lessens to -1, and at 9th level it disappears.
A sorcere monk must use a full attack action to strike with a flurry of
blows.
When using flurry of blows, a sorcere monk may attack only with unarmed
strikes
or with special sorcere monk weapons (kama, nunchaku, quarterstaff,
sai,
shuriken, and siangham). She may attack with unarmed strikes and
special sorcere monk weapons interchangeably as desired. When using
weapons as
part of a flurry of blows, a sorcere monk applies her Strength bonus
(not Str
bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful
attacks, whether she wields a weapon in one or both hands. The sorcere
monk
can't use any weapon other than a special sorcere monk weapon as part
of a
flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon
for the purpose of using the flurry of blows ability. Even though the
quarterstaff requires two hands to use, a sorcere monk may still
intersperse
unarmed strikes with quarterstaff strikes, assuming that she has enough
attacks in her flurry of blows routine to do so.
When a sorcere monk reaches 11th level, her flurry of blows ability
improves.
In addition to the standard single extra attack she gets from flurry of
blows, she gets a second extra attack at her full base attack bonus.
Source make(Ex): At 1st level a sorcere monk gains a special ability to manipulate and make effects from any energy source thats nearby. The effect damage or healing is 1d10 per every 3 levels. They can make 1 effect from a source each day without fail. And any other attempts to make an effect be with a 1d3, where the roll of 1 is failure to make an effect. The GM may limit what be possible to 'make'.
Unarmed Strike: At 1st level, a sorcere monk gains Improved
Unarmed Strike as a bonus feat. A sorcere monk's attacks may be with
either fist interchangeably or even from elbows, knees, and feet. This
means that a sorcere monk may even make unarmed strikes with her hands
full. There is no such thing as an off-hand attack for a sorcere monk
striking unarmed. A sorcere monk may thus apply her full Strength bonus
on damage rolls for all her unarmed strikes.
Usually a sorcere monk's unarmed strikes deal lethal damage, but she
can choose
to deal nonlethal damage instead with no penalty on her attack roll.
She has the same choice to deal lethal or nonlethal damage while
grappling.
A sorcere monk's unarmed strike is treated both as a manufactured
weapon and a
natural weapon for the purpose of spells and effects that enhance or
improve either manufactured weapons or natural weapons.
A sorcere monk also deals more damage
with her unarmed strikes than a normal
person would:. A Small sorcere monk deals less damage than the amount
given
there with her unarmed attacks, while a Large sorcere monk deals more
damage;
Small or Large Monk Unarmed Damage:
1st-3rd levels 1d4 small sorcere monk damage 1d8 large sorcere monk
damage,
4th-7th level 1d6 small sorcere monk damage 2d6 large sorcere monk
damage,
8th-11th level 1d8 small sorcere monk damage 2d8 large sorcere monk
damage,
12th-15th level 1d10 small sorcere monk damage 3d6 large sorcere monk
damage,
16th-19th level 2d6 small sorcere monk damage 3d8 large sorcere monk
damage,
20th level 2d8 small sorcere monk damage 4d8 large sorcere monk damage.
Evasion (Ex): At 2nd level or higher if a sorcere monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a sorcere monk is wearing light armor or no armor. A helpless sorcere monk does not gain the benefit of evasion.
Special ability: Aura Assault (EX); Gained on level 3; to cause an assault on the aura of the target, one strike and the person's weakened, two strikes causes confusion, three strikes and they fall unconscious. Each strike does 2d6 + charisma modifier in damage.
Fast
Movement (Ex): At 3rd level, a sorcere monk gains an enhancement bonus
to her
speed, as shown on Table: The Monk. A sorcere monk in armor or carrying
a
medium or heavy load loses this extra speed.
Still Mind (Ex): A sorcere monk of 3rd level or higher gains a +2 bonus
on
saving throws against spells and effects from the school of
enchantment.
Ki Strike (Su): At 4th level, a sorcere monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's sorcere monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a sorcere monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The sorcere monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her sorcere monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a sorcere monk gains immunity to all diseases except for supernatural and magical diseases.
Weapon Specialization: On achieving 6th level, a sorcere sorcere monk gains the Weapon Specialization feat. The sorcere monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Sorcere monks gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.
Wholeness of Body (Su): At 7th level or higher, a sorcere monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current sorcere monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a sorcere monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless sorcere monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a sorcere monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a sorcere monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her sorcere monk level (rounded down).
Diamond Soul (Ex): At 13th level, a sorcere monk gains spell resistance equal to her current sorcere monk level + 10. In order to affect the sorcere monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the sorcere monk's spell resistance.
Quivering Palm (Su): Starting at 15th level, a sorcere monk can set up vibrations within the body of another creature that can thereafter be fatal if the sorcere monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the sorcere monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the sorcere monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her sorcere monk level. To make such an attempt, the sorcere monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the sorcere monk's level + the sorcere monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a sorcere monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the sorcere monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A sorcere monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a sorcere monk gains the ability to assume an ethereal state for 1 round per sorcere monk level per day, as though using the special ability etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her sorcere monk level.
Perfect Self: At 20th level, a sorcere monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the sorcere monk's creature type was) for the purpose of spells and magical effects. Additionally, the sorcere monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the sorcere monk can still be brought back from the dead as if she were a member of her previous creature type.
Body shape: At 21st level, a sorcere monk
gains the ability to shape her body at will. This is an instant
shapeshift of the sorcere monk, without pain.They may become any shape
they desire or will themselves to be. To become their normal shape is
by a will.
The limits to this are that if they
become an animal or other form than human, they share the forms
intelligence that shows up by becoming an impulse to the sorcere monk.
The sorcere monk may try to resist the impulse at any time or as it
comes on them. This is using a coin flip to determine if they succeed
or not. They also gain the strength of the form they choose, for as
long as they are that form.
Bonus Feats: At 1st level, the sorcere monk gets a bonus feat. The sorcere monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.
Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.
Aura (Ex): A hell cleric serves any deity they choose being daemonic and has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Deity,
Domains, and
Domain Spells: A hell cleric deity at the time influences alignment,
what magic that can be performed, values, and how others see them. A
hell cleric chooses two domains from among those belonging to the
deity. A hell cleric can select an alignment domain (Chaos, Evil, Good,
or Law) only if the alignment matches that domain. If a hell cleric is
not devoted to a particular deity, they still select two domains to
represent spiritual inclinations and abilities. The restriction on
alignment domains still applies. Each domain gives the hell cleric
access to a domain ability as well as a granted power. The hell cleric
gets the power grant of both domains selected. With access to domain
ability at a skill level, a hell cleric gains one domain ability each
day to use.
Spontaneous Casting: A good hell cleric (or a neutral
hell cleric of a good deity) can channel stored stamina points (stp)
into healing spells. The cleric can use any stp in order to cast any
cure spell. A cure spell is any spell that restores from infliction,
diseases and poison. An evil hell cleric (or a neutral hell cleric of
an evil deity), can't convert stp cure spells but can convert them to
inflict spells. An inflict spell is any spell that causes pain, poison,
disease and harm. A hell cleric who is neither good nor evil and whose
deity is neither good nor evil can convert stp to either cure spells or
inflict spells (player's choice). Once the player makes this choice, it
cannot be reversed. This choice also determines whether the hell cleric
turns or commands undead. This is accomplished by a chaos roll. To do
these castings see domain ability.
Chaotic, Evil, Good, and Lawful Spells: A hell cleric can cast any spell in the domain ability of any alignment unless in opposition to their own or their deity's.
Turn or Rebuke Undead (Su): Any hell cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of death through his holy (or unholy) symbol. A good hell cleric (or a neutral hell cleric who worships a good deity) can turn or destroy undead creatures. An evil hell cleric (or a neutral hell cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral hell cleric of a neutral deity must choose whether the turning ability functions as that of a good hell cleric or an evil hell cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the hell cleric can cast spontaneous cure or inflict spells. A hell cleric may attempt to turn undead a number of times per day equal to 3 + Charisma modifier. A hell cleric with 5 or more ranks in Religion gets a +2 bonus on turning checks against undead.
Silent death is the death of an instant that can kill demons or any living creature. The hell cleric can snap a finger and turn the demons power uponst itself slaying it. A humanoid can die in the same manner yet will disappear as if they never were.
Enslavement: The hell cleric can enslave the mind to an idea or a group to what the hell cleric desires and all it takes is a chaos roll. There is a save vs spell to make the enslavement dissapear.
Ex-Hell clerics: A hell cleric who cannot do a service requested will unless justified loses all spells and class features, except for armor and shield proficiencies, ambidexterity and proficiency with simple weapons. They cannot thereafter gain level as a hell cleric of that god/godess until the atone by doing a free service.They must remain neutral in conflict unless their is proof of the deed that needs accounting for. To get to the truth they can cheat, decieve, act, poison and just about anything else to get the job done. Otherwise they become ex-hell clerics if their is personal involvement for no reason.
Kinetic spell(EX); Usage of an idea
powered into being manifested, an then by a kinetic action, its used.
For, 1d8 per 2 levels + charisma bonus in damage or healing amount and
2d8 per 2 levels in rounds for effect duration. There's an effect of
idea for every attempt. Usage of this is I do [this idea] to effect
[this idea or target].
Create substance: Create a powder or liquid, that mimics anything desired including poison and antidote anywhere they want.
Heart stop: Kills a victim by kinetically stopping the heart through meta-manipulation.
Death needle: A poison needle that they send through the air to hit a point in the body that kills the victum instantly, then disolves, leaving no visable sign of death.
Vaportouch: A touch that dissapates the body into water leaving no trace. Disable touch: A touch to the neck that knocks them out.
Shadow shift: Shift to the shadow through shadow to appear anywhere like like teleporting. The concentration skill check lets it work.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an Kinetic assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Death
Attack: If an Kinetic assassin studies his victim for 3 rounds and then
makes a sneak attack with a melee weapon that successfully deals
damage, the sneak attack has the additional effect of possibly either
paralyzing or killing the target (Kinetic assassin's choice). While
studying the victim, the Kinetic assassin can undertake other actions
so long as his attention stays focused on the target and the target
does not detect the Kinetic assassin or recognize the Kinetic assassin
as an enemy.
If the victim of such an attack fails a Fortitude save (DC 10 + the
Kinetic assassin's class level + the Kinetic assassin's Int modifier)
against the kill effect, she dies. If the saving throw fails against
the paralysis effect, the victim is rendered helpless and unable to act
for 1d6 rounds plus 1 round per level of the Kinetic assassin. If the
victim's saving throw succeeds, the attack is just a normal sneak
attack. Once the Kinetic assassin has completed the 3 rounds of study,
he must make the death attack within the next 3 rounds. If a death
attack is attempted and fails (the victim makes her save) or if the
Kinetic assassin does not launch the attack within 3 rounds of
completing the study, 3 new rounds of study are required before he can
attempt another death attack.
Poison Use: Kinetic assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Save Bonus against Poison: The Kinetic assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional level the Kinetic assassin gains.
Uncanny Dodge (Ex): Starting at 2nd level, an Kinetic assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an Kinetic assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Kinetic assassin. The exception to this defense is that a rogue at least four level higher than the Kinetic assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the level from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an Kinetic assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Kinetic assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Use a 1d20+focus rank to decide, if this is where you get a success that's done by a 10+ roll.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6+Focus rank every other level (2nd, 4th, 6th, 8th, and 10th+). If an Mage assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Death
Attack: If an Mage assassin studies his victim for 3 rounds and then
makes a sneak attack with a melee weapon that successfully deals
damage, the sneak attack has the additional effect of possibly either
paralyzing or killing the target (Mage assassin's choice). While
studying the victim, the Mage assassin can undertake other actions
so long as his attention stays focused on the target and the target
does not detect the Mage assassin or recognize the Mage assassin
as an enemy.
If the victim of such an attack fails a Fortitude save (DC 10 + the
Mage assassin's class level + the Mage assassin's Int modifier)
against the kill effect, she dies. If the saving throw fails against
the paralysis effect, the victim is rendered helpless and unable to act
for 1d6 rounds plus 1 round per level of the Mage assassin. If the
victim's saving throw succeeds, the attack is just a normal sneak
attack.
