Some spellcasters weave magic into a beautiful tapestry. Others draw upon their innate gift to produce magic. Arcanists, though, take a different route. By combining innate magical talent with studious research, arcanists can see magic for what it really is, allowing them to tear apart the bonds that hold it together and force it to obey their will. It is not an easy task, but this talent allows them to wield magic like no others. They can consume the raw essence of magic to forge powerful effects, both wondrous and deadly.
Role: The arcanist is a scholar of all things magical. She constantly seeks out new forms of magic to find out how they work, and in many cases to collect the energy of such magic for her own uses. Many arcanists are seen as reckless, more concerned with the power of magic than the ramifications of that unleashing such power.
Arcanist
Alignment: Any. Hit Die: d6. Alternate Classes: Sorcerer and wizard. Starting Wealth: 2d6 × 10 gp (average 70 gp). Class Skills The arcanist’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Int modifier.
Class Features The following are the class features of the arcanist. Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared, assuming she hasn't yet used up her spells per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell level. The saving throw DC against an arcanist’s spell is 10 + the spell level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook). An arcanist’s may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster affect the number of spells the arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare. Like a sorcerer, an arcanist can choose to apply a metamagic feat to a prepared spell as she casts it, increasing the casting time as normal. Like a wizard, she may prepare a spell with a metamagic feat, casting it using the normal casting time. She cannot combine these options. A spell prepared with a metamagic feat cannot be further modified with another metamagic feat (unless she has the metamixing exploit).
Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic, which all arcanists can prepare from memory. An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’ spellbooks to her own (see Chapter 9 of the Core Rulebook).
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.
Arcanist Exploit: By bending and sometimes even breaking the rules of magic, the arcanist learns to channel the power she harnesses to create a wide variety of magical effects. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every two levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the save DC for any arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Acid Jet (Su): The arcanist can unleash a jet of acid by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of acid damage, plus 1d4 points of acid damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). The target is also sickened for 1d4 rounds (Fortitude negates).
Bloodline Development: The arcanist can select one bloodline from any of those available to bloodline sorcerer class feature. The arcanist gains that bloodline’s bloodline arcana and 1st-level bloodline power, as though she were a 1st-level sorcerer. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her latent nature, allowing her to treat here arcanist level as her sorcerer level for these abilities for 1 minute for the purposes of the bloodline arcana and 1st-level bloodline power. (For example, a 7th-level arcanist with the destined bloodline normally can only bestow an insight bonus of +1 from the touch of destiny bloodline power, but by expending one point from her arcane reservoir, the insight bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 3rd level. This exploit cannot be used to gain an arcane bond through the arcane bloodline; if the arcane bloodline is selected, the arcanist gains the hand of the apprentice ability from the universal school instead (see the arcane bond wizard class feature), using her Charisma modifier in place of her Intelligence modifier.
Consume Magic Items (Su): The arcanist can consume the power of potions, scrolls, staves, and wands, using them to fill her arcane reservoir. Using this ability is a standard action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane pool equal to half the level of the spell contained in the item (o-level and 1st level spells do not recharge the arcanist’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges (if it has less than 5 charges, the wand is destroyed and the arcanist gains no benefit). If used on a staff, it looses one charge and the arcanist gains a number of points to his arcane reservoir equal to the highest-level spell the staff can cast using only 1 charge (if the staff has no spells that require only 1 charge, the arcanist cannot use that staff with this ability). No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the reservoir’s maximum are lost.
Counterspell (Su): By expending one point from her arcane reservoir, the arcanist can attempt to counterspell a spell as it is being cast. She must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell the spell, the arcanist must make dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of that level and she receives a +5 bonus on the dispel check.
Dimensional Slide (Su): The arcanist can expend one point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see; this is in place of 5 feet of movement. She can only use this ability once per round. She does not provoke an attack of opportunity for the movement caused by this ability, but any other movement provokes as normal.
Flame Arc (Su): The arcanist can create an arc of f lame by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of fire damage plus 1d6 points of fire damage for every two arcanist levels beyond first (to a maximum of 10d6 at 19th level). The target may attempt a Reflex saving throw to halve the damage.
Force Strike (Su): The arcanist can unleash a blast of force by expending one point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4 points of damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.
Ice Missile (Su): The arcanist can create missile made of freezing ice by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of cold damage plus 1d4 points of cold damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). In addition, the target is staggered for 1 round. The target can attempt a Fortitude saving throw to negate the staggered condition.
Item Crafting: The arcanist can select one item creation feat as a bonus feat. She must meet the prerequisites of this feat.
Lightning Lance (Su): The arcanist can create a lance of lightning by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of electricity damage plus 1d4 points of electricity damage for every two arcanist levels beyond first (to a maximum of 10d4 at 19th level). The target’s vision is also impaired, causing the target to treat all creatures as if they had concealment (20%) for 1 round. The target can attempt a Fortitude saving throw to negate the impaired vision. Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat.
Metamixing (Su): The arcanist can expend one point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it, using a higher-level spell slot as normal, but using the spell’s original casting time. She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot the same metamagic feat on a given spell more than once.
Potent Magic (Su): Whenever the arcanist expends one use of her arcane reservoir to increase the caster level of a spell, the caster level is increased by 2 instead of 1. Whenever she expends one point from her arcane reservoir to increase the DC of a spell, the DC is increased by 2 instead of 1.
School Understanding: The arcanist can select one arcane school from any of the schools available to arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains the abilities of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for these abilities. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her understanding, allowing her to treat here arcanist level as her wizard level for these abilities for 1 minute for the purposes of those arcane school abilities granted at 1st level. (For example, a 7th-level arcanist with the enhancement school normally gains an enhancement bonus of +2 from the enchanting smile ability, but by expending one point from her arcane reservoir, the enhancement bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 8th level.
See Magic (Su): The arcanist can see magical auras as if under the effects of detect magic. If she expends on point from her arcane reservoir, for 1 minute she instantly recognizes magic item auras and spell effects. During this time, she is treated as if she had studied each aura for 3 rounds and she treats her Knowledge (arcana) skill check as if she had rolled a 15 on the d20. In addition, if she touches a magic item during this time, she can immediately identify its properties using Spellcraft without needing to spend 3 rounds examining the object. If an enemy possesses the object, the arcanist must first succeed at a melee touch attack to identify the item.
Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell by 50% (adding or subtracting 50% from the remaining duration). This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Spell Disruption (Su): The arcanist can temporarily disrupt a spell by expending one point from her arcane reservoir. This ability suppresses a spell effect for a number of rounds equal to the arcanist’s Charisma modifier (minimum 1) if she succeeds at a dispel check against the spell (as per dispel magic). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1–1. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su): The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to the level of the slot consumed. She cannot consume cantrips (0 level spells) in this way. Points added to the arcane reservoir in excess of the limit (see arcane reservoir) are lost.
Greater Exploits: At 11th level and every two levels thereafter, the arcanist can choose one of the following greater exploits in place of an arcanist exploit.
Burning Flame (Su): Whenever the arcanist uses the flame arc exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 points of fire damage at the start of its turn. The fire can attempt a Reflex saving throw as a full-round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames. The arcanist must have the f lame arc exploit before selecting this exploit.
Counter Drain (Su): Whenever the arcanist successfully counterspells a spell, the arcanist regains points to her arcane reservoir depending on the level of the spell countered. Spells of 2nd level or lower do not restore any points. Spells of 3rd, 4th, and 5th level restore one point. Spells of 6th, 7th, and 8th level restore two points. Spells of 9th level restore three points. The arcanist must have the counterspell exploit before selecting this exploit.
Dancing Electricity (Su): Whenever the arcanist uses the lightning lance exploit, she can expend two points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit before selecting this exploit.
Greater Metamagic Knowledge: The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning, when she prepares her spells, the arcanist can expend one point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit before selecting this exploit.
Greater Spell Disruption (Su): The arcanist can disrupt a spell effect or magic item by expending one point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma bonus to the dispel check. The arcanist must have the spell disruption exploit before selecting this exploit.
Icy Tomb (Su): Whenever the arcanist uses the ice missile exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target is coated in a rime of ice if it fails its saving throw. As long as the ice remains, the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of its turn. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist’s Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit before selecting this exploit.
Lingering Acid (Su): Whenever the arcanist uses the acid jet exploit, she can expend two points from her arcane reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d4 points of acid damage on the following round for every 2d4 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d4 points of acid damage for every 2d4 points of acid damage deal on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is less than 1d4. The arcanist must have the acid jet exploit before selecting this exploit.
Siphon Spell (Su): When the arcanist uses the disrupt spell greater exploit, she can siphon some of the power to restore her arcane reservoir. If the caster level of the spell is equal to or higher than the arcanist and she exceeds the DC of the dispel check by 5 or more, she regains 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead regains 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the greater spell disruption exploit before selecting this exploit.
Spell Thief (Su): The arcanist can steal a spell affecting one creature by expending one point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the spell; the target must succeed at a Will saving throw to negate the effect. The arcanist can specify a spell affecting the target to steal, but if she’s incorrect or doesn’t know what spells are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to the arcanist, affecting her for the remaining duration. This ability doesn’t grant the arcanist a saving throw against the effect, unless it normally allows for a new saving throw during its duration (such as at the end of each round). The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit before selecting this exploit.
Magical Supremacy (Su): At 20th level, the arcanist learns to easily convert her arcane reservoir into spells and back again. She can cast any spell she has prepared directly from her arcane reservoir, instead of expending a spell slot, by expending a number of points from her arcane reservoir equal to the level of the spell to be cast. When she casts a spell in this fashion, she treats her caster level as 2 higher than normal, and the DC of any saving throws associated with the spell increase by 2. She cannot further expend points from her arcane reservoir to enhance a spell cast in this way.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Bloodrager
While many ferocious people can tap into a deep reservoir of rage somewhere in their very being, bloodragers have a more intrinsic power, one that seethes in their blood. Like sorcerers, bloodragers’ blood surges with arcane power. Many of their kin use this power primarily for spellcasting, but bloodragers enter an altered state where their bloodline becomes manifest—rage becomes reality, where the potency of strange ancestral unions and deeds lashes out with supernatural fury with devastating ends. And while in these states, they can as near-instinct cast some arcane spells. Fast, violent, and seemingly unstoppable, the bloodragers’ magic is murder.
