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The Archives => Campaign Elements and Design (Archived) => Topic started by: Lmns Crn on June 08, 2006, 09:25:20 PM

Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 08, 2006, 09:25:20 PM
We know how boring these kinds of threads are, but I've painstakingly retooled the mechanics of my setting to support the tone I desire. Brainface's excellent table code has made it possible for me to share with you my results.

Without further ado, the classes of the Jade Stage:
[spoiler=The Expert]
The Expert:

Game rule information:
Experts have the following game statistics.
Abilities: Intelligence is the most important ability score for the expert, since it's directly related to the expert's ability to master the complex subjects that are her domain. All other ability scores are of secondary importance, though many experts suppliment their intelligence with wisdom, representing a general or spiritual understanding of the world or common sense, or dexterity, indicating an ability to work with fine-tuned, complex devices. The rare and courageous expert who forays into battle would do well to have a high constitution, to increase his chances of survival, compensating for a lack of armor proficiency and a low hit die.
Alignment: Any.
Hit Die: d6.
Action Point Die: d3.

Class Skills:
The expert's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Heal (Wis), Knowledge: [Any] (Int), Open Lock (Dex), Profession (Wis), Search (Int), Speak Language (none), Use Magic Device (Cha).
Skill points at first level: (8 + Int modifier) x 4.
Skill points at each additional level: 8 + Int modifier.

[table=The Expert]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Skill Emphasis, Trade Secret I[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Trade Secret II[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+2[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Broadened Horizon[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Trade Secret III[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td] [/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Trade Secret IV, Broadened Horizon[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td] [/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+4[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Trade Secret V[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Broadened Horizon[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Trade Secret VI[/td][/tr]
[/table]

Class Features:
All of the following are class features of the expert.

Weapon and armor proficiencies: Experts are proficient with all simple weapons, but with no types of armor or shields.

Skill Emphasis: Every expert has a pet subject, a particular area of professional focus. At first level, an expert gains the Skill Emphasis feat as a bonus feat, which can be applied to any Knowledge or Craft skill. This choice does more than provide a simple bonus to skill checks, however. In addition to the normal effect of the Skill Emphasis feat, the first level expert's choice determines the class abilities gained both immediately and far down the road. Experts who apply their Skill Emphasis to a Knowledge skill gain the Knowledge Trade Secrets as they advance in level, while experts who apply their Skill Emphasis to a Craft skill gain the Craft Trade Secrets instead.

Knowledge Trade Secret I - Research: The expert's continuing studies nurture her ability to sift through huge volumes of information to find relevant and useful facts. The expert gains a bonus to her Knowledge checks equal to half her expert level, rounded up, when she has access to a large library or similar source of information (DM's discretion.) If the expert also has this class feature from the mage prestige class or the channeler prestige class (Doctrine ability for channelers of the Scribe only), use the character's combined levels in those classes to determine the bonus.

Knowledge Trade Secret II - Newfound Knowledge: The expert's studies uncover a new epiphany. At second level, an expert focusing on Knowledge immediately gains four free ranks in a Knowledge skill in which she previously had no ranks, proving once again that no single subject is enough to satisfy an inquisitive mind.

Knowledge Trade Secret III - Trivia: By fourth level, any expert focusing on Knowledge has uncovered a vast array of varied facts over the course of her studies. This broad exposure to a wide range of unusual tidbits of information allows the expert to make Knowledge checks untrained.

Knowledge Trade Secret IV - Theory and Practice: By sixth level, an expert specializing in Knowledge has mastered a large quantity of academic information, and is pioneering new and efficient ways of applying this information to everyday problems. Any Knowledge skill in which the expert has at least five ranks now provides a +3 synergy bonus instead of the usual +2. See the list of Knowledge skills for a list of the appropriate synergy bonuses.

Knowledge Trade Secret V - Consummate Scholar: The Knowledge-focused expert's command of esoteric lore is nearly complete by eighth level. Upon reaching this level of mastery, the experts gains a +1 competence bonus on all Knowledge checks, including those made untrained by virtue of her Trivia ability.

Knowledge Trade Secret VI - Subject Mastery: At tenth level, the expert reliant on Knowledge gains a thorough and reliable command of her subject matter. When using any Knowledge skill for which she has the Skill Emphasis feat, the expert may take 10 on any Knowledge check. Naturally, this ability applies to the Knowledge skill toward which the expert applied her first level Skill Emphasis bonus feat, but the expert may expand its use to other Knowledge skills by taking the Skill Emphasis feat multiple times.

Craft Trade Secret I - Mechanical Aptitude: The craft-oriented expert's instinctive knack for complex mechanisms gives her unique insight into the workings of traps. An expert with this ability may find and disarm traps of DC greater than 20, even magical traps, as if she were a rogue.

Craft Trade Secret II - VI - Crafter's Technique: At each even-numbered class level, the craft-focused expert learns an advanced itemcrafting technique. These techniques may be selected from the list below, in any order.

Masterwork Secret - Cruel Weapons: You can create masterwork weapons that inflict more damage than most weapons of their kind. When using any Craft skill to create a normal masterwork weapon (which adds a +1 bonus to attack rolls), you can add an additional masterwork component to the weapon, at a cost of 200 gp and a Craft DC of 20. This additional masterwork component adds a +1 bonus on weapon damage rolls with the finished product.

Masterwork Secret - Quick Weapons: You can create masterwork weapons that are more agile and precise than most weapons of their kind. When using any Craft skill to create a normal masterwork weapon (which adds a +1 bonus to attack rolls), you can add an additional masterwork component to the weapon, at a cost of 500 gp and a Craft DC of 25. Ranged weapons with this additional masterwork component have their range increments increased by 25%. One-handed melee weapons with this additional masterwork component are useable with the Weapon Finesse feat.

Masterwork Secret - Clever Weapons: You can create masterwork weapons that strike more keenly than most weapons of their kind. When using any Craft skill to create a normal masterwork weapon (which adds a +1 bonus to attack rolls), you can add an additional masterwork component to the weapon, at a cost of 1000 gp and a Craft DC of 30. This additional masterwork component enhances the critical hits made with the finished product. Clever weapons with a base critical hit multiplier of x2 have their threat range increased by one number (from 20 to 19-20, from 19-20 to 18-20, and so on.) This increase does not stack with the Keen weapon enhancement, but stacks with, but is not further doubled by, the Improved Critical feat. Clever weapons with a base critical hit multiplier of x3 or greater have that multiplier increased by one (from x3 to x4, or from x4 to x5.) Weapons which fall into both the above categories (specifically, firearms) gain only the increased multiplier, not the increased threat range.

Masterwork Secret - Sturdy Armor and Shields: You can create masterwork armor and shields that are more likely to deflect a crucial blow than most examples of their kinds due to superior construction. When using any Craft skill to create normal masterwork armor or shields (which reduces the item's armor check penalty by 1), you can add an additional masterwork component to the armor or shield, at a cost of 250 gp and a Craft DC of 25. This additional masterwork component increases the finished product's AC bonus by 1, allowing wearers a more thorough and reliable protection.

Masterwork Secret - Staunch Armor: You can create masterwork armor that is more durable than most examples of its kind due to superior construction. When using any Craft skill to create normal masterwork armor (which reduces the item's armor check penalty by 1), you can add an additional masterwork component to the armor, at a cost of 500 gp and a Craft DC of 30. This additional masterwork component increases the Damage Reduction granted by the finished product by 1, allowing its wearer to shrug off more deadly blows.

Craft Secret - Quick Crafting: Choose any Craft skill. When you succeed on a Craft check while using this skill to create an item, multiply your "progress" in silver pieces by 1.5 before comparing it to the completed item's value in silver pieces. Essentially, this craft secret lets you construct items 1.5 times as fast as normal when using the selected Craft skill. This craft secret may be chosen more than once, applied to a different Craft skill each time.

Craft Secret - Cheap Crafting: Choose any Craft skill. When using this skill, you pay 1/4 the item's cost in materials, rather than the usual 1/3. When using this skill to repair an item, you pay 1/8 the item's cost, rather than the usual 1/5. This craft secret may be chosen more than once, applied to a different Craft skill each time.

Broadened Horizon: At 3rd level and every three levels thereafter, the expert's experiments and research lead her to familiarity with new areas of expertise. She chooses any skill to becomes a class skill for her in the expert class.
[/spoiler]
[spoiler=The Face]
The Face:

Game rule information:
Faces have the following game statistics.
Abilities: Charisma is important to the face, because it affects the face's primary talent: relating to people. A face with a high charisma score drastically increases his ability to manipulate others. Intelligence is also important, because a higher intelligence allows the face to invest in a higher number of skills. Many faces are content to delegate combat to their subordinates or lead from the rear of battle ranks, prioritizing the defensive combat abilities of dexterity and constitution above strength.
Alignment: Any.
Hit Die: d6.
Action Point Die: d3.

Class Skills:
The face's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge: History (Int), Knowledge: Local (Int), Knowledge: Nobility and Royalty (Int), Knowledge: Politics (Int), Knowledge: Races (Int), Knowledge: Streetwise (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill points at first level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.

[table=The Face]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Inspire Courage +1[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Connections 1[/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+2[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Fascinate[/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Connections 2[/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Iron Dignity[/td][/tr]
[tr][th]6[/th][td]+4[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Connections 3[/td][/tr]
[tr][th]7[/th][td]+5[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Inspire Courage +2[/td][/tr]
[tr][th]8[/th][td]+6/+1[/td][td]+4[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Connections 4[/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Suggestion[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Connections 5, Superior Dignity[/td][/tr]
[/table]

Class Features:
All of the following are class features of the face.

Weapon and Armor Proficiencies: Faces are proficient with all simple weapons, but with no types of armor or shields.

Inspire Courage: A face possesses natural abilities to motivate and lead others, and can spur others on to greater success in battle. A number of times per day equal to his class level plus his Charisma modifier, a face can boost allies' combat abilities by shouting encouragement, giving tactical instruction, threatening them with the consequences of failure, or similar oration. All allies who can hear these words, including the face himself, gain a +1 morale bonus to attack rolls, weapon damage rolls, and saving throws against fear. These bonuses increase to +2 when the face reaches 7th level.

Starting the Inspire Courage effect requires a standard action, and maintaining it requires a free action each turn. A face must continue speaking to maintain the effect, and therefore cannot cast spells with verbal components or activate magic items requiring a command word without stopping his use of the Inspire Courage effect. The bonuses last for as long as the face continues speaking, and for one round per point of charisma modifier afterwards.

Connections: Often, success depends not on what you know, but on who you know. At second level, a face begins to build a network of allies that can be called upon for information, assistance, or loans. The player and the DM should work together to determine the exact nature of these allies, and the DM should keep track of what they're capable of.

Upon reaching every even-numbered class level, a face gains another point of connections. These additional connections may be used to develop new allies or to strengthen ties to additional ones. A character with more than one level in the same kind of connection may have more numerous allies, more powerful allies, or allies who are more willing to stick their necks out to help. By 10th level, a face may have five different connections with one level each, representing a loosely-knit but widespread network of friends and allies, a single connection with five levels, representing a single powerful and dedicated benefactor, or any distribution in between. A character who has five points of connections invested in a single person or organization has a powerful or devoted advocate, or a far-reaching network of friendly acquaintences. With five points in the same area of connections, a face may have a Senator in his pocket, be in the good graces (and protection) of city-spanning street gang, or be highly regarded and respected by a church.

For example, Folsem chooses the New Port City Guard as his first connection, granting him access to some information and minor favors from the law enforcement. Upon reaching 4th level and gaining another point of connections, Folsem must choose whether to place this point in the New Port City Guard as well, strengthening his connections in that organization, or to put that point in another place. Folsem decides that his current allies in the Guard are adequate for the time being, and decides to use his second point to befriend a Senator. At 6th level, his third point in connections (and a few strategically placed bribes) earn Folsem his second point of connections in the New Port City Guard, affording him the ability to request more risky or substancial favors from that organization.

A face may have connections in a variety of areas, although the DM should be the final arbiter of what kinds of connections are appropriate for any given character. A notorious con-man and criminal is unlikely to have connections with the local law enforcement (barring exceptional circumstances), and a nonhuman would be unlikely to have any influence with Ithyrian slavers. A character's connections will do their best to help when called upon, but will not endanger themselves or compromise their own interests in the process.

A connection is not a personal servant; there are limits on what any connection is able or willing to do. For particularly dangerous or unsavory tasks, some connections will require return payment in either money or favors, or may refuse to fulfill the request at all. Even in these cases, a face with connections still has an edge over the average person. When dealing with one of his connections, a face might even gain audience with a king, senator, or crimelord that would never make the time to meet with someone less important. A face unhappy with the reticence of his connections should consider putting more points in those connections, to increase their willingness or obligation to comply with his requests.

Fascinate: At third level, a face can hold those who listen to him in rapt attention by virtue of manipulative ability and raw personal presence. A face can ensnare the attentions of a number of creatures equal to his Charisma modifier + one third his face level (rounded down) with a single use of this ability. Using this ability requires the face to sacrifice a single use of his Inspire Courage ability for the day.

To begin the Fascinate effect, the face takes a standard action, speaking to engage his audience's attention, and makes a Diplomacy or Perform check appropriate to the way he intends to hold their attention. The targets of the effect make Will saving throws to resist it; the result of the face's skill check becomes the saving throw DC. Targets who fail their saving throws merely listen in rapt attention for as long as the face continues concentration on the Fascinate effect. Fascinated creatures take a -4 penalty on all skill checks made as reactions, such as Spot and Listen checks.

A potential threat, such as as an ally of the face approaching an affected creature, forces the face to make a new skill check (setting a new saving throw DC) and allows that creature a new Will saving throw to resist the Fascinate effect. An obvious threat, such as someone drawing a weapon or casting a spell nearby, ends the effect automatically.

Iron Dignity: A face possesses impressive strength of personality, and this intensity can function as a shield against certain checks. At 5th level, the face gains  the option to add his Charisma modifier instead of his Wisdom modifier to Will saves against magical effects which influence behavior (such as charm person, suggestion, and geas.)

Suggestion: At ninth level, the face's ability to ensnare the attention of those who listen to his voice reaches deep into the subconscious. A face may attempt to give a suggestion (as per the spell) to a single creature whose attention he currently holds with a Fascinate effect. This ability does not break the face's concentration on the Fascinate effect, nor does it allow the sunject(s) of that effect a new saving throw against it. A successful Will saving throw (DC 10 + 1/2 the face's class level + the face's Charisma modifier) negates the suggestion.

Superior Dignity: At tenth level, a face's composure insulates him against effects that attempt to ascertain thoughts, emotions, or motives. He gains the option to add his Charisma modifier instead of his Wisdom modifier to Will saves against any of those magical effects (such as detect thoughts and read emotions.)
[/spoiler]
[spoiler=The Fencer]
The Fencer:

Fencers are a unique breed of combatants with a distinct fighting style. Rather than training themselves to inflict huge amounts of damage upon an enemy, fencers emphasize quickness and agility, skillfully staying out of an opponent's way until the opportunity for the crucial strike presents itself. Fencers eschew armor bulky enough to weigh them down, and favor weapons light enough to make fast strikes.

For many fencers, merely defeating an opponent is not enough. Fencers often use their skills to confuse and humiliate their enemies, claiming a social victory as well as a tactical one. Fencers can frequently be heard talking during battle, attempting to distract or enrage their opponents in hopes of deriving an advantage. Any given fencer is likely to be armed with a wit at least as sharp as his weapon.

Game rule information:
Fencers have the following game statistics.
Abilities: Dexterity is important for fencers, because of its effect on defense and attack accuracy in battle. Intelligence and Wisdom help a fencer spot incoming attacks in time to get out of the way, and a high Constitution score is a good thing to fall back on when the fencer's near-impermeable defenses finally fail.
Alignment: Any.
Hit Die: d8.
Action Point Die: d6.

Class Skills:
The fencer's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Spot (Wis), and Tumble (Dex).
Skill points at first level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.

[table=The Fencer]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Weapon Finesse, Ever-Ready +1[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Canny Defense +1[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Uncanny Dodge[/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Canny Defense +2[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Ever-Ready +2[/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Canny Defense +3[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Improved Uncanny Dodge[/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Canny Defense +4[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Fence of Briars[/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Ever-Ready +3 Canny Defense +5[/td][/tr]
[/table]

Class Features:
All of the following are class features of the fencer.

Weapon and armor proficiencies: Fencers are proficient with all simple and martial weapons, although many of their class features require the use of weapons usable with the Weapon Finesse feat. Although fencers can become proficient armor and shields, using these items prevents them from using many of their class abilities.

Weapon Finesse: A fencer gains the benefit of the Weapon Finesse feat as long as he wears no armor and carries no shield.

Ever-Ready: Fencers train themselves to be aware of possible threats and to be quick to react to danger. At level 1, a fencer receives a +1 insight bonus to Initiative checks. This bonus increases by 1 at 5th level and every five levels thereafter, to a maximum of +5 at level 20. It stacks with Improved Initiative.

Uncanny Dodge: At third level, a fencer gainst the ability to react to danger before his senses would normally allow it. He retains his dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. He still loses his dexterity bonus to AC if immobolized.

At seventh level, a fencer can no longer be flanked; he responds to attackers on all sides as easily as he can respond to a single attacker.

A multiclass character who would gain Uncanny Dodge from a second class after he already has it from a previous class gains Improved Uncanny Dodge instead.

Canny Defense: Fencers train to win fights not by dealing large amounts of damage, but by avoiding incoming attacks in an attempt to outlast their opponents. Starting at 2nd level, a fencer's alert senses and ability to predict an opponent's actions begin to pay off, in the form of a dodge bonus to AC. A fencer adds up to 1 point of his combined Intelligence modifier and Wisdom modifier to his AC in the form of a dodge bonus. The maximum amount of Intelligence modifier and Wisdom modifier that can be added this way increases by 1 every two levels, to a maximum of +10 at level 20. Fencers cannot benefit from Canny Defense while wearing armor or carrying shields.

Fence of Briars: At 9th level, the fencer develops an intuitive sense of timing, becoming able to exploit even the most brief lapses in an opponent's guard. Once per turn, when wielding a finessable weapon and wearing no armor or shield, you may make an attack of opportunity against an opponent who attacks you while you are fighting defensively or using the Combat Expertise feat. This attack of opportunity counts against your normal limit of attacks of opportunity per round. A fencer with the Combat Reflexes feat may still only make one Attack of Opportunity per turn as a result of this ability.
[/spoiler]
[spoiler=The Fighter]
The Fighter:

Because of their reliability, offensive and defensive ability, and staying power in combat, fighters are among the most common types of adventurers on dojh-oln-beh. Eager explorers, well-equipped to handle the dangerous unknown; armored guards, staunchly defending a charge or expertly quelling disputes; mercenary soldiers, expertly fighting for coin; and brutal thugs, using their warlike skills to demand the goods of travelers, are all among the numerous and varied types of characters that may have levels in the fighter class. The fighter class is best used to represent a character who gains combat prowess as the result of diligent training and practice; each bonus feat a fighter receives represents a new technique or combat maneuver the fighter adds to his repertoire.

Game rule information:
Fighters have the following game statistics.
Abilities: Strength, dexterity, and constitution are the most important abilities for fighters, because they improve their ability to deal damage, avoid hits, and soak up pain without falling. Variation among these three ability scores is a key distinction between two fighters; a high-dexterity fighter is going to have a much different feel from a high-constitution fighter. Intelligence, wisdom, and charisma are also important because they determine which bonus feats the fighter can learn. In addition, a high intelligence helps fighters become more versatile by expanding their portfolio of out-of-combat skills, and a high wisdom helps to cover a fighter's major weakness, a vulnerability to magic.
Alignment: Any.
Hit Die: d10.
Action Point Die: d6.

Class Skills:
The fighter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), Swim (Str).
Skill points at first level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

[table=The Fighter]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td] [/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td] [/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+2[/td][td] [/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]+3[/td][td] [/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[/table]

Class Features:
All of the following are class features of the fighter.

Weapon and armor proficiencies: Fighters are proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields.)

Bonus Feat: At first level and at each even-numbered level, the fighter gains a bonus feat, representing new maneuvers and techniques gained through practice and training. Each time the fighter gains a bonus feat, he chooses a feat from the  list of feats specified as fighter bonus feats with the [Fighter] tag. The fighter must still meet all prerequisites for any feat he takes, including all base attack bonus and ability score prerequisites.
[/spoiler]
[spoiler=The Hunter]
The Hunter:

Few are as successful at finding what they seek as a skilled hunter. Their patience, perseverance, tracking ability, and combat skill make them valued allies and fearsome enemies. Hunters are always in demand, and the skilled ones are quickly snatched up by employers who need their skills at stealth, tracking, information gathering, or plain old-fashioned knifing. The hunter class is equally suitable for portraying law enforcement detectives, private investigators, military scouts, wilderness trackers, bounty hunters, and assassins.

Game rule information:
Hunters have the following game statistics.
Abilities: Strength and Dexterity and important for their contribution to the hunter's combat ability, and Dexterity improves the hunter's ability to stay stealthy. Wisdom affects many of the hunter's class skills, and Intelligence ensures the hunter will be skillful enough to track down prey.
Alignment: Any.
Hit Die: d8.
Action Point Die: d3.

Class Skills:
The hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: Dungeoneering (Int), Knowledge: Geography (Int), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).
Skill points at first level: (8 + Int modifier) x 4.
Skill points at each additional level: 8 + Int modifier.

[table=The Hunter]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Relentless +2, Track, Urban Tracking[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Combat Style[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Hunter's Prowess +1d4[/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Merciful Foe[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Relentless +4[/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+4[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Improved Combat Style, Hunter's Prowess +2d4[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+4[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Untraceable[/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+4[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Swift Tracker[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+5[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Hunter's Prowess +3d4[/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Relentless +6[/td][/tr]
[/table]

Class Features:
All of the following are class features of the hunter.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons, all light armor, and shields (except tower shields.)

Relentless: A hunter's strength is his ability to focus on specific target, seeing with the eyes of his prey. By concentrating on a specific individual for days or even weeks, a hunter gradually increases his understanding of his target's motives, mannerisms, habits, and commonly-used strategies, gaining a talent for predicting his prey's movements. When a hunter focuses on tracking a specific target, his intense study yields results in the form of a bonus to skill checks made against that individual. The hunter adds his Relentless bonus to all Bluff, Listen, Spot, and Sense Motive checks against the hunted target, as well as all Survival and Gather Information checks made to find the target with the Track and Urban Tracking feats. In addition, the hunter adds his Relentless bonus to all weapon damage rolls against the prey he pursues.

At first level, the hunter has a maximum Relentless bonus of +2. Whenever a hunter designates a new individual as his chosen "prey," his Relentless bonus is set to zero. At the end of each day in which the hunter spends at least one hour on his prey's trail (this includes attempting to track the prey, engaging in combat with the prey, spying on the prey, or simply speculating on the prey's activities), the hunter's Relentless bonus increases by 1. The hunter's Relentless bonus resets to zero if he chooses a new individual as his chosen prey, or if he fails to spend one hour a day on his prey's trail for a number of consecutive days equal to his current Relentless bonus.

For example, Eld is a third-level hunter, who has been hired by a private firm to investigate Republic Senator Elric Val, who is suspected of making under-the-table deals with Ithyria. Eld has been discreetly spying on Senator Val for over a week, so he has been enjoying his maximum Relentless bonus of +2 against the Senator for quite some time. Then, Eld receives word that Rusty Jase, the slaver who sold his brother to Ithyria, is back in town. Thirsty for revenge, Eld designates Rusty Jase as his new prey. His Relentless bonus resets to zero, and he no longer gains any advantage while spying on the Senator, but he begins to accumulate Relentless bonus against Rusty Jase as he tracks the slaver day by day, making sure nothing can go amiss with his planned revenge.