Once the Mage assassin has completed the 3 rounds of study,
he must make the death attack within the next 3 rounds. If a death
attack is attempted and fails (the victim makes her save) or if the
Mage assassin does not launch the attack within 3 rounds of
completing the study, 3 new rounds of study are required before he can
attempt another death attack.
Create substance: Create a powder or liquid, that is using a focus and thinking of the effect. This mimics anything desired including poison and antidote anywhere they want.
Shapeshift (Ex): The shapeshift ability is like the polymorph spell except use a skill rank to determine the form shift. This uses the reaching out and holding the cords of life, that are energy cords you will to create effect. Thinking and imagining or thinking about the shape to seem, you are that shape. The effect uses levels that are treated as ranks, this is limited to 10 ranks.
1st rank enables any small animal, small seaform and body part shift (cat, starfish, a hand into a sword blade etc..). 2nd rank enables any large creature shape (troll and etc). 3rd rank enables all other humanoid races shift. 4th rank enables plant life and rock form except not a creature. 5th rank enables any inanimate object shift. 6th rank enables small, medium or large elemental (any element in runic ability elements). 7th rank enables any huge shape (dragon, griffin, hydra, giant, giant aquatic etc...). 8th rank enables any tiny form shift. 9th rank enables any Huge elemental shape (all elements). 10th rank enables any Elder creature form (elder eye tyrant, elder elemental, elder aquatic form etc..).
Poison Use: Mage assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. This works like a +1d6 to the damages dealt.
Uncanny Dodge (Ex): Starting at 2nd level, an Mage assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Sigils; This is the ideal by technique that I will describe as an greater freehand hex, the rune or sigil that's used is possible to come from anywhere. So think you need a symbol to do things and you know what you need. This is where you think a symbol creates what you want and if you use a gemstone to cast the effect by a touch to the stone as you think the effect, that's done if you don't use your body as a channel unless necessary and this is done by you expressing a need in the form of tracing/carving the sigil mark.
This allows you to not feel the effect of the sigil. This is a point of idea, that the symbolic mark does, that's where this mark is empowered by the need and possibly imagining of the idea to do. Then if you think to draw/trace/carve the now sigil, you can create an effect that the soul does by feel and that is peace with idea. Use a sigil and hexing effect by doing a 1d20+focus rank with 10 or above as success. The effect length or effect amount is half level + (d8 for less 5th level and below or d10 for 6th and above levels) + focus rank, that is with a level 12 character and 13 focus rank: 6d10+13 effect length in seconds for melee or minutes for outside of melee.
Hexing is a lesser part of sigil use and the use of "uou" pronounced [you-ow], that is done to say or think something of what you want while thinking of the target, so if you thought and this something that is what you would want to happen to them then you create by the focus and create with the will. So focus energy area to create. See think of the person before you do and what you see is seeable use you want to happen.
What you see is this, as you draw a freehand sigil and then try to think so you create the idea. Thats with all your really needing to be doing. Think or see is say, so you are of what you want or not think the point to do things by feel. Optionally or use is allow, you may think of the source. So that you will use idea by the point with things to feel, so and then is time the person creates with near or optional idea and draw the hex sigil.
Disable touch is the effect of a touch to the right point, that is considered delaying reaction for 1d6 rounds, if you roll a 1d20+focus rank with greater than 10 as success, then you can create the point of touch and they lose 1d6 rounds activity. This is 1d10 minutes outside of combat.
Cord shift, this is a moment in of a use as user will is in any energy, and from within this is using the cords of life by reaching out and thinking you grab them where that makes what you need, that works as if you can create ways to do and this is the thought and without. So as thought if your a point in creation, you are with some moment to do, then you can think and shift as the energy is chaotic string energy. This works as chaos in this way is to create an event.
As a thought this is a done thing, think as you are if from the idea your thinking of a point, and as you think 'shift' you are hitting or avoiding as you seem to avoid the thought. Otherwise your allowing the point, that is where the cords of life absorb the attack or energy you don't need. If you only think of 'there' or clean by feel, then you can need to actually go there and you are where you think. Otherwise you see creative use is done, you realize as you can shift with the peaceful intention or user energy is feel or what you see is done. As you in thought are thinking of peace, you are where in mind you want to be. You see you or the things you want shift are where you think or imagine. You don't have to die, if you think of a useful way to shift.
Information gathering; That is when communication by void is the act of focus or have thought on or use of a personas thought is area energy vibration, then optionally you may state or think your message with intent not to do or do. Let go your focus to end the message or information gathering, this is yet where you don't think of the person or they will see or hear your thoughts again you could hurt your heart. This is done if dark energy is near and the energy vibrations are vibrating at that level.
If that voice is heard they could get irritated and seek, see or destroy to stop by then "en" for the nuisance and they are gone from the area. Think you know things and you are aware of what is done by the spirit allowing you realization of the moment. This is the true way of knowing the spirit knowledge. That's right, if you want to use it, go ahead. This technique works, 100% of the moment you have to realize things by the soul or useful insight.
If you think to not know things and project the aura with thinking you do this by practice, then you can always work with what is given or you can cause an effect of ignorance. The person you want to effect to not know the idea, he or she won't know of things that's there. This process makes the process clearer as a clear phone communication except its any distance without the phone, and even in loud noises will it be with clarity. So think positively to raise the vibrations, yet any vibrations is sometimes hurtful. Especially if you think positively. Then it becomes less hurtful the longer you wait, that effect is in the end though. So you have time to get or receive the message.
This is a known effect that uses the void dimension, this means you imagine yourself on a floating platform in void and you think to get information or send messages otherwise. Get a success of this ability with a 1d20+Focus rank with a 10 or above as success and something of information is learned that you thought to know. The idea is a point you can get by feel, if you think you know things you can act more assured and able. So this adds a +3 to the charisma roll as a bonus to the total.
Death needle: A poison needle that they send through the air to hit a point in the body that kills the victum instantly, then disolves, leaving no visable sign of death.
Improved Uncanny Dodge (Ex): At 5th level, an Mage assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Mage assassin. The exception to this defense is that a rogue at least four level higher than the Mage assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the level from those classes stack to determine the minimum rogue level required to flank the character.
Vaportouch: A touch that dissapates the body into water leaving no trace upon a successful 1d20+focus rank and that is a 10 or above.
Disable touch: A touch to the neck and that knocks them out with a 10 or above on the focus check roll.
Death and decay effect: This is where you think to release the death energy, that is the decay that the cells create. You will live longer by reduction of your age of 10 years reduction, then if the energy is gone you can live without brain impairments. So any diseases disappear as though not there. That is where you think to target the disease with decaying energy, then you create with no disease, poison in the body or disorder. Think of the point and you know what to do.
This can also be sent energy of death and decaying essence, think of the person and you send the decay to them and you can kill the target or targets. This is usually done by making them pass out and end up in the hospital, that is done by a focused energy with life that now has intensified energy. This means that has a weakening effect at first, that is done as though strength and "con"stitution reduction by 1d6.
Then if the person gets too much after 2 rounds or 1 minute, and they either pass out or die on the spot. This is with a 1d20+focus rank and 10 or above is death, if not dead then you check next round or minute with the focus check to see if they died. This means if not dead and you focus energy to keep them out, you keep them unconscious.
So that's when then you think the point is dead and they get a Cthulu effect. This effect you mention and the Cthulu is blamed at least spiritually. If they remember that the person was out cold by the god, then you are not blamed for what you did. This always works, so I think it's worth the effect.
Flight (Ex): This is where you think to grab hold of the cords of life and you fly, hover or move as you think to fly or hover by feel.
Create item: This creates the item of choice alotted by level that is treated as a skill rank. The item appears where the crafter wants selected from the list. This is limited by 10 max skill rank. 1st skill rank any one good, equipment piece or simple weapon. 2nd skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 3rd skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 4th skill rank any one exotic weapon. 5th skill rank any one magic item at a +1. 6th skill rank any one magical item at a +2. 7th skill rank any one +3 magical item. 8th skill rank any one +4 magical item. 9th skill rank any one +5 magical item. 10th skill rank any one +5 intelligent item.
Shadow shift: Shift to the shadow through shadow to appear anywhere like teleporting. The concentration skill check lets it work.
Hide in Plain Sight (Su): At 8th level, an Mage assassin can use the Hide skill even while being observed and acting normal in the area. As long as he is within 10 feet of some sort of shadow, an Mage assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Heart stop: Kills a victim by magically stopping the heart through meta-manipulation.
Save Bonus against Poison: The Mage assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional level the Mage assassin gains.
Channeling (Ex): Channeling is possible to make use of the spirit, then create by the idea you have. The spirit can use any negativity and idea or objects that are there is what can be the energy source. This is where you think of the person or being, then breath in and out and create by focusing on the thought to create a point of linking. So with that link you create by understanding what the person or being knows, this is the process of creating a point of idea.
So think and you make with the spirit that exists, what you need to know the spirit will tell or show you in a vision. Then if you don't need to link to the person's spirit or being, think of a natural point or line that exists between the spirit and yourself. Think it chopped and broken away from you. Then you are no longer channelling them. What you can do with channelling, if assassination is required then you can think the spirit or person dies off and you force them to kill themselves if they don't use the thine spell.
They usually pass out and the person could go into a coma if death and decay energy is thought to enter the person. Make sure you stop the link to them if your done trying to kill them, as you could get their soul visitation or spirit to come to you. This is just a technique, that doesn't always work.
Casting gem spell: This uses a gemstone or rock and does per 2 levels d8 + focusing rank worth damage or effect length. Subconsciously you have the ability to manifest by moments. So this means you have an idea of how to cast a spell without being affected personally if you use gemstones. Just think the effect and touch the gemstone, and the gemstone will do the idea you need. That is directed by your energy, that creates within the gemstone. So it creates the idea, not you.
So you program the gemstone into generating ideas for you. This is experimental, so if you use energy and a suggested "in an" for idea you can create spells with the gemstone cast by a finished result of no cracking. The stone man language is the language of the gemstone, that is using a point of elemental and the gemstone will do what you think and need or not bother. This is usuing gated effect or area elements. So I know if you think the Dm/Gm will allow this, then ask and maybe you can use this as an ability.
The anullment: The act and other effects done, that is with the idea of what is done can be undone. Through an anullment, the idea of what is wrong, this can be the undoing of the momentary peace of mind. Think of the moment and speak and anything you imagine will create a communication to the area person. So I think for the anullment, this will undo a wrong thing by some physical reaction due to spiritual pressure. So if no use, the subconscious will get rid of the effect.
The anullment can get rid of anything. This works as it's correcting what is correctable, that is used with the rest of the bad influence remaining, or your gone and that bad influence turned to become a positive influence. Then use is cool, no ejecting on people. This allows you to see from the body with the point you think and imagine, that is done with all the energy of the problem being cleansed of the thoughts others had by thinking it is, so I think it is anulled.
So that is where in the body or inner realm you create by the conscious and form things, that is done by the will. The idea is a point where you can think and create by the use of energy. This is the effect of an energy you think does what you want, that is done as it does what it is doing which is operating things. However you think, things will get better.
The act of anullment is this, think to focus a build up of chi energy in the body. Then focus and energy surges to create what is desired and if you need to do things, then think to cause an act of chi energy by raising your arms one by one over your head and circling the hands, then as this forms a chi ball that floats then think to drop your hands. Then as you think of the idea as intent and shake your hands to form a will ball, this is used by feel to make anything in the person, or the thing you try is a point you think that is occured with response. That on command, effectively absorbs an amount of the bad energy or influence, this is where the energy excess in the body is gone.
That is a hand action that is used by what is a carlos castenada video and it works as a point is needed or stated as though an intent were done, this imagined or acted on idea is where if placed in the earth it disperses. Think and know, the toxins, poisons and bad influences, that is if they remain in the person or thing they are energetically removed, so this is where crystals are used by the effect to rid yourself of the bad influence being without its effect. This procedure causes the body to develope a resistance to energy and that means +5 and your focus rank magic resistance, that's especially true is done again and you attune your energy to the positive feel.
Then if you think that will work, really this is will to create fixes to the problems and each time it's done it isn't done here. This is where it causes the idea of the problem thought with point or friction to become less noticeable, This is a point and used with the idea of gemstones as you think of the idea to do and touch the gemstone, this is use of thinking the idea of death and decay energy. So your body cures things itself more easily, think as this is thought released energy that goes harmlessly into the air without movement. No friction point rub just release.
