Sub-Epic Offerings

I can try. :)
I appreciate that bro. Hope you're doing well these days, glad to see you're still posting, you always make such interesting stuff.
P.S. Psicraft is fused inside Spellcraft in PF1
"Psicraft and Use Psionic Device no longer exist as skills. Characters that had skill points in Psicraft now instead have points in Spellcraft, and characters that had skill points in Use Psionic Device now have points in Use Magic Device."
I still make them separate things, just like Magic Resistance doesn't work against Psionic Powers and likewise Psionic Resistance doesn't work against Magic Powers.

But yes, technically you're right.
 

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Obly99

Hero
Assassin (Base-Unchained Rogue Archetype)

Alters sneak attack; Replaces trapfinding, danger/trap sense

Assassins learn to hunt down and dispose of their prey in the most expedient manner available. They are patient killers, blending in with the background. Some hide in the shadows. Others hide in plain sight, adopting the dress and mannerisms best suited to get close to their victim, and wait for the opportune time to strike.

Infiltrator (Ex): The assassin may add ½ her level (minimum 1) to Acrobatics, Disguise, and Stealth checks. She can apply her Intelligence modifier to Disguise checks instead of Charisma.
This replaces trapfinding.

Sneak Stab (Ex): An assassin focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a light piercing or slashing weapon (or a natural weapon that deal piercing or slashing damage), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This alters sneak attack.

Assassin Talents: The assassin adds the following rogue talents to her list:
  • Another Face in the Crowd (Ex): The assassin is adept at blending in with the masses, losing herself in the multitude. She can make a Disguise skill check in place of a Stealth check to move unnoticed, opposed by Perception checks by those in the vicinity, provided there are ten or more people within 10 feet of her and she is dressed in similar fashions to those around her. The assassin can do this even if directly observed, so long as at least six people are between her and the observer.​
  • Assassin’s Dust (Su): Once per day as a full-round action, the assassin can generate a vial of Assassin’s Dust. Only her can use this dust and it lose its potency after 24 hours.​
  • Critical Expertise (Ex): The assassin learns to be more accurate and deadly with her strikes. She adds a bonus equal to 1/3 her assassin level to all critical hit confirmation rolls. If the assassin also has the explosive action talent, the bonus is doubled on all critical confirmation rolls made during a surprise round or when an opponent is denied his Dexterity bonus to AC.​
  • Explosive Action (Ex): An assassin with this talent can take a full-attack action during a surprise round. She can also take a five foot step during the surprise round, either before or after her full-attack action. The assassin must be at least 8th level to select this talent.​
  • Hidden Weapons (Ex): An assassin with this talent can easily conceal weapons on her body. The assassin adds 1/2 her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.​
  • Lethal Range (Ex): This talent increases the maximum range at which the assassin can make sneak attacks or death attacks by 10 feet. This talent may be taken multiple times.​
  • Lost in the Crowd (Su): The assassin can use her ability to disappear into a group of people. As long as the assassin is within 10 feet of ten or more people, she can make a Disguise check (instead of the normal Stealth check) to hide herself from view, even while being observed. The assassin must have the another face in the crowd talent and be at least 12th level to select this talent.​
  • Master of Disguise (Ex): An assassin with this talent can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.​
  • Quick Change (Ex): An assassin with this talent can assume a disguise in only 2d4 rounds by taking a –10 penalty on his Disguise check. This penalty drops to –5 at 10th level. The assassin must have the master of disguise talent and be at least 6th level to select this talent.​
  • Quick Comeback (Ex): When using a Bluff skill check to deceive an opponent, the assassin can quickly cover for any holes in her story. When an opponent rolls an opposing Sense Motive check, he must roll twice and take the lower result.​
  • Stranglehold (Ex): The assassin can deal her sneak attack damage against a grappled opponent whenever she succeeds at a grapple maneuver check to damage or pin an opponent. The assassin is always considered to be flanking her opponent for purposes of using this ability (and abilities which negate flanking also negate use of this ability).​
Advanced Assassin Talents:
  • Quiet Death (Ex): Whenever an assassin with this talent kills a creature during a surprise round using her death attack, she can make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection. This ability cannot be used when making a death attack with a firearm or other loud weapons, unless oil of silence or another ability that reduces the sounds produced is used (DM’s discretion).​
  • Resurrection Sense (Su): An assassin with this talent senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.​
  • Shift Alignment (Su): An assassin with this talent can even disguise her aura. This fools magic can discern alignment, such as detect evil. She may choose to detect as a specific alignment, or as no alignment at all. When the assassin assumes an alignment, she can choose to have all spells and magic items affect him as if she were that alignment. For example, an evil assassin could shift her alignment to good and be unaffected by holy smite. An assassin can mask her alignment or emulate another alignment as a standard action. Shifting between masking and emulating is also a standard action. Either effect lasts until she changes it again or ends the effect. The assassin must be at least 14th level to select this talent.​
  • Superficial Knowledge (Ex): An assassin with this talent can make untrained Knowledge or Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to ½ her class level on these checks. For example, an assassin in the guise of an innkeeper can make untrained Profession (innkeeper) checks to appear proficient at the job and maintain the disguise, and Knowledge (local) checks to discuss local gossip and regulars to the inn, but she cannot make Knowledge (religion) checks untrained to identify undead. The assassin must have the master of disguise talent to select this talent.​
  • Swift Death (Ex): Once per day, an assassin with this talent can make a death attack against a foe without studying the foe beforehand. She must still sneak attack her foe using a weapon that deals damage (or as long the usual conditions are meets if she has the Perfect Assassin class feature). The assassin must be at least 14th level to select this talent.​
This alters rogue talents.

Greater Poison Use: Starting at 3rd level, assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon or single piece of ammunition. She can apply poison to a weapon or single piece of ammunition as a move action instead of a standard action. This is reduced to a swift action at 8th level.
This replaces danger/trap sense +1.

