Saturday, December 27, 2014

Singing Healer Type

x

This class has Constitution as it's primary attribute.

You may not take any other classes as an X (no multiclassing)

Class Features

HD: d8
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple and Bard.
Armor proficiency: Light Armor, Medium Armor, and Shields (except Tower).

Class Skills: Appraise, Craft Alchemy, Heal, Intimidate, Listen, Lore, Parry, Survival, Spot, Taunt, and Tumble.

Skill Points: 4 + Int modifier

Class Abilities

Level 1: Aria of Life (Regen), Dash
Level 2: Weakening Chord (Str Debuff)
Level 3: Insightful Strike
Level 4: Aria of Defense (Dodge AC)
Level 5: Combat Insight
Level 6: Bonus Feat
Level 7: Aria of Vigor (Temporary HP)
Level 8: Evasion
Level 9: Fast Movement
Level 10: Aria of Health (Bonus HP)
Level 11: Maladroit Chord (Dex Debuff)
Level 12: Bonus Feat
Level 13: Aria of Energy Protection (Energy Immunity)
Level 14: Deflect Arrows
Level 15:
Level 16: Aria of Physical Protection (Physical Immunity)
Level 17:
Level 18: Bonus Feat
Level 19: Aria of Speed (Haste)
Level 20: Dispiriting Chord (Int and Wis Debuff)
Level 21: Epic Precision
Level 22:
Level 23: Bonus Epic Feat
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27:
Level 28:
Level 29: Bonus Epic Feat
Level 30: Bonus Feat

Arias: All arias have a 1 minute duration (plus your Constitution modifier), a 4 minute cooldown, and will affect all allies (including yourself) within 80 feet. Only one aria can be active at a time and a newly activated aria cancels any previously running aria.

Aria of Life (Regen) - Regen equal to half your Constitution modifier every 6s.
Aria of Defense (Dodge AC) - Dodge AC bonus equal to your Constitution modifier
Aria of Vigor (Temporary HP) - Temporary HP bonus equal to the target's Constitution modifier times their Hit Dice.
Aria of Health (Bonus HP) - Bonus HP (and a minor heal to restore the targets to the new level) equal to half the targets Constitution modifier times their Hit Dice.
Aria of Energy Protection (Energy Immunity) - Percent immunity to the elements (Fire, Acid, Electricity, Cold) equal to your class level plus your Constitution modifier.
Aria of Physical Protection (Physical Immunity) - Percent immunity to physical damage (Slashing, Blunt, Piercing) equal to your class level plus your Constitution modifier.
Aria of Speed (Haste): As the Haste spell with a duration in rounds equal to your class level plus your Constitution modifier.

Chords: These debuffs have a DC of 10 + 1/2 your class level + your Constitution modifier. They debuff the indicated attribute by 2 plus half your Constitution modifier for a number of rounds equal to your Constitution modifier.

Champion

Class Features:

HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: All simple and martial weapons.
Armor proficiency: All armor and shields (except tower shields).
Skill points: 2 + Int modifier
Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, and Spellcraft.

Class Abilities:

Level 1: Smite Evil 1/day
Level 2: Divine Grace, Lay on Hands
Level 3: Aura of Courage, Divine Health, Mercy
Level 4: Channel Positive Energy, Smite Evil 2/day, Spellcasting
Level 5: Divine Bond
Level 6: Mercy
Level 7: Smite Evil 3/day
Level 8: Aura of Resolve
Level 9: Mercy
Level 10: Smite Evil 4/day
Level 11: Aura of Justice
Level 12: Mercy
Level 13: Smite Evil 5/day
Level 14:
Level 15: Mercy
Level 16: Smite Evil 6/day
Level 17: Aura of Righteousness
Level 18: Mercy
Level 19: Smite Evil 7/day
Level 20: Holy Champion

Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As an instant action, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls for 5 rounds.

At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to her paladin level. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a instant action (with a six second cooldown).

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack. Undead do not receive a saving throw against this damage.

Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Mercy: At 3rd level, and every three levels thereafter, a paladin can gains a mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin.

