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| M-bark03-23-08, 04:20 PM | A while ago, I made a class that could change it's creature subtype and could follow several "paths" that granted specific class abilities (spellcasting, martial abilities, monster abilities, etc.). I really liked the class myself, but more recently I became familiar with some variants in Unearthed Arcana, and I also read some more stuff on the Wizards site. I learned that my typeshifter was very much like a 20-level progression for the Chameleon PrC made into a base class and with the Druid's Aspect of Nature variant from Unearthed Arcana. I was interested in these things, and decided to revamp the class a little, take away some features and add some other things. I'd like to hear other peoples' thoughts on it. :) ---------------------------------------------------------------------------- ASPECT CHANGER http://img120.imageshack.us/img120/9171/typeshifterdraconickj1.png By Qvi of Deviant ART “I think I’m going to change my aspect to better fit this here party… Yeah, I’ll do that. Change Aspect, for great justice!” ~ Ashtartivan Gnaris, Aspect Shifter Adventures: Aspect changers are a sneaky kind of people, apt at disguising themselves, and as such one may find them in almost any environment. They mostly appear in places with a few people, as they are a reclusive kind, and like to improve themselves in peace. However, some travel towards the city and search to increase their skills more by learning from others. Characteristics: Aspect changers are beings who can alter their form slightly and gain abilities like those of other classes. Alignment: Aspect changers can be dedicated to a cause, leader or country, and serve it with great loyalty and honour. Others prefer the lifestyle of a mercenary, a spy-for-hire or such. Aspect changers can as such be lawful or chaotic, and are also not restricted in alignment on the good-evil axis. Religion: Aspect changers aren’t particularly pious figures, but some revere a single deity. Erythnul and Hextor are common amongst the more evil ones, Olidammara amongst the more chaotic ones, and Heironeous and St. Cuthbert amongst the more good and lawful ones, although they aren’t particularly favored by Heironeous as worshippers. Obad-hai is the most commonly revered neutral deity. Background: Aspect changers usually do not come from the richer families, nor do they often come from large towns or cities villages. They usually were born and raised in a small town, middleclassmen who were a little too curious for their own good, and came into contact with a source of strange power, and who later on tried to expand on that strange power. Races: Humans take well to this class as they do to just about any other. Elves and Half-Elves make good aspect changers due to their fascination with all forms of magic. Gnomes make good aspect changers, though Halflings slightly less do to being weaker in the areas were the aspect changers needs strength. Dwarves and Half-Orcs do make for great aspect changers in some aspects of the class. Other Classes: Aspect changers can get along well with members of other classes because they can fill in many roles and aid others well in battle. However, because they can change their path (or Aspect of Class, if you will), they are sometimes looked upon with envy and distrust by others. Role: Although the aspect changers makes for a fairly good damage-dealer at both a distance and in melee due to his abilities, he’s not as good as some other classes because of his average hit die, slightly low amount of spells per day and power points GAME RULE INFORMATION Abilities: Depending on which path the Aspect Changer chooses, his abilities will have different priorities. Charisma is important for his spellcasting and manifesting, Intelligence for his skills, and Strength and Dexterity for his combat ability. HD: d8 Random Starting Age: As fighter. CLASS SKILLS The aspect changer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all; each one taken seperately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Sense Motive (Wis), Search (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex). Skill Points at 1st