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The Warmage

HD: d8
Base
Fort Ref Will
Level  Attack Special  1st  2nd  3rd  4th  5th  6th  7th  8th  9th 
Save  Save  Save 
Bonus 
Armored
Mage
(light),
1st +0 +0 +0 +2 3                
Cantrips,
Warmage
Edge
Arcane
Strike,
2nd +1 +0 +0 +3 4                
Sudden
Still
Advance
3rd +2 +1 +1 +3 d 5                
Learning
Spell
4th +3 +1 +1 +4 6 3              
Power
Advance
d
Learning,
5th +3 +1 +1 +4 Armored 6 4              
Mage
(Medium
)
Sudden
6th +4 +2 +2 +5 6 5 3            
Sculpt
Advance
7th +5 +2 +2 +5 d 6 6 4            
Learning
Intense
8th +6/+1 +2 +2 +6 6 6 5 3          
Spells
Advance
d
Learning,
9th +6/+1 +3 +3 +6 Armored 6 6 6 4          
Mage
(Heavy
Shields)
Sudden
10th +7/+2 +3 +3 +7 6 6 6 5 3        
Empower
Advance
11th +8/+3 +3 +3 +7 d 6 6 6 6 4        
Learning
Piercing
12th +9/+4 +4 +4 +8 6 6 6 6 5 3      
Spells
13th +9/+4 +4 +4 +8 Advance 6 6 6 6 6 4      
Base
Fort Ref Will
Level  Attack Special  1st  2nd  3rd  4th  5th  6th  7th  8th  9th 
Save  Save  Save 
Bonus 
d
Learning
Sudden
14th +10/+5 +4 +4 +9 Maximiz 6 6 6 6 6 5 3    
e
Advance
15th +11/+6/+1 +5 +5 +9 d 6 6 6 6 6 6 4    
Learning
Mighty
16th +12/+7/+2 +5 +5 +10 6 6 6 6 6 6 5 3  
Spells
Advance
17th +12/+7/+2 +5 +5 +10 d 6 6 6 6 6 6 6 4  
Learning
Sudden
18th +13/+8/+3 +6 +6 +11 6 6 6 6 6 6 6 5 3
Quicken
Advance
19th +14/+9/+4 +6 +6 +11 d 6 6 6 6 6 6 6 6 4
Learning
+15/+10/+ War
20th +6 +6 +12 6 6 6 6 6 6 6 6 5
5 Spells