Role: Masters of the battlefield, a bloodrager’s bloodline and skill wreaks havoc on his enemies as he unleashes fearful carnage. His place is up front in his enemies’ faces, supplying tremendous martial support with a smattering of arcane casting. Adventurers who travel with a bloodrager learn to stay out of his way.
Bloodrager
Alignment: Any. Hit Die: d10. Alternate Classes: Barbarian and sorcerer. Starting Wealth: 3d6 × 10 gp (average 105 gp). Class Skills The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.
Class Features The following are class features of the bloodrager. Weapon and Armor Proficiency: Bloodragers are proficient with all simple weapons and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass bloodrager still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. Regardless of the source, this inf luence manifests itself in a number of ways as the bloodrager gains level. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell, derived from his bloodline. These spells are in addition to the number of spells given on Table 1–3. These spells cannot be exchanged for different spells at higher levels.
Bloodrage (Su): Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting at 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline. Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex): A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Uncanny Dodge (Ex): At 2nd level, a bloodrager gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a bloodrager already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts (such as fireball).
Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells, even while in a bloodrage. When he’s bloodraging, he can only cast bloodrager spells (see below); spells from other classes cannot be cast during this time.
Eschew Materials: At 4th level, the bloodrager gains Eschew Material as a bonus feat.
Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list (see page 15). To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing it ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier. Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Pathfinder RPG Core Rulebook 17, Table 1–3). The bloodrager does not need to prepare these spells in advance; he can cast them at any time, assuming he hasn’t yet used up his spells per day for that level. The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of the bloodrager’s choice at 4th level. A bloodrager gains more spells as he increases in level, as indicated on Table 1–4. (Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it’s affected by the bonus bloodline spells he gains).
Improved Uncanny Dodge (Ex): At 5th level and higher, a bloodrager can no longer be f lanked. This defense denies a rogue (or other class with the sneak attack ability) the ability to sneak attack the bloodrager by f lanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Damage Reduction (Ex): At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three bloodrager levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Bloodrage (Su): At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, when he enters a bloodrage, the bloodrager can apply on himself the effects a bloodrager spell he knows of 2nd level or lower. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he cast the spell; he must have the spell slot available to take advantage of this effect. For the purposes of qualifying for feat prerequisites, magic item abilities, and spell effects, greater bloodrage counts as the barbarian’s greater rage ability.
Indomitable Will (Ex): While in a bloodrage, a bloodrager 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 he also receives during his bloodrage.
Tireless Bloodrage (Su): Starting at 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage (Su): At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage (see greater bloodrage) may be any bloodrager spell he knows, not just those of 2nd level or lower.
Bloodrager Bloodlines When a bloodrager enters his bloodrage, his transformation often takes on physical characteristics of his bloodline. Unless otherwise specified, he only gains the effects of his bloodline powers while in a bloodrage; once a bloodrage ends, all powers from his bloodline immediate cease. Any that cause a physical change revert to normal when the bloodrage ends. When choosing a bloodline, a bloodrager’s alignment doesn’t factor in. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could lead to an evil bloodrager generations in, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t control or force his thoughts and behavior. For all spell-like bloodline powers, treat your bloodrager level as the caster level.
Aberrant There is a taint in your blood that is both alien and bizarre. When you bloodrage, your taint manifests in peculiar and terrifying ways.
Bonus Feats: Combat Ref lexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.
Bonus Spells: enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).
Bloodline Powers: While bloodraging, you show the signs of our tainted heritage, and gain the abilities and immunities of some aberrations.
Staggering Strike (Su): Starting at 1st level, when you confirm a critical hit, the target must succeed a Fortitude saving throw (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) or be staggered for 1 round. These effects stack with the Staggering Critical feat. The target must save against each effect individually.
Abnormal Reach (Su): At 4th level, your reach increases by 5 feet.
Aberrant Fortitude (Su): At 8th level, you are immune to the sickened and nauseated conditions.
Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.
Aberrant Resistance (Su): At 16th level, you are immune to poison, disease, fatigue, exhaustion, and the staggered condition.
Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1/—. You have these benefits constantly, even while not bloodraging.
Abyssal Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn’t manifest in all of your kin, in those moments when you’re bloodraging, you embody it to terrifying ends.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: cause fear (7th), bull’s strength (10th), rage (13th), stoneskin (16th).
Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.
Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws become f laming weapons, each dealing an extra 1d6 points of fire damage on a successful hit.
Demonic Bulk (Su): At 4th level, when you enter a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person, even if you aren’t humanoid).
Demon Resistances (Ex): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
Abyssal Bloodrage (Ex): At 12th level, the bonus to Strength from bloodraging increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases instead by 4. At 20th level, it increases by 6.
Demonic Immunities (Su): At 16th level, you’re immune to poison and electricity. You have this benefit constantly, even while not bloodraging.
Demonic Aura (Su): At 20th level, when you enter a bloodrage, you can choose to exude an aura of fire. The aura is a 5 foot burst center on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures who end their turn within it.
Arcane While others of your kin are powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Bonus Feats: Combat Ref lexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker* * Your bloodrager levels count as fighter levels for the purposes of qualifying for these feats. This stacks with any levels in fighter you have.
Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.
Arcane Bloodrage (Sp): At 4th level, when you enter a bloodrage, you can choose one of the following spells and apply its effects on you: blur, protection from arrows, resist energy (choose one energy type), or spider climb. The effects of the spell last for as long as the bloodrage lasts, regardless of its normal duration.
Greater Arcane Bloodrage (Ex): At 8th level, when you enter a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
Caster’s Scourge (Su): At 12th level, you gain a pool of extra attacks of opportunity equal to your Dexterity bonus (minimum 1). You can only use this pool of attacks of opportunity to make attacks against spellcasters who cast or attempted to cast defensively in your threatened area. Either the Spellbreaker feat, the caster’s bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively.
True Arcane Bloodrage (Ex): At 16th level, when you enter a bloodrage, you can choose one of the following spells and apply its effects on you: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.
Caster’s Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when they’re casting defensively. You have this ability constantly, even while not bloodraging.
Celestial By way of either a celestial ancestor or due to divine intervention, the blood of angels runs though the veins of you and your kin. it grants majestic powers when you bloodrage.
Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible when you bloodrage.
Angelic Attacks (Sp): Starting at 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal 1d6 extra damage when you deal damage to an evil outsider with a melee attack. This extra damage stacks with effects such as align weapon and those granted by a weapon with the holy magic weapon special ability.
Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
Wings of Heaven (Su): At 8th level, you can choose to sprout feathery wings and f ly with a speed of 60 feet and good maneuverability. At 20th level, your f ly speed increases to 80 feet.
Angelic Protection (Su): At 12th level, you gain a +4 defection bonus to AC and a +4 resistance bonus to on saving throws against attacks made or effects created by evil creatures, and you are effected as if subject to a protection from evil spell. This effect cannot be dispelled.
Conviction (Su): At 16th level, once per rage you can reroll one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it is worse. If you use this ability, you are fatigued for 1 minute after your rage (this fatigue is not negated by the tireless rage class feature).
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. You have these benefits constantly, even while not bloodraging.
Bonus Spells: shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Bloodline Powers: Your future is greatness, and the powers that you gain prove it to your enemies.
Destined Strike (Sp): At 1st level, as a free action up to three times per day, you can grant one of your melee attacks an insight bonus equal to 1/2 your bloodrager level (minimum 1). At 12th level, you may use this ability up to five times per day.
Fated Bloodrager (Su): Starting at 4th level, you gain a +1 luck bonus on all of your saving throws and to your AC. At 8th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 20th level.
Certain Strike (Su): At 8th level, once during a bloodrage, you may reroll any one attack roll. You must decide to use this ability after the first roll is made, but before the GM reveals the results.
Fate’s Intervention (Su): At 12th level, once per day when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to 1 hit point; if you succeed and already have fewer than 1 hit point, you take no damage instead.
Unstoppable (Su): At 16th level, any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed.
Victory or Death (Su): At 20th level, you are immune to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.
Draconic At some point in your family’s history, a dragon interbred with your bloodline. Now, its ancient power fuels your bloodrage.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.
Bonus Spells: shield (7th), resist energy (10th), f ly (13th), fear (16th).
Bloodline Powers: The power of dragons f lows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.
Dragon Type|Energy Type|Breath Shape Black|Acid|60-foot line Blue|Electricity|60-foot line Green|Acid|30-foot cone Red|Fire|30-foot cone White|Cold|30-foot cone Brass|Fire|60-foot line Bronze|Electricity|60-foot line Copper|Acid|60-foot line Gold|Fire|30-foot cone Silver|Cold|30-foot cone
Claws (Su): Starting at 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. Each of these attacks deals 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 4th level, these claws are considered magic weapons for the purpose of overcoming DR. At 8th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit.
Draconic Resistance (Ex): At 4th level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 8th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath receive a Ref lex save for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Dragon Wings (Su): At 12th level, when you enter a bloodrage, you can choose to have leathery wings grow from your back, giving you a f ly speed of 30 feet with average maneuverability. At 16th level, your f ly speed increases to 60 feet with a maneuverability of good.
Dragon Form (Su): At 16th level, when you enter a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II).
Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet. You have these benefits constantly, even while not bloodraging.
Elemental The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to powerful elemental forces.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Weapon Focus.
Bonus Spells: burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). * These spells always deal a type of energy damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power during your bloodrages. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below.
Element|Energy Type|Elemental Movement Air|Electricity|Fly 60 feet (average) Earth|Acid|Burrow 30 feet Fire|Fire|+30 feet base speed Water|Cold|Swim 60 feet
Elemental Strikes (Su): Starting at 1st level, as a swift action up to three times a day, you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 extra damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and no longer requires a swift action to activate.
Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type. At 16th level, this resistance increases to 20.
Elemental Movement (Su): At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above chart.
Elemental Form (Sp): At 12th level, once per day, you can take an elemental form as elemental body IV, but with a duration of 1 round per level.
Power of the Elements (Su): At 16th level, the energy damage done by your elemental strikes spell bypasses resistance to that energy type, and still deals half damage to creatures with immunity to that type of energy.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
Confusing Critical (Su): At 1st level, fey power courses through your weapon. Each time you confirm a critical hit, the target must succeed at a Will saving throw (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) or be confused for one round. This is a mindaffecting compulsion effect.
Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease when you charge. When you charge you ignore difficult terrain (but not other creatures). You can move through it at normal speed and it does not impede your charge.
Blurring Charge (Su): At 8th level, when you charge, you’re a blur of motion. You are affected as if by blur for 1 round.
One With Nature (Su): At 12th level, creatures of the animal type don’t attack you unless compelled to do so by magic or you attack them first. Once per day, you can transport yourself from one tree to another tree, as treestride with 10% of the transport range. Moving from one tree to another in this manner is a move action rather than a full-round action. You gain these ability even when you are not bloodraging.
Quickling Bloodrage (Sp): At 16th level, you’re treated as if you are under the effects of haste.
Fury of the Fey (Su): At 20th level, when you enter a bloodrage, you can choose one type of creature (and subtype for humanoid and outsider) that can be affected by the bane magic weapon special ability. You may not choose animals, fey, magical beasts, or plants. All of your melee attacks are considered to have that bane ability of that type. This ability doesn’t stack with other forms of the bane ability.
Infernal The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell, or they made a deal with one its denizens, either way its corruption seethes within your lineage, and makes you fight with devilish ferocity.
Bonus Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th).
Bloodline Powers: When you bloodrage, hellfire infuses with blood with terrifying effect.
Hellfire Strike (Su): At 1st level, as a swift action up to three times a day, you can infuse your attacks with hellfire. When you do so, all of your melee attacks gain the f laming magic weapon special ability for 1 round. At 12th level, you can use this ability five times per day and the effect is treated as f laming burst.
Infernal Resistance (Ex): At 4th level, you gain resistance 5 to fire, as well as a +2 bonus on saving throws made against poison. At 8th level, this resistance increases to 10, and the bonus on poison saving throws increases to +4.
Hellfire Charge (Su): At 8th level, when you charge, the attack you make at the end of the charge gains the benefit of your hellfire strike without needing to expend a use of it.
Diabolical Arrogance (Su): At 12th level, you gain a +4 bonus against enchantment and fear effects. On Dark Wings (Su): At 16th level, you can choose to grow batlike wings when you bloodrage. When you do, you gain a f ly speed of 60 feet with average maneuverability. At 20th level, your f ly speed increases to 80 feet and you gain good maneuverability.
Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the see in darkness ability. You have these benefits constantly, even while not bloodraging.
Undead The foul corruption of undeath courses though your veins. Somewhere in the past, death became infused with your lineage, which bestows frightening power when your bloodrage.
Bonus Spells: chill touch (7th), false life (10th), vampiric touch (13th), fear (16th).
Bloodline Powers: When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.
Frightful Charger (Sp): Starting at 1st level, when you hit a creature with a charge attack, the creature you hit becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken condition (from this ability or another source) to frightened or panicked. This is a mind-affecting fear effect.
Death’s Gift (Su): At 4th level, you gain resistance 5 to cold, as well as DR 5/— against nonlethal damage. At 8th level, this resistance increases to 10, and the DR against nonlethal damage increases to 10/—.
Ghost Strike (Sp): At 8th level, your melee attacks are treated as if they were made with a weapon with the ghost touch magic item special ability.
Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage, you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened, though this does not stack with the frightful charger ability. At 16th level, those who are already frightened become panicked. This is a mindaffecting fear effect.
Incorporeal Bloodrager (Su): At 16th level, once per day you can choose to become incorporeal. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Your attacks deal normal damage due to your ghost strike bloodrage power.
One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your DR increases to 8/—. Unintelligent undead don’t notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.
3rd-Level Bloodrager Spells—animal aspect (greater), aqueous orb, beast shape I, burst of speed, cloak of winds, displacement, elemental aura, fireball, flame arrow, fly, force hook charge, force punch, haste, heroism, hydraulic torrent, keen edge, lightning bolt, locate weakness, magic weapon (greater), monstrous physique I, protection from energy, ray of exhaustion, sleet storm, slow, stinking cloud, undead anatomy I, vampiric touch, versatile weapon, water breathing, wind wall
4th-Level Bloodrager Spells—ball lightning, beast shape II, detonate, dragon’s breath, elemental body I, enlarge person (mass), fire shield, firefall, haste, ice storm, monstrous physique II, pellet blast, phantasmal killer, reduce person (mass), river of wind, slow, shout, stoneskin, vermin shape I, wall of fire, wall of ice, wall of sound, wreath of blades
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Brawler
Deadly with their fists, brawlers eschew using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a brawler’s body is a powerful weapon.
Role: Brawlers are maneuverable and well suited for creating flanking situations or dealing with lightly armored enemies, as well as quickly adapting to a rapidly changing battlefield.
Brawler
Alignment: Any. Hit Die: d10. Alternate Classes: Fighter and monk. Starting Wealth: 3d6 × 10 gp (average 105 gp). Class Skills The brawler’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.
Class Features All of the following are class features of the brawler.
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Martial Maneuvers (Ex): At 1st level, a brawler can spend a move action to gain the benefit of a combat feat she doesn’t possess for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. She may use this ability a number of times per day equal to half her brawler level (minimum 1). If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat. Each feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one feat as an immediate action.
Martial Training (Ex): At 1st level, a brawler counts her total brawler level as fighter levels and monk levels for the purpose of qualifying for feats. She counts as a fighter and monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe).
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength bonus (not half ) on damage rolls for all her unarmed strikes. Usually a brawler’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 brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown above on Table 1–5. The unarmed damage values listed on Table 1–5 is for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
{colsp=3}Small or Large Brawler Unarmed Damage |Damage|Damage Level|(Small Brawler)|(Large Brawler) 1st–3rd|1d4|1d8 4th–7th|1d6|2d6 8th–11th|1d8|2d8 12th–15th|1d10|3d6 16th–19th|2d6|3d8 20th|2d8|4d8
Bonus Feats: At 2nd level and every three levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus feat. Upon reaching 5th level and every three levels thereafter, a brawler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the brawler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength bonus to her damage rolls for all successful attacks made with brawler’s flurry, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A brawler may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons cannot use such weapons as part of brawler’s flurry, nor can she make natural attacks in addition to her brawler’s flurry attacks. At 8th level, the brawler has the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, the brawler has the Greater Two-Weapon Fighting feat when using brawler’s flurry.
Maneuver Training (Ex): Starting at 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus to her CMB when attempting this combat maneuver and a +1 bonus to her CMD when defending against this maneuver. At 7th, 11th, 15th, and 19th level, a brawler becomes further trained in another combat maneuver, gaining the above +1 bonus to CMB and CMD. In addition, the bonuses granted by previous maneuver training increase by 1 each. For example, when a brawler reaches 7th level, she receives a +1 bonus on one type of combat maneuvers, +1 to her CMD against that combat maneuver, and the bonuses for the maneuver selected at 3rd level increase to +2.
AC Bonus (Ex): Starting at 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, wearing a shield, or carrying a medium or heavy load.
Brawler Strike (Su): Starting at 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component (chaotic, evil, good, or lawful), and her unarmed strikes count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
Knockout (Ex): Starting at 13th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler strikes successfully and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 16th level, a brawler may use this ability three times per day.
Awesome Blow (Ex): At 16th level, the brawler may as a standard action perform a combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver succeeds, the opponent takes damage as if the brawler had hit it with a wielded weapon or unarmed strike, is knocked f lying 10 feet in a direction of the brawler’s choice, and falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
Improved Awesome Blow (Ex): At 20th level, the brawler can use her awesome blow ability as an attack, rather than as a standard action. She may use it on creatures of any size, but takes a –5 penalty for each size category the opponent is larger than her. If the maneuver is successful, the brawler can immediately attempt to confirm the maneuver by rolling another awesome blow combat maneuver with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is doubled.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Hunter
Hunters are nature warriors who have forged close bonds with their trusted animal companions. Able to cast spells like druids and take on the abilities of various beasts, they focus their energies into fighting alongside their companion animals as a formidable team of two.
Role: Hunters can adapt their tactics to many kinds of opponents and cherish their highly trained animal companions. As a team, the hunter and her companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs.
Hunter
Alignment: Any neutral. Hit Die: d8. Alternate Classes: Druid and ranger. Starting Wealth: 4d6 × 10 gp (average 140 gp). Class Skills The hunter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.
Class Features All of the following are class features of the hunter.
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: A hunter casts divine spells, which are drawn from the druid spell list (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower are considered on the hunter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A hunter must choose and prepare her spells in advance. A hunter’s highest level of spells is 6th. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. To prepare or cast a spell, the hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell level + the hunter’s Wisdom modifier. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–6. In addition, she receives bonus spells per day if she has a high Wisdom score (Core Rulebook 17). A hunter must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A hunter may prepare and cast any spell on the hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–6 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.
Animal Focus (Su): At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day per hunter level. These minutes need to be consecutive, but the ability must be spent in 1-minute increments. She can only emulate one animal at a time. The hunter may also apply one of these aspects to her animal companion; unlike with her, there is no duration on the animal aspect applied to her animal companion. It remains in effect until the hunter changes it, which she may do as a swift action, and it may be the same or different than the one she has on herself. The hunter can select or change the animal focus on both herself and her animal companion as part of the same swift action.