What helps the process along, see or be the word 'annul' or 'disperse'. So I think by attempting the procedure, you can see with the third eye by use of the pinneal gland and thought of what you need, this is a point and stating things with intent to cause the effect, 'annul!' or 'disperse!', this could or can create fire from wire or water forms. See as seen the procedure of the anullment will more likely happen with water from a cup. See or use is focus with no agree to use is agreement if acted to create. As you see or create the area effect, think to strike as you release fire energy to cause a black area as where is not switch to create. So you see this is useful if in a fight or otherwise no blow.
Mental crippling: This is done to get into someones head and form a temporary block or to form a tone near the person and daze said person for 1d6+focus rank rounds in combat or 1d10+focus rank minutes outside melee. If in their head, you could control them with a 1d20+focus rank with 10 or above being success that lasts for as long as dazing lasts. Training the crippling effect is to see the person in your mind, then place a sonic time bomb in his/her mind by handing the bomb to said person mentally.
This bomb activates when they do anything irritating to you or something disturbing to you, so you don't have worry over a guilty conscious as you see. Say this a time bomb or non use as you focus to effect, think "not use" or cause is some result use. This is the area to create as you focus the use. This can be a normal bomb as to what you desire for maximum concussion effect is effect is energy or time use. The general idea is that to knock the person out mentally, your knocking said target out physically.
The act technique is use to associate to kill, seeing to act the part of a friend to lead, the person into death or to get some sorta contact poison in the skin by thinking on the poison and sight with intent. The feeling or use of rotten food if a cast iron stomach is non effecting with turmeric to pass it through you so the poison get near use, see or on creative feel with imagined flame the target can use or the target is by feel you use the poison or blood energy as a purification is energy area flow to cleanse blood or create by feel. As you see this is a mark of memory as kindness you imagine the result or not, see to effect or mark a freehand sigil that means your intent. No child process necessary or you see use is care you don't if you see the creativity.
This is gesture to move away or create emanative mental effects, that are focused effects which creates by auratic area generation or area energy feel. As you feel area use or creative sight is use not in view, as effort by focus by focus to energy by use as not is no use or knock is use. See is a knock back, thought is focus to cause disruption to the spinal cord. See tht is fighting the focus is disrupted body activity or creation is some use, see this is hit as you focus energy to the area you think is creative made or element use by focus.
The element use system with the aura is done by what you think of the effect, then will it to exist where you need it to appear to be created or manifested. Use the dice for them that is listed in brackets besides the element. Earth (d8), Lava (d12), Fire (d10), Water (d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6), Spirit (d8), Sun (d10), Time (d8), Light (d6), Darkness (d6), Voidal halting element (d8), Chaos (d12) and Order (d10) are the elements you can manipulate into existence. When you manifest the psionic ability you use a 1d20+Focus Rank to see. This is where any roll under 10 is fail, and any roll that's 10 or above is success.
This is done using a point to create with the aura, that burns away the area decay in the air and allows you to breath separated out oxygen. If you think to amplify the aura you could cause area manchines to break down. So think you do things by the aura energy, then your brain waves make the effect. The effect is produced in your inner world, then if you need the idea to be created as a manifest, you create the effect outside the aura area using brain enhanced aura waves, that cause the effect to manifest by the consciousness of energy or smart air conscious.
This is especially done if you realized by knowing with the spirit and soul, that provides the insight so you manifested the element where you think to make it manifest or appear nearby. The idea is a (a point from every 2 levels)(dice used)+(Focus Rank) worth of damage or effect length in seconds with melee and minutes outside of melee. This is a 6d10+9 with a character doing a fire attack, that has 12 levels(6) and 9 Focus Skill Ranks. This effects what you need to effect, then where you wish to create the effect is where you think it is created.
This is like summoning the energy from a mentally gated source, that exists with the element at least in particle form and the gate is empowered by the aura or if not gated, then this influences things so you can cause them to see the event you imagine. This is the area effect or personal effect by choice to effect target/s.
Now onto the elements that are not so easily understood. The death energy is sometimes with a summoning of death essence, the death essence comes from the body and if focused will kill something or somebody. This can effect multiple targets as well. The lava comes from a mentally placed gate and forms from lava particles drawn from a source area.
This where also the point of doing with the idea or intent, sometimes if you imagine the result you can get a result by feel. Time is where you imagine the event or idea as a moment, and the subconscious creates the idea you need as a point or result where the moment can last as long as you need the idea to last. Magnetism is where you imagine the draw of the particles.
That's where it's causing a pull of some item or person wearing armor and magnetic material. Emotion is stating words, that stir emotion as you feel the idea or emotional point. Chaos just dissolves things after breaking the material or person up into particles. Order strengthens things and people, thinking of the effect will create what you need. This is done by order energy.
Acid dissolves things by feel, otherwise it burns the area as it attempts to dissolve the point or target. Sun energy is amplifying the aura and this heals people or yourself, this works to create faster healing by 2d10+focus rank and that is restored health percent. The sunlight has Vitamin-D, this means the sun energy causes some effect to restore the body, that is with some sorta gate that shines the sunlight if no sunlight nearby.
The halting element is void that nullifies anything and this ceases things as you imagine the point of stopping, then the idea is done as though the effect didn't exist as though you have an ability that nullifies an effect. That is a stopping point created of what you want with what it is ceasing itself. This is how some of the elements works by what idea there is to study. If you need to know more, that is where you think of the point you need to realize, and the soul gives you the point as insight. This is in a point how the element by aura system works, and uses are of the idea.
Skill song: +3 to all skills.
Mimic act: act a scene or peron to become the form in completion via all attributes or gain its ability at the moment of casting. Limits are creatures only and it takes a perfomance check for success.
Potion making (Ex); This is where you make a potion out of ingredients mixed with water and optional is the rite with it. This produces as though psychic, the effect of what you want as you know what top mix and get a good result. Any healing or damages with this is 1/4 the health you can heal or damage the target with the idea you intend. Each potion lasts 1d6 rounds in battle and until not needed or constitution + 1d10 hours outside of the combat.
Acting (Ex); This is where you act to control as though a part were done and you create difference, that's with your consciousness entering the target's mind that you acted out and that causes the target to do what you want. Whatever you act out, the target will do, if possble by a focus check. That's 1d20+focusus ranks and getting a 10 or above for success. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.
Planar shift: It is to shift anywhere by imagination of place with you appearing there by speaking a power phrase that represents the effect. You can protect yourself with 5/- damage reduction. The noun form keywords are: "plany" for planar shift, The art action words make, alter, destroy, protect. Planar protection is +5/- damage reduced/level . Like 20/- damage reduction for 4th level. This is done with a perfomance skill check. The damage is 1d6/level +con bonus like 3d6+5 for a 3rd level actor bard with +5 bonus.
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in History, he gains a +2 bonus on this check.). A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority
drinking; common legends of the local population.
20 Uncommon but available, known by only a few people
legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly
forgotten by most who once knew it, possibly known only by those who
don't understand the significance of the knowledge.
Fascinate
(Sp): A bard
with 3 or
more ranks in a Perform skill can use his music or poetics to cause one
or more creatures to become fascinated with him. Each creature to be
fascinated must be within 90 feet, able to see and hear the bard, and
able to pay attention to him. The bard must also be able to see the
creature. The distraction of a nearby combat or other dangers prevents
the ability from working. For every three level a bard attains beyond
1st, he can target one additional creature with a single use of this
ability. To use the ability, a bard makes a Perform check. His check
result is the DC for each affected creature's Will save against the
effect. If a creature's saving throw succeeds, the bard cannot attempt
to fascinate that creature again for 24 hours.
If its saving throw fails, the creature sits quietly
and listens to the song, taking no other actions, for as long as the
bard continues to play and concentrate (up to a maximum of 1 round per
bard level). While fascinated, a target takes a -4 penalty on skill
checks made as reactions, such as Listen and Spot checks. Any potential
threat requires the bard to make another Perform check and allows the
creature a new saving throw against a DC equal to the new Perform check
result. Any obvious threat, such as someone drawing a weapon, casting a
spell, or aiming a ranged weapon at the target, automatically breaks
the effect. Fascinate is an enchantment (compulsion), mind-affecting
ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Harpers (Ex); This group you can join anytime, and when you do, add "harper" w/o quotes to your profession skill. This is a group for the playing of entertainment, history and exploration for the experience of it, doing good as they go and sometimes help out with their skills. As you explore and do things for experience, you create the music that you sing. Nothing against the laws, of course is done.
Ex-Bards: A bard who becomes lawful in alignment cannot progress in level as a bard, though he retains all his bard abilities.
Favored Enemy (Ex): At 1st level, a Mana Knight may select a type of creature from among those given on Table: Mana Knight Favored Enemies. The Mana Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Perception or Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter, the Mana Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Mana Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Mana Knight's bonuses do not stack; he simply uses whichever bonus is higher.
Table: Mana Knight Favored Enemies
Type
(Subtype)
Type (Subtype)
Aberration
Humanoid
(reptilian)
Animal
Magical
beast
Construct
Monstrous
humanoid, Dragon, Ooze
Elemental
Outsider
(air)
Fey
Outsider
(chaotic)
Giant
Outsider
(earth)
Humanoid (aquatic)
Outsider (evil)
Humanoid (dwarf)
Outsider (fire)
Humanoid (elf)
Outsider
(good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll)
Outsider (native)
Humanoid (gnome) Outsider
(water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc)
Vermin
Track: A Mana Knight gains Track as a bonus feat.
Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..
Wild Empathy (Ex): A Mana Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Mana Knight rolls 1d20 and adds his Mana Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Mana Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Mana Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a Mana Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Mana Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Mana Knight gains Endurance as a bonus feat at 3rd level.
Animal
Companion (Ex):
At 4th level, a Mana Knight gains an animal companion selected from
the following list: badger, camel, dire rat, dog,
riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake
(Small or Medium viper), or wolf. If the campaign takes place wholly or
partly in an aquatic environment, the following creatures may be added
to the Mana Knight's list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the
Mana Knight on his adventures as appropriate for its kind.
This ability
functions like the druid ability of the same name, except that the Mana
Knight's effective druid level is one-half his Mana Knight level. A
Mana Knight may select from the alternative lists of animal companions
just as a druid can, though again his effective druid level is half his
Mana Knight level. Like a druid, a Mana Knight cannot select an
alternative animal if the choice would reduce his effective druid level
below 1st.
Improved Combat Style (Ex): At 6th level, a Mana Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a Mana Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Mana Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Mana Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Mana Knight is wearing light armor or no armor. A helpless Mana Knight does not gain the benefit of evasion.
Combat Style
Mastery
(Ex): At 11th level, a Mana Knight's aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected
archery at 2nd level, he is treated as having the Improved Precise Shot
feat, even if he does not have the normal prerequisites for that feat.
If the Mana Knight selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat, even if he does
not have the normal prerequisites for that feat.
As before, the benefits of the Mana Knight's chosen
style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A Mana Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Mana Knight of 17th level or higher can use the Hide skill even while being observed.
Honor code: A Mana Knight must remain neutral till they see anything wrong, which they redress as they see fit. Thats when they act to balance the situation by any possible means. Yet they remain unseen manipulators until caught. If the Mana knight is caught there must be an explanation like to explore and experience or some such. If there is no reason then they are unable to raise level but keeps abilities with inability to use focus. Put this under special abilities.
Favored Enemy (Ex): At 1st level, a Jedi Knight may select a type of creature from among those given on Table: Jedi Knight Favored Enemies. The Jedi Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Track: A Jedi Knight gains Track as a bonus feat.
Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..
Wild Empathy (Ex): A Jedi Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Jedi Knight rolls 1d20 and adds his Jedi Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Jedi Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Jedi Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a Jedi Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Jedi Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Jedi Knight gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex):
At 4th level, a Jedi Knight gains an animal companion selected from
the following list: badger, camel, dire rat, dog,
riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake
(Small or Medium viper), or wolf. If the campaign takes place wholly or
partly in an aquatic environment, the following creatures may be added
to the Jedi Knight's list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the
Jedi Knight on his adventures as appropriate for its kind. This ability
functions like the druid ability of the same name, except that the Jedi
Knight's effective druid level is one-half his Jedi Knight level. A
Jedi Knight may select from the alternative lists of animal companions
just as a druid can, though again his effective druid level is half his
Jedi Knight level. Like a druid, a Jedi Knight cannot select an
alternative animal if the choice would reduce his effective druid level
below 1st.