Skills: Craft, Knowledge: Arcana, Knowledge: History, Knowledge: the Planes,


Perception, Profession, Spellcraft, Use Magic Device
Skill Points: 2 + Int modifier
Armor and Weapon Proficiency: Warmages are proficient with light armor and
shields and with simple weapons plus all martial weapons.
Spellcasting: Intelligence replaces Charisma as the spell casting attribute. This reduces
MAD and allows Intelligence to benefit Warmage Edge, Spellcasting, and Skill Points.
Also Int seems to be more thematically appropriate as a casting stat than Charisma for
the Warmage class.
Armored Mage: At 1st level, the warmage ignores arcane spell failure when wearing
light armor and wielding a light shield. At 5th level, the warmage ignores arcane spell
failure when wearing medium armor. At 9th level, the warmage ignores arcane spell
failure when wielding a heavy shield.
Cantrips: Warmages can cast any of the cantrips from the warmage spell list at will as
a spell-like ability. Cantrips are treated like any other spell cast by the warmage in terms
of duration and other variables based on level.
Warmage Edge: As warmage edge in 3.5 except you now add 1/2 your caster level
plus your Intelligence modifier to the damage done by any spell that deals hit-point
damage.
Arcane Strike: At 2nd level the warmage gains the arcane strike feat.
Sudden Still: At 2nd level, as a swift action the warmage can apply the Still Spell
metamagic feat 3 + his Int modifier times per day without increasing the spell’s level.
Advanced Learning: At 3rd level and every odd level thereafter you may add one
evocation spell from the Sorcerer/Wizard list whose level you can cast to your list of
spells known or you may add one spell from any of the other schools of magic from the
Sorcerer/Wizard list to your list of spells known, however, non-Evocation spells count
as one level higher than normal (i.e. Mirror Image would be a 3rd level spell instead of
a 2nd level spell).
Spell Power - At 4th level, the warmage’s spells that deal damage gain a +1 bonus to
their save DC if any.
Sudden Sculpt: At 6th level, as a swift action the warmage can apply the Scuplt Spell
metamagic feat 3 + his Int modifier times per day without increasing the spell’s level.
Intense Spells - At 8th level, spells the warmage casts that deal energy damage ignores
the energy resistance of creatures affected by the spell.
Sudden Empower: At 10th level, as a swift action the warmage can apply the
Empower Spell feat 3 + his Int modifier times per day without increasing the spell’s
level.
Piercing Spells - At 12th level, any spell cast from the warmage list bypasses spell
resistance.
Sudden Maxmize: At 14th level, as a swift action the warmage can apply the
Maximize Spell feat 3 + his Int modifier times per day without increasing the spell’s
level.
Mighty Spells - At 16th level, creatures with energy immunity still take half damage
when affected by the warmage’s spells that deal energy damage.
Sudden Quicken: At 18th level, as a swift action the warmage can apply the Quicken
Spell feat 3 + his Int modifier times per day without increasing the spell’s level.
War Spells - At 20th level, the warmage’s spells that deal damage are treated as if they
were enlarged and widened as per the metamagic feats without increasing their level or
their casting time.

*Since the sudden metamagic abilities use a swift action, the warmage may only apply
one of them to a spell at a time. I may even consider making a warmage specific feat or
magic item later that would grant them the ability to take two swift actions per round a
given number of times per day, but I'm not sure at this point.

Warmage Spell List - The only changes needed were to add Detect Magic and Read
Magic to their cantrips. Other than that it looked good as is.

Marshal

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge
(all), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Survival, Swim.
Skill Ranks per Level: 4 + Int modifier.

Marshals are proficient in all Simple and Martial Weapons, Light, Medium, and Heavy
Armor, and Shields (but not tower shields).

LEVEL ABILITY
1. Minor Auras, Project 1 Minor Aura, Skill Focus
2. Major Aura, Major Aura +1, Project 1 Major Aura
3. Grant Extra Action 1/day (Standard Action to activate)
4. Great Ally +3
5. Major Aura +2
6. Grant Extra Action 2/day
7. 2 Minor Auras
8. Great Ally +4, Improved Aid Another (move action)
9. Grant Extra Action 3/day (Move Action to activate)
10. Major Aura +3
11. Project 2 Major Auras
12. Grant Extra Action 4/day, Great Ally +5
13. Project 3 Minor Auras
14. Widen Aura
15. Grant Extra Action 5/day (Swift Action to activate), Major Aura +4
16. Great Ally + 6, Greater Aid Another (swift action)
17. Free Auras
18. Grant Extra Action 6/day
19. Project 4 Minor Auras
20. Project 3 Major Auras, Major Aura +5, Great Ally +7, Move Self

Minor Auras (Ex). At 1st level, the Marshal knows 2 minor auras. He learns 1
additional minor aura each class level. Each aura affects all allies within 60 feet. Minor
Auras provide a bonus equal to the Marshal's Charisma bonus (minimum +1). Each aura
provides a bonus to something different.
Projecting an aura is a swift action, and the aura persists until the Marshal takes another
swift action to change the aura or a free action to cease projecting the aura.
At 7th level, the Marshal can project 2 Minor Auras simultaneously.
At 13th level, the Marshal can project 3 Minor Auras simultaneously.
At 19th level, the Marshal can project 4 Minor Auras simultaneously.

