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Warmage
- Improve their BAB to an average progression from a poor progression.
- Improve their reflex save to an average progression from a poor progression.
- Proficiencies: Warmages are proficient with all simple weapons and a single martial weapon of her choice. Warmages are proficient with light and medium armor as well as with shields (but not Tower Shields).
- Armoured Mage: This applies to heavy shields, as well as medium armor at 1st level.
- Evocation Sense (Ex): Starting at 1st level, a warmage can recognize the material, somatic, and verbal component of evocation spells. The warmage gains a +3 competence bonus on Spellcraft checks to identify an evocation spell being cast by another creature. This bonus increases by +1 at every odd level thereafter.
- Warmage Edge: Gain this at 2nd level, not 1st. Instead of her intelligence modifier, a Warmage adds half her warmage level + her intelligence modifier + (the level of the spell minus 1 [minimum 0]) as damage. The warmage can only add up to her warmage level in maximum damage, with this cap improving by 2 at 7th and by 5 at 14th level.
- Advanced Learning: Gain this at 6th level, not 3rd, but gain it every even level thereafter.
- Sudden Metamagic: A warmage at 7th, 10th, 15th, and 19th level, gains one of Sudden Empower, Sudden Enlarge, Sudden Widen, Sudden Maximize, or Sudden Quicken as a bonus feat, even if she does not meet the prerequisites. She may take the same feat more than once, gaining an additional use per day. This replaces the four “Sudden” abilities a warmage would normally get.
- Bonus Feat: A warmage at 8th level and every 3 levels thereafter gains a bonus metamagic or reserve feat.

Warmage Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
184--------
295--------
396--------
4974-------
5985-------
69864------
79875------
898864-----
998875-----
10988864----
11988875----
129888764---
139888775---
1498887764--
1598887775--
16988877764-
17988877765-
189888777664
199888777665
209888777666

Spirit Shaman
Please download the attached file.

Wu Jen
- Elemental Mastery: Gain this at 1st level, not 6th; however only increase your caster level by 1. This still counts as a spell secret.
- Spell Secret: Gain this at 1st level and every odd level thereafter. The 1st and 11th level spell secrets are replaced by elemental mastery and improved elemental mastery, but still need a taboo.
- Elemental Bond (Ex): Starting at 2nd level, a wu jen can recognize the material, somatic, and verbal component of any spell from their elemental mastery list (including spells that are designated as "all"). The wu jen gains a +3 competence bonus on Spellcraft checks to identify these spells being cast by another creature. Increase this bonus by 1 every even level thereafter.
- Intuitive Spirit: At 2nd level, the watchful spirit that looks out for the wu jen also helps provide expertise. Choose one Knowledge skill. Once per day, when making a skill check with this Knowledge skill, a wu jen can reroll their skill check before any information is disclosed. The wu jen takes the better of the two rolls. At 4th level, this reroll can also be used to decipher or identify anything with a Spellcraft check, but not learn or prepare spells. At 8th level, this reroll can also be used to avoid distraction from nonmagical motion or weather with a Concentration check, but not from damage or grappling.
- Bonus Feat: Gain an additional metamagic feat at 5th, 10th, 15th, and 20th level.
- Spell Mastery: At 6th, 12th, and 18th level, a wu jen gains Spell Mastery as a bonus feat.
- Expanded Spellbook: At 7th, 10th, 13th, 16th, and 19th level, the wu jen can add a chosen spell to her spellbook. This can be any spell that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Fundamental Read Magic (Sp): An 11th level wu jen gains Read Magic 1/day as a spell-like ability. This becomes 3/day at 14th level and at will at 17th level.
- Improved Elemental Mastery: At 11th level the wu jens caster level when casting her mastered element is increased by two, and the competence bonus to saves is increased to +4. This still counts as a spell secret.