Bear: The hunter or her animal companion gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The hunter or her animal companion gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The hunter or her animal companion gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The hunter or her animal companion gains a +4 competence bonus on Swim checks and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The hunter or her animal companion gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Owl: The hunter or her animal companion gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The hunter or her animal companion gains a +2 enhancement bonus on attack of opportunity attack rolls and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The hunter’s or her animal companion’s base land speed increases by 5 feet (this is an enhancement bonus). This increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The hunter or her animal companion gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The hunter or her animal companion gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet downwind) at 15th level.
Nature Training (Ex): At 1st level, a hunter counts her total hunter level as druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her 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.
Precise Companion (Ex): At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with her animal companion without taking the standard –4 penalty on her attack roll. The penalty still applies if other creatures are engaged in melee with the opponent.
Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks. To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but as with inf luencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat. As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.
Woodland Stride (Ex): Starting at 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect her and her companion.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one.
Master Hunter (Ex): At 20th level, a hunter becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. Each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability.
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New Teamwork Feats The following are a selection of teamwork feats especially suited for a hunter and her animal companion. These showcase some of the feat options you’ll see in the upcoming Advanced Class Guide.
Coordinated Shot (Combat, Teamwork) Your ranged attacks take advantage of your ally’s positioning. Prerequisite: Point-Blank Shot. Benefit: If your ally with this feat is threatening an opponent and is not providing cover against your ranged attacks against that opponent, you gain a +1 bonus on ranged attacks made against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that ally does not have this feat), this bonus increases to +2.
Distracting Charge (Combat, Teamwork) Your ally’s charge exposes an opening you can exploit. Benefit: When your ally with this feat uses the charge action and hits, your next attack against the target of that charge gains a +2 bonus on the attack roll. This bonus must be used before your ally’s next turn, or it is lost.
Wounded Paw Gambit (Combat, Teamwork) You feign weakness, making yourself a tempting and distracting target to set up an ally’s ranged attack. Prerequisite: Broken Wing GambitUC, Bluff 5 ranks. Benefit: Whenever you use the Broken Wing Gambit and an opponent attacks you, each ally who has this feat and is within 30 feet of the opponent may as an immediate action make a ranged attack against it. The ally’s ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this ranged attack. Allies with the Broken Wing Gambit may also make an attack of opportunity against the foe, but they cannot both make that attack of opportunity and this ranged attack.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Investigator
Whether on the trail of a fugitive, a long-lost treasure trove, or the mastermind behind a dangerous conspiracy, investigators are motivated by an intense curiosity about the world and use the knowledge they’ve gained about it as weapons. Mixing gumption and learning into a personal alchemy of daring, investigators are full of surprises. Observing the world around them, they gain valuable knowledge of the situation, process that information using inspiration and deduction, and cut to the quick of the matter in unexpected ways. Often seeing both quiet and reserve, investigators are always evaluating situations they encounter, sizing up potential foes, and looking out for secret dangers, all while using their vast knowledge and powers of perception to find the solutions to the most perplexing problems. Like alchemists, they possess knowledge of alchemical reagents and admixtures, and can infuse them with personal magic to great effect. Like rogues, they’re always on the lookout for traps and perils, and are nimble enough of both mind and body to enough to escape ensnarement.
Role: An investigator lives to solve mysteries and find inventive ways to get out of jams. He serves as advisor and support for his adventuring party, but can take center stage when knowledge and cunning are needed. No slouch in battle, he knows how to make surprise attacks, and can use his inspiration to push his attacks home.
Investigator
Alignment: Any. Hit Die: d8. Alternate Classes: Alchemist and rogue. Starting Wealth: 3d6 × 10 gp (average 105 gp). Class Skills The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier.
Class Features The following are class features of the investigator.
Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Alchemy (Ex): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.
Inspiration (Ex): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidently poisoning himself when examining or attempting to neutralize a poison.
Investigator Talent (Ex or Su): At 3rd level and every two levels thereafter, an investigator can take an investigator talent. Unless otherwise noted, an investigator talent can only be selected once.
Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, poison conversion. When taking an alchemist discovery he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time, it applies to a new alchemist discovery.
Amazing Inspiration (Ex): When using inspiration, the investigator rolls a d8 instead of d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this investigator talent.
Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this investigator talent.
Device Talent (Ex): The investigator can use the Use Magic Device skill even if not trained in that skill. If the investigator is trained in Use Magic Device, he can use inspiration with that skill without expending uses of inspiration.
Effortless Aid (Ex): The investigator can perform aid another actions as a move action instead of a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action. Spending inspiration in this way is a free action.
Eidetic Recollection (Su): An investigator can always choose to take 10 on any of his Knowledge check, even if in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if in immediate danger or distracted. An investigator must be at least 11th level to select this talent.
Empathy (Ex, Su): When making a Sense Motive check, the investigator makes two d20 rolls and takes the highest. An investigator also rolls two inspiration dice and takes the highest of that roll, and then adds the two highest rolls together. Once per day as a full-round action, the investigator can expend one use of inspiration to gain the some of the effects of detect thoughts targeting a single creature that he can see and hear within 30 feet. Upon doing so the investigator detects the surface thoughts of the creature’s mind as if he concentrated for three rounds while using the detect thoughts spell unless the creature succeeds a Will saving throw (DC = 10 + 1/2 the investigator’s level + his Intelligence modifier). If the target fails the saving throw, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to half his investigator level. An investigator must be at least 5th level to select this investigator talent.
Expanded Inspiration (Ex): An investigator can use his inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Hidden Agendas (Ex): An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while using the Bluff skill to pass secret messages or the Linguistics skill to create forgeries, he can roll his inspiration die twice and take the higher result. In addition, the investigator can use inspiration when making a saving throw against a divination spell or effect without expending a use of inspiration. An investigator must be 11th level to select this investigator talent.
Inspirational Expertise (Ex): When an investigator successfully uses a Knowledge check to identify a monster’s special powers or vulnerabilities he can expend one use of inspiration as a swift action to grant allies that can hear him and are within 30 feet of him +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to take this investigator talent.
Inspired Alertness (Ex): Whenever the investigator becomes f lat-footed, he can expend a use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn’t require an action.
Inspiring Intimidator (Ex): When the investigator successfully uses the Intimidate skill to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for purposes of determining the duration of the demoralize effect. He can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this investigator talent. The underworld inspiration investigator talent has no effect on this talent.
Intelligence Inspiration (Ex): An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending uses of inspiration, even those he’s not trained in.
Item Lore (Ex): An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells. An investigator must be at least 7th level to take this investigator talent.
Perceptive Tracking (Ex): The investigator can use Perception instead of Survival to both find and follow tracks (using the same DCs listed in the Survival skill). An investigator must be trained in Perception to take this investigator talent.
Quick Study (Ex): An investigator can use his studied combat as move action instead of a standard action. He can spend 1 point of inspiration to use it as a swift action instead. An investigator must be at least 5th level to select this investigator talent.
Rogue Talent (Ex): The investigator can select one of the following rogue talents as an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast finger, fast getaway, fast picks, fast stealth, firearm training, guileful polygot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmithing, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, wall scrambler. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), the investigator must fulfill the prerequisite before taking the rogue talent. This investigator talent can be selected multiple times; each time, it applies to a new rogue talent.
Studied Defense (Ex): When an investigator with this talent uses studied combat (see below), he can chose to gain the insight of half his investigator level to his AC against attacks made by the target of his studied combat, instead of attack rolls against the target of his studied combat. He much choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again. An investigator must be at least 9th level to select this investigator talent.
Tenacious Inspiration (Ex): When an investigator rolls an inspiration die, he can roll two inspiration dice and take the higher result. (If using this with true inspiration, he can roll two sets of inspiration dice and the higher result.) The investigator must at least 13th level to select this talent.
Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill. Keen Recollection: At 3rd level, an investigator can make all Knowledge skills untrained.
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Ref lex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.
Studied Combat (Ex): With a keen eye and a calculating mind, an investigator can measure the mettle and combat skill of his opponent, and take advantage of any gaps in talent or training. At 4th level, an investigator can take a standard action to study single enemy that he can see. Upon doing so, he adds half his investigator level as an insight bonus to melee attack rolls against the creature for a number of rounds equal to his half his Intelligence modifier (minimum 1 round), or until he chooses to make a studied strike, whichever comes first. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat for 24 hours.
Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action upon successfully hitting with a melee attack to deal additional damage. The damage is 1d6 at 4th level and increases by 1d6 for every two investigator levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attack are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead do nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action.
True Inspiration (Ex): At 20th level, an investigator can use inspiration on all skills (even ones he isn’t trained in) and all ability checks without spending inspiration. In addition, whenever he spends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. (If using the amazing inspiration investigator talent, he rolls 2d8 instead.)
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Shaman
While some heroes speak to gods, draw inspiration from beyond, or even consort with otherworldly muses, the shaman commune with the spirits of the world and the energies that exist in every living thing, drawing upon their power to shape the world. Shamans have strong tie to these spirits, and while they form powerful bonds with particular spirits, as their power grows they learn to call upon other spirits in times of need.
Role: The shaman makes for a potent divine spellcaster, capable of using divine spells to aid her allies and destroy her foes. While she isn’t the healer that a cleric is, she can still fill the role when needed.
Spoiler
Alignment: Any. Hit Die: d8. Alternate Classes: Oracle and witch. Starting Wealth: 3d6 × 10 gp (average 105 gp). Class Skills The shaman’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis). Skill Ranks per Level: 4 + Int modifier.
Class Features The following are the class features of the shaman.
Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.
Spells: A shaman casts divine spells drawn from the druid spell list along with a number of additional spells (as noted in Shaman Spells). A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–8. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Core Rulebook). Shamans commune with their spirit animal to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman may prepare and cast any spell on the druid spell list (or those noted in Shaman Spells), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–8. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits), which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the special ability granted by that spirit. She adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to her list of hexes that she can choose from with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a witch by granting her skill bonuses. This spirit animal functions like a familiar using the wizard’s arcane bond class feature, except as noted in the Spirit Animal section. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic (Sp): A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisions. She can choose these spells from the list of spells granted by her spirits (see the spirit class ability and the wandering spirit class ability) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat, although doing so increases the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).
