Live Ars DnD Glossary

This is the Term glossary of LDnD.

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General info
Alignments
Skills
Using Skills
Medieval Class Abilities
Batlmage abilities
Warlock druid ability
Anti-paladin ability
Rogue Wiz ability
Psychic Monk Ability
Hell cleric ability
Kinetic assassin ability
Actor bard abilities
Mana Knight abilities
Jedi knight ability
Wave Master abilities
Dragon Knight abilities
Dread knight ability
Shadow Knight ability
Sorcere Monk abilities
Kinetic Sorcere ability
Chaos Knights Ability
Shaman abilties
Voodoo witchdoctor abilitiies
Elementalist abilities
Modern class Abilities
Creator
Anti-mage Ability
Criminal Ability
Law Enforcer Ability
Priest Ability
Psi Kinetic
Scientist
Seer Ability
Worker Ability
Bum Ability
Soldier Ability
Terrorist Ability

Term Glossary

General info

  Speed time gives +1 attack action to your attack ae melee/ranged with use of concentration check and a 1d4 to denote how many attacks you gain.

  Slow time gives -1 attack action to your target upto -4, with the roll of a concentration check. Then a 1d4 to note how long they are slowed.

  Stop time freezes victim/s for 1 full round upto 6 with a concentration check and a 1d6 to note how many turns you froze the victim.

  Familiar: A magic user can obtain a familiar by taking 24 hours and using up 100 gp materials. The sorcere chooses the familiar kind. As the sorcere advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcere level; success reduces the loss to one-half that amount but the experience point total can't go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point. A character with more than one class that grants a familiar may have only one familiar at a time. Every 2 levels higher than 20th the familiar's natural armor bonus and Intelligence each increase by +1. The familiar's spell resistance is equal to the master's level + 5. At 21st level and again every ten level higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master's choice.

  Stat scores in live dnd works with you modelling yourself as for the character stats. A brief desription as to what they are and how to formulate them yourself.
Str = strength that modifies the character's Attack and Damage rolls in melee combat.
Dex = dexterity that modifies the character's AC, Initiative, Ranged Attack and Reflex Save.
Con = consitution that modifies the character's Hit Dice and Fortitude Save.
Int = intelligence that modifies the character's training points and Additional Languages.
Wis = wisdom that modifies the character's Will Saves.
Cha = charisma that modifies the character's NPC Influence Rolls. To get the stat mod take the stat score and divide by 2 then round down any remainders. Subtract 5 from the score. like a 18 int/2=9-5=4 int mod.

  Nonlethal damage: Nonlethal damage is based off dnd and is the negative energy that can be used for energy effects of many types. This energy is ultraviolet or ultra blue-purple and thats not seen by the human eye. Its effects are to weaken the body everytime its used for a spell by adding to a nonlethal damage total. Each point causes 6 months aging repairable by healing of any sort or rest for 10 min per point.

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Alignments

  Twelve distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts. The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains and the last three general are for the true backbone of people. The unaligned alignment is for those who are basically none of them but is one with many of them anyway.

  Lawful Good, "Crusader": A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.

  Neutral Good, "Benefactor": A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

  Chaotic Good, "Rebel": A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

  Lawful Neutral, "Judge": A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

  Neutral, "Undecided": A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

  Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

  Chaotic Neutral, "Free Spirit": A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal.

  Lawful Evil, "Dominator": A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds.

  Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

  Neutral Evil, "Malefactor": A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

  Chaotic Evil, "Destroyer": A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

  True good, "The hero": A quibbler, thanks to robert, of a general good person doing good intents with evil or good training. Your balancing good intents while doing good and evil or neutral actions. Double deal those who make trouble. Don't believe rumours, or do what isn't in the best intention of most. Use what is useful and may intention a positive understanding. Pay lipservice to the law by obeying them, only in the open and near the law. With a regressive motion, they can turn on those who were or are evil. Some use psience or science to back them up. They, the quibblers are likely not to care on results, but only on the thrilling feel of the moment along with the people responsible. They might say, its not fun to play alone and yet they don't really help as they focus on their own needs.

  The true good is to not tell of peoples problems and only so they can play with the faults. Aspects are to notify enforcement of law to what is occurring if any and to reflect the law. If they can't do that then they notify people of the laws which apply. Some do argue the point for quite a while till the nonhostile gives up. In their mind there is no wasted events and time is always of interest. The goal is to achieve a position of greatness and allow fame to cause glory and yet to not stop progress. The thought "For the worthy can achieve, by a game that guides the way and most enemies fall by the wayside."

  True Neutral, "Prophet": A true neutral character or generally a neutral will control of what a person may or may not want to do by attempting to see and prophetize as they desire, on what seems to be a good idea. She/he doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos, compared to accepting the visions of what may come. Most true neutral characters don't exhibit a lack of conviction or bias, its rather a commitment to neutrality as the two forces are what drive the visions and if there is only one vision then duality dissapears. Duality, in this case is to a cause or appear existant from good and evil, working side by side. Such a character thinks of good as better than evil-after all, she/he would rather have good neighbors and rulers than evil ones that are guided by a vision or dream.

  Still, she/he is not personally committed to upholding good in any abstract or universal way. When they have to they will prove a point, like socially they are almost banned from giving or protraying a vision so they help the besieged and to aid a group for their own free will. In their mind there is no wasted events and time is always of interest and vision will derive from most any sign they get, like a black hand on a pole where there was none meaning endangerment, except they love to study and give examples. True Neutral is the best for nuttyness, because it means you act naturally and strange, and without prejudice or compulsion even while you dream and its counted as an acted out vision. The goal is to be true to yourself and most will fall into place. What can be said "make good where it can be good and bad where necessary without prejudice except by using good comparison."

  True evil, "evil monster": Some aren't always like this but some can fit this evil monster role. This general evil achieve for the love of evil profit or greed and objects and do evil intent with good and evil actions. They won't think to debate between criminals and investigators of doing intention of evil! They're doing evil actions while looking for bad results in an area to disrupt. They play to own with time and choose not to follow rules, except for what rules are made by themselves. These people are the easiest to control because they follow the notions and consider what can be abused. If a vision occurs then they might attempt to change it, by vision manipulation and/or guilt trips. When they have to they will prove a point, as socially they are almost banned except they show redeeming points so they help the people needing help and try to aid a group for their own reasons.

  They attempt to control and connive or live by possessive standards. The monster maker isn't responsible for their own bad actions, they were possessed by an impulse or so they might say. If not that, then its a self excuse. The goal is to achieve with statement of bad as truly skilled for the sake of imfamy and seek to own. If everything is perfect then they will achieve with what they think of right, to think its right. They will do many things and mostly bad appearing good without forcing an issue. The true evil leave it alone or don't do if its an idea thats new, unless paid to. The true evil person is to claim an idea for their own and subjucate the idea maker, without giving up and they make things pretty hard in the end. So the line "Placate or use till the idea is dead" and "Don't beat a dead puppy, for its a useless activity."

  Unaligned, "Just let me go about my business.": If you?re unaligned, you don?t actively seek to harm others or wish them ill. But you also don?t go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benefits you. You value your own freedom, without worrying too much about protecting the freedom of others. A few unaligned people, and most unaligned deities, aren?t undecided about alignment. Rather, they?ve chosen not to choose, either because they see the benefits of both good and evil or because they see themselves as above the concerns of morality. The Raven Queen and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.

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Skills

  Each training point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character's class skill list. Each training point you spend on a cross-class skill gets your character 1/2 rank in that skill. Cross-class skills are skills not found on your character's class skill list. (Half ranks do not improve your skill check, but 2 1/2 ranks make 1 rank.) You can't save training points to spend later. The maximum rank in a skill is the character's level + Cha mod.

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Using Skills

  When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

  Skill check: action + skill modifier + situational modifiers + miscellaneous mods >= DC(Task Difficulty).  An action is to get a coin and do a coin flip, and heads gets a success of a 20 result, a tails is a fail of 1 result. The skill modifier be the skill rank, this is the training point total. The situational modifier is what may be effecting you. Class skill is the special ability or feat that the character works with or uses to mod a skill, via a miscellaneous mod. So this is Action + 6 spot skill rank and  4 int bonus modifier + 3 skill bonus >= 15 DC, so an action(1)+6+4+3=14 is the lowest a character could roll. This is to make certain of success.

  An opposed check is a check whose success or failure is determined by comparing the check result to another character's check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

  In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

  Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement.

  Ability Checks and Caster Level Checks: The action applies for ability checks. Neither rule applies to caster level checks.

  You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you succeed on your action in your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. In cases where the skill restricts who can achieve certain results you can't aid another to grant a bonus to a task that your character couldn't achieve alone.

  It's possible for a character to have 2 skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.

  Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a action and the appropriate ability modifier. Essentially, you're making an untrained skill check. In some cases, an action is a straight test of one's ability with no luck involved. Just as you wouldn't make a height check to see who is taller, you don't make a Strength check to see who is stronger.

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Class Abilities

Batlmage abilities

  Fast Movement (Ex): +10 feet speed.with no armor, light armor, or medium armor and no heavy load. Apply this bonus before modifying speed because of any carried load carried.

  Controlled Rage (Ex): A batlmage can fly into a controlled rage. In a controlled rage, a batlmage temporarily gains +4 bonus to Strength, +4 bonus to Constitution, +4 bonus to Intelligence and +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The Con increase increases the batlmages health points +2 per level, but these health points go away at the controlled rage end when the Con score drops to normal. A fit of rage lasts 3 + the character's (newly improved) Constitution modifier. A batlmage may prematurely end his rage. At the end of the rage, the batlmage loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level batlmage, at which point this limitation no longer applies; see below).
At 1st level they can use this rage ability once per day. At 4th level and every four level thereafter, they can use it one additional time per day. Entering a rage takes no time itself, but only during their action, not in response to someone else's action.

  Trap Sense (Ex): Starting at 3rd level, a batlmage gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian level thereafter. Trap sense bonuses gained from multiple classes stack. The epic batlmage bonus increases by +1 every three level higher than 18th.

  Improved Uncanny Dodge (Ex): At 5th level and higher, a batlmage can no longer be flanked. This defense denies a rogue the ability to sneak attack the batlmage by flanking him, unless the attacker has at least four more rogue level than the target has batlmage level. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

  Damage Reduction (Ex): At 7th level, a batlmage gains Damage Reduction. Subtract 1 from the damage taken each time it is dealt from a weapon or a natural attack. At 10th level, and every three level thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The epic barbarian's damage reduction increases by 1 point every three level higher than 19th.

  Greater Rage (Ex): At 11th level, bonuses to Strength and Constitution during rage each increase to +6, and the morale bonus on Will saves increase to +3. The penalty to AC remains at -2.

  Indomitable Will (Ex): While in a rage, a batlmage of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves also received during rage.

Tireless Rage (Ex): At 17th level and higher, a batlmage no longer becomes fatigued at the rage end.

  Mighty Rage (Ex): At 20th level, bonuses to Strength and Constitution during a rage each increase with a +8 bonus, and the morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

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Warlock druid ability

  Bonus Languages: A magic user may substitute Draconic for one of the bonus languages available to the character race. A warlock druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of race. A warlock druid also knows Druidic, a secret language known only to warlock druids, which is learned upon becoming a 1st-level druid. Druidic is a free language in addition to the regular allotment of languages and it doesn't take up a language slot. Warlock druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.

  A hell cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of race.

  Animal Companion (Ex): A warlock druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the warlock druid on the adventures as appropriate for its kind. A 1st-level warlock druid's companion is completely typical for its kind except as noted below. As a warlock druid advances in level, the animal's power increases as shown on the table. If a warlock druid releases the companion from service,

 
The warlock druid may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

  A warlock druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's warlock druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's warlock druid level and compare the result with the warlock druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, it can't be that animal.)

  Nature Sense (Ex): A warlock druid gains a +2 bonus on Nature and Survival checks.

  Wild Empathy (Ex): A warlock druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The warlock druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the warlock druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A warlock druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but takes a -4 penalty on the check.

  Woodland Stride (Ex): Starting at 2nd level, a warlock druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion are still affective.

