A Monk, is a person in tune with the environment and world on a spiritual level that they can manipulate the world to aid them in fighting and defense. The monk’s skill and power is mainly defensive with supporting attacks that make a great defensive character to have on your side.
Elemental Strike – The monk at first level can expend a round to tune into their birth element to convert their attacks to do elemental type damage (types listed below).
Fire – Unarmed attacks are fire damage, crits burn slowly doing 1d2 damage for 1d4 rounds
Water – Unarmed attacks are cold damage, crits slows a target for 1d4 rounds
Earth – Unarmed attacks are acid damage, crits burn slowly doing 1d2 damage for 1d4 rounds
Lighting – Unarmed attacks are electric damage, crits stun target for 1 round DC 10+level resist
Unarmed Attack – At First level and every level there after a Monk uses both STR Bonus and DEX Bonus in a melee attack when unarmed. Granting them an stronger Melee attack then most classes.
Evasion – At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement – At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
Mind of Water – A monk of 3rd level or higher gains the ability to add their Spirit Mod to their protection score to avoid attacks greater
Slow Fall – At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
PS score Boost – When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his PS score. In addition, a monk gains a +1 bonus to PS score at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to PS score apply even against touch attacks or when the monk is surprised. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Purity Body – At 5th level, a monk gains a higher resistance to diseases and poisons allowing them to add their level in a resistance roll to avoid the effects of the threat.
Wholeness of Body – At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level. They can do this action based on their total Spirit Score.
Improved Evasion – At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body – At 11th level, a monk can add ½ their level in their Armor Defense Score making them greater resistant to damage. This does not count as DR but a natural armor thus cannot be reduced using attacks that lower DR.
Abundant Step – At 12th level or higher, a monk can slip between spaces, as if using the ability Ninja Teleport. Using this ability is a move action that can be done ½ their level in times per day. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Diamond Soul – At 13th level a monk gains resistance to elements (Fire, Cold, Electric, Acid) equal to ½ Monk level
Elemental Palm – Starting at 15th level, a monk can set up their elemental attack to release a quick burst attack that they can throw. The damage 1d6+lvl in the element type they fall under, for a range of 30’ ft.
Timeless Body – At 17th level, a monk can add ½ their level to saves to avoid stat drain.
Tongue of Sun and Moon – At 17th Level a Monk can speak with any living creature
Spirit Body – At 19th level, a monk gains the ability to take on Spirit form making them immune to attacks (The exception is form other creatures with spiritual forms) they can maintain this form based on their level + spirit score in rounds. While in this form they can still make elemental attacks that hit their targets.
Nature Form – At 20th level, a monk can take on the form of their Element for 1d10 round +their level acting as an elemental of equal their size in terms of types of attacks
Bonus Feat – At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats are as follows:
A skilled Mechanic is a useful ally to have on hand when it comes to dealing with machines, their skill at healing machines, setting up traps and even having a robotic ally assists the team with a well-balanced support type character.
Monkey Wrench – A player can take a full round action and grant healing to constructs or machines by 1d6 this increases every three levels 1/per day
Plan B – The player can set any explosives they have and place them as a makeshift land mine that can go off at the push of a button, Takes a full round action but can place the explosive anywhere within 20 ft from the player. The range increases at 5th and every five levels after that by 10ft
Drone Attack – A player can set out robots or drones under their command to strike at the same or different targets in line of sight from the player and they attack at the same time the player does doing their set attacks. At 9th level the drone attack gains a second attack and again at 15th level. Players are limited to one drone / robot ally at a time. The drone to hit is determined by adding the Mechanic’s total level + the drone/robots Dexterity or Strength.