Confirm Critical Hits


Combat Maneuver Bonus
Combat Maneuver Defense
Fortitude Saves
Reflex Saves
Will Saves
Caster Level Checks and Concentration checks
AC vs AoOs
Attack rolls on AoOs
Damage rolls on AoOs
Damage rolls when flanking
Charisma checks
Constitution checks
Dexterity checks
Intelligence checks
Strength checks
Wisdom checks
Damage when charging
AC vs Charge
Added to Cure spells and Channel Energy
Damage Reduction against non-lethal damage
x5 to speed when using the withdraw action
x5 to speed when charging
Initiative and Perception checks

Skill Focus. The Marshal gets Skill Focus as a bonus feat at 1st level.

Major Aura (Ex). Beginning at 2nd level, the Marshal can project a Major Aura. The
bonus granted by a Major Aura is +1. At 5th level, and every 5 levels thereafter, the
amount of the Major Aura increases by +1. A Major Aura affects all allies within 60
feet of the Marshal.
The Marshall learns 1 Major Aura at 2nd level, and 1 additional Major Aura at every
even level thereafter.
Projecting a Major Aura is a swift action. A Major Aura persists until the Marshal takes
a swift action to change the aura, or he takes a free action to cease projecting the aura.
At 11th level, the Marshal can project 2 Major Auras simultaneously.
At 20th level, the Marshal can project 3 Major Auras simultaneously.
Each Major Aura provides its bonus to one of the following.

DR 1/-
Damage rolls
Attack Rolls
AC
Saving Throws
Speed increases by 5 feet per bonus
Energy Resistance (acid, cold, electrical, fire, or sonic) 5 x bonus
Fast Healing (up to one half the ally's maximum hit points)
Energy Shield 2 x bonus
Spell Resistance 5 + 5 per bonus
Ability Damage and Ability Drain Resistance
Negative Level Resistance

Grant Extra Action (Ex). Beginning at 3rd level, the Marshal can spend a standard
action to grant all allies (except himself) within 60 feet an extra move action once per
day. Each ally must use this extra move action immediately. At 9th level, it only costs
the Marshal a move action to activate this ability. At 15th level, it only costs the
Marshal a swift action to activate this ability.
At 6th level, and every 3 levels thereafter, the Marshal gains an additional daily use of
this ability.
At 6th level, the Marshal can spend 2 of his daily uses of Grant Extra Action and grant
an extra standard action to all his allies within 60 feet. Each ally must use this extra
standard action immediately.
At 9th level, the Marshal can spend 3 of his daily uses of Grant Extra Action and grant
an extra full round action to all his allies within 60 feet. Each ally must use this extra
full round action immediately.

Great Ally (Ex). Beginning at 4th level, whenever the Marshal uses or benefits from the
Aid Another action or flanking, he provides or receives a +3 bonus instead of +2. This
increases to +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.

Improved Aid Another (Ex). At 8th level, the Marshal can use the Aid Another action as
a move action instead of a standard action.
At 16th level, he gains Greater Aid Another and can use Aid Another as a swift action.

Widen Aura (Ex). At 14th level, the Marshal can choose to use 1 less than the maximum
number of one type (Major or Minor) of aura he can project and double the range of the
other auras of that type.

Free Auras (Ex). At 17th level, the Marshal can project a new aura as a free action
instead of a swift action. This allows him to project or change multiple auras in the
same round.

Move Self (Ex). At 20th level, the Marshal can affect himself when he uses the Grant
Extra Action ability.

New Feat:

Great Leader
You are a great leader of men and women.
Requirements: Leadership, Great Ally ability.
Benefit: You add your Great Ally bonus to your Leadership score.

Pathfinder Archivist
Abilities: The most important characteristic for an archivist is a keen Intelligence. That intellect
must also be tempered with a high degree of Wisdom, due to the fine line the archivist must
walk in studying evil without being corrupted by it. A strong Constitution is also highly prized
for dealing with the rigors of the archivist's missions.

Races: Elves tend to make the best archivists, due both to their longevity and to their natural
proclivity for magic. Humans and gnomes can be drawn to the class as well, often becoming
the most ambitious of seekers. Dwarves make fine archivists but tend to view the entire
profession as a little too morally gray for their liking. Halflings and half-orcs rarely take up the
mantle of the archivist.