Wu Jen Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
152--------
263--------
3632-------
4643-------
56432------
66443------
765432-----
865443-----
9655432----
10655443----
116555432---
126555433---
1365554332--
1465554432--
15655544322-
16655544422-
176555444222
186555444322
196555444332
206555444333

Wilder
- A 1st level Wilder starts with 2 powers, gaining a 3rd power at 2nd level, a 4th power at 3rd level, and an additional power every odd level thereafter, for 12 at level 19.
- A Wilder gains access to 2nd level powers at level 3rd level, 3rd level powers at 5th level, and so on, gaining access to 9th level powers at 17th level.
- Upon reaching 5th level, and at every odd wilder level after that, a wilder can choose to learn a new power in place of one she already knows. In effect, the wilder "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level wilder power the wilder can manifest.
- Detect Psionics: At 1st level a wilder adds Detect Psionics to their list of powers known. As a bonus power, it cannot be traded for another 1st level power.
- Psychic Enervation: The PP loss is based on your manifester level (base), not your Wilder level.
- Bonus Feat: At 5th level and every 5 levels thereafter a wilder gains a bonus psionic or metapsionic feat she meets the prerequisites for.
- Rote Detect Psionics (Ps): A 6th level wilder gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 10th level and at will at 14th level.
- Wilder Empowerment (Ex): A wilder that single handily focuses on her discipline can employ her powers more often. At 6th level a wilder gains an additional power point, gaining another power point every level thereafter.
- Extra Power: At 11th and 19th level, the psion gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.

Warlock
- Increase their skill points to 4 + int mod every level.
- Increase their fort save progression to average from poor.
- Warlocks start with 2 invocations, and learns an additional one every level thereafter.
- Eldritch Blast: At 1st level this does 1d6 + cha mod damage. This increases to 2d6 at 3rd level and improves by another d6 at every odd level. You gain an additional d6 at 14th level and 20th level, for a total of 12d6 at 20th level.
- Eldritch Pact (Su): At 2nd level you gain +1 damage to your Eldritch Blast. This improves to +2 at 4th level, and by an additional 1 every even level thereafter.
- Warlock’s Cunning (Su): At 6th level a Warlock can add her intelligence modifier in addition to her charisma modifier to her Eldritch Blast damage.

Spellthief
Please download the attached file for the updated Spellthief.

Last updated 07/08/13
Status: I'm actually happy with this one and it should be 100% done. Despite cutting transmutation the resulting spell-list may be too powerful so this might still need adjustments.

Shugenja
- Increase their fort save progression to average from poor.
- Upon reaching 3rd level, and at every shugenja level after that, a shugenja can choose to learn a new spell in place of one she already knows. In effect, the shugenja "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shugenja spell the shugenja can cast. A shugenja still must honor his elemental focus.
- Shugenja’s at 3rd level gain o+1+0 2nd-level spells known, at 5th level gain o+1+0 3rd-level spells known, etc. gaining o+1+0 9th-level spells known at 17th level, giving them spells known for their new spell slots.
- Elemental Identification (Ex): At 2nd level you gain a +3 competence bonus to knowledge arcana checks made to identify elementals. This improves to +4 at 4th level and by another 1 every even level thereafter.
- Fundamental Detect Magic (Sp): A 2nd level shugenja gains Detect Magic 1/day as a spell-like ability. This becomes 3/day at 6th level and at will at 10th level.
- Eschew Materials: A shugenja gains Eschew Materials as a bonus feat at 3rd level, even if she does not meet prerequisites. If she already has Eschew Materials she may take another feat she meets the prerequisites for.
- Fundamental (First Orison) (Sp): A 4th level shugenja gains an orison of her choice 1/day as a spell-like ability. This becomes 3/day at 8th level and 5/day at 12th level.
- Fundamental (Second Orison) (Sp): A 5th level shugenja gains an orison of her choice 1/day as a spell-like ability. This becomes 3/day at 9th level and 5/day at 13th level.
- Turn Undead (Su): At 5th level the shugenja gains a limited form of turn undead. She has 1 + cha mod turn attempts a day, and turns as a cleric equal to half her shugenja level but otherwise this ability is the same as the clerics. At 11th level the shugenja gains 2 + cha attempts and turns a cleric equal to her shugenja level -3. At 17th level she gains 3 + cha attempts and turns as a cleric equal to her shugenja level. If she takes level in another class that grants turn undead, her effective cleric levels stack with it to determine the strength of turn undead, however she only gets one ‘set’ of turn undead attempts, from whichever source provides the most.
- Domains: At 6th, the shugenja gains the Air, Earth, Fire or Water domain, depending on her favoured element. At level 13 and level 20 the shugenja gains another domain, which can be selected from Air, Earth, Fire or Water (but can’t select their prohibited element), or any domain that belongs to her deity, if she has one.
- Scribe Scroll: Gain Scribe Scroll as a bonus feat at 7th level. If she already has Scribe Scroll she may take another feat she meets the prerequisites for.
- Extra Spell: At 10th, 13th, 16th, and 19th level, the shugenja gains an additional spell known. This can be any spell she could normally select, but must be two levels lower than the highest level she could normally learn. A shugenja still must honor his elemental focus.
- Fundamental Endure Elements (Sp): A 11th level shugenja gains Endure Elements 1/day as a spell-like ability. This becomes 3/day at 15th level and at will at 19th level.