Spot Build – The player can build/ repair machines on the fly, allowing the player to repair a machine during combat as long as they pass a concentration check, normally the player can only do repairs when not engaged in combat
Weapon Proficiencies:
Simple, Martial Firearms
Armor Proficiencies:
Light, Medium
Hit Die: 1d8
Skills: (points per level 50 + INT MOD),
Appraise, Concentration, Craft, Demolitions, Disable Device, Drive, Gamble, Knowledge Machines, Knowledge Military Science, Knowledge Programing, Navigate, Notice, Open Lock, Perform, Pilot, Profession, Repair, Ride, Search, Streetwise, Taunt, Use Technology
A Martial Artist, a living weapon. Someone who has trained their body to be the deadliest of all, weapons. Much like ninja they channel chi through their body and perform great tasks with it. Only unlike ninja they use chi more to boost their physical prowess.
Unarmed Attack – At First level and every level there after a Martial Artist uses both STR Bonus and DEX Bonus in a melee attack when unarmed. Granting them an stronger Melee attack then most classes.
Chi Armor – At First Level and Every Level there after a Martial Artist can Expend 1 chi per round to grant them an all-around PS score bonus equal to the Martial Artist Strength. This lasts for as long as the Martial Artist maintains it. When using Chi Armor they have to make Concentration rolls to maintain the Armor when using other Chi Based Techniques (DC 10+ STR Mod). Failure to pass the roll drops the armor but doesn’t affect the Technique being used.
Flurry of Blows – Starting at 1st level, a martial artist can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special martial artist weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the martial artist does not meet the prerequisites for the feat). For the purpose of these attacks, the martial artist’s base attack bonus is equal to his martial artist level. For all other purposes, such as qualifying for a feat or a prestige class, the martial artist uses his normal base attack bonus. At 8th level, the martial artist can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the martial artist does not meet the prerequisites for the feat). At 15th level, the martial artist can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the martial artist does not meet the prerequisites for the feat).
A martial artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A martial artist may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A martial artist cannot use any weapon other than an unarmed strike or a special martial artist weapon as part of a flurry of blows. A martial artist with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Chi STR – A Martial Artist of level 3 or higher can infuse their physical Strength with chi. Costing 1 chi per bonus per round (the bonuses increases every 3 levels after level 3 giving a max +6 Bonus by level 18.) Performing other techniques while this is active requires a concentration check (DC 10 +Martial Artist level)
Technique – Can choose to take a technique attack over the Chi STR one would gain at that level (see technique section for list)
Fist of Iron – at 6th level and every level thereafter, A Martial Artists Unarmed attacks count as Cold Iron thus count as +1, They also can expel 1 chi a round and their unarmed attacks can do sunder attacks at +2 damage.
Fist of Flame – at 11th level and every level thereafter, A Martial Artist Unarmed attacks count as Fire thus counts as +2, they can also expel 5 chi a round to add fire damage of +1d6 to their unarmed attacks
Holy Fist – at 16th level and every level thereafter, A Martial Artist Unarmed attacks count as blessed thus count as +3, they can also with the expel of 2 chi a round do blessed attacks that do greater damage (x2) to Demonic and Undead types.
Level
Flurry Of blows
1
-2/-2
2
-1/-1
3
0/0
4
1/1
5
2/2
6
3/3
7
4/4
8
5/5/0
9
6/6/1
10
7/7/2
11
8/8/3
12
9/9/4
13
9/9/4
14
10/10/5/0
15
11/11/6/1
16
12/12/7/2
17
12/12/7/2
18
13/13/8/3
19
14/14/9/4
20
15/15/10/5/0
Fist of Death – at 20th level and every level thereafter, A Martial Artist Unarmed attacks count as adamantine thus counting them as +4, also the Martial Artist can expel 20 chi to perform a death attack Resist save DC (damage +Martial Artist Level) vs Death.
Weapon Proficiencies: None
Armor Proficiencies: None
Hit Die: 1d10
Skills: (points per level 30 + INT MOD), Acrobatics, Bluff, Climb, Craft, Concentration, Intimidate, Jump, Martial Arts, Notice, Perform, Profession, Stealth, Swim, Taunt,Use Rope, Use Magic Device
Before one can rise to a title of superhero one must first prove their skill and worth to the world. Heroes may look on glance as a weak class choice but the constant gaining of new powers that in turn can change the base stats of the class to higher and greater lengths, as well as open new attacks, skills and abilities that are restricted to this class only.