level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier The Aspect Changer Level BAB Fort Ref Will Special 1 +0 +0 +0 +0 Path (Aspect of Class (+2)), Sightful, Unarmed Strike 2 +1 +0 +0 +0 Alien Mind, Body, Heart and Soul 3 +2 +1 +1 +1 4 +3 +1 +1 +1 Eldritch-fisted 5 +3 +1 +1 +1 Aspect of Race 6 +4 +2 +2 +2 Bodychanger, Scent 7 +5 +2 +2 +2 Absolute Readiness 8 +6/+1 +2 +2 +2 9 +6/+1 +3 +3 +3 10 +7/+2 +3 +3 +3 Aspect of Alignment, Aspect of Class (+4) 11 +8/+3 +3 +3 +3 12 +9/+4 +4 +4 +4 13 +9/+4 +4 +4 +4 Strength of the Soul 14 +10/+5 +4 +4 +4 15 +11/+6/+1 +5 +5 +5 Aspect of Element 16 +12/+7/+2 +5 +5 +5 Tonguetwister 17 +12/+7/+2 +5 +5 +5 Timeless Body 18 +13/+8/+3 +6 +6 +6 Aspect of Class (+6) 19 +14/+9/+4 +6 +6 +6 Double Aspect of Alignment 20 +15/+10/+5 +6 +6 +6 Ascension CLASS FEATURES: All of the following are class features of the aspect changer. The aspect changer’s class features allow you to adopt various different roles in a party, from sword wielding warrior to spell slinging mage to skillful sneakster. You can't use any abilities gained from your path or shifted subtypes abilities to qualify for a feat, prestige class, or other option. Weapon and Armour Proficiencies: Aspect changers are proficient with all simple weapons, whip and hand crossbow. Aspect changers are proficient with all forms of armour, and with shields. Manifesting: An aspect changer who follows the Path of the Disciplined Mind can manifest powers like a wilder does. His manifesting ability is limited by his amount of power points per day. His number of power points per day, highest power level known and his number of powers known is shown on the table below. ]Level Power Powers Maximum Power Points/Day Known Level Known 1 1 1 1 2 3 2 1 3 6 3 1 4 10 4 2 5 15 5 2 6 21 6 3 7 28 7 3 8 36 8 4 9 45 9 4 10 55 10 5 11 66 11 5 12 78 12 6 13 91 13 6 14 105 14 7 15 120 15 7 16 136 16 8 17 153 17 8 18 171 18 9 19 190 19 9 20 210 20 9 Spells: An aspect changer who follows the Path of the Arcane Soul or the Path of the Divinely blessed can cast arcane or divine spells, respectively. The number of spells per day is noted on the table below. Level 0 1 2 3 4 5 6 7 8 9 1 2 1 - - - - - - - - 2 3 1 - - - - - - - - 3 3 2 - - - - - - - - 4 3 2 1 - - - - - - - 5 3 2 2 - - - - - - - 6 3 2 2 1 - - - - - - 7 3 3 2 2 - - - - - - 8 3 3 3 2 1 - - - - - 9 3 3 3 2 2 - - - - - 10 3 3 3 3 2 1 - - - - 11 3 3 3 3 2 2 - - - - 12 3 3 3 3 3 2 1 - - - 13 3 3 3 3 3 2 2 - - - 14 3 3 3 3 3 3 2 1 - - 15 3 3 3 3 3 3 3 2 - - 16 3 3 3 3 3 3 3 2 1 - 17 3 3 3 3 3 3 3 3 2 - 18 3 3 3 3 3 3 3 3 2 1 19 3 3 3 3 3 3 3 3 3 2 20 3 3 3 3 3 3 3 3 3 3 Unarmed Strike: At 1st level, a aspect changer gains Improved Unarmed Strike as a bonus feat. A aspect changer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a aspect changer may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a aspect changer striking unarmed. A aspect changer may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a aspect changer’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on her attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A aspect changer’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Sightful (Ex): At 1st level, a aspect changer gains darkvision out to 60 feet and low-light vision. Path: At second level, a aspect changer must choose a path to follow. Once per day, the aspect changer may decide to change paths. He must then meditate for one hour during which he must attune himself to the new path. Alien Mind, Body, Heart and Soul (Su): An aspect changer of 2nd level or higher gains immunity against spells and effects specifically targeted at humanoids (Charm Person, Hold Person, etc.). Eldritch-Fisted (Su): At 4th level, an aspect changer’s unarmed attacks are empowered with the energy of their spirit. His unarmed attacks become as magic weapons with a +1 bonus (without the actual bonus), and now also overcome damage reduction/magic. Bodychanger (Su): From 6th level onwards, a aspect changers can change his or her form once per day. During this change, he or she can change gender, become 1.5 as tall as normal or 2/3 as tall, become powerfully build or slightly build (gaining the Powerful Build attribute or Slight Build attribute), and change