Improved Combat Style (Ex): At 6th level, a Jedi Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a Jedi Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Jedi Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Jedi Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Jedi Knight is wearing light armor or no armor. A helpless Jedi Knight does not gain the benefit of evasion.
Combat Style Mastery
(Ex): At 11th level, a Jedi Knight's aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected
archery at 2nd level, he is treated as having the Improved Precise Shot
feat, even if he does not have the normal prerequisites for that feat.
If the Jedi Knight selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat, even if he does
not have the normal prerequisites for that feat.
As before, the benefits of the Jedi Knight's chosen
style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A Jedi Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Animal Companion (Ex): A Shaman may begin play with an animal companion yet as this be similiar to the Druid and its more limited as they don't have as many to choose from, on gaining a animal companion there is regeneration and this counts toward a regeneration special ability added into Special ability section. Select from the following list: badger, camel, dire rat, riding dog, eagle, hawk, owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal be a loyal companion that accompanies the Shaman on the adventures as appropriate for its kind. A 1st-level Shaman's companion be completely typical for its kind except as noted below.
As a Shaman advances in level, the
animal's power increases as shown on the table. If a Shaman releases
the companion from service, The Shaman may gain a new one by performing
a ceremony requiring 12 uninterrupted hours of prayer. This ceremony
can also replace an animal companion that has perished. If the Shamans
companion has perished then the Intelligence is one third its normal
value and the hitpoints halved with no spirit ability till they get
over the shock by a will save or reflex save at dc 15, because of the
special connection to their companion. If their animal companion is
sick then the Shaman is sick due to the spiritual bond with disease or
poison and the Shaman will corrupt any touched with bad or negative
energy that causes malworking items. This can be gottten over with a
will roll or reflex save at dc 20.
A Shaman of 4th level
or higher may select from alternative lists of animals (see below).
Should she select an animal companion from one of these alternative
lists, the creature gains abilities as if the character's Shaman level
were lower than it actually is. Subtract the value indicated in the
appropriate list header from the character's Shaman level and compare
the result with the Shaman level entry on the table to determine the
animal companion's powers. (If this adjustment would reduce the druid's
effective level to 0 or lower, it can't be that animal.)
Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.
Medium (SP); This is an ability that allows you to channel spirits and these spirits are either Animal, creature or human. You can do this 3 times a day before resting for at least 3 hours. You can talk to spirits, make spirits do what you want, work with spirits, dismiss spirits to cause them to go somewhere else at any time and cause spirits to be banished. This is all up to the DM/GM for what is possible. Think and you know what to do, see results as you state to the DM/GM what you intend to do with this ability spell..
How it works, you breathe in and out, think of the spirit you want to commune to and you speak or think to it. Your soul causes you to understand by translation the spirit as if it speaks to you. Think of the moment, then you can create with the spirit and allow the soul to have you realize things that it said. You can speak in idea to it, think to it and if understood you can get a good result. This lasts until 1d6 rounds in battle or until you don't need this or the spirit is dismissed outside of battle. The damage a spirit or a group of spirits can do is 1/4 the health of the target you cause the spirit to attack.
Trackless Step (Ex): Starting at 3rd level, a Shaman leaves no trail in natural surroundings and cannot be tracked. The Shaman may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a Shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a Shaman gains the ability to turn herself into any Small or Medium animal and back again once per day.
Venom Immunity (Ex): At 9th level, a Shaman gains immunity to all poisons.
Guiding will(EX): "The Guiding light will lead you want to go.s" as the saying be with your will guiding people. So the story be to guide people by knowing through spirit ae "spirit-that-goes-through-everything". From "The way of the scout" by Tom Brown Jr. for the knowing of a persons soul. Whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do are gain insights by +1 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.
Manifestation: It creates the item of choice or any one ghost form as by spiritual aid and not alotted by limited skill rank ae the create item skill. The item or being appears where the crafter wants selected from the list or it finds the crafter. This is: 1st rank a wraith. 2nd skill rank any one good, equipment piece or simple weapon. 3rd rank spectre. 4th skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 5th rank willow-o-wisps. 6th skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 7th skill rank pixie, 8th skill rank any one exotic weapon. 9th rank be imp. 10th skill rank any one magic item at a +1. 11th skill rank quasit(any element), 12th skill rank any one magical item at a +2. 13th skill rank helmed horror. 14th skill rank any one +3 magical item. 15th skill rank pseudo dragon. 16th skill rank any one +4 magical item. 17th skill rank spirit troll. 18th skill rank any one +5 magical item. 19th skill rank any one spirit from a body on the planet, hell or heaven. 20th skill rank any one +5 intelligent item.
Timeless Body (Ex): After attaining 15th level, a Shaman no longer takes ability score penalties for aging and cannot be magically aged as with the Druid. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time be up.
Divine intervention(EX): A Shamans will can touch and speak to God himself as to asking for aid and other possibles. The Shaman contacts him through the "Spirit-that-goes-through-everything" to understand and gain favor, to beget desires and the tribes desires, with a idea in mind when we contact him. With no clear mindset on to what be the desire, we find nothing can be gained by the meeting and yet, the spirit supports while the shaman requests. Thus do not waste his time and make it clear as to the desire for that be what be gained. Where God grants he also takes away and thus if its a clear purpose, there be not too much insult. Just show you can bargain as he will forgive such for much gain. What be usually asked for be to control hostiles as they rove or attack to create peace as a price.
A Shaman's animal companion be different from a normal animal of its kind in many ways like the druid except it causes the person to be regenerative. The animal companion be also treated as a spirit animal that melds with the form on will to cause the regeneration. The companion be treated as a spirit beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats). It be superior to a normal animal of its kind and has special powers, as described below.
Class
level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7
Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.
Class level: The Shaman's class level stack with level of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus be the same as that of a Shaman of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.
Natural Armor Adj.: The number noted here be an improvement to the animal companion's existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.
Bonus Tricks: The value given in this column be the total number of "bonus" tricks that the animal knows in addition to any that the Shaman might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The Shaman selects these bonus tricks, and once selected, they can't be changed.
Link (Ex): A Shaman can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The Shaman gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the Shaman's option, she may have any spell she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Shaman before the duration expires. Additionally, the Shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Shaman and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
Evasion (Ex): If an animal companion be subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects:
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
A Shaman of sufficiently high level can select her
animal companion from one of the following lists, as like the druids,
applying the indicated adjustment to the Shaman's level (in
parentheses) for purposes of determining the companion's
characteristics and special abilities.
4th level
or Higher (level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th level or Higher (level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th level or Higher (level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)
13th level or Higher (level -12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)
16th level or Higher (level -15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
1
Available only in an aquatic environment.
Spirit crede: When a Shaman abuses the spirits or gives bad advice, the spirits stop supporting them and they are ex-Shamans with no spirit abilities except mysticism. Unless they can conjole the spirits by a ceromony of forgivance lasting 4 hours and they must be chaste with no food for half a day. When done they gain back their spiritual abilities and counted as a Shaman.
Spiritual Turn or Rebuke (Su): Any voodoo witchdoctor like the priests turn undead, has the power to affect undead creatures by channeling the power of death through spirits. But this includes living too for the spirit will affect living and undead. A good voodoo witchdoctor can turn or destroy undead or living creatures. An evil voodoo witchdoctor instead rebukes or commands such creatures. A neutral voodoo witchdoctor must choose whether the turning ability functions as that of a good voodoo witchdoctor or an evil voodoo witchdoctor. Once this choice is made, it cannot be reversed. This decision also determines whether the voodoo witchdoctor can cast spontaneous cure or inflict spells. A voodoo witchdoctor may attempt to spiritually turn undead a number of times per day that there are actual stp points or negative.
Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, to get what results you want as though a charm. The effect damage or healing is 1d8+focus rank per each 2 levels of the character as a point. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.
Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.
Silent death is the death of an instant that can kill demons or any living spirit while leaving the body alive. The voodoo witchdoctor can snap a finger and turn the demons power uponst itself slaying it. A humanoid can only be spiritually killed in the same manner yet will only be zombies in the end. As a zombie victim their hitpoints are halved and they retain all other stats. This means they are still thinking while their body does things to a puppeteers strings.
Spontaneous Casting: A good voodoo witchdoctor like the clerics can channel stored stamina points (stp) into healing spells. The witchdoctor can use any stp in order to cast any cure spell. A cure spell is any spell that restores from infliction, diseases and poison. An evil voodoo witchdoctor, can't convert stp cure spells but can convert them to inflict spells. An inflict spell is any spell that causes pain, poison, disease and harm. A voodoo witchdoctor who is neither good nor evil can change stp to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the voodoo witchdoctor turns or commands undead and living.
Enslavement: The voodoo witchdoctor like hell clerics can enslave the mind to an idea or a group by channeling their spirit to what the voodoo witchdoctor desires and all it takes is a concentration check. There is a save vs spell to make the enslavement dissapear.
High ritual(EX): In voodoo, people get into a group and make magic occur and this is high ritual. In high ritual, there are three parts; the chant focus, the prayer with high feeling, and the aftermath while cleaning up. The chant focus is a subtle chant, that starts low with a few people, to gain in strength and people number. Prayer is the focus of the chant, to cause the spirits to react and make presence in the manner desired. The aftermath is the time of resolution, the voodooist is resolved to a path of choosing. This path is chosen before the ceromony, so when the rite ends, they are rejuvenated with understanding of what to do.
Using a voodoo doll is representive of this. You put your thoughts into a voodoo doll, and the ritual charges particles to do the action, that you intended. In their ceromonies, there are very high spiritual feelings while enacting high ritual. That spiritual energy will manifest, through the belief that the high chant will be enacted. Mind over matter in a large group will cause the focus of the group through affinity to happen. The effect is that you can control anyone for as long as the voodoo doll happens to effect the victim till broken by a resistance roll or the witchdoctor.
Guiding spirit(EX): "The Guiding spirit will lead you where you want to go." as the saying be with your will domination of people by spirit. This be nearly the same as the shamans and whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do be to gain insights by +2 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.
Gestalt healing(EX): A Voodoo Witchdoctor goes by the
belief that the person is a two part being. Both good and evil are
represented through; the spirit and the mind. What they seek is a
balancing between the two parts of the mind, of the good and evil. Good
is a white representation and Evil is a black representation balanced
through karma seeded into each other. Karma is the energy collected
through personal acts in the soul and represented by the white black
sigil of the ying/yang disk where the opposite dots means seed.
When one evokes a spell, with the symbol of karma, what one will get is
a balanced result. Something happens to you and something will happen
to the other person. The result is always neutral, as the something
is opposites of each other. In neutralizing each other, it inevitably
heals the soul and body. This has the effect of fully healing the
inflicted of the wounds, curing of the diseases, curing all poisons and
giving full hp back. A gestalt healing takes 30 minutes out of combat
and in combat a full round for half the hitpoints.
Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural or unnatural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Special ability: Cause wave probability
Gained on level 3, to cause
effects from any idea and expression, using the waves of probability
and intent with the subconscious, to guide. There's a roll of the dice
(1d6) that details what will occur, on willing something, or stating
things to be done. Damage done by this effect is 2d6 per level of
caster. The duration is 2d6 hours. Unless its a one time result and
short duration or instant.
On the die roll:
1 = success, it effects until it
stops, by some means.
2 = partial success, something
happens but its up to the gm to decide.
3 = partial fail, conditional -
something happens, but it doesn't seem right and is counted still.
4 = fail, nothing happens.
5 = The reverse effect.
6 = total failure, reverse
effects on both you and the target - something bad happens to both the
target's and the caster.
On conditional results there is
the effect that thats left up to the Gm.
You get three chances to fix the
result.
Special ability: Aura of 'trigger it'
This special aura is gained, on level 7, to make effects triggered
by what you think on, in another person, air or item, by intent. With
the focus of idea you can make a shield of 'I trigger it', not around
you. The shield variety causes no possibility of it effecting you. This
effect lasts until 1 day later, or until a seen sunrise occurs.
