Skilled users of magic, these great warriors have trained their skill with magic to points to increase the amount of mana that they possess and have ways to boost their power and explore new ways of using it.
Mana Boost – Mana Boosts at level one as the character levels they gain an addition +10 mana, this increases at level 7 to +20 Mana again at 13 to +40 and then to +60 at 19 the boost does not count to mana gained in lower levels just at levels as they are gained
Bonus Spell – At 4th level the Sorcerer gains a new Minor spell, at 8th level they gain a bonus Moderate spell, at 12th level they gain a Major spell, at 16th level they gain a bonus Sever spell, at 20th level the sorcerer gains a bonus Master spell.
Bonus Feats – Sorcerers can gain a Bonus Meta Magic Feat to boost their spells for free, starting at level 3 and every 3rd level thereafter, the choices are Spell Focus, Greater Spell Focus, Widen Spell, Empower Spell, Heighten Spell, Maximize Spell, Quicken Spell, Homing Spell, Signature Spell, Magic Boost. The choices still need to meet and requirements that they have.
New Form of Magic – the Sorcerer at levels 5, 10, 15 and 20 gain one new magic category to add to their arsenal from their intense studies
Weapon Proficiencies: Simple
Armor Proficiencies: Light
Hit Die: 1d6
Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device
A Samurai is a master of the sword. Focused on how to use the blade to win any battle they resign themselves to a code and use their skills to see that code through. Their skill in swords, allow them to do amazing tricks and attacks with the blade normally considered by most impossible.
Code of Honor:
Each Samurai has a moral code in their lives that they stick by, failing to follow the code will cause them to need to seek redemption to return to their path or seek forgiveness. The Code is the system of Honor they follow.
Ak So San – Slay Evil Immediately
This is a code that is used by samurai to gain access to sword style moves it is a promise from the samurai to go all out on those they face. If they fail to defeat their target then they are not awarded the experience for that encounter. (note: this does not mean they alone have to defeat them but if they group in whole losses the combat)
Code Of Loyalty – subject agrees to follow someone or thing willing to give their life to protect. If they fail to protect their code they do not gain exp.
Code Of Poverty – subject agrees to do what they can to survive and give what they can to the needy. If they fail to not follow this code they do not gain exp until they reform their ways and return to the code.
Code of Strongest – Subject has made a vow to become the strongest or best and will do anything to see this code through. If they fail to see this code through they can no longer advance or use the abilities of the samurai class, they maintain the class levels. They can regain the class only if they perform an act of strength.
Code of Protector – Subject has made a vow to protect those that stand as the weak or helpless in the world offering their blade as one of defense and Justice for those less fortunate. Unlike the Code of Loyalty which is to one person this is for the weak in all.
Code of Pain – A Twisted and Sadistic Code, those that bear this code seek to make the ones they face suffer and hurt through their actions. Sometimes they will even go as far to save their target and help them heal, only to bring more harm to them later.
Code of The Dark Guardian – A code which is willing to break the laws and act more like a Vigilante bringing Justice down upon the wicked of the world, the followers of this code seek out criminals and bring them to their final end.
Code of the Sword – A code where the Samurai uses their sword as their sole means for life, they often offer their services as a sword for hire. Using other swords is a sin in their mind and when their blades are destroyed they must seek it to be repaired, if this proves to be a failure then they too must be destroyed.
Redemption / Forgiveness:
A Failure to follow a given code of honor causes the Samurai to no longer be able to gain experience in Samurai. In order to regain access to the class the samurai must seek out a way to redeem or be given forgiveness. This usually is based on taking up and completing a quest based on the code they follow.
Stance – At level 1 and every level after that the Samurai gains a Stance, Unlike the Sword Techniques, Stances are a way of always using ones sword in ways that grant bonuses in different ways, at the beginning of the round the Samurai must declare the stance they are in (otherwise it’s taken that they take no stance). Switching or activating stances is requires a standard action. Samurai gain a new stance every 5th level, at 5, 10, 15, and 20.
Quicker Then the Eye – A Samurai using this stance adds their STR and DEX mod in making attacks thus making melee attacks have a stronger chance to hit and making the damage count more.
Counter Slash – A Samurai using this stance can use an attack of opportunity even when it normally isn’t allowed to attack back when attacked by a declared target.
