Friday, August 29, 2014

Craft Trap and Craft Alchemy expansions

All recipes require a mold (5 gold * skill required in cost, one mold per item listed below), an alchemical crafting station, and a pestle used on the station that has the mold (the only ingredient).

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks.  There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Acid Flask, 1d8 Acid, 8 Skill
Improved Acid Flask, 2d6 Acid, 12 Skill
Greater Acid Flask, 3d6 Acid, 16 Skill
Master Acid Flask, 4d6 Acid, 20 Skill
Perfected Acid Flask, 5d6 Acid, 24 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

**

Lesser Incendary Flask, 1d6 Fire, 4 Skill
Incendary Flask, 2d6 Fire, 8 Skill
Improved Incendary Flask, 3d6 Fire, 12 Skill
Greater Incendary Flask, 4d6 Fire, 16 Skill
Master Incendary Flask, 5d6 Fire, 20 Skill
Perfected Incendary Flask, 6d6 Fire, 24 Skill
Epic Incendary Flask, 7d6 Fire, 28 Skill

**

Lesser Bottled Hellrime, 1d6 Cold, 4 Skill
Bottled Hellrime, 2d6 Cold, 8 Skill
Improved Bottled Hellrime, 3d6 Cold, 12 Skill
Greater Bottled Hellrime, 4d6 Cold, 16 Skill
Master Bottled Hellrime, 5d6 Cold, 20 Skill
Perfected Bottled Hellrime, 6d6 Cold, 24 Skill
Epic Bottled Hellrime, 7d6 Cold, 28 Skill

**

Lesser Bottled Lightning, 1d6 Electrical, 4 Skill
Bottled Lightning, 2d6 Electrical, 8 Skill
Improved Bottled Lightning, 3d6 Electrical, 12 Skill
Greater Bottled Lightning, 4d6 Electrical, 16 Skill
Master Bottled Lightning, 5d6 Electrical, 20 Skill
Perfected Bottled Lightning, 6d6 Electrical, 24 Skill
Epic Bottled Lightning, 7d6 Electrical, 28 Skill

**

Lesser Thunderstone, 1d4 Sonic plus DC 15 Deafen (5 rds) , 4 Skill
Thunderstone, 1d6 Sonic plus DC 18 Deafen (5 rds) , 8 Skill
Improved Thunderstone, 2d4 Sonic plus DC 21 Deafen (5 rds) , 12 Skill
Greater Thunderstone, 2d6 Sonic plus DC 24 Deafen (5 rds) , 16 Skill
Master Thunderstone, 3d4 Sonic plus DC 27 Deafen (5 rds) , 20 Skill
Perfected Thunderstone, 3d6 Sonic plus DC 30 Deafen (5 rds) , 24 Skill
Epic Thunderstone, 4d6 Sonic plus DC 33 Deafen (5 rds) , 28 Skill

**

Lesser Tanglefoot Bag, DC 15 Entangle (5 rds) , 4 Skill
Tanglefoot Bag, DC 20 Entangle (5 rds) , 8 Skill
Improved Tanglefoot Bag, DC 25 Entangle (5 rds) , 12 Skill
Greater Tanglefoot Bag, DC 30 Entangle (5 rds) , 16 Skill
Master Tanglefoot Bag, DC 35 Entangle (5 rds) , 20 Skill
Perfected Tanglefoot Bag, DC 40 Entangle (5 rds) , 24 Skill
Epic Tanglefoot Bag, DC 45 Entangle (5 rds) , 28 Skill

**

Lesser Choking Powder, DC 15 Sicken (5 rds) , 4 Skill
Choking Powder, DC 20 Sicken (5 rds) , 8 Skill
Improved Choking Powder, DC 25 Sicken  (5 rds) , 12 Skill
Greater Choking Powder, DC 30 Sicken  (5 rds) , 16 Skill
Master Choking Powder, DC 35 Sicken  (5 rds) , 20 Skill
Perfected Choking Powder, DC 40 Sicken  (5 rds) , 24 Skill
Epic Choking Powder, DC 45 Sicken  (5 rds) , 28 Skill

Sickened. The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

**

Lesser Holy Water Vial, 1d6 Holy vs Undead, 4 Skill
Holy Water Vial, 2d6 Holy vs Undead, 8 Skill
Improved Holy Water Vial, 3d6 Holy vs Undead, 12 Skill
Greater Holy Water Vial, 4d6 Holy vs Undead, 16 Skill
Master Holy Water Vial, 5d6 Holy vs Undead, 20 Skill
Perfected Holy Water Vial, 6d6 Holy vs Undead, 24 Skill
Epic Holy Water Vial, 7d6 Holy vs Undead, 28 Skill

**

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Flash Powder,  Invisibility (3 rds) , 8 Skill
Improved Flash Powder,  Invisibility (3 rds) , 12 Skill
Greater Flash Powder,  Invisibility (3 rds) , 16 Skill
Master Flash Powder,  Invisibility (3 rds) , 20 Skill
Perfected Flash Powder,  Invisibility (3 rds) , 24 Skill
Epic Flash Powder,  Invisibility (3 rds) , 28 Skill
Cost is 20x normal for these molds.

The flash powders add a sanctuary effect with a DC equal to the craft amount.
**

Cinderfire, +1 fire damage on a weapon (lasts 3 minutes), 4 Skill
Gains +1 rd per rank of alchemy up to a maximum of +40 rounds.

**

Healing Kit +1, 3 Skill
Healing Kit +3, 9 Skill
Healing Kit +6, 15 Skill
Healing Kit +9, 21 Skill
Healing Kit +12, 27 Skill
Cost is 50% of the store cost for a similar kit.

***

Any other alchemy style items you would like to see?

***

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks. There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

A character with a 30 skill would create a lesser acid flask that does 1d4 +6 damage.
A character with a 100 skill would create a lesser acid flask that does 1d4 +20 damage.
A character with a 30 skill would create a Epic acid flask that does 6d6 +6 damage.
A character with a 100 skill would create a Epic acid flask that does 6d6 +20 damage.

To be honest I never thought about the DC for the grenades so they should probably have a reflex DC save equal to the crafter's skill. I was probably thinking that they wouldn't have a DC at all (no save).

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Epic Flash Powder, Invisibility (3 rds) , 28 Skill
The flash powders add a sanctuary effect with a DC equal to the craft amount.

A character with a 30 skill would create a Lesser Flash Powder that has a 7 DC.
A character with a 100 skill would create a Lesser Flash Powder that has a 14 DC.
A character with a 30 skill would create a Epic Flash Powder that has a 31 DC.
A character with a 100 skill would create a Epic Flash Powder that has a 38 DC.

***

Craft Trap is going to be:


Contact Poison 1
Tier 1: DC 4 to make, Poison (DC 18, d2 Con)
Tier 2: DC 14 to make, Poison (DC 22, d4 Con)
Tier 3: DC 24 to make, Poison (DC 26, d6 Con)

Contact Poison 2
Tier 1: DC 4 to make, Poison (DC 18, d2 Str)
Tier 2: DC 14 to make, Poison (DC 22, d4 Str)
Tier 3: DC 24 to make, Poison (DC 26, d6 Str)

Contact Poison 3
Tier 1: DC 4 to make, Poison (DC 18, d2 Dex)
Tier 2: DC 14 to make, Poison (DC 22, d4 Dex)
Tier 3: DC 24 to make, Poison (DC 26, d6 Dex)

Contact Poison 4
Tier 1: DC 4 to make, Poison (DC 18, d2 Cha)
Tier 2: DC 14 to make, Poison (DC 22, d4 Cha)
Tier 3: DC 24 to make, Poison (DC 26, d6 Cha)

Contact Poison 5
Tier 1: DC 4 to make, Poison (DC 18, d2 Wis)
Tier 2: DC 14 to make, Poison (DC 22, d4 Wis)
Tier 3: DC 24 to make, Poison (DC 26, d6 Wis)

Contact Poison 6
Tier 1: DC 4 to make, Poison (DC 18, d2 Int)
Tier 2: DC 14 to make, Poison (DC 22, d4 Int)
Tier 3: DC 24 to make, Poison (DC 26, d6 Int)

Traps will be 5/10/15/20/25 skill to craft these:
Acid Splash Trap
Acid Blob Trap
Electrical Trap
Fire Trap
Frost Trap
Gas Trap
Holy Trap
Negative Energy Trap
Sonic Trap
Spike Trap
Slicing Trap
Crushing Trap

15/20/25/30/35 DC on the trap
5d6/10d6/15d6/20d6/25d6 damage. One trap per person can be active

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Alcohol Crafting

For the tasteful alcoholic:

Beer - 6 pieces

Malted Barley
Brewer's Yeast
Hops
Distilled Water
Barrel*
+
Ale Process or
Mead Process or
Wheat Process or
Stout Process or
Porter Process or
Pale Ale Process or
Cider Process or


Wine - 6 pieces
White Grapes or
Red Grapes
+
Brewer's Yeast
Distilled Water
Still*
Barrel*
+
Mead Process (White) or
Cabernet Process (Red) or
Sauvignon Process (Red) or
Merlot Process (Red) or
Pinot Grigio Process (White) or
Pinot Noir Process (Red) or

* = reusable item, not lost when crafting.