Death Attack (Ex): Starting at 6th level, if an assassin spends 3 rounds studying and then makes a sneak attack that successfully deals damage, the sneak attack has the additional effect of either killing or paralyzing the target (assassin’s choice) if the target fails a Fortitude saving throw against the attack. The DC for this save is equal to 10 + ½ the assassin’s class level + the assassin’s Intelligence modifier. Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack may still be a sneak attack if the target is denied his Dexterity bonus to AC or is flanked). If the victim fails his save against the kill attack, he dies. If he fails his save against the paralysis attack, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 levels of the assassin. Once the assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If the death attack fails, or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can make another death attack.
The amount of time needed to study a target is reduced to 2 rounds when the assassin reaches 10th level, and to a single round at 14th level.
This replaces danger/trap sense +2.

True Death (Su): Starting at 9th level, anyone slain by an assassin’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 11 + the assassin’s level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 11 + the assassin’s level.
This replaces danger/trap sense +3.

Hide in Plain Sight (Su): At 12th level, an assassin can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, an assassin can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
This replaces danger/trap sense +4.

Angel of Death (Su): At 15th level, the assassin becomes a true master of death. When the assassin kills a target with a successful death attack, she can choose to cause the target’s body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal).
This replaces danger/trap sense +5.

Perfect Assassin (Ex): At 18th level, the assassin can make a death attack even if the attack itself is not a sneak attack as long the usual conditions are meets (the target was studied for 1 round and does not detects the assassin or recognizes the assassin as an enemy and the target is denied his Dexterity bonus to AC or is flanked).
This replaces danger/trap sense +6.
Creator’s Note: This is thought for allowing the assassin to make death attack on creatures with fortification or that are immune to critical hits.
 
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Assassin (Base-Unchained Rogue Archetype)

Alters sneak attack, rogue talents; Replaces trapfinding, danger/trap sense

Assassins learn to hunt down and dispose of their prey in the most expedient manner available. They are patient killers, blending in with the background. Some hide in the shadows. Others hide in plain sight, adopting the dress and mannerisms best suited to get close to their victim, and wait for the opportune time to strike.

Infiltrator (Ex): The assassin may add ½ her level (minimum 1) to Acrobatics, Disguise, and Stealth checks. She can apply her Intelligence modifier to Disguise checks instead of Charisma.
This replaces trapfinding.

Sneak Stab (Ex): An assassin focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a light piercing or slashing weapon (or a natural weapon that deal piercing or slashing damage), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
This alters sneak attack.

Assassin Talents: The assassin adds the following rogue talents to her list:
  • Another Face in the Crowd (Ex): The assassin is adept at blending in with the masses, losing herself in the multitude. She can make a Disguise skill check in place of a Stealth check to move unnoticed, opposed by Perception checks by those in the vicinity, provided there are ten or more people within 10 feet of her and she is dressed in similar fashions to those around her. The assassin can do this even if directly observed, so long as at least six people are between her and the observer.​
  • Assassin’s Dust (Su): Once per day as a full-round action, the assassin can generate a vial of Assassin’s Dust. Only her can use this dust and it lose its potency after 24 hours.​
  • Critical Expertise (Ex): The assassin learns to be more accurate and deadly with her strikes. She adds a bonus equal to 1/3 her assassin level to all critical hit confirmation rolls. If the assassin also has the explosive action talent, the bonus is doubled on all critical confirmation rolls made during a surprise round or when an opponent is denied his Dexterity bonus to AC.​
  • Explosive Action (Ex): An assassin with this talent can take a full-attack action during a surprise round. She can also take a five foot step during the surprise round, either before or after her full-attack action. The assassin must be at least 8th level to select this talent.​
  • Hidden Weapons (Ex): An assassin with this talent can easily conceal weapons on her body. The assassin adds 1/2 her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.​
  • Lethal Range (Ex): This talent increases the maximum range at which the assassin can make sneak attacks or death attacks by 10 feet. This talent may be taken multiple times.​
  • Lost in the Crowd (Su): The assassin can use her ability to disappear into a group of people. As long as the assassin is within 10 feet of ten or more people, she can make a Disguise check (instead of the normal Stealth check) to hide herself from view, even while being observed. The assassin must have the another face in the crowd talent and be at least 12th level to select this talent.​
  • Master of Disguise (Ex): An assassin with this talent can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.​
  • Quick Change (Ex): An assassin with this talent can assume a disguise in only 2d4 rounds by taking a –10 penalty on his Disguise check. This penalty drops to –5 at 10th level. The assassin must have the master of disguise talent and be at least 6th level to select this talent.​
  • Quick Comeback (Ex): When using a Bluff skill check to deceive an opponent, the assassin can quickly cover for any holes in her story. When an opponent rolls an opposing Sense Motive check, he must roll twice and take the lower result.​
  • Stranglehold (Ex): The assassin can deal her sneak attack damage against a grappled opponent whenever she succeeds at a grapple maneuver check to damage or pin an opponent. The assassin is always considered to be flanking her opponent for purposes of using this ability (and abilities which negate flanking also negate use of this ability).​
Advanced Assssin Talents:
  • Quiet Death (Ex): Whenever an assassin with this talent kills a creature during a surprise round using her death attack, she can make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying her as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection. This ability cannot be used when making a death attack with a firearm or other loud weapons, unless oil of silence or another ability that reduces the sounds produced is used (DM’s discretion).​
  • Resurrection Sense (Su): An assassin with this talent senses if a creature she has slain within the last year has been restored to life, as long as they are both on the same plane.​
  • Shift Alignment (Su): An assassin with this talent can even disguise her aura. This fools magic can discern alignment, such as detect evil. She may choose to detect as a specific alignment, or as no alignment at all. When the assassin assumes an alignment, she can choose to have all spells and magic items affect him as if she were that alignment. For example, an evil assassin could shift her alignment to good and be unaffected by holy smite. An assassin can mask her alignment or emulate another alignment as a standard action. Shifting between masking and emulating is also a standard action. Either effect lasts until she changes it again or ends the effect. The assassin must be at least 14th level to select this talent.​
  • Superficial Knowledge (Ex): An assassin with this talent can make untrained Knowledge or Profession checks pertaining to her cover or assumed identity as if she were trained and gains a bonus equal to ½ her class level on these checks. For example, an assassin in the guise of an innkeeper can make untrained Profession (innkeeper) checks to appear proficient at the job and maintain the disguise, and Knowledge (local) checks to discuss local gossip and regulars to the inn, but she cannot make Knowledge (religion) checks untrained to identify undead. The assassin must have the master of disguise talent to select this talent.​
  • Swift Death (Ex): Once per day, an assassin with this talent can make a death attack against a foe without studying the foe beforehand. She must still sneak attack her foe using a weapon that deals damage (or as long the usual conditions are meets if she has the Perfect Assassin class feature). The assassin must be at least 14th level to select this talent.​
This alters rogue talents.