Track: A hunter receives Track as a bonus feat at first level.

Urban Tracking: A hunter receives Urban Tracking as a bonus feat at first level.

Combat Style: At second level, the hunter chooses a combat style to pursue. Each combat style contains two feats: one received at second level, and one received at sixth level. This choice affects the hunter's class features, but does not restrict the character's selection of feats in any way. The feats received from a hunter's combat style are treated as bonus feats, and the hunter does not have to meet the usual prerequisites.

If the hunter selects archery speed, he receives Rapid Shot at second level and Manyshot at sixth level.

If the hunter selects archery precision, he receives Point Blank Shot at second level and Precise Shot at sixth level.

If the hunter selects two-weapon combat, he receives Two Weapon Fighting at second level and Improved Two Weapon Fighting at sixth level.

If the hunter selects melee speed, he receives Mobility at second level and Spring Attack at sixth level.

Hunter's Prowess: The hunter's familiarity with his prey is so detailed that he knows precisely where to strike. Starting at third level, the hunter adds 1d4 to his weapon damage rolls against the prey designated by his Relentless ability, but only when he is unseen by his target. Creatures with any amount of cover or concealment, as well as creatures immune to critical hits, do not take this extra damage.

Merciful Foe: Not all of a hunter's quarry is meant to be brought back dead. At 4th level, the hunter masters the ability to incapacitate rather than maim with his attacks, gaining Merciful Foe as a bonus feat.

Untraceable: By 7th level, a hunter's tracking expertise becomes so second nature that he begins automatically taking measures to thwart any trackers of his own.  A hunter with this ability adds his class level to the DC of Survival checks and Gather Information checks made to follow his trail.

Swift Tracker: Beginning at eighth level, the hunter can move his normal speed while using Survival to track without taking the usual -5 penalty. He takes only a -10 penalty (rather than the usual -20) for tracking while moving up to twice his normal speed. In addition, the hunter can make a Gather Information check for Urban Tracking every half hour without taking the normal -5 penalty.
[/spoiler]
[spoiler=The Rager]
The Rager:

As in most professions, the well-trained, meticulously studied practitioners of the art of battle scoff at the perceived inadequacy of those without the benefit of such study. However, instinct is a powerful force, and many an individual has proved a natural combatant when driven by need. The need for survival, the need for revenge, the need to take up arms and protect a loved one from danger; all these drives and more can transform an untrained, unskilled individual into a fierce, destructive force. Add enough need, and even master swordsmen tremble before the crash of a blade driven by desperation.

Where the fighter class is best used to represent a character who fights with his brain, making use of training, practice, and complex combat maneuvers to prevail in battle, the rager class is used to represent a character who fights with his heart. Ragers typically do not tap into training on the battlefield, they tap into deep wells of emotion. These stores of determination, anger, guilt, hatred, and even fear translate directly into destructive force, making a rager capable of amazing ferocity and prowess in battle.

Game rule information:
Ragers have the following game statistics.
Abilities: Ragers eschew the finesse and subtlety favored by some practiced fencers, preferring the raw power and ferocity best represented by a high strength score. Also important to the rager is constitution, as it increases the length of each rage as well as the rager's general staying power in battle.  Despite their focus on the purely physical art of battle, many ragers invest strongly in mental abilities as well, choosing wisdom to increase their resistance to magic, charisma to better relate to those around them, or intelligence to increase their effectiveness out of combat via a wide array of skills.
Alignment: Any nonlawful.
Hit Die: d12.
Action Point Die: d6.

Class Skills:
The rager's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill points at first level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.

[table=The Rager]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]Speed Increase, Rage 1/day[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]+0[/td][td]Uncanny Dodge[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]Stubborn Resolve +1[/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]Rage 2/day[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]Improved Uncanny Dodge[/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]Damage Reduction 1/-[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]Stubborn Resolve +2[/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]+2[/td][td]Rage 3/day[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]+3[/td][td]Damage Reduction 2/-[/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]Greater Rage[/td][/tr]
[/table]

Class Features:
All of the following are class features of the rager.

Weapon and Armor Proficiency: A rager is proficient with all simple and martial weapons, all light armor, and shields (except tower shields.)

Speed Increase: A rager's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and is not carrying a heavy load.

Rage: The rager's signature ability, rage represents the substitution of training and skill for determination and fury. The rager can tap deep, inner reserves, channeling anger into combat ability with a ferocity that frightens opponents. While in rage, a character gains a +4 bonus to both Strength and Constitution and a +2 morale bonus to Will saves, but incurs a -2 penalty to AC. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier, but a character may prematurely end his own rage at will.

Entering a rage is a free action that a rager can take on his turn, no more than once per encounter. At the end of a rage, the rager becomes fatigued (-2 penalty to both Strength and Dexterity, can't charge or run.)

Uncanny Dodge: At second level, a rager gainst the ability to react to danger before his senses would normally allow it. He retains his dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. He still loses his dexterity bonus to AC if immobolized.

At sixth level, a rager can no longer be flanked; he responds to attackers on all sides as easily as he can respond to a single attacker.

A multiclass character who would gain Uncanny Dodge from a second class after he already has it from a previous class gains Improved Uncanny Dodge instead.

Stubborn Resolve: A rager's emotions are his lifeblood, his strength, and the conduit through which he reaches his fearsome battle prowess. Any tampering with these emotions is a threat to the rager's abilities, and by extension, his life. At third level, the rager begins to subconsciously develop layers of defense against such tampering, gaining a +1 bonus to Will saves made to resist effects that alter emotion, such as calm emotions, charm person, and cause fear. This bonus increases to +2 at seventh level.

Damage Reduction: Part of the armor worn by any rager may be tangible, but part is formed of pure determination. By sixth level, a rager has learned to shrug off damage that would gravely wound lesser combatants. The rager gains DR 1/-, subtracting one from the damage he takes each time he is injured by a weapon or natural attack. This damage reduction increases at ninth level.

Greater Rage: At tenth level, the rager's fearsome battle demeanor becomes even more destructive and terrifying. The bonuses to his Strength and Constitution during raging each increase to +6, and the morale bonus to Will saves increases to +3. The AC penalty remains at -2.
[/spoiler]
[spoiler=The Rogue]
The Rogue:

Game rule information:
Rogue have the following game statistics.
Abilities: Dexterity, Wisdom, and Charisma affect the vast majority of the rogue's skills, which are the source of most of the class' effectiveness. Intelligence increases the number of skills the rogue can heavily invest in, but because of the rogue's generous base amount of skill points, some place Intelligence as a secondary priority. A rogue who can sneak attack consistently in combat has little need of a high Strength to do damage, but combat-focused rogues often need a high Constitution to compensate for their low hit die.
Alignment: Any.
Hit Die: d6.
Action Point Die: d4.

Class Skills:
The rogue's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill points at first level: (10 + Int modifier) x 4.
Skill points at each additional level: 10 + Int modifier.

[table=The Rogue]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+0[/td][td]+2[/td][td]+0[/td][td]Sneak Attack +1d6, Trapfinding[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+3[/td][td]+0[/td][td]Evasion[/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+3[/td][td]+1[/td][td]+3[/td][td]+1[/td][td]Sneak Attack +2d6, Trap Sense +1[/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+4[/td][td]+1[/td][td]Uncanny Dodge[/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+4[/td][td]+1[/td][td]Sneak Attack +3d6[/td][/tr]
[tr][th]6[/th][td]+4[/td][td]+4[/td][td]+2[/td][td]+5[/td][td]+2[/td][td]Trap Sense +2[/td][/tr]
[tr][th]7[/th][td]+5[/td][td]+4[/td][td]+2[/td][td]+5[/td][td]+2[/td][td]Sneak Attack +4d6[/td][/tr]
[tr][th]8[/th][td]+6/+1[/td][td]+4[/td][td]+2[/td][td]+6[/td][td]+2[/td][td]Improved Uncanny Dodge[/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+5[/td][td]+3[/td][td]+6[/td][td]+3[/td][td]Sneak Attack +5d6, Trap Sense +3[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+5[/td][td]+3[/td][td]+7[/td][td]+3[/td][td]Skill Mastery[/td][/tr]
[/table]

Class Features:
All of the following are class features of the rogue.

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, as well as the hand crossbow, the rapier, the shortbow, and the shortbow. Rogues are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The rogue's attack does extra damage whenever the target would be denied a Dexterity bonus to AC or when the rogue flanks his target. The extra damage begins at 1d6 at first level, and adds an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks count as sneak attacks only if the target is within 30 feet. A rogue can't strike with deadly accuracy from beyond that range.

With a sap or unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. Normally, a rogue cannot use a weapon that does lethal damage to sneak attack for nonlethal damage, even with the usual -4 penalty, because he must make optimal use of his weapon to execute a sneak attack. However, a rogue with the Merciful Foe feat may make nonlethal sneak attacks with a wide variety of weapons.

A rogue can only sneak attack living creatures with discernable anatomies; creatures immune to critical hits are also immune to sneak attack. The rogue must be able to see the target well enough to pick out a vital spot and be able to reach the vital spot. A rogue cannot sneak attack while striking a creature with concealment, or while attacking the limbs of a creature whose vitals are out of reach.

Trapfinding: A rogue receives Trapfinding as a bonus feat at first level.

Evasion: At second level, a rogue's impressive knack for avoiding danger allows him to defend himself from certain unusual attacks. Any time he makes a Reflex save for half damage, he instead takes no damage on a successful saving throw.

Trap Sense: A rogue's familiarity with traps grants him an almost preternatural ability to avoid their dangers. At third level, a rogue gains a +1 bonus to Reflex saves against traps. This bonus increases by an additional +1 every third level thereafter, to a maximum of +3 at ninth level.

Uncanny Dodge: At fourth level, a rogue gainst the ability to react to danger before his senses would normally allow it. He retains his dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. He still loses his dexterity bonus to AC if immobolized.

At eighth level, a rogue can no longer be flanked; he responds to attackers on all sides as easily as he can respond to a single attacker.

A multiclass character who would gain Uncanny Dodge from a second class after he already has it from a previous class gains Improved Uncanny Dodge instead.

Skill Mastery: At tenth level, the rogue becomes so sure of his abilities that he can no longer be shaken by distraction and stress. The rogue chooses a number of skills equal to 3 + his Intelligence modifier. He can take 10 on these skills even when threatened in combat, rushed, or otherwise distracted.[/spoiler]
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 08, 2006, 09:27:11 PM
And now, the three magic-user PrCs:

[spoiler=The Mage]
The Mage:

Requirements:
To qualify to become a mage, a character must fulfill all the following criteria:
Skills: Knowledge: Arcana 6 ranks.
6 ranks in at least one of the following skills: Bluff, Craft (any one besides alchemy or poisonmaking), Decipher Script, Disguise, Diplomacy, Handle Animal, Heal, Intimidate, Sense Motive, Survival.

Game rule information:
Mages have the following game statistics.
Abilities: Intelligence is the most important ability for mages, because it affects the mage's spellcasting prowess. A highly intelligent mage can cast higher-level spells, gains more spells per day, and casts spells that are harder to resist, compared to a mage with lower intelligence. Intelligence also affects many important skills for mages, notably Spellcraft and the various Knowledge and Craft skills. Also important are constitution and dexterity, because they improve the relatively frail mage's chances of surviving in the thick of battle. Wisdom and charisma can also be very important to mages, depending on their skill selection and the disciplines of magic they study.
Alignment: Any.
Hit Die: d6.
Action Point Die: d3.

Class Skills:
The mage's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: [Any] (Int), Profession (Wis), and Spellcraft (Int).
Skill points at first level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

[table=The Mage]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][th]Spell Points[/th][th]Max Spell Level[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Scribe Scroll, Specialization[/td][td]3 + Int mod[/td][td]1[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Focused Study, Research[/td][td]4 + Int mod[/td][td]1[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+0[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Broadened Horizon[/td][td]6 + Int mod[/td][td]2[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Confident Hand[/td][td]9 + Int mod[/td][td]2[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Bonus Feat[/td][td]12 + Int mod[/td][td]3[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Broadened Horizon[/td][td]16 + Int mod[/td][td]3[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Improved Specialization[/td][td]21 + Int mod[/td][td]4[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Intensity[/td][td]28 + Int mod[/td][td]4[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Broadened Horizon[/td][td]36 + Int mod[/td][td]5[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Specialized Mastery, Bonus Feat[/td][td]45 + Int mod[/td][td]5[/td][/tr]
[/table]

Class Features:
All of the following are class features of the mage.

Spellcasting: The primary class feature of the mage is the ability to use magic.

Spell Points: A mage has a pool of spell points at her disposal. These spell points represent the total amount of magic that a mage can manipulate in a day, with more powerful spells consuming more spell points than simple ones. A mage's spell points depend on class level and intelligence: a mage gains access to an increasing number of spell points as she gains levels, as listed on the chart above, and she adds her intelligence modifier to this total. The mage also has access to a special, seperate pool of spell points, from her Specialization class feature. This pool of points is smaller, equal to class level, and the intelligence bonus is not added to it. This specialization pool can only be used to cast spells from the mage's specialty discipline, but higher-level mages gain the ability to use these points with greater flexibility than those in their standard pool.

Casting a spell consumes spell points equal to its spell level (with the exception of 0-level spells, which consume half a spell point.) Each day, the mage can use any combination of spell levels equal to or less than her spell point maximum: in any given day, a mage with 20 spell points can use 10 2nd-level spells, 20 1st-level spells, 40 0-level spells, or any other combination of spells whose total cost does not exceed 20 spell points.

Spell Preparation and Spell Improvisation: Mages can cast their spells in two different ways: prepared and improvised.

A mage has the option of preparing spells during the day; this process takes anywhere between 15 minutes and one hour, depending on the percentage of the mage's total spell points are being prepared. When preparing spells, a mage completes most of the casting, leaving spells almost finished, lacking only a final word and gesture of command to activate. When preparing spells, a mage designates exactly what spells will be cast with her spell points, making those spells ready for quick use. Spells that a mage prepares are cast at their normal casting times, as listed in the spell's description. A mage who relies heavily on spell preparation sacrifices flexibility for speed; this method of casting is primarily used by mages who expect to see combat, or other situations where time is vitally important.

Any spell points that a mage does not use to prepare spells may be used to cast improvised spells. Unlike prepared spells, improvised spells are spells that a mage does not start ahead of time. Because of this, they take longer to cast, but do not limit a mage's flexibility by requiring her to commit to certain spells in advance. Spells that a mage improvises may be any spells she knows, decided upon at the time of casting. However, because no preparation work has been done in advance, the casting time for improvised spells is ten times the casting time listed in the spell's description. A mage who relies heavily on spell improvisation sacrifices speed for flexibility; this method of casting is primarily used by mages who expect to have plenty of time to use their magic.

For example, Serafila is a third-level mage with 15 Intelligence, specializing in artifice. She has 8 general spell points (6 from her class and level and 2 from her Intelligence modifier), and 3 spell points from her specialization, which can only be used for spells in the artifice discipline. She decides to prepare shatter (2) and animate rope (1) using her three spell points from her specialization. She also prepares inflict moderate wounds (2), arcane mark (0.5), and three castings of detect magic (totalling 1.5), using 4 of her 8 general spell points. She keeps her other 4 spell points free to use improvised spells; this means she can cast a total of 4 spell points worth of any spells she knows, but they will take ten times the normal amount of time to cast. Since she has prepared spells with 7 out of her total 11 spell points, around two thirds of her total amount of spell points, it takes about two thirds of an hour to prepare her spells: forty minutes.

A mage's spells known: To learn a spell, a mage must have a class level sufficient to cast it. For spells in disciplines besides magecraft, there is also a skill point requirement to learn spells. A mage must have a number of skill points equal to 5 + the spell's level in order to learn a spell in a discipline other than magecraft.

The spells a mage knows are internalized knowledge, and do not need to be kept in a spellbook or other external collection. Some mages choose to keep spellbooks, but these tomes are simply collections of scrolls bound into a large volume (rather than spellbooks in the traditional DnD sense.)

At first level, a mage automatically has knowledge of all the 0-level magecraft spells, and all the 0-level spells in her specialty discipline. In addition, she may select a number of additional known spells with a total spell point cost of 3 + her Intelligence modifier. As always, she must meet the skill point prerequisite for any spells she chooses in disciplines other than magecraft. These additional spells can be any combination of 0-level spells and 1st level spells.

For example, at first level, Serafila automatically knows all the 0-level magecraft spells, and all the 0-level artifice spells, because her specialty discipline is artifice. Since she has 15 Intelligence (for a +2 modifier), she gets to choose 5 additional levels of spells to add to her list of known spells. She chooses two 1st level magecraft spells, feather fall and hypnotism, and one 1st level artifice spell, magic weapon. Since she also has 6 ranks in Heal, she can choose restoration spells of 1st level and below, and she chooses cure light wounds. Although she would like to learn ghost sound and dancing lights, she does not have the required 5 ranks in Bluff necessary to learn these 0-level dreamcraft spells, and decides to settle for arcane mark and read magic instead, since she does have 5 ranks in Decipher Script.

Upon gaining each additional level of the mage class after the first, the mage gains new spells, as a result of her ongoing research. These spells may be any spells she qualifies for, with a total spell point cost of her new class level. They are selected in the manner described above.

In addition to the new spells gained when a mage gains class levels, she may also learn new spells by studying scrolls, or by learning from another mage.

A mage may attempt to learn a spell from a scroll, adding it to her list of spells known. This process involves several steps. First, the mage must decipher the scroll. This requires any one of the following: a read magic spell, a Spellcraft check against DC 20 + the spell's level, or the assistance of the spellcaster who wrote the scroll. By deciphering the scroll, the mage gains a general understanding of what the spell does and how to use it. (Deciphering is the only step required for a mage wishing only to cast a spell from a scroll. A mage does not have to decipher scrolls she writes herself.) After deciphering a scroll, a mage wishing to learn the spell must comprehend it. This requires one day of study and a successful Spellcraft check against DC 15 + the spell's level, and mages gain a +2 bonus on this check when dealing with spells belonging to their specialty discipline. By comprehending a spell, the mage gains thorough and detailed understanding of what it does, how it works, and how it can be manipulated. Once a spell is comprehended, a mage can commit it to memory. This requires one day of study per spell level (these need not be consequtive), the expenditure of 10 xp per spell level, and a scroll of the spell, whose magical energies are consumed in the process, rendering the scroll useless. Once a spell is memorized in this manner, the mage adds it to her list of spells known.

Mages may also share their knowledge by teaching spells to one another. To teach a spell, both the teacher and the learner must meet all prerequisites to learn and cast the spell. Attempting to teach a spell requires one day of study per level of the spell from both the teacher and the learner, and requires the learner to expend 5 xp per level of the spell. At the end of this period, the learner must make a Spellcraft check (DC: 15 + twice the spell's level). If the check is successful, the spell has been successfully taught, and the learner adds it to her list of spells known. If the check is a failure, the learner has not mastered the spell, and the time spent teaching the spell was wasted. Retries are allowed, but a mage can not attempt to retry learning the same spell from the same teacher until the learner gains a rank in Spellcraft.

Scribe Scroll: The nature of a mage's studies requires a familiarity with the reading and writing of Arcanic, and the ability to deal with magical literature. At first level, the mage gains Scribe Scroll as a bonus feat.

Specialization: At first level, each mage must choose a specialization in one of the ten disciplines available to them. This specialization is a permanent choice, designating a discipline toward which the mage has devoted extra study or shows some natural affinity. The discipline she chooses as her specialization must be one related to a skill in which she has at least 6 ranks. That skill becomes a class skill for her in the mage prestige class. The mage also gains a bonus pool of spell points equal to her mage level, which may only be used for casting spells belonging to her specialty discipline. These bonus spell points are in addition to the spell points gained from mage level and intelligence modifier.

[table=Mage Disciplines and their Skills]
[tr][td align=center][/td][td][/td][td][/td][/tr]
[tr][td colspan=2]Mage Disciplines[/td][/tr]
[tr][td]Discipline[/td][td]Associated Skill[/td][/tr]
[tr][td]Magecraft[/td][td](none)[/td][/tr]
[tr][td]Animism[/td][td]Handle Animal[/td][/tr]
[tr][td]Artifice[/td][td]Craft (any one besides alchemy or poisonmaking)[/td][/tr]
[tr][td]Cloakweaving[/td][td]Disguise[/td][/tr]
[tr][td]Dreamcraft[/td][td]Bluff[/td][/tr]
[tr][td]Ragecraft[/td][td]Intimidate[/td][/tr]
[tr][td]Restoration[/td][td]Heal[/td][/tr]
[tr][td]Runecraft[/td][td]Decipher Script[/td][/tr]
[tr][td]Sightcraft[/td][td]Sense Motive[/td][/tr]
[tr][td]Wildcraft[/td][td]Survival[/td][/tr]
[tr][td]Wordcraft[/td][td]Diplomacy[/td][/tr]
[/table]

Focused Study: At 2nd level, the mage gains especially in-depth knowledge of her specialized area of study, gaining Skill Emphasis as a bonus feat applied to the skill associated with her specialty. In addition, this skill is now permanently considered a class skill for all the mage's classes, not just the mage prestige class.

Research: The mage's continuing studies of both magical and mundane texts nurture her ability to sift through huge volumes of information to find relevant and useful facts. The mage gains a bonus to her Knowledge checks equal to half her mage level, rounded up, when she has access to a large library or similar source of information (DM's discretion.) If the mage also has this class feature from the expert class or the channeler prestige class (Doctrine ability for channelers of the Scribe only), use the character's combined levels in those classes to determine the bonus.

Broadened Horizon: At 3rd level and every three levels thereafter, the mage's experiments and research lead her to familiarity with new areas of expertise. She chooses any skill associated with a discipline, and that skill becomes a class skill for her in the mage prestige class.

Confident Hand: At 4th level, the mage's focus on the skill corresponding to her specialty discipline continues to pay off. She gains the ability to take 10 on that skill at any time, even if distracted by combat or other pressures.

Bonus Feat: At 5th level and again at 10th, the mage gains a bonus feat. This feat may any Metamagic or Item Creation feat for which the mage meets the prerequisites.

Improved Specialization: At seventh level, the mage's command over magic in her specialty discipline becomes increasingly precise, granting her incredible speed and flexibility in that area. When using her bonus pool of spell points for specialization, the mage can cast spells from her specialty discipline without preparing them ahead of time, and without increasing the casting time.

Intensity: At eighth level, the mage's specialty discipline becomes an even more potent tool in her hands. She gains Spell Focus as a bonus feat, pertaining to the school of her specialization. For example, an artificer gains Spell Focus (Artifice). A mage who already has the Spell Focus feat pertaining to her specialization gains Greater Spell Focus instead.

Specialization Mastery: At tenth level, the mage's mastery of her chosen discipline of specialization is completely refined; she is an undisputed expert in that field. The number of spell points in her bonus pool for specialization increases by 10, giving her 20 spell points per day to use for spells in her specialty discipline.
[/spoiler]
[spoiler=The Channeler]
The Channeler:

Requirements:
To qualify to become a channeler, a character must fulfill all the following criteria:
Skills: Knowledge: Religion 6 ranks.
Source-specific requirements: Each source of power has one or more unique requirements that are demanded of its channelers. (See the chart below.)