Heroic Power – the player gains one new power equal to a cost of 5 Build points. The player can chose not to gain a power when this is gained and the 5 points go towards the characters build points for a higher level power to be bought later. When the player buys a new power any remaining points not spent go to the players reserve build points.
Heroes Creed – A hero has to have a creed for which they take action, Failure to uphold this creed prevents further advancement in the hero class.
Revenge Creed – Players with this creed must always be working towards their revenge
Protector Creed – Players with this creed will never let others be harmed if they can help it
Lover of Peace Creed – Players will work to always bring peace to the world
Right Wrongs Creed – Player will always work to correct the wrongs done to others
Voice of the Voiceless Creed – Player will take missions to seek out those that prey on the lives of others
Responsibility Creed – Player will not allow a wrong be committed around them without taking action against it
Honor Code Creed – Player has a strong sense of honor and even in fighting will treat their opponents with honor
Monetary Creed – Player will only act if they get involved if they paid in someway
Insanity Creed – Player will do whatever they want when they want, the creed is broken if they constantly follow orders to the letter
Truth, Honor and Justice – Hero player gets to add their level in hero in damage and in the following skills, Intimidation, Diplomacy, Stealth, Notice, Knowledge Law
Nemesis – The player can choose one race, organization, guild, or class and get bonus +2 on all actions against those that fall under this choice
Symbol – The hero player gains the effect of the feat Leadership
Archrival – Choose a second Nemesis with +4 on any targets that fit both nemesis titles
Super-villain – Choose a third Nemesis with +6 on any targets that fit under all three, +4 on if they fall under only two, or standard +2 if they fall under only one.
Stuff of Legends – Player has become a legend for their great deeds and is awarded 20 Build points
Cold Hearted warriors of the gun, this class is for those wanting to live out their wild west fantasy with abilities to not only be a crack shot with guns but also pull off what is normally considered impossible shots to being with. The gunslinger is pretty useless without their gun and many consider their firearm as a part of themselves.
Steady Hand – Player reduces their Attack to the last action in that round of combat for their level in bonus damage or to hit (The choice must be called before the attack is rolled) this acts as a full round attack thus the player cannot move and attack.
Bonus Feat – Able Sniper, Catch off Guard, Close Quarters Fighting, Close Shot, Combat Expertise, Dazzling Display, Deadly Aim, Deafening Critical, Exhausting Critical, Far Shot, Fire in the Hole, Greater Two Weapon Fighting, Greater Vital Strike, Improved Critical, Improved Precise Shot, Improved Two Weapon Fighting, Improved Vital Strike, Improvised Weapon Mastery, Lucky Bullet, Many shot, Pinpoint Targeting, Precise Shot, Point Blank, 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, Trick Shot, Vital Strike, Weapon Finesse, Weapon Focus, Attack Focus, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Planned Attack, Reckless Offense, Cumbrous Resistance, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Wanted Dead or Alive
Gun Trick – Gun tricks allow the gunslinger to perform unusual tricks with guns a player upon gaining this ability can choose from one of the below, so long as they are of the required level
Ricochets Bullet – Player can redirect bullets off a hard surface to hit around cover, changes a targets cover to concealment of 75%
Double Tap – Shot so quickly one bullet follows damage is x1 ½ not normal reduces ADS by 4 from the shot [level 10 required]
Bullet Shot – The player is such a skilled shooter to be able to shoot away ranged attacks, +5 PS verses 1 normal Ranged attack (This does not defend against siege weapon attacks) [level 10 required]
Homemade Special – The Player is skilled at crafting ammo on the road no weapons bench penalty given to craft ammo at any time, all crafted Ammo is +1
Spread Shot – Player has cut their bullets to be able to hit one adjacent target of the original target. When the player rolls their attack to hit for the first target, that roll counts for the adjacent target. [Level 10 required]
Gun Tool – Player gains a +10 Disarm Device, +10 Explosives and +10 Notice
Quick release – Player can reduce the unjam time to a Standard action (Normally full round)
Big Boom – Player takes a full round action and their attack does area damage to a 10×10 area
Boom Stick – Player can add their gunslinger levels as a bonus to intimidation and resistance against psychological attack.