Shugenja Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
173--------
284--------
3853-------
4864-------
58753------
68764------
787753-----
887764-----
9877753----
10877764----
118777653---
128777664---
1387776653--
1487776664--
15877766653-
16877766654-
178777666543
188777666544
198777666554
208777666555

Scout
- Increase their fortitude save to an average progression from a poor progression.
- Delete Battle Fortitude.
- Add larceny and use magic device as class skills.
- Bonus Feat: A Scout gains her first bonus feat at 2nd level, not 4th, and earns an additional 1 every 3 levels thereafter.
- Improved Reaction (Ex): A 2nd level Scout gains a +1 competence bonus to initiative. This improves to +2 at 4th level, and by an additional 1 every even level thereafter.
- Blind Sense: Increase the range to 60 feet.
- Slippery Mind (Ex): A 12th level Scout gains Slippery Mind as per the Rogue ability.
- Free Movement: Gain this at 17th level, not 18th.
- Blind Sight: Increase the range to 120 feet.

Psychic Warrior
- Increase their will save to an average progression from a poor progression.
- Increase their skill points to 4 + int mod per level.
- Upon reaching 7th level, and at every odd psychic warrior level after that, a psychic warrior can choose to learn a new power in place of one she already knows. In effect, the psychic warrior "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level psychic warrior power the psychic warrior can manifest.
- Detect Psionics: At 1st level a Psychic Warrior adds Detect Psionics to their list of powers known. As a bonus power, it cannot be traded for another 1st level power.
- My Light: At 1st level a Psychic Warrior adds My Light to their list of powers known. As a bonus power, it cannot be traded for another 1st level power.
- Psychic Warrior Empowerment (Ex): A psychic warrior that single handily focuses on her discipline can employ her powers more often. At 2nd level a psychic warrior gains an additional power point, gaining another power point every level thereafter.
- Rote Detect Psionics (Ps): A 3rd level psychic warrior gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 9th level and at will at 15th level.
- Rote My Light (Ps): A 6th level psychic warrior gains My Light 1/day as a psi-like ability. This becomes 3/day at 12th level and at will at 18th level.
- Extra Power: At 7th, 13th, and 19th level, the psychic warrior gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Combat Insight (Ex): A 9th level psychic warrior while she has her psionic focus gains her wisdom modifier as an insight bonus to melee damage rolls.
- Psionic Insight (Ex): A 15th level psychic warrior treats her wisdom modifier as 1 higher for the purposes of determining how many power points she has.