Hex: A shaman learns a number of magical tricks, called hexes, that grants her powers or weakens foes. At 2nd level, a shaman learns one hex, chosen from those available from her spirit. At 10th and 18th levels, the shaman learns a new hex, chosen from those available from her spirits. Unless otherwise noted, using a hex is a standard action that doesn’t provoke attacks of opportunity. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. Individual hexes are described in the description of each spirit.
Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit (other than the one selected using her spirit class feature). She must make this selection each day when she prepares her spells for the day. Until she changes the wandering spirit, she gains both of the listed abilities granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature (see the wandering hex class feature). At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the abilities listed in the true version of her wandering spirit.
Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she selects another spirit, although she may then select a different hex to gain using this ability, either from her spirit or her new wandering spirit. At 12th level, a shaman can select two wandering hexes each day. This ability otherwise functions as the hex class feature.
Manifest (Su): At 20th level, a shaman manifests in some way as a pinnacle of its main spirit. The nature of this manifestation depends on the shaman’s spirit. Spirits Each shaman must select from the following spirits. Unless otherwise noted, the DC to save against the special abilities of these spirits is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. The level indicated with each spirit magic spell is the level of the spell slot used to cast the spell.
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Battle
A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body. When she uses a special ability of this spirit, she seems to grow in stature—becoming taller and more muscular, with a grimace of rage stretching across her face.
Spirit Magic Spells: enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull’s strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th).
Hexes: A shaman who chooses the battle spirit can select from the following hexes.
Battle Master (Ex): The shaman can make an extra attack of opportunity each round. This ability stacks with the number of attacks of opportunity granted by the Combat Ref lexes feat. At 5th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 10th level, the shaman gains Greater Weapon Focus in a weapon of her choice as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
Battle Ward (Su): The shaman can touch a willing creature (including herself ) to grant a battle ward. The next time the attacker makes an attack roll against the target, the ward activates, granting a +3 def lection bonus to the attack. Each time she’s attacked afterward, the defection bonus reduces by 1 (+2 for the second time she’s attacked, +1 for the third). The ward fades when the bonus is reduced to +0. At 8th level, the ward’s starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 1 day.
Curse of Suffering (Su): The shaman can cause a creature within 30 feet to take more damage from bleed effects and to cause its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes an additional hit point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore hit points, that effect only restores half the normal hit points. This curse lasts for a number of rounds equal to the shaman’s level. After the duration ends, a creature cannot be the target of this hex again for 1 day.
Eyes of Battle (Su): The shaman senses can become heightened in battle. She gains a +10 bonus to Perception checks to notice and pinpoint invisible creatures within 30 feet. Also, as an immediate action she can expend a round of this ability to ignore the affects of cover or partial cover with the next attack she makes, as long as that attack is made by the end of her next turn. She can use this ability a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affect by it again for 1 day.
Spirit Ability: A shaman that selects the battle spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Healing Spirit (Su): When the shaman casts a conjuration (healing) spell, she’s treated as 2 caster levels higher. In addition, she can maximize the effects of a conjuration (healing) spell as if she applied the Maximize Spell metamagic feat, as long as that spell is cast on a creature other than herself. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
Greater Spirit Ability: A shaman that selects the battle spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Enemies’ Bane (Su): As a swift action, the shaman can imbue a single weapon she is wielding with the bane weapon special ability, choosing the type of creature affected each time she does. The effect lasts for 1 minute. If the weapon already has the bane special weapon ability of the type chosen, the extra damage dealt by the bane ability increases to 4d6. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
True Spirit Ability: A shaman that selects the battle spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Paragon of Battle (Su): As a standard action, the shaman can assume a form that combines the effects of enlarge person and deadly juggernautUC, with a duration of 1 minute or until dismissed. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
Manifest: Upon reaching 20th level, the shaman becomes a spirit of battle. She can take a full attack action and move up to her speed as a full-round action (she can move before or after the attacks). Whenever she scores a critical hit, the attack ignores damage resistance. She gains a +4 insight bonus to her AC for the purposes of confirming critical hits against her. If she is brought to below 0 hit points, she does not die until her negative total is in excess of twice her Constitution score.
Spirit Animal: The shaman’s spirit animal looks like a muscular, fiercer version of its species. It gains a +2 natural armor bonus.
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Bones
A shaman who selects the bones spirit are cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Their bodies have a faint smell of the grave. When they use a special ability of this spirit, a strange ghostly wind seems to whip their hair and cloths about, and their unpleasant stench grows more prominent.
Spirit Magic Spells: cause fear (1st), false life (2nd), animate dead (3rd), fear (4th), slay living (5th), circle of death (6th), control undead (7th), horrid wilting (8th), wail of the banshee (9th).
Hexes: A shaman who chooses the bones spirit can select from the following hexes.
Deathly Being (Su): If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her. If she’s an undead creature or a creature with the negative energy affinity ability, she gains a +1 channel resistance. At 8th level, if she’s a living creature she gains a +4 bonus to saves against death effects and effects that drain energy, and if she’s an undead creature her channel resistance increases to +2. At 16th level, if the shaman a living creature, she becomes immune to death effects and takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels than she has Hit Dice. Furthermore, after 24 hours, any negative levels a shaman takes are removed without need of an additional saving throw. If instead the shaman is undead, her channel resistance is increased to +4.
Fearful Gaze (Su): With a single shout, the shaman targets a creature within 30 to become shaken for 1 round (Will negates). At 8th level, she can make them frightened instead. At 16th level, she can make them panicked instead. A creature affected by this hex cannot be affected by it again for 1 day. This is a fear effect.
Grave Sight (Su): The shaman can see the states of life, death, undeath, and general health of those around her. When she uses this ability, she can tell whether or not the creatures within 30 feet that she can see are living, wounded, dying, or dead, as well as tell which creatures are undead. Lastly, she also can tell if those creatures are poisoned or diseased. She can use this ability a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
Bone Ward (Su): A shaman can touch a willing creature (including herself ) to grant a bone ward. The warded creature becomes encircled by a group of f lying bones that grant a +2 def lection bonus for a number of rounds equal to the shaman’s class level. At 8th level, the ward increases to +3 lasts for 1 minute and at 16th level the bonus increases to +4 and lasts for 1 hour. Once the ward ends, a creature cannot be the target of the hex again for 1 day.
Bone Lock (Su): With a quick incantation, the shaman can cause a creature within 30 feet to suffer stiffness in the joints and bones. The target is affected as if target by the slow spell for 1 round (Fortitude negates). At 8th level, the duration is increased to a number of rounds equal to the shaman’s class level, though the target can attempt a save each round to end the effect. At 16th level, the target no longer can attempt a saving throw each round to end the effect.
Spirit Ability: A shaman that selects the bones spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Touch of the Grave (Su): As a standard action, the shaman can make a melee touch attack that deals points of negative energy damage equal to 1d4 + 1 for every two shaman levels she possess. She can instead touch an undead creature to heal the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as an unholy weapon.
Greater Spirit Ability: A shaman that selects the bones spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Shard Soul (Su): The shaman gains DR 3/magic. This DR increases by 1 for every four levels beyond 8th possessed the by the shaman. In addition, as a standard action she can cause jagged pieces of bone to explode out from her body in a 10-foot burst. This deals 1d6 points of piercing damage per two shaman levels (Ref lex halves). She can use this ability three times per day, but must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the bones spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Shedding Form (Su): As a standard action, the shaman can shed her body and become incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch magic weapon ability. She can use this ability for a number of rounds equal to her shaman level, though those rounds need not be consecutive.
Manifest: Upon reaching 20th level, the shaman becomes a spirit of death. Once per round, she can cast bleed or stabilize as free actions. If she is brought to below 0 hit points, she automatically stabilizes. She can cast animate dead at will without paying a material component cost (although she is still subject to the usual Hit Dice control limit). Once per day, she can cast power word kill, but the spell can target a creature with 150 hit points or less.
Spirit Animal: The shaman’s spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of a blur spell with a caster level equal to the shaman’s class level.
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Flame
A shaman who selects the f lame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she uses the special abilities of this spirit, a hungry spectral f lame dances about her body.
Spirit Magic Spells: burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).
Hexes: A shaman who chooses the f lame spirit can select from the following hexes.
Cinder Dance (Ex): The shaman’s base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
Fire Nimbus (Su): The shaman can cause a creature within 30 feet to gain a nimbus of fire. While this doesn’t harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on any saving throws against spells or effects that deals fire damage. The fire nimbus lasts for a number of rounds equal to the shaman’s level. The target receives a Will save to negate this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 1 day.
Flame Curse (Su): The shaman can cause a creature within 30 feet to become vulnerable to fire until the end of her next turn. Whenever the creature takes fire damage, it takes half again as much damage (+50%). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. After the duration ends, a creature cannot be the target of this hex again for 1 day.
Gaze of Flames (Su): The shaman can see through fire, fog, and smoke without penalty as long as the light is otherwise sufficient to allow the shaman to see normally. At 7th level, the shaman can gaze through any source of f lame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
Ward of Flames (Su): The shaman can touch a willing creature (including herself ) to grant a ward of f lames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage, plus 1 point of fire damage for every two shaman levels she possesses. This ward only lasts for 1 minute, after which if not expended, it fades away. At 8th and 16th levels, the ward lasts for 1 additional attack. Once this ward ends, a creature cannot be the target of this hex again for 1 day.
Spirit Ability: A shaman that selects the f lame spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Touch of Flame (Su): As a standard action, the shaman can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two shaman levels they possess. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a f laming weapon.
Greater Spirit Ability: A shaman that selects the f lame spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Fiery Soul (Su): The shaman gains resist fire 10. In addition, as a standard action, she can unleash a 15-foot cone of f lame from her mouth, deals 1d4 points of fire damage per level (Ref lex halves). She can use this ability three times per day, but she must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the f lame spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Elemental Form (Su): As a standard action, the shaman can assume the form of a huge (or smaller) fire elemental, as if using elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.