Game rule information:
Channelers have the following game statistics.
Abilities: Wisdom is the most important ability for a channeler, because it represents the channeler's ability to act as a conduit for his deity's power. Wisdom affects the highest level spell a channeler can cast, how many spells per day he receives, and how difficult his spells are to resist.
Alignment: Any. A channeler's alignment must be within one step of his deity's alignment. Channelers whose alignments stray farther than one step from their deity's alignments lose all spellcasting abilities from this class.
Hit Die: d6.
Action Point Die: d3.

Class Skills:
The channeler's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge: History (Int), Knowledge: Religion (Int), Profession (Wis), and Spellcraft (Int).
Skill points at first level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

[table=The Channeler]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][th]Spell Points[/th][th]Max Spell Level[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Doctrine, Primary Sphere[/td][td]3 + Wis mod[/td][td]1[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Sacred Magic[/td][td]4 + Wis mod[/td][td]1[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+0[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Refined Sphere[/td][td]6 + Wis mod[/td][td]2[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Sacred Magic[/td][td]9 + Wis mod[/td][td]2[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Secondary Sphere[/td][td]12 + Wis mod[/td][td]3, 2[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Sacred Magic[/td][td]16 + Wis mod[/td][td]3, 2[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Secondary Sphere[/td][td]21 + Wis mod[/td][td]4, 3, 2[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Sacred Magic[/td][td]28 + Wis mod[/td][td]4, 3, 2[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Shining Conduit[/td][td]36 + Wis mod[/td][td]5, 4, 3[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Sacred Magic, Divine Emissary[/td][td]45 + Wis mod[/td][td]5, 4, 3[/td][/tr]
[/table]

Class Features:
All of the following are class features of the channeler.

Spellcasting: The primary class feature of the channeler is the ability to use magic.

Spell Points: A channeler has a pool of spell points at his disposal. These spell points represent the total amount of magic that a channeler can manipulate in a day, with more powerful spells consuming more spell points than simple ones. A channeler's spell points depend on class level and wisdom: a channeler gains access to an increasing number of spell points as he gains levels, as listed on the chart above, and she adds his wisdom modifier to this total.

Casting a spell consumes spell points equal to its spell level (with the exception of 0-level spells, which consume half a spell point.) Each day, the channeler can use any combination of spell levels equal to or less than his spell point maximum: in any given day, a channeler with 20 spell points can use 10 2nd-level spells, 20 1st-level spells, 40 0-level spells, or any other combination of spells whose total cost does not exceed 20 spell points.

Spell Preparation: Channelers cast their spells by preparing them beforehand.

A channeler must prepare spells each day; this process takes anywhere between 15 minutes and one hour, depending on the percentage of the channeler's total spell points that are being prepared. When preparing spells, a channeler completes most of the casting, leaving spells almost finished, lacking only a final word and gesture of command to activate. When preparing spells, a channeler designates exactly what spells will be cast with her spell points, making those spells ready for quick use.

For example, Mak Resh is a third-level channeler with 16 Wisdom, with access to the battle sphere. He has 9 spell points (6 from his class and level and 3 from his Wisdom modifier.) As a third-level channeler, he has access to only one sphere, and knows all the spells of that sphere that are spell level 2 and below. He decides to prepare bear's endurance (2), bull's strength (2), magic weapon (1), two castings of bane (2), resistance (0.5), and three castings of guidance (1.5), to use up all of his 9 spell points. Mak Resh has these spells at his disposal today, ready to use whenever they are needed, and can prepare an entirely different array of spells tomorrow if he likes.

A channeler's spells known: A channeler automatically knows all the spells in any spheres he has access to, of any spell level he has a high enough class level to cast. When his maximum spell level increases (at odd-numbered class levels), he automatically learns all the spells of the newly-acquired level.

The spells a channeler knows are internalized knowledge, and do not need to be kept in a spellbook or other external collection. Some channelers choose to keep spellbooks, but these tomes are simply collections of scrolls bound into a large volume (rather than spellbooks in the traditional DnD sense.)

Doctrine: Regardless of their individual areas of focus, all clerics of any given deity share a common background, united by the most basic philosophies and teachings of their patron. At first level, the channeler gains a small list of class features specific to his deity. These class features apply only to the character's channeler class levels, not to levels of any other class. The most common doctrine abilities are additional class skills, increased saving throws, or increased base attack bonus progression.

Primary Sphere: At first level, a channeler gains spellcasting power, learning to manipulate one of his deity's spheres of magic. The channeler chooses one sphere of magic from his deity's list, and gains access to its associated powers. He uses the spells from this primary sphere to form the basis of his channeler spell list. In addition, the channeler gains the primary power associated with this sphere as a class ability.

Sacred Magic: At 2nd level, a channeler selects one spell from his primary sphere that he currently has the ability to cast. This spell is the channeler's first sacred spell. At any time, a channeler may spontaneously cast this sacred spell, without preparing it ahead of time, by sacrificing any prepared spell in his primary sphere of equal or greater spell level. Unlike a mage's improvisatory spellcasting, a channeler's use of sacred magic does not increase the spell's casting time.

For example, Mak Resh, a third level channeler, has chosen divine favor as his sacred spell. Now he can cast that spell very often, without ever having to prepare it again. Mak Resh finds himself in a tough battle, and decides he needs to cast divine favor. The spells he has prepared that remain unused today are bull's strength, bane, and two castings of guidance. Since divine favor is a first level spell, the spell Mak Resh sacrifices to spontaneously cast it must be at least first level, which rules out guidance (a 0-level spell.) Mak Resh decides to save bull's strength for an emergency, and sacrifices his daily casting of bane to use divine favor, preparing himself for battle.

The channeler gains one additional sacred spell at 4th, 6th, 8th, and 10th level. Each time this ability is gained, the channeler designates a new spell to be able to cast spontaneously. A chosen spell may be of any spell level the channeler can cast, but it must always belong to his primary sphere.

Refined Sphere: As a result of his increasing control over the aspects of his first sphere of magic, at third level, a channeler gains the secondary power associated with his sphere of magic as a class ability. This secondary power is gained in addition to the primary power of the sphere, and the two effects stack.

Secondary Sphere: At 5th level, a channeler is so advanced in the service of his patron deity that his powers expand in scope. The channeler chooses another sphere from his deity's list, and learns to use it in addition to the sphere he already has. He adds the spells from this secondary sphere to his channeler spell list, but his maximum spell level for spells from this sphere is always treated as one less than the maximum spell level of spells from his primary sphere. In addition, the channeler gains the secondary power associated with this new sphere as a class ability, in addition to the powers he already has from his primary sphere. The channeler never gains the primary powers associated with any sphere other than the one he selected at first level.

At 7th level, a channeler gains an additional secondary sphere from his deity's list. This is the third and final sphere he gains access to. His maximum spell level for spells of this sphere is always treated as two less than his maximum spell level for spells of his primary sphere.

Shining Conduit: At 9th level, a channeler's ability to focus and manipulate his patron deity's power becomes even more flexible. When sacrificing a prepared spell to use sacred magic, the sacrificed spell may be from any sphere. (Without this ability, only prepared spells from the channeler's primary sphere may be sacrificed to use sacred magic.)

Divine Emissary: At 10th level, a channeler's connection to his patron is so pure and clear that he radiates an almost tangible divine aura. Once per day, the channeler may call upon this power to add his Wisdom modifier to any one Charisma-based skill check.
[/spoiler]
[spoiler=The Shaper]
The Shaper:

Of all the various methods practiced by the magic users of dojh-oln-beh, only the shaper can claim his abilities are truly innate and natural. Unlike the channel, who receives power from an outside source, or the mage, who wields it through study as a tool, the shaper draws from a natural wellspring of magic within himself. To a skilled shaper, manipulating his own personal magic is second nature.

Shapers inherit their innate magic, sometimes deriving it from ancestry and other time from exposure to particularly violent magical phenomena. Many shapers are the children of magic users (shapers themselves or other spellcasters) of exceptional power, or were exposed to strong magic as infants or small children. While sorcerous talent often seems to follow lines of heredity, it frequently skips generations, dies out of families completely, or appears without warning in an otherwise non-sorcerous family, making it nearly impossible for geneologists to predict, despite their best efforts. Mages, channels, and shapers alike often attempt to "test" their children for the displays of latent magic that mark them with the potential to become shapers, but there is no known reliable way to detect such ability in an individual. Sorcerous talent is more likely than usual to show up in members of especially powerful sorcerous families, such as the famous House Thavius of Ithyria, but there are still many exceptions to this general rule. The origins of the sorcerous talents of a given individual may be essentially impossible to determine; sometimes the talent seems to appear out of nowhere.

Sorcerous talent is usually manifest during adolesence or early adulthood, although rare individuals first display their talents at much earlier or later ages. An individual's first display of sorcerous talent is usually an uncontrolled outburst, usually weak and unfocused, provoked by intense emotional distress. (It usually resembles a haywire prestidigitation spell.) With time and practice, these individuals learn to control their abilities enough to avoid any further unintentional outbursts. With more effort, they often learn to call upon their powers at will, creating minor magical effects, not unlike the prestidigitation spell. (In game terms, these are characters with the Spell Discovery feat, but without levels in the shaper prestige class.) A significant minority of these talented few have the willpower and the inclination to further develop their innate magical abilities, strengthening and developing them and making them respond more easily to their wielder's intent, and these gifted, determined few are referred to as shapers.

Shapers fill a wide variety of roles, and individual shapers vary greatly. Their strengths and weaknesses depend primarily on their spell selection, as well as their non-spellcasting abilities, usually determined by the classes they belonged to before taking levels in the shaper prestige class. A shaper's known spells often match his personality, since an individual shaper does not technically select those spells, but instead discovers them, unearthing them from the innermost sacred core of his being. A compassionate, nurturing person who discovers in himself sorcerous talent may find that his spells heal and soothe; conversely, a violent individual may instead discover magic that destroys. Shapers' talents may also correspond to the source of their abilities. The child of two Wildcrafter-mages may well grow up to be a shaper with nature-oriented abilities, with an individual brought to the brink of death with fire magic may later find herself developing sorcerous mastery of fire spells herself.

There is no "quick route" to qualifying for the shaper prestige class. In keeping with the idea that sorcerous talent is unpredictable in appearance, and is a result of innate potential rather than prior training, the shaper prestige class is equally easy to access from any base class.

Requirements:
To qualify to become a shaper, a character must fulfill all the following criteria:
Skills: Concentration 6 ranks.
Feats: Spell Discovery or any [Bloodline] feat, Iron Will

Game rule information:
Shapers have the following game statistics.
Abilities: Charisma is the most important ability for the shaper, as it controls his spellcasting. Shapers work their magic by tapping reserves deep inside themselves, and Charisma represents a character's ability to draw out and manipulate this core essence, using it to impose changes upon his surroundings.
Alignment: Any.
Hit Die: d6.
Action Point Die: d3.

Class Skills:
The shaper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill points at first level: (4 + Int modifier) x 4.
Skill points at each additional level: 4 + Int modifier.

[table=The Shaper]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][th]Spell Points[/th][th]Spell Levels Known[/th][th]Max Spell Level[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Eschew Materials, Signature Style[/td][td]5 + Cha Mod[/td][td]3[/td][td]1[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Overburn[/td][td]7 + Cha Mod[/td][td]4[/td][td]1[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+0[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Mental Defenses +1[/td][td]10 + Cha Mod[/td][td]6[/td][td]2[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Signature Style[/td][td]15 + Cha Mod[/td][td]9[/td][td]2[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Spirit Armor[/td][/td][td]21 + Cha Mod[/td][td]12[/td][td]3[/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Mental Defenses +2[/td][td]29 + Cha Mod[/td][td]16[/td][td]3[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Signature Style[/td][td]38 + Cha Mod[/td][td]21[/td][td]4[/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+2[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Improved Spirit Armor[/td][td]49 + Cha Mod[/td][td]28[/td][td]4[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Mental Defenses +3[/td][td]61 + Cha Mod[/td][td]36[/td][td]5[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Signature Style[/td][td]85 + Cha Mod[/td][td]45[/td][td]5[/td][/tr]
[/table]

Class Features:
All of the following are class features of the shaper:

Spellcasting: The primary class feature of the shaper is the ability to use magic.

Spell Points: A shaper has a pool of spell points at his disposal. These spell points represent the total amount of magic that a shaper can manipulate in a day, with more powerful spells consuming more spell points than simple ones. A shaper's spell points depend on class level and charisma: a mage gains access to an increasing number of spell points as he gains levels, as listed on the chart above, and he adds his charisma modifier to this total. A shaper's spell points replenish once daily, if and when the shaper gets eight hours of rest.

Casting a spell consumes spell points equal to its spell level (with the exception of 0-level spells, which consume half a spell point.) Each day, the shaper can use any combination of spell levels equal to or less than her spell point maximum: in any given day, a shaper with 20 spell points can use 10 2nd-level spells, 20 1st-level spells, 40 0-level spells, or any other combination of spells whose total cost does not exceed 20 spell points.

Shapers access their magic freely and fluidly; they are the only spellcasters in dojh-oln-beh who do not commit any of their spell points to particular spells ahead of time. Shapers cast all their spells spontaneously, without the increase in casting time that mages must deal with when they do improvise their spellcasting. Simply put, a shaper can use any spell on his spell list at any time he desires, provided that he has sufficient spell points left in his spell point pool for that day.

For example, Gor is a third-level shaper with 14 charisma. He has 12 spell points (10 from his class and level and 2 from his charisma modifier.) He knows six spell levels worth of spells, and no one spell can be higher than second level: the spells he has selected are flame blade (2), lesser gossip sense (1), shield (1), enlarge person (1), cure minor wounds (0.5), and mending (0.5). He keeps all of his 12 spell points free and flexible until he decides to use some of his magic. While at a tavern, Gor indulges his paranoia and casts lesser gossip sense, which reduces his remaining spell points by one, for a total of 11. The spell reveals that two burly dwarves near the exit are talking about him and gesturing in his direction, probably gearing up for a fight. Gor moves to confront them, producing a flame blade as he goes, which takes two more of his spell points, leaving him with 9.

A shaper's spells known: To learn a spell, a shaper must have a class level sufficient to cast it (see the chart above.) A shaper learns spells automatically as he gains levels; this process represents uncovering innate potential, and takes place without requiring the shaper to buy scrolls, take classes, or bury his nose in dusty tomes of lore.

The spells a shaper knows are internalized knowledge, and constitute a very personal style of expressing magic. While mages study a complex curriculum and debate the finer points of magic, and channelers may discuss the more common sorts of miracles and gifts their sources bestow upon them, any two given shapers tend not to agree on the terminology and theories that concern their art. Many may not even have names for the powers they wield or words to describe their use; they do things intuitively. While some individual shapers take intense academic interest in their own powers, such study is not required for their use.

At first level, a shaper has knowledge of a total of three spell levels worth of 0-level and 1st level spells of his choice. These spells may be chosen from any spells from the mage or channeler spell lists, and the shaper does not have to meet any of the special requirements (skill points for mages, deity prerequisites and spheres for channelers) associated with those classes.

Each time a shaper gains a level, he has the option of unlearning one of his already known spells before learning his new ones. The shaper's total number of spell levels known increases with each level, and he chooses new spells to add to his repertoire until the total cost of his known spells equals his new maximum. No matter how many spell levels a shaper has to spend on new known spells, no one new spell can be higher in level than his maximum spell level for his current class level, as indicated on the chart.

For example, at third level, Gor knows six spell levels worth of spells: flame blade (2), lesser gossip sense (1), shield (1), enlarge person (1), cure minor wounds (0.5), and mending (0.5). When he reaches fourth level, his spell levels known increase to nine, and he must select additional spells until he knows nine levels worth of spells. Before he selects his new spells, Gor decides that he doesn't want to keep the spell enlarge person, so he removes it from his list. He now knows only five levels worth of spells, so he can choose four levels worth of spells to bring his total to nine. He decides to learn aid (2) and status (2), and adds them to his list. He now knows flame blade (2), aid (2), status (2), lesser gossip sense (1), shield (1), cure minor wounds (0.5), and mending (0.5), a total of nine levels worth of spells.

Eschew Materials: Because of the shaper's personal, internal command of magic, he can use spells without the use of many of the props and supplies that other spellcasters are dependant upon. The shaper gains Eschew Materials as a bonus feat at first level.

Signature Style: Most shapers are self-taught, forced to explore their abilities without the benefit of a mentor or tutor. Even those with such a teacher often find there are aspects to their power they must develop on their own, because of the unique nature of each shaper's inborn talents. Therefore, it is no surprise that each shaper's magical art develops in a distinctly personal direction, and any two given shapers are likely to cast their spells in widely varying ways. At first level, and every three levels thereafter, a shaper gains a bonus feat, representing the gradual construction of his own signature style.

These bonus feats are chosen from the following list: Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Spell Gift, Spell Siphon, Improved Counterspell, Any Metamagic feat. The shaper must meet all prerequisites for these feats in order to choose them.

Overburn: At 2nd level, the shaper's increasing level of comfort with his abilities grant him more control over his power. A shaper of 2nd level or above may choose to funnel more and more power into a spell, increasing its potency and effectiveness far beyond safe levels. By using this ability, the shaper may cast a spell as if his caster level were greater than it actually is, increasing the spell's damage, duration, or any other effects that depend on caster level. The maximum caster level increase that can be gained by overburning is equal to one half the shaper's class level, rounded down, although a shaper may choose to increase his caster level by less than this amount, if desired.

When overburning a spell, a shaper chooses the number of extra caster levels to apply to the the spell, to a maximum of one half his class level, rounded down. The shaper casts the spell as normal, expending extra spell points equal to the number of extra caster levels gained with this ability. The spell takes effect as normal, but acts as if cast by a shaper of higher caster level. After the spell takes effect, the shaper makes a fortitude save (DC 15 + extra caster levels applied by overburning), to resist the physical strain caused by channeling such unsafe levels of energy. Whether the save succeeds or fails, he takes charisma damage equal to the extra caster levels applied by overburning. If the save fails, he also takes an equal amount of constitution damage. A shaper can continue overburning spells as often as necessary, as long as he has extra spell points to spend on overburning, although the charisma damage and constitution damage from multiple overburned spells are cumulative.

For example, Gor is a 5th-level shaper in an intense magical battle. In order to make sure that his next vital fireball spell is successful at breaching his enemy's defenses, he overburns the spell, increasing his caster level by his maximum of two extra caster levels. Spending the two extra spell points on the spell, he casts his fireball as if he were a 7th level caster, wounding his enemy badly. He takes two points of charisma damage from overburning, however, and since he fails his saving throw, he also takes two points of constitution damage.

Mental Defenses: Because of the shaper's personal connection with magic, he begins to develop an innate defense against its effects. At third level, the shaper gains a +1 insight bonus to all saving throws against spells and spell-like abilities. This bonus applies as long as the shaper is conscious; a sleeping or incapacitated shaper gains no protection from his mental defenses. This bonus increases by an additional +1 at sixth level, and again at ninth level.

Spirit Armor: At 5th level, the shaper becomes even more completely shielded against magic, as a result of his continually developing abilities. He gains spell resistance equal to 10 + his charisma modifier. This spell resistance does not stack with spell resistance from any other source.

Improved Spirit Armor: At 8th level, the shaper's fortification improves in its effectiveness. His spell resistance increases to 15 + his charisma modifier.[/spoiler]
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 08, 2006, 09:27:41 PM
Spell lists for the spellcasting PrCs. These need a little work, especially concerning filling in gaps in the spell lists here and there, but they are usable in their present form.
[spoiler=Mage Discipline Descriptions]
The Mage Disciplines:
The following are the eleven disciplines available to mages.

Magecraft:
no associated skill
From the point of view of a mage, magecraft is the basic, core art of magic. The largest and most fundamental of the disciplines, magecraft is a diverse collection of spells that represent the simplest, most obvious, and most intuitive applications of magical energy. Therefore, it has no associated skill; mages automatically have the ability to learn and cast magecraft spells as they gain power in the mage prestige class, without any additional expertise. Magecraft is not only easy to master but also versatile and useful, so many mages consider it the foundation of their art. Magecraft contains a wide variety of spells, many of which are designed to protect, or to directly manipulate magic.

The Secondary Disciplines:
Mages have access to ten secondary disciplines of magic which expand upon the foundation of magecraft, offering mages a variety of different magical abilities. Like a complex tool, magic's effectiveness depends on the expertise of the person using it. Because these secondary disciplines represent complex and esoteric applications of magic that require special knowledge to employ, a mage must have skill ranks in the skill associated with a secondary discipline to learn and cast those spells. To learn or cast a spell belonging to a secondary discipline, a mage must have a number skill ranks in the associated skill equal to 5 + the spell's level.

Animism:
associated skill: Handle Animal
Some call it most similar to wordcraft, while others claim it shares a closer kinship with wildcraft, but animism fills a role of its own, seperate from these other disciplines. Through the use of animism, a mage can pacify, tame, control, and even communicate with all manner of natural creatures. Though horses, hunting animals, and beasts of burden trained by mages with this skill are highly prized, but perhaps more useful is the ability of animists to travel freely in the wild, bypassing hostile beasts. Animists are also highly prized in military units, for their specialized but valuable ability to disrupt the enemy's mounted troops.

Artifice:
associated skill: Craft (any besides alchemy and poisonmaking)
Artifice is the magical discipline concerned with the structure and composition of objects. Through the study of artifice, mages learn to alter the properties of objects, changing, strengthening, weakening, or destroying them. Particularly powerful artificers can create complex structures out of thin air, and obliterate with a thought. Artificers tend to be precise, analytical, and thorough, even for mages. Because of their study of objects and their construction, they often have a well-developed understanding of physics.

Although craftsmen of all types can unlock its secrets, artifice is more effective when the mage employing it has a specific understanding of the materials involved. In game terms, a mage with a Craft skill that matches the spell she casts gains a +2 competence bonus to the DC to resist the spell. For example, a mage with 7 ranks in Craft (carpentry), enough to use second-level artifice magic, would gain a +2 bonus on the DC of her warp wood spell to ruin an enemy's longbow due to her detailed understanding of wooden objects. She would not gain the same bonus on her shatter spell used to destroy an iron padlock, unless she also gained 7 ranks in Craft (metalworking). If she gained an eighth rank in Craft (carpentry), enough to cast 3rd level artifice spells, the +2 bonus would also apply to third level spells when appropriate.

Cloakweaving:
associated skill: Disguise
This relatively rare discipline is, in simplest terms, the magical study of the alteration of living beings. Practicioners first learn the skills necessary to obscure and change their own appearances and those of others, gradually working up to greater feats, such as actually changing an individual's physical form. This discipline contains both glamers and spells of transformation, all of which affect people. A cloakweaver can easily lend a competent warrior the power of a great warrior, but more feared is the ability to lend a competent spy the power of a great spy. Because it takes little imagination to employ a cloakweaver's powers for thieving, espionage, assassination, or other illicit purposes, this discipline is among the most closely watched of all the powers available to mages, and known cloakweavers often find themselves the targets of suspicion and mistrust. Cloakweavers almost never advertize their abilities, and many actually go to great lengths to conceal them, especially if they intend to use them for sinister purposes.

Dreamcraft:
associated skill: Bluff
Dreamcraft is the versatile discipline that concerns itself with the manipulation of the senses. A mage using dreamcraft magic has the ability to influence the sensory perceptions of others, causing them to see, hear, and even feel false sensations. Dreamcraft is a particularly subtle and versatile discipline, and its practitioners range from military mages who use their talents to execute feints against enemy armies, to artists who weave shimmering, transient beauty from magical illusion. Not all dreamcraft is innocent art, however. In the hands of a capable and creative mage, dreamcraft can foil magical surveillance, manipulate the unwary, confound an opponent in battle, or render spellcasters powerless.