Greater Poison Use: Starting at 3rd level, assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon or single piece of ammunition. She can apply poison to a weapon or single piece of ammunition as a move action instead of a standard action. This is reduced to a swift action at 8th level.
This replaces danger/trap sense +1.

Death Attack (Ex): Starting at 6th level, if an assassin spends 3 rounds studying and then makes a sneak attack that successfully deals damage, the sneak attack has the additional effect of either killing or paralyzing the target (assassin’s choice) if the target fails a Fortitude saving throw against the attack. The DC for this save is equal to 10 + ½ the assassin’s class level + the assassin’s Intelligence modifier. Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack may still be a sneak attack if the target is denied his Dexterity bonus to AC or is flanked). If the victim fails his save against the kill attack, he dies. If he fails his save against the paralysis attack, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 levels of the assassin. Once the assassin has completed the 3 rounds of study, she must make the death attack within the next 3 rounds.
If the death attack fails, or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can make another death attack.
The amount of time needed to study a target is reduced to 2 rounds when the assassin reaches 10th level, and to a single round at 14th level.
This replaces danger/trap sense +2.

True Death (Su): Starting at 9th level, anyone slain by an assassin’s death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 11 + the assassin’s level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 11 + the assassin’s level.
This replaces danger/trap sense +3.

Hide in Plain Sight (Su): At 12th level, an assassin can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, an assassin can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow.
This replaces danger/trap sense +4.

Angel of Death (Su): At 15th level, the assassin becomes a true master of death. When the assassin kills a target with a successful death attack, she can choose to cause the target’s body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal).
This replaces danger/trap sense +5.

Perfect Assassin (Ex): At 18th level, the assassin can make a death attack even if the attack itself is not a sneak attack as long the usual conditions are meets (the target was studied for 1 round and does not detects the assassin or recognizes the assassin as an enemy and the target is denied his Dexterity bonus to AC or is flanked).
This replaces danger/trap sense +6.
Creator’s Note: This is thought for allowing the assassin to make death attack on creatures with fortification or that are immune to critical hits.
This is cooool I really like this one.
 

Obly99

Hero
Monstrous Bond [revisited version of the one from Mystical Kingdom of Monsters]
You have picked up an unusual animal companion or mount.
Prerequisite: Ability to have an animal companion.
Benefit: You can now gain an aberration, animal, dragon, fey, magical beast, monstrous humanoid, ooze, plant, or vermin as your animal companion. You acquire and advance this companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion (but with some differences, see below); some creatures (due to their intelligence, aggressiveness, or simply their rarity) may be difficult to obtain and require a specific Quest (GM's discretion). Intelligent creatures (Int 3 or higher) always require you to convince the creature. You can also dismiss the creature, as dictated by your class feature. Subtract the chosen creature’s Challenge Rating (CR, minimum 1) from your effective Druid level to determine when you can gain it as a companion (once your effective level with that creature is 0 or more) and when it starts gaining additional bonuses (for selecting a Nekomata, you must be an effective druid level of 6). If your effective level with that creature is 0, your companion only gain link and share spells, even if normally are gained at 1st level. Also the following differences apply for the animal companion progression:
  • Companions use their base monster sheet, upon which they apply all the advancement bonuses of an animal companion of the appropriate level
  • Companions use their appropriate HD for hit points instead of the d8
  • Companions have BaB progression based in their type
  • Companions have good/bad saving throws based on their type
  • Companions gains skill points for HD based on their type
  • Companions gains a +1 to an ability score at 4 HD and every 4 HD thereafter
  • Companions gains a feat every odd HD
  • Companions with an Intelligence score of 3 or more do not gain tricks​
HD from animal companion advancement count as racial HD for increase features based on racial HD. You can affect your companion with spells that normally target animals. This does not change any of the spells’ other aspects. This feat does not allow you to apply this benefit to another bonded creature such as a familiar or eidolon. You cannot gain a creature with class levels as a companion.
Special: Even if you count as having a lesser druid level for your companion advancement, you and it still count as having your full druid level for meet prerequisites and interact with effects (eg. you are a druid of 15th level with a Cetus companion, you still count as having a 15th level animal companion and your animal companion count as with an effective druid level of 15th for meet prerequisites and interact with effects).

Exemples:

Bulette Companion (Druid level 10)

N Huge magical beast

Init +7; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +14

DEFENSE

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)

hp 115 (11d10+55)

Fort +12, Ref +10, Will +6

Defensive Abilities evasion

OFFENSE

Speed 40 ft., burrow 20 ft.

Melee bite +17 (2d8+10/17–20) and 2 claws +16 (2d6+7)

Space 15 ft.; Reach 10 ft.