Manifest: Upon reaching 20th level, the shaman becomes a spirit of f lame. She can apply any one of the following feats to any fire spell she casts without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
Spirit Animal: The shaman’s spirit animal is surrounded by a nimbus of f lame that gives off light like a candle. While this doesn’t cause any damage, it’s warm to the touch. The animal is immune to fire damage, but is vulnerable to cold damage, taking half again as much damage (+50%) from any source that deals cold damage.
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Heavens
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she uses the special abilities of this spirit, her eyes turn pitch black, and the color drains around her for a brief moment.
Hexes: A shaman who chooses the heavens spirit can select from the following hexes.
Enveloping Void (Sp): The shaman curses one enemy with the dark void. As a standard action, the shaman may cause one enemy within 30 feet to treat the light level as two steps lower, bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). The effective spell level of this hex is equal to half the shaman’s level (maximum 9th). This effect lasts for a number of rounds equal to the shaman’s level. A Will saving throw negates this effect. This action doesn’t provoke attacks of opportunity. Whether or not the save is successful, the enemy cannot be targeted by this hex for 1 day.
Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location. When the night sky is visible to the shaman, she may also add her Wisdom modifier to her Charisma modifier on all Charisma-based checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. The shaman doesn’t need the feat to use this effect.
Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them to reach other locations with a limited, oneway wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be affected by this hex for 1 day.
Lure of the Heavens (Su): The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, the shaman gain the ability to f ly, as per the spell, for a number of minutes per day equal to her shaman level. The duration need not be consecutive, but it must be spent in 1-minute increments.
Starburn (Su): As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature lets off bright light for 1 round and takes 1d6 points of fire damage for every two shaman levels she possesses; a successful Fortitude saving throw halves the damage and negates the shedding of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier, but once used she cannot use it again for 1d4 rounds.
Spirit Ability: A shaman who chooses the heavens spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and they cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman may use this ability a number of times per day equal to 3 + her Charisma modifier.
Greater Spirit Ability: A shaman that selects the heavens spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.
True Spirit Ability: A shaman that selects the heavens spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Phantasmagoric Display (Sp): Once per day, the shaman can cast prismatic wall as a spell-like ability with a caster level equal to her shaman level.
Manifest: Upon reach 20th level, the shaman becomes the spirit of heaven. She receives a bonus on all saving throws equal to her Charisma modifier. She automatically stabilizes if she is brought to below 0 hit points. She is immune to fear effects and she automatically confirms all critical hits that she threatens. Should she die, she is reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, it instead increases its fly speed by 10 feet. When it uses this ability to fly, a small nimbus of light surrounds it.
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Life
A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. Her eyes and hair seem to shimmer in the light.
Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), naturalize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
Hexes: A shaman who chooses the life spirit can select from the following hexes.
Curse of Suffering (Su): The shaman can cause a creature within 30 feet to take more damage from bleed effects and to cause its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes an additional hit point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore hit points, that effect only restores half the normal hit points. This curse lasts for a number of rounds equal to the shaman’s level. After the duration ends, a creature cannot be the target of this hex again for 1 day.
Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. When she does the target must succeed a Will saving throw or it’s cut off from all forms of magical healing and effects that relieve conditions. This effect lasts for a number of rounds equal to the shaman’s level. Whether the target succeeds or fails the saving throw, the creature cannot be cannot be targeted by this hex for 1 day.
Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit based on the spell. For example an 11th-level shaman with this hex may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and she takes 5 hit points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, or the distance between her and the other creature exceeds 100 feet, or she ends it with an immediate action (if the shaman has multiple bonds active, she can end as many as she wants with the same immediate action).
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not the creatures within 30 feet of her who she can normally see are living, wounded, dying, or dead. She can tell if those creatures are confused, disabled, diseased, nauseated, poisoned sickened or staggered. At 12th level, she notices and locates all living creatures within 30 feet, as if she possessed the blindsight ability. She can use this ability a number of rounds per day equal to her shaman level, but these rounds not need be consecutive.
Spirit Ability: A shaman that selects the life spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Channel (Su): A shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. She can use this ability a number of times per day equal to 1 + her Charisma modifier.
Greater Spirit Ability: A shaman that selects the life spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Healer’s Touch (Su): With a touch of her hand, a shaman can touch a dying creature to stabilize it without the need of a Heal check. She can affect up to 6 people as standard action. Furthermore, a shaman gains a +4 bonus on Heal checks.
True Spirit Ability: A shaman that selects the life spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Quick Healing (Su): A shaman can either channel positive energy or cast a cure spell as a swift action a number of times per day equal to her Charisma modifier.
Manifest: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, exhaustion, fatigue, nausea effects, negative energy, and sickened effects. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically make saving throws against massive damage. When she is brought to below 0 hit points, she doesn’t die until her negative total is in excess of twice her Constitution score.
Spirit Animal: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, that seems to glow with life. Her animal gains fast healing 1.
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Lore
A shaman who selects the lore spirit somehow appears wise and knowing no matter her age. While she can seem unassuming, her eyes seem to peer into all she looks at, seeing the secrets of what is essential merely by concentrating.
Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl’s wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).
Hexes: A shaman who chooses the lore spirit can select from the following hexes.
Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add to her spell list a number of arcane spells from the sorcerer/wizard spell list equal to her Charisma modifier, using the sorcerer/wizard level of the spell as the shaman level. To add these spells to her spell list and cast these spells, she must have an Intelligence score equal to at least 10 + the spell level, but the saving throw DCs against these spells is the same as her other shaman spells. Each level she gains after taking this hex the shaman can choose to replace one of these spells for a new spell on the wizard/sorcerer list.
Brain Drain (Su): The shaman can violently probe the mind of a single intelligent enemy within 30 feet. The target may attempt a Will saving throw to negate the effect and immediately knows the source of the mental prying; if it fails, it’s wracked with pain and takes 1d4 points of damage for every two levels the shaman possesses. After successfully attacking with this ability, the shaman can take a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The random stolen thoughts remain in the shaman’s mind for a number of rounds equal to her Charisma modifier, and she can treat the knowledge gained as if she used detect thoughts. This is a mind-affecting effect. Once she uses this ability to successfully probe a creature, she cannot use this hex on that creature for 1 day.
Confusion Curse (Ex): The shaman’s command of lore can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once confused by this hex, the creature cannot be targeted with this hex for 1 day.
Share Knowledge (Su): The shaman can choose a single willing ally within 30 feet and share her knowledge and experience with that target for a number of minutes equal to her Charisma modifier. During that period the subject knows the languages that the shaman does, and uses the shaman’s skill modifier on all knowledge checks instead of its own. When the shaman uses this ability on an ally, she cannot use it again on the same ally for 1 day.
Benefit of Wisdom (Ex): The shaman relies on her wisdom rather than her intelligence to gain and retain knowledge. She can use her Wisdom score instead of Intelligence modifier on all Intelligence skill checks.
Spirit Ability: A shaman that selects the lore spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Automatic Writing (Su): Once per day, the shaman can spend a full hour in uninterrupted meditation. During this period, her hands produce mysterious writings that pertain to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing is as a casting of commune with no material component required.
Greater Spirit Ability: A shaman that selects the lore spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Mental Acuity (Su): A shaman’s understanding of the underlying secrets of esoteric and occult have grand her a preternatural understanding of all things. The shaman gains a +2 inherent bonus to her Intelligence score, increasing by 1 every four shaman levels thereafter (12th, 16th, and 20th levels for her spirit, 16th and 20th levels for her wandering spirit).
True Spirit Ability: A shaman that selects the lore spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Perfect Knowledge (Ex): The shaman gains the permanent effect of the tongues spell, and gains a +10 competence bonus on all Knowledge, Linguistics, and Spellcraft checks.
Manifest: At 20th level the shaman becomes a spirit of lore. She gains the ability to take 20 on all Knowledge skill checks, even those untrained. Her understanding of the fundamental underpinning of reality has also become so advanced that once per day, she can cast wish. This doesn’t require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.
Spirit Animal: The shaman’s spirit animal appears to be quiet unassuming. It gains a +2 bonus to Initiative checks and a +4 bonus to Stealth.
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Nature
A shaman who selects the nature spirit appears to be one with some natural aspect they have familiarity with. A nature shaman from the forest has green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and f lowers. A shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.
Spirit Magic Spells: charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th).
Hexes: A shaman who chooses the nature spirit can select from the following hexes.
Entangling Curse (Su): The shaman can choose to entangle a creature within 30 feet. The target is entangled for a number of rounds equal to the shaman’s Charisma modifier (Ref lex negates). Once a creature is affected by this hex, it cannot be targeted by the hex for 1 day.
Erosion Curse (Su): The shaman can summon the powers of nature to erode a construct or object within 30 feet. This erosion deals 1d6 points of damage per two shaman levels she possesses (ignoring hardness and damage reduction). If used against a construct or an object in another creature’s possession, the construct or the creature possessing the item can attempt a Ref lex saving throw to halve the damage. Once an object or a construct is damage with this hex it cannot be targeted by this hex for 1 day.
Friend to Animals (Su): The shaman adds all of the summon nature’s ally spells to her spell list. She must still prepare these spells. All animals within 30 feet of the shaman receive a bonus on all saving throws equal to her Charisma modifier.
Life Leach (Su): The shaman can draw life force from the bodies of enemies and channel it into herself. The shaman can drain the life essence from one living creature within 30 feet. The target takes 1d4 points of damage for every two shaman levels she possesses and gains temporary hit points equal to the damage she dealt. She can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points don’t stack, and they last a number of rounds equal to the shaman’s Charisma modifier (minimum 1 round). The target receives a Fortitude saving throw to negate the damage (and the temporary hit points the shaman gains). Once a creature has been the target of this ability, it cannot be targeted by this hex again for 1 day.
Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). The shaman gains the ability to converse with that type of animal as if she were under the effects of speak with animal. The shaman gains the ability to communicate with an additional kind of animal for every three shaman levels she possesses.