  Trackless Step (Ex): Starting at 3rd level, a warlock druid leaves no trail in natural surroundings and cannot be tracked. The warlock druid may choose to leave a trail if so desired.

  Resist Nature's Lure (Ex): Starting at 4th level, a warlock druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

  Wild Shape (Su): At 5th level, a warlock druid gains the ability to turn herself into any Small or Medium animal and back again once per day. The options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

  The form chosen must be that of an animal the warlock druid is familiar with. A warlock druid loses her ability to speak while in animal form because its limited to the sounds that a normal, untrained animal can make, but can communicate normally with other animals of the same general grouping as the new form. A warlock druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The warlock druid. In addition, gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

  The new form's Hit Dice can't exceed the character's warlock druid level. At 12th level, a warlock druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A warlock druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a warlock druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to normal wild shape usage. In addition to the normal effects of wild shape, the warlock druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. Also gained are the elemental's feats for as long as there's wild shape maintainance, but retains the creature type. At 18th level, a warlock druid becomes able to assume elemental form twice per day, and at 20th level can do so three times per day and may use this wild shape ability to change into a Huge elemental.

  Venom Immunity (Ex): At 9th level, a warlock druid gains immunity to all poisons.

  A Thousand Faces (Su): At 13th level, a warlock druid gains the ability to change appearance at will, as if using the alter self spell, but only while in her normal form..

  Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

  A warlock druid's animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, training points, and feats). It is superior to a normal animal of its kind and has special powers, as described below.  

  Class level
Bonus HD
Natural Armor Adj.
Str/Dex Adj.
Bonus Tricks
Special
____________________
1st-2nd
+0
+0
+0
1
Link, share spells

3rd-5th
+2
+2
+1 2
Evasion

6th-8th
+4
+4
+2
3
Devotion

9th-11th
+6
+6
+3
4
Multiattack

12th-14th
+8
+8
+4
5

15th-17th
+10
+10
+5
6
Improved evasion

18th-20th
+12
+12
+6
7

  Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.

 
Class level: The character's warlock druid level. The warlock druid's class level stack with level of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.

 
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a warlock druid of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional training points and feats for bonus HD as normal for advancing a monster's Hit Dice.

 
Natural Armor Adj.: The number noted here is an improvement to the animal companion's existing natural armor bonus.

 
Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.

 
Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the warlock druid might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The warlock druid selects these bonus tricks, and once selected, they can't be changed.

  Link (Ex): A warlock druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The warlock druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

  Share Spells (Ex): At the warlock druid's option, she may have any spell she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the warlock druid before the duration expires. Additionally, the warlock druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A warlock druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

  Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

  Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects:

  Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

  A warlock druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the warlock druid's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

 4th level or Higher (level -3)
_____________________________________
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

  7th level or Higher (level -6)
___________________________________
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

  10th level or Higher (level -9)
_____________________________________
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

  13th level or Higher (level -12)
____________________________________
Dire bear
Elephant (animal)
Octopus, giant1 (animal)

  16th level or Higher (level -15)
____________________________________
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

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Anti-paladin ability

  Aura of control (Ex): The power of a anti-paladin's aura of control is equal to anti-paladin's level. This works as a charm spell.

  Detect threat (Sp): At will, a anti-paladin can use detect threat ability.

  Secret language: The secret language of the Anti-paladin is the negative language. Its added with a "Negative" to the languages. In negative language, every verb is opposite that is used in a sentence. Special verbs are be, is, are, was, am, dun, don't, a, not and un. Be = be, isnt/wasnt, arnt/am not. Is=isnt, are=arnt, was=wasnt, am=aint, dun=do, don't=do, a=not, not=is, did=didnt, wun=will and un=is or do. Add "a" to make the the word negative like apositive=not positive. Add un at the word beginning to make it positive like unlike=is like, likely. The double negative in a sentence makes a positive and a double positive in a sentence makes a negative. No 2 negative are close together so instead of am not=am its am so not=am so, except for be not=isnt, wasnt, wont or wernt. The verb conjugation not disappears and is actually not translated into the positive sentence. Use this language to win an arguement or get out of contracts. The base to this language came from the first humans on the planet which was millenium ago. The nouns are the same so the examples are:

"I misunderstand you." = I understand you.
"I do not recognize you."=I recognize you,
"I dunno you."=I know you,
"I am unlike you."=I aint made like you,
"I be apositive."=I am positive.
"I adun unknow this."=I know this.
"I really am hard not to understand."=I really am hard to understand.
"I be nice."=I aint nice.
"This be not good."=This isn't good.
"This wun do."=This will not do.
"This wun work."=This will work.
"What undid the event?"=What did the event?
"What did you see?"=What did you not see?

  Smite Foe (Su): Once per day, an anti-paladin may attempt to smite foes with one normal melee attack. Add Charisma bonus (if any) to attack roll and deals 1 extra point of damage per anti-paladin level. If the anti-paladin accidentally smites a creature that did no crime, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five level thereafter, the anti-paladin may smite foes one additional time per day:

  Saving Grace (Su): At 2nd level, a anti-paladin gains a bonus equal to Charisma bonus (if any) on all saving throws.

  Lay on Hands (Su): Beginning at 2nd level, a anti-paladin with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day they can heal a total number of health points of damage equal to anti-paladin level x Charisma bonus. Anti-paladin may choose to divide healing among multiple recipients, and doesn't have to use it all at once. Using lay on hands is a standard action.
  Alternatively, anti-paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The anti-paladin decides how many of their daily allotment of points to use as damage after successfully touching an undead creature.

  Aura of Courage (Su): Beginning at 3rd level, the anti-paladin is immune to fear (magical or otherwise). Each ally within 10 feet of them gains a +4 morale bonus on saving throws against fear effects. This ability functions while the anti-paladin is conscious, but not if she is unconscious or dead.

  Immunity (Ex): At 3rd level, the anti-paladin gains immunity to all diseases, including supernatural and magical diseases.

  Turn Being (Su):When the anti-paladin reaches 4th level, they gains the supernatural ability to turn anybody. They may use this ability a number of times per day equal to 3 + Charisma modifier. They turns anybody with enough stp.

  Special Mount (Sp): Upon reaching 5th level, an anti-paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her daily crusade. This mount is usually a heavy warhorse (for a Medium anti-paladin) or a warpony (for a Small anti-paladin). See paladin's special mount.for horse type. Once per day, as a full-round action, the anti-paladin may magically call the mount from the celestial realms in which it resides. The mount immediately appears adjacent to the anti-paladin and remains for 2 hours per anti-paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the ant-paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed.

 
Calling a mount is a conjuration (calling) effect. Should the ant-paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The anti-paladin may not summon another mount for thirty days or until she gains anti-paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls. The epic paladin's special mount continues to increase in power. Every five level higher than 20th, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount's spell resistance equals the paladin's class level + 5.

  Remove Disease (Sp): At 6th level, an anti-paladin can produce a remove disease effect, as the spell, once per week. They can use this ability one additional time per week for every three level after 6th (twice per week at 9th, three times at 12th, and so forth).

  Ascension: A 20th level anti-paladin becomes a daemon due to the energies that they use. They are in such suffusion of energy that the body dissapates into an energy form that reappears as they want. Forever after they are no longer human but shapeless and able to shapechange at will. Thus they are an energy form considered a daemon with a d20 hit dice.

  Code of Conduct: An anti-paladin must be of anything but lawful alignment and loses all class abilities if they ever willingly commits a lawful act. After 8th level they become a lich if killed of the alignment the character originally had. Additionally, an anti-paladin's code requires that they respect legitimate authority, act with dishonor (lying, cheating, using poison, and so forth) if they see fit, help those in need to suite their needs, and punish those who harm or threaten innocents after reviewing the story (both sides if possible).
  Associates: While they may adventure with characters of any alignment, an anti-paladin will never knowingly associate with wasteful or dishonorable characters such as beggars, nor will they continue an association with someone who consistently offends their moral code. An anti-paladin may accept only those who are useful to them.

  The anti-paladin's mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium anti-paladin is a heavy warhorse, and the standard mount for a Small anti-paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling anti-paladin) or a Large shark (for anti-paladin in an aquatic campaign) may be allowed as well. An anti-paladin's mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, training points, and feats).

 Anti-Paladin level
Bonus HD
Natural Armor Adj.
Str Adj.
Int
Special
______________________________________________________

5th-7th
+2
+4
+1
6
Empathic link, improved evasion, share spells, share saving throws

8th-10th
+4
+6
+2
7
Improved speed

11th-14th
+6
+8
+3
8
Command creatures of its kind

15th-20th
+8
+10
+4
9
Spell resistance

  Anti-paladin's Mount Basics: Use the base statistics for a creature of the mount's kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.

  Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount's base attack and base save bonuses. A special mount's base attack bonus is equal to that of a cleric of a level equal to the mount's HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). The mount gains additional training points or feats for bonus HD as normal for advancing a monster's Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.

Str Adj.: Add this figure to the mount's Strength score

Int: The mount's Intelligence score.

  Empathic Link (Su): The anti-paladin has an empathic link with her mount out to a distance of up to 1 mile. The anti-paladin cannot see through the mount's eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the anti-paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

  Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

  Share Spells: At the anti-paladin's option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the anti-paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. An anti-paladin and her mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

  Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the anti-paladin's, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the master might have.

  Improved Speed (Ex): The mount's speed increases by 10 feet.

  Command (Sp): Once per day per 2 anti-paladin level of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it's being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount's daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin's level + anti-paladin's Cha modifier) to negate the effect.

  Spell Resistance (Ex): A mount's spell resistance equals its master's anti-paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount's spell resistance.

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Rogue Wiz ability

  Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 2 rogue level thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The epic rogue's sneak attack damage increases by +1d6 at every odd-numbered level (+11d6 at 21st, +12d6 at 23rd, and so on).
  A rogue can sneak attack only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the

  Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

  Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

  Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

  Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue level than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the level from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

  Special Abilities: On attaining 10th level, and at every three level thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

  Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

  Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer health points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

  Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

  Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

  Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

  Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw. The rogue does not gain additional rogue special abilities after 19th level, but can choose a rogue special ability (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, and slippery mind) instead of a bonus feat.

  Feat: A rogue may gain a bonus feat in place of a special ability.

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Psychic Monk Ability

  AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

  Psicrystal: A psychic monk can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psychic monk's own mind, with which the psychic monk can empathically interact and from which he or she can derive benefits. A psychic monk may possess no more than one psicrystal at any one time.
  A psicrystal grants a special ability to its psychic monk owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 health points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 health points per day if damaged. If a psicrystal is brought to 0 health points, it is destroyed.

  The psychic monk chooses the type of psicrystal he or she gets. As the psychic monk increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

  If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psychic monk loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

 
  Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
__________________________________________________________
psicrystal personality Artiste, owner gains +2 bonus on Craft checks
psicrystal personality Bully, owner gains +2 bonus on Intimidate checks
psicrystal personality Coward, owner gains +2 bonus on Hide checks
psicrystal personality Friendly, owner gains +2 bonus on Diplomacy checks
psicrystal personality Hero, owner gains +2 bonus on Fortitude saves
psicrystal personality Liar, owner gains +2 bonus on Bluff checks
psicrystal personality Meticulous, owner gains +2 bonus on Search checks
psicrystal personality Observant, owner gains +2 bonus on Spot checks
psicrystal personality Poised, owner gains +2 bonus on Balance checks
psicrystal personality Resolve, oner gains +2 bonus on Will checks
psicrystal personality Sage, owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary
With psicrystal personality Singleminded, owner gains +1 bonus on Concentration checks
With psicrystal personality Sneak, owner gains +2 bonus on Move Silently checks
With psicrystal personality Sympathetic, owner gains +2 bonus on Sense Motive checks

Still Mind (Ex): A psychic monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

  Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
  When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.
  In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires 2 hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

  Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
  Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would:. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; Small or Large Monk Unarmed Damage: 1st-3rd level 1d4 small monk damage 1d8 large monk damage, 4th-7th level 1d6 small monk damage 2d6 large monk damage, 8th-11th level 1d8 small monk damage 2d8 large monk damage, 12th-15th level 1d10 small monk damage 3d6 large monk damage, 16th-19th level 2d6 small monk damage 3d8 large monk damage, 20th level 2d8 small monk damage 4d8 large monk damage.

  Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

  Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

  Ki Strike (Su): At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

  Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

  Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

  Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of health points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

  Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

  Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

  Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

  Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

  Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

  Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

  Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

  Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

  Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

  Bonus Feats: At 1st level, the psychic monk gets a bonus feat. The psychic monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, 2 -Weapon Fighting (Improved 2 -Weapon Fighting), Weapon Finesse*, and Weapon Focus*.

  Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

  Powers: A psychic monk manifests psionic powers. A psychic monk begins play with power (talents) only limited by power point amount. At each level, the psychic monk discovers one or more powers, as indicated in the powers that are chosen from the psychic warrior power list gotten in the psionic power list.

 
To manifest a power within a particular discipline, a psychic monk must make a skill check using int mod. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic monk's powers is 1d20 + the skill rank + the psychic monk's key ability modifier. The 1d20 roll is made by the attacking psychic monk when the power is manifested. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifested, at the cost of additional power points. Note: A psychic monk may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement.

 
Power Points: A psychic monk can manifest a certain number of powers per day based on his or her available power points. Psychic monks do not gain bonus power points for exceptional ability scores. Special rules govern the manifestation of 0-level powers and psionic combat modes. They are listed as level 1 with 2 power points, level 2 with 3 power points, level 3 with 4 power points, level 4 with 5 power points, level 5 with 8 power points, level 6 with 11 power points, level 7 with 16 power points, level 8 with 21 power points, level 9 with 26 power points, level 10 with 33 power points, level 11 with 40 power points, level 12 with 47 power points, level 13 with 56 power points, level 14 with 65 power points, level 15 with 74 power points, level 16 with 85 power points, level 17 with 96 power points, level 18 with 107 power points, level 19 with 118 power points, level 20 with 129 power points.and +1 level with +11 power points per level for 21st level up.

 
0-level Powers: Also called talents, 0-level powers have a special power point cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0-level power for the rest of the day.

  Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn 2 of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list.

  Weapon Specialization: On achieving 6th level, a psychic monk gains the Weapon Specialization feat. The psychic monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Psychic monk gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.

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Hell cleric ability

  Aura (Ex): A hell cleric serves any deity they choose being daemonic and has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

  Deity, Domains, and Domain Spells: A hell cleric deity at the time influences alignment, what magic that can be performed, values, and how others see them. A hell cleric chooses 2 domains from among those belonging to the deity. A hell cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if the alignment matches that domain. If a hell cleric is not devoted to a particular deity, they still select 2 domains to represent spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the hell cleric access to a domain ability as well as a granted power. The hell cleric gets the power grant of both domains selected. With access to domain ability at a skill level, a hell cleric gains one domain ability each day to use.

  Spontaneous Casting: A good hell cleric (or a neutral hell cleric of a good deity) can channel stored stamina points (stp) into healing spells. The cleric can use any stp in order to cast any cure spell. A cure spell is any spell that restores from infliction, diseases and poison. An evil hell cleric (or a neutral hell cleric of an evil deity), can't convert stp cure spells but can convert them to inflict spells. An inflict spell is any spell that causes pain, poison, disease and harm. A hell cleric who is neither good nor evil and whose deity is neither good nor evil can convert stp to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the hell cleric turns or commands undead. This is accomplished by a chaos roll. To do these castings see domain ability.

  Chaotic, Evil, Good, and Lawful Spells: A hell cleric can cast any spell in the domain ability of any alignment unless in opposition to their own or their deity's.

  Turn or Rebuke Undead (Su): Any hell cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of death through his holy (or unholy) symbol. A good hell cleric (or a neutral hell cleric who worships a good deity) can turn or destroy undead creatures. An evil hell cleric (or a neutral hell cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral hell cleric of a neutral deity must choose whether the turning ability functions as that of a good hell cleric or an evil hell cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the hell cleric can cast spontaneous cure or inflict spells. A hell cleric may attempt to turn undead a number of times per day equal to 3 + Charisma modifier. A hell cleric with 5 or more ranks in Religion gets a +2 bonus on turning checks against undead.

  Silent death is the death of an instant that can kill demons or any living creature. The hell cleric can snap a finger and turn the demons power uponst itself slaying it. A humanoid can die in the same manner yet will disappear as if they never were.

  Enslavement: The hell cleric can enslave the mind to an idea or a group to what the hell cleric desires and all it takes is a chaos roll. There is a save vs spell to make the enslavement dissapear.

  Ex-Hell clerics: A hell cleric who cannot do a service requested will unless justified loses all spells and class features, except for armor and shield proficiencies, ambidexterity and proficiency with simple weapons. They cannot thereafter gain level as a hell cleric of that god/godess until the atone by doing a free service.They must remain neutral in conflict unless their is proof of the deed that needs accounting for. To get to the truth they can cheat, decieve, act, poison and just about anything else to get the job done. Otherwise they become ex-hell clerics if their is personal involvement for no reason.

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Kinetic assassin ability

  Create substance: Create a powder that mimics anything desired including poison and antidote anywhere they want.

  Heart stop: Kills a victim by kinetically stopping the heart through meta-manipulation.

  Death needle: A poison needle that they send through the air to hit a point in the body that kills the victum instantly, then disolves, leaving no visable sign of death.

  Vapor touch: A touch that dissapates the body into water leaving no trace.

  Disable touch: A touch to the neck that knocks them out.

  Shadow shift: Shift to the shadow through shadow to appear anywhere like like teleporting. The concentration skill check lets it work.

  Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an Kinetic assassin gets a sneak attack bonus from another source the bonuses on damage stack.

  Death Attack: If an Kinetic assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Kinetic assassin's choice). While studying the victim, the Kinetic assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the Kinetic assassin or recognize the Kinetic assassin as an enemy.

  If the victim of such an attack fails a Fortitude save (DC 10 + the Kinetic assassin's class level + the Kinetic assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds and 1 round per level of the Kinetic assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Kinetic assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the Kinetic assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

  Poison Use: Kinetic assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

  Save Bonus against Poison: The Kinetic assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every 2 additional level the Kinetic assassin gains.

  Uncanny Dodge (Ex): Starting at 2nd level, an Kinetic assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).

  Improved Uncanny Dodge (Ex): At 5th level, an Kinetic assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the Kinetic assassin. The exception to this defense is that a rogue at least four level higher than the Kinetic assassin can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the level from those classes stack to determine the minimum rogue level required to flank the character.

  Hide in Plain Sight (Su): At 8th level, an Kinetic assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an Kinetic assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.

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Actor bard abilities

  Skill song: +3 to all class skills +1 to all cross class.

  Mimic act: act a scene or peron to become the form in completion via all attributes or gain its ability at the moment of casting. Limits are creatures only and it takes a perfomance check for success.

  Planar shift: It is to shift anywhere by imagination of place with you appearing there by speaking a power phrase that represents the effect. You can protect yourself with 5/- damage reduction. The keywords are: "plany" for planar shift, The action words make, alter, destroy, protect. Planar protection is +5/- damage reduced/level . Like 20/- damage reduction for 4th level. This is done with a perfomance skill check. The damage is 1d6/level +con bonus like 3d6+5 for a 3rd level actor bard with +5 bonus.

  Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in History, he gains a +2 bonus on this check.). A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

  
                                                           DC Type of Knowledge
______________________________________________________________________________
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

  Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three level a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours.
  If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

  Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

  Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

  Ex-Bards: A bard who becomes lawful in alignment cannot progress in level as a bard, though he retains all his bard abilities.

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Mana Knight abilities

  Favored Enemy (Ex): At 1st level, a Mana Knight may select a type of creature from among those given on Table: Mana Knight Favored Enemies. The Mana Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter, the Mana Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2 . If the Mana Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Mana Knight's bonuses do not stack; he simply uses whichever bonus is higher.

 
                          Table: Mana Knight Favored Enemies
__________________________________________________________
Type (Subtype)                                      Type (Subtype)
Aberration                                            Humanoid (reptilian)
Animal                                                 Magical beast
Construct                                             Monstrous humanoid, Dragon, Ooze
Elemental                                             Outsider (air)
Fey                                                      Outsider (chaotic)
Giant                                                   Outsider (earth)
Humanoid (aquatic)                              Outsider (evil)
Humanoid (dwarf)                                 Outsider (fire)
Humanoid (elf)                                      Outsider (good)
Humanoid (goblinoid)                            Outsider (lawful)
Humanoid (gnoll)                                  Outsider (native)
Humanoid (gnome)                               Outsider (water)
Humanoid (halfling)                               Plant
Humanoid (human)                                Undead
Humanoid (orc)                                     Vermin

 
Track: A Mana Knight gains Track as a bonus feat.
 

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the mp system..

  Wild Empathy (Ex): A Mana Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Mana Knight rolls 1d20 and adds his Mana Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Mana Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Mana Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Mana Knight must select one of 2 combat styles to pursue: archery or 2 -weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Mana Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selects 2 -weapon combat, he is treated as having the 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Mana Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Mana Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Mana Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Mana Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Mana Knight's effective druid level is one-half his Mana Knight level. A Mana Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Mana Knight level. Like a druid, a Mana Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Mana Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selected 2 -weapon combat at 2nd level, he is treated as having the Improved 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Mana Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Mana Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Mana Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Mana Knight is wearing light armor or no armor. A helpless Mana Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Mana Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Mana Knight selected 2 -weapon combat at 2nd level, he is treated as having the Greater 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Mana Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Mana Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  Hide in Plain Sight (Ex): While in any sort of natural terrain, a Mana Knight of 17th level or higher can use the Hide skill even while being observed.

  Honor code: A Mana Knight must remain neutral till they see anything wrong, which they redress as they see fit. Thats when they act to balance the situation by any possible means. Yet they remain unseen manipulators until caught. If the Mana knight is caught there must be an explanation like to explore and experience or some such. If there is no reason then they are unable to raise level but keeps abilities with inability to use focus. Put this under special abilities.

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Jedi knight ability

   Track: A Jedi Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the mp system.

  Wild Empathy (Ex): A Jedi Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Jedi Knight rolls 1d20 and adds his Jedi Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Jedi Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Jedi Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 , but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Jedi Knight must select one of 2 combat styles to pursue: archery or 2 -weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Jedi Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selects 2 -weapon combat, he is treated as having the 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Jedi Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Jedi Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Jedi Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Jedi Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Jedi Knight's effective druid level is one-half his Jedi Knight level. A Jedi Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Jedi Knight level. Like a druid, a Jedi Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Jedi Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selected 2 -weapon combat at 2nd level, he is treated as having the Improved 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Jedi Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Jedi Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Jedi Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Jedi Knight is wearing light armor or no armor. A helpless Jedi Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Jedi Knight's aptitude in his chosen combat style (archery or 2 -weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Jedi Knight selected 2 -weapon combat at 2nd level, he is treated as having the Greater 2 -Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Jedi Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Jedi Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

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Wave Master abilities

Special ability: Cause wave probability

 Gained on level 3, to cause effects from any idea and expression, using the waves of probability and intent with the subconscious, to guide. There's a roll of the dice (1d6) that details what will occur, on willing something, or stating things to be done. Damage done by this effect is 2d6 per level of caster. The duration is 2d6 hours. Unless its a one time result and short duration or instant.
 On the die roll:
 1 = success, it effects until it stops, by some means.
 2 = partial success, something happens but its up to the gm to decide.
 3 = partial fail, conditional - something happens, but it doesn't seem right and is counted still.
 4 = fail, nothing happens.
 5 = The reverse effect.
 6 = total failure, reverse effects on both you and the target - something bad happens to both the target's and the caster.
 
 On conditional results there is the effect that thats left up to the Gm.
 You get three chances to fix the result.

Special ability: Aura of 'I trigger it'

 This special aura is gained, on level 7, to make effects of triggering what you think on, in another person, air or item, by intent. With the focus of idea you can make a shield of 'I trigger it', not around you. The shield variety causes no possibility of it effecting you. This effect lasts until 1 day later, or until a seen sunrise occurs.