Shield Sword – A Samurai using this stance can Add +4 to their PS while this Stance is active and treat the sword as a shield when using it.
Sheath Sword – A Samurai using this stance can add their INT Bonus in attacks to hit and damage making cleaver unpredictable moves with their swords and bodies.
Lighting Rock – A Samurai using this stance can start a fight doing an additional damage of +1d6 per 1/4 level. Basically they remove their blades so quickly they create a sonic slash from the sheath. (Note: this mimics the Rouges ability Sneak Attack)
Monster Wield – A Samurai using this stance infuses their strength behind their blows doing x2 damage but they take a -6 to hit
Shaking Hand – A Samurai using this stance has their blade shaking as it makes wounds doing the same damage but forcing the target to make a Resistance Save (DC 10+Level) vs. Bleeding damage.
Blind Swordsman – A Samurai using this stance can seek out their target that is cloaked in illusions or the Samurai is Blind, They suffer no penalty and reduce the miss chance possibility by 1/2.
Weapons Master – A Samurai using this stance can use any weapon/object (other than the sword) with their techniques. (Objects require the Improvised Weapon Feat, weapons/objects retain the damage they are given for normal attacks) [Followers of the Code of the Sword cannot take this]
Mad Blade – A Samurai using this stance does not try to avoid damage negating their ADS score, in exchange they can strike doing an additional point of damage for each amount of ADS Dropped
Blood Lust – A Samurai using this stance places themselves in a trance granting them +4 hit die and +4 to damage, for -4 ADS and -4 to hit.
Spinning Blade – Auto attack any martial attack against you with double damage counts as an attack of opportunity
Twin Blade Strike – when using two weapons the player attacks with both weapons as if they were one using the same attack modifier. Note large or bigger weapons give a penalty to both weapons when using this move of –4 per size category
Sword Styles – At Level 1 and every level there after a Samurai gains the use of a sword Style, this is a unique attack that they can unleash as an alternative to a normal attack. They aren’t limited in how many times they use them. Some attacks have a level requirement such as being level 5, 10 or 15 before you can use them.
Upper Thrust – attack on jumping or target above doing additional damage based off height (1d6 per 5ft)
Double Cut – a cut that deals double damage when hit
Mirror Blade – A quick Movement that blinds the target to Will Save DC 10+samurai level
Mind’s Eye – allows the player a bonus of 10 ft sight in darkness, and a extra 25% in miss chance rolls
Spinning Thrust – A spinning leap attack that drills into the target added damage based off of distance left to travel (I.e. For every 10 ft total move the player has left to reach the target they add 1d10)
Spiral Slash – A crescent slash that cuts all areas of the body grants a –1 to hit on target and
–5 move
Wall Slash – Like the Spinning Thrust but performed by bouncing off a wall which doubles the damage for every 10 ft instead of adding damage
Rising Blade – An upward cut that causes the target to lose one action
Heavens Strike – A drop cut that places the weight of the player add damage. +1 damage per every 10lbs of the player
Hurricane Slash – 60 ft cone, that does 1d6 for every 10 ft towards the player using the attack (ie: 0-10 6d6, 10-20 5d6, 20-30 4d6, 30 –40 3d6, 40-50 2d6, 50-60 1d6) [requires level 10]
Double Thrust – a Thrust made quickly at the same spot doing x4 damage [requires level 10]
Cold Steel Blade – +15 to sunder a weapon [requires level 5]
Ground Breaker – A Strike along the ground that does 3d6, damage, 60 ft line
Wind Cutter – 120 ft line that does 3d6, damage [requires level 5]
Lashing Blade – +15 ft in weapons reach [requires level 5]
Reflective Attack – Player hits a Ranged attack back at the target at a –4 based off of the players attack this uses an attack of opportunity [requires level 5]
Returning Hit – An attack that has a delayed reaction of 1d4 rounds often used as a second attack (cannot be dodged by Replacements) [requires level 10]
Spearing Sword – Weapon can be thrown at no penalty
Blistering Flourish – Weapon’s Attack can Daze Targets Will Save DC (10+Level)
Nightmare Blade – Samurai can add an Intimidate roll in Damage [Level 10]
Steal Wind – This attack lets the samurai do two attacks in one [Level 5]
Duplication Sword – A samurai with this move can create an after image of themselves of 1 image per every +2 in DEX mod, granting them a 50% miss chance on attacks against them [level 10]
Leading Attack – This Attack Grants Allies a +2 bonus, [Must be the first to attack]
Lava Blade – Sword is engulfed in Heat adding 1d6 damage [level 10]