general features (hair colour, length and style, skin colour, eye colour, size and shape of body parts (as long as it’s nothing too crazy and within the realm of nonmagical possibility)). At dawn, the change is reversed. Scent (Ex): At 6th level, a aspect changers gains the Scent Special Quality. Absolute Readiness(Su): At 7th level, a aspect changers gains a bonus equal to his Charisma bonus (if any) on all saving throws. Strength of the Soul (Ex): At 13th level, a aspect changer gains spell and power resistance equal to her current aspect changers level + 10. In order to affect the aspect changer with a spell or power, a spellcaster or manifester must get a result on a caster or manifester level check (1d20 + caster or manifester level) that equals or exceeds the aspect changer’s spell/power resistance. Tonguetwister (Ex): A aspect changer of 16th level or higher can use speak with plants and speak with animals at will. Timeless Body (Ex): Upon attaining 17th level, a aspect changer no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the aspect changer still dies of old age when his time is up. Ascended: At level 20 the aspect changer ascends to a higher level of being. He is forevermore treated as an outsider rather than as a humanoid (or whatever the aspect changer’s creature type was) for the purpose of spells and magical effects. Additionally, the aspect changer gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack unless made by a magic weapon. Unlike other outsiders, the aspect changer can still be brought back from the dead as if he were a member of his previous creature type. He now also can change his subtype to those that can only be applied to outsiders (racial outsider subtypes). He retains the ability to change his subtype to those he already could change it to. |
| M-bark03-23-08, 04:21 PM | Aspect changing: Aspect changing is one of the most important things about being an aspect changer, and it’s where they get their name from. There are multiple aspects an aspect changer can take on simultaneously, but they have to unlock these powers first as they advance. If an aspect changer wants to change their aspects, they must focus themselves for one hour to change them. They may change all of their aspects simultaneously, and even at the same time as they change their Path. Aspect of Alignment: At tenth level, an aspect changer gains access to the Aspect of Alignment ability. They can align themselves with the extraplanar forces of alignment that govern the multiverse. They can gain one of the following aspects once at a time: Aspect of Good: The aspect changer gains the (Good) subtype. Their natural weapons and any weapons they wield are treated as having the Holy property, and their attacks with those weapons pierce DR/good. Aspect of Evil: The aspect changer gains the (Evil) subtype. Their natural weapons and any weapons they wield are treated as having the Unholy property, and their attacks with those weapons pierce DR/evil. Aspect of Law: The aspect changer gains the (Lawful) subtype. Their natural weapons and any weapons they wield are treated as having the Axiomatic property, and their attacks with those weapons pierce DR/lawful. Aspect of Chaos: The aspect changer gains the (Chaotic) subtype. Their natural weapons and any weapons they wield are treated as having the Anarchic property, and their attacks with those weapons pierce DR/chaotic. At level 19, an aspect changer may apply two Aspects of Alignment at the same time. Aspect of Kind: At fifth level, an aspect changer gains access to the Aspect of Kind ability. They can slightly alter their bodies to take on properties of other races. They can gain one of the following aspects once at a time: Aspect of Aquarian: The aspect changer gains the (Aquatic) subtype. They grow gills, granting the weaterbreathing extraordinary quality (retaining the ability to breathe air), and webbing grow between their fingers and toes, granting them a swim speed equal to their base speed (or their decreased speed if wearing medium or heavy armour or while carrying a medium or heavy load) and a +8 bonus on their Swim checks and the ability to take 10 on Swim checks. Aspect of Dwarvendom: The aspect