Psychic Rogue
- Increase their will save to an average progression from a poor progression.
- Add spellcraft as a class skill.
- If your int mod improves you may retroactively pick more skills if you have skill mastery.
- Upon reaching 9th level, and at every odd psychic rogue level after that, a psychic rogue can choose to learn a new power in place of one she already knows. In effect, the psychic rogue "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level psychic rogue power the psychic rogue can manifest.
- Detect Psionics: At 2nd level a psychic rogue adds Detect Psionics to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. If a psychic rogue already knows this power, the character may choose a different 1st level power. It disappears from their list of powers known at 14th level when psychic rogues can use it at will.
- Far Hand: At 4th level a psychic rogue adds Far Hand to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. If a psychic rogue already knows this power, the character may choose a different 1st level power. It disappears from their list of powers known at 16th level when psychic rogues can use it at will.
- Bonus Feat: At 4th level and every 4 levels thereafter a Psychic Rogue gains a bonus feat from the following list; Acrobatic, Athletic, Autonomous, Deceitful, Dodge, Investigator, Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Nimble Fingers, Open Minded, Persuasive, Self-Sufficient, and Skill Focus.
- Rote Detect Psionics (Ps): A 6th level psychic rogue gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 10th level and at will at 14th level.
- Rote Far Hand (Ps): An 8th level psychic rogue gains Far Hand 1/day as a psi-like ability. This becomes 3/day at 12th level and at will at 16th level.
- Special Ability: Gain a Special Ability at 8th level as well.
- Blind Spot: Gain 2 uses a day when you select this ability.
- Decoy: Gain 2 uses a day when you select this ability.
- Enhanced Sneak Attack: The Sneak Attack increase is 2d6 the first time you choose it.
- Shadow Jump: Increase the maximum range to 120 ft. a day.
- Extra Power: At 9th, 13th, and 17th level, the psychic rogue gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Psychic Rogue Empowerment (Ex): A psychic rogue that single handily focuses on her discipline can employ her powers more often. At 16th level a psychic rogue gains an additional power point, gaining another power point every level thereafter.
- Sneak Attack: Increase their Sneak Attack to 7d6 at 18th level, and 8d6 at 20th level.

Psion
- A psion gains 2 powers known at every odd level, and 1 power known at every even level, for a total of 30 at 20th level.
- Upon reaching 5th level, and at every psion level after that, a psion can choose to learn a new power in place of one she already knows. In effect, the psion "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level psion power the psion can manifest.
- Detect Psionics: At 1st level a psion adds Detect Psionics to their list of powers known. As a bonus power, it cannot be traded for another 1st level power.
- Psicrystal Affinity: A 1st level Psion gains Psicrystal Affinity as a bonus feat.
- Far Hand: At 2nd level a psion adds Far Hand to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. If a psion already knows this power, the character may choose a different 1st level power.
- My Light: At 2nd level a psion adds My Light to their list of powers known. As a bonus power, it cannot be traded for another 1st level power. If a psion already knows this power, the character may choose a different 1st level power.
- Psionic Lore (Ex): At 2nd level a psion gains a +3 competence bonus to knowledge psionic checks made to identify psionic monsters. This improves to +4 at 4th level and by another 1 every even level thereafter.
- Imprint Stone: A 3rd level Psion gains Imprint Stone as a bonus feat. If a Psion already has this feat, she may select another feat.
- Rote Detect Psionics (Ps): A 3rd level psion gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 9th level and at will at 15th level.
- Bonus Feat: A psion gains her first bonus feat at 4th level, not 1st, but gains an additional one every 4 levels thereafter.
- Rote My Light (Ps): A 5th level psion gains My Light 1/day as a psi-like ability. This becomes 3/day at 11th level and at will at 17th level.
- Psion Empowerment (Ex): A psion that single handily focuses on her discipline can employ her powers more often. At 6th level a psion gains an additional power point, gaining another power point every even level thereafter.
- Rote Far Hand (Ps): A 7th level psion gains Far Hand 1/day as a psi-like ability. This becomes 3/day at 13th level and at will at 19th level.
- Extra Power: At 11th and 19th level, the psion gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.