Special Attacks leap, savage bite

STATISTICS

Str 24, Dex 16, Con 20, Int 2, Wis 13, Cha 6

Base Atk +11; CMB +11; CMD 31 (35 vs. trip)

Feats Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (bite)

Skills Acrobatics +9 (+17 jumping), Perception +14; Racial Modifiers +4 on Acrobatics checks made to jump

SQ link, share spells, tricks (attack, defend)


Ettercap Companion (Druid level 15)

NE Medium aberration

Init +7; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE

AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)

hp 133 (14d8+70)

Fort +10, Ref +12, Will +11; +4 against enchantment

Defensive Abilities devotion, evasion

OFFENSE

Speed 30 ft., climb 30 ft.

Melee bite +16 (1d6+4 plus poison) and 2 claws +16 (1d4+4)

Special Attacks traps, web (+16 ranged, DC 21, hp 14)

STATISTICS

Str 18, Dex 22, Con 18, Int 6, Wis 15, Cha 8

Base Atk +10; CMB +14; CMD 30

Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, MultiattackB, Power Attack, Toughness, Weapon Finesse

Skills Climb +14, Craft (trapmaking) +8, Perception +19, Stealth +7; Racial Modifiers +8 on Craft (trapmaking)

Languages Common

SQ link, share spells, spider empathy +17
 
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Monstrous Bond [revisited version from Mystical Kingdom of Monsters]
You have picked up an unusual animal companion or mount.
Prerequisite: Ability to have an animal companion.
Benefit: You can now gain an aberration, dragon, fey, magical beast, monstrous humanoid, ooze, plant, or vermin as your animal companion. You acquire and advance this companion in the same way as an animal companion detailed in the class feature that grants you access to your animal companion (but with some differences, see below); some creatures (due to their intelligence, aggressiveness, or simply their rarity) may be difficult to obtain and require a specific Quest (GM's discretion). Intelligent creatures (Int 3 or higher) always require you to convince the creature. You can also dismiss the creature, as dictated by your class feature. Subtract the chosen creature’s Challenge Rating (CR, minimum 1) from your effective Druid level to determine when you can gain it as a companion (once your effective level with that creature is 0 or more) and when it starts gaining additional bonuses (for selecting a Nekomata, you must be an effective druid level of 6). If your effective level with that creature is 0, your companion only gain link and share spells, even if normally are gained at 1st level. Also the following differences apply for the animal companion progression:
  • Companions use their base monster sheet, upon which they apply all the advancement bonuses of an animal companion of the appropriate level
  • Companions use their appropriate HD for hit points instead of the d8
  • Companions have BaB progression based in their type
  • Companions have good/bad saving throws based on their type
  • Companions gains skill points for HD based on their type
  • Companions gains a +1 to an ability score at 4 HD and every 4 HD thereafter
  • Companions gains a feat every odd HD
  • Companions with an Intelligence score of 3 or more do not gain tricks​
HD from animal companion advancement count as racial HD for increase features based on racial HD. You can affect your companion with spells that normally target animals. This does not change any of the spells’ other aspects. This feat does not allow you to apply this benefit to another bonded creature such as a familiar or eidolon. You cannot gain a creature as a companion with class levels.
Special: Even if you count as having a lesser druid level for your companion advancement, you and it still count as having your full druid level for meet prerequisites and interact with effects (eg. you are a druid of 15th level with a Cetus companion, you still count as having a 15th level animal companion and your animal companion count as with an effective druid level of 15th for meet prerequisites and interact with effects).

Exemples:

Bulette Companion (Druid level 10)

N Huge magical beast

Init +7; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +14

DEFENSE

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)

hp 115 (11d10+55)

Fort +12, Ref +10, Will +6

Defensive Abilities evasion

OFFENSE

Speed 40 ft., burrow 20 ft.

Melee bite +17 (2d8+10/17–20) and 2 claws +16 (2d6+7)

Space 15 ft.; Reach 10 ft.

Special Attacks leap, savage bite

STATISTICS

Str 24, Dex 16, Con 20, Int 2, Wis 13, Cha 6

Base Atk +11; CMB +11; CMD 31 (35 vs. trip)

Feats Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (bite)

Skills Acrobatics +9 (+17 jumping), Perception +14; Racial Modifiers +4 on Acrobatics checks made to jump

SQ link, share spells, tricks (attack, defend)


Ettercap Companion (Druid level 15)

NE Medium aberration

Init +7; Senses darkvision 60 ft., low-light vision; Perception +19

DEFENSE

AC 27, touch 17, flat-footed 20 (+6 Dex, +1 dodge, +10 natural)

hp 133 (14d8+70)

Fort +10, Ref +12, Will +11; +4 against enchantment

Defensive Abilities devotion, evasion

OFFENSE

Speed 30 ft., climb 30 ft.

Melee bite +16 (1d6+4 plus poison) and 2 claws +16 (1d4+4)

Special Attacks traps, web (+16 ranged, DC 21, hp 14)

STATISTICS

Str 18, Dex 22, Con 18, Int 6, Wis 15, Cha 8

Base Atk +10; CMB +14; CMD 30

Feats Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, MultiattackB, Power Attack, Toughness, Weapon Finesse

Skills Climb +14, Craft (trapmaking) +8, Perception +19, Stealth +7; Racial Modifiers +8 on Craft (trapmaking)

Languages Common

SQ link, share spells, spider empathy +7
This I love, this should have always been a thing imo.
 

Obly99

Hero
Gatorfolk CR 4

N Medium monstrous humanoid

Init +1; Senses darkvision 30 ft., low-light vision, murksight, scent; Perception +13

Aura frightful presence (DC 14, 15 ft.)