Spirit Ability: A shaman that selects the nature spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Nature’s Whispers (Su): The shaman is so attuned to the whispers of the world around her that her surroundings constantly bestow a preternatural awareness to danger. She may add her Wisdom modifier instead of her Dexterity modifier to her Armor Class and CMD. Any conditions that would cause her to lose her Dexterity modifier to AC instead cause her to lose her Wisdom modifier to AC.
Greater Spirit Ability: A shaman that selects the nature spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Spirit of Nature (Su): Whenever the shaman is reduced to negative hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, the shaman instead gains fast healing 3 for 1d4 rounds when this ability triggers.
True Spirit Ability: A shaman that selects the nature spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Companion Animal (Su): The shaman’s spirit animal takes the form of an animal companion (Core Rulebook 51) of her choice, using her shaman level as her effective druid level. It retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the companion animal is dismissed, lost, or dies, it can be replaced in the same way as a normal spirit animal.
Manifest: At 20th level, the shaman becomes a spirit of nature. Once per day she can surround herself with an organic cocoon as a full-round action. While enclosed in the cocoon, she’s considered helpless. Eight hours later, she emerges having changing her type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate (see the Pathfinder RPG Bestiary). This change doesn’t alter her Hit Dice, hit points, saving throws, skill ranks, class skills, or proficiencies. Each time the transformation is made, the shaman is cleansed of all poisons or diseases, restored to full hit points, and healed all ability damage. She must select a type that is different from her current type.
Spirit Animal: The shaman’s spirit animal looks appears to be feral and in peak physical form. The animal may move through any sort of undergrowth or natural difficult terrain at her normal speed without taking damage or suffering any other impairment. If the animal has a f ly speed, it can ignore the Fly skill penalty for winds up to windstorm strength. When the animal becomes an companion animal (see the true spirit ability), it retains this ability.
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Stone
A shaman who selects the stone spirit has a rough, stony appearance to her skin. When she uses the special abilities of this spirit, tiny gemstones f lare underneath her f lesh.
Spirit Magic Spells: magic stone (1st), stone call (2nd), meld into stone (3rd), wall of stone (4th), stoneskin (5th), stone tell (6th), statue (7th), repel metal and stone (8th), clashing rocks (9th).
Hexes: A shaman who chooses the stone spirit can select from the following hexes.
Crystal Sight (Ex): The shaman can see through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feat equal to her shaman level, or 1/12th this thickness of metal. She can use this ability a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
Lodestone (Su): The shaman can cause one creature within 30 feet to become heavy and lethargic. The creature is treated as if it has medium load (see Table 7–5 of the Core Rulebook). If the creature is carrying a medium load, it is instead treated as if it is carrying a heavy load. If the creature is carrying a heavy load, its maximum Dexterity is reduced to 0, it takes a –9 armor check penalty, and its movement is reduced to 5 feet. The effect lasts for a number of rounds equal to the shaman’s level. The target receives a Will save to negate this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 1 day.
Metal Curse (Su): The shaman can cause a creature within 30 feet to become slightly magnetic until the end of her next turn. Whenever the creature is attacked by a melee or ranged attack made primarily of metal, the creature takes a –2 penalty to its AC. At 8th and 16th levels, the penalty increases by –2 and the duration of this hex is extended by 1 round. After the duration ends, a creature cannot be the target of this hex again for 1 day.
Stone Stability (Ex): The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level, the shaman receives Greater Trip as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.
Ward of Stone (Su): The shaman can touch a willing creature (including herself ) to grant a ward of stone. The next time the warded creature is struck with a melee attack, the creature is treated as if it has DR 5/adamantine. This ward only lasts for 1 minute, after which if it is not expended, it fades away. At 8th and 16th levels, the ward lasts for 1 additional attack. Once this ward ends, a creature cannot be the target of this hex again for 1 day.
Spirit Ability: A shaman that selects the stone spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Touch of Acid (Su): As a standard action, the shaman can perform a melee touch attack that deals 1d6 points of acid damage +1 point for every two shaman levels they possess. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields ideals an additional 1d6 points of acid damage, similar to the f laming weapon special ability.
Greater Spirit Ability: A shaman that selects the stone spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Body of Earth (Su): The shaman gains DR 2/adamantine. This DR increases by 1 for every four levels beyond 8th possessed by the shaman. In addition, as a standard action, she can cause jagged pieces of stone to explode out from her body in a 10-foot burst. This deals 1d6 points of piercing damage per two shaman levels (Ref lex halves). She can use this ability three times per day, but she must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the stone spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Elemental Form (Su): As a standard action, the shaman can assume the form of a Huge (or smaller) earth elemental, as elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.
Manifest: Upon reaching 20th level, the shaman becomes a master of acid and earth. She can apply any one of the follow feats to any acid or earth spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
Spirit Animal: The shaman’s spirit animal looks as though it’s made out of earth and stone, with tiny gemstones embedded in its f lesh. The animal gains DR 5/adamantine.
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Waves
A shaman who selects the waves spirit has a f luidic grace that exhibits itself whenever she moves. When she uses the special abilities of this spirit, f loating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.
Spirit Magic Spells: hydraulic push(1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami(9th).
Hexes: A shaman who chooses the waves spirit can select from the following hexes.
Beckoning Chill (Su): The shaman can cause one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When the affected creature is damaged by cold damage while under this affect, they are entangled for 1 round. If target takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. Once affected, a creature cannot be the target of this hex for 1 day.
Crashing Waves (Su): The force of the waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor she does so at 1 caster level higher. If that spell deals damage, the target must make a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at +2 caster level; at 16th level, she can knock a creature prone with any spell that deals damage.
Fluid Magic (Su): The shaman’s magic is hardly constrained by the reservoirs of magic that hold others back. She is able to prepare her spirit magic spells in her regular spell slots. If the shaman changes her wandering spirit, any prepared spirit magic spell belonging to that spirit becomes a open spell slot.
Mist’s Shroud (Su): The shaman can touch a willing creature (including herself ) to enshroud that creature in mist, granting concealment as the blur spell, but the mist dissipates after it causes an attack to miss due to the concealment or 1 minute, whichever happens first. At 8th and 16th levels, the mist lasts for 1 additional attack. Once this mist dissipates, a creature cannot be the target of this hex again for 1 day.
Water Sight (Su): The shaman can see through fog and mist without penalty as long as there is enough light to allow her to see normally. At 7th level, she can use any calm pool of water at least 1 foot in diameter as the sole focus for scrying, and can use the scrying as a supernatural ability. At 15th level, this functions like greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds need not be consecutive.
Spirit Ability: A shaman who chooses the waves spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields (except unarmed strikes and natural attacks) is treated as if it had the quenching weapon special ability.
Greater Spirit Ability: A shaman that selects the waves spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Fluid Mastery (Su): The shaman gains a swim speed equal to her base speed and the ability to breathe underwater. In addition, as a standard action she can unleash a torrent of ice and water in a 15-foot cone from her hands. This torrent deals 1d4 points of cold damage per two shaman level she possesses, and pushes affected creatures back one square directly away from the shaman. A Ref lex save halves the damage and negates the push. She can use this ability three times per day, but she must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the waves spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Elemental Form (Su): As a standard action, the shaman can assume the form of a Huge (or smaller) water or ice elemental, as elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.
Manifest: Upon reaching 20th level, the shaman becomes a master of cold and water. She can apply any one of the follow feats to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
Spirit Animal: The skin of the shaman’s spirit animal gently ripples and distorts, as if drops of water are falling into a pond. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Shaman Continued
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Wind
A shaman who selects the wind spirit appears windswept and her movements seem lithe and carefree.
Spirit Magic Spells: alter winds (1st), gust of wind (2nd), cloak of winds (3rd), river of wind (4th), control winds (5th), sirocco (6th), control weather (7th), whirlwind (8th), winds of vengence (9th).
Hexes: A shaman who chooses the wind spirit can select from the following hexes.
Air Barrier (Su): The shaman can create an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other range attacks requiring an attack roll against her to have a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration need not be consecutive, but it must be spent in 1-hour increments.
Sparking Aura (Su): The shaman can cause a creature within 30 feet to spark and shimmer with electrical energy. While this does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes an amount of electricity damage equal to her Charisma modifier. The sparking aura lasts a 1 round per two shaman levels she possesses. Once the aura ends, the creature cannot be targeted by this hex for 1 day.
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.
Wind Sight (Su): The shaman ignores penalties on Perception checks based on wind and the first 100 feet of distance. At 7th level, as a standard action she can hear into any area (as clairaudience and clairvoyance within range as long as there is an unobstructed path for air to travel between the shaman and the target area. This does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter. The shaman can use this ability a number of rounds per day equal to her shaman level, and these rounds need not be consecutive.
Wind Ward (Su): The shaman can touch a willing creature (including herself ) to grant a ward of wind. The wind ward lasts for a number of rounds equal to the shaman’s level. When a warded creature is attacked with an arrow, ray, or other range attacks requiring an attack roll, that attack roll has a 20% miss chance. At 8th level the ward lasts for 1 minute. At 16th level, the miss chance increases to 50%. Once this ward ends, the creature cannot be targeted by this hex for 1 day.
Spirit Ability: A shaman that selects the wind spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Shocking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every two shaman levels. A shaman can use the ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, and weapon she wields is treated as a shocking weapon.
Greater Spirit Ability: A shaman that selects the wind spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Spark Soul (Su): The shaman gains resist electricity 10. In addition, as a standard action she can unleash a 20- foot line of sparks from her fingertips. The sparks deal 1d4 points of electricity damage per shaman level (Ref lex halves). She can use this ability three times per day, but must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the wind spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Elemental Form (Su): As a standard action, the shaman can assume the form of a Huge (or smaller) lightning elementalB2, as elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.
Manifest: Upon reaching 20th level, the shaman becomes a master of air and electricity. She can apply any one of the follow feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
Spirit Animal: The shaman’s spirit animal crackles with electrical energy when it moves, giving off light like a candle, but deals no damage to the animal or any creature that touches the animal. The animal gains resist electricity 10. The wind ward lasts for a number of rounds equal to the shaman’s level. When a warded creature is attacked with an arrow, ray, or other range attacks requiring an attack roll, that attack roll has a 20% miss chance. At 8th level the ward lasts for 1 minute. At 16th level, the miss chance increases to 50%. Once this ward ends, the creature cannot be targeted by this hex for 1 day.