changer gains the (Dwarf) subtype. Their speed is not reduced by wearing medium or heavy armour or wearing a medium or heavy load, and gain the Stonecutting ability, as well as a +2 enhancement bonus to Con, and a +2 bonus to saves against poison and spells and spell-like effects. When they take on this aspect, the body of an aspect changer becomes sturdier and tougher. Aspect of Draconism: The aspect changer gains the (Dragonblood) subtype. They are affected by magical effects that target creatures of the Dragon type or Dragonblood subtype. They gain immunity to sleep and paralysis effects, as well as a breath weapon that deals 1d8 + 1d8 / 4 aspect changer levels points of damage, either piercing (grit and dust), bludgeoning (small pebbles), slashing (chips of rock), fire, sonic, acid, cold or electricity damage. When they take on this aspect, the body of an aspect changer becomes slightly scaly, and their eyes become more like a dragon’s. Aspect of Elvinism: The aspect changer gains the (Elf) subtype. They gain immunity to magic sleep effects, as well as a +2 enhancement bonus to Dex and a -2 enhancement penalty to Con. They also gain a +2 bonus on Listen, Search and Spot checks and the Elven ability to auto-find secret doors if they stand within 5 feet of them, as well as a +2 bonus on saves to resist enchantments. When they take on this aspect, the body of an aspect changer becomes more agile and dexterous, but also slightly more frail in the process. Aspect of Gnome: The aspect changer gains the (Gnome) subtype. They gain a +2 enhancement bonus to Con, a +2 bonus on Listen checks, and a +2 bonus to resist and disbelieve illusions. When they take on this aspect, the body of an aspect changer becomes tougher and somewhat smaller, and they get a natural glint of mischief in their eyes (this doesn’t affect their personality however). Aspect of Littlun: The aspect changer gains the (Halfling) subtype. They gain a +2 enhancement bonus to Dex, and a +1 bonus to all saves, and an extra +2 bonus to saves to resist fear. They also gain a +2 bonus on Climb, Jump, Move Silently and Listen checks. When they take on this aspect, the body of an aspect changer becomes more agile and dexterous, and they become more able at moving effectively. Aspect of Hyena: The aspect changer gains the (Gnoll) subtype. They gain a +2 enhancement bonus to Str, a +2 enhancement bonus to Con, and a +1 natural armour bonus to AC. When they take on this aspect, the body of an aspect changer becomes hairier, and they grow tougher and more muscular. Aspect of Goblinkind: The aspect changer gains the (Goblinoid) subtype. They gain a +2 enhancement bonus to Dex and a +4 bonus on Hide and Move Silently. When they take on this aspect, the body of an aspect changer becomes more agile and dexterous, and they gain a natural insight in the art of stealth. Aspect of Humanity: The aspect changer gains the (Human) subtype. They gain a +2 bonus on two skills of their choice and they gain an extra feat. They lose this feat when they lose this aspect, but can regain it, or gain a different feat, when they chose to adopt this aspect again. When they take on this aspect, the body of an aspect changer becomes different in a strange way. They do not look much different from before, but their hands move more securely in their tasks and their eyes have a strange glint of curiosity and intelligence within them. Aspect of Orkendom: The aspect changer gains the (Orc) subtype. They gain a +4 enhancement bonus to Str, and the range of their darkvision doubles. When they take on this aspect, the body of an aspect changer becomes much more muscular, and their skin takes on a greenish tint, while their eyes become slightly more reddish. Aspect of Pun-Pun: The aspect changer gains the (Joke) and (Reptilian) suptypes. They gain a +2 enhancement bonus to Dex, a +3 natural armour bonus to AC. They also gain a primary bite attack (at their full base attack bonus) and two secondary claw attacks (at their base attack bonus -5 and adding only half their Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the aspect changer's size (1d6 for a Medium one, or 1d4 for a Small one), while the claws deal piercing and slashing damage