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)

hp 42 (5d10+15) fast healing 1

Fort +4, Ref +5, Will +7

Defensive Abilities ferocity; DR 5/magic; Immune disease; Resistance acid 10, fire 10; SR 10

Weakness vulnerable to cold

OFFENSE

Speed 20 ft., swim 30 ft.; sprint

Melee bite +8 (1d8+3 plus grab), tail slap +3 (1d6+1)

Space 5 ft.; Reach 5 ft. (10 with tail slap)

Special Attacks death dive (1d8+3), death roll (1d8+3), lunging bite

STATISTICS

Str 17, Dex 12, Con 16, Int 13, Wis 16, Cha 15

Base Atk +5; CMB +8 (+12 grapple); CMD 19

Feats Alertness, Intimidating Prowess, Power Attack

Skills Intimidate +13, Perception +13, Sense Motive +11, Stealth +9 (+15 in water), Survival +10, Swim +15; Racial Modifiers +6 Stealth in water

Languages Boggard, Gatorfolk

SQ crocodile empathy +7, hold breath, marshwight, powerful build, swamp strider

ECOLOGY

Environment warm marshes

Organization solitary, pair, hunting squad (1d2+2) or village (3d4 plus 1d6 elite hunters of 2nd level, one shaman of 3rd level, one King Crocodile, and 4d6 children and elderly people non-combatants)

Treasure incidental

Crocodile Empathy (Ex)
This ability functions as the druid’s wild empathy ability using the gatorfolk HD as its druid level, save that a gatorfolk can only use this ability on crocodilians.

Death Dive (Ex)
When grappling a foe of its size or smaller, a gatorfolk in water can perform a deadly dive upon making a successful grapple check. As it clings to its foe, it uses the force of its powerful tail to propel it downward in the water, allowing it to use both the move and damage actions as part of its grapple attempt. If successful, the gatorfolk maintains its grapple. A gatorfolk cannot use death dive and death roll at the same time.

Death Roll (Ex)
When grappling a foe of its size or smaller, a gatorfolk can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The gatorfolk inflicts its bite damage and knocks the creature prone. If successful, the gatorfolk maintains its grapple.

Marshwight (Ex)
A gatorfolk cannot be tracked in a marsh environment (as if under a constant extraordinary pass without trace). A gatorfolk may choose to leave a trail if so desired.

Hold Breath (Ex)
A gatorfolk can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Lunging Bite (Ex)
Once per minute, a gatorfolk can extend the reach of its bite attack by 5 feet without taking the normal penalties to AC associated with the Lunge feat.
This extended reach applies only to the gatorfolk’s bite attack and lasts until the start of the creature’s next turn.

Murksight (Ex)
A gatorfolk can see through murky water as if it was perfectly clear, up to its normal range of vision.

Powerful Build (Ex)
The physical stature of a gatorfolk lets them function in many ways as if they were one size category larger. Whenever a gatorfolk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), a gatorfolk is treated as one size larger if doing so is advantageous to him. A gatorfolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A gatorfolk can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Sprint (Ex)
Once per minute a gatorfolk may sprint, increasing its land speed to 40 feet for 1 round.

Swamp Strider (Ex)
A gatorfolk suffers no penalty to speed or on Acrobatics or Stealth checks in bogs and undergrowth.

Gatorfolk are a race of monstrous humanoids that inhabit warm swamps. Extremely xenophobic, they do not tolerate anyone who is not one of them in the territory they consider theirs unless it is for matters of extreme importance and even then the "guests" are watched on sight and are asked to leave as soon as possible. They are sworn enemies of the Boggard and the battles between the two races only end when one side is totally annihilated.

Variant Gatorfolk

King Crocodile (CR 6):
Treat them as gatorfolk, but apply the Advanced and Giant templates and the snap bite special attack of a deinosuchus.

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Obly99

Hero
Commando PrC

A commando is a highly trained soldier who is capable of carrying out high-risk missions behind enemy lines alone or in small groups.

BECOMING A COMMANDO

Hit Die: d10.

Requirement

ENTRY REQUIREMENTS

Base Attack Bonus: +4.

Feats: Alertness, Improved Unarmed Strike.

Skills: Climb 3 ranks, Disable Device 3 ranks, Stealth 6 ranks, Survival 6 ranks, Swim 3 ranks.

Class Skills

The Commando's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Commando
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+1​
+1​
+0​
Cover of darkness, powerful pugilist​
2nd​
+2​
+1​
+1​
+1​
Sneak attack +1d6, uncanny dodge, wild stride​
3rd​
+3​
+2​
+2​
+1​
Behind enemy lines (+2), trackless step​
4th​
+4​
+2​
+2​
+1​
Armored ease (–3), improved uncanny dodge​
5th​
+5​
+3​
+3​
+2​
Sneak attack +2d6, stealthy movement, trapsmith​
6th​
+6​
+3​
+3​
+2​
Behind enemy lines (+3), survivor’s spirit​
7th​
+7​
+4​
+4​
+2​
Camouflage, steady aim​
8th​
+8​
+4​
+4​
+3​
Hide in plain sight, sneak attack +3d6​
9th​
+9​
+5​
+5​
+3​
Behind enemy lines (+4), fearless​
10th​
+10​
+5​
+5​
+3​
Armored ease (–6), death attack, undetectable​

Class Features
All of the following are class features of the Commando.

Weapon and Armor Proficiency
Commando do not gain proficiency with any additional weapons or armor.

Cover of Darkness (Ex)
A commando gains darkvision with a range of 30 feet and low-light vision. If he already has darkvision, the range of his darkvision increases by 30 feet.

Powerful Pugilist (Ex)
A commando skill allows him to better utilize his unarmed strikes to their fullest potential. If his target is flat-footed, he inflicts an additional 2d6 points of damage against his foe with his unarmed strike; this is precision damage.
If the commando has levels in the brawler, monk, or another class that allow the scaling of the unarmed strike damage, commando levels stack with levels in that class for the purpose of calculate the final damage.
If the commando has no levels in that class, his base unarmed strike damage now deals the same damage of a monk of 1st level.