Spirit Ability: A shaman that selects the wind spirit using her spirit class feature or wandering spirit class feature gains the following special ability.
Shocking Touch (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every two shaman levels. A shaman can use the ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, and weapon she wields is treated as a shocking weapon.
Greater Spirit Ability: A shaman that selects the wind spirit using her greater spirit class feature or greater wandering spirit class feature gains the following special ability.
Spark Soul (Su): The shaman gains resist electricity 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips. The sparks deal 1d4 points of electricity damage per shaman level (Reflex halves). She can use this ability three times per day, but must wait 1d4 rounds between each use.
True Spirit Ability: A shaman that selects the wind spirit using her true spirit class feature or true wandering spirit class feature gains the following special ability.
Elemental Form (Su): As a standard action, the shaman can assume the form of a Huge (or smaller) lightning elemental, as elemental body IV. She can use this ability once per day, but the duration is 1 hour per level.
Manifest: Upon reaching 20th level, the shaman becomes a master of air and electricity. She can apply any one of the follow feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. She doesn’t need to possess these feats to use this ability.
Spirit Familiar: The shaman’s familiar crackles with electrical energy when it moves, giving off light like a candle, but deals no damage to the familiar or any creature that touches the familiar. The familiar gains resist electricity 10.
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Spirit Animal
By communing with the powers of their spirit, the shaman can forge a bond with a servant of that spirit known as a spirit animal. A spirit animal is a creature chosen by a shaman to commune with her spirit and grant her special powers. This is treated as a familiar, and it uses the same rules as the wizard’s arcane bond class feature except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit (as noted below). Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels, her spirit animal always uses the shaman rules for spirit animals, not those provided by familiars other classes (such as wizards or sorcerers with the arcane bloodline). The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that costs 500 gp per shaman level. The ritual takes 8 hours to complete.
Spirit Animal (Ex): Starting at 1st level, a shaman’s spirit animal gains specific abilities, depending upon the spirit selected by the shaman using the spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit host. These abilities are described in the spirit animal section of each individual spirit description.
Deliver Touch Spells (Su): At 3rd level, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. As usual, if the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Shaman Spells Shamans draw their spells from the druid spell list, with the following additions. These spells are treated as if they are part of the druid spell list when determining what spells the shaman can prepare and for the purposes of spell-completion and spell trigger magic items.
0-Level Shaman Spells—arcane mark, touch of fatigue.
1st-Level Shaman Spells—bane, bless, cause fear, comprehend languages, detect chaos/evil/good/law, inflict light wounds, protection from chaos/evil/good/law, remove fear, sleep.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Slayer
Skilled at tracking down targets and bringing an end to them, slayers are consummate hunters, living for the chase and the deadly stroke that brings it to an end. Slayers spend most of their time honing their weapon skills, studying the habits and anatomy of foes, and practicing combat maneuvers. Theirs is a dedication to the art of death.
Role: Slayers are elusive and good at finding the opportune time and location to strike. Combining the deadliest talents of rangers and rogues, a slayer’s abilities are all about getting into combat, dealing with a target, then getting back out again.
Slayer
Alignment: Any. Hit Die: d10. Alternate Classes: Ranger and rogue. Starting Wealth: 5d6 × 10 gp (average 175 gp). Class Skills The slayer’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 6 + Int modifier.
Class Features All of the following are class features of the slayer.
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action.
Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a slayer gains one slayer talent. He gains an additional slayer talent for every 2 levels thereafter. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made. In addition to these talents, a slayer may select any of the following rogue talents in place of a slayer talent: bleeding attack*, camouflage, combat trick, fast stealth, finesse rogue, firearm training, grit, hard to fool, lasting poison, rogue crawl, slow reactions*, snap shot, sniper’s eye, surprise attack, swift poison, trap spotter, weapon training. Any talent’s effects based on rogue level use the slayer’s class level.
Deadly Range (Ex): A slayer with this talent increases by 10 feet the range at which he can deal sneak attack damage. A slayer can select this trick more than once; its effects stack.
Foil Scrutiny: A slayer with this talent is able to obscure his thoughts and intentions. He gains a +2 bonus on all Bluff and Disguise checks, and on Will saves to resist detect thoughts, discern lies, and similar mind-reading magic.
Poison Use (Ex): The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.
Ranger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style style. At 6th level, he may select this talent again and adds the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
Slowing Strike* (Ex): An opponent damaged by the slayer’s sneak attack has its speed is halved for 1d4 rounds. A successful Fortitude saving throw negates this effect (DC = 10 + 1/2 of the slayer’s level + the slayer’s Intelligence modifier). Against creatures with multiple types of movement, you must choose which movement type to affect. If you affect a creature’s f light movement while it’s airborne, it must succeed at a DC 10 Fly check to remain airborne; regardless, its maneuverability is reduced by one step. If you target a creature already affected by this ability, its speed and maneuverability are not further reduced; you may either extend the duration by 1d4 rounds or choose another movement type to affect.
Terrain Mastery (Ex): A slayer with this talent chooses a favored terrain on the ranger’s Favored Terrains table (Pathfinder RPG Core Rulebook 65). The slayer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A slayer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). A slayer can take this ability multiple times, each time applying it to a new terrain, and increase by +2 the bonuses granted with all favored terrains previously taken. These bonuses don’t stack if the slayer is in terrain that falls into more than one category of favored terrain.
Trapfinding: The hunter gains Disable Device as a class skill, and adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum 1). Just like a rogue, the hunter can use Disable Device to disarm magic traps. The slayer gains trap sense as a rogue of the same level.
Sneak Attack: At 3rd level, if an slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage equal anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three levels thereafter. Should the slayer 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 weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer 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 slayer cannot use sneak attack while striking a creature with concealment.
Stalker (Ex): At 7th level, a slayer gains his favored target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.
Advanced Talents: At 10th level and every two levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent. In addition to these advanced talents, a slayer may select any of the following advanced ninja or rogue talents in place of an advanced slayer talent: assassinate, deadly sneak*, evasion, feat, hunter’s surprise, knockout blow*, master of disguise, opportunist, stealthy sniper*.
Slayer Camouflage (Ex): A slayer can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment. A slayer must have the terrain mastery talent to select this talent.
Woodland Stride (Ex): A slayer with this talent 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. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex): At 11th level, a slayer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. When moving at up to twice normal speed while tracking, he takes only a –10 penalty instead of the normal –20.
Slayer’s Advance (Ex): At 13th level, once per day, a slayer can move up to twice his base speed as a move action. He may use Stealth as part of this movement, but takes a –10 penalty to his check for doing so. At 17th level, he can do this twice per day.
Quarry (Ex): At 14th level, a slayer can as a standard action denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a slayer can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A slayer can have no more than one quarry at a time and the creature must be selected as a favored target. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the slayer sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Improved Quarry (Ex): At 19th level, the slayer’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Slayer (Ex): A slayer of 20th level becomes a master at killing or capturing his favored targets. As a standard action, he can make a single attack against a favored target at his full attack bonus, and choose one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw (DC = 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier + the slayer’s favored target bonus) or suffer the additional effect. Whether the target succeeded, it cannot be targeted by this ability (by any slayer) for 24 hours.
Joined: Oct 30, 2013 Posts: 7305 Location: England
Some of these look really interesting. Thanks for taking the time to post these up Squinty. Incidentally a good number of these feel very much like hybridized version of preexisting classes. I presume that's intentional (that's what the 'Alternate Class: X and X' bit is all about).
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Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
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Yup, in fact, I should have posted this first, but:
Quote:
THE NATURE OF THESE CLASSES The 10 classes in the Advanced Class Guide mix together and build upon two existing base classes, combining separate ideas into fresh and intriguing character concepts. You’ll find some familiar class abilities mixed in new ways, as well as new class abilities that come from the new concepts.
These new classes are summarized below.
The arcanist combines the arcane knowledge and flexibility of the wizard with the eldritch might of the sorcerer.
The bloodrager fuses the bloody frenzy of the barbarian with the blood-based magic of the sorcerer.
The brawler merges the fighter and monk together into a vicious, no-holds-barred pugilist.
The hunter takes the martial danger that is the ranger and pairs it with a druid’s animal companion.
The investigator mixes the focus of the alchemist and the resourcefulness of the rogue into a master of inquiry.
The shaman intertwines the divine magic of the oracle with the arcane magic of the witch into a master of spirits.
The skald blends the ferocity of the barbarian with the utility of the bard into a leader who can make others rage.
The slayer combines the ranger and rogue’s individual combat prowess into a being of devastating fury.
The swashbuckler merges the gunslinger and the fighter to make a daring and dashing melee combatant.
The warpriest turns the divine nature of the cleric into a raw weapon that fuses with the fighter’s battlefield mastery.
Multiclassing with These Classes
Because of the way these new classes work, there are restrictions on multiclassing with them. Each class in the playtest has an Alternate Classes entry, which lists the two classes it mixes.
If you have levels in one of these new classes, you cannot take levels in either of its alternate classes, nor can you take levels in a class in this playtest that also has either of those alternate classes. For example, if you take levels in arcanist (alternate classes: sorcerer and wizard), you can’t also take levels in sorcerer or wizard, nor can you take levels in bloodrager (alternate classes: sorcerer and barbarian).
Likewise, if you have levels in a base class, you cannot take levels in any of the classes in this playtest that list that base class as an alternate class. For example, if you have levels in rogue, you can’t take levels in investigator (alternate classes: rogue and alchemist) or slayer (alternate classes: rogue and ranger).
Joined: Sep 19, 2013 Posts: 3426 Location: Elemental Plane of Fire
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Do me a favor, please, and include a link to the source. Also, probably worth mentioning is that these are "play test" versions, and could change when the final product is published.
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