equal to a dagger of the aspect changer's size (1d4 for a Medium one, or 1d3 for a Small one). When they take on this aspect, the body of an aspect changer becomes somewhat scaly and their nails grow into claws, while their teeth become larger and sharper, granting them their new natural attacks (if they did not have them already). Aspect of Raptoran: The aspect changer gains the (Raptoran) subtype. They gain a +10 bonus on Jump checks and a +1 bonus on Climb and Spot checks. Whenever carrying no more than a light load, falling damage is negated, as if they had a feather fall spell cast on them. They gain a fly speed equal to their base speed with average maneuverability. Aspect changers who take on this aspect grow wings (feathery or bat-like at their option). The wings give them a -2 penalty on Disguise checks. Aspect of Elements: At fifteenth level, an aspect changer gains access to the Aspect of Elements ability. They can align themselves with the natural powers of the elements that are all around them. They can gain one of the following aspects once at a time: Aspect of Fire: The aspect changer gains the (Fire) subtype, and their body bursts into flame. Their natural weapons and any weapons they wield are treated as having the Flaming property, and they gain immunity to fire and vulnerability to cold. Creatures attacking the aspect changer also take 1d6 fire damage. While having this aspect, the aspect changer has immunity to poison, sleep, paralysis, and stunning. Aspect of Ice: The aspect changer gains the (Cold) subtype, and their body is covered in a layer of frost, the air around them feeling and smelling cool. Their natural weapons and any weapons they wield are treated as having the Frost property, and they gain immunity to cold and vulnerability to fire. Creatures attacking the aspect changer also take 1d6 cold damage. While having this aspect, the aspect changer has immunity to poison, sleep, paralysis, and stunning. Aspect of Water: The aspect changer gains the (Water) subtype, granting them the ability to breathe underwater and a swim speed equal to double their normal speed, as well as a +8 bonus on Swim checks and the ability to take 10 on Swim checks. Due to adopting this aspect, the body of an aspect changer becomes semifluid, granting them a +10 bonus to Escape Artist checks, and the ability to put out flames as large as or smaller than themselves. While having this aspect, the aspect changer has immunity to poison, sleep, paralysis, and stunning. Aspect of Earth: The aspect changer gains the (Earth) subtype, and their body becomes tough and rocklike. Their natural armour bonus becomes +8 (replacing any other natural armor bonus they have, though enhancement bonuses to natural armor still apply normally), and they gain Burrow and Climb speeds of 20 feet. They get a +8 bonus on Climb checks and may always take 10. While having this aspect, the aspect changer has immunity to poison, sleep, paralysis, and stunning. Aspect of Air: The aspect changer gains the (Air) subtype, and their body is surrounded by small gusts of wind blowing around their clothes and hair. They gain a fly speed of 100 feet with perfect maneuverability. Their natural and wielded weapons are considered to have the Shocking and Thunderous properties. While having this aspect, the aspect changer has immunity to poison, sleep, paralysis, and stunning. |
| M-bark03-23-08, 04:22 PM | Path of the Martial Expert An aspect changer who chooses the Path of the Martial Expert gains proficiency with all martial weapons, all types of armour, and shields, for as long as he remains following the Path of the Honorable Sword. An aspect changer who makes the Path of the Martial Expert his own must choose a combat style. He gains bonus feats according to his combat style, but loses them when he changes his Path. Combat Style 2nd level Feat 6th level Feat 11th level Feat Bear-Wrestling Improved Grapple Improved Critical Snatch Arrows Mounted Combat Ride-By Attack Spirited Charge Trample Piscator Exotic Weapon Proficiency (net) Improved Trip Improved Critical Ranged Rapid Shot Manyshot Improved Precise Shot Strong Arm Power Attack Improved Sunder Great Cleave Throwing Quick Draw Point