Brandy - 2 pieces
Mead
Brandy Process

Whisky - 6 pieces
Still*
Barrel*
Brewer's Yeast
Malt
Sugar
Whisky Process or
Scotch Process

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Possible Craft Spell system

6 scrolls - 6 spells - 1 script
Touch - Hostile
Touch - Ally
Range S
Range M
Range L
Self (all shapes become burst)

5 gems for shape:
Blast (single target)
Burst (AE)
Chain
Bolt
Cone

6 gems for element
Fire
Acid
Elec
Cold
Sonic
Positive (Heal if Touched Ally or Self scroll) -> will be a random element if no bard or divine levels are found. Will

9 gems for save
Fort
Ref
Will
Fort or Ref (highest)
Fort or Will (highest)
Ref or Will (highest)
Fort or Ref (lowest)
Fort or Will (lowest)
Ref or Will (lowest)

Possible Future Gem - This will not be in the initial cut.
4 gems for status
None
Daze (if Self or Touched Ally - +1 save throw per 3 levels of the spell, +3 max as a level 9 spell, 1 rd per spell level)
Debuff - AC (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
Debuff - AB (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
DoT (or damage shield if ally)
End Possible Future Gem

9 gems for spellpower
L1
L2
L3
L4
L5
L6
L7
L8
L9

1 Craft Bag that checks for one of each of the above listed gem sets and creates 1 of 6 scrolls.

Each scroll has all the localvars set for which gem was used. When the scroll is used, it reads those localvars to determine the spells properties. Thus a player will have to experiment to unlock what everything is. The only thing they will know for sure is the spell power gems. The rest will come from research. Scrolls will not have a name other than 'Researched spell' and it can't be learned by a wizard. It will always pass a UMD check. The highest level of a base class with casting is what is used for the scroll. A bard 9/wiz 1/EK 10 (wiz)/ASoC 10(wiz) is going to be treated as a bard for the feat (no realistic way around that problem). Might put in a 5% chance for any gem to actually provide a different effect (chaos crafting ftw).

The feat will have a number of uses per day to limit how often these can be created (to avoid abuse).

Damage spells deal d6 per caster level up to a cap of (3 + (3 * spell level)). So a level 9 spell will scale to 30d6 while a level 3 spell will scale to 12d6.

It's essentially 24 spells (6 target types X 4 shapes) that use the item activator to read all of their effects (element, effect, etc).

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.  

Tuesday, August 26, 2014

The messy nature of google blogging...

Posting up each class as a post is the only way this site will allow me to do content as there is a hard 20 page limit on unique pages. I'm going to look into a wiki that I can use that allows me to easily add footers (the creative license) and that is far, FAR easier to maintain than the wiki I use now for published content.

I also want to keep published/non-published content separate due to the whole 1.41.4 issue. I'm potentially looking into the generation of a PDF for published content that will actually have the latest description. Something I can package in a zip with a password. ;)

Food for thought.

Weave Walker

Shaco: This is the class I was thinking of (not Nightblade). It's essentially an arcane Nightcrawler with no sneak attack. *cough* Posted it in the wrong forum. Looked like player blah blah blah something something. :P

Weave Walker

x

This is a 30 level base class. You may not take any other classes.

Class Features

HD: d8
BAB: Medium
High Saves: Fort, Ref
Weapon proficiency: Simple and Bard.
Armor proficiency: Light armor.

Class Skills: Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Diplomacy, Heal, Intimidate, Listen, Lore, Open Locks, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier

Class Abilities

Level 1: Poison Use, Light or Dark, Evasion, Hide in Plain Sight
Level 2: Lesser Breach
Level 3: Least Spell Mantle
Level 4: Mark, Recall, Armor of the Weave
Level 5: Teleport Bomb (Entangle)
Level 6: Protection of the Weave, Insightful Strike
Level 7: Teleport Jump
Level 8: Accelerated Movement
Level 9: Lesser Spell Mantle
Level 10: Poison Immunity, Teleport Bomb (Explosive)
Level 11: Improved Evasion
Level 12: Greater Breach
Level 13: Defensive Roll
Level 14: Teleport Gate
Level 15: Spell Mantle, Teleport Bomb (Weakening)
Level 16: Improved Uncanny Dodge
Level 17:
Level 18:
Level 19:
Level 20: Teleport Bomb (Disruptive)
Level 21: Greater Spell Mantle
Level 22: Disjunct
Level 23: Bonus Epic Feat
Level 24: Combat Insight
Level 25: Teleport Bomb (Weakening Explosive)
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat
Level 30: Teleport Bomb (Entangling, Weakening, Explosive)

Light or Dark - You choose the Weave or the Shadow Weave as your source of power. You gain a bonus to Dodge AC equal to your Int modifier.
Lesser Breach - 30s cooldown.
Greater Breach - 30s cooldown (replaces Lesser Breach).
Disjunct - 30s cooldown.
Least Spell Mantle - 60s cooldown.
Lesser Spell Mantle - 60s cooldown (replaces Least Spell Mantle).
Spell Mantle - 60s cooldown (replaces Lesser Spell Mantle).
Greater Spell Mantle - 60s cooldown (replaces Spell Mantle).
Mark - 60s cooldown. Allows you to set a safe location for teleporting.
Recall - 60s cooldown. Allows you to safely escape to a set location, as long as it is in the same area.
Protection of the Weave - Grants 14 + CL spell resistance, bonus to saves equal to your Con modifier.
Armor of the Weave - Grants +1 Armor Enhance, Deflection, and Shield Enhance for every 6 additional levels (+2 at 10th, +3 at 16th, +4 at 22nd, and +5 at 28th).
Teleport Bomb (Entangle) - As Entangle, use Int for DC
Accelerated Movement - 33% move speed buff
Teleport Jump - Instantly move to any spot, L range (~35-40m) (30s cooldown)
Teleport Gate - You and all allies within 30' move to any spot, L range (~35-40m)  (5 minute cooldown)


My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.  

Spellthief

[spoiler="Spellthief"]
Class Requirements:
Level 2 Sorcerer or Wizard.

Class Features

This base class has 28 levels.

HD: d6
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple.
Armor proficiency: Light Armor.

Class Skills: Appraise, Bluff, Concentration, Craft (All), Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Spellcraft, Spot, Tumble, and UMD.

Skill Points: 6 + Int modifier

Class Abilities

Sneak Attack: If a spellthief can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every 4 spellthief levels thereafter (2d6 at 5th, 3d6 at 9th, etc).

Armored Mage: Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A spellthief's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor.

Trapfinding: A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.

Steal Spell: A spellthief can siphon spell energy away from his target and use it to benefit himself. A spellthief gains a concealment equal to his spellthief class level. This bonus lasts for three minutes and has a one minute cooldown.

Spellgrace: A spellthief of 2nd level or higher gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level, to +3 at 20th level, and to +4 at 28th level.

Steal Energy Resistance: Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief gains resistance 10 to the chosen energy type while the target suffers a 5% vulnerability to the element. The resistance a spellthief gains from using this ability lasts for 1 minute.

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, at 19th level he can steal resistance 30 to an energy type, and at 27th level he can steal resistance 40 to an energy type.

Spellcasting: At each odd level, a spellthief gains new spells per day, plus another effective casting level, as if they progressed in an arcane spellcasting class that they had prior to becoming a spellthief (sorcerer or wizard).

Absorb Spell: When using the "Spell Mantle" spell, a spellthief adds half his level to the number of spell levels turned.

Steal Spell Resistance: Beginning at 15th level, a spellthief can steal some or all of a creature's spell resistance. A spellthief reduces the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's level.

Bonus Epic Feats: The spellthief gains a bonus epic feat at levels 22, 25, and 28.

[/spoiler]

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Songblade

Songblade

[spoiler]
A Songblade channels arcane magic through her voice and her blade, flitting about the battlefield and wreaking havoc upon her enemies.

Required Alignment: Neutral Good

Class Features:
HD: d8
BAB: High
High Saves: Fort, Ref
Weapon proficiency: Exotic.
Armor proficiency: None.
Skill points: 4 + Int modifier
Class Skills: Appraise, Bluff, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Search, Spellcraft, Spot, Survival, Taunt, and Tumble.

May not multiclass at all (you will lose a level and the experience you had if you take another class) and may not use UMD or stealth skills.

Class Abilities

Level 1: Song of Alacrity (Stance), Harmonic Blade, Weapon of Choice
Level 2: Perceptive Defense
Level 3: Ki Critical, Demoralize Opponent
Level 4: Weapon Focus (Bastard Sword), Evasion
Level 5: Dulcet Echo +1, Song of Defense (Stance)
Level 6: Adamantine Shield, Uncanny Dodge
Level 7: Increased Multiplier
Level 8: Weapon Specialization (Bastard Sword)
Level 9: Song of Dissonance (Stance), Dissonant Strike
Level 10: Dulcet Echo +2
Level 11: Improved Perceptive Defense
Level 12: Greater Weapon Focus (Bastard Sword)
Level 13: Song of Rest (Stance)
Level 14: Dash
Level 15: Dulcet Echo +3
Level 16: Greater Weapon Specialization (Bastard Sword)
Level 17: Improved Uncanny Dodge
Level 18: Improved Evasion
Level 19: Dulcet Echo +4
Level 20: Superior Weapon Focus (Bastard Sword)
Level 21: Frantic Reactions
Level 22:
Level 23: Epic Bonus Feat
Level 24: Epic Weapon Focus (Bastard Sword)
Level 25: Dulcet Echo +5
Level 26: Epic Bonus Feat
Level 27:
Level 28: Epic Weapon Specialization (Bastard Sword)
Level 29: Epic Bonus Feat
Level 30: Dulcet Echo +6

Harmonic Blade: All Songblades start with a harmonic blade which is a finely crafted adamantine bastard sword (without the magic damage bonus). It is the only weapon they are skilled with and they suffer a -8 attack penalty if they try to use a different weapon. They may not be disarmed while using this blade. Her order dictates that she may never wear armor or use a shield at all (all class abilities will be disabled).

Song of Alacrity (Stance): While wielding her harmony blade, the Songblade is free to move about the battlefield singing and slashing her enemies with great speed. This combat stance is equivalent to the haste and freedom of movement spells. Only one stance may be active at a time.

Weapon of Choice: The Songblade has chosen the bastard sword as her weapon of choice.

Perceptive Defense: At 2nd level, the Songblade learns to predict the movements and physical nuances of her enemies and adapt her defenses to handle the anticipated attack. She adds her Intelligence modifier as a Dodge AC bonus.