Special ability: Chaos Wave Result

 Gained on level 8, there is usage of the waves of reality, used more effectively, to form the effect and from idea that you have. To manifest the idea solidly, roll a 1. This is more poweful than the cause result ability, as its using the mental and physical to manipulate threads and create results. This ability uses a 4d10 for effective damage. Duration is decided by a 2d10 for amount of hours.
 Based on a 4-sided die roll, to decide what happens with the desire.
 1 = manifested solidly or is done perfectly
 2 = effect is achieved
 3 = effect doesn't happen
 4 = conditional disaster, disaster is decided be Gm.

Special ability: Elemental mastery

 The elements are learned and mastered that you desire, to use on effect thought of. Effect can now manifest with an extra 2d10 added to the roll. Gained on level 10.

 Added Bonus Feat: There's an added bonus feat, on level 11 and every 2 levels after. No limit to how many more levels.

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Dragon Knight abilities

  On level 1, they gain an ability of prescience and psychic awareness, considered the Awareness Special ability.

  Part of Awareness, be the prescience and psychic awareness.
Prescience be the ability to percieve events before they happen. Its limited to 6 minutes in advance. It can get you outta lotsa trouble. It acts as a -10/- damage reduction per 2 levels.

Psychic awareness ability be to make it known, as to what will happen, out of battle, 1 minute to 1 hour before it occurs. Up to GM to allow.

  Favored Enemy (Ex): Also, at 1st level, a Dragon Knight may select a type of creature from among those given on Table: Dragon Knight Favored Enemies. The Dragon Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  At 5th level and every five levels thereafter, the Dragon Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Dragon Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Dragon Knight's bonuses do not stack; he simply uses whichever bonus is higher.

  Table: Dragon Knight Favored Enemies
Type (Subtype)             Type (Subtype)
Aberration                     Humanoid (reptilian)
Animal                          Magical beast
Construct                      Monstrous humanoid, Dragon, Ooze
Elemental                      Outsider (air)
Fey                              Outsider (chaotic)
Giant                            Outsider (earth)
Humanoid (aquatic)      Outsider (evil)
Humanoid (dwarf)        Outsider (fire)
Humanoid (elf)             Outsider (good)
Humanoid (goblinoid)   Outsider (lawful)
Humanoid (gnoll)         Outsider (native)
Humanoid (gnome)      Outsider (water)
Humanoid (halfling)      Plant
Humanoid (human)      Undead
Humanoid (orc)           Vermin

  Track: A Dragon Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..

  Wild Empathy (Ex): A Dragon Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dragon Knight rolls 1d20 and adds his Dragon Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dragon Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Dragon Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Dragon Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dragon Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Dragon Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Dragon Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Dragon Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Dragon Knight on his adventures as appropriate for its kind.

  This ability functions like the druid ability of the same name, except that the Dragon Knight's effective druid level is one-half his Dragon Knight level. A Dragon Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Dragon Knight level. Like a druid, a Dragon Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Special ability: Raging;  Gained on level 3, its to cause a dragon rage on focus of the rage needing to be there. It can be called up whenever the player wants. It increases the bone and body strength, by 6 points and temporarily

  Improved Combat Style (Ex): At 6th level, a Dragon Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  On level 6, they gain the special ability, of 'manipulation of will, mind and body'. They can manipulate anyone with will of up to 6 minutes. There can be a will save, thats allowed, to cancel out the effect.

  Woodland Stride (Ex): Starting at 7th level, a Dragon Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Dragon Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Dragon Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dragon Knight is wearing light armor or no armor. A helpless Dragon Knight does not gain the benefit of evasion.

  On level 10, the character gains the ability of dragons. They can shift, make use of the elemental ability, make things happen by will. And, they gain a permenant 7 points to the stamina, strength and intelligence stat score. With the ability, comes the aggression, that resides in them, until necessary to be active.

  Combat Style Mastery (Ex): At 11th level, a Dragon Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Dragon Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Dragon Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Also, on level 11, An 'on the moment effect', happens to become part of their will. Causing it to be ability to cause on the moment effects. This has the effect of doing anything on the intent and thought of what is desired. Like a willed wish, except that it doesn't have to be spoken. On conditional results there is the effect that thats left up to the Gm. Probability of it happening is on a 4-sided die.

 1 = success and things happen like flane and damage of 3d10 or destruction.
 2 = conditional success, its up to the GM to decide
 3 = failure, nothing happens.
 4 = conditional failure - things fail and can be disasterous - depends on the GM.

  Camouflage (Ex): A Dragon Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  On level 15, they gain the extra ability feat and after each 2 levels after, another ability feat.

  Hide in Plain Sight (Ex): While in any sort of natural terrain, a Dragon Knight of 17th level or higher can use the Hide skill even while being observed.

  On level 20, the character gains an ability to polymorph self to dragon form whenever he or she wants. 

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Dread knight ability

  Favored Enemy (Ex): At 1st level, a Dread Knight may select a type of creature from among those given on Table: Dread Knight Favored Enemies. The Dread Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  Special ability: Dread aura(Ex): The dread aura is gained on level 2. It is only necessary to focus on the idea of spreading the dread that you want others to feel. To make the dread manifest in your aura and scare people away. This lasts 1d6 per every 2 levels of dread knight. Particularly effective on animals, with a 1d6 dice roll. 1-3, is success. 4-5, is failure but no attack. 6, is failure with assault from those around you.

  Track: A Dread Knight gains Track as a bonus feat.

  Telekinetics: Spell like ability works like the spell telekinesis yet this works with the stp system..

  Wild Empathy (Ex): A Dread Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Dread Knight rolls 1d20 and adds his Dread Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Dread Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Dread Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Dread Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Dread Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Dread Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Dread Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Dread Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Dread Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Dread Knight's effective druid level is one-half his Dread Knight level. A Dread Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Dread Knight level. Like a druid, a Dread Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Dread Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Special ability: In aptitude(Ex): The dread knight on level 6 gains in aptitude in everything they try at.  They suddenly seem like a genious, in whatever they attempt. And also, as they have an Aptitude roll of a 1d4 chance on a roll, to succeed, in the task at hand.

  On a roll of:

 1 = total success
 2 = partial success, coditional as to what didn't happen.
 3 = fail, the action didn't succeed.
 4 = reverse failure, they not only didn't succeed, but they got the reverse of what they attempted.

 There's a chance of conditional results. On conditional results there is the effect that thats left up to the Gm.  

  Woodland Stride (Ex): Starting at 7th level, a Dread Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Dread Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Dread Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dread Knight is wearing light armor or no armor. A helpless Dread Knight does not gain the benefit of evasion.

  On level 10, they gain the extra ability feat and after each 2 levels after, another ability feat. On the necessity, of raising your stats, they also have option to trade a feat in for a stat point of their choice.

  Combat Style Mastery (Ex): At 11th level, a Dread Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Dread Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Dread Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Dread Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  Special ability: Magna force(Ex): The dread knight gains the magna force, on level 15, where the magna force is, to combine forces of energy and activity energy, with metal, to create an effective force, thats 4 times the normal force. To be encountered, and this is sometimes feared. This force, will cause you to strike with a 4d6 extra hit effect. Counted as +4d6 to the attack damage or to the healing. Added, as a special ability.

  The dread knights oath: The Dread Knight follows the oath of darkness, as a creed. Which be, to always do what is possible, within the means available. To serve a dark idea and purpose, in effect and as a way, to treat people. If, they break the oath, they are Ex-Dread knights. And, restricted from the Dread Knights abilities, except for the 'in aptitude', till they become a Dread knight again. They become a dread knight again, on completing a dark task, self-thought of.

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Shadow Knight ability

  Favored Enemy (Ex): At 1st level, a Shadow Knight may select a type of creature from among those given on Table: Shadow Knight Favored Enemies. The Shadow Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

  Special ability: Shadow Aura(Ex): At level 3, they gain a special ability, of shadow aura. As, they can cause their aura, to shadow them, in plain sight. Part, of this, is the AC + 2 per every 3 levels effect, and the character gains a dodge roll bonus (using the dex mod), of +3. They are also, if not looked at, with an improved invisibility effect.

  Track: A Shadow Knight gains Track as a bonus feat.

  Wild Empathy (Ex): A Shadow Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Shadow Knight rolls 1d20 and adds his Shadow Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Shadow Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Shadow Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

  Combat Style (Ex): At 2nd level, a Shadow Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Shadow Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Endurance: A Shadow Knight gains Endurance as a bonus feat at 3rd level.

  Animal Companion (Ex): At 4th level, a Shadow Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Shadow Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Shadow Knight on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that the Shadow Knight's effective druid level is one-half his Shadow Knight level. A Shadow Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Shadow Knight level. Like a druid, a Shadow Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  Improved Combat Style (Ex): At 6th level, a Shadow Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Woodland Stride (Ex): Starting at 7th level, a Shadow Knight may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

  Swift Tracker (Ex): Beginning at 8th level, a Shadow Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

  Evasion (Ex): At 9th level, a Shadow Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Shadow Knight is wearing light armor or no armor. A helpless Shadow Knight does not gain the benefit of evasion.

  Combat Style Mastery (Ex): At 11th level, a Shadow Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Shadow Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

  As before, the benefits of the Shadow Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  Camouflage (Ex): A Shadow Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

  At level 20, they can become a shade, at will, in form, and by choice. Twice per day and +1 attempt per every 3 levels after. They gain the Etherealness special ability, as they are, in the shade form. With an added +3 to all core ability stats.

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Sorcere Monk ability

 AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk level thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

 Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.

 A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can't use any weapon other than a special monk weapon as part of a flurry of blows.

 In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

 When a sorcere monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

 Source make(Ex): At 1st level a sorcere monk gains a special ability to manipulate and make effects from any energy source thats nearby. The effect damage or healing is 1d10 per every 3 levels. They can make 1 effect from a source each day without fail. And any other attempts to make an effect be with a coin flip. The GM may limit what be possible to 'make'.

 Unarmed Strike: At 1st level, a sorcere monk gains Improved Unarmed Strike as a bonus feat. A sorcere monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a sorcere monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a sorcere monk striking unarmed. A sorcere monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

 Usually a sorcere monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

 A sorcere monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

 A sorcere monk also deals more damage with her unarmed strikes than a normal person would:. A Small sorcere monk deals less damage than the amount given there with her unarmed attacks, while a Large sorcere monk deals more damage;

 Small or Large Monk Unarmed Damage:
1st-3rd levels 1d4 small sorcere monk damage 1d8 large sorcere monk damage,
4th-7th level 1d6 small sorcere monk damage 2d6 large sorcere monk damage,
8th-11th level 1d8 small sorcere monk damage 2d8 large sorcere monk damage,
12th-15th level 1d10 small sorcere monk damage 3d6 large sorcere monk damage,
16th-19th level 2d6 small sorcere monk damage 3d8 large sorcere monk damage,
20th level 2d8 small sorcere monk damage 4d8 large sorcere monk damage.

 Evasion (Ex): At 2nd level or higher if a sorcere monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a sorcere monk is wearing light armor or no armor. A helpless sorcere monk does not gain the benefit of evasion.

 Special ability: Aura Assault (EX); Gained on level 3; to cause an assault on the aura of the target, one strike and the person's weakened, two strikes causes confusion, three strikes and they fall unconscious. Each strike does 2d6 + charisma modifier in damage.

 Fast Movement (Ex): At 3rd level, a sorcere monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A sorcere monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A sorcere monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

 Ki Strike (Su): At 4th level, a sorcere monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's sorcere monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

 Slow Fall (Ex): At 4th level or higher, a sorcere monk within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The sorcere monk's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her sorcere monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

 Purity of Body (Ex): At 5th level, a sorcere monk gains immunity to all diseases except for supernatural and magical diseases.

 Weapon Specialization: On achieving 6th level, a sorcere sorcere monk gains the Weapon Specialization feat. The sorcere sorcere monk must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet. Sorcere monk gain Weapon Specialization as a free feat; it doesn't count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.

 Wholeness of Body (Su): At 7th level or higher, a sorcere monk can heal her own wounds. She can heal a number of health points of damage equal to twice her current sorcere monk level each day, and she can spread this healing out among several uses.