Ninja
- Increase their BAB to a good progression from an average progression.
- Increase their will save to an average progression from a poor progression.
- Give them Sneak Attack instead of Sudden Strike.
- AC Bonus: Increase this to +1 at 4th level, improving by 1 every 4 levels thereafter.
- Ki Power: You gain your Ki pool per encounter, not per day.
- Poison Use: Gain this at 2nd level, not 3rd.
- Initiative Boost (Ex): A 5th level Ninja may add her wisdom modifier as an insight bonus to her initiative.
- Athletic (Ex): At 5th level a ninja gains the Athletic feat as a bonus feat. If they already have athletic they may take any feat they meet the prerequisites for.
- Uncanny Dodge (Ex): At 6th level a ninja gains Uncanny Dodge as per the Rogue ability.
- Ghost Strike: This ability is a constant ability, not a usable one.
- Improved Poison Use: Gain this at 8th level, not 9th. Improved poison use also makes you immune to poison, and you can apply poison as a swift action or move action.
- Shadow Run (Ex): A Ninja gains an enhancement bonus to her speed at 8th level equal to five feet times her con bonus. She can only use this ability while wearing no armour and carrying no more than a light load.
- Blind Fight (Ex): At 9th level a ninja gains the Blind Fight feat as a bonus feat. If they already have blind fight they may take any feat they meet the prerequisites for.
- Trackless Step (Ex): An 9th level Ninja leaves no trail and may not be tracked. She may leave a trail if so desired.
- Great Acrobatics (Ex): A 10th level Ninja is so dexterous that he may use his Dexterity bonus in place of any Strength bonus for all skills.
- Deflect Arrows (Ex): At 11th level a ninja gains the Deflect Arrows feat as a bonus feat, even if she does not meet the prerequisites.
- Evasion: Gain this at 11th level, not 12th.
- Ghost Mind: Gain this at 13th level, not 14th.
- Ghost Walk: Gain this at 13th level, not 20th.
- Improved Uncanny Dodge (Ex): At 14th level a ninja gains Improved Uncanny Dodge as per the Rogue ability.
- Ghost Sight: Gain this at 15th level, not 16th.
- Hide in Plain Sight (Su): At 16th level, a ninja can hide even while being observed, so long as there is a shadow within 10 feet. See the Shadowdancer class ability, except that the ninja can hide in any terrain. A ninja can only use this ability while wearing no armour and carrying no more than a light load.
- Greater Ki Dodge: Gain this at 17th level, not 18th.
- Greater Ghost Step (Su): At 20th level a Ninjas Ghost Step improves further. When using her Ghost Step ability a Ninja becomes invisible as per the Superior Invisibility spell, and additionally is also ethereal.
- Improved Evasion (Ex): A 20th level Ninja gains improved evasion as per the Rogue.

Knight
- Increase their skill points to 4 + int mod per level, and add Diplomacy, Heal, Knowledge History, Perception, Profession, and Sense Motive as class skills.
- Increase their fort save to a good progression from a poor progression.
- Knights are proficient with tower shields.
- Delete the Knight’s Code.
- Knight’s Challenge: Despite many of the limitations on some of the abilities, none of the uses of Knight’s Challenge are Mind Effecting, even if they only work on intelligent foes. Abilities that require the target to have a minimum of 5 intelligence and a language now merely require the target to be intelligent.
- Bonus Feats: A Knight no longer gains the feat mounted combat. She however gains an extra bonus feat at 2nd level. She gains an additional feat at 4th level and every 4 levels thereafter. Add Alertness, Combat Reflexes, Goad, Mounted Combat, Power Attack, Skill Focus Handle Animal and Stand Still to a knights list of bonus feats, and change Weapon Focus (lance) to any Weapon Focus.
- Fighting Challenge: This starts at +2 improves to +3 at 2nd level and by an additional 1 every 3 levels thereafter. Reduce the minimum CR to your level minus three, instead of two.
- Shield Block: This is changed to a constant bonus. It improves to +2 at 8th level and by an additional 1 every 6 levels thereafter.
- Armor Mastery (Ex): Starting at 3rd level, a knight no longer suffers a movement speed penalty for wearing medium or heavy armor. Additionally she gains DR 2/- while wearing such armour.
- Bulwark of Defense: Enemies also cannot withdraw from squares the knight threatens.
- Shield Ally (Ex): Starting at 4th level, as an immediate action you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 1 (include the bonus from Shield Block). You apply this bonus in response to a single melee or ranged attack that targets your ally. If the ally is still hit, you may take half this damage on yourself. The AC bonus and ability to take half the damage for your ally lasts until the beginning of your next turn, or until they are no longer adjacent to you.
- Test of Mettle: Attacks from others against the target do not end the effect. If the knight does not attack at least one target affected by Test of Mettle, or ends her turn next to a target affected by Test of Mettle, it ends. If everyone targeted by Test of Mettle saves, her use of Knight’s Challenge is not expended.
- Call to Battle: Gain this at 7th level, not 8th. This allows an ally to reroll any will save, instead of against only fear effects.
- Improved Armor Mastery (Ex): At 9th level a knight’s maximum dex bonus while wearing medium or heavy armor improves by 1. Additionally she gains DR 4/- while wearing such armor.
- Improved Knight’s Challenge: At 6th level, a Knight gains a +1 bonus to the DCs of her Knight’s Challenge abilities. This does not stack with Ability Focus.
- Mettle (Ex): At 10th level a Knight gains the mettle ability.
- Improved Shield Ally (Ex): At 11th level, your ability to protect your allies increases. Instead of only taking half the damage on yourself, you may take all of it.
- Daunting Challenge: Increase the max CR to your character level minus one, instead of two. If everyone targeted by Daunting Challenge saves, the knight’s use of her Knight’s Challenge is not expended.
- Extra Knight’s Challenge: At 13th level a knight gains an additional use of her Knight’s Challenge per day. She gains two more uses at 16th level and three more at 19th level.
- Improved Toughness: A 13th Knight gains Improved Toughness as a bonus feat.
- Bond of Loyalty: Gain this at 15th level, not 16th, and gain your charisma bonus on the reroll.
- Greater Knight’s Challenge: At 15th level, a Knight gains a +2 bonus to the DCs of her Knight’s Challenge abilities. This does not stack with Ability Focus or Improved Knight’s Challenge.
- Greater Armor Mastery (Ex): At 16th level a knight’s maximum dex bonus while wearing medium or heavy armor improves by 2. Additionally she gains DR 6/- while wearing such armor.
- Impetuous Endurance: In addition to its current effects, it lets you reroll one saving throw per encounter.
- Greater Shield Ally (Ex): At 18th level, when you take damage for any ally, you still take all of the damage for them, but the damage you receive is halved.
- Loyal Beyond Death: Gain this at 19th level, not 20th.