Entangling Blade – The Samurai can use their blade to create a difficult movement terrain of DC 10 + level
Mind Strike – The Samurai can add their Wisdom Mod to hit and Damage
Bone Splitter – The Samurai can make a strike that breaks bones doing 1 point End Damage when the target fails the Resist Save DC (10+Samurai level) [level 5]
Sword of the Mountain – The Samurai using this attack is able to halt the further movements beyond them in one direction of the sides of 30ft [level 10]
Iron Heart Strike – When a Samurai uses this attack they gain a chance to re-roll a failed save that occurs after the attack for that turn
Bloodletting Strike – The Samurai using this attack is able to cause the target to take bleeding damage doing 1d4 damage, a round DC (10+Samurai Level) medical check to heal [level 5]
Giant’s Grip – Strikes with this attack have the weapon count in damage as a size category larger [level 10]
Flanking Strike – When using this strike the samurai is granted the bonus as if they were flanking with an ally
Tempest Sword – Samurai slashing their weapons create a twister around them 30’ engulfing those in the area doing ½ the Samurai’s level in 1d10’s [level 10]
Ring of Blade – A samurai can attack a target surrounding them in a slash that if they move through the slash they take 1d10 + Samurai level [level 10]
Vampirism Strike – A samurai with this attack can drain ¼ the damage in Hp with their attack [level 5]
Ballista Strike – The Samurai throws their sword with resounding strength doing ¼ the samurai level in d10’s line attack 60 ft [level 10]
Crushing Blow – When a Samurai makes this Attack the target must make a Resist Save DC
(10+ ½ Damage) [level 15]
Running Slash – As a Samurai Moves they leave a wake behind them of 1d10 + ¼ level for that round, all that move through this slash take the damage [level 5]
Hamstring Strike – A Samurai makes an attack doing 1d4 Dex damage [level 10]
Celebration Strike – When the Samurai uses this attack and downs a foe, their allies gain an extra action [level 15]
Twin Strike – Creating a Duplicate through his quick movements he is able to flank a target with himself and do double attacks that round [level 15]
Enervating Shadow – The Samurai can make a strike giving 1d4 Negative Levels to their target Resist save DC (10 + Level) [level 15]
Shadow Meld – The Samurai Movements that round are so quick they are granted a 75% miss chance when making this attack [level 10]
Earth Shaker – The Samurai makes a strike to the ground causing the earth to shake 6d6 in a area 30ft from the samurai [level 15]
Gentle Sword – A Samurai making this strike causes their damage to be sub-dual damage
Weapon Proficiencies: Martial, Simple
Armor Proficiencies: None
Hit Die: 1d10
Skills: (points per level 30 + INT MOD) Bluff, Craft, Climb, Intimidate, Jump, Martial Arts, Notice, Perform, Profession, Search, Sleight of Hand, Stealth, Swim, Taunt, Use Rope, Use Magic Device
A Rogue is a person who mainly is out for themselves but at times could be hired. Their main purpose is to steal, trick or acquire money or items by the best way they know how. Masters of stealth and locks they find their way in and out with the least possible alarms being triggered along the way. But in a pinch they can also make sure those that do find out regret it with the class ability to gain sneak attack which allows them to catch a target off guard and do a significantly more damage than normal.
Sneak Attack – If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage when catching a target by surprise, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter and the attack ignores the Armor and End Bonus in their ADS score. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals non-lethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Finding – A rogue adds 1/2 her level to Notice skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Trap Sense – Bonus to saves verses Traps
Evasion – At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge – Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught surprised by a reflex attack, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A rogue with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge – A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Minor Talents – As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue, gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Medical check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not surprised when using Acrobatics to move along narrow surfaces.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered surprised to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Notice skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Talent – At 10th level, and every two levels thereafter, a rogue can choose one of the following talents in place of a rogue minor talent.