 Improved Evasion (Ex): At 9th level, a sorcere monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless sorcere monk does not gain the benefit of improved evasion.

 Diamond Body (Su): At 11th level, a sorcere monk gains immunity to poisons of all kinds.

 Abundant Step (Su): At 12th level or higher, a sorcere monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her sorcere monk level (rounded down).

 Diamond Soul (Ex): At 13th level, a sorcere monk gains spell resistance equal to her current sorcere monk level + 10. In order to affect the sorcere monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the sorcere monk's spell resistance.

 Quivering Palm (Su): Starting at 15th level, a sorcere monk can set up vibrations within the body of another creature that can thereafter be fatal if the sorcere monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the sorcere monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the sorcere monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her sorcere monk level. To make such an attempt, the sorcere monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the sorcere monk's level + the sorcere monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

 Timeless Body (Ex): Upon attaining 17th level, a sorcere monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the sorcere monk still dies of old age when her time is up.

 Tongue of the Sun and Moon (Ex): A sorcere monk of 17th level or higher can speak with any living creature.

 Empty Body (Su): At 19th level, a sorcere monk gains the ability to assume an ethereal state for 1 round per sorcere monk level per day, as though using the special ability etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her sorcere monk level.

 Perfect Self: At 20th level, a sorcere monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the sorcere monk's creature type was) for the purpose of spells and magical effects. Additionally, the sorcere monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the sorcere monk can still be brought back from the dead as if she were a member of her previous creature type.

 Body shape: At 21st level, a sorcere monk gains the ability to shape her body at will. This is an instant shapeshift of the sorcere monk, without pain.They may become any shape they desire or will themselves to be. To become their normal shape is by a will.

 The limits to this are that if they become an animal or other form than human, they share the forms intelligence that shows up by becoming an impulse to the sorcere monk. The sorcere monk may try to resist the impulse at any time or as it comes on them. This is using a coin flip to determine if they succeed or not. They also gain the strength of the form they choose, for as long as they are that form.

 Bonus Feats: At 1st level, the sorcere sorcere monk gets a bonus feat. The sorcere sorcere monk gains an additional bonus feat at 2nd level and every three level thereafter. These bonus feats can be selected from all psionic feats as well as the following Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, and Weapon Focus*.

 Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

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Kinetic Sorcere ability

Kinetic spell(EX); Usage of an idea powered into being manifested, an then by a kinetic action, its used. For, 1d8 per 2 levels + charisma bonus in damage or healing amount and 2d8 per 2 levels in rounds for effect duration. There's an effect of idea for every attempt. Usage of this is I do [this idea] to effect [this idea or target].

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Chaos Knights Ability

 Favored Enemy (Ex): Also, at 1st level, a Chaos Knight may select a type of creature from among those given on Table: Chaos Knight Favored Enemies. The Chaos Knight gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

 At 5th level and every five levels thereafter, the Chaos Knight may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Chaos Knight chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Chaos Knight's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Chaos Knight Favored Enemies
Type (Subtype)             Type (Subtype)
Aberration              Humanoid (reptilian)
Animal                  Magical beast
Construct               Monstrous humanoid, Dragon, Ooze
Elemental               Outsider (air)
Fey                     Outsider (chaotic)
Giant                   Outsider (earth)
Humanoid (aquatic)      Outsider (evil)
Humanoid (dwarf)        Outsider (fire)
Humanoid (elf)          Outsider (good)
Humanoid (goblinoid)   Outsider (lawful)
Humanoid (gnoll)        Outsider (native)
Humanoid (gnome)      Outsider (water)
Humanoid (halfling)      Plant
Humanoid (human)      Undead
Humanoid (orc)           Vermin

 Track: A Chaos Knight gains Track as a bonus feat.

 Wild Empathy (Ex): A Chaos Knight can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Chaos Knight rolls 1d20 and adds his Chaos Knight level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Chaos Knight and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Chaos Knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

 Chaos fear (Ex); Gained at level 2, This is to start fear caused of chaos in the personal target, of choice, as its the ability to project fear into the target. The person starts fearing the things around themselves and the idea of things, themselves. They get shocked into doing good and somewhat decent acts, in the first instant, of effect. This fear lasts, for as long as they focus on the causing of the effect itself. With possibility of it being resisted, after each second of effect. The person under the fear, cannot do anything other than try to resist the idea of panic, until they resist the effect. The saving throw versus magic, is required to break it. After 3 minutes, the effect wears off if the person targeting the effected person, is not doing the effect.

 Combat Style (Ex): At 2nd level, a Chaos Knight must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way. If the Chaos Knight selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Endurance: A Chaos Knight gains Endurance as a bonus feat at 3rd level.

 Animal Companion (Ex): At 4th level, a Chaos Knight gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the Chaos Knight's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Chaos Knight on his adventures as appropriate for its kind.

 This ability functions like the druid ability of the same name, except that the Chaos Knight's effective druid level is one-half his Chaos Knight level. A Chaos Knight may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his Chaos Knight level. Like a druid, a Chaos Knight cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

 Improved Combat Style (Ex): At 6th level, a Chaos Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Swift Tracker (Ex): Beginning at 8th level, a Chaos Knight can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

 Evasion (Ex): At 9th level, a Chaos Knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Chaos Knight is wearing light armor or no armor. A helpless Chaos Knight does not gain the benefit of evasion.

 Combat Style Mastery (Ex): At 11th level, a Chaos Knight's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. If the Chaos Knight selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

 As before, the benefits of the Chaos Knight's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

 Camouflage (Ex): A Chaos Knight of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.

 On level 15, they gain the extra ability feat and after each 2 levels after, another ability feat.

 Hide in Plain Sight (Ex): While in any sort of natural terrain, a Chaos Knight of 17th level or higher can use the Hide skill even while being observed.

 Chaos Crede: The chaos knight may follow this crede: 'To go in chaos and do, sowing chaos as the will may need be.' If other than unaligned, in alignment, they get demoted in rank and lose the ranks special ability, as well as becoming an Ex chaos knight, till they meditate and cleanse themselves. Then they get their rank back.

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Shaman abilties

 Animal Companion (Ex): A Shaman may begin play with an animal companion yet as this be similiar to the Druid and its more limited as they don't have as many to choose from, on gaining a animal companion there is regeneration and this counts toward a regeneration special ability added into Special ability section. Select from the following list: badger, camel, dire rat, riding dog, eagle, hawk, owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal be a loyal companion that accompanies the Shaman on the adventures as appropriate for its kind. A 1st-level Shaman's companion be completely typical for its kind except as noted below.

As a Shaman advances in level, the animal's power increases as shown on the table. If a Shaman releases the companion from service, The Shaman may gain a new one by performing a ceremony requiring 12 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. If the Shamans companion has perished then the Intelligence is one third its normal value and the hitpoints halved with no spirit ability till they get over the shock by a will save or reflex save at dc 15, because of the special connection to their companion. If their animal companion is sick then the Shaman is sick due to the spiritual bond with disease or poison and the Shaman will corrupt any touched with bad or negative energy that causes malworking items. This can be gottten over with a will roll or reflex save at dc 20.

A Shaman of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's Shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's Shaman level and compare the result with the Shaman level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, it can't be that animal.)

Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.

Trackless Step (Ex): Starting at 3rd level, a Shaman leaves no trail in natural surroundings and cannot be tracked. The Shaman may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a Shaman gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a Shaman gains the ability to turn herself into any Small or Medium animal and back again once per day.

Venom Immunity (Ex): At 9th level, a Shaman gains immunity to all poisons.

Guiding will(EX): "The Guiding light will lead you want to go.s" as the saying be with your will guiding people. So the story be to guide people by knowing through spirit ae "spirit-that-goes-through-everything". From "The way of the scout" by Tom Brown Jr. for the knowing of a persons soul. Whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do are gain insights by +1 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.

Manifestation: It creates the item of choice or any one ghost form as by spiritual aid and not alotted by limited skill rank ae the create item skill. The item or being appears where the crafter wants selected from the list or it finds the crafter. This is: 1st rank a wraith. 2nd skill rank any one good, equipment piece or simple weapon. 3rd rank spectre. 4th skill rank any one sword, scimitar, rapier, axe, light weapon and flail except great, heavy or double weapon. 5th rank willow-o-wisps. 6th skill rank any one great sword, great axe, heavy flail, halbred and warhammer. 7th skill rank pixie, 8th skill rank any one exotic weapon. 9th rank be imp. 10th skill rank any one magic item at a +1. 11th skill rank quasit(any element), 12th skill rank any one magical item at a +2. 13th skill rank helmed horror. 14th skill rank any one +3 magical item. 15th skill rank pseudo dragon. 16th skill rank any one +4 magical item. 17th skill rank spirit troll. 18th skill rank any one +5 magical item. 19th skill rank any one spirit from a body on the planet, hell or heaven. 20th skill rank any one +5 intelligent item.

Timeless Body (Ex): After attaining 15th level, a Shaman no longer takes ability score penalties for aging and cannot be magically aged as with the Druid. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time be up.

Divine intervention(EX): A Shamans will can touch and speak to God himself as to asking for aid and other possibles. The Shaman contacts him through the "Spirit-that-goes-through-everything" to understand and gain favor, to beget desires and the tribes desires, with a idea in mind when we contact him. With no clear mindset on to what be the desire, we find nothing can be gained by the meeting and yet, the spirit supports while the shaman requests. Thus do not waste his time and make it clear as to the desire for that be what be gained. Where God grants he also takes away and thus if its a clear purpose, there be not too much insult. Just show you can bargain as he will forgive such for much gain. What be usually asked for be to control hostiles as they rove or attack to create peace as a price.

A Shaman's animal companion be different from a normal animal of its kind in many ways like the druid except it causes the person to be regenerative. The animal companion be also treated as a spirit animal that melds with the form on will to cause the regeneration. The companion be treated as a spirit beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, base attack bonus, saves, skill points, and feats). It be superior to a normal animal of its kind and has special powers, as described below.

Class level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion's kind, but make the following changes.

Class level: The Shaman's class level stack with level of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus be the same as that of a Shaman of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.

Natural Armor Adj.: The number noted here be an improvement to the animal companion's existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column be the total number of "bonus" tricks that the animal knows in addition to any that the Shaman might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The Shaman selects these bonus tricks, and once selected, they can't be changed.

Link (Ex): A Shaman can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The Shaman gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the Shaman's option, she may have any spell she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Shaman before the duration expires. Additionally, the Shaman may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A Shaman and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Evasion (Ex): If an animal companion be subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects:

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

A Shaman of sufficiently high level can select her animal companion from one of the following lists, as like the druids, applying the indicated adjustment to the Shaman's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

4th level or Higher (level -3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th level or Higher (level -6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th level or Higher (level -9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

13th level or Higher (level -12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)

16th level or Higher (level -15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

Spirit crede: When a Shaman abuses the spirits or gives bad advice, the spirits stop supporting them and they are ex-Shamans with no spirit abilities except mysticism. Unless they can conjole the spirits by a ceromony of forgivance lasting 4 hours and they must be chaste with no food for half a day. When done they gain back their spiritual abilities and counted as a Shaman.

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Voodoo witchdoctor abilitiies

Spiritual Turn or Rebuke (Su): Any voodoo witchdoctor like the priests turn undead, has the power to affect undead creatures by channeling the power of death through spirits. But this includes living too for the spirit will affect living and undead. A good voodoo witchdoctor can turn or destroy undead or living creatures. An evil voodoo witchdoctor instead rebukes or commands such creatures. A neutral voodoo witchdoctor must choose whether the turning ability functions as that of a good voodoo witchdoctor or an evil voodoo witchdoctor. Once this choice is made, it cannot be reversed. This decision also determines whether the voodoo witchdoctor can cast spontaneous cure or inflict spells. A voodoo witchdoctor may attempt to spiritually turn undead a number of times per day that there are actual stp points or negative.