Two Stage Shot – Players attack does additional 1d6 damage, the next round (must be declared upon use) [level 10 required]
Dance Sucker – Player can use a full round to halt the movement of one target
Counter Argument – Player can shoot their gun to gain attention or event counter one verbal based attack/ support such as bardic performances.
Dead Eye – Player can use Steady Hand and now move in the same round
Snipe Attack – If a Gunslinger 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 Gunslinger’s attack deals extra damage anytime her target is caught surprised or when a Gunslinger can feign their attack on a target. This extra damage is 1d6 at 6th level, and increases by 1d6 every three levels thereafter and ignore the Armor and End Bonus in their ADS score. Should the Gunslinger 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 Gunslinger must be able to see the target well enough to pick out a vital spot. A Gunslinger cannot snipe attack while striking a creature with concealment. Unlike Sneak Attack Snipe Attack does not ever cancel out Improved Uncanny Dodge.
Lock On – Player can make two shots with Steady Hand
Heat Seeker – Player can make three shots with Steady Hand
Weapon Proficiencies:
All Simple Weapons, Only Firearms of Martial Weapons
A Bounty Hunter is a skilled hunter in urban environments. Skilled warriors built to bring justice down upon the wicked of the world.
Track– A Bounty Hunter adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy – A Bounty Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Bounty Hunter rolls 1d20 and adds her Bounty Hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Uncanny Dodge – At 3rd level, a Bounty Hunter gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught surprised by reflex attacks, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A Bounty Hunter with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a Bounty Hunter already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead
Trap Sense – At 5th level, a Bounty Hunter gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to PS score against attacks made by traps. These bonuses increase by +1 every five Bounty Hunter levels thereafter (10th, 15th, and 20th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge – At 7th level and higher, a Bounty Hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the Bounty Hunter by flanking her, unless the attacker has at least four more rogue levels than the target has Bounty Hunter levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Swift Tracker – Beginning at 8th level, a Bounty Hunter can move at her normal speed while using Survival to follow tracks without taking the normal –10 penalty. She takes only a –30 penalty (instead of the normal –60) when moving at up to twice normal speed while tracking.
Evasion – At 9th level or higher, a Bounty Hunter can avoid damage from many area-effect attacks. If a Bounty Hunter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Bounty Hunter is wearing light armor or no armor. A helpless Bounty Hunter does not gain the benefit of evasion.
Fast Movement – At 12th level and higher, The Bounty Hunter’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Bounty Hunter’s land speed.
Bonus Feat – Able Sniper, Catch off Guard, Cleave, Close Shot, Combat Reflexes, Dazzling Display, Deadly Aim, Exhausting Critical, Far Shot, Greater Two Weapon Fighting, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Grapple, Improved Precise Shot, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Improved Unarmed Strike, Improvised Weapon Mastery, Lucky Bullet, Lunge, Many shot, Martial Weapon Proficiency, Monkey Grip, Mounted Archery, Mounted Combat, Pinpoint Targeting, Precise Shot, Point Blank, Power Attack,
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and Abilities, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and Abilities, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Bardic Knowledge – A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Music – A bard is trained to use the Perform skill to create effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action.
At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Counter Song – At 1st level, a bard learns to counters effects that depend on sound (but not spells that have verbal components). Each round of the counter song he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent actions such as an opposing bard, noble or Genjutsu may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the counter song is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the counter song, but it must use the bard’s Perform skill check result for the save. Counter song does not work on effects that don’t allow saves. Counter song relies on audible components.