Favoured Soul
- Increase their skill points to 4 + int mod per level, and add Knowledge Religion as a class skill.
- Reduce all of their saves to an average progression from a good progression.
- Instead of knowing a limited amount of Orisons, a favoured soul knows every Orison that is on her spell list.
- Upon reaching 5th level, and at every favoured soul level after that, a favoured soul can choose to learn a new spell in place of one she already knows. In effect, the favoured "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favoured soul spell the favoured soul can cast.
- Gain a 4th energy resistance at 20th level in addition to ones granted at 5th, 10th, and 15th level.
- Eschew Materials: A 1st level favoured soul gains Eschew Materials as a bonus feat, even if she does not meet the prerequisites.
- Faith Healing (Su): Starting at 1st level, a favoured soul can selectively channel a small amount of divine energy when handling the wounds of a dying creature. The favoured soul is so certain in the use of first-aid (see Heal, pg. 75 of the Player's Handbook) that the character can use it reliably even under adverse conditions. When making a first-aid check on anybody who is within one step of their deity's alignment, the favoured soul may take 10 even if stress and distractions would normally prevent the character from doing so. At 6th level, these first-aid checks heal 1 point of damage. This amount increases by 1 hit point every five levels thereafter (11th and 16th).
- Exalted Presence (Su): At 2nd level, a favoured soul is more influential when interacting with people of the same faith. A favoured soul gains a +2 bonus on Charisma when using any skill that treats Charisma as the key ability, but only when interacting with people who worship the same deity. This bonus increases by +1 at 4th, 7th, 8th, 9th, 13th, 14th, 18th, and 19th level. A favoured soul gains one-half of this bonus (rounded down) when interacting with anybody who is within one step of their deity's alignment. When making Use Magic Device checks, this bonus also applies to magic objects that are divinely created or intelligent objects with alignments.
- Fundamental Detect Magic (Sp): A 2nd level favoured soul gains Detect Magic 1/day as a spell-like ability. This becomes 3/day at 4th level and at will at 6th level.
- A 3rd level favoured soul has two second-level spells known, at 5th level has two third-level spells known, etc., having two ninth-level spells known at 17th level, so they actually have spells for their new spell slots.
- Extra Spell: At 5th, 8th, 11th, 14th, 17th, and 20th level, the favoured soul gains an additional spell known. This can be any spell that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Turn Undead (Su): At 5th level the favoured soul gains a limited form of turn undead. She has 1 + cha mod turn attempts a day, and turns as a cleric equal to half her favoured soul level but otherwise this ability is the same as the clerics. At 11th level the favoured soul gains 2 + cha attempts and turns a cleric equal to her favoured soul level -3. At 17th level she gains 3 + cha attempts and turns as a cleric equal to her s favoured soul level. If she takes level in another class that grants turn undead, her effective cleric levels stack with it to determine the strength of turn undead, however she only gets one ‘set’ of turn undead attempts, from whichever source provides the most.
- Domains: At 6th the favoured soul gains one of her deity’s domains as a bonus domain. She receives another at 13th level and 20th level.
- Fundamental (Orison) (Sp): A 14th level favoured soul gains an orison of her choice 1/day as a spell-like ability. This becomes 3/day at 16th level and 5/day at 18th level.