Ragecraft:
associated skill: Intimidate
Ragecraft is a little-understood and highly destructive discipline. Mages skilled in this form of magic have the ability to focus and distill their aggression into raw, deadly force, often in the form of fire, thunder, or other violent energy. Ragecraft spells are typically flashy, loud, and utterly unsubtle, and are usually more efficient, longer in range, or wider in area than the destructive spells belonging to other disciplines. Known ragecrafters are typically given an understandibly wide berth, and are often watched closely by law enforcement. Though the common prejudice that ragecrafters are murderous psychopaths is false and undeserved, ragecrafters often do display a tendency to keep all their emotions, not just anger, not far beneath the surface. Because of the nature of their impressive talents, ragecrafters are valued as warriors and mercenaries.

Restoration:
associated skill: Heal
Those who were healers and medics before unlocking the secrets of magic frequently find that their new talents are valuable tools for their previous professions. Restoration magic is the delicate art practiced by mages with an understanding of medicine, and its powers can knit torn flesh, regenerate bone, detoxify poison, and defy disease. Restorers of exceptional power even gain the remarkable ability to call souls back from the Great Beyond, restoring life to the dead. Restorers are sought after as doctors and medics, more prestigious than their more conventional associates because of the addition of magic to their medicinal toolkits alongside tonic and gauze.

Runecraft:
associated skill: Decipher Script
Though it is a matter of personal taste, many mages consider runecraft to be a very useful discipline and an essential area of study. Runecraft is the in-depth study of Arcanic, the written language of magic. Through the use of this skill, a mage can bind the energies of a spell in place for later activation in response to a particular trigger, an effecient technique for creating permanent or long-term magical protections or traps. Rune scribes often subscribe to the theory that all spoken and written languages are distant derivatives of Arcanic, and that by studying Arcanic, it is possible to gain insight into other languages. Mages with knowledge of this discipline can use their magic to become impressive polyglots, and are often valued as translators, ambassadors, or researchers.

Sightcraft:
associated skill: Sense Motive
This strange discipline remains almost completely mysterious, even to its practitioners. Scholars of magic are perplexed, unable to discern how it works; sightcraft is an exception to almost every discovered law of thaumaturgy. In their attempts to conceptualize and understand this strange branch of magic, mages often discuss sightcraft in terms of anything from simple hunches and gut feelings to hypothetical sensory currents and lines of impulse. Regardless of the theory used to explain it, sightcraft is characterized by magical effects that focus the user's existing senses or bestow new ones, gathering information in subtle, almost intuitive ways. Even experienced seers never completely lose the feeling of uncertainty that goes hand in hand with this imprecise discipline, but seers can always find employment despite the occasional inaccuracy of their predictions.

Wildcraft:
associated skill: Survival
Wildcraft is a discipline that many mages overlook, preferring to stay in the relative safety of cities than to venture into the unpredictable wilderness, where the talents of nature are of most use. For those who heed the beckons of the natural world, wildcraft is an essential discipline; a mage skilled in its use can turn a dangerous and potentially deadly journey into a safe and comfortable jaunt. Wildcraft gives its wielders mastery over weather, the earth, the plants that grow therein, and other aspects of the natural world, making these mages valued guides for travelers through the wildernesses of dojh-oln-beh.

Wordcraft:
associated skill: Diplomacy
At its heart, wordcraft is a discipline of manipulation. A skilled wordcrafter can inspire devotion and loyalty in another individual, stir up hatred and violence, or simply make suggestions seem reasonable. Because wordcraft can be employed by demagogues as easily as by peacemakers, its use is the center of some great ethical debates. Still, despite the invasive nature of magically tampering with anotherâ,¬,,¢s emotions, most advocates of wordcraft agree that it is more humane to end a violent conflict by mollifying an enemy than by slaying him.

Wordcraft is one of the most dangerous disciplines of magic, because of its great subtlety. Skilled and silver-tongued mages can employ wordcraft in every sense of the term, disguising the verbal components of spells of this discipline in the form of normal, innocuous conversation. In game terms, a mage must have twice the normal required ranks in Diplomacy to accomplish this. For example, a mage with 14 ranks in Diplomacy would be able to disguise wordcraft spells of level 2 and below, those normally accessable to a mage with 7 ranks. Spells disguised in this way still require somatic components (unless also affected by the Still Spell feat) and still require the caster to speak aloud. The difference is that the verbal component is replaced with a reasonable-sounding command or suggestion, rather than syllables in the Arcanic language, and may not be easily recognizable as spellcasting if the somatic components are not visible. Because of the verbal nature of wordcraft, spells from this discipline may never be affected by the Silent Spell feat.
[/spoiler]
[spoiler=Mage Spell Lists]
The Mage Spell Lists:

Magecraft: Level 0
Requires: Mage level 1+
Detect Magic
Flare
Inflict Minor Wounds
Light
Mage Hand
Message
Open/Close
Prestidigitation
Resistance
Touch of Fatigue

Magecraft: Level 1
Requires: Mage level 1+
Chill Touch
Color Spray
Confusion, Lesser
Endure Elements
Entropic Shield
Expeditious Retreat
Faerie Fire
Feather Fall
Floating Disc
Grease
Hypnotism
Identify
Inflict Light Wounds
Jump
Mage Armor
Magic Aura
Magic Stone
Obscuring Mist
Ray of Enfeeblement
Sleep
Shield
True Strike
Unseen Servant

Magecraft: Level 2
Requires: Mage level 3+
Acid Arrow
Aid
Bear's Endurance
Blindness/Deafness
Bull's Strength
Cat's Grace
Chill Metal
Darkness
Death Knell
Eagle's Splendor
False Life
Fox's Cunning
Glitterdust
Gust of Wind
Heat Metal
Hold Person
Hypnotic Pattern
Inflict Moderate Wounds
Levitate
Knock
Owl's Wisdom
Produce Flame
Protection from Arrows
Pyrotechnics
Resist Energy
Shield Other
Sound Burst
Spectral Hand
Spider Climb
Touch of Idiocy
Web
Whispering Wind
Wind Wall
Zone of Truth

Magecraft: Level 3
Requires: Mage level 5+
Animate Dead
Arcane Sight
Bestow Curse
Blink
Confusion
Contagion
Daylight
Deep Slumber
Deeper Darkness
Dispel Magic
Fly
Halt Undead
Haste
Helping Hand
Inflict Serious Wounds
Invisibility Purge
Phantom Steed
Poison
Quench
Ray of Exhaustion
Remove Curse
Slow
Speak With Dead
Stinking Cloud
Tiny Hut
Vampiric Touch

Magecraft: Level 4
Requires: Mage level 7+
Air Walk
Break Enchantment
Dimension Door
Dimensional Anchor
Enervation
Fire Shield
Freedom of Movement
Globe of Invulnerability, Lesser
Ice Storm (possibly move to Survival or Ragecraft?)
Imbue With Spell Ability
Inflict Critical Wounds
Phantasmal Killer
Rainbow Pattern
Resilient Sphere
Solid Fog
Spell Immunity
Stoneskin
Wall of Ice

Magecraft: Level 5
Requires: Mage level 9+
Disrupting Weapon
Inflict Light Wounds, Mass
Magic Jar
Mind Fog
Overland Flight
Permanency
Plane Shift
Private Sanctum
Shadow Walk (look up, remove if incompatible with cosmology)
Slay Living
Spell Resistance
Telekinesis
Teleport
Wall of Force
Waves of Fatigue

Animism: Level 0
Requires: Mage level 1+, Handle Animal 5 ranks
Call Animal
Detect Animal

Animism: Level 1
Requires: Mage level 1+, Handle Animal 6 ranks
Calm Animals
Charm Animals
Speak With Animals

Animism: Level 2
Requires: Mage level 3+, Handle Animal 7 ranks
Animal Messenger
Animal Trance
Hold Animal
Reduce Animal

Animism: Level 3
Requires: Mage level 5+, Handle Animal 8 ranks
Charm Monster
Dominate Animal

Animism: Level 4
Requires: Mage level 7+, Handle Animal 9 ranks
Giant Vermin
Hold Monster
Repel Vermin

Animism: Level 5
Requires: Mage level 9+, Handle Animal 10 ranks
Animal Growth
Awaken
Insect Plague

Artifice: Level 0
Requires: Mage level 1+, Craft 5 ranks
Mending

Artifice: Level 1
Requires: Mage level 1+, Craft 6 ranks
Animate Rope
Hold Portal
Magic Weapon

Artifice: Level 2
Requires: Mage level 3+, Craft 7 ranks
Make Whole
Shatter
Warp Wood
Wood Shape

Artifice: Level 3
Requires: Mage level 5+, Craft 8 ranks
Flame Arrow
Keen Edge
Magic Vestment
Magic Weapon, Greater
Shrink Item
Stone Shape

Artifice: Level 4
Requires: Mage level 7+, Craft 9 ranks
Minor Creation
Rusting Grasp
Secure Shelter
Spike Stones

Artifice: Level 5
Requires: Mage level 9+, Craft 10 ranks
Fabricate
Major Creation
Passwall
Wall of Stone

Cloakweaving: Level 0
Requires: Mage level 1+, Disguise 5 ranks
Quick Change
Pigments

Cloakweaving: Level 1
Requires: Mage level 1+, Disguise 6 ranks
Disguise Self
Enlarge Person
Reduce Person

Cloakweaving: Level 2
Requires: Mage level 3+, Disguise 7 ranks
Alter Self
Blur
Invisibility

Cloakweaving: Level 3
Requires: Mage level 5+, Disguise 8 ranks
Displacement
Gaseous Form
Invisibility Sphere

Cloakweaving: Level 4
Requires: Mage level 7+, Disguise 9 ranks
Enlarge Person, Mass
Invisibility, Greater
Polymorph
Reduce Person, Mass

Cloakweaving: Level 5
Requires: Mage level 9+, Disguise 10 ranks
Baleful Polymorph
Mislead
Seeming

Dreamcraft: Level 0
Requires: Mage level 1+, Bluff 5 ranks
Dancing Lights
Ghost Sound

Dreamcraft: Level 1
Requires: Mage level 1+, Bluff 6 ranks
Silent Image
Ventriloquism

Dreamcraft: Level 2
Requires: Mage level 3+, Bluff 7 ranks
Misdirection
Mirror Image
Minor Image
Obscure Object
Silence

Dreamcraft: Level 3
Requires: Mage level 5+, Bluff 8 ranks
Major Image
Nondetection
Sculpt Sound

Dreamcraft: Level 4
Requires: Mage level 7+, Bluff 9 ranks
Hallucinatory Terrain
Illusory Wall
Zone of Silence

Dreamcraft: Level 5
Requires: Mage level 9+, Bluff 10 ranks
Dream
False Vision
Mirage Arcana
Nightmare
Persistent Image

Ragecraft: Level 0
Requires: Mage level 1+, Intimidate 5 ranks
Shocking Spark
Ignite
Erode Resolve
Touch of Pain

Ragecraft: Level 1
Requires: Mage level 1+, Intimidate 6 ranks
Burning Hands
Cause Fear
Grip of Pain
Shocking Grasp

Ragecraft: Level 2
Requires: Mage level 3+, Intimidate 7 ranks
Doors of Pain
Flame Blade
Flaming Sphere
Scare
Scorching Ray

Ragecraft: Level 3
Requires: Mage level 5+, Intimidate 8 ranks
Crushing Despair
Call Lightning
Fear
Fireball
Lightning Bolt

Ragecraft: Level 4
Requires: Mage level 7+, Intimidate 9 ranks
Black Tentacles
Flame Strike
Flood of Agony
Shout
Wall of Fire

Ragecraft: Level 5
Requires: Mage level 9+, Intimidate 10 ranks
Call Lightning Storm
Cloudkill
Cone of Cold (but changed to fire element)

Restoration: Level 0
Requires: Mage level 1+, Heal 5 ranks
Cure Minor Wounds
Detect Poison

Restoration: Level 1
Requires: Mage level 1+, Heal 6 ranks
Cure Light Wounds
Deathwatch (remove Evil descriptor, reword)
Gentle Repose

Restoration: Level 2
Requires: Mage level 3+, Heal 7 ranks
Cure Moderate Wounds
Delay Poison
Remove Paralysis
Restoration, Lesser

Restoration: Level 3
Requires: Mage level 5+, Heal 8 ranks
Cure Serious Wounds
Neutralize Poison
Remove Blindness/Deafness
Remove Disease

Restoration: Level 4
Requires: Mage level 7+, Heal 9 ranks
Cure Critical Wounds
Death Ward
Restoration

Restoration: Level 5
Requires: Mage level 9+, Heal 10 ranks
Cure Light Wounds, Mass
Heal
Raise Dead

Runecraft: Level 0
Requires: Mage level 1+, Decipher Script 5 ranks
Arcane Mark
Dictation
Etching
Read Magic

Runecraft: Level 1
Requires: Mage level 1+, Decipher Script 6 ranks
Alarm
Comprehend Languages
Erase
Transcribe Text
Unseen Scribe

Runecraft: Level 2
Requires: Mage level 3+, Decipher Script 7 ranks
Arcane Lock
Continual Flame
Fire Trap
Magic Mouth
Tongues

Runecraft: Level 3
Requires: Mage level 5+, Decipher Script 8 ranks
Explosive Runes
Glyph of Warding
Illusory Script
Secret Page
Snake Sigil

Runecraft: Level 4
Requires: Mage level 7+, Decipher Script 9 ranks
Faithful Hound
Legend Lore
Mark of Justice
Narrative
Secret Chest

Runecraft: Level 5
Requires: Mage level 9+, Decipher Script 10 ranks
Symbol of Fear
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep

Sightcraft: Level 0
Requires: Mage level 1+, Sense Motive 5 ranks
Guidance
Read Emotion
Sense Watchers

Sightcraft: Level 1
Requires: Mage level 1+, Sense Motive 6 ranks
Detect Animals or Plants
Detect Secret Doors
Detect Undead
Discern Name
Gossip Sense, Lesser

Sightcraft: Level 2
Requires: Mage level 3+, Sense Motive 7 ranks
Darkvision
Find Traps
Locate Object
See Invisibility
Status

Sightcraft: Level 3
Requires: Mage level 5+, Sense Motive 8 ranks
Arcane Eye
Augury
Detect Thoughts
Discern Lies
Gossip Sense

Sightcraft: Level 4
Requires: Mage level 7+, Sense Motive 9 ranks
Detect Scrying
Divination
Locate Creature
Scrying

Sightcraft: Level 5
Requires: Mage level 9+, Sense Motive 10 ranks
Gossip Sense, Greater
Prying Eyes
Telepathic Bond
True Seeing

Wildcraft: Level 0
Requires: Mage level 1+, Survival 5 ranks
Create Water
Know Direction
Purify Food and Drink

Wildcraft: Level 1
Requires: Mage level 1+, Survival 6 ranks
Entangle
Goodberry
Pass Without Trace

Wildcraft: Level 2
Requires: Mage level 3+, Survival 7 ranks
Create Food and Water
Fog Cloud
Soften Earth and Stone
Tree Shape

Wildcraft: Level 3
Requires: Mage level 5+, Survival 8 ranks
Dominate Plants
Meld Into Stone (possibly move to Artifice?)
Plant Growth
Sleet Storm
Water Breathing
Water Walk

Wildcraft: Level 4
Requires: Mage level 7+, Survival 9 ranks
Antiplant Shell
Blight
Command Plants
Control Water
Speak With Plants

Wildcraft: Level 5
Requires: Mage level 9+, Survival 10 ranks
Commune With Nature
Control Winds
Tree Stride
Transmute Mud to Rock (possibly move to Artifice)
Transmute Rock to Mud (possibly move to Artifice?)
Wall of Thorns

Wordcraft: Level 0
Requires: Mage level 1+, Diplomacy 5 ranks
Daze
Lullaby

Wordcraft: Level 1
Requires: Mage level 1+, Diplomacy 6 ranks
Charm Person
Command
Daze Monster
Remove Fear

Wordcraft: Level 2
Requires: Mage level 3+, Diplomacy 7 ranks
Calm Emotions
Enthrall
Heroism
Rage
Suggestion

Wordcraft: Level 3
Requires: Mage level 5+, Diplomacy 8 ranks
Lesser Geas
Glibness
Good Hope
Hideous Laughter
Secretward

Wordcraft: Level 4
Requires: Mage level 7+, Diplomacy 9 ranks
Command, Greater
Dominate Person
Heroism, Greater
Sending

Wordcraft: Level 5
Requires: Mage level 9+, Diplomacy 10 ranks
Feeblemind
Geas
Modify Memory
Song of Discord
Suggestion, Mass
[/spoiler]
[spoiler=Channeler Sources of Power]
Sources of Power:

The Cauldron of Souls
Prerequisites: Survival 6 ranks, Swim 6 ranks
Doctrine: Channelers of the Cauldron gain Survival and Swim as class skills, and gain Spell Gift as a bonus feat.
Spheres: Pain, Sleep, Visions, Water
Focus: A vial of seawater.

The Collector - Exejhith
Prerequisites: Sneak Attack +1d6 or Hunter's Prowess +1d4
Doctrine: Channelers of the Collector continue to advance their Sneak Attack or Hunter's Prowess abilities, adding one extra die of damage at 3rd, 6th, and 9th levels of the channeler class. A channeler who has both the Sneak Attack and Hunter's Prowess abilities chooses which one to advance.
Spheres: Undeath, Death, Stealth
Focus: A record of lives taken by the channeler in Exejhith's name. Traditionally, Exejhith's channelers carry a wooden staff carved with runes to represent the slain, in imitation of the Collector himself and as a reminder of the injustices done to him. More modern channelers have begun recording their slain in small books of names, which are easier to conceal and less conspicuous than the ceremonial staves.

The Conduit - Aureth, Uljas
Prerequisites: Knowledge (Arcana) and Decipher Script 6 ranks.
Doctrine: Channelers of the Conduit gain Knowledge (Arcana), Decipher Script, and Sense Motive as class skills.
Spheres: Magic, Knowledge, Manipulation, Protection
Focus: A metal chain.

The Father and Mother - Jatta, Salma
Prerequisites: Knowledge (Astronomy), Knowledge (Nature) 6 ranks.
Doctrine: Channelers of the Father and Mother gain Knowledge (Astronomy), Knowledge (Nature), and Sense Motive as class skills.
Spheres: Light, Comfort, Earth, Nature, Sky, Visions
Focus: A medallion of the horizon circle.

The Gauntlet - Taneri
Prerequisites: Iron Will, Weapon Focus (any martial or exotic weapon)
Doctrine: Channelers of the Gauntlet have 3/4 BAB progression (like a rogue), and have a d8 hit die.
Spheres: Battle, Despair, Manipulation
Focus: Any weapon.

The Hag - Rennan
Prerequisites: Intimidate 6 ranks, Survival 6 ranks
Doctrine: Channelers of the Hag gain Intimidate and Survival as class skills, and gain Endurance as a bonus feat.
Spheres: Winter, Despair, Pain
Focus: Any dagger or more exotic implement of torture. Many channelers of the Hag prize exquisite-quality daggers of precious metal and gemstone inlay, though any crude knife will serve.

The Healer - Betha
Prerequisites: Heal 6 ranks, Skill Focus (Heal)
Doctrine: Channelers of Betha gain Heal, Knowledge (Nature), and Knowledge (Races) as class skills.
Spheres: Healing, Comfort, Sleep
Focus: A tattoo of the Healer's Hand.

The Orphan - Corshall
Prerequisites: Sense Motive 6 ranks, Dodge
Doctrine: Channelers of the Orphan gain Sense Motive as a class skill, and have a high Reflex save (as a rogue.)
Spheres: Luck, Death, Deception
Focus: None; channelers of the Orphan require no spellcasting focus.

The Red Hunger - Jalsilvi
Prerequisites: Intimidate 6 ranks, Rage
Doctrine: Channelers of the Red Hunger continue advancing their Rage, gaining one extra daily use of that ability at 3rd, 6th, and 9th levels of the channeler class.
Spheres: Fire, Battle, Pain
Focus: The Hatesworn may use one of two things as the divine focus for their spellcasting: the mark of the flame branded onto their bodies during initiation, or live flame, which they must touch during the spellcasting process (incurring fire damage and causing Concentration checks as normal.) Spells cast through live flame take effect at +1 caster level.

The Reverent Path
Prerequisites: Survival 6 ranks, Knowledge (Nature) 6 ranks.
Doctrine: Channelers of the Path gain Survival and Knowledge (Nature) as class skills.
Spheres: Earth, Nature, Sky, Water
Focus: A handful of soil.

The Rock Dragon
Prerequisites: Survival 6 ranks, Great Fortitude.
Doctrine: Channelers of the Dragon gain Survival as a class skill, and have a high Fortitude save (as a fighter.)
Spheres: Courage, Earth, Protection
Focus: A smooth-polished stone.

The Scribe - Kath
Prerequisites: Knowledge (any two), 6 ranks each.
Doctrine: Research - Channelers of the Scribe develop the ability to sift through huge volumes of information to find relevant and useful facts. The channeler gains a bonus to his Knowledge checks equal to half his channeler level, rounded up, when he has access to a large library or similar source of information (DM's discretion.) If the expert also has this class feature from the expert class or the mage prestige class, use the character's combined levels in those classes to determine the bonus.
Spheres: Travel, Death, Knowledge
Focus: A small book. This is almost always the channeler's own pocket-sized journal, in which things observed and learned during his travels are recorded and eventually brought back to one of the Scribe's libraries. There, acolytes copy the texts of these journals into larger tomes for the library archives.

The Sisters - Daeshora, Henth, Losh
Prerequisites: Bluff, Hide, Move Silently, and Sense Motive, 6 ranks.
Doctrine: Channelers of the Sisters gain Bluff, Hide, Move Silently, and Sense Motive as class skills.
Spheres: Deception, Despair, Knowledge, Manipulation, Stealth
Focus: A small key, hand-carved from bone by the channeler who will use it.

The Tower - Fehn, Kordain, Rayeb
Prerequisites: Iron Will, Weapon Focus (any martial or exotic weapon)
Doctrine: Channelers of the Tower have 3/4 BAB progression (like a rogue), and have a d8 hit die.
Spheres: Battle, Courage, Protection
Focus: Any weapon.
[/spoiler]
[spoiler=Channeler Sphere Lists]
Channeler Sphere Lists:

Battle Sphere:
Associated Sources: the Gauntlet, the Red Hunger, the Tower
Primary Power: Channeler of Combat: You channeler levels count as fighter levels (and stack with actual fighter levels) for the purpose of qualifying for feats such as Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.
Secondary Power: You gain Weapon Focus as a bonus feat.

Battle Sphere Level 0:
Resistance
Guidance
Virtue
Inflict Minor Wounds
Flare

Battle Sphere Level 1:
Divine Favor
Doom
Inflict Light Wounds
Magic Weapon
Magic Stone
Shield
True Strike

Battle Sphere Level 2:
Bear's Endurance
Bull's Strength
Cat's Grace
Inflict Moderate Wounds
Spiritual Weapon
Flame Blade

Battle Sphere Level 3:
Haste
Inflict Serious Wounds
Magic Vestment
Greater Magic Weapon
Keen Edge
Flame Arrow

Battle Sphere Level 4:
Divine Power
Inflict Critical Wounds
Fire Shield
Stoneskin

Battle Sphere Level 5:
Inflict Light Wounds, Mass
Slay Living
Righteous Might
Disrupting Weapon

Comfort Sphere:
Associated Sources: the Father and Mother, the Healer
Primary Power: Soothing Touch - A number of times per day equal to your channeler level, you can remove weariness and pain with a simple touch. Using your soothing touch is a standard action that does not provoke attacks of opportunity. The recipient of this touch is immediately healed of 2d6 points of nonlethal damage, and heals one point of ability damage from each ability score. In addition, the target's Exhaustion is reduced to Fatigue, or their Fatigue is removed entirely. As a result of lingering feelings of relaxation and calm, the recipient of your soothing touch gains a +4 morale bonus to their next saving throw, as long as it is made within 24 hours of receiving the soothing touch.
Secondary Power: Soothing Aura - Your inner calm is so pure as to be actually tangible to those around you. While your soothing aura is in effect, all creatures within ten feet of you (not including yourself) gain a +1 morale bonus to all Will saves against [mind-affecting] spells and all Fortitude saves against exhaustion or damage from prolonged activity. In addition, creatures within your soothing aura heal nonlethal damage at twice the normal rate. You may end the effects of the Aura at will as a free action, and resume them as a move-equivalent action.