Fascinate – At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat, or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If it’s saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Notice checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Distraction – At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by an illusion (pattern) or illusion (figment) Genjutsu attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) Genjutsu attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Inspire Courage – A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels there-after, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Disorder – A bard of 2nd level or higher Similar to Inspire Courage effects targets the bard decides are enemies in the area. Grants a negative Moral bonus on enemies in 30ft. At 6th level and every 5 levels there-after, this negative grows by -1 to a maximum -3 at 18th level. Inspire disorder is a mind-affecting ability. Inspire disorder can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence – A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +5 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +5 for every four levels the bard has attained beyond 3rd (+10 at 7th, +15 at 11th, +20 at 15th, and +25 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.
Twang – A bard at 4th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at one target your bard ½ level in d6’s for one use of music, Ranged attack
Suggestion – A bard of 6th level or higher can use his performance to make a suggestion to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Once under the influence of suggestion the Bard can ask things that the target normally would do but to the Bard’s aid. Such suggestions, like Flee from battle, Provide Defense (Bard or Allies), Give me your stuff, or convince them that one of their allies is out to harm them. You cannot ask something put the targets life at direct risk.
Making a suggestion does not count against a bard’s daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components.
Pleasant Melody – A Bard of 7th level or higher can use his performance to heal a single ally (or himself) with a (Performance + Bard Level + Charisma Score) in healing. In addition, this performance removes the fatigued, sickened, and shaken conditions. This turn must be played for 4 rounds and the target cannot move out of 30ft from the bard. Pleasant melody relies on audible and visual components.
Doom-song – A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Doom-song is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness – A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Endurance modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Resistance saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Combine Songs– A bard at 10th or higher can play two songs in one turn. It takes a full round to pull off both songs but the effects can be used to grant allies with bonuses and enemies with discord.
Sproing – A bard at 10th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at a 30 ft cone your ½ level in d6’s for one use of music
Inspire Chaos – A bard at 11th level or higher can use one of his bardic music uses to cause confusion to 30ft area of enemies DC 10 +Level +CHA MOD Will
Soothing Melody – A bard of 12th level or higher can use his performance to create an effect of healing a large group (Performance + Bard Level + Charisma Score). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing melody affects all targets that remain within 30 feet throughout the performance. Soothing melody relies on audible and visual components.
Song of Freedom – A bard of 12th level or higher can use there Bardic music to free a person from any Enchantments and Genjutsu without the target having to roll another save and grants them a +4 bonus to avoid any new enchantment or Genjutsu.
Frightening Tune – A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and f lees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics – A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to PS. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Rip a cord – A bard at 16th level or higher can use one of his bardic music uses to make an attack that does a sonic attack at one target your bard level in d6’s and maintains for time equal to your level, for one use of music, Ranged Touch
Mass Suggestion – This ability functions just like suggestion, but allow a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Final Performance – A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Final performance is a mind-affecting death effect that relies on audible and visual components.
Weapon Proficiencies: Simple, Rapier, Long sword, sap, short sword, short bow, small pistol and Whip
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.
Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.
Fast Movement – A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Illiteracy – Barbarian must take Common Language as a feat to read or write
Rage – A barbarian can fly into screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Endurance, and a +2 morale bonus on Will saves, but he takes a –2 penalty to PS score. The increase in Endurance increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Endurance score drops back to normal.
While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and power enhance feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Endurance modifier.
A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter.
At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Endurance, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck
Uncanny Dodge – At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught surprised by reflex attacks, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A barbarian with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Trap Sense – At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to PS Score against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge – At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction – At 7th level, a Barbarian, gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage– At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Endurance increases to +6 and the morale bonus on her Will saves increases to +3.
Indomitable Will – While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantments, illusions and Genjutsu. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage – Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage – At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Endurance increases to +8 and the morale bonus on her Will saves increases to +4.
Weapon Proficiencies: Simple, Martial
Armor Proficiencies: Light, Medium, Shield
Hit Die: 1d12
Skills: (points per level 30 + INT MOD), Animal Empathy, Climb, Craft, Intimidate, Jump, Notice, Ride, Survival, Swim, Taunt, Use Magic Device