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision
that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points, by damage in combat, (from a weapon or other blow, not a spell or special ability) the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Stat bonuses to her PS score, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Weapon Proficiencies: Simple, Hand crossbow, Rapier, Short Sword, Short Bow
Armor Proficiencies: Light
Hit Die: 1d8
Skills: (points per level 50 + INT MOD), Acrobatics, Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Demolitions, Diplomacy, Disable Device, Drive, Disguise, Escape Artist, Forgery, Gamble, Gather Info, Intimidate, Jump, Notice, Open Lock, Perform, Pick Pocket, Profession, Read Lips, Ride, Search, Seduction, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device, Use Tech
A Ranger is the master of the wild. They know how to live of the land and focus their efforts in taking on foes long before they get into melee. Able to track and transverse land better than most. They use their skills of survival to aid the group best. They also can specialize in fighting certain types of people, animals and monsters in the world.
Favored Enemy – At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Notice, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired), increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Main Classed Favored Enemies
Humans covers human and human types (ie Dwarves, Elves, Kinder)
Animals covers animals and Exceed
Demons covers Demons and Devils
Undead covers Zombies, Skeletons, Vampires and physical formed undead
Constructs covers magical constructs, robots and drones
Monsters Monsters and Monstrous creatures
Ghosts covers Ghosts
Sea Creature covers all manner of water based creature
Elementals covers all elemental based creatures
Creations covers abominations and Chimeras
Ethereal covers creatures and beings of a higher plane
Class based Based on the player class type of a target (each class taken separately)
Subhuman covers races like goblins, kobolds, orcs, trolls and giants
Spirits covers Fey, Sprites, Pixies, Fairies and the like
Track – A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy – A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style – At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Evasion – At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Animal Companion – At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy bonus.
The Animal Companion also is able to have levels themselves in classes (they can’t take abilities to take on their own companion) and they gain 15 build points as well at and 2 points every level afterwards.
Improved Combat Style – At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Many-shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Snipe Attack – If a Ranger can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The Ranger’s attack deals extra damage anytime her target would surprise or they feign their attack on the target. This extra damage is 1d6 at 6th level, and increases by 1d6 every three levels thereafter also ignoring the targets Armor and End Bonus in their ADS score. Should the Ranger score a critical hit with a snipe attack, this extra damage is not multiplied. Snipe attacks do not cover Melee actions strictly Ranged Combat only. The Ranger must be able to see the target well enough to pick out a vital spot. A Ranger cannot snipe attack while striking a creature with concealment. Unlike Sneak Attack Snipe Attack does not ever cancel out Improved Uncanny Dodge.
Woodland Stride – Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or used in a technique that are manipulated to impede motion, however, still affect him.
Swift Tracker – Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Combat Mastery – At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage – A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight – While in any of his favored terrains, a ranger of 17th level or higher can use the Hide skill even while being observed.
Warriors of the street, Punks are strong fighters that are known to ignore typical rules of fighting, and try to move in quick and strike hard. They don’t care what kind of weapon they have on hand as long as it can mess up their target.
Dirty Fighter – A Punk at level 1 can use any weapon or improvised weapon at only a -2. If they have the Improvised weapon feat they take no penalty on using any item as a weapon.
Sneak Attack – If a punk can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The punk’s attack deals extra damage anytime her target is surprised, or when the punk flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every four punk levels thereafter and ignores the targets Armor and End Bonus in their ADS score. Should the punk score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals non-lethal damage (like a sap, whip, or an unarmed strike), a punk can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. The punk must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A punk cannot sneak attack while striking a creature with concealment.
Gang Up – A punk in range of 30’ from his allies can take a partial action to motivate his friends to have a better attack and damage result.
Dirty Attack – At level 8 a punk can make a second sneak attack in the same round with their second attack when performing a feint attack. A punk can only pull this off as many times as their Dex Bonus per day (this cannot be increase through build points or abilities)
Masters of the mind Psychics have a unique collection of powers and attacks at their disposal, either through the use of Empathy to seek into the minds of others and extract information, or by moving objects with their mind that they have no chance of doing with their bodies.
Psychic Shield – a psychic at first level can use their Wisdom Modifier to create a shield that grants them a bonus equal to their modifier for their level in rounds. It requires concentration to maintain, so each round the shield is activated if the player takes other actions they must make a concentration check 10+each round the shield is active.