Song of Defense (Stance): At 5th level, the Songblade learns to focus her efforts and her songs on defense instead of moving about the field of battle with abandon. She gains a +1 shield enhance AC bonus which improves by +1 for every 6 levels she has (+2 at 6th to +6 at 30th). She also gains a bonus to her saving throws equal to her Intelligence bonus. She may not be knocked down, paralyzed, dazed, stunned, or subject to sneak attacks and critical hits while in this stance. Only one stance may be active at a time.

Dulcet Echo: At 5th level, the Songblade begins to channel arcane magic into her blade provide it with the equivalent of a +1 enhancement bonus. This bonus improves by +1 for each additional 5 levels the songblade attains.

Adamantine Shield: At 6th level, the Songblade's defensive skill with her harmonic blade is such she gains a +3deflection bonus. This bonus increases to +4 at 10th level, +5 at 15th, +6 at 20th, +7 at 25th, and +8 at 30th.

Improved Perceptive Defense: At 11th level, the Songblade's defenses improve even further granting her spell resistance equal to 14 plus her class level.

Dissonant Strike: At 9th level, the Songblade may make a single attack in a round against a class that uses magic (any base class that has access to spells including Hexblade) which will disrupt the magic surrounding them. This is treated as a disjunction with a caster level equal to the Songblade's class level. This attack automatically hits but only does damage equal to twice her Intelligence modifier. The subject suffers a concentration penalty equal to the songblade's Intelligence modifier. This strike may only be used while the Song of Dissonance is active.

Song of Dissonance (Stance): At 9th level, the Songblade's learns a song of disharmony which allows her to use her Dissonant Strike ability. Only one stance may be active at a time. She also gains elemental and sonic damage resistance equal to twice her class level as well as immunity to death magic, curses, and the bigby spells.

Song of Rest (Stance): At 13th level, the Songblade learns a song of fortitude and respite, allowing her to recuperate from battle quicker. She gains regeneration equal to her class level / 6 (maximum 5 at 30th) and damage reduction equal to her class level / 2 (maximum DR 15/- at 30th).

New Feat: Improved Spell Resistance (+3 SR)
New Feat: Improved Echo (Dulcet Echo gains a +1)

**

The class is on the very low end for AC (much less than a rogue and no UMD either) but on the high end for AB. They have four primary combat styles (hasted+fom, defensive, rest, anti-magic) they can switch between as needed. They have NO access to stealth or UMD and may not take ANY other classes. I will probably replaced Exotic with Songblade and have the Bastard usable by both Exotic and Songblade which means they can *only* use that weapon.

[/spoiler]

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Elementalist

Keep in mind the damage likely needs to be toned down since this was part of a different planned ruleset.

It seems I had a base class designed that I forgot about. When I was trying to create a page for the elementalist prc from the prc polls, the page already existed with this class. :P

Elementalist

Restrictions
Class: May not be any other base or prestige class.

Class Skills: ?
Skill points: 2 + Int modifier

Class Features

HD: d6
BAB: Low
High Saves: Fort, Will
Weapon proficiency: Simple, Wizards
Armor proficiency: Light, Shields, Tower Shields

Class Abilities

Level 1: Elemental Blast, Blast Shape, Elemental Choice
Level 2: Elemental Shroud
Level 3:
Level 4: Elemental Focus (Precision), Blast Shape
Level 5:
Level 6: Elemental Servant
Level 7:
Level 8: Elemental Resistance (10), Blast Shape
Level 9:
Level 10: Imbued Essence
Level 11:
Level 12: Blast Shape
Level 13:
Level 14: Elemental Focus (Healing)
Level 15:
Level 16: Blast Shape
Level 17:
Level 18: Elemental Resistance (20)
Level 19:
Level 20: Greater Imbued Essence, Blast Shape
Level 21:
Level 22: Improved Elemental Shroud
Level 23: Bonus Epic Feat
Level 24: Elemental Focus (Power), Blast Shape
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Elemental Resistance (30), Blast Shape
Level 29: Bonus Epic Feat
Level 30: Wildshape (Elemental)

Starting Equipment: Imbued Sceptre (+1d6 blast dice damage) and Tower Shield.

Elemental Choice: You choose from one of the four elements.

Elemental Blast: 1d6 at 1st and +1d6 at each odd level (15d6 at 29th).

Shapes: Orb, Cone, Burst, Bolt, Chain, Blast, Touch

Focus: Precision (No allies injured), Power (+50% damage), Healing (1 pt per blast die)

Elemental Shroud: Self damage shield = 1 for every 2 points of Con modifier (6 pts max).

Imbued Essence: Gain minor elemental immunities.
Greater Imbued Essence: Gain remaining elemental immunities.
Wildshape (Elemental): At will, can continue to use blast in elemental form.

New Feats:

Improved Orb (2x orbs)
Improved Cone (knockdown)
Improved Burst (stun)
Improved Bolt (clinging)
Improved Chain (continues if misses)
Improved Blast (2x area)
Improved Touch (no resists)
Elemental Mastery - Binding (slows)
Elemental Mastery - Force (the blast dice improve to d8s)
Elemental Mastery - Weakening (-4 Con)
Epic Elemental Shoud (+50% bonus)
Energy Substitution - You turn your normal energy type into one of the other three

**

Is this essentially an elemental warlock? Or is it weaker than a warlock?

It's pretty different. The only thing it has in common with a warlock is unlimited casting and the ability to vary shapes with their blasts.

It has the ability to vary up their damage shapes as they desire. Think of it more like a war mage who wears armor and shields and channels the elements into the battlefield. Cones, bursts, ranged AE, bolts, chains, touchs.

It has no defensive spells or abilities of any kind, no buffs, invisibility, or anything to keep it out of harms way. Even at 14th when they can turn on the mode that will heal them slightly it's not going to be much (max 16 pts at 30th, 7 pts when they get it) and they lose the damage bonus or the ability to avoid harming allies to keep that mode active. Low hit points too.

It's a classic glass cannon style.


My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Artificer

Forgot I had this base class write up buried on my website (from June 2009 LOL).

Artificers are perhaps the ultimate magical dabblers. They can use just about any spell from a wand or scroll, empower ordinary items with a temporary magical power, repair damage constructs (including warforged), alter the function of existing magic items, as well as1 craft magic items and constructs. They have a limited list of their own spell-like infusions that they can apply to objects, and they can also work with any of the spells on other classes' spell lists. Their magic is neither arcane nor divine, and they are not bound by that limitation. Their trade is magic in its most abstract (they might say purest) form.


Class Features

HD: d6
BAB: Medium
High Saves: Will
Weapon proficiency: Simple
Armor proficiency: Light armor, medium armor, and with shields (except tower shields)

Class Skills: Appraise, Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Diplomacy, Disable Device, Lore, Open Lock, Search, Spellcraft, and Use Magic Device.
Skill points: 4 + Int modifier

Class Abilities

Level 1: Artisan Bonus, Trapfinding, Scribe Scroll, Item Creation
Level 2: Brew Potions
Level 3: Craft Wondrous Item
Level 4: Bonus Feat, Craft Homunculus
Level 5: Craft Arms and Armor
Level 6: Bonus Feat
Level 7: Craft Wand
Level 8: Bonus Feat
Level 9: Craft Rod
Level 10:
Level 11: Bonus Feat
Level 12: Craft Staff, Bonus Feat
Level 13: Skill Focus (UMD), Skill Focus (Spellcraft)
Level 14: Forge Ring
Level 15:
Level 16: Bonus Feat
Level 17:
Level 18:
Level 19:
Level 20: Bonus Feat
Level 21:
Level 22:
Level 23: Bonus Feat
Level 24:
Level 25:
Level 26: Bonus Feat
Level 27:
Level 28:
Level 29: Bonus Feat
Level 30:

Infusions per day (Int based)
1st: 2 at 1st level, 3 at 2nd level, 4 at 14th level
2nd: 1 at 3rd level, 2 at 4th level, 3 at 5th level, 4 at 15th level
3rd: 1 at 5th level, 2 at 6th level, 3 at 8th level, 4 at 16th level
4th: 1 at 8th level, 2 at 9th level, 3 at 13th level, 4 at 17th level
5th: 1 at 11th level, 2 at 12th level, 3 at 14th level, 4 at 18th level
6th: 1 at 14th level, 2 at 15th level, 3 at 17th level, 4 at 19th level

Infusions:

1st: Energy Alteration, Enhancement Alteration, Identify, Lesser Armor Enhancement, Personal Weapon Augmentation, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement
2nd: Align Weapon, Armor Enhancement, Lesser Weapon Augmentation, Reinforce Construct, Repair Moderate Damage, Toughen Construct, *Stat Buffs
3rd: Adamantine Weapon, Blast Rod, Construct Energy Ward, Greater Armor Enhancement, Greater Magic Weapon, Metamagic Item, Repair Serious Damage, Stone Construct
4th: Censure Elementals, Greater Construct Energy Ward, Item Alteration, Iron Construct, Lesser Globe of Invulernerability, Mass Shield of Faith, Repair Critical Damage, Weapon Augmentation
5th: Disrupting Weapon, Energy Touch (Storm Touch), Greater Blast Rod, Slaying Arrow
6th: Blade Barrier, Disable Construct, Globe of Invulnerability, Greater Weapon Augmentation, Total Repair

Artisan Bonus: +2 UMD
Craft Homunculus: Combat Familiar (probably the clockwork spider and renamed Craft Construct)

New Feats:
Attune Magic Weapon (+1 stacking enhance bonus)
Bind Elemental (+2 stacking enhance bonus, stacks with attune magic weapon)
Practiced Artificer
Forge Ring
Craft Staff

New Items:
Acidic Fire
Alchemist's lightning
Alchemist's frost

**

Well, at the time I was debating either a new custom crafting system or more likely putting 5 subradials under each feat that would choose which rod/staff you craft (at the cost of gold and/or xp).