Special ability: Chaos Wave Result
Gained on level 8, there is
usage of the waves of reality, used more effectively, to form the
effect and from idea that you have. To manifest the idea solidly, roll
a 1. This is more poweful than the cause result ability, as its using
the mental and physical to manipulate threads and create results. This
ability uses a 4d10 for effective damage. Duration is decided by a 2d10
for amount of hours.
Based on a 4-sided die roll, to
decide what happens with the desire.
1 = manifested solidly or is
done perfectly
2 = effect is achieved
3 = effect doesn't happen
4 = conditional disaster,
disaster is decided be Gm.
Special ability: Elemental mastery
The elements are learned and mastered that you desire, to use on effect
thought of. Effect can now manifest with an extra 2d10 added to the roll.
Gained on level 10.
Added Bonus Feat: There's an added bonus feat, on level 11 and every 2 levels after. No limit to how many more levels.
On level 1, they gain an ability of prescience and psychic awareness,
considered the Awareness Special ability.
Part of Awareness, be the prescience and psychic awareness.
Prescience be the ability to percieve events before they happen. Its
limited to 6 minutes in advance. It can get you outta lotsa trouble. It
acts as a -10/- damage reduction per 2 levels.
Psychic awareness, be to make it known, as to what will
happen,
out of battle or in a moment of concentration, 1 minute to 1 hour
before it occurs. Up to GM to allow. The character must pass the
psychic awareness test of a concentration check, in a non-tense and
calm moment.
Favored Enemy (Ex): Also, at 1st level, a Dragon Knight may select
a type of creature from among those given on Table: Dragon Knight
Favored Enemies. The Dragon Knight gains a +2 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks when using these skills against
creatures of this type. Likewise, he gets a +2 bonus on weapon damage
rolls against such creatures.
At 5th level and every five levels thereafter, the Dragon Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Dragon Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Dragon Knight's bonuses do not stack; he simply uses whichever bonus is higher.
Table:
Dragon Knight
Favored Enemies
Type
(Subtype)
Type (Subtype)
Aberration
Humanoid
(reptilian)
Animal
Magical
beast
Construct
Monstrous
humanoid, Dragon, Ooze
Elemental
Outsider
(air)
Fey
Outsider
(chaotic)
Giant
Outsider
(earth)
Humanoid (aquatic)
Outsider (evil)
Humanoid (dwarf)
Outsider (fire)
Humanoid (elf)
Outsider
(good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll)
Outsider (native)
Humanoid (gnome) Outsider
(water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc)
Vermin
Track: A Dragon Knight gains Track as a bonus feat.
Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..
Wild Empathy (Ex): A Dragon Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dragon Knight rolls 1d20 and adds his Dragon Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dragon Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute. But, as with influencing people, it might take more or less time. The Dragon Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a Dragon Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dragon Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Dragon Knight gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex):
At 4th level, a Dragon Knight gains an animal companion selected from
the following list: badger, camel, dire rat, dog,
riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake
(Small or Medium viper), or wolf. If the campaign takes place wholly or
partly in an aquatic environment, the following creatures may be added
to the Dragon Knight's list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the
Dragon Knight on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except
that the Dragon Knight's effective druid level is one-half his Dragon Knight
level. A Dragon Knight may select from the alternative lists of animal
companions just as a druid can, though again his effective druid level
is half his Dragon Knight level. Like a druid, a Dragon Knight cannot
select an alternative animal if the choice would reduce his effective
druid level below 1st.
Special ability: Raging: Gained on level 3, its to cause a dragon rage on focus of the rage needing to be there. It can be called up whenever the player wants. It increases the bone and body strength, by 6 points and temporarily.
Improved Combat Style (Ex): At 6th level, a Dragon Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
On level 6, they gain the special ability, of 'manipulation
of will, mind and body'. They can manipulate anyone with will of up to
6 minutes. There can be a will save, thats allowed, to cancel out the
effect.
Woodland Stride (Ex): Starting at 7th level, a Dragon Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Dragon Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Dragon Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dragon Knight is wearing light armor or no armor. A helpless Dragon Knight does not gain the benefit of evasion.
On level 10, the character gains the ability of dragons.
They can shift, make use of the elemental ability, make things happen
by will. And, they gain a permenant 7 points to the stamina, strength
and intelligence stat score. With the ability, comes the aggression,
that resides in them, until necessary to be active.
Combat Style Mastery
(Ex): At 11th level, a Dragon Knight's aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected
archery at 2nd level, he is treated as having the Improved Precise Shot
feat, even if he does not have the normal prerequisites for that feat.
If the Dragon Knight selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat, even if he does
not have the normal prerequisites for that feat.
As before, the benefits of the Dragon Knight's chosen
style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Also, on level 11, An 'on the moment effect', happens to become
part of their will. Causing it to be ability to cause on the moment
effects. This has the effect of doing anything on the intent and
thought of what is desired. Like a willed wish, except that it doesn't
have to be spoken. On conditional results there is the effect that
thats left up to the Gm. Probability of it happening is on a 4-sided
die.
1 = success and things happen like flane and damage of 3d10 or
destruction.
2 = conditional success, its up to the GM to decide
3 = failure, nothing happens.
4 = conditional failure - things fail and can be disasterous -
depends on the GM.
Camouflage (Ex): A Dragon Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
On level 15, they gain the extra ability feat and after
each 2 levels after, another ability feat.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Dragon Knight of 17th level or higher can use the Hide skill even while being observed.
On
level 20, the character gains an ability to polymorph
self to dragon form whenever he or she wants.
Favored Enemy (Ex): At 1st level, a Dread Knight may select a type of creature from among those given on Table: Dread Knight Favored Enemies. The Dread Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Special
ability: Dread aura(Ex):
The dread aura is gained on level 2. It is only necessary to focus on
the idea of spreading the dread that you want others to feel. To make
the dread manifest in your aura and scare people away. This lasts 1d6
per every 2 levels of dread knight. Particularly effective on animals,
with a 1d6 dice roll. 1-3, is success. 4-5, is failure but no attack.
6, is failure with assault from those around you.
Track: A Dread Knight gains Track as a bonus feat.
Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..
Wild Empathy (Ex): A Dread Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dread Knight rolls 1d20 and adds his Dread Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dread Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Dread Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a Dread Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dread Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Dread Knight gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex):
At 4th level, a Dread Knight gains an animal companion selected from
the
following list: badger, camel, dire rat, dog,
riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake
(Small or Medium viper), or wolf. If the campaign takes place wholly or
partly in an aquatic environment, the following creatures may be added
to the Dread Knight's list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the
Dread Knight on his adventures as appropriate for its kind. This
ability
functions like the druid ability of the same name, except that the
Dread Knight's effective druid level is one-half his Dread Knight
level. A Dread Knight may select from the alternative lists of animal
companions
just as a druid can, though again his effective druid level is half his
Dread Knight level. Like a druid, a Dread Knight cannot select an
alternative animal if the choice would reduce his effective druid level
below 1st.
Improved
Combat Style
(Ex): At 6th level, a Dread Knight's aptitude in his chosen combat
style
(archery or two-weapon combat) improves. If he selected archery at 2nd
level, he is treated as having the Manyshot feat, even if he does not
have the normal prerequisites for that feat. If the Dread Knight
selected two-weapon combat at 2nd level, he is treated as having the
Improved Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat. As before, the benefits of the Dread
Knight's chosen style apply only when he wears light or no armor. He
loses all benefits of his combat style when wearing medium or heavy
armor.
Special
ability: In aptitude(Ex): The dread knight on level 6 gains in aptitude
in everything they try at. They suddenly seem like a genious, in
whatever they attempt. And also, as they have an Aptitude roll of a 1d4
chance on a roll, to succeed, in the task at hand.
On a roll of:
1 = total success
2 = partial success, coditional as to what didn't happen.
3 = fail, the action didn't succeed.
4 = reverse failure, they not only didn't succeed, but they got
the reverse of what they attempted.
There's a chance of conditional results. On conditional results
there is the effect that thats left up to the Gm.
Woodland Stride (Ex): Starting at 7th level, a Dread Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Dread Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Dread Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dread Knight is wearing light armor or no armor. A helpless Dread Knight does not gain the benefit of evasion.
On level 10, they gain the extra ability feat and after each 2 levels
after, another ability feat. On the necessity, of raising your stats,
they also have option to trade a feat in for a stat point of their
choice.
Combat Style Mastery
(Ex): At 11th level, a Dread Knight's aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected
archery at 2nd level, he is treated as having the Improved Precise Shot
feat, even if he does not have the normal prerequisites for that feat.
If the Dread Knight selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat, even if he does
not have the normal prerequisites for that feat.
As before, the benefits of the Dread Knight's chosen
style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A Dread Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Special ability: Magna force(Ex): The dread knight gains the magna force, on level 15, where the magna force is, to combine forces of energy and activity energy, with metal, to create an effective force, thats 4 times the normal force. To be encountered, and this is sometimes feared. This force, will cause you to strike with a 4d6 extra hit effect. Counted as +4d6 to the attack damage or to the healing. Added, as a special ability.
The dread knights oath: The Dread Knight follows the oath of darkness,
as a creed. Which be, to always do what is possible, within the means
available. To serve a dark idea and purpose, in effect and as a way, to
treat people. If, they break the oath, they are Ex-Dread knights. And,
restricted from the Dread Knights abilities, except for the 'in
aptitude', till they become a Dread knight again. They become a dread
knight again, on completing a dark task, self-thought of or assigned.
This dark task is something malevolent in nature and set to gain
something, such as disrupting an activity for purposed or proposed
gaining of self-satisfaction.
Favored Enemy (Ex): At 1st level, a Shadow Knight may select a type of creature from among those given on Table: Shadow Knight Favored Enemies. The Shadow Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Perception or Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Special ability: Shadow Aura(Ex):
At level 3, they gain a special ability, of shadow aura. As, they can
cause their aura, to shadow them, in plain sight. Part, of this, is the
AC + 2 per every 3 levels effect, and the character gains a dodge roll
bonus (using the dex mod), of +3. They are also, if not looked at, with
an improved invisibility effect.
Track: A Shadow Knight gains Track as a bonus feat.
Wild Empathy (Ex): A Shadow Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Shadow Knight rolls 1d20 and adds his Shadow Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Shadow Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Shadow Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Combat Style (Ex): At 2nd level, a Shadow Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Shadow Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A Shadow Knight gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a Shadow Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Shadow Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Shadow Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Shadow Knight's effective druid level is one-half his Shadow Knight level. A Shadow Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Shadow Knight level. Like a druid, a Shadow Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Improved Combat Style (Ex): At 6th level, a Shadow Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a Shadow Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a Shadow Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a Shadow Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Shadow Knight is wearing light armor or no armor. A helpless Shadow Knight does not gain the benefit of evasion.
Combat Style Mastery
(Ex): At 11th level, a Shadow Knight's aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected
archery at 2nd level, he is treated as having the Improved Precise Shot
feat, even if he does not have the normal prerequisites for that feat.
If the Shadow Knight selected two-weapon combat at 2nd level, he is
treated as having the Greater Two-Weapon Fighting feat, even if he does
not have the normal prerequisites for that feat.
As before, the benefits of the Shadow Knight's chosen
style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A Shadow Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
At
level 20, they can become a shade, at will, in form, and by choice.
Twice per day and +1 attempt per every 3 levels after. They gain the
Etherealness
special ability, as they are, in the shade form. With an added +3 to
all core ability stats.
Favored Enemy (Ex): Also, at 1st
level, a Chaos Knight may select a type of creature from among those
given on Table: Chaos Knight Favored Enemies. The Chaos Knight gains a
+2 bonus on Bluff, Listen, Sense Motive, Perception or Spot, and Survival
checks when using these skills against creatures of this type. Likewise,
he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels
thereafter, the Chaos Knight may select an additional favored enemy
from those given on the table. In addition, at each such interval, the
bonus against any one favored enemy (including the one just selected,
if so desired) increases by 2. If the Chaos Knight chooses humanoids or
outsiders as a favored enemy, he must also choose an associated
subtype, as indicated on the table. If a specific creature falls into
more than one category of favored enemy, the Chaos Knight's bonuses do
not stack; he simply uses whichever bonus is higher.