Psychic Power – gain a unique ability or attack, at early levels these choices are limited in their form, but after level 11 the power of these abilities and attacks greatly increase. The player gains each new power with the chance to use them 1/per day. Once the player chooses a power they cannot switch out that power for a new one. They must wait to gain a new power to choose the new power in its place. The choices of powers are as follows
Lesser
Minor Telekinesis – the player can move an object within line of sight weighting 5lbs per level
Memory – the player can access the minds of willing subjects and find hidden memories Will save DC 10+level
Minor Elemental Power – the player can tap their Elemental alignment and do a 1d6 ranged touch attack with it within 60’
Mind Fog – the player can make a target perform a will save DC 10+level vs being distracted and falling surprised
Suggestion – the player can make a target perform a will save DC 10+level vs unwillingly performing a simple task requested of the player
Minor Illusion – the player can cause a single target to make a DC 10+Wis Mod +level vs Hallucination that last for 1+level in rounds
Dancing Lights – the player can create an illusion of 1d6 flames that give off a light source of 60ft, the flames can each float or be placed on touched objects and remain 10mins per level of the user
Mental Block – The player can use their psychic abilities to boost their or an allies Will save by their psychic level for 1d10+1 rounds
Psychic Strike – The player can add psychic damage to their attacks doing 1d6 psychic damage. The effect on the weapon lasts for the player’s level in rounds.
Float – The player can slow their decent or hover above the ground for 10 minutes a level
Painless – The player can use their Wisdom and Spirit Modifiers to heal a targets HP for 1 round a level. Requires concentration rolls to maintain.
Calm Mind – the player can remove the active effect of mental status effects from a character at a bonus of 1+level in the DC to resist the effects.
Drain Power – the player can reduce the mana / chi of a target by 1d4 x level by having the target make a Will save DC (10+Wisdom Mod+ level)
Message – the player can send a message to a target they personally have been in contact with, within a day’s travel from their location.
Psychic Armor – The player is able to add their Wisdom Mod to their ADS score for their level in rounds granting them a greater resistance to damage from attacks
Force Push – The player can have a target make a will save DC (10 + Wisdom Mod +level) or be flung back and knocked prone 1d10x10 ft.
Greater
Telekinesis – the player can move an object within line of sight weighting 20lbs per level
Elemental power – the player can tap their Elemental alignment and do a 1d6for every 2 psychic levels, ranged touch attack with it within 60’
Psychic Guardian – The player can summon a copy of an animal, or monster of equal ½ level. for their level in rounds the creatures attacks do psychic damage instead of what type they normally do for resistances
Psionic Weapon – The player can craft one of two weapon types, Melee Psionic weapon or a ranged Psionic Weapon, ether one will form the form the player wants the weapons look to be but the stats are always the same. The weapon lasts for the players level in rounds.
Melee Psionic Weapon
+1 2d10 x4 (on a critical strike the weapon does an additional 1d4 INT damage)
Ranged Psionic Weapon
+1 2d8 100ft x4 (on a critical strike the weapon does an additional 1d4 INT damage)
Psionic Strike – The player can add psychic damage to their attacks doing 3d6 psychic damage. The effect on the weapon lasts for the player’s level in rounds.
Domination – The player chooses a target to make a will save DC (10+Wisdom Mod + level) verse domination. On a fail the target is the players willing subject for 24 hours, at which point the target is able to roll another save (repeated each day till free)
Fly – The player is able to fly 60’ Good for their 1d10xlevel in rounds
Psychic Enhancement – the player can use their psychic power to add their Spirit Modifier to boost their all their saves and attacks for 1 round per level
Memory Wipe – the player can access the minds of a target and find remove selective memories from their min Will save DC 10+ Wisdom Mod+ level
Sever Power – the Player can cause a target to make a will save (10 + wisdom mod + level) vs having 1d4 of their powers/ abilities/ techniques or spells locked from use for 24 hours, the locked powers are the casters choice.
Mind Melt – the player can select a target to make a will save DC 10+ Wisdom Mod + Level versus 1d6 Endurance Damage
Mind Switch – the player chooses two targets (they can choose themselves) and have the targets make a will save DC (10+wisdom Modifier + level) vs switching bodies with two targets. If one target is dying the target not dying gains a +6 bonus to the save to resist the switch. If the body dies and the mind is switched then the new mind can claim the body. Otherwise the each of the targets can reroll the save after 24 hours pass. They can keep attempting the saves for up to one in game month. If they do not or choose not to switch back then their body switch will be final. The switch changes the characters looks and physical stats (STR, END, DEX and COM) as well as physical defects and abilities. Their mental stats, abilities, and defects remain the same as their original body. They however lose any unique powers and abilities of the new body, only maintaining any mental based powers, abilities, techniques or known spells of their original form.