At 3rd level, the paladin gains Shaken (the target is no longer shaken).
At 6th level, the paladin gains Diseased (the target is no longer diseased).
At 9th level, the paladin gains Poisoned (the target is no longer poisoned).
At 12th level, the paladin gains Cursed (the target is no longer cursed).
At 15th level, the paladin gains Fatigued (the target is no longer fatigued).
At 18th level, the paladin gains Sickened (the target is no longer sickened).

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and also removes diseases, curses, the shaken effect and neutralizes poisons.

Channel Positive Energy: When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. At 4th level and higher, her caster level is equal to her paladin level – 3.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Divine Bond: Upon reaching 5th level, a paladin forms a divine bond with her god.

The bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: defending, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

The bonuses are given in the following order: +1 if the weapon is nonmagical, speed (if the paladin has at least a +3 bonus left), holy (if the paladin has at least a +2 bonus left), flaming burst (if the paladin has at least a +2 bonus left), flaming (if the paladin has a least a +1 bonus left and flaming burst was not chosen), keen,
disruption (if the paladin has at least a +2 bonus left), or defense.
If the weapon already has one of the properties, it will move to the next to determine what to add. Any remaining bonus will be added as an enhance bonus (if the weapon is less than a +5) up to +5 and then finally as a dodge AC bonus.

Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

Aura of Justice: At 11th level, a paladin can expend two uses of her smite evil ability to grant the smite evil bonuses to all allies within 10 feet, using her bonuses. The bonuses last for 5 rounds. Using this ability is a free action.

Aura of Righteousness: At 17th level, a paladin gains DR 5/- and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

Holy Champion: At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/-. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Energy Blade

Class Features

This base class has 30 levels.

HD: d10
BAB: Medium
High Saves: Ref, Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor and shields (except tower shields).

Class Skills: Concentration, Craft (All), Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble.

Skill Points: 4 + Int modifier

Class Abilities

Blade Mastery: An energy blade masters the use of a single rapier or a pair of short swords. This mastery improves as the character gains higher levels. At 1st level the energy blade gains Weapon Focus (Rapier) and Weapon Focus (Short Sword) as bonus feats. At 9th level the energy blade gains Greater Weapon Focus (Rapier) and Greater Weapon Focus (Short Sword).

In addition, at 4th level and every four levels thereafter, the energy blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). At 25th level it improves to +6 and at 30th level it improves to +7. When dual wielding this bonus is reduced by 1 (minimum +1 enhance bonus).

Energy Strike: At 3rd level, an energy blade empowers her weapon with pure energy which causes it to deal an additional 4 points of positive energy damage (2 points for each weapon if dual wielding). At 11th level this damage bonus increases to 5 points of positive energy damage (3 points main hand, 2 points off hand if dual wielding). At 19th level this damage bonus increases to 6 points of positive energy damage (3 points for each weapon if dual wielding). At 27th level this damage bonus increases to 7 points of positive energy damage (4 points main hand, 3 points off hand if dual wielding).

Energy Vigor: An energy blade gains a 33% move speed bonus at 6th level.

Energy Blade Enhancement (Su): At 6th level, an energy blade gains the ability to enhance her weapon. Any rapier or short sword she wields gains the Keen property. At 10th level she can choose from the four elements and infuse the weapon with +1d6 elemental damage (fire, cold, electrical, or acid). At 14th level she gains +1 Vampiric (main hand only). At 18th level she gains +2 Vampiric (main hand only). At 22nd level she gains massive criticals. At 30th level she gains Wounding Critical as a bonus feat.

Whirlwind Attack: At 9th level, an energy blade gains Whirlwind Attack as a bonus feat.

Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 23, 26, and 29.

Beguiler

Class Requirements:
Level 2 Sorcerer or Wizard.

Class Features

This base class has 28 levels.

HD: d6
BAB: Low
High Saves: Will
Weapon proficiency: Simple, Rogue.
Armor proficiency: Light Armor.

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

Skill Points: 6 + Int modifier

Class Abilities

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 beguiler'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 beguiler 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.