Spirit guide(EX): Spirit guides arent evil or good yet will guide the person as to their desire looking like a good or evil servant. yet they are opposed to idea that they feel are unacceptable. Calling a spirit guide will take 5 minutes to 4 hours. Everytime they aid thank them, and you will get further service or if not they might get nasty. They are gained by a ceromony of purity or need to call out while thinking of "spirit guide and service" and you must project the need or have an explanation for your activity yet they will help anyway. If you lose yours, appease it by an action they'd appreciate and appear chaste of troubles that were caused.

Silent death is the death of an instant that can kill demons or any living spirit while leaving the body alive. The voodoo witchdoctor can snap a finger and turn the demons power uponst itself slaying it. A humanoid can only be spiritually killed in the same manner yet will only be zombies in the end. As a zombie victim their hitpoints are halved and they retain all other stats. This means they are still thinking while their body does things to a puppeteers strings.

Spontaneous Casting: A good voodoo witchdoctor like the clerics can channel stored stamina points (stp) into healing spells. The witchdoctor can use any stp in order to cast any cure spell. A cure spell is any spell that restores from infliction, diseases and poison. An evil voodoo witchdoctor, can't convert stp cure spells but can convert them to inflict spells. An inflict spell is any spell that causes pain, poison, disease and harm. A voodoo witchdoctor who is neither good nor evil can change stp to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the voodoo witchdoctor turns or commands undead and living.

Enslavement: The voodoo witchdoctor like hell clerics can enslave the mind to an idea or a group by channeling their spirit to what the voodoo witchdoctor desires and all it takes is a concentration check. There is a save vs spell to make the enslavement dissapear.

High ritual(EX): In voodoo, people get into a group and make magic occur and this is high ritual. In high ritual, there are three parts; the chant focus, the prayer with high feeling, and the aftermath while cleaning up. The chant focus is a subtle chant, that starts low with a few people, to gain in strength and people number. Prayer is the focus of the chant, to cause the spirits to react and make presence in the manner desired. The aftermath is the time of resolution, the voodooist is resolved to a path of choosing. This path is chosen before the ceromony, so when the rite ends, they are rejuvenated with understanding of what to do.

Using a voodoo doll is representive of this. You put your thoughts into a voodoo doll, and the ritual charges particles to do the action, that you intended. In their ceromonies, there are very high spiritual feelings while enacting high ritual. That spiritual energy will manifest, through the belief that the high chant will be enacted. Mind over matter in a large group will cause the focus of the group through affinity to happen. The effect is that you can control anyone for as long as the voodoo doll happens to effect the victim till broken by a resistance roll or the witchdoctor.

Guiding spirit(EX): "The Guiding spirit will lead you where you want to go." as the saying be with your will domination of people by spirit. This be nearly the same as the shamans and whence you get to this level, you get the effect of knowing as if presciefic where you get future glimpses, yet this ability allows you to know beforehand by keeping some sort of emotion or calmness. What this allows for you to do be to gain insights by +2 increase on bluff, innuendo and gather information skills. Additional increase in all knowledge skills by +2.

Gestalt healing(EX): A Voodoo Witchdoctor goes by the belief that the person is a two part being. Both good and evil are represented through; the spirit and the mind. What they seek is a balancing between the two parts of the mind, of the good and evil. Good is a white representation and Evil is a black representation balanced through karma seeded into each other. Karma is the energy collected through personal acts in the soul and represented by the white black sigil of the ying/yang disk where the opposite dots means seed.

When one evokes a spell, with the symbol of karma, what one will get is a balanced result. Something happens to you and something will happen to the other person. The result is always neutral, as the something is opposites of each other. In neutralizing each other, it inevitably heals the soul and body. This has the effect of fully healing the inflicted of the wounds, curing of the diseases, curing all poisons and giving full hp back. A gestalt healing takes 30 minutes out of combat and in combat a full round for half the hitpoints.

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Creator

Psychic ability (Ex); Gained on level 4. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified. One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

Recieving, on the other hand, be to recieve the image or thought, from others and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

Still Mind (Ex): A Creator of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ability of appear it (Ex): This is the ability of appearant creation or creation of what you want by needing it, and it will appear somehow as you think it there and imagine its use as you act as though using it. On a roll of a die 6 you can see if it will be there, on a 1-3 its there, on a 4-6 its not there for you.

Time formation (Ex): This is the availability of production, this is use of idea to which you can make it seem of use and its there at the time of need.

Unlimited combat mode (Ex): This is the mode of combat for the creationist. It allows them to create as many things or idea as they want when they want, and where they can optionally fight with what is there.

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Anti-Mage

Psicrystal: An Anti-mage can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the anti-mage's own mind, with which the anti-mage can empathically interact and from which he or she can derive benefits. A anti-mage may possess no more than one psicrystal at any one time.
A psicrystal grants a special ability to its anti-mage owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

The anti-mage chooses the type of psicrystal he or she gets. As the anti-mage increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level2 of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the anti-mage loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
With psicrystal personality of Artiste the Owner gains +2 bonus on Craft checks.
With psicrystal personality of Bully Owner gains +2 bonus on Intimidate checks.
With psicrystal personality of Coward Owner gains +2 bonus on Hide checks.
With psicrystal personality of Friendly Owner gains +2 bonus on Diplomacy checks.
With psicrystal personality of Hero Owner gains +2 bonus on Fortitude saves.
With psicrystal personality of Liar Owner gains +2 bonus on Bluff checks.
With psicrystal personality of Meticulous Owner gains +2 bonus on Search checks.
With psicrystal personality of Observant Owner gains +2 bonus on Spot checks.
With psicrystal personality of Poised Owner gains +2 bonus on Balance checks.
With psicrystal personality of Resolve Owner gains +2 bonus on Will checks.
With psicrystal personality of Sage Owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary.
With psicrystal personality of Singleminded Owner gains +1 bonus on Concentration checks.
With psicrystal personality of Sneak Owner gains +2 bonus on Move Silently checks.
With psicrystal personality of Sympathetic Owner gains +2 bonus on Sense Motive checks.

Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list at here.

Powers: A anti-mage manifests psionic powers. A anti-mage begins play with power (talents) only limited by power amount percent. At each level, the anti-mage discovers one or more powers, as indicated in the powers that are chosen from the psionic power list.

To manifest a power within a particular discipline, you must manifest a way, a way is a psychic power in effect, where a anti-mage must use a concentration check. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic power is 1d20 + the skill rank + the anti-mage's key ability modifier. The 1d20 roll is made by the attacking anti-mage when the power is manifest. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifest, at the cost of additional power. Note: A anti-mage may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. The level of psychic power is attained through each 2 levels of character.

The power percent: An anti-mage can manifest a certain number of powers per day based on his or her available % mp or stp powerage. Special rules govern the manifestation of 0-level powers and psionic combat modes.

They are listed as level 1 with 2 % power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
level 7 with 15% power per power manifest,
level 8 with 20% power per power manifest,
level 9 with 25% power per power manifest.

0-level Powers: Also called talents, 0-level powers have a special % power per power manifest cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1% power per manifestation of a 0-level power for the rest of the day.

Psychic ability (Ex); Gained on level 4. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified. One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

Recieving, on the other hand, be to recieve the image or thought, from others and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

Still Mind (Ex): An Anti-Mage of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

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Criminal Ability

  Estinance (Ex): They can estimate any result and use logic to get their result. This adds +7 to the Bluff check.

  Lucky moment (Ex): They luck out and get the effect they want to get. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the total.

  Perfection (EX): This is where you do any action over again to perfect the idea of getting things done. This happens in the mind and possibly as though someone else. With the act of perfection, comes a successful moment, at will. A coin flip determines the success.

  Nervous aura (Ex): This aura can drive anything away and make the target nervous. Also it can become a disorder in the victim of the criminal, unless they have a calm mind. The aura can spread like a virus. It lasts to the duration set by the die added to the Charisma mod. Otherwise its cancellable by Will.

Level  Die duration
1-5 d6
6-10 d8
11-15 d10
16-20 d12
21-25 2d8
26-30 d20
31+ d30

  Anti-reasoning (Ex): This reasoning is reverse of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by others. This can persuade others to get things done. When it is used to console or make others do things, the effects of anti-reasoning can persuade others to do just about anything. Its resisted by a will check.

  Mastermind (Ex): When the character is level 20, the character is suddenly able to manage things and put together efforts, in a reasonable manner. The character is a mastermind at getting things that are wanted, desired or needed. They get effective results. The character is a genius. Add 10 to the effect total and add 5 to intelligence.

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Law Enforcer Ability

  Bullhorn (Ex): The voice can project the energy that halts people by effort. This effect lasts 1d10 rounds. Two projected voices can cancel themselves out.

  Aura of arresting (Ex): This aura can arrest people by the aura being projected forth. When arrested, they can not move and they are frozen to the spot for 1d12 rounds.

  Reasoning (Ex): The Law Enforcer can reason with someone and bring a sense of calm. This calms down the opponent as though they lost the nerve to fight. If a save is made, then the person who's targeted could act out unpredictably.

  Pursuit (Ex): The Law Enforcer can chase down anyone and catch them. On the roll of a 1d6, where 1-3 is to catch the pursued and 4-6 is they get away. Otherwise, its a coin flip that determines it.

  Consulting (Ex): To use this ability is to make even hard to understand things easier to know. There's self-consulting and other person consulting. Whatever you may choose, you or others get the concept that you consult on and relieve stress by theraputic action.

  Law code (Ex): 'They are sworn to be the policy and policing force that serves the law. Whenever and however it is possible, they will be making the unlawful acts punished. To allow the unlawful decide their own fate.' With this crede, is the fact that your Law Enforcer character is always a lawful character. Thus, when they aren't lawful, they get demoted and are Ex-cops without their Abilities. When they attone for their acts, they are reinstated as cops again.

  Part of this is the cops law which is their code:

  Cops code; Think then you are aware, as things work out you are released under suspician by ideal or no suspician. So you are able to cope, so your willing to comply. I think not then this stops. I think yes then I allow, by the ideal that exists from what you see or within the area then go the other way. If caught geisting or ghosting then you are aware, that this could cost you as this could cause you to seem in the mental ward unless a good excuse is given. So if now you think you know, now your released.

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Priest Ability

  Attoning (Ex): From hell they come and are reborn to keep themselves sane and being guided by a God is as attonement. When they realize this, they give themselves direction in their lives. On reflecting of what they did, due to the realization they gain +3 to Wisdom.

  Turn and Rebuke (Ex): This is similar to the Hell clerics Turn or Rebuke. Any priest has the power to affect undead creatures by channeling the power of death through his holy (or unholy) symbol. A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral or undecided priest of any other deity must choose on the moment, whether the turning ability functions as that of a good priest or an evil priest. Once this choice is made, it affects that attempt they make with this ability one time after the decision. A priest may attempt to turn undead a number of times per day equal to 3 + Charisma modifier. A priest with 5 or more ranks in Religion gets a +2 bonus on turning checks against undead.

  Holy Symbol (Ex): The Priest is given a symbolic object or gets one himself that represents his faith. Each Faith is ruled by his God. Each God has a different Faith practice. So, each Faith has a different symbol that suits his God.

  Aura of Holiness (Ex): This aura causes whatever you think or say and intend to occur, to manifest. This is by the power of your God. Its gotten from the activity you attempt and that activity energy is collected in the Aura. Any suggestion comes to life, at least in the mind. If allowed by the GM, the effect can manifest physically. The effect total you can get with this is 2d6+Cha mod per each 2 levels of the Priest. The duration is 1 round per each 2 levels, unless instant.

  Intuitive action (Ex): The priest innately knows what to do and say. In the effect, the right chant comes to mind and they know it works or not. This is at will.

  Laying of Hands (Ex): This is done at will, and consists of creating an effect of channeling divine power into the other person. This cause them to change their life from the inside out. It heals them of most wounds. It can be done 3 times per day, but only once per round. Minor Action Melee touch. You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

  Demonology (Ex): A priest understands demons at this point from study and observation of the demonic activity. Once they achieve this understanding, they can exorcise them or make them do as they desire. Mostly by request and offering a token of faith or power. The token is for the gaining of effect from the demon. At will, they can manipulate demons on a whim or with intent. Per each extra demon controlled, there's 5% STP added per use of this ability.