Example would be:
a) Defensive (Ghostly Visage at 1 charge/use, Stoneskin at 2 charges/use, Summon Creature VI at 3 charges/use)
b) Offensive (Electric Loop at 1 charge/use, Ice Storm at 2 charges/use, Chain Lightning at 3 charges/use)
c) Utility (Mage Armor at 1 charge/use, Greater Resistance at 2 charges/use, Greater Heroism at 3 charges/use)
d) Metamagic (one random metamagic feat)
e) Magic (Shield at 1 charge/use, Spell Mantle at 2 charges/use, Greater Spell Breach at 3 charges/use)

Staff would be the same except it would add the following
a) Summon Creature VIII at 4 charges/use
b) Polar Ray at 4 charges/use
c) Blackstaff at 4 charges/use
d) Second metamagic feat
e) Protection from Spells at 4 charges/use

CL of 10-15 for rods, 20-25 for staves.


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Arcane Disciple

Arcane Disciple

x

[color=red]You may not take any other classes.[/color]

Class Features

HD: d8
BAB: High (1-10) / Medium (11-30)
High Saves: Fort, Ref
Weapon proficiency: Simple.
Armor proficiency: None.

Class Skills: Appraise, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Survival, Spellcraft, Spot, Taunt, Tumble, and Use Magic Device
Skill Points: 4 + Int modifier

Class Abilities

Level 1: Purity of Focus, Arcane Defense
Level 2: Deflect Arrows
Level 3: Evasion
Level 4: Arcane Source, Arcane Pool 3/day, Dispelling Strike
Level 5: Arcane Combat
Level 6: Arcane Ward
Level 7:
Level 8: Arcane Blow, Arcane Pool 4/day
Level 9:
Level 10: Swift Strikes (Haste)
Level 11:
Level 12: Arcane Blast, Arcane Pool 5/day
Level 13: Improved Evasion
Level 14:
Level 15:
Level 16: Arcane Shot, Arcane Pool 6/day
Level 17:
Level 18:
Level 19:
Level 20: Swift Strikes (+2 Attacks), Arcane Pool 7/day
Level 21:
Level 22: Epic Deflection
Level 23: Bonus Epic Feat
Level 24: Arcane Pool 8/day
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28: Arcane Pool 9/day
Level 29: Bonus Epic Feat
Level 30: Swift Strikes (+3 Attacks)

Purity of Focus: The arcane disciple focuses on the bond between magical energies and her application of those energies nearly to the exclusion of all other studies. Any arcane disciple who takes levels in another class suffers a penalty (-4 to effective class level) when using her arcane disciple abilities. The arcane disciple must use a quarterstaff (with both hands) as a weapon and may not use any armor for her class abilities to function.

Arcane Defense: The arcane disciple channels magical energy into a defensive shell that acts as a second skin. This provides a deflection AC bonus equal to half her class level and an armor enhance bonus equal to her Constitution bonus (which stacks with any armor enhancement bonus on your chest or bracers). The armor enhance bonus is capped by the number of levels in the class. The Constitution modifer only uses your natural score and any items you have that boost Con (no spells). Arcane Defense is affected by the Purity of Focus restriction.

Arcane Source: At 4th level, the arcane disciple must choose to focus on either weave magic or shadow magic as the source of her developing powers. This choice affects many of her class abilities.

Arcane Pool: The arcane disciple has a reserve of magical energy which can be expended through her quarterstaff to deliver special blows to her enemies. Initially she can channel this ability three times per day and this amount increases for every 4 levels she gains.

Dispelling Strike: The arcane disciple channels her arcane pool to deliver a blow that unbinds the very essence of magic from the enemy she strikes. If she succeeds on a melee touch attack, the enemy is subjected to a dispel attempt. Undead and Outsiders struck by this blow must succeed on a fortitude save (DC 10 + Class Level + Con modifier, beings with more hit dice than class levels are not affected) or be destroyed (outsiders are sent back to the plane of their origin). Arcane disciples with Weave Magic inflict a penalty to concentration checks equal to class level but are capped at level - 5 on their dispel attempt. Arcane disciples with Shadow Magic are uncapped on their dispel attempt. Dispelling Strike is affected by the Purity of Focus restriction.

Arcane Combat: The arcane disciple gains a magic damage bonus on her melee attacks equal to her Constitution modifier (base modifier and items are accounted for, not spells). She gains an attack bonus equal to her Dexterity modifier when using a quarterstaff. Arcane Disciples with Weave Magic inflict an additional +2 damage while those with Shadow Magic gain a +1 Dodge AC bonus.

Arcane Ward: The arcane disciple gains spell resistance equal to 10 plus her class level as well as 15% concealment. Arcane Disciples with Weave Magic gain an additional 4 points of spell resistance while those with Shadow Magic gain an additional 5% concealment. Arcane Ward is affected by the Purity of Focus restriction.

Arcane Blow: The arcane disciple channels her arcane pool to deliver a blow that unleashes the very essence of magic against the enemy she strikes. If she succeeds on a melee touch attack she attempts to knock down her opponent (with a +4 bonus) and the enemy takes 1d10 magic damage for every point of Constitution modifier (base modifier plus items, no spells). Arcane Disciples with Weave Magic gain a further +2 on the knockdown attempt while those with Shadow Magic gain an additional 2d10 damage.

Swift Strikes: At 10th level the arcane disciple becomes imbued with haste while using the quarterstaff. At 20th level the arcane disciple gains a second bonus attack with a quarterstaff. At 30th level the arcane disciple gains a third bonus attack with a quarterstaff. Swift Strikes is affected by the Purity of Focus restriction.

Arcane Blast: The arcane disciple channels her arcane pool to strike the ground with such force that a wave of magic energy pulses outwards. Any enemies within a 40' radius takes 1d10 magic damage for every point of Strength modifier (base modifier plus items, no spells) and must make a Fortitude save (DC 10 + Class Level + Con modifier) or be slowed for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the slow effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Blast is affected by the Purity of Focus restriction.

Arcane Shot: The arcane disciple channels her arcane pool to strike an enemy at range with a blazing bolt of magic energy. If she succeeds on a ranged touch attack, the target takes 1d10 magic damage for every point of Dexterity modifier (base modifier plus items, no spells) and must make a Reflex save (DC 10 + Class Level + Con modifier) or be blinded for 1 minute. Arcane Disciples with Weave Magic gain a further +4 DC for the blind effect while those with Shadow Magic gain an additional 2d10 damage. Arcane Shot is affected by the Purity of Focus restriction.

New Feats:
Extra Arcane Pool (+3 Uses)

Notes: The DCs may need to be 1/2 class level. The damage may need to be increased for the strikes. New feats could be used to increase DC or increase damage. Needs a capstone (level 20) ability? 18th seems to be a dead spot, maybe added an ability that burns an arcane pool use for a moderate self-heal? AC may be a touch too high.


My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Witch Hunter Base Class

This is a 30 level base class. [color=#ff0000]You may only level up in this class. Attribute focus is Con/Dex/Int. This class does NOT have access to UMD.[/color]

Class Features

HD: d8
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: Light armor.

Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Perform, Sleight of Hand, Spellcraft, Spot, Survival, Taunt, and Tumble.
Skill Points: 6 + Int modifier

Class Abilities

Level 1: Combat Style, Talisman of Elemental Warding, Weapon Finesse, Combat Insight
Level 2: Talisman of Mystic Warding
Level 3: Trapfinding, Set Snare Trap
Level 4: Witch Hunter's Infusion
Level 5: Talisman of Turn Undead
Level 6: Combat Style
Level 7:
Level 8:
Level 9: Set Piercing Trap
Level 10: Talisman of Fiery Faith
Level 11: Combat Style
Level 12: Master Trapsmith
Level 13:
Level 14: Set Explosive Trap
Level 15: Talisman of Turn Outsider
Level 16: Combat Style
Level 17:
Level 18:
Level 19: Set Weakening Trap
Level 20:
Level 21: Combat Style
Level 22:
Level 23: Bonus Epic Feat
Level 24: Set Epic Traps
Level 25:
Level 26: Bonus Epic Feat, Combat Style
Level 27:
Level 28:
Level 29: Bonus Epic Feat, Set Perfect Trap
Level 30:

Combat Styles may only be used while wearing light armor. You get a choice from 10 possible feats.

Witch Hunter's Infusion: At level 4 you gain +1 Constitution, +1 Dexterity, and +1 Intelligence. This bonus improves by +1 for every five additional levels you gain (maximum +6 at level 29). At level 5 you gain 1 point of regen. At level 10 you gain Heroism and See Invisible. At level 15 you gain Greater Heroism. At level 20 your regen improves to 2 points. At level 25 your regen improves to 3 points. At level 30 your regen improves to 4 points.

Talisman of Elemental Warding: Resistance to Fire, Electricty, Acid, and Cold damage equal to 10 + class level.

Talisman of Mystic Warding: Resistance to Magic damage equal to 5 + class level. Spell Resistance equal to 11 + class level.

Traps: Share a 30s cooldown.

Set Snare Trap: Set a snare trap with a DC equal to 10 + 1/2 level + Int modifier. Reflex save or be slowed for 3 minutes.

Set Piercing Trap: Set a piercing trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 piercing damage for every 5 class levels each round for three rounds.

Set Explosive Trap: Set an exploding trap with a DC equal to 10 + 1/2 level + Int modifier. Deals 1d6 fire damage for every 2 class levels and attempts to knock down the target for one round (second DC check).

Master Trapsmith: Targets with evasion or improved evasion will always suffer half damage from a trap if they succeed on their save. They suffer the full effect of the trap on a failure.

Set Weakening Trap: Set a weakening trap with a DC equal to 10 + 1/2 level + Int modifier. Applies a -4 penalty to Str and Dex for 3 minutes.

Set Epic Traps: Your traps (Snare, Piercing, Explosive, Weakening, Perfect) gain a +5 DC bonus.