Grand Illusion – the player can cause all targets within 30ft of the placement of the attack 10ft per level to make a DC (10+Wis Mod +level) vs Hallucination that last for 1+level in rounds
Mind Fog Mass – the player can make all targets within 30ft perform a will save DC 10+level vs being distracted and falling surprised
Psionic Storm – Player unleashes a storm of Psychic energy in a field of 120ft doing 1d6 psychic damage. It damages all in the area for the player’s level in rounds.
Projection – The player can send a visual message to any known target as long as the player has met them at one point. The projection can be of the player or of objects or of the view of a location to send info.
Psionic Armor – grants the player their psychic level in ADS Bonus for 1d10+Wisdom Mod in rounds
Force Push, Mass – The player can have all targets within 30ft make a will save DC (10 + Wisdom Mod +level) or be flung back and knocked prone 1d10x10 ft.
Mind Reading – The player can use the skill Empathy to reach further into a targets mind to gain access to hidden information.
Psychic Energy – The player can trade a daily use of a psychic power to grant themselves or another ether a +2 Moral boost, or regenerate 2d8 Chi / Mana
Psychic Barrier – A psychic player can use their power to form a barrier that grants their allies the effect of psychic shield
The Priest is the best class for fending off the powerhouses that is demonic power in the game. They gain abilities and bonuses against all forms of demonic powers including those possessed. Their strong will let’s them make up for their weak attacks. They also gain the power to grant Blessings and heal by Laying on hands.
Lay On Hands – At 1st Level and higher a Priest, as a full action the Priest can place their hands on their target and Heal them (Priest level + Spirit Score) once per day.
Minor Blessing – At 2nd level and every level there after a Priest gains a holy ability blessed upon them from a higher power. Priest’s gain an additional choices at 4th and 6th levels. The Priest must choose at the level they gain the blessing which one of the choices (seen below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.
Animal Friendship – user can befriend hostile/unfriendly creatures
Mending Touch – user can repair minor damage items with touch
Friendly Face – grants bonus of +4 to all social rolls when active
Pain touch – Touch cause 1d8+level damage
Liberation – Target is granted a +4 to Reflex saves
Mad laughter – Target that fails will save (DC 10 + Level) is unable to act
Bull Strength – +2 STR for (4+Level) in rounds
Cat’s Grace – +2 DEX for (4+level) in rounds
Summon Wind – Creates a gust of wind that can be used to move sails (4+level in rounds)
Create Water – Creates 1 gallon of water per level
Glitter Light – Creates a small sphere of light that acts like a free floating torch, lasts 1 round per level
Holy Talisman – At 5th level and every level there after the Player is able to do a touch attack, which does damage equal to their (Spirit Mod x their Priest Level) to demonic powers, This is granted a 1/3 their level in uses a day, thus at level 5 its 1, 6 its 2, 9 its 3 and so on. The attack can be combed with other attacks to grant holy damage to an attack.
Blessing – At 8th Level and every level there after Priest gain a stronger blessing from their higher power. Priest’s gain an additional choices at 10th and 12th levels. The Priest must choose at the level they gain the blessing which one of the choices (see below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.
Summon Animal Minor – Summons a small to medium creature to aid in a fight lasting 4+levels in rounds
Repair – fixes Major Damages on items with touch
Charm – Causes target to make will save (Dc 10+level vs Charm effect).
Bleeding Touch – Touch does 2d8+level in damage
Freedom of Movement – Grants self and allies within 30ft the ability to move freely through difficult terrain, through techniques or otherwise
Tongues – user causes all targets in 30ft to perform will save (DC 10+level) vs. No Action for 1d6 rounds
Heroic Strength – Grants target a Strength boost of +4 for (4+level) in rounds
Blinding Light – A burst of light that blinds all within a area DC 10 +Level
Holy Barrier – At 10th level a shield that blocks damage equal to their (Spirit Mod x Priest Level) to all attacks, The ability requires concentration Rolls to maintain (DC 10+Priest Level) while doing other actions, Failing to do so drops the shield. Priest Gain this ability 1/per day
Major Blessing – At 14th Level and every level there after the Priest is able gain a powerful blessing from their higher power. Priest’s gain an additional choices at 16th, 18th and 20th levels. The Priest must choose at the level they gain the blessing which one of the choices (seen below) will take, once the choice is made it cannot be changed. Choosing the same blessing twice adds an additional use of the blessing per day. Each Blessing has 1 use per day. Each ability is a one use version of Techniques with the same name.