Alignment: Characters of any alignment can become archivists, but the class does require
some measure of academic detachment. As a result, archivists of an ethically lawful bent are
quite common.

Class Features

The archivist's class features all serve to further his overall purpose, which is to seek out
mystical, divine lore from strange and forbidden sources, and to gain both understanding and
mastery thereof.

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons but with no
armor or shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although
he can eventually uncover, learn, and prepare non-cleric divine spells spells. Unlike clerics,
archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn,
prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell
level + the archivist's Int modifier.

Table 1-1: The Archivist Hit Die: d6

Base
Level  Attack Fort  Ref  Will  Special  0th  1st  2nd  3rd  4th  5th  6th  7th  8th  9th 
Bonus 

Scribe Scroll, Dark


1 +0 +2 +0 +2 Knowledge 3 2                
(Tactics), Orisons

2 +1 +3 +0 +3 Lore Mastery 4 3                

3 +1 +3 +1 +3   4 3 2              

4 +2 +4 +1 +4 Still Mind 4 4 3              

Dark Knowledge
5 +2 +4 +1 +4 4 4 3 2            
(Puissance)

6 +3 +5 +2 +5   4 4 4 3            

7 +3 +5 +2 +5   4 5 4 3 2          

Dark Knowledge
8 +4 +6 +2 +6 4 5 4 4 3          
(Foe)

9 +4 +6 +3 +6   4 5 5 4 3 2        

10 +5 +7 +3 +7 Bonus Feat 4 5 5 4 4 3        

Dark Knowledge
11 +5 +7 +3 +7 4 5 5 5 4 3 2      
(Dread Secret)

12 +6/+1 +8 +4 +8   4 5 5 5 4 4 3      

13 +6/+1 +8 +4 +8   4 5 5 5 5 4 3 2    

14 +7/+2 +9 +4 +9 Dark Knowledge 4 5 5 5 5 4 4 3    


Base
Level  Attack Fort  Ref  Will  Special  0th  1st  2nd  3rd  4th  5th  6th  7th  8th  9th 
Bonus 

(Foreknowledge)

15 +7/+2 +9 +5 +9   4 5 5 5 5 5 4 3 2  

16 +8/+3 +10 +5 +10   4 5 5 5 5 5 4 4 3  

Dark Knowledge
17 +8/+3 +10 +5 +10 4 5 5 5 5 5 5 4 3 2
(Guidance)

18 +9/+4 +11 +6 +11   4 5 5 5 5 5 5 4 4 3

19 +9/+4 +11 +6 +11   4 5 5 5 5 5 5 5 4 4

Bonus Feat, Dark


20 +10/+5 +12 +6 +12 4 5 5 5 5 5 5 5 5 5
Mastery

Class Skills (4 + Int modifier per level): Appraise, Craft, Diplomacy, Fly, Heal,
Knowledge (all skills, taken individually), Linguistics, Profession, Perception and
Spellcraft.

Like other spellcasters, an archivist can cast only a certain number of spells of each
level per day. His base daily allotment is given in Table 1-1: The Archivist. In addition,
he receives bonus spells per day if he has a high Wisdom score. He must choose and
prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour
studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement
from whatever deity or cosmic force he worships. Rather, he must seek out and collect
new spells much as a wizard does, but from such esoteric sources as holy tablets,
ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in
his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three
1st-level cleric spells of the player's choice. For each point of Intelligence bonus the
archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class
level, the archivist gains two new cleric spells for his prayerbook; these can be of any
spell level or levels that he can cast (based on his new archivist level). At any time, an
archivist can also add spells found on scrolls containing divine spells to his prayerbook,
but he must make any rolls and spend the time required (see Adding Spells to a
Wizard's Spellbook). The archivist can learn and thus prepare nonclerical divine spells
in this fashion but the two free spells he gains for advancing in class level must be
selected from the cleric spell list.