Set Perfect Trap: You place a trap that snares, pierces, explodes, and weakens your target. Targets save against each effect normally.

Combat Styles have a 30s cooldown

Combat Style 1) Dispelling Strike (Con based DC, dispel caster level = 2/3 CL + Con Mod or a 30 dispel level with a 30 con, which is weak offense)
Combat Style 2) Snaring Shot (Move Debuff)
Combat Style 3) Vital Strike (-Con)
Combat Style 4) Bleeding Cuts (DoT)
Combat Style 5) Pinning Strike (Knockdown plus piercing damage)
Combat Style 6) Slice and Dice (high damage)
Combat Style 7) Thunderous Blow (Slow)
Combat Style 8)Hexing Shot (2x Con mod as spell failure + conc debuff)
Combat Style 9) Agile Riposte (+ 1/2 Int mod to AC for 1 round)
Combat Style 10) Skilled Flurry (+1 Attack for 3 rounds)

Traps are like the Rune reserve feats. Single trap down at a time, 30s cooldown, can't be disarmed, etc. Witch Hunter is like a mix of mage-slayer, combat trapsmith, and swordsage.[/spoiler]

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Summoner

Notes for http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html

Class Features

HD: d8
BAB: Medium
High Saves: Will
Weapon proficiency: Simple.
Armor proficiency: Light armor.

Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, Tumble, and UMD.
Skill Points: 2 + Int modifier

Class Abilities

Level 1: Summon Eidolon, Summon Monster, Reserve Feat Mastery
Level 2: Augment Summons
Level 3:
Level 4: Shield Master
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Level 12:
Level 13:
Level 14:
Level 15:
Level 16:
Level 17:
Level 18:
Level 19:
Level 20:
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25:
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Epic Bonus Feat
Level 30:

Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. His spells affect his Eidolon or summons when he casts the spell on himself.

Summon Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. The eidolon can be summoned once every three minutes.

Eidolon Shapes: Angel, Demon, Devil, Dragon, Fey (Dryad), Undead (Female Vampire), Elemental (4), Spider

Summon Monster: Starting at 1st level, a summoner can cast summon monster as a spell-like ability a number of times per day equal to half his class level. The spell level is equal to half his class level, rounded up. For example: Summon Monster VI at 11th level.

Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned (or dead). He can cast this spell as a standard action and the creatures remain for 1 minute per level. At 19th level, this ability becomes the equivalent of the gate spell.

Reserve Feat Mastery: Your activation level for reserve feats is equal to half his class level, rounded up.

Augment Summoning: Each creature you conjure with any summon spell (as well as your Eidolon) gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Shield Master: At 4th level, whenever a summoner is within his eidolon's reach, the summoner receives a +2 circumstance bonus on his saving throws. At 12th level, this bonus increases to +4.

S1 - 1 at 1st, 2 at 2nd, 3 at 3rd, 4 at 5th, and 5 at 9th
S2 - 1 at 4th, 2 at 5th, 3 at 6th, 4 at 8th, and 5 at 12th
S3 - 1 at 7th, 2 at 8th, 3 at 9th, 4 at 11th, and 5 at 15th
S4 - 1 at 10th, 2 at 11th, 3 at 12th, 4 at 14th, and 5 at 18th
S5 - 1 at 13th, 2 at 14th, 3 at 15th, 4 at 17th, and 5 at 19th
S6 - 1 at 16th, 2 at 17th, 3 at 18th, 4 at 19th, and 5 at 20th

S1 - Expeditious Retreat, Mage Armor, Shield, Lesser Rejuv Eid, Protection from Alignment
S2 - Barkskin, Blur, See Invis, Cat's Grace, Haste
S3 - Stoneskin, Fire Shield, Rejuv Eid, Greater Invis, Greater Magic Fang
S4 - Extended Displacement, Mass Bulls Str, Mass Bears End, Mass Cats Grace, Hold Monster
S5 - Greater Dispel Magic, Greater Heroism, Greater Rejuv Eid, True Seeing, Spell Turning
S6 - Dominate Monster, Protection from Spells, Ethereal Jaunt, Heal Eidolon, Greater Stoneskin

Spells affect both caster and eidolon.

Eidolon Stats (all levels): Int 7, Wis 10, Cha 11
Fort/Will are High saves.
4 skill points per HD allocated to Spot, Listen, Spellcraft, and Tumble
BAB is equal to HD

Level Dependent Stats (NatAC past +20 is turned into armor enhance, armor enhance past +20 is turned into dodge enchance)
L1: 1 HD, Str 16, Dex 12, Con 13, +4 Nat AC, d6 claw
L2: 2 HD, Str 17, Dex 13, Con 13, +6 Nat AC, d6 claw, Evasion
L3: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion
L4: 3 HD, Str 17, Dex 13, Con 14, +6 Nat AC, d6 claw, Evasion, Fire Resist 15
L5: 4 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L6: 5 HD, Str 18, Dex 14, Con 15, +8 Nat AC, d6 claw, Evasion, Fire Resist 15, +1d6 Acid
L7: 6 HD, Str 19, Dex 15, Con 15, +10 Nat AC, d6 claw, Evasion, Fire Immune, +1d6 Acid
L8: 6 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid
L9: 7 HD, Str 27, Dex 13, Con 19, +12 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L10: 8 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack
L11: 9 HD, Str 28, Dex 14, Con 20, +16 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 5/Adam, Multiattack, Fast Heal 1
L12: 9 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L13: 10 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 1
L14: 11 HD, Str 29, Dex 15, Con 20, +18 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L15: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 2
L16: 12 HD, Str 30, Dex 16, Con 21, +22 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L17: 13 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L18: 14 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L19: 15 HD, Str 31, Dex 17, Con 21, +24 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L20: 15 HD, Str 32, Dex 18, Con 21, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L21: 16 HD, Str 32, Dex 18, Con 22, +28 Nat AC, d8 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L22: 17 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L23: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L24: 18 HD, Str 41, Dex 17, Con 26, +31 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L25: 19 HD, Str 42, Dex 18, Con 26, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3
L26: 20 HD, Str 42, Dex 18, Con 27, +35 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (37)
L27: 20 HD, Str 43, Dex 19, Con 27, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 3, Spell Resistance (38)
L28: 21 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 4, Spell Resistance (39)
L29: 22 HD, Str 43, Dex 19, Con 28, +37 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (40)
L30: 23 HD, Str 44, Dex 20, Con 28, +41 Nat AC, 2d6 claw, Improved Evasion, Fire Immune, +1d6 Acid, DR 10/Adam, Multiattack, Fast Heal 5, Spell Resistance (41)

Feats (to be determined): 1 (3rd), 2 (6th), 3 (9th), 4 (11th), 5 (14th), 6 (17th), 7 (19th), 8 (22nd), 9 (25th), 10 (27th), 11 (30th). Starts with Toughness.

New Feats:
Resilient Eidolon (Eidolon is immune to knockdown)
Vigilant Eidolon (You and your Eidolon gain +4 Listen/Spot. If you have 10 or more ranks in Spot and Listen, this bonus increases to +8)
Summoner's Call (Eidolon gains a +4 Dex bonus)
Extra Casting (Level 1-6 Spells) I and II (+1 cast of a given spell level)

The class may need a bonus feat every 5 levels and it may need the new feats punched up for NWN2 (since they are on the weak end of abilities for Pathfinder).
[/spoiler]

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Knight Base Class

A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans.

Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, sorcerers, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.

Alignment: Any Lawful.

Class Features

HD: d12
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (excluding tower shields).

Class Skills: Appraise, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Spot, Taunt, and Tumble
Skill Points: 2 + Int modifier

Class Abilities

Level 1: Knight's Challenge, Battle Fervor +1, Demoralize Opponent
Level 2: Bonus Feat, Shield Block +1
Level 3: Exotic Weapon Proficiency
Level 4: Heavy Armor Optimization
Level 5: Deflect Arrows, Bonus Feat
Level 6: Rescue
Level 7: Battle Fervor +2
Level 8: Call to Battle
Level 9: Greater Heavy Armor Optimization
Level 10: Bonus Feat
Level 11: Shield Block +2
Level 12: Daunting Challenge
Level 13: Battle Fervor +3
Level 14: Improved Rescue
Level 15: Bonus Feat
Level 16: Indomitable Soul
Level 17: Epic Resilience
Level 18:
Level 19: Battle Fervor +4
Level 20: Bonus Feat, Shield Block +3
Level 21:
Level 22:
Level 23: Epic Bonus Feat
Level 24:
Level 25: Battle Fervor +5, Epic Deflection, Bonus Feat
Level 26: Epic Bonus Feat
Level 27:
Level 28:
Level 29: Shield Block +4, Epic Bonus Feat
Level 30: Battle Fervor +6, Epic Bonus Feat

Knight's Challenge: Your dauntless fighting spirit plays a major role in your fighting style, as important as the strength of your arm or the sharpness of your blade. in battle, you use the force of your personality to challenge your enemies. You can call out foes or issue a general challenge that strikes fear into weak opponents. By playing on your enemies' ego, you can manipulate your foes.

You can use this ability a number of times per day equal to your class level. As you gain levels, you gain a number of options that consume uses of this ability.

***

Battle Fervor: As an instant action, you can issue a challenge to your enemies, gaining a +1 bonus on Will saves, attack rolls, and damage rolls. The effect lasts for a number of rounds equal to 5 + your Constitution bonus (if any). This expends one use of your Knight's Challenge ability. This bonus does not stack with a bard's Inspire Courage.

At 7th level, the bonus you gain from this ability increases to +2. At 13th level, it rises to +3. At 19th level, it increases to +4. At 25th level, it increases to +5. At 30th level, it increases to +6.

***

Call to Battle: Starting at 8th level, you become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on in its name. You become immune to fear.