Favoured Soul Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
163--------
274--------
3753-------
4764-------
57653------
67664------
776653-----
876664-----
9766653----
10766654----
117666543---
127666544---
1376665443--
1476665543--
15766655433-
16766655533-
177666555333
187666555433
197666555443
207666555444

Factotum
- Cunning Insight: Improve the bonus by 1 at 9th level and by 2 at 17th level.
- Cunning Knowledge: Change the bonus to a competence bonus. It can be used 2/day on any one skill at 11th level.
- Brains over Brawn: Change the bonus to an insight bonus. At 12th level increase the bonus by 1.
- Cunning Defense: Improve the bonus by 1 at 9th level and by 2 at 15th level.
- Cunning Strike: Increase the damage to 2d6 at 12th level and to 3d6 at 20th level.
- Opportunistic Piety: Gain an additional use at 8th level and every 3 levels thereafter, instead of at 10th level and every 5 levels thereafter.
- Cunning Surge: Can only be used once per round.
- Cunning Breach: At 19th level this ability only costs 1 inspiration point.
- Improved Cunning Defense: This only adds your intelligence bonus, despite the changes to cunning defense. At 19th level you add an additional 1 bonus.
- Font of Inspiration (Ex): At 6th level a Factotum gains an additional inspiration point. She gains an additional one at 10th, 14th, and 18th level.

Duskblade
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Last updated 08/08/13
Status: Done, can't see myself needing to change much here, Duskblades are tier 3 and other than making them feel like Duskblades sooner by making channeling come online sooner and some feats at higher levels to discourage PrC'ing out, not much else that could be added.

Dragonfire Adept
- Increase their BAB to an average progression from a poor progression.
- Dragonfire Adepts start with two Draconic Invocations, gaining three at 3rd level, and an additional 1 every odd level thereafter, gaining an additional Draconic Invocations at 20th level for 12.
- Breath Weapon: This advances normally until 11th level, but advances to 7d6 at 13th level, and increases by an additional 1d6 every odd level, gaining an additional dice at 20th level for a total of 11d6.
- Breath Effect: Gain an additional breath effect at 4th, 8th, and 17th level.
- Scales: This increases to +3 at 6th level, improving by an additional 1 every 4 levels thereafter.
- Damage Reduction: Gain DR 2/magic at 5th level, not 6th. This improves to DR 5/magic at 10th, DR 10/magic at 15th, and DR 15/magic at 20th.
- Extra Invocation: A Dragonfire Adept gains an additional Draconic Invocation at 12th, 16th, and 20th level. This can be any draconic invocation that she could normally learn, but must be two grades lower than they could normally learn.

Dragon Shaman
- Increase their skill points to 4 + int mod per level.
- Increase their BAB progression to good from average.
- Give them proficiency with martial weapons.
- The damage die of their breath weapon depends on the type it is. Acid remains d6, but electricity is now d8, and cold and fire is now d10.
- Learn a 4th Aura at 2nd level and gain an additional aura every even level thereafter.
- Make the following changes to their Auras:
  • Energy Shield: Increase the damage to 3 per point.
  • Power: Change this to a competence bonus.
  • Presence: Change this bonus to a competence bonus.
  • Senses: Change this bonus to a competence bonus.
  • Toughness: The DR becomes DR/-
  • Energy: Half the bonus this grants.
  • Insight: Change the bonus to a competence bonus.
  • Power: Half the bonus this grants.
  • Resolve: Change the bonus to a competence bonus.
  • Stamina: Change the bonus to a competence bonus.
  • Swiftness: Change the bonus to a competence bonus.