Spellcasting: At each level, a beguiler 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 beguiler (sorcerer or wizard).

Surprise Casting: Starting at 2nd level, you gain a +10 skill bonus to Bluff as well as Feint as a bonus feat. At 6th level you gain Feint Mastery as a bonus feat.

Cloaked Casting: Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain Spell Focus (Enchantment) and Spell Focus (Illusion) as bonus feats. At 8th level you gain Spell Penetration. At 14th level you gain Greater Spell Focus (Enchantment) and Greater Spell Focus (Illusion) as bonus feats. At 20th level you gained the Cloaked Casting ability which will negate any spell resistance the target has for 5 rounds (instant ability, 30 second cooldown).

Advanced Learning: At 3rd level, you gain Bonus Slot (Level 3) as a bonus feat. At 7th, you gain Bonus Slot (Level 4) as a bonus feat. At 11th, you gain Bonus Slot (Level 5) as a bonus feat. At 15th, you gain Bonus Slot (Level 6) as a bonus feat. At 19th, you gain Bonus Slot (Level 7) as a bonus feat. At 23rd, you gain Bonus Slot (Level 8) as a bonus feat.

Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.

Still Spell: At 10th level, you gain Still Spell as a bonus feat.

Bonus Epic Feats: The beguiler gains a bonus epic feat at levels 22, 25, 27, and 28.

Dark Champion

This was a pathfinder to NWN2 conversion I did a while back but never went any further with. It was based on the Antipaladin class:  http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/paladin.html which has these spells http://paizo.com/pathfinderRPG/prd/advanced/advancedSpellLists.html

I boiled it down to no spells and far fewer choices (as most of the choices/options suck).

Alignment: Chaotic Evil.

Class Features

HD: d10
BAB: High
High Saves: Fort, Will
Weapon proficiency: Simple and Martial.
Armor proficiency: All armor and shields (except tower shields).

Class Skills: Bluff, Craft Armor, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, Move Silently, Parry, Spellcraft, Taunt, and Tumble
Skill Points: 2 + Int modifier

Class Abilities

Level 1: Smite Good 1/day
Level 2: Dark Blessing, Touch of Corruption
Level 3: Aura of Cowardice, Plague Bringer, Cruelty
Level 4: Smite Good 2/day, Turn Undead
Level 5: Fiendish Boon
Level 6:
Level 7: Smite Good 3/day
Level 8: Aura of Despair, Unholy Resilience
Level 9:
Level 10: Smite Good 4/day, Minor Spellcasting 1/day
Level 11: Minor Spellcasting 2/day
Level 12: Invisibility 1/day
Level 13: Smite Good 5/day, Major Spellcasting 1/day
Level 14: Major Spellcasting 2/day
Level 15: Minor Spellcasting 3/day
Level 16: Smite Good 6/day, Invisibility 2/day
Level 17: Aura of Depravity
Level 18: Major Spellcasting 3/day
Level 19: Smite Good 7/day, Minor Spellcasting 4/day
Level 20: Unholy Champion, Invisibility 3/day, Major Spellcasting 4/day
Level 21:
Level 22: Smite Good 8/day
Level 23: Epic Bonus Feat
Level 24:
Level 25: Smite Good 9/day
Level 26: Epic Bonus Feat
Level 27:
Level 28: Smite Good 10/day
Level 29: Epic Bonus Feat
Level 30:

Touch of Corruption: Beginning at 2nd level, a dark champion surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to his dark champion level. As a touch attack, a dark champion can cause 1d6 points of damage for every two dark champion levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

Aura of Cowardice: At 3rd level, a dark champion radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects.

Plague Bringer: At 3rd level, the powers of darkness make a dark champion a beacon of corruption and disease. A dark champion becomes immune to diseases.

Cruelty:  At 3rd level, a dark champion's touch of corruption causes the target to suffer from fatigue (-2 Str, -2 Dex). At 9th level the dark champion curses his target instead (–4 penalty on attack rolls, saves, and skill checks).

Fiendish Boon (Sp): Upon reaching 5th level, a dark champion receives a boon from his dark patrons.