As an instant action, you can expend one use of your Knight's Challenge ability to grant an ally a bonus against fear effects equal to your Constitution modifier as well as a number of temporary hit points equal to your knight level. If the ally's current hit point total is less than half his normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per knight level. This ability does not stack with Adrenaline Boost.

***

Starting at 12th level, a knight can issue a daunting challenge as an instant action. Like a test of mettle, this is a general challenge to all foes within 100 feet. Affected creatures must make a Will save (DC 10 + knight level + the knight's Constitution modifier). Creatures that fail this save are shaken. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws.

***

Shield Block: Starting at 2nd level, you excel in using your armor and shield to frustrate your enemy's attacks. You gain DR/- equal to your base shield AC plus your Shield Block value (+1 at level 2), your Shield enhance value, and the bonus from any Shield Specialization feats.

This shield bonus increases to +2 at 11th level, +3 at 20th level, and +4 at 29th level.

For example: A level 20 Knight (+3 Shield Block) using a heavy shield +4 who has the Greater Shield Specialization feat has DR 11/- against physical attacks.

***

Rescue: Blocks 50% of damage dealt to allies, the knight takes the other half.

***

Improved Rescue: Blocks 100% of damage dealt to allies, knight takes 80% of that damage.

***

Possible New Feats:
[list]
[*]Martial Study: Crusader's Strike (You gain +1 Vampiric damage)
[*]Martial Stance: Martial Spirit (You gain +2 Vampiric damage)
[*]Intimidating Presence (You gain a bonus to Intimidate checks equal to your Con bonus)
[*]Shield Ward (- all Shield AC, +Deflection AC, stacks with other item based deflection AC, also provides Knockdown immunity)
[*]Hero's Call (Call to Battle temp HP always doubled, tripled if the target is below 50%; Battle Fervor provides 2 pts of Regen)
[*]Inspiring Presence (your Battle Fervor and Call to Battle now affects allies within 30')
[*]Battlefield Charge (your Call to Battle now grants Haste for the duration)
[*]Improved Fervor (your Battle Fervor bonus increases by +1, requires 16 Con)
[*]Epic Improved Fervor (your Battle Fervor bonus increases by +2, this replaces Improved Fervor, requires 20 Con, 22 Knight)
[*]Extra Knight's Challenge I-III (+3 uses each)
[*]Lasting Challenge I-III (+5 rounds to the duration per feat), Affects all feats that expend a challenge
[*]Shield Bash (Damaging knockdown attempt, deals d6 + Enhance bonus + Str mod blunt melee touch attack, one attempt per BAB granted attack until one succeeds, 6s knockdown)
[*]Shield Specialization (+1 Shield AC, stacks, requires Knight 2)
[*]Greater Shield Specialization (+2 Shield AC, stacks, replaces Shield Spec, requires Knight 11)
[*]Epic Shield Specialization (+3 Shield AC, stacks, replaces Greater Shield Spec, requires Knight 20)
[*]Heroic Deflection (Parrying Shield grants 5% concealment vs Ranged per point of shield AC, 50% max)
[*]Shieldmate (allies within 30' gain +1 shield AC, +2 if using a tower shield, expends a challenge use, lasts 10+Cha rounds)
[*]Improved Shieldmate (+1 Shieldmate bonus, grants Evasion)
[*]Epic Shieldmate (+2 Shieldmate bonus, replaces Improved, also grants Reflex save bonus equal to AC bonus)
[*]Rejuvenating Call (expends a challenge use to heal allies within 30' - value equal to knight level plus Con mod, double that if they are below 50% and you have the Hero's Call feat )
[*]Tower Shield Mastery (you gain a +2 AB bonus when using a tower shield and your Heroic Deflection ability adds 10%, capping at 60% instead of 50%, requires 16 Con)
[/list]

Stage II (post release)
[list]
[*]Agile Shield Fighter (Requires Shield Bash, Shield Spec. Provides +1d6 blunt damage on attacks, requires 14 Dex)
[*]Epic Shield Block I (Adds 3 points to your damage reduction granted by Shield Block)
[*]Epic Shield Block II (Adds 6 points to your damage reduction granted by Shield Block, replaces Epic Shield Block I)
[*]Spell Ward (gain SR 5 + character level + total shield AC, expends a challenge use, lasts 10+Con rounds)
[*]Dreadful Wrath
[/list]
[/spoiler]

My original Knight write-up had Mocking Blow which I may still do, but it depends on how the AI reacts to it. I'm not sure it's a good idea letting players have access to an ability that will force NPCs to attack them (even limiting it to hostiles only).

[spoiler="Mocking Blow"]
- <b>Mocking Challenge:</b> Starting at 4th level, you can shout a challenge to all enemies, calling out for them to face you in combat. As a swift action, you can expend one use of your Knight's Challenge ability to cause all your enemies (except for players) within 100' to make Will saves (DC 10 + 1/2 your Knight level + your Con modifier). Creatures that fail this save are forced to attack you.
[/spoiler]

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Healer Base Class

This has been done as a PrC so please read the red text carefully. [color=#ff0000]ANY offensive or debuff spell will fail when cast by a character with Healer levels.[/color]

[spoiler="Healer"]

...

This is a prestige class with 29 levels. [color=red]This prestige class is allowed to bypass any normal rules for minimum levels with regards to cleric or favored soul as long as the rest of the levels are in healer. A 1 cleric/19 healer is perfectly valid on such servers due to the implementation.[/color]

Alignment: Any good.
Required Class: Cleric or Favored Soul.
May not have any levels in Monk, Ninja, or Sacred Fist.

Class Features

HD: d8
BAB: Low
High Saves: Fort, Will
Weapon proficiency: Simple.
Armor proficiency: Light.

Class Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Lore, Parry, Spellcraft, Survival, and Tumble.
Skill points: 4 + Int modifier

Class Abilities

Level 1: Healing Hands, Effortless Healing, Turn Undead, Channel Energy
Level 2: Skill Focus (Heal), Divine Grace, Cleanse
Level 3: Enhanced Cures
Level 4: Mobility
Level 5: Protective Blessing
Level 6: Evasion
Level 7: Healer's Blessing
Level 8: Divine Health
Level 9: Spring Attack
Level 10: Bonus Feat (Improved Empower Spell)
Level 11:
Level 12: Improved Healer's Blessing
Level 13: Fortunate Fate Ability
Level 14: Improved Evasion
Level 15: Bonus Feat
Level 16: Greater Healer's Blessing, Foresight Ability, Disjunction Ability
Level 17:
Level 18:
Level 19:
Level 20: Champion of Life, Bonus Epic Feat
Level 21:
Level 22: Epic Skill Focus (Heal)
Level 23: Bonus Epic Feat
Level 24:
Level 25: Bonus Epic Feat
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat

Healers gain a bonus epic feat at 20th, 23rd, 25th, 26th, and 29th level.

Spells per Day/Spells Known: When a new healer level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in either cleric or favored soul. If the character has more than one applicable divine spellcasting class, he must pick one to improve at 1st level.

[color=red]Special Spells and Feats: Divine Power only provides a +1 AB bonus when Healer levels are present. The Divine Might and Epic Divine Might feats will fail when used by a Healer. In addition, the following spells will automatically fail when cast by a Healer: xxx[/color]

Weapon and Armor Proficiency: Healers are proficient with all simple weapons and with light armor.

Healing Hands: Whenever a healer casts a healer spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus.

Channel Energy: A healer can release a wave of positive energy by channeling the power of her faith through her holy symbol. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the healer. The amount of damage dealt (to undead) or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two healer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the healer's level + the healer's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total — all excess healing is lost. Each use of Channel Energy consumes a use of Turn Undead.

Divine Grace: At 2nd level, a healer gains a bonus equal to her Charisma bonus on all saving throws.

Cleanse: You may expend a use of Turn Undead to cleanse the conditions from an ally (or yourself). At 2nd level your cleanse ability removes the fatigued condition. At 5th level, your clenase ability removes any diseases. At 8th level, your cleanse ability removes any poisons. At 11th level, your cleanse ability removes paralysis. At 14th level, your cleanse ability removes blindness and deafness. At 17th level, your cleanse ability removes curses. At 20th level, your cleanse ability restores life to the dead.

Enhanced Cures: At 3rd level, whenever you cast a cure spell as a healer, the maximum number of hit points healed is based on your healer level, not the limit based on the spell. For example, an 11th-level healer may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Protective Blessing: At 5th level, the duration of the Divine Shield feat is doubled when you use it.

Healer's Blessing: At 7th level, all of your healer spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell.

Divine Health: At 8th level, a healer is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Improved Healer's Blessing: At 12th level, all of your healer spells are treated as if they were maximized. This power replaces the Healer's Blessing empower effect.

Fortunate Fate Ability: At 13th level, you can expend the use of a memorized Resurrection spell in order to cast the Fortunate Fate spell on an ally (or yourself).

Greater Healer's Blessing: At 16th level, all of your healer spells are treated as if they are both maximized and empowered.

Foresight Ability: At 13th level, you can expend the use of a memorized Mass Heal spell in order to cast the Foresight spell on yourself.

Disjunction Ability: At 13th level, you can expend the use of a memorized Mass Heal spell in order to cast the Disjunction spell.

Champion of Life: Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks, exhaustion, fatigue, ability damage, nausea effects, negative levels, and sickened effects.  In addition, whenever she uses the channel energy ability to heal a creature, she heals the maximum possible amount.

**

New Feat: Imbued Healing
Type of Feat: Spellcasting
You imbue your healing spells with protective benefits based on the power of your belief.
Prerequisite: Healer 1
Benefit: Whenever you cast a conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a bonus effect. The bonus is 1 temporary hit point per level/HD of the target and lasts for one hour. These temporary hit points do not stack with other sources of temporary hit points.
Use: Automatic.