  Holy Making (Ex): This Ability causes anything to be Holy. The Holy effect is to bless the object or person with your energy and add your Gods energy to help fuel the blessing. This blessing of the mind uses your intent to create to effect you want. This can be considered an enchantment. When the effect is to bless the target object or person, and also possibly a room, with a result you want, then your Will can do the manifest. The initial effect is a stabilizing of object or person. The secondary effect is the enchantment itself. The blessing can more effective by using your vibrations of your voice. This directs the effect and causes easier manifestations. This effect can make any effect manifest. Making use of ritual can make things interesting. Up to the GM as to what is allowed.

 The effect you can get with this is including any element summons and other effect. The effect total possible with this is 2d10+Cha mod per each 2 levels of the character. The duration is as long as you would desire, unless instant.

  Vision (Ex): This ability allws the Priest to create a vision while focusing the energy around him using his Gods directed will. The Vision the Priest grants can reveal or show anything to the effected. The Priest can induce it even in himself. As this is a Divine Dream manipulation, then this allows the Priest to manipulate the vision and its as though real to the people effected. This vision is caused by heat. The Vision could effect anyone who the Priest wants to effect. When the heat dissipates from around the area, so does the Vision. The person can try a Will check to cancel the Vision out or wait till the Priest doesn't need it. Otherwise, the vision lasts as long as the Priest wants it to.

  Revealing (Ex): This ability will cause the effect of a revelation, that can make anyone, including yourself, reveal things of the past, present or future. This is in 10 minute spans of time. This is at will. You decide what will effect you. A Will check can cancel it.

  Summoning (Ex): The priest can summon demons or angels, at will. Demons can manifest anything on request. Angels can change anything to something else at your whim. The priest of evil can summon demons. Each extra demon is adding 5% Stp. The priest of good can summon angels. Each extra angel is another 5% Stp. A neutral priest can do either at will and in any given situation. The control of the demon or angel is ensured by a concentration check. This is every round in combat and every 1 minute's time outside of battle. Use demonology to control demons who are out of control. This is when the demon possesses you or another or doesn't do as you want. The Gm fiips a coin to determine this.

  Piety (Ex): They vow to have fun and work toward pleasing themselves and their God by self-sacrifice. To be devoted and work with the God they choose on a moments purpose and create effort by doing.

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Psi Kinetic

Psicrystal: An Psi Kinetic can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psi kinetic's own mind, with which the psi kinetic can empathically interact and from which he or she can derive benefits. A psi kinetic may possess no more than one psicrystal at any one time.

A psicrystal grants a special ability to its psi kinetic owner depending on the fragment personality seeded in the stone. Physically, psicrystals have AC 13, hardness 8, and 20 hit points. Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

The psi kinetic chooses the type of psicrystal he or she gets. As the psi kinetic increases in level, his or her psicrystal also increases in utility, as shown. Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level2 of the owner. These abilities are cumulative. Psicrystal level 1-2 has int 6 and ability of Sighted, empathic link. Psicrystal level 3-4 has int 7 and ability of Telepathic link. Psicrystal level 5-6 has int 8 and ability of Self-propulsion. Psicrystal level 7-8 has int 9 and ability of Speak with other reatures. Psicrystal level 9-10 has int 10. Psicrystal level 1-12 has int 11 and ability of Power resistance. Psicrystal level 13-14 has int 12 and ability of Sight link. Psicrystal level 15-16 has int 13 and ability of Channel power. Psicrystal level 17-18 has int 14. Psicrystal level 19-20 has int 15.

If the psicrystal is destroyed the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psi kinetic loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. A destroyed psicrystal cannot be replaced for six months.

Psicrystal Personality Descriptions: All psicrystals have distinct personalities as listed.
With psicrystal personality of Artiste the Owner gains +2 bonus on Craft checks.
With psicrystal personality of Bully Owner gains +2 bonus on Intimidate checks.
With psicrystal personality of Coward Owner gains +2 bonus on Hide checks.
With psicrystal personality of Friendly Owner gains +2 bonus on Diplomacy checks.
With psicrystal personality of Hero Owner gains +2 bonus on Fortitude saves.
With psicrystal personality of Liar Owner gains +2 bonus on Bluff checks.
With psicrystal personality of Meticulous Owner gains +2 bonus on Search checks.
With psicrystal personality of Observant Owner gains +2 bonus on Spot checks.
With psicrystal personality of Poised Owner gains +2 bonus on Balance checks.
With psicrystal personality of Resolve Owner gains +2 bonus on Will checks.
With psicrystal personality of Sage Owner gains +2 bonus on any one knowledge skill he or she already knows; once chosen, this does not vary.
With psicrystal personality of Singleminded Owner gains +1 bonus on Concentration checks.
With psicrystal personality of Sneak Owner gains +2 bonus on Move Silently checks.
With psicrystal personality of Sympathetic Owner gains +2 bonus on Sense Motive checks.

Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding level, he or she can learn one additional psionic combat mode chosen from the psionic power list at here.

Powers: A psi kinetic manifests psionic powers. A psi kinetic begins play with power (talents) only limited by power amount percent. At each level, the psi kinetic discovers one or more powers, as indicated in the powers that are chosen from the psionic power list.

To manifest a power within a particular discipline, you must manifest a way, a way is a psychic power in effect, where a psi kinetic must use a concentration check. (Psionic attack and defense modes are exempt from this restriction and do not possess level). The DC for saving throws to resist a psychic power is 1d20 + the skill rank + the psi kinetic's key ability modifier. The 1d20 roll is made by the attacking psi kinetic when the power is manifest. Psionic attack and defense modes add a special modifier instead. Certain powers can be enhanced as they are manifest, at the cost of additional power. Note: A psi kinetic may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. The level of psychic power is attained through each 2 levels of character.

The power percent: An psi kinetic can manifest a certain number of powers per day based on his or her available % in stp powerage. Special rules govern the manifestation of 0-level powers and psionic combat modes.

They are listed as level 1 with 2 % power per power manifest,
level 2 with 3% power per power manifest,
level 3 with 4% power per power manifest,
level 4 with 5% power per power manifest,
level 5 with 8% power per power manifest,
level 6 with 10% power per power manifest,
level 7 with 15% power per power manifest,
level 8 with 20% power per power manifest,
level 9 with 25% power per power manifest.

0-level Powers: Also called talents, 0-level powers have a special % power per power manifest cost. A psychic warrior can manifest any talent he or she knows for free a number of times per day equal to his or her level +2. After exhausting his or her daily allotment, the psychic warrior must pay 1% power per manifestation of a 0-level power for the rest of the day.

Psychic ability (Ex); Gained on level 3. This has two parts, sending and receiving, where sending be the psychic attack and the psychic defense. The Psychic attack is to psychically project some idea to another that is potentially damaging and insane making in idea. Till they become insane or hurt themselves with 2d6+character level in points of damage. Psychic defense is making an effect, of repelling the effect sent to you, making the effect nullified.

  One such attack, be making the person doubt themselves by telling them, that they 'did it wrong' or 'nothings wrong so stop', when their clearly is through mental projection. One such defense be to reassure yourself that they did things correctly, or cause them to believe thats their own thought and dismiss it. Or, try as they might, make it so they aren't clouded and do things about the problem at hand. Another psychic defense, be to percieve the attack and send it back at the person or thing. As though a deterring effort. There's also a loud noise, on the moment of the attack, to distract the character and keep the assault from being effective.

  Recieving, on the other hand, be to recieve the image or thought, from others or the Akashic records and picking up on effects easily. Where you see them, in your mind and become aware of the psychic actions, otherwise. Mostly, from the subconscious picking up on the actions and you telling your subconscious to tell you of it. Will this receiving work.

  The recieving from the Akashic records gives you a mental and intuitional guide. Which you may call by Gnosis (The taking info from the air). This makes everything you do allot easier. When you attempt an use Recieving, its with your will and intentions.

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Scientist Ability

 Wisdom (Ex): This is the insight to know when and where to do something as you know of it. You can use anything you learn of, to make the intent you need to occur and not get bad results.This is at will.

 Lore (Ex): This is not the Lore Skill of 3.5 DnD. This is the knowledge that comes when studying something. Also, its using intuition for the moment guides that understanding. You get this from observing. Then, you naturally understand what you see no matter its form, at will.

 Analysis (Ex): Gained at level 5, this enables, at will, that you can analyze whats going on. Then,it is the moment that you analyze to make a conclusion and hypothesis to experiment with. With experimenting, this hypothesis can become a law when you prove it out. This law that forms can be acted out on those whom you want to effect and you get a result. With analysis, you can get the idea behind anything thats near you. Or anything thats happening, that you want to understand in a moment. Analysis gets better as you get up in levels. Where at 5th level you would take a minute to get realization. Then, as you get to be level 10, it takes 30 seconds and so on.

Level Time length 5 1 minute 10 30 seconds 15 instant

 Spelunken (Ex): Wielding energy by imagination and making it manifest. This is done when imagining the effect and willing it to be noticed in its manifested form. You can further make the effect result controlled by imagining the effect you want it to do, as you need it and intent for the effect. This can make any effect, seem to appear from nowhere. If no intent was to make it real, then its hypothesis that was made up and acted out. This takes a concentration check.

 Collection (Ex): They collect specimens and things to study, observe and do research with. This is done at will.

 Experimentation (Ex): This is to use what you collect and work with the Analysis to bring understanding, at will. Then, making results come about by test moments. An automatic analysis of the results brings understanding. That understanding you can report by writing it down and submitting it. Or, do more experiments and attempt to use what you observed.

 Serendipity (Ex): Accidental discovery that is assured to occur, when you need results. At will, you discover something that happens to be needed or you make a discovery on the moment of doing things. This is done on a coin flip.

 Notoriety (Ex): The Scientist gains fame for being who he is. And, he discovers greatness for discovering things. This increases his charisma by 10. His intelligence score rises by 5.

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Seer Ability

  Psychic readings (Ex): This allows the seer to read the future and give details of what will come, from gnosis or getting meaning from the air itself. This glimpse of the future can also be gotten from the objects you use.

  Inadvertent action (Ex): This makes for actions done by intuition and knowing. On a coin flip, there's chance of the right action being done. This is sometimes triggered by the energy vibes in the air.

  Sight (Ex): The Seer can get visions that are controllable and these visions reveal the future, past or present. All thats needed is a concentration check.

  Consulting (Ex): To use this ability is to make even hard to understand things easier to know. There's self-consulting and other person consulting. Whatever you may choose, you or others get the concept that you consult on and relieve stress by theraputic action.

  Seers oath (Ex): They must persevere against violence. To avoid it as necessary but do it for defense. Otherwise the backlash from violence when you attempt to see is to get nightmares. They will never get someone who doesn't deserve it, unless its needed.

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Worker Ability

  Reasoning (Ex): The worker can reason with themselves or someone and bring a sense of calm as they work through psituations. They can get problems worked out. This calms themselves down and also calms the opponent as though they lost the nerve to fight unnecessarily. There's a flip of a coin to see if it worked.

  Antikine (Ex): Its the act of using skill and ability to get better results. Add 1d10 to the effect of healing or damage.

  Activism (Ex): They seem like a point to do the right thing to get the right people to respond or are considered friendly, then they are solely left alone. The right person makes a statement or point which is right or true to their character alignment. This adds +3 to Charisma with an added charisma mod or an added 1d6 to the charisma mod. The right person is determined by a roll of the die. They love doing marches or making a point if they want to create a point of interest, this is with a 1d4 added to the charisma roll that they are listened to and with the right reaction. So that means the roll of the die is what creates the point and the situation caused is the number, this is macthed as a difficulty number rating that the gm decides is appropriate.

  Aura of persuasion (Ex): This aura causes the person to project self-confidence. On getting near the aura, the target is more likely to do what is suggested, as though what is said is reasonable. A roll of the die + charisma mod is the rounds that the character will get the effect off. 1 round is 6 seconds. 1 minute is 10 rounds.

Level  Die rounds
1-6 d6
7-12 d8
13-18 d10
19-24 d12
25-30 2d8
31-36 d20
37+ d30

  Friendliness (Ex): They seem like a friend to the right people. The right person makes a statement or point which is right or true to the character. This adds +4 to Charisma. The right person is determined by a roll of the die.