The bond allows the dark champion to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit 24 hours. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.

Unholy Resilience: At 8th level, a dark champion gains a +4 enhance bonus to Strength and Charisma.

Minor Spellcasting: At 10th level, the dark champion may use the greater magic weapon spell or the vampiric touch spell once per day. He gains an additional use at 11th, 15th, and 19th.

Invisibility: At 12th level, the dark champion may become invisible once per day. He gains another use at 16th and 20th.

Major Spellcasting: At 13th level, the dark champion may cast resounding blow or greater invisibility once per day (resounding blow adds 1d6 points of sonic damage to his weapon for 1 round per class level). He gains an additional use at 14th, 18th, and 20th.

Aura of Depravity: At 17th level, an dark champion gains DR 5/cold iron. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects.

Unholy Champion (Su): At 20th level, an dark champion becomes a conduit for the might of the dark powers. His DR increases to 10/cold iron. In addition, whenever he channels negative energy or uses touch of corruption to damage a creature, he deals the maximum possible amount.

Healing Rogue Type

(Healing Rogue Type)

x

This class has Charisma as it's primary attribute.
Required Alignment: Any non-evil.

You may not take Rogue, Dark Lantern, Assassin, Avenger, or Black Flame Zealot as a X.

Class Features

HD: d6
BAB: Low
High Saves: Ref, Will
Weapon proficiency: Simple and Spirit Shaman.
Armor proficiency: Light Armor and all Shields (except Tower).

Class Skills: Appraise, Bluff, Craft Alchemy, Disable Device, Heal, Hide, Listen, Lore, Move Silently, Open Lock, Search, Spellcraft, Spot, Tumble, and Use Magic Device

Skill Points: 6 + Int modifier

Class Abilities

Level 1: Trapfinding, Turn Undead, Healing Touch
Level 2: Hide in Plain Sight, Channel Energy
Level 3: Evasion, Healing Creed
Level 4: Bonus Feat
Level 5: Fast Healing I
Level 6: Sneak Attack 1d6
Level 7: Pilfer magic (1/day)
Level 8: Bonus Feat
Level 9: Divine Health
Level 10: Improved Evasion
Level 11: Pilfer magic (2/day)
Level 12: Bonus Feat
Level 13: Defensive Roll
Level 14: Sneak Attack 2d6
Level 15: Pilfer magic (3/day)
Level 16: Bonus Feat
Level 17: Fast Healing II
Level 18:
Level 19: Pilfer magic (4/day)
Level 20: Bonus Feat, Divine Grace
Level 21:
Level 22: Sneak Attack 3d6
Level 23: Bonus Epic Feat, Pilfer magic (5/day)
Level 24: Bonus Feat
Level 25:
Level 26: Bonus Epic Feat
Level 27: Pilfer magic (6/day)
Level 28: Bonus Feat
Level 29: Bonus Epic Feat
Level 30: Sneak Attack 4d6

Healing Creed: Due to a focus on protection and healing instead of combat, you gain twice the normal duration and benefit of Divine Shield if you do not have levels in any other class.

Healing Touch: An x with a Charisma score of 12 or higher can heal wounds her own or those of others) by touch. Each time she can heal a total number of hit points of damage equal to her x level times her Charisma bonus. For example, a 7th-level x with a 16 Charisma (+3 bonus) can heal 21 points of damage each time. Using Healing Touch requires a use of Turn Undead.

Channel Energy: A X 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 X 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 X's level + the X'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: 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.

Pilfer Magic as the Arcane Trickster (including the improvements).

New Feats:

Divine Alacrity: Grant those within 60' Haste for 2 minutes plus an additional round for each point of Charisma modifier. The duration is doubled for yourself. Using Divine Alacrity requires a use of Turn Undead.

Divine Stealth: Grant the X a bonus to Hide and Move Silently equal to the number of X levels you have for 10 minutes. Using Divine Stealth requires a use of Turn Undead.

 Healing Balm: All allies within a 3-foot radius gain regeneration equal to half your Charisma modifier for 3 minutes. Using Healing Balm requires a use of Turn Undead.