Comfort Sphere Level 0:
Lullabye
Cure Minor Wounds
Read Emotion
Purify Food and Drink
Message
Prestidigitation

Comfort Sphere Level 1:
Calm Animals
Charm Person
Remove Fear
Charm Animals
Endure Elements
Goodberry
Gentle Repose

Comfort Sphere Level 2:
Aid
Create Food and Water
Calm Emotions
Delay Poison
Restoration, Lesser
Remove Paralysis
Shield Other

Comfort Sphere Level 3:
Detect Thoughts
Good Hope
Neutralize Poison
Remove Blindness/Deafness
Remove Disease
Tiny Hut
Charm Monster
Remove Curse

Comfort Sphere Level 4:
Break Enchantment
Secure Shelter
Freedom of Movement
Heroism, Greater
Death Ward

Comfort Sphere Level 5:
Dream
Private Sanctum

Courage Sphere:
Associated Sources: the Rock Dragon, the Tower
Primary Power: Aura of Courage: You radiate a field of courage that uplifts and sustains those near you. All creatures within 10 feet of you (including yourself) gain a +4 morale bonus on saves to resist fear effects, both natural and magical.
Secondary Power: Ironclad Heart: You are completely immune to fear effects, both natural and magical.

Courage Sphere Level 0:
Resistance
Guidance
Virtue

Courage Sphere Level 1:
Divine Favor
Remove Fear
Bless
Magic Weapon
Shield
Mage Armor
True Strike

Courage Sphere Level 2:
Calm Emotions
False Life
Heroism
Rage
Aid
Shield Other

Courage Sphere Level 3:
Good Hope
Remove Curse
Remove Blindness/Deafness
Remove Disease
Prayer

Courage Sphere Level 4:
Break Enchantment
Death Ward
Divine Power
Lesser Globe of Invulnerability

Courage Sphere Level 5:
Greater Heroism
Righteous Might
Spell Resistance

Death Sphere:
Associated Sources: Exejhith, Kath, the Orphan
Primary Power: Death's Touch: Once per day as a melee touch attack, you may touch a target with your death touch. Roll 3d6. If the result exceeds your target's hit points, the target immediately dies.
Secondary Power: Death's Armor: Your life force is bolstered against effects designed to snuff it out. You gain Spell Resistance equal to 10 + your channeler level against spells with the [death] descriptor.

Death Sphere Level 0:
Daze
Inflict Minor Wounds
Erode Resolve
Touch of Pain
Touch of Fatigue

Death Sphere Level 1:
Chill Touch
Deathwatch
Magic Weapon
Daze Monster
Cause Fear
Grip of Pain
Inflict Light Wounds
Ray of Enfeeblement

Death Sphere Level 2:
Doors of Pain
Scare
Death Knell
Inflict Moderate Wounds
Shield Other
Status
Touch of Idiocy

Death Sphere Level 3:
Magic Weapon, Greater
Contagion
Crushing Despair
Fear
Poison
Ray of Exhaustion
Slow
Inflict Serious Wounds

Death Sphere Level 4:
Enervation
Blight
Inflict Critical Wounds
Death Ward
Flood of Agony

Death Sphere Level 5:
Symbol of Pain
Symbol of Fear
Waves of Fatigue
Slay Living

Deception Sphere:
Associated Sources: the Orphan, the Sisters
Primary Power: Faceless - Your skill at falseness is great enough to allow you amazing feats of disguise. Once per day, you may change your appearance as a spell-like ability identical to the alter self spell, but with the following exceptions. First, you add your channeler level as a bonus to your Disguise skill for the purpose of creating this new appearance; this bonus stacks with the +10 bonus granted by the spell. Also, the effect has no duration limit, and lasts until you lose consciousness or voluntarily end the effect.
Secondary Power: Subtlety - Once per day, you may cast a spell from the Deception sphere with great subtlety, without using verbal or somatic components. The spell's casting time is increased to a minimum of one round.

Deception Sphere Level 0:
Flare
Daze
Dancing Lights
Ghost Sound
Quick Change
Pigments

Deception Sphere Level 1:
Charm Person
Disguise Self
Silent Image
Hypnotism
Ventriloquism

Deception Sphere Level 2:
Calm Emotions
Enthrall
Minor Image
Mirror Image
Misdirection
Obscure Object
Alter Self
Eagle's Splendor
Touch of Idiocy

Deception Sphere Level 3:
Major Image
Illusory Script
Secret Page
Nondetection
Sculpt Sound
Glibness
Secretward
Charm Monster

Deception Sphere Level 4:
Polymorph
Hallucinatory Terrain
Illusory Wall

Deception Sphere Level 5:
Mirage Arcana
Persistent Image
Seeming
Modify Memory

Despair Sphere:
Associated Sources: the Gauntlet, Rennan, the Sisters
Primary Power: Unsettling Gaze: Once per day per channeler level, you can level a stern gaze at a creature, transfixing it with hopelessness and horror. The creature must be able to see your eyes, and be within 30 feet of you. The creature must make a Will save (DC 10 + 1/2 your channeler level + your Cha modifier) or take a morale penalty equal to your Cha modifier (minimum 1) to all attack rolls and skill checks. This effect lasts for one minute per character level, and is a [Mind-Affecting, Fear] effect.
Secondary Power: Aura of Despair: You exude a field of despondency and hopelessness that saps the morale of those near you. All morale bonuses (but not morale penalties) active on all creatures within 10 feet of you (including yourself) are suppressed while the Aura of Despair is in effect; creatures may once again gain the effects of morale bonuses by moving more than 10 feet away from you. You may end the Aura as a free action and resume it as a move-equivalent action.

Despair Sphere Level 0:
Daze
Erode Resolve
Touch of Pain
Ghost Sound
Read Emotion
Message

Despair Sphere Level 1:
Daze Monster
Grip of Pain
Comprehend Languages
Cause Fear
Confusion, Lesser
Deathwatch
Ray of Enfeeblement

Despair Sphere Level 2:
Doors of Pain
Scare
Enthrall
Rage
Silence
Darkness
Magic Mouth
Tongues

Despair Sphere Level 3:
Gaseous Form
Bestow Curse
Confusion
Sculpt Sound
Deeper Darkness
Crushing Despair
Fear
Lesser Geas

Despair Sphere Level 4:
Enervation
Phantasmal Killer
Flood of Agony
Sending
Locate Creature

Despair Sphere Level 5:
Symbol of Fear
Nightmare
Geas
Feeblemind

Earth Sphere:
Associated Sources: the Father and Mother, Rennan, the Rock Dragon
Primary Power: Aspect of Earth - Your channeler class levels now have a high Fortitude save progression (as a Fighter.)
Secondary Power: Stability - You gain a +4 bonus to ability checks to avoid being bull-rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground.) If you already have this ability (for example, by being a dwarf or rockling), the bonus increases to +6.

Earth Sphere Level 0:
Resistance
Mending
Detect Poison
Purify Food and Drink
Guidance

Earth Sphere Level 1:
Remove Fear
Endure Elements
Magic Stone
Goodberry
Hold Portal
Mage Armor

Earth Sphere Level 2:
Hold Person
Shatter
Bear's Endurance
Bull's Strength
Gentle Repose
Make Whole
Soften Earth and Stone

Earth Sphere Level 3:
Snare
Spike Growth
Slow
Create Food and Water
Magic Vestment
Meld Into Stone
Stone Shape

Earth Sphere Level 4:
Hallucinatory Terrain
Hold Monster
Spell Immunity
Spike Stones
Rusting Grasp
Stoneskin

Earth Sphere Level 5:
Commune with Nature
Mirage Arcana
Wall of Stone
Transmute Mud to Rock
Transmute Rock to Mud

Fire Sphere:
Associated Sources: the Red Hunger
Primary Power: Aspect of Flame - You gain fire resistance equal to your channeler level.
Secondary Power: Warm Soul - You gain a +2 bonus on saves to resist spells with the [Cold] descriptor.

Fire Sphere Level 0:
Light
Flare
Ignite

Fire Sphere Level 1:
Endure Elements
Burning Hands
Faerie Fire
Produce Flame

Fire Sphere Level 2:
Resist Energy
Pyrotechnics
Heat Metal
Flame Blade
Flaming Sphere
Continual Flame
Scorching Ray

Fire Sphere Level 3:
Quench
Protection from Energy
Fireball
Flame Arrow

Fire Sphere Level 4:
Wall of Fire
Fire Shield
Flame Strike

Fire Sphere Level 5:
Cone of Cold (changed to Fire element, as in Ragecraft)

Healing Sphere:
Associated Sources: the Healer
Primary Power: Healing Touch - A channeler with this power rerolls all ones when determining the amount of HP healed by any Cure spell he casts.
Secondary Power: Healing Talent - A channeler with this power heals 1 extra HP per spell level when casting any Cure spell.

Healing Sphere Level 0:
Cure Minor Wounds
Detect Poison
Lullaby
Mending
Purify Food and Drink

Healing Sphere Level 1:
Cure Light Wounds
Deathwatch
Sleep

Healing Sphere Level 2:
Calm Emotions
Cure Moderate Wounds
Delay Poison
Gentle Repose
Make Whole
Restoration, Lesser
Status

Healing Sphere Level 3:
Cure Serious Wounds
Deep Slumber
Remove Curse
Create Food & Water
Remove Blindness and Deafness
Remove Disease
Neutralize Poison

Healing Sphere Level 4:
Break Enchantment
Cure Critical Wounds
Death Ward
Restoration

Healing Sphere Level 5:
Cure Light Wounds, Mass
Modify Memory
Raise Dead

Knowledge Sphere:
Associated Sources: the Conduit, Kath, the Sisters
Primary Power: Scholar's Soul - All Knowledge skills are considered class skills for your channeler class.
Secondary Power: Trivia - Because of the wide range of facts you have acquired through years of study, you can make Knowledge checks untrained. If you already have this ability from the Expert class, add 1 to all your Knowledge checks.

Knowledge Sphere Level 0:
Detect Magic
Know Direction
Arcane Mark
Read Magic
Dictation
Message

Knowledge Sphere Level 1:
Alarm
Comprehend Languages
Erase
Transcribe Text
Unseen Scribe
Deathwatch
Identify
Discern Name

Knowledge Sphere Level 2:
Fox's Cunning
Magic Mouth
Tongues
Find Traps
Locate Object
See Invisibility
Status
Zone of Truth

Knowledge Sphere Level 3:
Arcane Sight
Illusory Script
Secret Page
Glyph of Warding
Snake Sigil
Arcane Eye
Detect Thoughts
Discern Lies
Speak With Dead

Knowledge Sphere Level 4:
Sending
Legend Lore
Narrative
Scrying
Detect Scrying
Locate Creature
Divination

Knowledge Sphere Level 5:
Prying Eyes
Telepathic Bond
True Seeing
Feeblemind

Light Sphere:
Associated Sources: the Father and Mother
Primary Power: Gleaming Beacon - Your wisdom and virtue are an inspiration to others. You provide a +1 morale bonus to attack rolls and saving throws to a number of willing allies no greater than to your channeler level + your charisma modifier. To receive this benefit, a target must remain in your line of sight, and must have intelligence of at least 3. You are not a valid target for your own Gleaming Beacon power. You may change the targets of your Gleaming Beacon ability as a move-equivalent action that does not provoke attacks of opportunity.
Secondary Power: Divine Grace - You gain the Divine Grace ability, as a second-level Guardian does.

Light Sphere Level 0:
Flare
Light
Dancing Lights
Guidance
Shocking Spark
Resistance

Light Sphere Level 1:
Magic Weapon
Faerie Fire
Deathwatch

Light Sphere Level 2:
Aid
Hypnotic Pattern
Flame Blade
Scorching Ray
Mirror Image
Darkness
Whispering Wind
See Invisibility
Produce Flame

Light Sphere Level 3:
Daylight
Deeper Darkness
Augury
Discern Lies
Invisibility Purge
Good Hope
Remove Blindness/Deafness

Light Sphere Level 4:
Break Enchantment
Fire Shield
Imbue with Spell Ability
Rainbow Pattern
Death Ward
Sending
Divination

Light Sphere Level 5:
Disrupting Weapon
Dream
True Seeing

Luck Sphere:
Associated Sources: the Orphan
Primary Power: As PHB Luck domain power, with the following exception: channelers of the Orphan may reroll someone else's d20, but not their own.
Secondary Power: +1 luck bonus to all saves.

Luck Sphere Level 0:
Know Direction
Resistance
Guidance
Virtue

Luck Sphere Level 1:
Charm Person
Expeditious Retreat
Lesser Confusion
Bane
Bless
Entropic Shield
True Strike

Luck Sphere Level 2:
Blur
Locate Object
Aid
Augury
Find Traps
Protection from Arrows

Luck Sphere Level 3:
Confusion
Displacement
Glibness
Charm Monster
Prayer

Luck Sphere Level 4:
Break Enchantment
Locate Creature
Freedom of Movement
Lesser Globe of Invulnerability

Luck Sphere Level 5:
Mind Fog
Mislead
Spell Resistance

Magic Sphere:
Associated Sources: the Conduit
Primary Power: Wellspring - A channeler with this power adds his class level to his total daily spell point total.
Secondary Power: Inspiration - A channeler with this power adds his Charisma modifier to his total daily spell point total.

Magic Sphere Level 0:
Detect Magic
Arcane Mark
Prestidigitation
Read Magic

Magic Sphere Level 1:
Identify
Hypnotism
Magic Aura
Unseen Servant
Magic Weapon
Mage Armor

Magic Sphere Level 2:
Detect Thoughts
Glitterdust
Hypnotic Pattern
Pyrotechnics
Arcane Lock
Continual Flame
Spectral Hand

Magic Sphere Level 3:
Dispel Magic
Glyph of Warding
Explosive Runes
Magic Weapon, Greater
Arcane Sight

Magic Sphere Level 4:
Break Enchantment
Legend Lore
Rainbow Pattern
Imbue with Spell Ability
Spell Immunity
Lesser Globe of Invulnerability

Magic Sphere Level 5:
Mind Fog
Spell Resistance
Telepathic Bond
Magic Jar
Permanency
Telekinesis

Manipulation Sphere:
Associated Sources: the Conduit, the Gauntlet, the Sisters
Primary Power: Mindgrip - Once per day, you may assert your will with extra force, causing the target of one of your Manipulation sphere spells to re-roll his successful saving throw against your spell. This power may only be used with spells from the Manipulation sphere.
Secondary Power: Smoothness - Once per day, you may cast a spell from the Manipulation sphere with secrecy and smoothness, without using verbal or somatic components. The spell's casting time is increased to a minimum of one round.

Manipulation Sphere Level 0:
Daze
Ghost Sound
Flare
Lullaby
Message

Manipulation Sphere Level 1:
Cause Fear
Charm Person
Hypnotism
Lesser Confusion
Command
Charm Animal
Remove Fear

Manipulation Sphere Level 2:
Scare
Calm Emotions
Daze Monster
Hypnotic Pattern
Heroism
Suggestion

Manipulation Sphere Level 3:
Charm Monster
Confusion
Crushing Despair
Glibness
Geas, Lesser

Manipulation Sphere Level 4:
Dominate Person
Locate Creature
Sending
Imbue with Spell Ability

Manipulation Sphere Level 5:
Modify Memory
Mass Suggestion
Greater Command
Symbol of Persuasion

Nature Sphere:
Associated Sources: the Father and Mother, the Reverent Path
Primary Power: Wilding Thought - Once per day, you may use Speak With Animals as a spell like ability, with a caster level equal to your Channeler level. This effect lasts for ten minutes per Channeler level, and while it is in effect, you add your Channeler level as a competence bonus to all Diplomacy checks you make when interacting with animals.
Secondary Power: Wilding Form - Once per day, you may use Polymorph as a spell like ability, with a caster level equal to your Channeler level. This ability may only target yourself, and you may only change to a creature with the Animal type.

Nature Sphere Level 0:
Guidance
Create Water
Know Direction
Purify Food and Drink
Call Animal
Resistance
Detect Animal

Nature Sphere Level 1:
Calm Animals
Charm Animals
Speak With Animals
Endure Animals
Entangle
Goodberry
Pass Without Trace
Detect Animals or Plants

Nature Sphere Level 2:
Create Food and Water
Soften Earth and Stone
Tree Shape
Warp Wood
Wood Shape
Animal Messenger
Animal Trance
Hold Animal
Gust of Wind

Nature Sphere Level 3:
Stone Shape
Dominate Plants
Plant Growth
Sleet Storm
Water Breathing
Poison
Neutralize Poison
Dominate Animal

Nature Sphere Level 4:
Rusting Grasp
Polymorph
Spike Stones
Freedom of Movement
Antiplant Shell
Blight
Command Plants
Speak With Plants
Ice Storm

Nature Sphere Level 5:
Commune With Nature
Tree Stride
Awaken
Wall of Thorns
Insect Plague

Pain Sphere:
Associated Sources: the Cauldron, the Red Hunger, Rennan
Primary Power: Threshold - Add your channeler level to Concentration checks made to avoid spellcasting interruption caused by damage or spells.
Secondary Power: Feedback - Once per day, you may charge your body with terrible energy. While your Feedback is in effect, you inflict nonlethal negative energy damage to any creature who touches you or strikes you with a successful melee attack. The amount of damage done is 1d4 + your charisma modifier, and is inflicted upon each successful attack against you, or each turn of prolonged body contact (such as a grapple). Activating your Feedback is a standard action that does not provoke attacks of opportunity. The Feedback field lasts for a number of rounds equal to three + your constitution modifier, but you may deactivate it on your turn as a free action if you so desire. While this power is in effect, you have no control over whether or not a person touching you is damaged by it; anyone touching you, friend or foe, will take damage from the Feedback until the duration expires or you voluntarily end the power.

Pain Sphere Level 0:
Daze
Read Emotion
Inflict Minor Wounds
Erode Resolve
Touch of Pain
Touch of Fatigue

Pain Sphere Level 1:
Chill Touch
Cause Fear
Grip of Pain
Deathwatch
Ray of Enfeeblement
Inflict Light Wounds

Pain Sphere Level 2:
Bear's Endurance
Blindness/Deafness
Doors of Pain
Rage
Scare
Death Knell
Hold Person
Inflict Moderate Wounds
Status
Shield Other

Pain Sphere Level 3:
Bestow Curse
Confusion
Contagion
Detect Thoughts
Fear
Poison
Ray of Exhaustion
Inflict Serious Wounds
Vampiric Touch

Pain Sphere Level 4:
Enervation
Inflict Critical Wounds
Phantasmal Killer
Flood of Agony
Hold Monster

Pain Sphere Level 5:
Symbol of Pain
Inflict Light Wounds, Mass
Nightmare
Feeblemind
Waves of Fatigue

Protection Sphere:
Associated Sources: the Conduit, the Rock Dragon, the Tower
Primary Power: Devoted Defender - Your protective instincts are supernaturally sharpened, allowing you greater power to guard an ally. You may designate one willing humanoid as your charge. Designating or changing your charge takes ten minutes, and you must remain within ten feet of the new charge during that time. You may have no more than one charge at any time. While you are conscious and within 10 feet of your charge, your powers wrap that person in layers of defense, granting them a deflection bonus to AC equal to your channeler level. This effect is generated mentally; it works even if you are flat-footed, tied up, or otherwise unable to come to your charge's aid, as long as you remain conscious. In addition, you may make a Smite attack once per day, but only against a creature that you witness injuring your charge. For this attack, add your Charisma modifier to the attack roll, and your channeler level to the damage.
Secondary Power: Faith and Steel - You reduce your total Armor Check Penalty by your channeler level for purposes of calculating your spell points.

Protection Sphere Level 0:
Guidance
Detect Poison
Resistance

Protection Sphere Level 1:
Sanctuary
Shield
Endure Elements
Mage Armor
Entropic Shield

Protection Sphere Level 2:
Blur
Mirror Image
Aid
Shield Other
Status
Barkskin
Resist Energy
Protection from Arrows

Protection Sphere Level 3:
Displacement
Gaseous Form
Magic Vestment
Prayer
Neutralize Poison
Protection from Energy

Protection Sphere Level 4:
Break Enchantment
Death Ward
Spell Immunity
Fire Shield
Lesser Globe of Invulnerability
Stoneskin

Protection Sphere Level 5:
Spell Resistance

Sky Sphere:
Associated Sources: the Father and Mother, the Reverent Path
Primary Power: Aspect of Air - Your channeler class levels now have a high Reflex save progression (as a Rogue.)
Secondary Power: Soft Fall - You can use feather fall once per day as a spell-like ability affecting yourself only.

Sky Sphere Level 0:
Light
Dancing Lights
Ghost Sound
Know Direction
Message

Sky Sphere Level 1:
Expeditious Retreat
Feather Fall
Unseen Servant
Ventriloquism
Entropic Shield
Obscuring Mist
Jump

Sky Sphere Level 2:
Blur
Darkness
Whispering Wind
Wind Wall
Fog Cloud
Gust of Wind
Levitate

Sky Sphere Level 3:
Clairvoyance/Clairaudience
Daylight
Gaseous Form
Haste
Deeper Darkness
Fly
Call Lightning
Stinking Cloud
Lightning Bolt

Sky Sphere Level 4:
Air Walk
Freedom of Movement
Sending
Solid Fog

Sky Sphere Level 5:
Control Winds
Cloudkill
Overland Flight

Sleep Sphere:
Associated Sources: the Cauldron, the Healer
Primary Power: Sleep Touch: Once per day as a melee touch attack, you may touch a target with your sleep touch. Roll 3d6. If the result exceeds your target's hit points, the target immediately falls asleep (as the Sleep spell, but regardless of HD.) Sleep Touch has no effect on creatures who do not naturally sleep (such as elves.)
Secondary Power: Rejuvenate: Creatures in your care (see heal skill) regain extra HP equal to your Wisdom modifier each time they gain a full day's rest while you administer to them.

Sleep Sphere Level 0:
Lullaby
Daze
Touch of Fatigue
Cure Minor Wounds

Sleep Sphere Level 1:
Hypnotism
Charm Person
Remove Fear
Sleep
Sanctuary
Calm Animals

Sleep Sphere Level 2:
Calm Emotions
Darkness
Daze Monster
Enthrall
Hypnotic Pattern
Gentle Repose

Sleep Sphere Level 3:
Deep Slumber
Slow
Deeper Darkness
Ray of Exhaustion
Charm Monster

Sleep Sphere Level 4:
Rainbow Pattern
Death Ward
Detect Scrying
Scrying

Sleep Sphere Level 5:
Waves of Fatigue
Dream
Nightmare
Symbol of Sleep

Stealth Sphere:
Associated Sources: Exejhith, the Sisters
Primary Power: Vanish - Once per day, you may use invisibility as a spell-like ability, lasting a maximum of one round per caster level.
Secondary Power: Misdirection - Once per day, you may cast a spell from the Stealth sphere with incredible slyness, without using verbal or somatic components. The spell's casting time is increased to a minimum of one round.