  Luck of the draw (Ex): A worker can get a result off, by simply trying and doing their attempt. This adds to your luck by +10. This adds to your focus by adding 2d6 to the total.

  Management (Ex): The worker literraly does not lose their cool. They can survive any situation and manage the moment. Even if its by a sliver of a chance.

  Greater affect (Ex): This is where your character can make affection and create effects from actions for himself or herself or others. This is done through influence to others. The roll of a die determines if the effect goes off right.

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Bum Ability

  Reasoning (Ex): The beggar can reason with themselves or someone and bring a sense of calm as they work through psituations. They can get problems worked out. This calms themselves down and also calms the opponent as though they lost the nerve to fight unnecessarily. There's a flip of a coin to see if it worked.

  Begging or asking (Ex): Its the act of using skill and ability to get better results by what they do otherwise what they don't do is what they think. You can only beg once per person. Add 1d20 to the effect with wealth that you gain along with healing or damage.

  Aura of persuasion (Ex): This aura causes the person to project self-confidence. On getting near the aura, the target is more likely to do what is suggested, as though what is said is reasonable. A roll of the die + charisma mod is the rounds that the character will get the effect off. 1 round is 6 seconds. 1 minute is 10 rounds.

Level  Die rounds
1-6 d6
7-12 d8
13-18 d10
19-24 d12
25-30 2d8
31-36 d20
37+ d30

  Friends (Ex): They seem like a friend to the right people or are considered friendly so are left alone. The right person makes a statement or point which is right or true to their character. This adds +4 to Charisma with an added charisma mod or an added 1d4 to the charisma mod. The right person is determined by a roll of the die, seen and if you hit a guy or gal that is a die 10 where 5 or below is the right person.

  Luck of the draw (Ex): A bum can get a result to seem off by luck, by simply trying and doing their attempt. This adds to your luck by +10. This adds to your focus by adding 2d6 to the total.

  Management (Ex): The bum literraly does not lose their cool. They can survive any situation and manage the moment. Even if its by a sliver of a chance. So they can manage their own money.

  Greater affect (Ex): This is where your character can make affection and create effects from actions for himself or herself or others. This is done through influence to others. The roll of a die determines if the effect goes off right.

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Soldier Ability

  Dedication (Ex): Upon joining an army or deciding to be a soldier, they can get subjected to brainwashing to become dedicated. Once dedicated, they are with an ability bonus to their will, strength and charisma of +5.

  Aura of belief (Ex): This aura can cause people to believe what they're told by the brainwashing and belief being projected through the aura. Theirs a roll of a d3 to decide whether the person believes the soldier or joins their cause. Where, a 1 is not believe. A 2 is Believe the soldier. A 3 is join their cause. A will save will cancel the effect.

  Long Range viewing (Ex): This is the ability to see anywhere, casting your spirit to be on the waves of energy that flow in the wind. Then, you can come back to your body anytime. At will, you can perceive any event or area you want. Now this is timewise, as you can perceive any event and manipulate any activity to be what you wfeel is necessary. Up to GM what you perceive and get as a manipulated result. When you do this Ability, you may want to not be like a god. Once you get Long Range Viewing, you are a Long Range Viewer.

  Reasoning (Ex): The soldier can reason with someone and bring a sense of calm. This calms down the opponent as though they lost the nerve to fight. If a save is made, then the person who's targeted could act out unpredictably.

  Ensuing (Ex): The soldier can catch anyone and try to punish them (Up to the player). On the roll of a 1d6, where 1-3 is to catch the pursued and 4-6 is they get away. Otherwise, its a coin flip to determine the catch.

  Soldier oath (Ex): They will serve their own law, or be a part of some army. They make the military their goal. They will enforce their own will, using the laws they believe in.

  Military (Ex): The Military is called the Service or Army. This is an army thats inside the church and state, one that services themselves and gives a new name to "nsa" but the army members arm themselves and make sure to stop criminal activity not in their army. They assign themselves duties. The main idea be a citizen army that be self-supportive and does the necessary action, to get a job of sorts except on planets that thou can't get neither. Them you subsist on. To beget either job types where the work gang limits the funds and holds the bag, thou must join a work gang. As thou get to "travel" by dimension or Astral or physical maneuver, but if thou get a chance to, try to do things by many means. Use long range viewing to set events up, and use scouting techniques and magic to achieve the result. Upon joining the service, you get a weapon license. For you have the opportunity to train with weapons.

  The ranks are set by earnings and/or setting thou own rank and proving thou can do the job. And unless assigned a rank, thou can arrange a job and gain it with help or others. If asked they don't admit it except by those who prequire it in kind. The field commander be the highest rank and the ranks are limited to three per rank level except field commander in a near area. To inform people of this service gets more effective use and thou can get a payraise by those who watch in the area of expertise (the boss whom is the President), the SROTC be allowing a expertise that rules the moment.

  Now the rules of idea that people agree on are rules unto themselves. This idea was given credit by a report of Drksyders, on Machiavelli whom work with the civillian army as an army to "support the country" by support of patriotism. Which is dedication. He speaks on recruiting. Use of normal army and similiar idea techniques with punishment and reward.

  Here's a quote: "Machiavelli advocates for a balance between make pleasant for fear and respect, the above mentioned methods do not leave an opening for such a balance. At this point, the unwilling soldier be best convinced by ideology and psychology rather than punishment and/or reward."

  The fact that rulers exist to believe this be why most will try for them and make them successful. Given the regard to momentary glances we could bear in mind that they were the victors in a very hard time and age won and by winning they kept the kingdom. The point of trial given by punishment/reward be likely to backfire and cause people to disbelieve and psychology will pave the way. "Most fail to the effort of seeing overwhelming achievement in action." by Great Kahn, Hannibal the Cannibal of the Mongols and SG1.

  To wear a colorful clothing style and similiar styles including fatigues (any) is advisable but its possible for any actual clothing as a person can citizen arrest. Its advisable to have a key to hand-cuffs and the hand-cuffs to arrest people with. The Military can have authority to override the Law Enforcement. But, if you do wrong, the Law Enforcers can arrest thou. Just remember, noone wins anything. This is just the exchange of actions that count.

  Due note, the president or princ/ess and king or queen of the country be the ruler unless thou chose to serve the country on a secret mission to another country, the secret mission be over when you get an achievement of sorts and/or find out info or solve a crisis. This be also considered an easy way out of a horrible situation, and if done in good enough time and to avoid early demise, then thats a blessing. "The exodus be really what this be made out to be as its an exodus, to understanding that in a far away place can let you live and achieve a better role."

  The commisioned parliament, registered commitee members, Government officials, Royalty and boss can set the ruling idea that rule the conditions and thou can try to find a way to work with those conditions. The instant courtmarshal or firing must be proven to a group of idea people (peers or higher) that thou achieved what thou said. Thou must at least try to do as thou say thou will and obey the commander unless not possible, for which thou find suitable idea of activity or trade.

  When thou do the deed thou achieve a result that thou decide on with analyzation of the data or facts with proof at hand, or otherwise and tell the commander later if it works and if it doesnt, tell if it won't get you killed unless its expected. As thou may find a suicidal mission, then thee can disagree with it. When making a new law dost can prove it effective or its not used and can save lives. You can make self-laws, at will. Anyone who wants to follow those laws, can. No attacking other officers, period, unless they kill by enjoyment and for bad reasons. Meaning, they deserve it.

  As any reason could rule the moment, try to see the truth of any arguement and be considerate. Thus be supportive to the supportive members of the SROTC as they are untouchable and are field commanders. Its not dishonorable to fail but to not try is to get dropped in rank unless there's no rank. And this is with the order of no shooting thou by the effort. Thanks to Sharol. Do things for humane and resourceful for reasons that are fairly understood. Follow the law of the land. Do whatever you think is necessary to get the job done and manage to keep legal.

  To be field marshall thou must be field commander and the field marshall be the leader of a squad unless thou think otherwise. If pissed off thou must leave the vicinity and with no firearm unless thou are in enemy territory. The release of the Military to citizenry is not possible as thou are still a citizen in truth even beforehand and thou may join or unjoin as needed with a "retired" status. To reclaim ranks when thou rejoin, you must in a "active duty" state. If thou are not rejoined into the SROTC in 1 month then the position be taken, but thou get another rank of choice if coming back within 2 month or longer.

  The elders outrank the younger and will be tolerated by three manners:

   To be listened to without bad reaction or complaint.
   To be obeyed and only if they are sane, unless you are told to by the elder.
   The third be to support if necessary but to know when its safe, too. Unless the commanding officer tells you to.

  The greater skill you have, the better the position thats acceptable. Then, more to taste thats tolerable by others. Always follow the commanding officer as its no questions, unless they allow. And yet, you may disagree.

  Now for the ranks list; Any rank thou think thou deserve and can act out or prove including Liuetenant, Time travellor, Councellor, Marshall, General, Seaman, or similiar except President, basically that fits the role, and field commander is to be chosen by effort and agreement as thou must be able to command. In true motion your a "special", or Sp., that be of any one rank. Like special Lt or special seaman. If no actual specialty then use special by itself sometimes followed by thou first name or your class. Like Sp. Kahn or Sp. Bill or Special Militist. This is a "Citizen" army that be only true for citizens or Militia. Be on your own regard and serve yourself first and others second as people could override thou in command, except all are equal in command. This serves to override any actual rule set by others and proves a point.

  This is the rule that was explained: "By serving thee first thy serve others second and support to give moral ground as a guidance with belief in thou and others, then thee follow the rule that Rome followed as, 'Be your own self and serve as an example.' Then by belief in yourself thou find others belief in thou idea. 'As with tokens of strength as power, the magic be sown and ritual can be achieved with success, selfishness be prevented by considered motion thats in balance with the world around thou". Quote by Merlin.

  So with this self-centered concern, thee may find thyself pleased and others pleased as well unless its for naught. In event, thou might find thyself released of all duties with none the wiser. At any point, most people are doing things on their own free will and whatever thou get from this. It be intended to support indivisualism and thou don't have to get approval by others to do things or get things done, unless told to by another Militia member or the Law Enforcers. Self acts of honorous activity and duty are what prove my point. 'I, the President might join in this group activity, unless circumstances prevail.'

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Terrorist Ability

  Abundance (Ex): This ability allows them to get any material and item they want. They mass collect it for which they intend to use later. They can get any effect with it. Add 2d10 to the effect total and their items that they desire without cost.

  Lucky benefit (Ex): They luck out and get the benefit of an effect that they want. Despite the attack effort against them. This requires the clearity of mind and calm. This ability makes the character focus better. Adding a 2d6 to the effect total. Add to your Will, a +5.

  Terror aura (Ex): This aura can drive anything away and into terror. The aura can spread like a virus and cause a person to panic or be dazed. Either way they're neutralized. It lasts to the duration set by the die added to the Charisma mod. Otherwise its cancellable by Will. 1 round is 6 seconds and 1 minute is 10 rounds. Also add to the effect roll a +5.

Level  Die duration
1-10 d8
11-20 d10
21-30 d20
31+ d30

  Anti-reasoning (Ex): This reasoning is reverse of the reasoning usually given for a situation. On the surface, it may seem like reasoning but it isn't. It makes you feel like its right, due to the effort given by others. This can persuade others to get things done. When it is used to console or make others do things, the effects of anti-reasoning can persuade others to do just about anything. Its resisted by a will check.

  Imfamy (Ex): This notoriety allows one to be known amongst the crowd they go with and hated amongst the lawful people. The amount of Imfamy determines the action done. The Chaotic and evil people might love you and the Lawful take action against you. Increase the Charisma by +5.

  Terrorist Oath (Ex): To always be of chaos, and to serve chaos wherever you want to make terror. You will serve terror amongst people who deserve the effort and attention. These people are amongst those you dislike. You will strive against a nation that they detest. This is gotten by brainwashing and destruction or by use of disturbance.

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Skyhawk

Contributors:
Zackal and Lance Mailstrom
Source:
Chaos Magic for nonlethal magic system
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
"ARS_Magica" Book by Judith Tarr