Sneak Attack
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 2nd level and every third level (5th, 8th). If a commando gets a sneak attack bonus from another source, the bonuses on damage stack.

Uncanny Dodge (Ex)
At 2nd level, a commando gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A commando with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a commando already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Wild Stride (Ex)
Starting at 2nd level, a commando learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield.
He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of natural difficult terrain (such as natural thorns, briars, overgrown areas, deep snow, sand, and similar terrain) at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise.
Provided he starts his turn on normal ground, the commando can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way.
He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.

Behind Enemy Lines (Ex)
Commandos are accustomed to acting alone. At 3rd level, when no ally is within 30 feet of the commando, he gains a +2 bonus on attack and weapon damage rolls. This bonus increases by +1 at 6th level and every three levels thereafter.

Trackless Step (Ex)
Starting at 3rd level, a commando leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Improved Uncanny Dodge (Ex)
At 4th level and higher, a commando can no longer be flanked. This defense denies enemies the ability to sneak attack the commando by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the commando has BaB.

Armored Ease (Ex)
A commando learn to adapt his movements to the restrictive nature of armor. Beginning at 4th level, a commando reduce the armor check penalty of any armor and shield with which he is proficient by 3 (to a minimum of 0) and medium armor no longer impart speed penalty to him. At 8th level, this reduction increases to 6 (to a minimum of 0) and heavy armor no longer impart speed penalty to him.

Stealthy Movement (Ex)
A commando learn to remain quiet and hidden even while mobile. At 5th level, a commando can move at full speed using the Stealth skill without penalty, and he can run using the Stealth skill taking a –10 penalty to the check.

Trapsmith
At 5th level, a commando can learn how to create one ranger trap. A commando can use a known trap a number of times per day equal to his highest mental modifier (minimum 1). The DC for a commando’s trap is equal to 10 + ½ his BaB + his highest mental modifier, and it lasts 1 day per level in the commando class he has.
A commando can set only extraordinary ranger traps with this ability; as with extraordinary ranger traps, the trap DC for these traps has a –2 penalty.
Every 3 days, the commando can change the selected trap.

Survivor’s Spirit (Ex)
At 6th level, a commando add his Command levels to Fortitude saves against disease and poison and all Constitution checks.

Camouflage (Ex)
A commando of 7th level or higher can use the Stealth skill to hide, even if the terrain doesn’t grant cover or concealment.

Steady Aim (Ex)
Starting at 7th level, a commando gains a +4 bonus to any readied attack action.

Hide in Plain Sight (Ex)
A commando of 8th level or higher can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a commando can hide herself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

Fearless (Ex)
A commando of 9th level or higher gains immunity to fear.

Death Attack (Ex)
If a commando of 10th level studies his victim for one round and then makes a sneak attack that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (commando’s choice). Studying the victim is a standard action. The death attack fails if the target detects the commando or recognizes the commando as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the commando’s class level + the commando’s highest mental modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the commando. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the commando has completed the round of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the commando does not launch the attack within 3 rounds of completing the study, a new round of study are required before he can attempt another death attack.

Undetectable (Ex)
At 10th level, a commando is under a constant extraordinary mind blank effect. Unlike the normal mind blank, this does not give the usual resistance bonus against mind-affecting. Also, a commando existence is so tenuous that he cannot be detected with strange sense. Creatures using unusual forms of sensory perception such as blindsight, greensight, scent or tremorsense cannot automatically foil the commando use of Stealth; such creatures must make a Perception check as normal to detect him when he makes use of the Stealth skill. This ability foils indirect detection (such as a creature using detect magic to search for the commando magical items while he’s using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and / or supernatural abilities specifically used to uncover information about him rather than enhancing the user's perception, such as the augury spell.
 

Obly99

Hero
Wand Master (Wizard Archetype)

Alters arcane bond; Replaces scribe scroll, wizard’s bonus feat of 5th, 10th, and 15th level

Many wizards form an arcane bond with a wand, but for some this bond becomes a powerful mystic union.

Arcane Bond (Ex): A wand master must select an item (wand) as her arcane bond. A wand master cannot prepare or cast wizard spells unless she is in possess of her wand (unlike a normal wizard who only need to make a concentration check if not in possess). The wand’s hit point and hardness increase by +2 per level the wand master possesses.
This alters arcane bond.

Hidden Bond (Sp): A wand master can change the appearance and magical aura of her wand item at will, as if using alter self and magic aura, but affecting only the item; for the purpose of alter self, instead of humanoid, the wand can be transformed into any item with the same size and similar shape (form of feathers for write are common).
This ability replaces scribe scroll.

Wand Force (Su): At 5th level, a wand master gains Craft Wand as a bonus feat. Whenever a wand master uses a wand, she calculates the DC for any spell it contains using her Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level, and the caster level increase to be equal to her wizard level, unless higher.
This ability replaces a wizard’s bonus feats normally gained at 5th and 15th level.

Wand Mastery (Su): At 10th level, a wand master wielding her wand increase the save DC of all her wizard spell by +1 and gains a +2 bonus to caster level checks made to overcome a creature’s spell resistance with her wizard spells (this stack with Spell Penetration). Also, she can create wands of any level, not being limited to a maximum of 4th level.
At 15th level, the DC of saving throws increase to +2 and the bonus to caster level checks to +4.
This replaces the wizard’s bonus feat normally gained at 10th level.
 

Obly99

Hero
Black Dog CR 9

From the center of the crossroad, a massive black wolf with glowing red eyes looks at you, its gaze gives you a shiver of fear and a chill in your bones, as if of a malevolent omen in your future.