Stealth Sphere Level 0:
Read Emotion
Sense Watchers
Know Direction
Ghost Sound
Quick Change
Pigments

Stealth Sphere Level 1:
Disguise Self
Hold Portal
Alarm (mental version only)
Expeditious Retreat
Feather Fall
Pass Without Trace
Obscuring Mist
Detect Secret Doors

Stealth Sphere Level 2:
Fog Cloud
Tree Shape
Misdirection
Silence (self only)
Cat's Grace
Darkness
Alter Self
Blur
Invisibility
Knock
Darkvision
Find Traps

Stealth Sphere Level 3:
Displacement
Gaseous Form
Invisibility Sphere
Blink
Secret Page
Nondetection
Deeper Darkness
Meld Into Stone

Stealth Sphere Level 4:
Dimension Door
Invisibility, Greater
Freedom of Movement
Secret Chest
Detect Scrying

Stealth Sphere Level 5:
False Vision
Modify Memory
Mislead
Seeming
Passwall

Travel Sphere:
Associated Sources: Kath
Primary Power: Fate Journey - Once per day, a channeler with this power can instantaneously teleport a short distance. Treat this effect like a dimension door spell-like ability, with a maximum range of ten feet per channeler level.
Secondary Power: Direction Sense - In a process taking one hour of concentration, a channeler with this power can attune himself to one geographical location. Attunement to a new location replaces any previous attunement. Once attuned to a location, the channeler can orient himself relative to the attuned location by spending three rounds concentrating and visualizing the place. By concentrating on the attuned location in this way, the channeler gains knowledge of the exact direction and distance to the place. This direction sense acts something like a compass pointing toward a magnet; it tells only the direction in which the location lies, not the direction a person should go to get there if obstacles such as walls, ravines, or large bodies of water are in the way. Attunement to a location fixes the natural surroundings in a channeler's mind, not any movable or man-made structures; a channeler who attunes himself to his location while on a ship will not be able to find the ship later with this power; he will instead be directed to the spot on the water where he was when the hour-long attunement process concluded.

Travel Sphere Level 0:
Know Direction
Purify Food and Drink
Message

Travel Sphere Level 1:
Endure Elements
Expeditious Retreat
Pass Without Trace
Feather Fall
Jump
Obscuring Mist

Travel Sphere Level 2:
Resist Energy
Bear's Endurance
Remove Paralysis
Locate Object
Levitate

Travel Sphere Level 3:
Gaseous Form
Fly
Haste
Tiny Hut
Phantom Steed
Meld Into Stone
Water Breathing
Water Walk

Travel Sphere Level 4:
Air Walk
Locate Creature
Dimension Door
Dimensional Anchor
Secure Shelter
Freedom of Movement

Travel Sphere Level 5:
Overland Flight
Plane Shift
Shadow Walk
Teleport
Passwall

Undeath Sphere:
Associated Sources: Exejhith
Primary Power: Rebuke Undead: You gain the Rebuke Undead class feature, as described in the PHB.
Secondary Power: Power of the Void: Undead you create are empowered with Void energy, gaining a +2 enhancement bonus to Strength and an extra 2 hit points per hit die.

Undeath Sphere Level 0:
Daze
Inflict Minor Wounds
Dancing Lights
Mage Hand

Undeath Sphere Level 1:
Detect Undead
Inflict Light Wounds
Chill Touch
Unseen Servant
Unseen Scribe
Deathwatch
Gentle Respose

Undeath Sphere Level 2:
Spectral Hand
False Life
Blindness/Deafness
Darkness
Inflict Moderate Wounds
Death Knell
Hold Animal
Hold Person

Undeath Sphere Level 3:
Animate Dead
Bestow Curse
Halt Undead
Phantom Steed
Deeper Darkness
Inflict Serious Wounds
Speak With Dead
Vampiric Touch

Undeath Sphere Level 4:
Inflict Critical Wounds
Enervation
Rusting Grasp
Death Ward
Hold Monster

Undeath Sphere Level 5:
Inflict Light Wounds, Mass
Disrupting Weapon
Magic Jar
Raise Dead

Visions Sphere:
Associated Sources: the Cauldron, the Father and Mother
Primary Power: Intuition - Once per day, you may add your channeler level to any one saving throw, or any one skill check involving the following skills: Gather Information, Listen, Search, Sense Motive, or Spot.
Secondary Power: Conviction - You gain a +2 bonus on saving throws against [Mind-Affecting] spells.

Visions Sphere Level 0:
Detect Magic
Guidance
Read Emotion
Sense Watchers
Know Direction
Detect Animal
Detect Poison

Visions Sphere Level 1:
Speak With Animals
Comprehend Languages
Deathwatch
Detect Secret Doors
Detect Animals or Plants
Detect Undead
Identify
Silent Image
Gossip Sense, Lesser

Visions Sphere Level 2:
Enthrall
Minor Image
Whispering Wind
Tongues
Owl's Wisdom
Darkvision
Find Traps
Locate Object
See Invisibility

Visions Sphere Level 3:
Major Image
Augury
Detect Thoughts
Discern Lies
Gossip Sense
Helping Hand
Secretward
Speak With Dead

Visions Sphere Level 4:
Sending
Legend Lore
Detect Scrying
Scrying
Divination
Locate Creature

Visions Sphere Level 5:
Dream
Nightmare
Gossip Sense, Greater
True Seeing

Water Sphere:
Associated Sources: the Cauldron, the Reverent Path
Primary Power: Sea Spirit - You add your channeler level as a competence bonus to Swim and Sailing checks.
Secondary Power: Oceankin - You gain the ability to drink salt water for sustenance as if it were fresh water. In addition, the number of rounds you can hold your breath underwater is doubled.

Water Sphere Level 0:
Know Direction
Lullaby
Create Water
Detect Poison
Purify Food and Drink

Water Sphere Level 1:
Grease
Bless Water
Curse Water
Endure Elements
Obscuring Mist

Water Sphere Level 2:
Delay Poison
Aid
Remove Paralysis
Status
Fog Cloud
Chill Metal

Water Sphere Level 3:
Create Food and Water
Remove Disease
Water Breathing
Water Walk
Neutralize Poison
Quench

Water Sphere Level 4:
Control Water
Freedom of Movement
Solid Fog
Rusting Grasp
Wall of Ice

Water Sphere Level 5:
(none)

Winter Sphere:
Associated Sources: Rennan
Primary Power: Aspect of Ice - You gain cold resistance equal to your channeler level.
Secondary Power: Cold Soul - You gain a +2 bonus on saves to resist spells with the [Fire] descriptor.

Winter Sphere Level 0:
Daze
Create Water
Touch of Fatigue

Winter Sphere Level 1:
Bane
Doom
Endure Elements
Obscuring Mist
Chill Touch
Ray of Enfeeblement

Winter Sphere Level 2:
Whispering Wind
Death Knell
Chill Metal
Gust of Wind
Fog Cloud
Resist Energy

Winter Sphere Level 3:
Protection from Energy
Crushing Despair
Slow
Quench
Sleet Storm
Ray of Exhaustion

Winter Sphere Level 4:
Ice Storm
Solid Fog
Wall of Ice
Blight
Enervation

Winter Sphere Level 5:
Control Winds
Waves of Fatigue[/spoiler]
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 08, 2006, 09:28:14 PM
Feats, equipment, and various odds and ends.

[spoiler=General Feats and Combat Feats]
Feats:

Battle Focus [General, Fighter]
In combat, you focus your attention on one opponent at a time, to the exclusion of all others. However, the narrowness of your focus can leave you open to attack from other opponents.
Prerequisites: BAB 1+
Benefit: Once per round, at the beginning of your combat turn, you may choose to designate one opponent as the object of your battle focus. Against the object of your battle focus, you gain a +1 bonus to attack rolls and damage rolls. However, you suffer a -1 penalty to attack rolls, damage rolls, and AC against other any opponents besides the object of your battle focus. If you also have the Dodge feat the object of your Dodge feat and the object of your battle focus can never be two different opponents at once.
You may change the object of your battle focus no more than once per round, at the beginning of your combat turn. Changing your battle focus changes the opponent to which your bonuses apply. If you wish, you may also elect not to use your battle focus. If you do so, you gain no bonuses from this feat, but also suffer none of the penalties against multiple opponents, until you once again decide to designate an opponent as the object of your battle focus.
Special: Fighters may select this feat as a bonus feat.

Calvary Casting [General]
You have had experience casting magic while on the back of a horse or other mount, and can do so with much less risk of losing your spells due to motion.
Prerequisite: Caster level 1st, Ride 1 rank, Concentration 1 rank.
Benefit: This feat allows you to cast spells while mounted without the usual risk of losing concentration and losing the spell due to your mount's motion.
Normal: You must succeed at a Concentration check (DC 10 + spell level) to cast a spell while on a moving mount. You must succeed at a Concentration check (DC 15 + spell level) to cast a spell while on a galloping mount.

Critical Focus [General, Fighter]
The accuracy and force of your attacks quickly renders your opponents weakened and tired.
Prerequisites: Battle Focus, STR 15+, BAB 1+
Benefit: When you strike the object of your battle focus with a critical hit in melee combat, that creature must succeed at a Fortitude save or become fatigued. The DC for the saving throw is equal to the amount of HP damage done by your critical hit.
Effects that would cause fatigue on an already fatigued creature cause exhaustion instead. Creatures immune to critical hits are unaffected by this feat.
Special: Fighters may select this feat as a bonus feat.

Elegant Brawler [General, Fighter]
In combat, you are a master of improvization, turning any object in your hands into a potentially deadly weapon.
Prerequisites: BAB 4+, Resourceful Brawler
Benefit: You are considered fully proficient in all improvised weapons, and take no penalty to your attack rolls for using them.
Normal: Without this feat, you take a -4 penalty to all attack rolls made using improvised weapons.
Special: Fighters may select this feat as a bonus feat.

Merciful Foe [General, Fighter]
Whether you are interested in sparing your enemies from death or incapicitating them for capture, you are adept at defeating foes without causing them lasting harm. You can effortlessly use your strikes to wear out and incapicitate an opponent.
Prerequisites: BAB 3+, Combat Expertise
Benefit: At your option, you can deal nonlethal damage as easily as lethal damage, even with a deadly weapon. You take no penalty to your attack roll for choosing to deal nonlethal damage. You must still decide whether to deal lethal or nonlethal damage before making your attack roll. Additionally, you may apply your sneak attack damage, if any, to nonlethal attacks; the extra dice of sneak attack damage are counted as nonlethal damage as well. You may also make a nonlethal coup de grace against a helpless opponent; if your target fails the fortitude save (see coup de grace), his nonlethal damage total is increased to an amount equal to his total maximum HP.
Normal: Without this feat, you take a -4 penalty to all attack rolls made to deal nonlethal damage with most weapons. All sneak attacks and coup de grace attacks require optimal use of your weapon, meaning that they can not be made with nonlethal strikes.
Special: Fighters may select this feat as a bonus feat.

Relentless Focus [General, Fighter]
In combat, you press the advantage, exploiting every flaw in the defenses of the opponent you are concentrating on.
Prerequisites: Battle Focus, Dex 15+, BAB 1+
Benefit: When you make any attack of opportunity against the object of your battle focus, you enjoy a +4 competence bonus on that attack roll.
Special: Fighters may select this feat as a bonus feat.

Resourceful Brawler [General, Fighter]
You are creative in combat, able to make superior use out of convenient objects and unconventional weapons.
Prerequisites: BAB 1+
Benefit: The attack roll penalty you take when fighting with improvised weapons is reduced to -2. In addition, when you take Weapon Focus, Weapon Specialization, or other feats that require you to select a particular type of weapon to receive the feat's benefit, you may now select Improvised Weapons for the purpose of these feats.
Normal: Without this feat, you take a -4 penalty to all attack rolls made using improvised weapons.
Special: Fighters may select this feat as a bonus feat.

Connection
Prerequisites: Cha 13+, Diplomacy 1 rank, Gather Information 1 rank
Benefit: You gain one point of Connections, as a level 2 face. See the face class description for more information.
Special: You may gain this feat multiple times, for the same or different organizations. The effects stack up to five times for the same organization. Players should work closely together with the DM when considering this feat in order to decide the exact nature of the contacts involved. The DM should carefully consider whether or not to allow a character to take this feat, and the nature of the connections that is acceptable for a particular game.

Poison Use
You are skilled in the safe application of poisons.
Benefit: You do not risk accidentally poisoning yourself when handling poisons.
Normal: Without this feat, characters have a 1 in 20 chance of poisoning themselves when applying poison to a weapon.

Well-Educated
You have a background of assorted scholarly knowledge, and learn new things quickly and easily.
Prerequisites: Int 13+
Benefit: Select a number of Knowledge skills equal to your Intelligence modifier. For each Knowledge skill selected, do the following. If the skill is a class skill, gain a +1 bonus to all checks using that skill. If the skill is a cross-class skill, it becomes a permanent class skill for all your classes.
Special: This feat may only be taken at first level.

Trapfinding
You have experience finding and nullifying very complex and dangerous traps.
Prerequisites: Search 1 rank, Disable Device 1 rank
Benefit: You gain the Trapfinding ability, as a level 1 rogue. See the rogue class description for more information.
Normal: Characters without Trapfinding can not find or disarm traps with a DC greater than 20, no matter how high their skill check totals may be. This includes all magical traps.

Urban Tracking
Your deductive abilities make it hard for even the most careful and determined individual to stay out of your reach in a city setting.
Prerequisites: Gather Information 1 rank
Benefit:
Normal:  

Spell Gift
Your fluid control of magic allows you to rejuvenate other spellcasters, refreshing their abilities.
Prerequisites: Cha 13+, Channeler, Mage, or Shaper level 1+.
Benefit: By touching a willing spellcaster, you may transfer spell points from your own spell pool to theirs. The target spellcaster may not exceed their maximum daily spell points as a result of the transfer. Shapers given spell points in this way use them as normal. Mages gain them as unprepared spell points that may be used to cast improvised spells. Channelers gain them as unprepared spell points from which they can spontaneously cast their sacred spells only. The process of transfer itself is a full-round action that provokes attacks of opportunity.
Special: Shapers may select this feat as part of their signature style.

Spell Siphon
Prerequisites: Cha 13+, Spell Gift
Benefit: By touching a spellcaster, you may draw spell points from that that caster's reserve into yourself. This attempt is a full-round action that provokes attacks of opportunity; taking damage during the process forces you to make a Concentration check (DC 15 + damage taken) or the attempt fails. An unwilling target may attempt a Fortitude save (DC 10 + 1/2 your spellcaster level + your Charisma modifier) to prevent you from taking any spell points. If the target is willing or fails their save, you reduce their current spell points by 1d4 + your caster level, and add the same amount to your own total, up to your maximum (any excess points above your maximum total are wasted.) You can't gain more points than the target has to lose.
Special: Shapers may select this feat as part of their signature style.

Brawl
You are skilled at using your body as a weapon, throwing punches, kicks, elbows, and the like with painful force.
Prerequisites: Improved Unarmed Strike
Benefit: Your Unarmed Strike damage increases to 1d6 if you are medium-sized, or 1d4 if you are small-sized.
Normal: Without this feat, medium-sized creatures deal 1d3 damage with Unarmed Strikes, small-sized creatures deal 1d2 damage, and rocklings deal 1d4 damage.
Special: Fighters may select this feat as a bonus feat.

Improved Brawl
Prerequisites: Improved Unarmed Strike, Brawl, BAB 4+, Dex 13+
Benefit: Your Unarmed Strike damage increases to 2d4 if you are medium-sized, or 1d6 if you are small-sized, and threatens a critical hit on a 19-20.
Special: Fighters may select this feat as a bonus feat.

Advanced Brawl
Prerequisites: Improved Unarmed Strike, Brawl, Improved Brawl, BAB 8+, Dex 15+
Benefit: Your Unarmed Strike damage increases to 2d6 if you are medium-sized, or 2d4 if you are small-sized, and threatens a critical hit on an 18-20.
Special: Fighters may select this feat as a bonus feat.

Self Defense
Prerequisites: BAB 1+, Dex 13+
Benefit: You gain a +1 Dodge bonus to AC against melee attacks only. This bonus does not apply against magical attacks, such as a shocking grasp spell.
Special: Fighters may select this feat as a bonus feat.

Improved Self Defense
Prerequisites: Self Defense, BAB 4+, Dex 15+, Wis 13+
Benefit: The Dodge bonus to AC granted by your Self Defense feat increases to +2.
Special: Fighters may select this feat as a bonus feat.

Advanced Self Defense
Prerequisites: Self Defense, Improved Self Defense, BAB 8+, Dex 17+, Wis 15+
Benefit: The Dodge bonus to AC granted by your Self Defense feat increases to +3.
Special: Fighters may select this feat as a bonus feat.

Fighting Dirty
Combat is no place for manners. You know how to hit where it hurts, and you pull no punches.
Prerequisites: BAB 1+, Int 13+ or Wis 13+
Benefit: When you threaten a critical hit with a light melee weapon, you may choose to deal 1d4+1 ability damage to your target instead of the normal damage from your attack. This ability damage is applied to your target's Strength or Dexterity, your choice.
Special: Fighters may select this feat as a bonus feat.

Roll With The Punches
You know how to use your movements in battle to minimize the impact of an enemy's blows.
Prerequisites: Dodge, Mobility, Self Defense
Benefit: Against melee attacks made by the subject of your Dodge feat, you gain DR 2/-.
Special: Fighters may select this feat as a bonus feat.
[/spoiler]
[spoiler=Bloodlines and Innate Magic Feats]
(( Crayon's note: This is nowhere near completed, but I'm providing these for you as an example, and because it's important for purposes of understanding the Shaper class. The final version will have significantly more bloodlines, will include all the races, and will be a bit more polished. It's taking longer because I'm trying to tie in each one with historical stuff that hasn't all been delineated yet. ))

Bloodlines:

Not all practitioners of magic on dojh-oln-beh have the advantage of innate aptitude. In fact, most don't, gaining their power through long years of study, meditation, and practice. Those with a powerful heritage of ancestral magic are very much in the minority, and jealousy over powers perceived to be easily-gained often leads such gifted individuals to conceal their abilities from more traditional, hard-studying spellcasters.

However, magic is a difficult beast to tame, and it changes those who wield it, no matter how confident they are in their abilities to control its awesome forces. Spellcasters, especially those of great power and those who have been initiates of the art for many decades or even centuries, find that magic seeps into their very blood, becomes an inseperable part of their being. On rarer occasions, individuals may find themselves infused with magic after being exposed to it in large quantities; long, slow casualties of the irresponsable wielding of great forces.

From such people, fused with magic at a fundamental level, great bloodlines of magic are descended. Some shape empires with the power of their birthright, others are scattered in obscurity.

Spell Discovery
Although you belong to no specific bloodline, you have nevertheless displayed an innate magic of your own.
Prerequisites: Cha 13+
Benefit: Choose any three 0-level spells; you can use these powers once each per day. The save DC against each effect, if applicable, is 10 + 1/2 HD + Charisma modifier. These function as spell-like abilities with a caster level equal to your hit dice.
Special: This feat may be taken only at first level.

Thavius Bloodline [Bloodline]
You are descended from the famous Thavius family of Naulius, Ithyria, and have inherited not only the family's firey red hair and equally firey temper, but also the family's elusive magical talent.
Prerequisites: Human, Cha 13+
Benefit: You can use daze, read emotions, and command, once each per day. The save DC against each effect is 10 + 1/2 HD + Charisma modifier. These function as spell-like abilities with a caster level equal to your hit dice. Because the family temper is as ferocious as its mystic power, you take a -2 penalty on all Diplomacy checks, and a -4 penalty on all Will saves or other checks made to resist being provoked to anger.
Special: This feat may be taken only at first level.

Damira Bloodline [Bloodline]
You are descended from the Damira line of dwarves, one of the seven progenitor lines believed to have been shaped by Jatta and Salma before recorded history. Your birthright is the tainted gift of prophecy, which deceives as easily as it reveals.
Prerequisites: Dwarf, Cha 13+
Benefit: You can use lesser gossip sense, , and , once each per day. The save DC against each effect is 10 + 1/2 HD + Charisma modifier. These function as spell-like abilities with a caster level equal to your hit dice. As a result of your uncanny insight, you gain a +4 bonus to Sense Motive checks. However, you take a -2 penalty to all Will saves; multiple conflicting prophecies cloud your thoughts and judgment.
Special: This feat may be taken only at first level.

Andubei Bloodline (Tebrias) [Bloodline]
You are descended from Tebrias Andubei, son of Acrux Andubei, the first human to discover dojh-oln-beh. You have inherited the Andubei family's dazzling green eyes, as well as a portion of Acrux' legendary powers. The bearers of this bloodline are scattered around dojh-oln-beh, with a large portion of them living in Istory or elsewhere in the Twin Shores, often ignorant of their heritage.
Prerequisites: Human, Cha 13+
Benefit: You can use read magic, sense watchers, and expeditious retreat, once each per day. These function as spell-like abilities with a caster level equal to your hit dice.
Special: This feat may be taken only at first level.

Andubei Bloodline (Mieras) [Bloodline]
You trace your ancestry to Mieras Andubei, the traitorous eldest daughter of Acrux Andubei and one of the founders of Ithyria, and have inherited the Andubei family's magic along with its emerald-green eyes. Most bearers of this bloodline live in Entáme, scattered among the various noble houses and peasant families of Ithyria or living in the United Republics.
Prerequisites: Human, Cha 13+
Benefit: You can use read magic, sense watchers, and grip of pain, once each per day. The save DC against each effect is 10 + 1/2 HD + Charisma modifier. These function as spell-like abilities with a caster level equal to your hit dice.
Special: This feat may be taken only at first level.

Sazariss Bloodline [Bloodline]
You are a descendant of Sazariss, Imperial Inquisitor of Formeria during the Burning Wars era, who developed his unusual powers after being burned nearly to death by a fugitive mage wielding magical fire. The existance of this bloodline and the nature of its powers are famous throughout the Formerian Empire. A liriss of this bloodline can be identified as such by his scale patterns, with a successful Knowledge: Arcana check against DC 25, or a Knowledge: Races check against DC 30.
Prerequisites: Liriss, Cha 13+
Benefit: You can use ignite, flare, and burning hands, once each per day. The save DC against each effect is 10 + 1/2 HD + Charisma modifier. These function as spell-like abilities with a caster level equal to your hit dice. However, you take a -2 penalty on all saves against spells with the [Fire] or [Cold] descriptor.
Special: This feat may be taken only at first level.
[/spoiler]
[spoiler=Firearms]
Firearms Proficiency Feats:

The added danger of working with a substance as volatile as flashpowder necessitates special training for those who intend to use such weapons. This training is represented by the Exotic Weapons Proficiency feats for the [a href="firearms.html"]flashpowder rifle and flashpowder pistol[/a]. Although the pistol and rifle each require a seperate feat to be wielded without penalty, a character with either Exotic Weapons Proficiency feat related to firearms has the basic training necessary to handle flashpowder safely. This includes the ability to load flashpowder weapons correctly for reliable firing, without risking accidental explosion.