The archivist draws primarily from the cleric spell list and the spell cleric spell levels
have primacy. If a spell exists on more than one divine spell list but not on the cleric
list, the archivist must choose version from the full caster (druid, etc) over that of a
partial caster (ranger, paladin, etc.). If, for example, the archivist wants to learn the spell
lesser restoration, he must choose to learn it as a second level cleric or druid spell and
not as a level 1 paladin spell. If he finds a scroll created by a paladin, it will still be
considered a second level spell for the archivist. An archivist may also not learn spells
with descriptors opposed to his alignment.

Orisons: An archivist can prepare a number of orisons, or 0-level spells, each day, as
noted on Table 1-1: Archivist under “Spells per Day.” These spells are cast like any
other spell, but they are not expended when cast and may be used again.

Dark Knowledge: Several times per day, an archivist can draw upon his expansive
knowledge of monsters, granting his allies benefits against the creatures they face.
Doing this counts as a move action that does not provoke an attack of opportunity. An
archivist may use this ability a number of times per day equal to 3 + his Wisdom
modifier.

The secrets of dark knowledge pertain only to aberrations, constructs, dragons,


elementals, fey, magical beasts, outsiders, or undead. At level 1, the archivist chooses
creature types from the list equal to his intelligence modifier for which to apply his dark
knowledge abilities. These choices cannot be changed. If the archivist gains a
permanent increase to his intelligence, he may select additional creature types.

Using dark knowledge requires a Knowledge check of a type appropriate to the creature
faced. The DC of such a check equals 10 + the monster's CR. For common monsters,
such as skeletons, the DC of this check equals 5 + the monster's CR. For particularly
rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR,
or more. Most of the archivist's dark knowledge abilities increase in effectiveness if he
succeeds on his Knowledge check by 10 or more.

The archivist's dark knowledge can affect a single creature or all creatures of the same
race, depending on the effect used. A target creature must be within 60 feet, and the
archivist must be aware of the creature's presence, although he need not have a line of
sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Allies must be able to hear the archivist to gain any benefits from dark knowledge.

Tactics: The archivist knows the general combat behaviors of creatures of that race,
granting his allies a +1 insight bonus on attack rolls made against them. If the archivist
succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the
archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to
+3.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his
allies fight off the corrupting influence of other creatures. Allies gain a +1 insight bonus
on saving throws against the affected creature's abilities. If the archivist succeeds on his
Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on
his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his
enemies. On a successful Knowledge check, he grants them a bonus to weapon damage
rolls made against the target creature(s) equal to 1d6 points of damage. If the archivist
succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the
archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to
3d6. This damage is not multiplied on a critical hit.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of
11th level or higher can dazzle a target creature for 1 round. Unlike other dark
knowledge, this ability can be used only against a single creature. If the archivist
succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If
the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned
for 1 round (if the target is immune to being stunned but not immune to being dazed
then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the
attacks of the affected creature, making it harder for the creature to land blows and
successfully deal damage. Allies gain a +1 insight bonus to Armor Class that applies to
attacks by the affected creature only. If the archivist succeeds on his Knowledge check
by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge
check by 20 or more, this bonus increases to +3. This bonus also applies to touch and
flat-footed Armor Class.

Guidance: Starting at 17th level, an archivist knows not only his enemies well but also
his allies. By using an immediate action and spending a dark knowledge use, the
archivist may give an ally the ability to reroll a to hit roll, skill check, ability check or
saving throw.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all linguistics
checks. An archivist also adds half of his archivist level to all knowledge checks
(minimum 1).

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws
against spells and effects from the school of enchantment, due to his rigorous focus and
intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select
a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus,
Greater Spell Focus, Spell Penetration, Greater Spell Penetration, any metamagic feat,
or any item creation feat.

Dark Mastery: At 20th level, whenever an archivist succeeds on a single dark


knowledge check, he may choose to apply any or all of the benefits of his dark
knowledge abilities (except dread secret) at once. Normally, an archivist must make a
knowledge check for each dark knowledge ability that he wants to apply.

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