Summon Animal Major – Summons a Large or Huge Creature to aid user in battle, lasting (4+level) in rounds
Puppet Guardian – user can summon a puppet to fight along as their aid, lasting (4+level) in rounds
Domination – User causes a target to make a will save (DC 10+level) vs complete control of the targets actions
Decay Touch – Touch attack does 3d8+level in damage
Searing Light – Fires a laser blast for 120ft doing 1d6 ½ level (max 10d6) to normal races, or 1d6 per level to undead or demonic (max 20d6)
Aura of Insanity – user generates a 30’ aura that causes all targets inside to have to make a will save (DC 10+level) vs. No action for 2d10 rounds
Godly Strength – user grants self and allies in 30ft +6 STR for (4+level) in rounds
Holy Word – At 15th level and every level after that the Priest increases the strength of Holy Talisman by x4
Holy Miracle – At 20th level a Priest can return a target that has been dead in rounds equal to their own level to 0 HP
Strong and Hardy Warriors of the sea, Pirates, are a strong force in a fight. While they don’t have a diverse array of abilities they make up for it in Hit points, Feats and DR along with vast weapon choices they stand as equivalent of a living battleship.
Types of Pirates
Most pirates are a combination of both Peace Maine and Morgania ideals. Even the final version certain amount of pirates display these original concepts.
Peace Maine
A Peace Maine is a Pirate who goes on adventures, and doesn’t really care about personal treasures or going around fighting other Pirates.
Morgania
The Morgania, fight for treasure and personal gain. They are greedy and love to fight just to cause other people pain and misery.
+5 Hp – At 3rd level and every three levels after that Pirates gain 5 extra Hit points on top of their normal levels.
+1 DR – At 3rd level and every three levels after that Pirates gain +1/- damage reduction
Parley – At 4th level a pirate can make a Bluff (Bluff skill +level to the roll) to get the rivals in a 30ft area to become surprised until attacked again. The ability only works 1 per battle
Scourge of the Seas – At 7th level the pirate can roll an intimidation roll and add their reputation score with to one target. If the target is lower level then the pirate they will flee if the result is successful. If the target is equal or higher they will suffer the effects of fear if the roll is successful.
Pirate Legend – At 14th level the pirate can make their Scourge roll effect a 30’ area.
Bonus Feats – Able Sniper, Brutal Throw, Catch off Guard, Cleave, Close Quarters Fighting, Close Shot, Combat Expertise, Dazzling Display, Deadly Aim, Deadly Stroke, Deafening Critical, Double Slice, Exhausting Critical, Far Shot, Fire in the Hole, Greater Two Weapon Fighting, Greater Vital Strike, Grenadier, Improved Bull Rush, Improved Critical, Improved Precise Shot, Improved Two Weapon Fighting, Improved Unarmed Strike, Improved Vital Strike, Improvised Weapon Mastery, Leap Attack Doubles, Lucky Bullet, Many shot, Martial Weapon Proficiency, Monkey Grip, Pinpoint Targeting, Precise Shot, Point Blank, Power Attack, Power Throw, Power Critical, Prone Attack, Quick Draw, Rapid Reload, Resounding Blow, Ranged Disarm, Ranged Sunder, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shot on the Run, Staggering Critical, Strike Back, Stunning Critical, Tiring Critical, Throw Anything, Trick Shot, Vital Strike, Weapon Finesse, Weapon Focus, Whirl Wind, Attack Focus, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Improved Overrun, Monster Hunter, Planned Attack, Rally Behind the Jolly Roger, Reckless Offense, Sea Legs, Spring Attack, Cumbrous Resistance, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Call of the Sea, Poison Expert, Poison Master, Ship Shape, Wanted Dead or Alive
Be it in Cars, Ships, Planes, or Giant Robots, the Pilot is a cool headed master of the vehicle and using it in combat situations. They also have a few skills outside the vehicles they use but their main skills lie behind making vehicles do amazing things.