Table: Chaos Knight Favored Enemies
Type
(Subtype)
Type (Subtype)
Aberration
Humanoid (reptilian)
Animal
Magical beast
Construct
Monstrous humanoid, Dragon, Ooze
Elemental
Outsider (air)
Fey
Outsider (chaotic)
Giant
Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider
(fire)
Humanoid (elf)
Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider
(native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid
(orc) Vermin
Track: A Chaos Knight gains Track as a bonus feat.
Wild Empathy (Ex): A Chaos Knight
can improve the attitude of an animal. This ability functions just like
a Diplomacy check to improve the attitude of a person. The Chaos Knight
rolls 1d20 and adds his Chaos Knight level and his Charisma bonus to
determine the wild empathy check result. The typical domestic animal
has a starting attitude of indifferent, while wild animals are usually
unfriendly. To use wild empathy, the Chaos Knight and the animal must
be able to study each other, which means that they must be within 30
feet of one another under normal visibility conditions. Generally,
influencing an animal in this way takes 1 minute, but, as with
influencing people, it might take more or less time. The Chaos Knight
can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Chaos fear (Ex); Gained at level 2,
This is to start fear caused of chaos in the personal target, of
choice, as its the ability to project fear into the target. The person
starts fearing the things around themselves and the idea of things,
themselves. They get shocked into doing good and somewhat decent acts,
in the first instant, of effect. This fear lasts, for as long as they
focus on the causing of the effect itself. With possibility of it being
resisted, after each second of effect. The person under the fear,
cannot do anything other than try to resist the idea of panic, until
they resist the effect. The saving throw versus magic, is required to
break it. After 3 minutes, the effect wears off if the person targeting
the effected person, is not doing the effect.
Combat Style (Ex): At 2nd level, a
Chaos Knight must select one of two combat styles to pursue: archery or
two-weapon combat. This choice affects the character's class features
but does not restrict his selection of feats or special abilities in
any way. If the Chaos Knight selects archery, he is treated as having
the Rapid Shot feat, even if he does not have the normal prerequisites
for that feat. If the Chaos Knight selects two-weapon combat, he is
treated as having the Two-Weapon Fighting feat, even if he does not
have the normal prerequisites for that feat. The benefits of the Chaos
Knight's chosen style apply only when he wears light or no armor. He
loses all benefits of his combat style when wearing medium or heavy
armor.
Endurance: A Chaos Knight gains Endurance as a bonus feat at
3rd level.
Animal Companion (Ex): At 4th
level, a Chaos Knight gains an animal companion selected from the
following list: badger, camel, dire rat, dog, riding dog, eagle, hawk,
horse (light or heavy), owl, pony, snake (Small or Medium viper), or
wolf. If the campaign takes place wholly or partly in an aquatic
environment, the following creatures may be added to the Chaos Knight's
list of options: crocodile, porpoise, Medium shark, and squid. This
animal is a loyal companion that accompanies the Chaos Knight on his
adventures as appropriate for its kind.
This ability functions like the druid ability of the same name,
except that the Chaos Knight's effective druid level is one-half his
Chaos Knight level. A Chaos Knight may select from the alternative
lists of animal companions just as a druid can, though again his
effective druid level is half his Chaos Knight level. Like a druid, a
Chaos Knight cannot select an alternative animal if the choice would
reduce his effective druid level below 1st.
Improved Combat Style (Ex): At 6th
level, a Chaos Knight's aptitude in his chosen combat style (archery or
two-weapon combat) improves. If he selected archery at 2nd level, he is
treated as having the Manyshot feat, even if he does not have the
normal prerequisites for that feat. If the Chaos Knight selected
two-weapon combat at 2nd level, he is treated as having the Improved
Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat. As before, the benefits of the Chaos
Knight's chosen style apply only when he wears light or no armor. He
loses all benefits of his combat style when wearing medium or heavy
armor.
Swift Tracker (Ex): Beginning at
8th level, a Chaos Knight can move at his normal speed while following
tracks without taking the normal -5 penalty. He takes only a -10
penalty (instead of the normal -20) when moving at up to twice normal
speed while tracking.
Evasion (Ex): At 9th level, a Chaos
Knight can avoid even magical and unusual attacks with great agility.
If he makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he instead takes no
damage. Evasion can be used only if the Chaos Knight is wearing light
armor or no armor. A helpless Chaos Knight does not gain the benefit of
evasion.
Combat Style Mastery (Ex): At 11th
level, a Chaos Knight's aptitude in his chosen combat style (archery or
two-weapon combat) improves again. If he selected archery at 2nd level,
he is treated as having the Improved Precise Shot feat, even if he does
not have the normal prerequisites for that feat. If the Chaos Knight
selected two-weapon combat at 2nd level, he is treated as having the
Greater Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As before, the benefits of the Chaos Knight's chosen style apply
only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
Camouflage (Ex): A Chaos Knight of
13th level or higher can use the Hide skill in any sort of natural
terrain, even if the terrain doesn't grant cover or concealment.
On level 15, they gain the extra
ability feat and after each 2 levels after, another ability feat.
Hide in Plain Sight (Ex): While in
any sort of natural terrain, a Chaos Knight of 17th level or higher can
use the Hide skill even while being observed.
Chaos Crede: The chaos knight
may follow this crede: 'To go in chaos and do, sowing chaos as the will
may need be.' If other than unaligned, in alignment, they get demoted
in rank and lose the ranks special ability, as well as becoming an Ex
chaos knight, till they meditate and cleanse themselves. Then they get
their rank back.
Fastcast (Ex): This is the ability to allow three spell effects to be gotten off in a round, unless a slow spell is on your character, in which they can cast a spell every two rounds.
Fast Regeneration (Ex): Your character with this extraordinary ability recover from wounds quickly. They can even regrow or reattach severed body parts. Damage dealt to the character is treated as nonlethal damage, and the character automatically cures of nonlethal damage at a fixed rate, which is 20hp per round in melee and 15hp per minute spent outside of battle.
Purify element (Ex): To use the special ability an of being able to purify anything, as anything is an element of sorts. The character can do this three times a day, restored by rest. Once purified, all poisons and toxins are removed from the element. All metal weaknesses are removed from the metal and the weapon or armor becomes +5. This adds a +5 bonus to them. The purification leaches the bad effects from the element and this includes negative enchantments that would effect you.
Absorb energy (Ex): They can be fueled by anything, given a special ability to absorb energies at level 16, which allows for a rapid rise of energy percent recovery, this is about 20% energy replenished per minute outside combat and in melee its 25% per every round.
Greater Elemental Formshift (Ex): The character gets to be a greater elemental when they reach level 20, they transform into one overnight, which is adding 10 to Strength, 5 to Intelligence, 8 to Dexterity and 4 to charisma at all the base stats. Also, they gain the ability to manifest an element of choice as they gain the abilities and powers of the greater elemental, in whatever form you need the element to be. An unlimited amount of times per day until they run out of energy, in which each element manifest is 10% energy used. When the character get an effect on someone, they get 5d10+Wis bonus worth of damage. The duration of effect is also on a roll of 1d6 rounds. Be sure to change your race of your character to Greater Elemental, when your Elementalist character gets to level 20. Also, when they get this special ability, they can summon up to 5 elementals of any type at a time. At a cost of 15% energy usage, each time. However, there is a slight hatred of the character after a formshift.
Fastcast (Ex): This is the ability to allow three spell effects to be gotten off in a round, unless a slow spell is on your character, in which they can cast a spell every two rounds.
Fast Regeneration (Ex): Your character with this extraordinary ability recover from wounds quickly. They can even regrow or reattach severed body parts. Damage dealt to the character is treated as nonlethal damage, and the character automatically cures of nonlethal damage at a fixed rate, which is 20hp per round in melee and 15hp per minute spent outside of battle.
Purify element (Ex): The purify element effect is a point that you focus energy into the material you hold or into the element of water, fire, earth, air or spirit. Then this purifies the elent as the thought occurs to create with a purified formation. This effect is useful, if to recieve health benefits from water, other than that you can use whatever effect you want with a purified form. This improves the effect of the element, that is by a point of +6 in bonus modification to the score.
So think to use the special ability an of being able to purify anything, as anything is an element of sorts. The character can do this three times a day, restored by rest. Once purified, all poisons and toxins are removed from the element. All metal weaknesses are removed from the metal and the weapon or armor becomes +5. This adds a +5 bonus to them. The purification leaches the bad effects from the element and this includes negative enchantments that would effect you.
Absorb energy (Ex): They can be fueled by anything, given a special ability to absorb energies at level 16, which allows for a rapid rise of energy percent recovery, this is about 20% energy replenished per minute outside combat and in melee its 25% per every round.
Greater Elemental Formshift (Ex): The character gets to be a greater elemental when they reach level 20, they transform into one overnight, which is adding 10 to Strength, 5 to Intelligence, 8 to Dexterity and 4 to charisma at all the base stats. Also, they gain the ability to manifest an element of choice as they gain the abilities and powers of the greater elemental, in whatever form you need the element to be. An unlimited amount of times per day until they run out of energy, in which each element manifest is 10% energy used. When the character get an effect on someone, they get 5d10+Wis bonus worth of damage. The duration of effect is also on a roll of 1d6 rounds. Be sure to change your race of your character to Greater Elemental, when your Elementalist character gets to level 20. Also, when they get this special ability, they can summon up to 5 elementals of any type at a time. At a cost of 15% energy usage, each time. However, there is a slight hatred of the character after a formshift.
Special effects (Ex): This is to create the point you think by stated intention or acted out idea. The effect is the point of illusion, otherwise the knowable as a point of using the elements to create the effect you desire. Roll a die 10 or feel free to use straws cut at different lengths to decide whether you succeed in the idea you know about. Then doing is the effect itself. The roll breaks down with this idea: 1-4 is success, 5 is some other effect made up by the DM/GM, 6-10 is failure and no effect will occur. The special effect is (every 2 levels for 1 point)d10+Focus rank, otherwise 7d10+18 for a level 14 ninja mage with 18 skill ranks in Focus.
The effect can effect upto 40 feet. You can learn spells, too, that is done by remembering them from a spellbook and rolling a d20 ffor Arcana check. Then you can roll a Wis check for remembering on another d20, if the DM/GM requires it. The last step is casting the remembered spell with a D20, using earned by activity Skill ranks that are placed by DM/GM in your character sheet. This is using the spell with a mention, that your character sheet notes as spell name (Int) Skill ranks.
This is placed under Magic skills header under the Class Skills listing and used by a roll. This ability can create any spell or spell like effect. If allowed by the DM/GM, then you could learn or use any effect, this effect however makes itself generated as though illusion that's believed, then the effect is damage or healing (especially if using the elements) so if you get a dispell its disbelieved with no effect. This is done by what occurs with a counter roll, or some roll with the int mod and with DC of 10 + character level for A comparison check.
I think with spell learning; Its uncastable until you recall it, +1 on successful recall + 2 on first cast + 3 on second cast and so forth. So if you use it, then it raises despite the skill points. This is true as the magic skills are separate from the class skills. So its an option to use a skill point and raise the magic skill. You can get your spells from anywhere there is a spellbook. Here is such a place. Remember this, the spell if it fails, may have a penalty.
Spell recognition (Ex): This ability is where the ninja mage can understand by the spirit knowledge what the spell or effect was, that was used at the moment. So on a roll of a 1d6 or using straws, the ninja mage can get this effect. On a 1-3 die roll or short straw, there is success. On a 4-6 die roll or long straw, there is a non recognition or fail.
Fastcast (Ex): This is the ability to allow three spell effects to be gotten off in a round, unless a slow spell is on your character, in which they can cast a spell every two rounds.
Weapons expert (Ex): what weapon he or she decides to use is either a successful hit or failure by a miss. This is a weapon that's used at a competant level with a modifier bonus of +3 and decided by a 1d6, so on a 1 is a critical hit, 2-3 is a hit, 4-6 is a miss.
Fast Regeneration (Ex): Your character with this extraordinary ability recover from wounds quickly. They can even regrow or reattach severed body parts. Damage dealt to the character is treated as nonlethal damage, and the character automatically cures of nonlethal damage at a fixed rate, which is 20hp per round in melee and 15hp per minute spent outside of battle.
Flying (Ex): The Ninja mage is able to fly or levitate using the kinetic motion or inertia, that is made by movement.