Characters without the appropriate Exotic Weapons Proficiency feat suffer a -4 penalty to attack rolls made with flashpowder pistols and flashpowder rifles, like any other exotic weapons. However, the Exotic Weapons Proficiency feats related to firearms also represent the ability to lode firearms effectively and safely. When attempting to load a flashpowder pistol or rifle, a character with neither Exotic Weapons Proficiency feat for firearms must succeed at a Dexterity check against DC 10, or suffer an explosion. This explosion deals 2d6 points of fire damage to the character loading the weapon (Reflex save DC 14 for half damage), and destroys the flashpowder charge being loaded. Even if the firearm is successfully loaded  by a character without an Exotic Weapons Proficiency feat related to firearms, it has a 10% chance to explode when fired, dealing the explosion damage to the weapon's wielder. Neither type of explosion damages the weapon itself, unless a natural 1 is rolled on the Reflex save.

A character with only one of the two Exotic Weapons Proficiency feats for firearms has the ability to load all flashpowder weapons safely and reliably, without risk of explosion during loading or firing, although his Exotic Weapons Proficiency feat only negates the -4 nonproficiency penalty for firing either pistols or rifles.

Exotic Weapons Proficiency (flashpowder pistols) [General, Fighter]
You have been trained in the correct care and use of flashpowder pistols, and can use such weapons safely and accurately.
Benefit: You can fire flashpowder pistols without the -4 penalty to attack rolls for nonproficiency. Additionally, you can load any type of flashpowder weapon without risking an explosion during loading or subsequent firing.
Normal: Characters without this feat suffer a -4 penalty on attack rolls made with flashpowder pistols. Characters without any proficiency feats for flashpowder weapons must succeed at a Dexterity check against DC 10, or suffer an explosion. Flashpowder weapons loaded by characters without any such proficiency also have a 10% chance to explode when fired.
Special: Fighters may select this feat as a bonus feat.

Exotic Weapons Proficiency (flashpowder rifles) [General, Fighter]
You have been trained in the correct care and use of flashpowder rifles, and can use such weapons safely and accurately.
Benefit: You can fire flashpowder rifles without the -4 penalty to attack rolls for nonproficiency. Additionally, you can load any type of flashpowder weapon without risking an explosion during loading or subsequent firing.
Normal: Characters without this feat suffer a -4 penalty on attack rolls made with flashpowder rifles. Characters without any proficiency feats for flashpowder weapons must succeed at a Dexterity check against DC 10, or suffer an explosion. Flashpowder weapons loaded by characters without any such proficiency also have a 10% chance to explode when fired.
Special: Fighters may select this feat as a bonus feat.

Flashpowder and Firearms.

"So then I pressed the pistol right up against the lying bastard's ribcage and pulled the trigger, and the damn thing took off three of my fingers in the explosion. I'm telling you, that's the last time I let Molly mind the flashpowder."

Alchemically distilled in a process similar to the production of alchemists' fire, flashpowder is a coarse, black substance resembling ground pepper. It ignites violently when exposed to flame.

Although originally invented as a tool for mining and excavation, flashpowder has quickly been adapted into primitive firearms, weapons which harness the explosive ignition of a small amount of flashpowder to propell a small projectile with great force. Flashpowder rifles and flashpowder pistols are powerful, yet extremely unreliable and slow to reload.

The added danger of working with a substance as volatile as flashpowder necessitates special training for those who intend to use such weapons. This training is represented by the [a href="fireprof.html"]Exotic Weapons Proficiency feats[/a] for the flashpowder rifle and flashpowder pistol. Although the pistol and rifle each require a seperate feat to be wielded without penalty, a character with either Exotic Weapons Proficiency feat related to firearms has the basic training necessary to handle flashpowder safely. This includes the ability to load flashpowder weapons correctly for reliable firing, without risking accidental explosion.

Reloading a flashpowder weapon is a complex process that requires three full-round actions, which need not be consecutive. Each full-round action spent reloading a flashpowder weapon provokes an attack of opportunity. Because this process can be both difficult and dangerous in the heat of battle, most wielders of flashpowder weapons also carry melee weapons to protect themselves when the enemy gets close.

[table=Flashpowder Pistol - medium, exotic firearm]
[tr][td]250 gp[/td][td]2d6[/td][td]19-20 x3[/td][td]50 ft[/td][td]5 lb[/td][td]Piercing[/td][/tr]
[/table]This simple pistol consists of a handgrip, firing tube, loading chamber, and trigger, and holds one shot. A flashpowder pistol can be fired with one hand, but two hands are required for reloading. Loading a flashpowder pistol requires a bullet and one ounce of gunpowder and takes three full-round actions, each of which provokes an attack of opportunity. On an attack roll of a natural 1, the pistol jams, becoming unusable until it is cleaned, a process requiring fifteen minutes of uninterrupted work.

[table=Flashpowder Rifle - large, exotic firearm]
[tr][td]400 gp[/td][td]2d8[/td][td]19-20 x3[/td][td]120 ft[/td][td]10 lb[/td][td]Piercing[/td][/tr]
[/table]This long rifle consists of a stock, long firing tube, loading chamber, and trigger, and holds one shot. A flashpowder rifle normally requires two hands for both firing and reloading; it can be fired one-handed, but with a -2 penalty on the attack roll. Loading a flashpowder rifle requires a bullet and two ounces of gunpowder and takes three full-round actions, each of which provokes an attack of opportunity. On an attack roll of a natural 1, the rifle jams, becoming unusable until it is cleaned, a process requiring fifteen minutes of uninterrupted work.

[table=Bullets (10) - flashpowder weaponry ammunition]
[tr][td]1 gp[/td][td]--[/td][td]--[/td][td]--[/td][td]1 lb[/td][td]--[/td][/tr][/table]These small projectiles are designed to be fired from flashpowder weapons, and are usually formed from lead or similar metal. Since they are deformed by firing and impact, recovered bullets are not reusable.

[table=Flashpowder (10 oz.) - flashpowder weaponry ammunition]
[tr][td]10 gp[/td][td]--[/td][td]--[/td][td]--[/td][td]--[/td][td]--[/td][/tr][/table]Flashpowder is typically sold and stored in water-resistant iron flasks, since it becomes ruined and useless when exposed to water. One ounce of flashpowder is required to load a pistol; two ounces are required to load a rifle.
[/spoiler]
[spoiler=Exceptional Masterwork Gear]
(( Warning: Very experimental system. Feedback much appreciated. For a bit of related context, refer back to the Expert class, as it's craft-focused Experts who create these things. The big challenge for me is creating a viable alternative to magic gear via exceptional craftsmanship, without completely destroying the awesomeness of the rare magic gear that does show up. ))
Exceptional Masterwork Gear

Through years of study, dedicated crafters can create gear of amazing quality. Though much of the following gear may have to be specially commissioned, or skilled enough crafters may have to be sought out for their talents, the benefits may save a life in battle.

All of the following equipment qualities may be added only to masterwork gear, and only a craft-focused expert has the skill to create such items. See the expert class for details on the creation of this equipment.

For example, a cruel, quick longsword is a masterwork-quality weapon. It provides a +1 bonus to attack rolls (the normal masterwork benefit for weapons) and a +1 bonus to damage rolls (because it is Cruel), and it is usable with the Weapon Finesse feat (because it is Quick.) Its total market price is 1015 gp (15 for the longsword base price + 300 masterwork fee + 200 for Cruelness + 500 for Quickness.)

[table=Exceptional Weapon Qualities]
[tr][td]Cruel weapons[/td][td]+200 gp[/td][/tr]
[tr][td]Quick weapons[/td][td]+500 gp[/td][/tr]
[tr][td]Clever weapons[/td][td]+1000 gp[/td][/tr]
[/table]
Cruel: Weapons made with this quality bite harder than more ordinary ones. Add a +1 bonus to damage rolls made with a cruel weapon.

Quick: Weapons made with this quality have a certain undefinable grace and fluidity. One-handed melee weapons with this quality can be used with the Weapon Finesse feat as if they were light weapons. Ranged weapons with this quality have their range increment increased by 25%. Quickness gives no benefit to light or two-handed melee weapons.

Clever: Clever weapons are nimble enough to strike past an opponent's defenses with great ease. Clever weapons with a base critical hit multiplier of x2 have their threat range increased by one number (from 20 to 19-20, from 19-20 to 18-20, and so on.) This increase does not stack with the Keen weapon enhancement, but stacks with, but is not further doubled by, the Improved Critical feat. Clever weapons with a base critical hit multiplier of x3 or greater have that multiplier increased by one (from x3 to x4, or from x4 to x5.) Weapons which fall into both the above categories (specifically, firearms) gain only the increased multiplier, not the increased threat range.

[table=Exceptional Armor and Shield Qualities]
[tr][td]Sturdy Armor or Shields[/td][td]250 gp[/td][/tr]
[tr][td]Staunch Armor (armor only)[/td][td]500 gp[/td][/tr]
[/table]
Sturdy: Armor and shields with this quality are well-made enough to turn aside all but the most savage blows. Sturdy armor and sturdy shields have an extra one point of AC bonus.
Staunch:Staunch armor is thick and tough enough to allow its wearer to shrug off more deadly blows than more average protection will guard against. The damage reduction of staunch armor is increased by one.
[/spoiler]
[spoiler=The Ithyrian Danius]
The Danius

The Ithyrian danius is a weapon both elegant and cruel, embodying two of the most noticable qualities of the Ithyrian noble culture to which it is common. The wealthy and priveleged of Ithyria often carry danii as status symbols, whether or not they are actually trained in the effective and safe use of this complex weapon. Most danii are crafted with a specific wielder in mind, and almost all bear the emblems of the Ithyrian Great House to whom they belong. The nobles of Ithyria take the carrying of these status symbols very seriously. Carrying a danius without meeting the established social prerequisites of money, political clout, and old Ithyrian family blood, or carrying a danius that bears the insignia of a noble house other than your own, can be suicidal.

The danius is more than a mere status symbol; it is a fearsome weapon in its own right. Similar to a masterwork shortsword in size and general function, the danius has one significant change from a typical shortsword: it contains a poison reservoir in the hilt. When used in combat, the danius can inject a dose of poison into the bloodstream of a creature it wounds. When not hanging harmlessly at the hips of their wielders, danii are commonly seen used to settle duels between nobles over issues of slighted honor. Keeping the reservoir filled with anything more potent than a mild, strength-sapping toxin is considered dreadfully unsportsmanlike, but the effectiveness of the danius is greatly dependant on the type of poison with which the weapon is filled. More potent poisons can make a passable assassin out of even the most inept noble, or help to tip the odds of a duel.

[table=Danius - small, exotic, light melee weapon]
[tr][td]450 gp[/td][td]1d6[/td][td]19-20 x2[/td][td]3 lb[/td][td]Slashing[/td][/tr][/table]The danius is a single-bladed, swordlike weapon slightly under two feet in length, with a wide guard, an abruptly angled point, and a complexly fluted blade. The pommel of a danius can be unscrewed, revealing a hollow tube through the handgrip which leads to a reservoir in the guard. This hollow reservoir can be filled with up to ten doses of any poison administered by injury or contact. The poison chamber is connected to a small tube running the length of the blade, where it ends in a small opening.

On a successful critical hit, the pressure-tuned injection system of the danius is activated, immediately exposing the attack's victim to one dose of whatever poison is currently stored in the weapon's reservoir. The danius continues to dispense poison upon each critical hit, until its poison reservoir is empty.

All danii are masterwork weapons. The masterwork quality is already included in the weapon's cost.[/spoiler]
[spoiler=Alchemy and Poisons]Alchemical Items

Alchemy is a rather advanced science in dojh-oln-beh, and its study and use, though esoteric, are considered no more arcane or mysterious than disciplines like botany, metalworking, or politics. Although some mages choose to study alchemy as a secondary discipline that complements their magic, alchemy is essentially the province of technicians, not spellcasters.

[table=Flashpowder and Variants]
[tr][td]Flashpowder - 10 ounces[/td][td]10 gp[/td][td]Craft: Alchemy DC 20[/td][/tr]
[tr][td]Nightpowder - 10 ounces[/td][td]30 gp[/td][td]Craft: Alchemy DC 30[/td][/tr]
[tr][td]Deluge - 10 ounces[/td][td]25 gp[/td][td]Craft: Alchemy DC 30[/td][/tr]
[tr][td]Red Powder - 10 ounces[/td][td]25 gp[/td][td]Craft: Alchemy DC 30[/td][/tr]
[/table]
Flashpowder is the substance that powers flashpowder weapons, exploding violently when exposed to a spark. It is typically sold and stored in water-resistant iron flasks, since it becomes ruined and useless when exposed to water. One ounce of flashpowder is required to load a pistol; two ounces are required to load a rifle.

The recipe for nightpowder was discovered quite by accident, according to rumor, in a school of alchemy in Formeria. In the days immediately following the accidental breakthrough, several students and one professor vanished under mysterious circumstances. Whatever the case, nightpowder is a prized and expensive tool in the arsenal of assassins and other ne'er-do-wells, since the explosion created by the powder is smaller and quieter than that of standard flashpowder. Firearms loaded with nightpowder take a -2 penalty on weapon damage rolls (to a minimum of 1 damage per successful hit) and a -20 ft penalty to the weapon's range increment, but the firing of such a weapon creates only a muffled boom, requiring a DC 15 Listen check to notice. (Appropriate modifiers, such as those from distance and distraction, still apply to this check.)

Deluge is a specially-treated compound with properties similar to those of flashpowder. It is used like flashpowder to load pistols and rifles, but has the singular advantage of being resistant to water. Weapons loaded with deluge in place of standard flashpowder can function even in a heavy rainstorm, or when drenched or submerged in water. The peculiar alchemical composition of deluge sacrifices explosive power for reliability, however; weapons loaded with deluge take a -2 penalty on weapon damage rolls (to a minimum of 1 damage per successful hit.)

One of the more interesting variants of flashpowder in the eyes of many firearms experts is one recently devised by a cabal of Ithyrian alchemists in Arnix, who sold their new recipe for red powder to no less than five "exclusive" buyers. As irony would have it, most of these two-timing inventors were fatally shot by their angry investors, using red powder in their weapons. Red powder's distinctive rust-red hue makes it easily distinguishable from the other flashpowder variants on sight; the smoke produced from the firing of a weapon loaded with red powder is not grey, but a matching rusty hue. Red powder functions like flashpowder, but is much more potent. Weapons loaded with red powder gain a +3 equipment bonus to damage rolls, as the projectiles are expelled with more force. However, the powder is volatile and such weapons are difficult to aim, incurring a -2 penalty on attack rolls.

[table=Acids and Volatile Chemicals]
[tr][td]Hungry Water - 1 vial[/td][td]10 gp[/td][td]Craft: Alchemy DC 15[/td][/tr]
[tr][td]Ironbane - 1 vial[/td][td]25 gp[/td][td]Craft: Alchemy DC 15[/td][/tr]
[tr][td]Blade Bite - 1 application[/td][td]25 gp[/td][td]Craft: Alchemy DC 18[/td][/tr]
[tr][td]Witherleaf - 1 vial[/td][td]10 gp[/td][td]Craft: Alchemy DC 15[/td][/tr]
[tr][td]Jamn Ointment - 5 applications[/td][td]1 gp[/td][td]Craft: Alchemy DC 10[/td][/tr]
[/table]
Hungry Water: This clear substance is distinguishable from water only by its heady, metallic odor. When applied to living or organic matter, it eats away at it, eventually dissolving it in an agonizing manner. A glass vial of hungry water can be thrown as a grenadelike weapon; when so used, it deals 1d6 points of acid damage to any creature in the square in which it lands, and the splash of the impact deals 1 point of acid damage to any creatures in adjacent squares. (Note: Hungry water is mechanically identical to the vial of acid presented in the Player's Handbook. The name has been changed because a variety of acids are known to the alchemists of dojh-oln-beh, and the phrase "vial of acid" could refer to a variety of things.)

Ironbane: This blue-tinged, watery liquid is stored in glass vials, as its corrosive effects make it impossible to store in metal containers. Ironbane is marginally caustic to living things; exposure to ironbane causes 1 point of acid damage to living creatures. When applied to metal, however, ironbane fizzes and hisses, reacting quickly to dissolve it. One vial of ironbane does 2d8 points of acid damage to metal objects or creatures (such as iron golems or animated objects,) and ignores the objects' hardness. Ironbane can be thrown as a grenadelike weapon.

Blade Bite: This gritty, rust-colored paste was developed by alchemists in Kosel Parnath-Dakk, as part of efforts to extend the practical applications of hungry water. Blade bite is actually a suspension of concentrated hungry water within an adhesive paste, and its applications in warfare are easy to infer. Since it causes no significant damage to metal or other inorganic matter, the paste can be applied to metallic melee weapons or arrows (a full-round action that provokes attacks of opportunity) to inflict extra acid damage on a successful hit. Weapons treated with blade bite suffer a -1 penalty to attack rolls because of the unwieldy coating of paste, but do an extra 1d6 points of acid damage the first time they strike a target in combat. After a weapon coated with blade bite hits, the paste is wiped off, and both the attack roll penalty and the extra damage are ended until another another application of blade bite is used. The paste is much more effective when applied to edged weapons than blunt weapons, since edged weapons deliver their coating of blade bite into the interior of the target creature's body rather than smearing it across the skin. Bludgeoning weapons only gain 1d4 extra points of acid damage from a coating of blade bite, not 1d6. One application of blade bite is enough to coat one melee weapon, one arrow, or one crossbow bolt.

Witherleaf: A pungent mixture of vinegar, sulfur, wasp venom, and other ingredients, witherleaf's exact composition is known only to the Alchemist's Academy of Djorré, although similarly effective imitations can be acquired from other makers. As its name suggests, witherleaf destroys plant life, causing it to shrivel and die in a matter of minutes. When a vial of witherleaf is thrown at or otherwise applied to a plant creature, it causes 1d6 points of acid damage per round for 1d4 rounds. The plant creature is allowed a reflex save (DC 15) for half damage. If applied to a plant-based spell effect, such as an entangle spell, the caster of that spell must succeed at a DC 15 caster level check, or the spell ends.

Jamn's Ointment: Because of its simple formula, the creation of this simple salve is among the first tricks taught to most students of alchemy. The properties of this ointment are directly related to its unusual smell, which while not really unpleasant, is amazingly strong. Insects avoid the smell, and do not approach an individual wearing this ointment; monstrous spiders and centipedes, as well as other unusually large vermin, may make a DC 10 Will save to ignore the effects of Jamn ointment and attack a protected character normally. A character wearing Jamn ointment is protected from insects for one full day, or until the ointment is washed off. This compound is prized by hunters, woodsmen, and other individuals who expect to spend much time in nature, but its strong smell makes it unpopular in most formal settings.

[table=Poisons, Toxins, and Venoms]
[tr][td]Bitter Ivy Extract - 1 dose[/td][td]150 gp[/td][td]Craft: Poisons DC 20[/td][/tr]
[tr][td]Injury, Fort DC 14[/td][td]Primary: 1d4 Str[/td][td]Secondary: 1d4 Str[/td][/tr]
[tr][td]Yellow Dart Pollen - 1 dose[/td][td]200 gp[/td][td]Craft: Poisons DC 20[/td][/tr]
[tr][td]Injury, Fort DC 16[/td][td]Primary: 1d6 Dex[/td][td]Secondary: 1d6 Dex[/td][/tr]
[tr][td]Fire Tea - 1 dose[/td][td]750 gp[/td][td]Craft: Poisons DC 25[/td][/tr]
[tr][td]Injury or Ingestion, Fort DC 18[/td][td]Primary: 2d6 Dex[/td][td]Secondary: 2d6 Dex[/td][/tr]
[tr][td]Lhasan Le - 1 dose[/td][td]125 gp[/td][td]Craft: Poisons DC 25[/td][/tr]
[tr][td]Ingestion, Fort DC 18[/td][td]Primary: none[/td][td]Secondary: Unconsciousness[/td][/tr]
[tr][td]Dreamy Willow - 1 dose[/td][td]100 gp[/td][td]Craft: Poisons DC 20[/td][/tr]
[tr][td]Ingestion, Fort DC 15[/td][td]Primary: 1 Int, 1 Wis[/td][td]Secondary: 1d4 Int, 1d4 Wis[/td][/tr]
[tr][td]Rust Storm - 1 dose[/td][td] gp[/td][td]Craft: Poisons DC 30[/td][/tr]
[tr][td]Inhalation, Fort DC 15[/td][td]Primary: 2d4 Str[/td][td]Secondary: 2d4 Str[/td][/tr]
[/table]

Bitter ivy extract is the distilled and concentrated sap of a common plant which is harmless when found in nature. The refined sap is a thick, clear syrup with a slight yellow-green hue. In the bloodstream, it quickly disrupts muscle function, leading to severe pain, sudden weakness, and sometimes temporary paralysis, and leaving a wound that develops a scar even if repaired with healing magic. It is a central fixture of the initiation ritual in which prospective clerics of Kordain are made a part of the Cathedral of Might; during this ritual, new clerics are ritually wounded with a dagger coated with bitter ivy extract, thereby earning the title of Scarred One.

Yellow dart is a small, leggy vine growing in tangled mats on the floors of temperate forests. It is named for its flowers: pale yellow trumpet-shaped blossoms no longer than a thumb's width, which bloom and fade in the chilly air of late winter and early spring. The pollen harvested from these flowers can be processed into a sickly yellow paste, which causes muscle tremors and spasms when introduced into the bloodstream through an open wound. The elves of Narenine are known to carry arrows coated with yellow dart pollen, which they use to disable and recapture slaves who attempt to escape.

Fire Tea is a dark, watery liquid is made by slowly boiling shavings of assassin vine root for several days. After the shavings are discarded, the tealike liquid is sometimes mixed with a thickening agent to form a sticky paste, although many users prefer the liquid form. Though fire tea is effective as a poison when ingested, its unusual, pungent taste makes it hard to disguise in food or drink, making it far more effectively delivered by injury. Victims of fire tea feel a sensation of dull warmth, starting in the chest and spreading outward to the fingers and toes, and experience numbness and difficulty in muscle control, often resulting in temporary paralysis. Some cultures use fire tea as a medicinal product, giving the strong drink to sedate and anesthetize a patient, often before a painful surgical procedure. Kidnappers also find use for the tea, using it to restrain unruly captives.

Lhasan le is a thin, colorless liquid. When digested, about one hour after consumption, lhasan le causes momentary blurred vision and loss of coordination before plunging its victim into a deep, dreamless sleep which lasts for at least another hour. Elves are immune to lhasan le's properties. Lhasan le is identifiable in foods by its sharp taste, and experienced poisoners attempting to use it typically hide it in spicy foods to mask the flavor.

Dreamy willow is an unusual poison: a crumbly, earthy-smelling powder, the principal ingredient of which is the inside surface of the bark of a certain species of willow tree. When eaten, dreamy willow provokes dulling of the senses, drowsiness, hallucination, and lowered ability to think and concentrate. Though effective as a mild poison for its ability to cloud a subject's ability to reason and impair some types of spellcasters, one of dreamy willow's more unusual applications is found in certain Simoc tribal villages at the foot of the Battlement. There, as a part of certain important rituals and coming-of-age rites, tribesmen enter the mountains alone and without tools, in order to eat dreamy willow and learn from the visions brought by the drug. The bark is considered merely a method of opening the mind to the subtle promptings of the Shining Ones.

Rust storm is the modern name given to a weapon whose origins date back to the ancient ork civilizations of northwestern Attu, a poor translation of the poison's more explicit Bhuul name. The gas's composition and method of use has changed very little over the centuries. The oily, rust-colored mist is stored inside hollow, ceramic throwing discs designed to shatter on impact, releasing the contents in a cloud of clinging vapor. A disc full of rust storm is thrown as a grenade-like weapon, and the gas inside spreads to fill a 10 ft x 10 ft space centered around the point of impact. Those caught in the vapors are seized by coughing, fatigue, and dull muscle pain.[/spoiler]
Title: Some Classes and Mechanics of the Jade Stage
Post by: Ishmayl-Retired on June 08, 2006, 10:39:11 PM
Okay, my first question (and I will have more), is why are you doing a 10-level limit?  I seem to remember something about every class being similar to a prestige class (or was that just the spell-casting classes?)... maybe I'm mistaken.  Can you explain?