CE Large magical beast

Init +8; Senses darkvision 120 ft., mistsight, scent, see in darkness; Perception +17

DEFENSE

AC 23, touch 17, flat-footed 19 (+4 deflection, +4 Dex, +6 natural, –1 size)

hp 115 (11d10+55)

Fort +12, Ref +11, Will +6

Defensive Abilities dark rejuvenation, negative energy affinity; DR 10/magic; Immune charm, curse, compulsion, fear, death effects, disease, poison; Resistance cold 20; SR 20

Weakness light sensitivity

OFFENSE

Speed 50 ft.; shadow jump, swamp stride

Melee bite +16 (1d10+9 plus trip)

Special Attacks death gaze, howl, sneak attack +3d6

Spell-Like Abilities (CL 9th; concentration +13)

Constantpass without trace, speak with animals (canids only)

3/daydarkness, dispel magic, invisibility (self only)

1/daybestow curse (DC 18), deeper darkness, greater invisibility (self only), shadow conjuration, shadow evocation

1/monthmajor curse (DC 20), shadow walk (self only)

STATISTICS

Str 23, Dex 18, Con 20, Int 14, Wis 17, Cha 19

Base Atk +11; CMB +17; CMD 35 (39 vs. trip)

Feats Ability Focus (death gaze), Improved Initiative, Intimidate Prowess, Power Attack, Run, Stealthy

Skills Disguise +4 (+24 pass for a black Dire Wolf with Death Gaze suppressed), Escape Artist +6, Intimidate +21, Perception +17, Survival +14, Stealth +18; Racial Modifiers +20 Disguise for pass for a black Dire Wolf with Death Gaze suppressed

Languages Common, Infernal; speak with animals (canids only)

SQ hide in plain sight

Dark Rejuvenation (Su)
When a Black Dog is slay, it return to life as for a true resurrection spell in a safe spot within 10 miles of the place of its death at the next nightfall. For prevent this, a remove curse (no caster level check needed) and daylight spells must be used on its remain before that happen.

Death Gaze (Su)
Death after 1 year, 30 feet; Will DC 21 negates. This is a curse and death effect and the save DC is Charisma-based. Once a creature is subject to this effect, he become immune to the Death Gaze of all Black Dog for 1 year.

The curse bestowed by this effect cannot be dispelled, but it can be removed with a break enchantment (equivalent caster level equal to the Black Dog racial HD), limited wish, miracle, remove curse, or wish spell.

If the curse is not removed before the passing of the year, the creature will die. The causes are variable, from a heart attack, to a bolt of lightning, to an attempted robbery that ended in tragedy but the final result will always invariably be the death of the victim. If the creature die before the passing of the year and his later returning to life, the curse is not removed and resume its timer from where it left off. A creature slay by this curse is difficult to return to life: a character attempting to resurrect the victim must succeed at a caster level check with a DC equal to 10 + the Black Dog racial HD or the spell fails. That character cannot attempt to resurrect the victim again until 24 hours have passed, though other characters can still attempt to do so. Successfully casting remove curse (DC equal to the Death Gaze of the Black Dog) on the remain of the victim remove the need of this caster level check.

A Black Dog can suppress or resume its Death Gaze as move action. While inactive, the Black Dog eyes stop glowing, giving it a +20 racial bonus for passing as a mundane black Dire Wolf but losing its see in darkness ability.

Hide in Plain Sight (Su)
A Black Dog can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a Black Dog can hide itself from view in the open without anything to actually hide behind. A Black Dog cannot, however, hide in its own shadow.

Howl (Su)
As a standard action, a Black Dog can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a DC 19 Will save to avoid becoming shaken for an hour. Creatures within 60 feet that fail their save become frightened for 1d4+1 rounds, those within 30 feet become panicked for 1d3 rounds, and those within 15 feet cower with fear for 1 round. Once a creature is subject to this effect, he become immune to the same Black Dog Howl for 24 hours. This is a fear, mind-affecting effect. The save DC is Charisma-based.

Light Sensitivity (Ex)
A Black Dog is blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. A Black Dog is sickened as long as it remain in areas of bright light. A Black Dog in an area of bright light has its Death Gaze automatically suppressed, cannot use its shadow jump ability nor its racial invisibility and greater invisibility spell-like abilities, and if it enter such area with them already active, they are suppressed as for an antimagic field until it leave the bright light.

Mistsight (Su)
A Black Dog can see through fog, mist, and murky water (even magical ones like a fog cloud spell) as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.

Shadow Jump (Su)
A Black Dog has the ability to travel between shadows as if by means of a dimension door spell as a standard action. The limitation is that the magical transport must begin and end in an area with at least some dim light. A Black Dog can jump up to a total of 40 feet each day in this way per racial HD possessed; this may be a single jump of 400 feet or 80 jumps of 5 feet each. This amount can be split among many jumps, but each one, no matter how small, counts as a 5-foot increment.

Sneak Attack (Ex)
A Black Dog has the sneak attack ability as a rogue of ½ its racial HD.

Swamp Stride (Ex)
A Black Dog suffers no penalty to speed or on Acrobatics or Stealth checks in swamps, quicksands, and undergrowth.
 

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Obly99

Hero
A rework of the old Fatespinner PrC

Fatespinner

A fatespinner has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: the destiny.

BECOMING A FATESPINNER

Hit Die: d6.

Requirement

To qualify to become a Fatespinner, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Alignment: Within one step of his deity.

Deity: One with fate between its areas of concern.

Languages: Abyssal, Celestial, and Infernal.

Skills: Knowledge (arcana) 15 ranks, Knowledge (religion) 15 ranks.

Spellcasting: Able to cast 8th level spells and at least 6 diverse divination spells.

Class Skills

The Fatespinner’s class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Int).

Skill Ranks per Level: 4 + Int modifier.