New Feat: Greater Imbued Healing
Type of Feat: Spellcasting
You imbue your healing spells with protective benefits based on the power of your belief.
Prerequisite: Healer 12
Benefit: Whenever you cast a conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a bonus effect. The bonus is 2 temporary hit point per level/HD of the target and lasts for one hour. These temporary hit points do not stack with other sources of temporary hit points.
Use: Automatic.

New Feat: Healer of the Land
Type of Feat: Spellcasting
Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.
Prerequisite: Healer 1, Lore 5, Heal 5, Spellcraft 5
Benefit: This feat adds +2 points per spell level to the amount of damage healed by any healing spell. E.g., a 1st level Cure Light Wounds would heal an additional 2 hit points of damage and a 3rd level Cure Moderate Wounds would heal an additional 6 hit points of damage. This bonus stacks with the bonus gained from Augment Healing.
Use: Automatic.

New Feat: Fortunate Fate Ability
Whenever the target suffers an attack that would bring them below 0 hit points, a Heal spell is instantly cast on them.

New Feat: Foresight Ability
Your powers allow you to foresee flashes of the future, granting you +2 Dodge AC, +2 Reflex AC, and Immunity to Sneak Attacks for 10 minutes per Healer level.

New Feat: Disjunction Ability
As Mordenkainen's Disjunction.

[/spoiler]

Failed Spell List
This was a list put together by the community before, it still isn't final but it's a good indicator of the goal. ALL offensive spells and debuffs will fail when cast by a character with any Healer levels.

Here's a BIG list of spells that'd make sense to remove from a pacifist's arsenal. Basically, they're all the debuffs, summons, damage boosting, and attack spells.
[spoiler="Failed Spell List"][u][b]Kaedrin Spells:[/b][/u]
Lesser Aura of Cold
Awaken Sin
Blessing of the Righteous (fails when cast on anyone with Healer levels)
Castigate
Lesser Energized Shield (fails when cast on anyone with Healer levels)
Energized Shield (fails when cast on anyone with Healer levels)
Flame of Faith (fails when cast on anyone with Healer levels)
Flaywind Burst
Frost Breath
Weapon of Deity (fails when cast on anyone with Healer levels)
Lion's Roar
Weapon of Energy (fails when cast on anyone with Healer levels)

[u][b]Normal Spells:[/b][/u]

0:
Inflict Minor Wounds

1:
Bane
Cause Fear
Divine Favor
Doom
Magic Weapon (fails when cast on anyone with Healer levels)
Summon Creature 1

2:
Darkness
Death Knell
Inflict Moderate Wounds
Sound Burst
Summon Creature 2

3:
Animate Dead
Bestow Curse
Blindness/Deafness
Contagion
Glyph of Warding
Inflict Serious Wounds
Searing Light
Summon Creature 3
Weapon of Impact (fails when cast on anyone with Healer levels)

4:
Castigate
Hammer of the Gods
Hypothermia
Inflict Critical Wounds
Magic Weapon, Greater (fails when cast on anyone with Healer levels)
Poison
Summon Creature 4

5:
Battletide
Flame Strike
Inflict Light Wounds, Mass
Mass Contagion
Slay Living
Summon Creature 5

6:
Blade Barrier
Control Undead
Create Undead
Harm
Inflict Moderate Wounds, Mass
Planar Ally
Summon Creature 6

7:
Blood to Water
Destruction
Inflict Serious Wounds, Mass
Summon Creature 7
Word of Faith

8:
Aura versus Alignment
Bodak's Glare
Create Greater Undead
Earthquake
Fire Storm
Inflict Critical Wounds, Mass
Summon Creature 8
Sunbeam

9:
Energy Drain
Gate
Implosion
Storm of Vengeance
Summon Creature 9

Epic Spells:
All but Epic Mass Heal.
[/spoiler]

What do you folks think of a new series of Cure spells that are ranged? These spells would not be usable against undead. Druids would be a level behind just like the cure series (For Example, Heal Serious Wounds would be level 5).

Example (using a cleric), * means a new spell.
Cure Light Wounds - level 1, touch range, heals d8 +5 max.
* Heal Light Wounds - level 2, medium range, heals d8 +10 max.
Cure Moderate Wounds - level 2, touch range, heals 2d8 +10 max.
* Heal Moderate Wounds - level 3, medium range, heals 2d8 +15 max.
Cure Serious Wounds - level 3, touch range, heals 3d8 +15 max.
* Heal Serious Wounds - level 4, medium range, heals 3d8 + 20 max.
Cure Critical Wounds - level 4, touch range, heals 4d8 +20 max.
* Heal Critical Wounds - level 5, touch range, heals 4d8 +25 max.
Heal - level 6, touch range, heals 150 max.
* Heal Wounds - level 7, medium range, heals 200 max (10 * CL).
* Greater Heal, level 8, touch range, heals 300 max (15 * CL).
Mass Heal - level 9, short range, heals 250 max (10 * CL).

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking. 

Alchemist Base Class

Notes:
Using bombs will likely be restricted to light armor. Bombs will probably have a rather hefty penalty (on the order of the -8 Sacred Fist penalty) when using medium/heavy armor or a shield. Fast bombs won't work at all in medium/heavy armor or when using a shield and probably wont be in the first release, if ever.

Accurate Finesse is like Intuitive Strikes. If your Int is higher than your Dex, you get the extra bonus (up to +4). So Dex mod +4.


[spoiler="Alchemist"]Alchemist

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.

The key ability of the Alchemist is Intelligence.

Class Features

HD: d8
BAB: Medium
High Saves: Fort, Ref
Weapon proficiency: Simple.
Armor proficiency: Light armor.

Class Skills: Appraise, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Disable Device, Diplomacy, Heal, Intimidate, Listen, Lore, Open Locks, Parry, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, and Use Magic Device
Skill Points: 6 + Int modifier

Class Abilities

Level 1: Alchemy, Bomb 1d6, Brew Potion, Mutagen
Level 2: Discovery, Poison Resistance +2, Poison Use
Level 3: Bomb 2d6
Level 4: Discovery
Level 5: Bomb 3d6, Poison Resistance +4
Level 6: Discovery, Swift Poison Use
Level 7: Bomb 4d6
Level 8: Discovery, Poison Resistance +6
Level 9: Bomb 5d6
Level 10: Discovery, Poison Immunity
Level 11: Bomb 6d6
Level 12: Discovery
Level 13: Bomb 7d6
Level 14: Discovery
Level 15: Bomb 8d6
Level 16: Discovery
Level 17: Bomb 9d6
Level 18: Discovery
Level 19: Bomb 10d6
Level 20: Discovery x3
Level 21: Bomb 11d6
Level 22: Discovery
Level 23: Bomb 12d6, Bonus Epic Feat
Level 24: Discovery
Level 25: Bomb 13d6
Level 26: Bonus Epic Feat, Discovery
Level 27: Bomb 14d6
Level 28: Discovery
Level 29: Bomb 15d6, Bonus Epic Feat
Level 30: Discovery

Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

An alchemist gains a bonus to the Craft Alchemy skill equal to his class level.

An alchemist can create three special types of magical items — extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given in the extracts section. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. You must have an Intelligence score of 10 + the extract level to use an extract.

Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. Thrown bombs have a range of 20 feet and require a ranged touch attack to hit. Bombs are affected by weapon feats that affect ranged touch attacks (point blank shot, weapon focus - ranged touch attack, etc).

On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level. Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage) and affects those within 5'. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up.

Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. Only one mutagen can be active at a time and this ability has a 2 minute cooldown.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level.

In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

***

Discovery: At 2nd level, and then again every 2 levels thereafter, an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Acid bomb*: When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Additional Extra Extract (Level 1 through Level 6) - You gain one additional uses of the selected extra level. This feat can be taken twice for each extract level.

Alchemical Zombie: The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. Zombies that are created in this manner count as undead created by animate dead. An alchemist must be at least 8th level before selecting this discovery.

Blinding Bomb*: When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. An alchemist must be at least 8th level before selecting this discovery.

Cognatogen: The alchemist gains the ability to create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. Otherwise, this ability works just like the mutagen ability (including the natural armor bonus). Anytime the alchemist would prepare a mutagen, he may instead prepare a cognatogen. All limitations of mutagens apply to cognatogens as if they were the same substance—an alchemist can only maintain one mutagen or cognatogen at a time.

Concussive bomb*: When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. An alchemist must be at least 6th level before selecting this discovery.

Confusion Bomb*: The alchemist's bombs twist the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 8th level before selecting this discovery.

Delayed bomb: The alchemist can place a bomb so that it explodes five rounds after the alchemist ceases contact with the bomb. A delayed bomb detonates immediately if any other creature moves near it. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist must be at least 8th level before selecting this discovery.

Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. An alchemist must be at least 12th level before selecting this discovery.

Dispelling Bomb: When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster level (maximum +25). The alchemist must be at least 6th level before selecting this discovery.

Elixir of life: Once per day, an alchemist can brew an elixir of life. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. An alchemist must be at least 16th level before selecting this discovery.

Epic Purify Essence: The alchemist greatly improves and purifies the mixtures he uses for bombs. Your bombs will not deal less than 4 damage per die. An alchemist must be at least 21st level before selecting this discovery. Epic Purify Essence with 16d6 bomb dice will essentially become 16d3 + 48.

Epic Elixir of Life: Twice per day, an alchemist can brew a greater elixir of life. A greater elixir of life, when administered by the alchemist who brewed it, restores life to any allied dead creatures within 50' as per the spell true resurrection. Alternatively, the alchemist himself may drink the greater elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. An alchemist must be at least 21st level before selecting this discovery.

Epic Transmutation Bomb: Once per day, an alchemist can throw a bomb designed to transmute all creatures within 20' of the impact area into chickens. Targets are allowed a Fortitude save (DC +5) to negate the effects of the spell. An alchemist must be at least 21st level before selecting this discovery.