(Hope you don't mind questions in this thread; if you do, I'll delete and ask elsewhere)
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 08, 2006, 10:45:52 PM
Totally a good thread for asking questions, and a good question to start off with.

I went in a very D20 Modern direction with the classes, concept wise. Seems with every new DnD suppliment, we get 20 level classes that are more and more specific. (This class represents a swordsman with knowledge of magic that trained under the elven school of Shabala-llama and likes to wear blue.) I prefer the simplicity of the D20 Modern approach (This class represents a guy who is fast), and I took more than a few pages from that playbook.

Classes cap at ten levels because the Jade Stage is built around low-to-mid-level play, and going all the way up to 20 with mechanics is too much work if I'm not going to see characters higher level than 12 or so. Also, capping a class at 10 encourages multiclassing (from 11th level, it's the only option!), and the classes are general enough in concept to make that work really well.

The spellcasting classes are indeed prestige classes. All three are accessable after as few as three levels in base classes.
Title: Some Classes and Mechanics of the Jade Stage
Post by: brainface on June 08, 2006, 11:34:01 PM
If the hunter has urban tracking as a feat, shouldn't they have gather information as a class skill in order to get good use out of the feat? If they have a more urban focus than rangers, maybe also give them Knowledge (Local)? --it'd be good for the more private investigator styler hunters.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 09, 2006, 11:05:04 AM
Good catch, there. Those should both be hunter skills. Also, I should get my hands on the exact wording of Urban Tracking, and find out whether it's OGL (and thus, whether I have to write my own feat to fill the same purpose.)

All sorts of odds and ends are now added to the fourth post.
Title: Some Classes and Mechanics of the Jade Stage
Post by: brainface on June 09, 2006, 11:42:18 AM
http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking
it's in unearthered arcana (and in modern somewhere?), and is ogl to my understanding.
Title: Some Classes and Mechanics of the Jade Stage
Post by: brainface on June 09, 2006, 11:52:32 AM
You know about the class code, right?

[spoiler=table]
[table=The Expert]
[tr][th]Level[/th][th]BAB[/th][th]AC[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special Qualities[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Skill Emphasis, Trade Secret I[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Trade Secret II[/td][/tr]
[tr][th]3[/th][td]+1[/td][td]+2[/td][td]+1[/td][td]+1[/td][td]+3[/td][td]Broadened Horizon[/td][/tr]
[tr][th]4[/th][td]+2[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td]Trade Secret III[/td][/tr]
[tr][th]5[/th][td]+2[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td] [/td][/tr]
[tr][th]6[/th][td]+3[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td]Trade Secret IV, Broadened Horizon[/td][/tr]
[tr][th]7[/th][td]+3[/td][td]+3[/td][td]+2[/td][td]+2[/td][td]+5[/td][td] [/td][/tr]
[tr][th]8[/th][td]+4[/td][td]+4[/td][td]+2[/td][td]+2[/td][td]+6[/td][td]Trade Secret V[/td][/tr]
[tr][th]9[/th][td]+4[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+6[/td][td]Broadened Horizon[/td][/tr]
[tr][th]10[/th][td]+5[/td][td]+4[/td][td]+3[/td][td]+3[/td][td]+7[/td][td]Trade Secret VI[/td][/tr]
[/table]
[/spoiler]

[spoiler=class]
[class=The Expert]
[levels=10]
[bab=wizard]
[will=good]
[special=AC]
[repeat]
[1]+2[/1]
[4]+3[/4]
[8]+4[/8]
[/special]
[special=Special Qualities]
[1]Skill Emphasis, Trade Secret I[/1]
[2]Trade Secret II[/2]
[3]Broadened Horizon[/3]
[4]Trade Secret III[/4]
[6]Trade Secret IV, Broadened Horizon[/6]
[8]Trade Secret V[/8]
[9]Broadened Horizon[/9]
[10]Trade Secret VI[/10]
[/special]
[/class]
[/spoiler]

It just would've saved you some typing =). (quote to see the difference)
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 09, 2006, 12:49:44 PM
I didn't realize the class code worked with less than 20-level progressions, and I already had this typed out in HTML format, anyway. Find/Replace All is a wonderful tool.
Title: Some Classes and Mechanics of the Jade Stage
Post by: CYMRO on June 09, 2006, 03:46:39 PM
Is the Jade stage low magic?  Is that part of the logic behind the Exceptional Masterwork Gear?

It looks to be a good mechanic, but I think any such crafting enhancement should cost at least as much as the masterwork enhancement itself.  (I.E., cruel and sturdy should cost 300 or more.)
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 09, 2006, 04:38:15 PM
Yes and yes. Magic level here is lower than many settings, but higher than something like Middle Earth-- most people are aware that magic exists, although it has little or no impact in their daily lives. People who actually use magic on a day-to-day basis are, to oversimplify slightly, viewed as brilliant technicians (think MIT nuclear researchers), miracle workers, or strange and possibly dangerous savants (think David Copperfield, or possibly along the lines of the X-Men.) Honest-to-goodness magic items are hard to come by, hence the need for expanded masterwork stuff.

Pricing is still in the "here are some placeholder numbers I made up" phase. Question: keeping in mind that weapons and armor need to be Masterwork before getting any of these other qualities added on, is it still important to raise prices as you describe? A Cruel weapon would be 550g+ already: 300 for normal masterworking and 250 for Cruelty.

My real concern here is that the system wipes out the demand for magic stuff almost entirely. A good deal of the point of magic scarcity is to make magic weapons, when you do encounter one, really exciting again. As is, a cruel longsword does everything +1 longsword does (except allow you to further enchant it with Fieryness or something), at roughly 25% of the price.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Epic Meepo on June 09, 2006, 04:51:43 PM
The content of this post is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

Well, magic weapons are still the only weapons that get through DR X/magic, right?  That makes them worth the price right there.
Title: Some Classes and Mechanics of the Jade Stage
Post by: CYMRO on June 09, 2006, 05:09:22 PM
QuoteAs is, a cruel longsword does everything +1 longsword does (except allow you to further enchant it with Fieryness or something), at roughly 25% of the price.

Thus, my logic in suggesting a price increase.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 12, 2006, 08:35:57 PM
Quote from: CYMRO of the Cabbage Cabal
QuoteAs is, a cruel longsword does everything +1 longsword does (except allow you to further enchant it with Fieryness or something), at roughly 25% of the price.

Thus, my logic in suggesting a price increase.
Silly of me, not to have seen it before. Prices are now duly adjusted, and hopefully justice has been served.

Any other comments on this morass of mechanics? If anyone were to attempt to tackle the magic system (or even part of it), I'd be highly appreciative for the feedback.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on June 12, 2006, 10:42:44 PM
Oh, I almost forgot:
[spoiler=New Spells]new spells:

Ignite
Ragecraft 0 [Fire]
V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature or object
Duration: Instantaneous
Saves: Reflex Negates
SR: Yes

The target catches fire.

Shocking Spark
Ragecraft 0 [Electricity]
V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature or object
Duration: Instantaneous
Saves: None
SR: Yes

You make a ranged touch attack to strike your target with a coin-sized orb of electricity. With a successful attack roll, the target takes 1d3 points of electricital damage.

Erode Resolve
Ragecraft 0 [Fear, Mind-Affecting]
S
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Instantaneous
Saves: Will Negates
SR: Yes

The target becomes shaken for 1 round.

Quick Change
Cloakweaving 0 [Glamer]
V, S
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saves: Will Negates (see text)
SR: Yes

This spell changes the appearance of your clothing. It functions like Disguise Self, except that it only affects clothing and equipment, not the caster himself. If used to create a disguise (such as a hooded cloak or mask), it provides a +2 bonus to Disguise checks.

Pigments
Cloakweaving 0 [Glamer]
V, S, M
Range: Touch
Target: 1 creature or object
Duration: 1 day/level
Saves: No
SR: No

This spell changes the colors of one object or one part of a willing creature. It can change eye color, hair color, or skin tone of an individual, but it takes multiple castings of pigments to affect multiple variables. Individuals changed to a color within the normal range for their species appear natural, although individuals given outlandish colors (a human with blue hair or red eyes, for example) will naturally attract suspicion. Objects colored by this spell appear as if painted or enamled.

Material component: a drop of ink, paint, or similar pigment.

Etching
Runecraft 0
V, S, F
Range: Personal
Target: You
Duration: 1 min/level (D)

For the duration of the spell, you can engrave lines on stone, metal, or similar materials by tracing them with a finger. You can write or draw with the same precision as writing with pen and paper. The etching does not harm or weaken the surface you engrave upon. A spellcaster with this spell is considered to have the tools necessary to make Craft checks related to etching or engraving and does not take the usual -2 bonus for using Craft skills without tools, although most applications of the Craft skill will take significantly longer to complete than the spell's duration.

Focus: a knife, pin, or other implement with a sharp point.

Dictation
Runecraft 0
V, S, F
Range: Close (25 ft. + 5 ft./2 levels)
Target: one blank book, parchment, or stack of papers
Duration: 10 min/level (D)

For the duration of the spell, words appear in the targeted book or paper, as if written by an invisible hand. The writing records everything you say until the spell expires or is dismissed. The spell does not record verbal spell components or any kind of magical writing, substituting nonsense syllables for such speech; it cannot be used to scribe scrolls, create a glyph of warding, or manipulate magical forces in any way. The writing force supplies its own ink, and turns pages as necessary.

Focus: a pen or quill.

Unseen Scribe
Runecraft 1
V, S, F
Range: Close (25 ft. + 5 ft./2 levels)
Targets: you, one creature/level, and one blank book, parchment, or stack of papers
Duration: 1 hour/level (D)
Saving throw: Will partial (see text)
Spell Resistance: Yes

This spell functions like dictation, but the writing force records the speech of all targeted creatures, so that the resulting text serves as a record of the conversation. For each individual target, a successful Will save or Spell Resistance will prevent that creature's words from being recorded by the spell. The writing force uses different colors of ink and different handwriting to distinguish the various speakers from one another, although it does not label each color and style of writing with a speaker's identity unless the speakers name themselves aloud.

Focus: a pen or quill.

Sower's Charm
Wildcraft 1
V, S, M
Range: 0 ft
Target: One field
Casting Time: One hour
Duration: 1 month/level, or until the harvest

This enriching enchantment increases the bounty of a field of crops. Crops produced by a field under this spell are slightly larger, more flavorful, and more numerous than they otherwise would be.

While under the effects of a sower's charm, a field counts as a magically enhanced farming tool, providing an equipment bonus to Profession: Farming checks equal to 2 + caster level.

Medic's Eye
Restoration 0
S
Range: Personal
Target: You
Duration: 1 hour

You attune your senses to detect issues of biology and health with preternatural accuracy. This added awareness aids you in the diagnosis and treatment of wounds, disease, poison, and other maladies, granting a +5 competence bonus to your Heal checks.

Sense Watchers
Sightcraft 0
S, F
Range: Personal
Target: You
Duration: 1 min/level (D)

For the duration of the spell, you can sense whether you're being watched. As soon as anyone begins actively watching, studying, or otherwise visually examining you with any more than casual interest, you are alerted with a faint tingling sensation in the back of your head. The tingling stops and restarts as the attention stops and restarts, until the spell expires or is dismissed. The spell does not indicate who is watching you. It also does not alert you if someone is scrutinizing you by means other than visual, such as hearing or scent. Likewise, this spell does not alert you to magical surveillance such as scrying, even when such surveillance includes a visual element.

Focus: a small mirror.

Discern Name
Sightcraft 1
S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature
Casting time: one swift action
Saving throw: Will negates (see text)
Spell resistance: Yes

You know the target's name. An image of the written name appears in your mind, and you hear it spoken in your head. You learn the target's full and correct name, including any honorifics and special titles, but not nicknames.

An individual traveling in disguise, using a false identity, or making other deliberate efforts to conceal his identity or to remain anonymous gets a +4 bonus on his save against this spell. Against a target using magic to conceal his identity (such as disguise self), this bonus increases to +8.

If this spell fails for any reason, you must make a Wisdom check (DC 5). Failure means that you learn an random incorrect name instead of the target's actual name. The DM should roll this check in secret.

Narrative
Runecraft 4
V, S, F
Target: One creature
Range: Close (25 ft. + 5 ft./2 levels) or Any
Duration: 10 min/level (D)
Saving throw: Will negates
Spell resistance: Yes

This spell's energies write in a blank book or set of papers, as per the dictation spell. If the target creature fails the saving throw, the text that appears records all the target's actions until the spell expires. The spell quickly and accurately records speech, movement, and other observable actions. The spell does not record thought, intention, purely mental commands, or other actions not noticeable by mundane observation. The narrative spell is considered to automatically succeed at Spellcraft checks to discern what the target does during the spell's duration. For example, it cannot track an invisible target's movements, but it will correctly note that the target cast invisibility, and will resume recording the target's actions when the invisibility spell ends.

Normally, narrative must be cast on a creature within Close range, although it will continue recording the actions of a target who leaves that range, as long as the target stays on the same plane as the caster. If the caster uses the target's own handwritten signature as a focus for spellcasting, the target receives a -5 penalty on the saving throw, and does not need to be within Close range of the caster at the time of casting.

Focus: a pen or quill, and optionally, the written signature of the target (see above.)

Transcribe Text
Runecraft 1

Gossip Sense, Lesser
Sightcraft 1
V, S
Target: You
Effect: spherical emanation, with a radius of 400 ft. + 40 ft/level
Duration: 10 minutes/level

A sixth sense alerts you whenever your name is spoken aloud within the spell's range. You hear it spoken in your head in the speaker's voice, giving you the chance to recognize the speaker if it is someone familiar to you. With a successful caster level check against a DC of 11 + the speaker's HD, you gain an accurate sense of the speaker's direction and distance away, relative to your current location.

Gossip Sense
Sightcraft 3
Effect: spherical emanation, with a radius of 1 mile/level
Duration: 1 hour/level

This spell functions like lesser gossip sense, except as noted above. In addition, each time gossip sense alerts you that someone is speaking your name, you also hear the five words the speaker says immediately before and after your name is spoken, giving you some idea of the context in which your are being mentioned. For example, if one of a group of nobles within range of Serafila's gossip sense spell notes, "I am suspicious of that foreign mage, Serafila. If you ask me, she's been poking her nose where it doesn't belong," the spell allows Serafila to hear the following: "suspicious of that foreign mage, Serafila. If you ask me, she's".

Gossip Sense, Greater
Sightcraft 5
Effect: spherical emanation, with a radius of 10 miles/level
Duration: 2 hours/level

This spell functions as gossip sense, except as noted above. In addition, greater gossip sense allows the caster to hear ten words both before and after your name is spoken, instead of five. Also, you have a 5% per caster level chance of being able to target any speaker you detect with this spell with any appropriate Sightcraft spell of 3rd level or lower, regardless of range or line of effect.

Read Emotion
Sightcraft 0
S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature
Casting time: one swift action
Duration: Instantaneous
Saving throw: Will negates
Spell resistance: Yes

This spell gives you information about the target's current mood and emotional state. The spell provides the caster with a single adjective that best describes the target's current emotions, so targets experiencing particularly complex emotional turmoil when the spell is cast may return oversimplified results. The intimate knowledge of the target's emotions provides the caster with valuable insight when dealing with that person. After successfully casting read emotion, the caster gains a +2 Insight bonus on the next Bluff, Diplomacy, Intimidate, or Sense Motive check he makes against the spell's target. Since emotions can change rapidly, this bonus is lost if no appropriate check is made within 5 minutes of the spell's casting.

Touch of Pain
Ragecraft 0
V, S
Range: Touch
Target: one creature
Duration: one round
Saving throw: Fort negates
Spell Resistance: Yes

The caster touches the target with a melee touch attack, sending ripples of pain through the target's body from the point of contact. For the duration of the spell, the target takes a -2 penalty to the modified level check to resist Intimidation by the caster and his allies, and must succeed at a Concentration check against touch of agony's saving throw DC to cast spells or concentrate on an existing spell.

Grip of Pain
Ragecraft 1
V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round or 1d4 rounds, see text
Saving throw: Fort partial
Spell Resistance: Yes

The target is wracked with spasms of pain, clouding his mind an inhibiting his actions. For the duration of the spell, the target takes a -2 penalty to the modified level check to resist Intimidation by the caster and his allies, and takes a -1 penalty to attack rolls. The target must also make a Concentration check against grip of pain's saving throw DC to cast spells or concentrate on an existing spell. A successful saving throw reduces the spell's duration from 1d4 rounds to 1 round.

Doors of Pain
Ragecraft 2
V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round or 2d4 rounds, see text
Saving throw: Fort partial
Spell Resistance: Yes

The target is washed in overwhelming pain. For the duration of the spell, the target takes a -2 penalty to the modified level check to resist Intimidation by the caster in his allies, and takes a -2 penalty on attack rolls, AC, and all Strength-based and Dexterity-based checks. Each round while the spell is in effect, the target takes 1d8 points of nonlethal damage. The target must also make a Concentration check against doors of pain's saving throw DC to cast spells or concentrate on an existing spell. A successful saving throw reduces the spell's duration from 2d4 rounds to 1 round.

Flood of Agony
Ragecraft 4
V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: one creature per two caster levels
Duration: 1 round or 2d6 rounds, see text
Saving throw: Fort partial
Spell Resistance: Yes

The targets of this spell are consumed with searing pain. For the duration of the spell, each target takes a -2 penalty to the modified level check to resist Intimidation by the caster in his allies, and takes a -2 penalty on attack rolls, AC, and all Strength-based and Dexterity-based checks. Each round while the spell is in effect, each target takes 2d6 points of nonlethal damage. Each target must also make a Concentration check against flood of agony's saving throw DC to cast spells or concentrate on existing spells. Each target of the spell who succeeds at a saving throw is released from the effects of the flood of agony after only one round, rather than the usual 2d6 rounds.

Secretward
Wordcraft 3 [Compulsion, Mind-affecting]
V, S, M
Range: Touch
Target: one creature
Casting time: 1 hour
Duration: one month per level
Saving throw: Will partial
Spell Resistance: Yes

By casting secretward, the caster renders the target unable to speak about a particular subject of the caster's choice. Example compulsions include: "You will not disclose the details of your meeting with Councilor Thavius," "you will tell no one of the murder you have witnessed," "you will not tell anyone, including the Formerian ambassador, that you are serving as his bodyguard," and similar instructions. Secretward has no power to affect any other aspect of the target's behavior, but a creature under the effects of this spell cannot communicate about the restricted subject by any means. The subject restricted by this spell must be specific and clearly defined by the caster. A mage could use this spell to prevent the target from discussing a single act of violence, a single dwarven individual, or a particular stash of hidden gold, but no secretward could prevent the target from discussing all the violence he's ever witnessed, the entire dwarven race, or the idea of currency in general.

A creature under the effects of a secretward spell cannot bypass this restriction by writing things down, offering hints of any kind, answering questions about the subject, or any other methods. In fact, a creature who is asked questions about a subject he is magically prohibited from discussing can only respond with, "I cannot answer that question," or a similar response. Spellcasters using detect thoughts or other means to examine the target without requiring his active communication may discover information on the restricted subject if they succeed at a Will save against the secretward spell; failure indicates all thoughts related to the restricted subject are black, murky, and unreadable.

No matter whether the saving throw succeeds or fails, the target is unable to discuss the forbidden subject. If the saving throw fails, the target is similarly prevented from discussing the secretward spell that affects him, or actively seeking a spellcaster to cast dispel magic on him. A target who succeeds on the saving throw is capable of informing others that about the spell, which may lead to the spell's being dispelled or otherwise negated, leaving the target able to talk freely once again. Even though a target who saves successfully against secretward can discuss the spell that affects him, he is still prevented from discussing the forbidden subject until the secretward is dispelled or its duration expires. This prevents a character from circumventing the spell's restrictions by saying something like, "I am under a spell that prevents me from telling anyone that I am the ambassador's bodyguard."

Note that the spell's long casting time and the requirement that the caster touch the target to cast the spell make secretward difficult to cast, since the caster must find some way to make the target stay still for an hour. Secretward can easily be cast upon a target that is willing or tied up, and some casters have been known to risk casting secretward upon sleeping targets (although the spell fails if they awaken and break the touch contact.)

Material component: a powder made from crushed opal and butterfly wings, worth at least 50 gp, to be sprinkled on the target during casting.

Call Animal
Animism 0
V, S, M
Range: Personal
Target: You
Casting time: 1 standard action
Duration: Instantaneous
Saving throw: Will negates (see text)
Spell Resistance: Yes

By casting this spell, you compel the nearest animal to come to your location, using its normal means of travel to the best of its abilities. This spell cannot cause an animal to attempt transportation unnatural to its species, such as causing a fish to leave water or a horse to climb a tree. Wild animals receive no saving throw, but domesticated or trained animals can make a Will save to resist the effect. Creatures with Intelligence of 3 or greater are immune to this effect. This spell has no effect on the animal's behavior besides causing it to come to your location; creatures summoned this way might be hostile toward the caster. This spell only affects animals within Medium range (100 ft. + 10 ft./level); if no appropriate animal is within range of the spell, the spell has no effect.

Material component: a drop of honey.[/spoiler]
I'm not too worried about checking these for balance, as they've already been combed through fairly thoroughly on the WotC boards (though you're always welcome to comb through them again, of course.) They're important for understanding the magic classes that use them, though.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Ishmayl-Retired on August 23, 2006, 10:13:16 PM
I hope this is not a stupidly obvious question, but what combat styles do you use/allow for the Hunter?
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on August 23, 2006, 10:48:38 PM
Quote from: IshmaylI hope this is not a stupidly obvious question, but what combat styles do you use/allow for the Hunter?
If it is on that list, it is both usable and allowed.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Ishmayl-Retired on August 23, 2006, 10:56:19 PM
Errg... I know I'm somehow being dense, but I can't find the list... :(  :'(
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on August 23, 2006, 10:59:06 PM
Now that I consider it, it is a very poorly labeled list. Here it is:
QuoteIf the hunter selects archery speed, he receives Rapid Shot at second level and Manyshot at sixth level.

If the hunter selects archery precision, he receives Point Blank Shot at second level and Precise Shot at sixth level.

If the hunter selects two-weapon combat, he receives Two Weapon Fighting at second level and Improved Two Weapon Fighting at sixth level.

If the hunter selects melee speed, he receives Mobility at second level and Spring Attack at sixth level.
Title: Some Classes and Mechanics of the Jade Stage
Post by: Ishmayl-Retired on August 23, 2006, 11:02:10 PM
Ahhh, okay, thanks.  I was looking for something with a little bit more flowery language, like the "Desert Rose" style, and such.  
Title: Some Classes and Mechanics of the Jade Stage
Post by: Lmns Crn on August 23, 2006, 11:11:34 PM
Quote from: IshmaylAhhh, okay, thanks.  I was looking for something with a little bit more flowery language, like the "Desert Rose" style, and such.
I figured those would be the sort of labels that individual hunters (or communities, or huntery schools of thought, etc.) would apply on their own. While it would make plenty of sense for a desert-dwelling liriss to call a form of "desert rose style", for example, it makes less sense for a Damiran dwarf or a seafaring goblin to use the same name.

Summary: feel free to name them other things if you want to.