- Skill Focus: Gain this at 2nd level as normal, but gain it every 6 levels thereafter (8th, 14th, and 20th level.)
- Breath Weapon: Gain this at 1st level, not 4th, but at one damage die (see above). It improves to two damage die at 2nd level, and improves by an additional die every even level after that. Improve it a 30-ft cone/60-ft line at 9th level, not 10th.
- Draconic Aura: Improves to +2 at 2nd level and by an additional 1 every three levels thereafter.
- Draconic Wings: Gain this at 5th level, not 19th.
- Natural Armor: Gain +1 at 6th level, not 7th, and gain an additional 1 every 4 levels thereafter.
- Energy Immunity: Gain this at 7th level, not 9th.
- Improved Touch of Vitality (Su): At 9th level, a Dragon Shaman increases her charisma bonus by 1 for the purposes of determining how many points of damage she can heal. Once per day by spending a minute in concentration (provoking attacks of opportunity) she can refresh her pool of healing; any leftover points are wasted however.
- Commune with Dragon Spirit: Gain this at 13th level, not 14th. It becomes usable daily at 19th level.
- Greater Touch of Vitality (Su): At 15th level, a Dragon Shaman increases her charisma bonus by 2 instead of 1 for the purposes of determining how many points of damage she can heal. Healing is a move action, not a standard action. Twice per day she can now refresh her pool of healing, and it takes only a full round action of concentration to restore her pool (provoking attacks of opportunity).

Divine Mind
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- Increase their skill points to 4 + int mod per level.
- Increase their BAB progression to good from average.
- Upon reaching 9th level, and at every odd divine mind level after that, a divine mind can choose to learn a new power in place of one she already knows. In effect, the divine mind "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level divine mind power the divine mind can manifest.
- A Divine Mind’s manifester level is equal to her Divine Mind level.
- Replace Wild Talent with Hidden Talent, the feat based on Wisdom, not Charisma.
- Change the Ectopic Ally alternate class feature from Mind Eyes to;
Ectopic Ally
You gain the ability to manifest a single type of ectopic construct as an ally to aid you in your cause. You must choose a single type of ectopic construct that represents you and your faith, and this cannot be changed once chosen.
Replaces: Reduce your psychic aura size by 20 feet, so that it is 10 feet at 1st level, increasing to 20 feet at 7th level, and by another 10 ft. every odd level thereafter.
Benefit: You can manifest the astral construct power as a psi-like ability once per day for every three divine mind levels (minimum once a day). The power manifests at your class level. You must pick a single Ectopic Form Astral Construct that your psi-like ability can call up and only call on.
- Mantle: A divine mind starts with two mantles at 1st level. You gain an additional mantle at 3rd level and 7th level.
- Psychic Aura: The size of this aura is 30 ft. at 1st level, increasing to 40 ft. at 7th level and by another 10 ft. every odd level thereafter. Gain two auras at once at 9th level, and three at 17th level. The ability to change auras is already a standard action. The class feature reduces the action to a move action at 8th level, a swift action at 14th level, and an immediate action at 18th level. If you have the ability to emit two or more types of psychic auras, you may change one or all of them at a time.
- Bonus Feat: A Divine Mind gains a bonus feat at 2nd level and every 3 levels thereafter. She can select any divine or psionic feat she meets the prerequisites for.
- Rote Detect Psionics (Ps): A 2nd level divine mind gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 6th level and at will at 10th level.
- Divine Grace: A Divine Mind’s Divine Grace is based on her wisdom modifier, not her charisma modifier.
- Extra Power: At 9th and 19th level, the divine mind gains an additional power known. This can be any power that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Divine Mind Empowerment (Ex): A divine mind that single handily focuses on her discipline can employ her powers more often. At 11th level a divine mind gains an additional power point, gaining another power point every level thereafter.
- Make the following changes to their auras:
Attack/Defense/Energy/Guardian: Improves the bonus by 1 for every 4 levels.
Chaos/Law: Increase the bonus by 1 for every 5 levels.
Conflict: Change this to a competence bonus and increase the bonus to +4. Improve the bonus by 1 every 5 levels.



Divine Mind Manifesting
LevelPower Points/DayPowers KnownMaximum Power Level Known
1011st
2111st
3221st
4421st
5632nd
6832nd
71042nd
81242nd
91653rd
102053rd
112463rd
122863rd
133274th
144074th
154884th
165685th
176495th
1876105th
1988116th
20100126th

Beguiler
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