Table: Fatespinneer
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Spin fate​
–​
2nd​
+1​
+1​
+1​
+1​
Fickle finger of fate, pluck thread​
+1 level of existing class​
3rd​
+1​
+1​
+1​
+2​
Snip thread, spin destiny​
+1 level of existing class​
4th​
+2​
+1​
+1​
+2​
Deny fate, resist fate​
+1 level of existing class​
5th​
+2​
+2​
+2​
+3​
Prophecy, shift fate​
+1 level of existing class​

Class Features
All of the following are class features of the Fatespinner.

Weapon and Armor Proficiency
Fatespinner gain proficiency with the favored weapon of their deities.

Spellcasting
At the indicated levels, a fatespinner gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a fatespinner, he must decide to which class he adds the new level for the purposes of determining spells per day.

Spin Fate (Su)
A mage of many fates understands that "destiny" It's not that impossible to understand as many believe it to be, and he can adjust the probability of certain events by applying a force that fatespinners refer to as "spin." Each day, a fatespinner can use a number of points of spin equal to his spellcasting modifier. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a wizard fatespinner with an Intelligence score of 24 casting fireball could choose to boost the DC of the spell by 1 to 7 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner's spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).

Fickle Finger of Fate (Su)
On reaching 2nd level, a fatespinner gains the ability to affect the destiny of others. Once per day as an immediate action, he can force any other creature—friend or enemy—to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll.

Pluck Thread (Su)
At 2nd level and higher, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner can may produce a golden thread linked to a creature’s fate and then attempt to manipulate it to his desire. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target must immediately succeed on a Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier or be affected as per dominate monster (equivalent caster level equal to the fatespinner character level). Despite being a supernatural ability, this dominate monster can be dispelled as if it were a spell. This is a necromantic compulsion effect but it is not an enchantment or mind-affecting and it does not establish telepathic contact; commands are given to the dominated creature through manipulation of its golden thread which can be performed at any range once control is established, provided the fatespinner and the subject are on the same plane. The fatespinner need not see the subject to control it. However, by concentrating on the creature’s golden thread (a standard action), the fatespinner can understand what a dominated creature is experiencing, in a similar fashion to the spell. A creature can be targeted only once per day by the pluck thread of a specific fatespinner.

Snip Thread (Su)
Beginning at 3rd level, as a standard action up to three times per day but no more often than once every 1d4 rounds, a fatespinner may produce a golden thread linked to a creature’s fate and then attempt to snip it short. The target creature must be within 120 feet and in the fatespinner’s line of sight. The target immediately takes 2d6 points of damage per character level of the fatespinner. A Will save DC 10 + ½ fatespinnder’s character level + his higher mental modifier half the damage. A creature reduced to 0 or less hp is immediately slay, even if it succeed the saving throw or under effects that prevent death, like regeneration (even unstoppable ones like that of the Tarraque, but in its specific case it will rise from death after 3 rounds at usual) or the deathless spell. If the target dies, the fatespinner has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. Snip thread is not a death effect but the insta-death a 0 or less hp it is. A creature can be targeted only once per day by the snip thread of a specific fatespinner.

Spin Destiny (Su)
At 3rd level, a fatespinner more clearly comprehends the matrix of reality and can use accumulated spin to adjust the destiny. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.

Deny Fate (Su)
At 4th level and higher, a fatespinner can chose to negate the destiny to another creature or himself. Once per day, a fatespinner can automatically negate a single damaging or harmful effect that could effect himself or a single creature or object within 60 ft. as an immediate action. The fatespinner must be aware of the attack to be able to counter it, thus he must not be caught flat-footed by it.

Resist Fate (Su)
A fatespinner of 4th level and above can alter his own destiny. As an immediate action, once per day, a fatespinner can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the fatespinner only (like an attack roll, saving throw or check), and cannot be applied to the rolls of others (however, a natural 20 is not an automatic success when using this ability and does not activate abilities and effects that specific a roll, like the vorpal ability [an attack roll it’s still a critical threat]).

Prophecy (Su)
At 5th level, a fatespinner can generate once every 10 years a prophecy. Prophecy might very well be a power even mightier than wish. However, unlike wish, its effects are not felt immediately and in most applications of the power, only come to fruition after the fatespinner is long dead. When the fatespinner makes use of this ability he does so to benefit later generations, and as a result, it is used very infrequently, if at all during a fatespinner’s lifetime. There is usually a dire long-term situation that cannot be easily thwarted or reversed that leads some to consider this ability. Such events may include but are not limited to: the conquest of one’s homeland by an aggressive outside force, civil war, severe drought or other cataclysmic natural event, disease epidemic, or even some calamity caused by magic. To use this ability the fatespinner needs to carefully consider her desired result and then decide on how to achieve this. It might be a simple manner of prophesying that a great warrior will arise and lead the conquered against their oppressors. Or it might be more intricate, something along the lines of predicting the return of a long-lost heir to the throne, identifiable only by a distinct birthmark, as was prophesied, who brings with him a powerful artifact that will help him reunite his kingdom that was torn apart by civil war. The ability then adjusts reality to set in course the proposed outcome of the fatespinner. Whatever the prophecy, it cannot directly or presently benefit the fatespinner whatsoever. Also, sometimes two prophecies might be in direct conflict to one another, used by fatespinner of opposition. If this happens, the two prophecies will have to play out and see which one was the more thoroughly determined or favorable. As the result of this ability is very often vague at best, it is left to the GM to have the final say. Do note though, that prophecies are not faultless and can sometimes be circumvented. Most often this ability will be encountered as it is coming into effect and might very well act against the characters.

Shift Fate (Su)
A 5th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. As an immediate action, he can force any one target within 120 feet to reroll a d20 roll and take a −4 penalty or +4 bonus to the reroll (fatespinner choice)—this ability must be used immediately after the d20 is rolled, and the target must abide by the result of this second roll.
 

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