Epic Hellball Bomb: Twice per day, an alchemist can throw a bomb that unleashes a massive blast of energy which detonates upon all in the AoE, dealing 6d6 fire, 6d6 acid, 6d6 electrical and 6d6 sonic damage. The Hellball bomb ignores Evasion and Improved Evasion. An alchemist must be at least 21st level before selecting this discovery.

Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage for five rounds.

[color=#ff0000]Fast bombs: An alchemist with this discovery can quickly create enough bombs to throw two in a single round. An alchemist must be at least 8th level before selecting this discovery. This second bomb is thrown with a -5 AB penalty. If the first bomb does not deal damage, the second bomb thrown will be a normal one. This affects the following bombs: [add list]. Fast bombs will not work if you have HIPS.
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Fast Healing: The alchemist's flesh responds to damage with shocking speed — he gains fast healing 5. An alchemist must be at least 21st level before selecting this discovery. This discovery replaces the bonus from Lesser Fast Healing.

Feral Mutagen: The alchemist can brew a mutagen that grant's him evasion.

Force bomb*: When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of magic damage, plus 1d4 points of magic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. An alchemist must be at least 8th level before selecting this discovery.

Frost bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Great Dexterity: The alchemist can use a discovery to brew a potion which grants a bonus Great Dexterity feat. An alchemist must be at least 21st level before selecting this discovery.

Great Intelligence: The alchemist can use a discovery to brew a potion which grants a bonus Great Intelligence feat. An alchemist must be at least 21st level before selecting this discovery.

Grand Cognatogen: The alchemist's cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists. An alchemist must be at least 16th level and must have the greater cognatogen discovery or class ability before selecting this discovery.

Grand mutagen: The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen). An alchemist must be at least 16th level and must possess the greater mutagen discovery before selecting this discovery.

Greater Cognatogen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a –2 penalty on both associated physical ability scores as long as the mutagen persists, and takes 2 points of ability damage to both associated physical ability scores when the cognatogen ends. An alchemist must be at least 12th level and must have the cognatogen discovery before selecting this discovery.

Greater mutagen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on both associated mental ability scores as long as the mutagen persists. An alchemist must be at least 12th level before selecting this discovery.

Healing Touch: The alchemist gains the ability to heal other creatures. The alchemist may touch a creature and apply the effect of his spontaneous healing discovery to that creature. The alchemist gains two more uses of spontaneous healing with this discovery. An alchemist must be at least 6th level and must have the spontaneous healing discovery before selecting this discovery.

Immolation Bomb*: When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist's Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist's turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. An alchemist must be at least 3rd level before selecting this discovery.

Improved bomb damage: The base damage of your bombs is increased by 1d6. (may only be taken once)

Improved Purify Essence: The alchemist further improves and purifies the mixtures he uses for bombs. Your bombs will not deal less than 3 damage per die. An alchemist must be at least 5th level before selecting this discovery.

Inferno bomb*: The effects of the smoke created by an alchemist's bomb duplicate the effects of incendiary cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. An alchemist must be at least 16th level and must possess the smoke bomb discovery before selecting this discovery.

Lesser Fast Healing: The alchemist's flesh responds to damage with shocking speed — he gains fast healing 2. An alchemist must be at least 11th level before selecting this discovery.

Madness bomb: The alchemist's bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 12th level before selecting this discovery. This is an activated mode that affects all bombs thrown by the alchemist.

Night Vision: The alchemist can brew a mutagen that grants the alchemist low-light vision and darkvision.

Poison bomb*: The effects of the smoke created by an alchemist's bomb duplicates the effects of cloudkill instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level. An alchemist must be at least 12th level and must possess the smoke bomb discovery before selecting this discovery.

Poison Touch: The alchemist gains a poisonous touch, as if under the effects of a poison spell, which enables him to make a melee touch attack to deliver the poison. An alchemist must be at least 21st level before selecting this discovery.

Precise bombs: Whenever the alchemist throws a bomb, he no longer affects allies with splash damage.

Purified Essence: The alchemist improves and purifies the mixtures he uses for bombs. Your bombs will not deal less than 2 damage per die.

Shadow Bomb*: When you throw a bomb and hit a direct target, a shadowy substance is released from the bomb covering the direct target and up to three creatures that take damage from the bomb's splash. The affected creatures must successfully make a Fortitude saving throw, or they gain concealment but treat all other creatures as having concealment (20% miss chance) for one round per level. This effect is subject to spell resistance.

Shock bomb*: When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

Smoke bomb*: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.

Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. He can heal 5 hit points in this manner for every 2 alchemist levels he possesses twice per day.

Sticky bomb: The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. An alchemist must be at least 10th level before selecting this discovery.

Sticky poison: Any poison the alchemist creates and uses is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of rounds equal to 3 + the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this discovery.

Stink bomb*: The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

Strafe Bomb: The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the line to be the target of the bomb and makes his attack roll against that creature; all other squares in the line take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive strafe bomb, the line of splash damage is 80 feet long instead of 40 feet.

Sunlight Bomb*: The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. An alchemist must be at least 10th level and must have the blinding bomb discovery before he can select this discovery.

Tanglefoot Bomb*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

True Cognatogen: The alchemist's cognatogen now grants a +8 natural armor bonus and a +8 alchemical bonus to Intelligence, Wisdom, and Charisma. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists (see Mutagen). An alchemist must possess the grand cognatogen discovery before selecting this discovery. An alchemist must be at least 21st level before selecting this discovery.

True Feral Mutagen: The alchemist can brew a mutagen that grant's him improved evasion. An alchemist must be at least 21st level before selecting this discovery.

True Mutagen: The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a –2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen). An alchemist must possess the grand mutagen discovery before selecting this discovery. An alchemist must be at least 21st level before selecting this discovery.

Volatile Bombs: The alchemist can brew bombs that are exceptionally volatile and which will explode with a larger radius. The splash radius is increased by 10'

***

Poison Resistance: At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use: Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Poison Use: At 6th level, an alchemist can apply a dose of poison to a weapon instantly.

Extracts (modified by Intelligence for bonus extracts):
Level 1 Extracts: 1/day at 1st level, 2/day at 2nd level, 3/day at 3rd level, 4/day at 5th level, and 5/day at 9th level
Level 2 Extracts: 1/day at 4th level, 2/day at 5th level, 3/day at 6th level, 4/day at 8th level, and 5/day at 12th level
Level 3 Extracts: 1/day at 7th level, 2/day at 8th level, 3/day at 9th level, 4/day at 11th level, and 5/day at 15th level
Level 4 Extracts: 1/day at 10th level, 2/day at 11th level, 3/day at 12th level, 4/day at 14th level, and 5/day at 18th level
Level 5 Extracts: 1/day at 13th level, 2/day at 14th level, 3/day at 15th level, 4/day at 17th level, and 5/day at 19th level
Level 6 Extracts: 1/day at 16th level, 2/day at 17th level, 3/day at 18th level, 4/day at 19th level, and 5/day at 20th level

Level 1 Extracts: Bomber's Eye (+1 AB), Cure Light Wounds, Expeditious Retreat, Shield, and True Strike
Level 2 Extracts: Aid, Barkskin, Blur, Invisibility, and Resist Energy
Level 3 Extracts: Cure Serious Wounds, Elemental Aura, Haste, Heroism, Thorn Body
Level 4 Extracts: Death Ward, Fire Shield, Freedom of Movement, Greater Invisibility, Stoneskin
Level 5 Extracts: Cure Critical Wounds, Curative Displacement (Displacement + Cure Serious Wounds), Greater Sanctuary, Restoration, Spell Resistance
Level 6 Extracts: Curative Spell Turning (Cure Critical + Minor Spell Turning), Flesh to Stone, Heal, Legend Lore, and True Seeing

[color=#ff3333]Special Rules: Discoveries can be learned by spending a normal feat during level up (ie, bonus feats like a rogue that can take special abilities).[/color]

New Feat: Splash Weapon Mastery I (+1 AB, splash damage now extends an extra 5').

New Feat: Accurate Finesse - A character with this feat is adept at using bomb weapons with great accuracy as they intelligently predict where the targets will move, allowing him to make ranged touch attack rolls with his intelligence modifier instead of dexterity (if his intelligence is higher than his dexterity). This feat provides a maximum bonus of +4.

New feat: Buckler Defense - allows a light shield to be used with bombs.

New feat: Craft Rod of Focus - allows you to gain the enhance bonus of a light mace as a +AB bonus on bomb attacks.

New feat: Crossbow Bomber - you can use bombs while wielding a light crossbow without penalty. Your Xbow shots deal +1 acid and fire damage.

[/spoiler]

I knew I shouldn't have gone to the d20PFSRD to see the extra stuff for Alchemist...

[spoiler]

Boneshard Bomb* - The alchemist's bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. The Alchemist must possess the alchemical zombie discovery to learn this ability.

Chameleon - An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.

Directed Bomb - The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone.

Elemental Mutagen - The alchemist chooses an element (air, earth, fire, or water). Whenever the alchemist imbibes a mutagen or cognatagen, he gains resistance 5 to the associated energy type. This resistance increases by 5 for each of the following discoveries the alchemist possesses: grand cognatagen, grand mutagen, greater cognatagen, greater mutagen, true cognatagen, and true mutagen (maximum resistance of 20). An alchemist can select this discovery up to four times, but must choose a different element each time.

Grease Bomb* - When the alchemist creates a bomb, he can choose to have it create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb's splash radius in grease (as the grease spell) for 1 round per level. The DC of the Reflex save to avoid falling is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this discovery.

Madness Bomb* - The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). An alchemist must be at least 12th level before selecting this discovery.

Razor Bomb* - When the alchemist creates a bomb, he can choose to have it explode into shards of shrapnel that deal slashing damage.

Shrapnel Bomb* - When the alchemist creates a bomb, he can choose to have it explode into shards of shrapnel that deal piercing damage.

Possibly Holy Bombs but divine damage bombs doesn't seem a great idea.
[/spoiler]

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