Purify element (Ex): The purify element effect is a point that you focus energy into the material you hold or into the element of water, fire, earth, air or spirit. Then this purifies the elent as the thought occurs to create with a purified formation. This effect is useful, if to recieve health benefits from water, other than that you can use whatever effect you want with a purified form. This improves the effect of the element, that is by a point of +6 in modification to the originating score.
So think to use the special ability an of being able to purify anything, as anything is an element of sorts. The character can do this three times a day, restored by rest. Once purified, all poisons and toxins are removed from the element. All metal weaknesses are removed from the metal and the weapon or armor becomes +5. This adds a +5 bonus to them. The purification leaches the bad effects from the element and this includes negative enchantments that would effect you.
Absorb energy (Ex): This ability is a point of a free special ability added to the abilities list. That ability allows you to absorb energy as a point of a rolled die. This is with a 1d100 for 1 to 100 percent, that is added to your health percent and mp.
Greater Elemental Formshift (Ex): The character gets to be a greater elemental when they reach level 20, they transform into one overnight, which is adding 10 to Strength, 5 to Intelligence, 8 to Dexterity and 4 to charisma at all the base stats. Also, they gain the ability to manifest an element of choice as they gain the abilities and powers of the greater elemental, in whatever form you need the element to be. An unlimited amount of times per day until they run out of energy, in which each element manifest is 10 mp used. When the character get an effect on someone, they get 5d10+Wis bonus worth of damage. The duration of effect is also on a roll of 1d6 rounds. Be sure to change your race of your character to Greater Elemental, when your Elementalist character gets to level 20. Also, when they get this special ability, they can summon up to 5 elementals of any type at a time. At a cost of 15 mp usage, each time. However, there is a slight hatred of the character after a formshift.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. That is done as a good result, where this means you succeed.
Natural adaptation (Ex); This skill is where your able to adapt to any circumstance and situations are overcome by ability, that you are able to use and know what to do. This skill allows you to survive by natural skills, that enable you to work and wisthstand even poison. You get over the problem or can fix things as though a natural with a nature or focus skill check and get a 10 or above and expect some results.
Will word skill (Ex); What you will you create and nearly anything can be created, this is done by statement or thinking with a focus check and getting a 10 or above for success. Think to get effects of 1d10+charisma mod per each 2 focus ranks or for duration is 1d6+focus rank for rounds in melee/attack or minutes outside of battle. This works with deferring as well. So think and do as you want with this explained skill.
Martial arts: Any martial arts you think to use are there to work with as a skill. This is done with a focus or concentration check and getting a 10 or above. The natural skill in combat is done with a 1d8+strength and dexterity mod per each two focus ranks.
Herbology and medicine (Ex); You gain a natural skill with understanding herbs and medicine. This skill allows you to know and use the right things to use. That happens with a nature skill check and applying a +5 to the skill as a bonus. If you get a 10 or above you get success by feel. Also you gain immunity to diseases and poison. Add +5 to the heal skill by feel.
Combat trance (Ex); This is where you are with intention, that can turn murderous if a combat situation. Add +4 to attack rolls as a bonus. This if used as a skill is able to daze nearly anyone, so that is known by a rolled concentration check with a 10 or above. This is with an added +4 by feel to concentration and focus skills.
Combat skill (Ex); This combat skill is allowing you to make easier attack and effect rolls. Add +3 per every 4 levels to your attack roll and an extra 1d8+strength mod per each 3 focus ranks for damages or not as nothing is gained.
Charm (Ex); This is where you gain more money for what you do or think of in considerance, basically that is on request and created is the need by feel to get what you want. Add 4 to charisma and use a +3 bonus to charm checks.
Natural understanding (Ex); You understand the nature of things, you understand the result with what you do. This works by understanding vibrations, and you work with frequencies by a heightened intelligence. Add +5 to intelligence and nature skill for your understanding. Whatever is associated is done if necessary and needed by feel, this is with an intelligence check and 10 or above that's rolled for success.
Maneuvering (Ex); This is where you are able to maneuver around and do what is necessary. This helps you avert combat and use aversion to what would hurt you. Add +4 to dexterity.
Survival (Ex); The necessities like food or drink are gotten cheaper or given to them by feel. This is done with a charisma check by idea, that is with an added +5 to high bartering to make what seems natural and given by feel and bartering or trading becomes easier.
Fame (Ex); This is gained by what is done, as a successful samurai, you get what you need and what you want by feel. The added fame bonus is a +5 to strength and charisma. You naturally avoid the troubles with fame, so this fame of the samurai doesn't turn into infamy unless evil. Then instead of fame your with infamy by what you do and you able to create fear in the target, this is done by a focus check with a 10 or above as success.
Abundance (Ex); This is where you easily find work or idea to do. Then you get payment somehow, so use +5 to intelligence in what you do with work, +3 charisma for your charm and +4 wisdom for what you think to do and not do or spend money on by feel. Thus, you save money and spend wisely on things that are necessary. Easily gaining work for what you will, this is getting money unthinkingly and not wasting it by feel. Otherwise your saving it up and spending it wisely, this using it on things you need and know won't easily be wasted. However, as a skilled person that you are known for by feel, you can get money easily if you need it or work for the idea. This is done with a concentration or focus skill check, that's gotten by getting a result of 10 or above.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Potions; Herbal and otherwise, you know the right things to use for the effect you desire in a potion or drink. This happens without stress and you are calm as you do things. So healing if desired is done. This is a known effect of increased intelligence and wisdom by +3.
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Spontaneous combustion; This is where the ability one has is used to cause instaneous turning to dust or spontaneous combustion in a target. This happens to cause instant death. That is due to getting a 10 or above on a focus check except for diceless where you need a 15 or above. Otherwise there's a drawing of straws with the longest or shortest as success. There is also a chance of not being effected with a effect versus spell save.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Superstition; The moment they sense things awry, they are aware of the moment and know the cause, this makes for natural fears and idea that could exist. So if things could go wrong they stop what the think is the cause and work with idea to make what is to exist. Otherwise they make with idea for the moment. This is where they create by feel with the point that the moment is made by themselves. This uses their idea of what exists, then they do what is necessary to avoid the trouble that would come. This is a point they won't do what they feel is uneccesary and will do what they think is fair.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Hex magic; The magic of curses and what you need by the spirit that goes through everything, this uses the third eye by feel and that is energy used to create your desire. This is stronger than charms, so instead of 1d8 its 1d10. So the effect is 1d10+charisma mod per each Focus skill rank as a point. There is 1d8+focus rank duration. if non-instant, in secocond with battle and minutes outside of battle unless unlimited amounts of time is allowed. Witches can use riled or poltergeistic spirits, too. So these riled spirits are Demonic, this means they will do whatever you wish to whomever you want effected. This includes anything you want or need excepting what you don't want or need. Wiccans won't use riled and demonized poltergeistic spirits as they are sometimes too dangerous.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Elder Being; The Eldritch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of their own mind. They transform into an energy form, this is where they are unable to be effected by normal weapons. So they are able to do things unnaturally and turn into enrgy, that phases what they have into energy to by the power of their mind if unfocused. So they can turn solid again and this allows magical weapons, that means they are with what they have physically. They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Vampiric; At any time they can turn vampiric nature if it's nearby. If they died, then they come back as vampires, that have their stats and abilities. Except if in sunlight, they suffer a -2 con bonus and could pass out if exposed to 3 hours sunlight. After 3 hours, if they don't make a concentration check or picks the longest or shortest straw, they could seem to pass out and remain in a death like sleep, comotose. If they survive, then they are likely to seek vengeance for attacks or they can create better by passing off the energy of the need as a source.
See that is all damage turned into mp added to their total MP, that's used by the feel of using a crystal or thinking it's a source. So if they experience a dawn, then survive, they are turned into daywalkers. That are only strengthened by sunlight and they are able to withstand energy, this is done as though it's a source of energy added as effect total to their MP. However, they still suffer a -2 penalty to their consitution. So their is no actual death for them, as long as they can absorb life energy they will live as you think they live and have what you think is ability. This is a known effect.
This is in an eldritch effect that uses the idea of life energy to sustain them and death and decay energy to keep them calm. This means they are able to create what they need, by using an enhanced eldritch ability. Instead of what the effect normally is, it's doubled in dice instead. Also they level up normally, so it's not as though the character is stuck at a certain level. It's as though their magic got more powerful by the focus they have with life energy, that helps them as they create their effects by feel with idea that's from being nearby the aura energy waves.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Prescience; Any moment they can use prescience to know what is going to happen, so feel free to add this as a class ability named Prescience (Ex) to your character sheet. This means, if they focus and breath in and out, then they can focus their mind on a a thought they need to know. The moment they realize what will occur, this is when the spirit allows them to know what is going to happen. If you practice prescience enough, they say that you can gnow what will happen monthis in advance. This is where you know things by the spirit, that uses the soul as guidance, this is known by a focus check or drawing straws and getting the shortest or longest straw.
Heat seeking; The body adapts by feel, so they are able to see heat traces, this is done even if they are in were form.
Animal boost (sp); Think as this is where you send out energy to your animals nearby and take control of them. Thinking of boosting their attributes. this is when they receive a +4 to all core stats and 30' speed. You can do this effect spell 4 times a day.
Animal control (sp); This is where you send out energy from the aura and control the animals nearby. That's with a boost to their attack and defense rolls of +5. Add a +6 to their damages they can deal. You can do this effect spell 4 times a day.
Were boost (sp); This is when you transform into a were animal, that increase to your strength and constitution is +5 for until you change back by feel. You can do this effect spell 4 times a day.
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Were altering; The were are not unlike a God in their ability to create effects with an additional +3 to the focus and concentration as a bonus for checks and withstand natural disasters by the power and ability of their own mind. They can change any event into another event or any effect into another effect, this is with a focus check or drawing the shortest or longest cut straw. They transform into an energy alter form, that is a form of energy shaped as though the animal, person or ideal being.
This is where they are unable to be effected by normal weapons. So they are able to do things unnaturally and turn into energy, that phases what they have into energy to by the power of their mind if unfocused. So they can turn solid an again this allows magical weapons, that means they are with what they have physically. So the energy body that is formed can cause resurrection if the need is there to resurrect the body. They can phase in and out in this manner.
They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +5 Con, +5 Int, +5 Cha, +5 Wis and 100 HP.
Vampiric turning; At any time they can turn vampiric nature if it's nearby, and they absorb the vampires energy attack without taking actual damage, this is subdual damage instead that is easily rested away or regenerated and it's not actually there. If they died, then they have died until resurrection and when resurrected, they lose all damage and subdual damage turns into mp added to the MP.
That means they have their stats and abilities. Except if in sunlight, they have a +2 con bonus and in sunlight they regenerate quickly. If they survive an attack, then they are likely to seek vengeance for attacks or they can create better by passing off the energy of the need as a source.
See that is all damage turned into mp added to their total MP, that's used by the feel of using a crystal or thinking it's a source. This is a known effect. It's as though their magic got more powerful by the sunlight focus they have that counts as life energy, that helps them as they create their effects by feel with idea.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Angel Form; The Angellic are like their creator in their ability to create effects and withstand natural disasters by the power and ability of their own mind using their God. If they haven't already, they transform into an energy form, they are angels of good or deva of neutral nature and otherwise demons of evil. This is where they are unable to be effected by normal weapons or fists. So they are able to do idea with things naturally and turn into energy at will.
See that phases what they have into energy by the power of their mind and the creator if unfocused. So they can turn solid again and this allows magical weapons, that means they are with what they have physically. They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Turn hostility; So at any time they can turn vampiric and hostile nature if it's nearby. It's as though their magic got more powerful by the focus they have with life energy, this is thought energy that helps them as they create their effects by feel. That is with idea that's from being nearby the aura energy waves. This they can use the effect of turning people as well, that's if they are going to be attacked by them. That's where they turn the hostile energy inward, and this drives away the hostiles in the area by feel.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Create poison (Ex); The point you think to work with poison, you can create from the energy and essence of the shadows itself a poisoning effect, this is done with some gated through shadows poison to make a poisoned weapon or some body poisoned. This has a 2d8+poisoning rank damage for 1d6 rounds in battle and minutes outside of battle.
Resistance (Ex); This is the point you are resistant to poison an disease. If you can do things with poison, you can remain unaffected as your immune to the poison itself.