Blank Shot Far Shot Two-Weapon Two-Weapon Fighting Improved Two-Weapon Fighting Greater Two-Weapon Fighting Furthermore, an aspect changer who chooses the Path of the Martial Expert must choose one kind of weapon he is proficient with. He gains the following feats for the use of that weapon, provided that he is of a high enough level: Typeshifter Bonus Level Feat 2 Weapon Focus 4 Weapon Specialization 8 Greater Weapon Focus 12 Greater Weapon Specialization Path of the Absolute Trickster If an aspect changer chooses the Path of the Absolute Trickster, he may choose a number of Skill Tricks equal to half his aspect changer levels (rounded up). If you already possess a number of Skill Tricks, they count towards the limit. He also gains the trapfinding class feature, and a +2 competence bonus on Disable Device, Hide, Move Silently, Open Lock, and Search checks, and a +2 bonus on Reflex saves. At 10th level, the bonuses improve to +4, and at 18th level, they improve to +6. Trapfinding: You can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An aspect changer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Skill Tricks: Skill tricks allow a character to perform such cinematic effects as swinging across a chasm hanging from a whip, leaping off a warhorse while swinging a sword, jumping and running up a wall, and other similar actions popular in movies. The four types of skill tricks are interaction, manipulation, mental, and movement. Each type focuses on a different subset of skills. Interaction: These skill tricks influence social interaction between PCs and NPCs. They typically rely on skills used in those situations, such as Bluff, Diplomacy, and Sense Motive. Anyone who relies on social interaction to achieve their goals can benefit from them. Interaction Prerequisites Benefit Assume Quirk Disguise 5 ranks Familiar viewers get no bonus to see through your disguise Group Fake-Out Bluff 8 ranks Feint against multiple foes simultaneously Never Outnumbered Intimidate 8 ranks Demoralize multiple foes in combat simultaneously Second Impression Bluff 5 ranks, Disguise 5 ranks Make Bluff check to reestablish blown disguise Social Recovery Bluff 8 ranks, Diplomacy 5 ranks Make Bluff check to replace a failed Diplomacy check Timely Misdirection Bluff 8 ranks Successful feint allows you to avoid attacks of opportunity Manipulation: A manipulation skill trick depends on the character's manual dexterity to perform some act of legerdemain. Such tricks use skills that employ similar talents, including Disable Device, Open Lock, and Sleight of Hand. Manipulation Prerequisites Benefit Clever Improviser Disable Device 5 ranks, Open Lock 5 ranks Ignore penalty for Disable Device and Open Lock checks made without tools Conceal Spellcasting Concentration 1 rank, Sleight of Hand 5 ranks, Spellcraft 1 rank Conceal your spellcasting from onlookers Easy Escape Medium or smaller size, Escape Artist 8 ranks Gain bonus on check to escape grapple or pin False Theurgy Bluff or Sleight of Hand 8 ranks, Spellcraft 8 ranks Your spell appears to be another spell of the same level Healing Hands Heal 5 ranks Heal 1d6 damage when you stabilize a dying character Hidden Blade Sleight of Hand 5 ranks Quick Draw Draw hidden weapon as move action; treat foe as flat-footed Mosquito's Bite Sleight of Hand 12 ranks Flat-footed target does not notice damage you deal with a light weapon Opening Tap Open Lock 12 ranks Open a lock as a swift action Quick Escape Escape Artist 12 ranks Escape from grapple or restraints more quickly than normal Shrouded Dance Hide 8 ranks, Perform (dance) 5 ranks Use move action to gain concealment for 1 round Sudden Draw Sleight of Hand 8 ranks Quick Draw Draw hidden weapon as part of attack of opportunity Whip Climber Use Rope 5 ranks, proficiency with whip Use a whip as a grappling hook Mental: These tricks pit the mind and senses of the character against an opponent. Mental tricks focus on skills such as Concentration, Knowledge, and Spot. Since this category includes a wide range of skills, many different characters dabble in such tricks. Mental Prerequisites Benefit Clarity of Vision Spot 12 ranks Notice invisible enemies for 1 round Collector of Stories Knowledge (any) 5 ranks Gain +5 bonus on Knowledge checks to identify monsters Listen to This Listen 5 ranks Perfectly repeat what you've recently heard Magical Appraisal Appraise 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 12 ranks Determine properties of magic items Point it Out Spot 8 ranks Grant ally a free Spot check to see something you've spotted Spot the Weak Point Spot 12 ranks Make your next attack a touch attack Swift Concentration Concentration 12 ranks Maintain concentration on spell as swift action Movement: As the name suggests, movement tricks typically involve the character physically moving from one location to another. They use skills that come into play during movement, such as Balance, Jump, Move Silently, and Tumble. Anyone looking for an edge on the battlefield has something to gain from them. Movement Prerequisites Benefit Acrobatic Backstab Tumble 12 ranks Move through foe's space to render it flat-footed Back on Your Feet Tumble 12 ranks React immediately to stand up from prone Corner Perch Climb 8 ranks Perch in chimney or corner to leave hands free Dismount Attack Ride 5 ranks Make a fast dismount from moving mount to charge a foe Escape Attack Escape Artist 8 ranks Make an attack the same round you escape a grapple Extreme Leap Jump 5 ranks Horizontal jump of at least 10 feet allows 10 extra feet of movement that round Leaping Climber Climb 5 ranks, Jump 5 ranks Add jump distance to start of climb Nimble Charge Balance 5 ranks Run or charge across difficult surface without Balance check Nimble Stand Tumble 8 ranks Stand from prone safely Quick Swimmer Swim 5 ranks Swim 10 additional feet with successful check Slipping Past Escape Artist 5 ranks, Tumble 5 ranks Move into tight space without penalties Speedy Ascent Climb 5 ranks Climb 10 additional feet with successful check Tumbling Crawl Tumble 5 ranks Crawl 5 feet without provoking attacks of opportunity Twisted Charge Balance 5 ranks, Tumble 5 ranks Make one direction change during a charge Up the Hill Balance 5 ranks, Jump 5 ranks Move up slope or stairs at normal speed Walk the Walls Climb 12 ranks, Tumble 5 ranks Run straight up wall for 1 round Wall Jumper Climb 5 ranks, Jump 5 ranks Leap from wall as if making a running jump Path of the Divinely Blessed You gain the ability to prepare and cast divine spells, which may be chosen from the spell lists of the cleric and druid. You prepare and cast these spells just as a cleric does, except that you cannot spontaneously cast spells. You gain bonus spells for a high Charisma score, just as a sorcerer does. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (religion) checks and a +2 bonus on Fortitude and Will saves; at 10th level, the bonuses improve to +4, and at 18th level, the bonuses improve to +6. Path of the Arcane Soul You gain the ability to prepare and cast arcane spells, which may be chosen from the wizard/sorcerer spell list. You prepare and cast these spells just as a wizard does, excluding the use of a spellbook. Instead, you meditate like a sorcerer does to regain his spells per day. You gain bonus spells for a high Charisma score, just as a sorcerer does. Your caster level is equal to your class level. You also gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks and a +2 bonus on Will saves, at 10th level, the bonuses improve to +4, and at 18th level, the bonuses improve to +6. Path of the Disciplined Mind You gain the ability to manifest psionic powers, which may be chosen from the wilder/psion list. You gain bonus power points for a high Charisma score, just as a wilder does. Your manifester level is equal to your class level. You also gain a +2 competence bonus on Knowledge (psionics) checks and Psicraft checks and a +2 bonus on Will saves. At 10th level, the bonuses improve to +4, and at 18th level, the bonuses improve to +6. Path of the Wild Life You gain wild empathy and woodland stride as class abilities, a +2 competence bonus on Climb, Handle Animal, Jump, Knowledge (nature), and Survival checks, and a +2 bonus on Fortitude saves. At 10th level, the bonuses improve to +4, and at 18th level, they improve to +6. You also gain an animal companion as a ranger. |
| M-bark03-24-08, 12:14 PM | :bump: |