Rotary Engine – The pilot grants any vehicle they are in and all its inhabitants a ADS Bonus of +1
Tail Wind – The Pilot can improve their PS Score to match their base attack for rounds equal to their level 1 / per day. This ability cannot be bought up to have extra uses.
Strafe Attack – A player can strike a line of targets as they move past without provoking an attack of opportunity at a -4 to hit each target at third level the player can only make this attack on one target, they gain an additional target every third level.
Twin Shot – The pilot can use two vehicle/ piloted machine’s based weapons in one attack to the similar effect of the Two Weapon Fighting feat. Normally the feat does not apply to vehicles and machines that are piloted.
Propeller Engine – An improved version of Rotary Engine granting a +2 bonus to ADS
Going Heavy – The Player can perform a ramming attack with a vehicle / piloted machine doing 1d10 for every 100lbs of the machines weight, the pilots vehicle and machine takes only ¼ the damage of hitting the target.
Combustion Engine – An improved version of Rotary Engine granting a +4 bonus to ADS
Dropping Payload – Similar to Twin shot this ability grants the vehicle / piloted machine the ability of the feat Improved Two Weapon Fighting
Jet Engine – An improved version of Rotary Engine granting a +6 bonus to ADS
Ejector Seat – The player can escape a machine or vehicle as a free action, normally it’s a full round action and leaves the pilot at risk when a vehicle or machine is about to be destroyed. In Vehicles of larger seating the pilot also awards this ability to all other riders.
Super Sonic Engine – An improved version of Rotary Engine granting a +8 bonus to ADS
All Out – The Pilot is able to unless all attacks of a vehicle or piloted machine in one massive blast that takes all the damage from all the weapons and multiples it by x4 unleashing it in one massive attack
Nurses are the saving graces in many a battle. The most powerful healing class they are skilled in boosting and aiding their allies along with demoralizing the enemies.
Healing Touch – at first level the Nurse is granted with a healing touch. This ability which 1/per day a nurse can heal their CHA Bonus x their level in HP to one target.
Aura – Nurses at second level gain the choice in an aura type this aura can be activated 1/per day and can do a variety of tasks. The aura lasts the Nurses level +1 in rounds. Once chosen a nurse cannot change their aura. But the feat Blinding Aura grants a choice of an advanced aura type.
Calm – grants all allies within 30ft +4 protection from fear causing saves
Help – grants all allies within 30ft +5 in a selected skill
Protection – grants all allies within 30ft +4 Resistance save
Uneasiness – grants all enemies within 30ft -4 to Reflex saves
Sexy – Stuns all enemies, Will DC 10+level
Fear – Releases an aura of fear to all enemies in 30ft Will DC 10+level
Charm – Release an aura that causes all enemies in 30ft to be charmed Will DC 10+level
Comfort – grants all allies within 30ft Regeneration 1d4
Needle Arm – Needle arm is a boost ability of one of the following, Attack (to hit and damage), Skill (+5 to a chosen skill [stacks with aura ability]), or Defense (ADS and saves) the boost is based on the ranking of the needle arm and lasts 1 round +level. This ability boosts to +2 granting a higher bonus in the attack and defense and granting a boost of +10. It increases at levels 5, 10, 15, and 20. The ability can be used 1 +level /per day
Surgical Strike – Nurses at level three gain a unique bonus to their own weapons, Nurses using thrown weapons can Use their INT and CHA Bonus (if they have one) to add to their thrown weapons to hit. This doesn’t add to the damage of the weapon only increases their to-hit score with thrown weapons.
Doctors Bag – at fourth level a nurse can heal with tools such as bandages at a higher rate granting healing from the item multiplied by the Doctors Bag level. Doctors bag +1 allows cloth be used to create bandages healing 2d6 HP, This ability can also lessen injuries severity by 10. This increases at level 8 3d6 or 20 to injury roll, 12 4d6 or 30 to injury roll, 16 5d6 or 40 to injury roll, and 20 6d6 or 50 to injury roll. Nurses can use this ability as long as they have supplies. It takes a full round to activate however and leaves the nurse prone while in use.
Run By Attack – A unique attack of a nurse where they can move through enemies and strike at all as she passes by. A player can strike targets within reach as they run past (provokes attacks of opportunity. The attacks suffer a -4 to hit but add +2 damage with each hit and the player doesn’t have to stop at the target they hit they can keep moving.