Transformation (Ex); This is a special change where the character is transformed into an angel of shadows. They can do what they want and are able to withstand any light and then unable to be touched by any weapon except magical and elemental or any energy attack rejuevenates them. They gain +5 con, +4 wis, + 4 int, +3 Str and there is a +10 to their attack damage if they are in shadows.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Cure poison (Ex); The point you think to work with poison or illness and create a curation, you can create a cure from the energy and essence of the light itself a enlightening effect, this is done with some gated through cure to make a cured body. This has a 3d8+focus rank curation and health restoration as that is instant.
Resistance (Ex); This is the point you are resistant to poison and disease. If you can do things with poison, you can remain unaffected from poison as if your immune to the poison itself.
Luck (Ex); this is where you gain +10 luck. you are able to create with a point, and make with an idea what you intend with people or items by your charisma rising +6 and you basically can get away with what you intend to get unusually lucky with or without an example.
Light avatar (Ex); This is creating a special change where the character is transformed into an avatar of light and only the particles do what they want. They can do what they want and are able to withstand any light or darkness, and then unable to be touched by any weapon except magical and absorb elemental energy. Otherwise that is doing the point by any energy attack that rejuevenates them. They gain +3 con, +3 wis, + 4 int, +3 Str and there is a +5 to their attack damage if they are in the light. This avatar form can create a point or make an idea, that creates itself as though from the particles themselves.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Divine glow (Ex); This allows you to create a glow in the aura, that is perceptible by the light you perceive. The soul energy is amplified by fire and your aura glows with light. This ability can be used 3 times per day. This ability heals the character with an added fast regeneration ability of 2d8+focus or concentration rank. That allows you to regenerate lost limbs and body unless burned, be feeling good and all pain and diseases disappear, if gotten.
Divinity (Ex); the soul forms as you think with the spirit as it's aura and the body dissolves into energy. you are immune to things that are energy unless you want to be effected. this form requires no food and drink as it uses it's creator as a source of sustenance. weapons disrupt the energy form and cause it to become gaseous, except for the magical weapons. magical weapons will do half damage. what the character will gain from this transform is stat changes; +3 Int, +3 Str, +4 Con, +2 Wis. HP % goes up by 100. You have a +5 to your attack/damage rolls. Basically, you become a god or divine being.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Lucky strike (Ex); The luck increases by +5 and you get a +5 to hit bonus.
Danger sense (Ex); You know when danger is lurking nearby.
Ascension (Ex); the point is this, you ascend to a higher plane and effect what you need or want. This allows you effects where you want and when you want it. This has the effect in duration of 1d6+cha mod in melee and unlimited outside of battle until otherwise needed. Also there is 2d10+cha mod per each 2 focus skill ranks in damage or healing.
Ascended mastery (Ex); You are transformed into a transcended master by the chi energy coming into the body, and this is elongating the person's lifetime by 30 to 100 years or a d100 where anything under 30 is counted as 30. That creates what he wills and makes what he wants with critical hits at a 10 rolled instead of 20, and the chi energy or life energy is what comes easily to hand to create a +10 to any damages and healing effects.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Elemental ability focus (Ex); this is where you choose an element to focus on and you achieve peace with enhanced manifest. The effect roll is added to by +5.
The ultimate form (Ex); (lvl 20) The effect of life and memory is improved, the point that is your thought happens more easily. You gain a +10 to the effect roll and +5 to focus skill and concentration skill. This result changes the body into an excellent godlike shape by a +5 to charisma, +4 to strength, +4 to dexterity and +5 to constitution. Add 100% hp to your HP.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Chi boost (Ex); This is use of the chi life energy to boost anyone or yourself in energy as though reenergized. MP goes to 100% and is boosted by an additional 1d20.
Lucky chance (Ex); Your luck is added to by 5.
Danger sense (Ex); You know when danger is lurking nearby.
Transcendancy (Ex); The character can enter into a trance and go into a acendant point, this is when the character is in a higher plane and the character can make what he or she wants where and when he wants no matter what time it is. The effects are 2d10+cha mod per each 2 focus ranks. Duration is 1d6+cha mod in mekee and unlimited effect outside of battle.
Transcendant master (Ex); Chi energy comes into the body and causes knowledge of anything. If you use it, that's up to you. Enjoy yourself as you do things. This means +5 to all knowledge skills, and you can create instant results without the need to focus.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Immunity (Ex); the character has gained immunity to any disease and poison. They can no longer get sick or poisoned.
Elemental immunity (Ex); the character becomes immune to the elements, unless they allow for it.
Avatar (Ex); the character becomes an avatar of the creator or some god he serves. His stats get increased by 3. His hp gets increased by 100%. His or her damages dealt increase to 2d10+charisma mod per each 2 focus or concentration ranks.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Improved weapon handling (Ex); This is where you are improving your weapon skills and gain a +3 to the rolls using the weapon.
Improved focus (Ex); Your focusing skill improves and you get double the damage using your focus ability annd energy that your mind directs to the target with a hit of the weapon. Each hit disrupts the target's energy flow with a critical hit, stunning it for 1d6 rounds in battle and 1d10 minutes outside of battle.
Strength enhancement (Ex); +1 strength
Dexterity enhancement (Ex); +1 dexterity
Weapon specialization (Ex); +4 to attack rolls
Weapon focus (Ex); +5 to the effect and totals with rolls of the weapon.
Dedication (Ex); The point they reach at level 20 is they become dedicated to a purpose, as long as they are doing their purpose that they decide to do they receive bonuses to their effect and attack rolls. This amounts to +6 to their rolls and totals. They receive a +5 to strength, +4 to constitution and a +50% to their health.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Solamnic force (Ex); This uses the focus of self-creation and intensity, the effect is to create with more speed and greater damage or healing amount. When you focus on a thought, then feel its intense you move faster and get stronger. This is done with a rolled 1d6 actions per round of melee or combat. Also you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus.
Weapon specialty (Ex); On your attack roll you get a +4 bonus. This means you are a specialist in weapon handling and get more effect with it. Also add your strength mod to your weapon damage roll.
Lunar (Ex) With lunar energy, you can create the effect of energy waves using moon energy. The energy waves effect reality and create your thoughts. If you wanted to create an attack wave, then the damage amount would be 1d10+charisma mod per each 2 focus ranks round down. Healing is what effects those you want to heal, same amount. Say you had a 7 charisma mod with 20 focus ranks, then the damage/healing would be 10d10+7 or 107 total possible max.
Raise in advance (Ex); This is improvement to your stats at level 20 due to your God making you better and more attractive. All stats improve by an added +4. Also, you have an additional improvement to health of added +60%. This raise allows improvement on the career path and you become Grand solamnic knight class instead of a solamnic knight.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Herbology (Ex); You always know what the right herb or food is for use, that's with the right effect that you intend to get. If you don't have it, you can find it or get it, easily.
Premonition (ex); You know what will happen by sensing the moment out and think of things you want to know. Otherwise its explained by the GM/DM and you know things by the explanation.
Grand Focuser (Ex); At level 20, you can get special energy tricks done. This is where you create by focus and think the idea is alright. Making those that perceive the thought, believe its fine. So with this ability, you create by focusing and that's making a result that you feel is needed. This causes you to get +6 instead of +4 to your die rolls and tougher. Add +60% to your health. Also you can add +3 to all core stats.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Weapon specialty (Ex); You have ability to use any weapon expertly, so add +3 to your attack rolls.
Machinery (Ex); This ability is where you know what, how and where to use the machine that is nearby, its as though you had innate ability and understanding on how to use it.
Head hunter (Ex); At level 20, you get tougher and more capable, also your charisma goes up. You are able to hunt anything with practiced ease. Add +4 to all core stats. Also add +60% health as your tougher by the power of the soul.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Gating (ex); this is opening gates as you whistle the right frequency to make an entry point to somewhere else as you can think to use it for stabbing or hitting someone from a distance. Also you can use it by thinking to have it gather energy to the area you wanted effects on by feel.
Natures luck (Ex); The natural luck is a bonus to your luck for a lucky strike, this increases your luck by 10 points.
Sense (Ex); You develope the sense of idea and things that exist. The sense is there by you knowing what is there, think and things about the idea is realized by the power of the soul. You can amplify your sense of knowing, that's done by using the illness or state of body to make the sensed idea clearer. You can use this by saying that to your dm/gm, like "I sense out the idea or item's properties."
Neutralization (ex); this is where you focus and create with energy, that you gate in for use. The idea and focus upon the target with thoughts to neutralize it by the power of heaven.
This will cease it to be there or cease the target if there and it or the target will disappear from the area. The targets you choose can be anything and that includes another effect or being. Think and you know what to do.
Do (Ex); You do what you want, think of your need and don't have to think about the methods and still get a result. You do what you feel is right. Add +5 to your rolls.
Undo (Ex); The force of undoing, this is the force that you use to undo anything you don't like. That uses the channelled void energy and focusing it on the target or event. Then this is the idea or event it undoes, its as if it didn't happen. That's what is needed to create a result of undoing things.
Voices (Ex); Hell can incite voices of schitzophrenia upon a target, heaven can silence them. The voice incitation is where you think of the target, then thinking of hell forming voices within the target. Then it exists. So to silence the voices, think heaven silences the many voices you hear from hell and you stop listening to hell. Then, you silenced the voices within the mind of the target. This causes distraction of the target/s for until you silence the voices.
Wish (Ex); The wish that is unlimited. This uses the demon seed in you to create with a point, that's spoken and easily directs the demon seed to make what you need.
The effects of this in damages/healing are based on level and can last up to 1d6 rounds in battle or unlimited outside of battle:
levels 1-9: 1d10+half levels per every 2 focus ranks.
levels 10-19: 1d12+half levels per every 2 focus ranks.
levels 20-29: 2d8+half levels per every 2 focus ranks.
levels 30+: 2d10+half levels per every 2 focus ranks.
Psyche logic (Ex); This is the logic of the psyche that says your mind by focus can create anything that you feel is there. So think to create what you intend and leave off by idea. Add +5 to focus ranks.
Demonoid (Ex); This is done at level 20 is where the character transforms into a half demon half human by the power of Hell and your demon seed becoming you at least in spirit. Thinking to do what you want, the character changes to become an energy being that can appear like anything and this includes animals. That means it can form items, form itself as you want and form events to create what you intend. This is where you don't get hurt, your not able to get a disease or illness. Add +4 to fortitude. This is useful as though the weapon or what you don't like would phase right through you. The only thing you can get hurt by is magic and magical attacks. However, this means they are in good nature and able to create what you want.
What you wear and equip or have equipped phases into energy form as well upon getting the item as though the energy of the body changes it and it becomes energy with you. Then upon giving it to someone else, it phases back into a solid form again. So what you have equipped, this will stay with you until you drop or give it away. See you aren't insane or crazy by the effect of this ability. That means you know not to be that way, so you can add +3 to your "knowledge: all" ranks. Since you toughen up by this idea, you get +70% health and all your core stats improve by increasing +4. There are many voices heard from hell. This negates the many voices that you can hear from hell, so instead of speaking in many voices you speak as one person one mind.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Guidance (EX); This is where you create with the spirit or soul helping you of the target being in doing things. Add +5 to all rolls for your party and yourself.
Dispel summons (Ex); This is the ability to dispel enemy summoned creatures. So whatever summons they have, is gone or wanders away from the area.
Creature recall (Sp); This spell is the ability to recall summoned creatures around a target. Whatever they were, they're there.
Summons manipulation (Ex); This is the ability to manipulate the summons' mind to make them do what you want. Then, they disperse or do something other than attacking you.
Mind manipulation (Sp); This spell causes the mind of the targets to be manipulated with your thoughts into doing what you want.
Summon Questgiver (Sp); Summons a person who gives and finishes quests. He is a NPC that is immune to attacks, he doesn't get attacked and doesn't attack in return as he is neutral.
God transform (EX); You manage to merge yourself with the God or creator and gain his or her stats. Transforming yourself at level 20 to be the God or creator. You get +100% health and +4 to all core stats. Add +5 to all rolls.
If you need to roll a check, use a check as specified or if none specific then a focus or concentration check with a 10 or above. Otherwise use the diceless system as decribed in the Ars DnD file. That is done as a good result, where this means you succeed.
Mystic mastery (Ex); The mystic at level 20, they are able to master mystic nature. So if they are needing something, they get a +5 to all rolls, all core stats and +100% to health.