Avatar
BAB +.75 per level
Save Throw
Fort = Good + 1/2 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level
Hit Points 8 / 5 / 3
Base Starting Gold 140 gp
The Avatar is a devout student of Theology. The study of the divine Pantheon has widened their appreciation for the various aspects and spheres of influences of each divinity.
Alignment: Any {may affect availability of domains}
Weapon and Armor Proficiency
Proficient with Light armor (no shield)
Proficient with Club, Heavy Mace, Light Mace, Quarterstaff and Sling.
Class Skills: Appraise, Craft, Diplomacy, Heal, Knowledge (all), Linguistics, Profession, Sense Motive, and Spellcraft.
Skills per level 4+Int modifier
Spells per Day
Level | Orison | 1st | 2nd | 3rd | 4th |
---|
1 | 2 | 0+1 | - | - | - |
2 | 2 | 0+2 | - | - | - |
3 | 3 | 1+2 | 0+1 | - | - |
4 | 3 | 1+3 | 0+2 | - | - |
5 | 4 | 1+3 | 1+2 | 0+1 | - |
6 | 4 | 1+3 | 1+3 | 0+2 | - |
7 | 4 | 1+4 | 1+3 | 1+2 | 0+1 |
Versatile Channeler, at 3rd Level may Channel Positive and Negative Energy both at 2 levels lower effectiveness. {1 + Charisma Modifier/Day}
Domain Spheres 'Known' = 2 + Class Level + '
Ranks' of ks:Religion
Domain Spheres 'Active' = 2 + Number of 1st Level Domain spells per day (Domain spell selection limited to Active Domains)
Domains selected evenly from all divinities. (
You must have one domain from each divinity before you may select a second domain from the same divinity.)
Medium
BAB +.75
Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level
Hit Points 8 / 5 / 3
Base Starting Gold 70 gp
The Medium is an arcane caster that has made the study of the planes, and the outsiders that wander them their lifes work. This study has led the medium to forming a close bond with outsiders known as 'Spirits' which are capable of possessing the Medium's body, fusing their essence and sharing their abilities with the Medium.
Class skills ~ (As summoner)
Class Features
Weapon and Armor Proficiency ~ (As summoner)
Spells ~ (As summoner)
Cantrips ~ (As summoner)
Planar Knowledge ~ A medium may make unskilled check for ks: Planes and adds half his class level to the roll.
Spirit Possession
The Medium allows the essence of a powerful outsider, known as the Spirit, to possess their body, melding the two life forces together. The Spirit will appear as a physical manifestation, appearing around the medium as a translucent image. The shared body of the Medium while fused, perceives through the Spirits's senses, and speaks through the Spirit's voice.
While possessed, adds half the lower modifer bonus to the higher modifier bonus for Str and Dex, and add the Spirit's Physical (Temp Hit points) durability but always maintain his own mental scores (Int, Wis and Cha). The Medium gains the Spirits's Temporary Hit points. When these hit points reach 0 the Spirit is dispeled and sent back to it's home plane (per Eidolon rules).
The medium gains the Spirit's base attack, armor, natural armor bonus, and modifiers to ability score. The medium also gains access to any of the Spirit's special abilities and Evolutions. The medium is still limited to the Spirit's maximum number of natural attacks.
The medium possession by the Spirit is a standard action, and maintains the possession with the Spirit as a free action. The Medium may fuse with the Spirit for a number of rounds each day equal to 4 + his Charisma modifier. At each level after 1st, they gain 2 additional lrounds each day.
(
Based on the Bardic Performance ability for game balance)
Fused Link
When ever the Spirit's temporary hitpoints would be reduced to zero, the medium may, as a free action sacrafice his own hit points to prevent the Spirit from being banished and sent back to it's home plane.
Shielded Meld
At 4th level, whenever the medium is possessed by their Spirit, he gains +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
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Medium
Level | Spirit
HD (HP) | BAB | Fort and
Will save | Ref save | Armor Bonus | Str/Dex Bonus | Skills/Feats/Evolutions | Special Abilities |
1 | 1(+ 5) | +1 | +2 | +0 | +0 | +0 | 4 ~ 1 ~ 1 | Dark Vision
Prof. All Martial Weapons |
2 | 2(+10) | +2 | +3 | +0 | +2 | +1 | 8 ~ 1 ~ 2 | Evasion |
3 | 3(+14) | +3 | +3 | +1 | +2 | +1 | 12 ~ 2 ~ 3 |
4 | 3(+14) | +3 | +3 | +1 | +2 | +1 | 12 ~ 2 ~ 5 |
5 | 4(+18) | +4 | +4 | +1 | +4 | +2 | 16 ~ 2 ~ 6 |
6 | 5(+21) | +5 | +4 | +1 | +4 | +2 | 20 ~ 3 ~ 7 |
7 | 6(+24) | +6 | +5 | +2 | +6 | +3 | 24 ~ 3 ~ 8 |
A Neodolon is similiar to an Biped Eidolon, except as noted...
d8 instead of d10 for Hit Dice (5 hit points a level, plus Con bonus)
Base Attack ~ As Eidolon
Save throws as Biped Eidolon
No Skills or Feats
Armor as Eidolon
Str/Dex Bonus as Eidolon (each +1 = +2 to ability score bonus)
Evolution Poll as Eidolon
Max Attacks as Eidolon
Lowlight Vision, instead of Darkvision
Unarmed Attack (d3) or Weapon
Free Evolutions are limbs (arms), limbs (legs), Weapon Training (All Simple)
Ability Scores Bonus Str +6 (max 16)/ Dex +2 (max 12)/ Con +3 (max 13)
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The Neodolon counts as a Eidolon for the purposes of Feats.
The Medium may also select
Extra Possession, allowing the medium to be possesed for 6 additional rounds per day
Lingering Possession, the effects of the neodolon lingers for 2 rounds after you end the possession.
Mentalist (Sorcerer Archetype)
BAB +.5 per level
Save Throw
Fort = Poor + 1/3 per level
Ref. = Poor + 1/3 per level
Will = Good + 1/2 per level
Hit Points 6 / 4 / 2
Base Starting Gold 70 gp
Class Skill ~ Perception
Bonus Spells
Hypnotism (3rd), Detect Thoughts (5th), Suggestion (7th)
Bonus Feats
Combat Casting, Improved Counter Spell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus , Spell Focus, Still Spell
Extra Psionic Attack {Allows Psi attack to drain a mental ability}
Extra Psionic Pool {Increase Psionic Pool by 2}
Psionic Pool (Su): At 1st level, the Mentalist gains a reservoir of mental energy that he can draw upon to engage in Mental Combat. This Psionic pool has a number of points equal to their Half Mentalist level (minimum 1) + Cha. modifier. The Psionic pool refreshes once per day after a night of rest. Psionic Pool replaces Bloodline.
Mental Combat
Casting Time 1 standard action
Components None
Range close (25' +5'/2 levels)
Effect One of the target's mental abilities is inflicted with mental damage.
Duration instantaneous
Saving Throw Willpower for half damage; Spell Resistance no.
Base Damage per Psi point = 1/2 Mentalist Level (min. 1) + Mentalist Charisma Modifier.
Max. Psi point expended per attack = Charisma Modifier (min. 1)
Actual Damage = (Base Damage x Psi Points Expended) - Target mental modifier
(DC) of save throw = 10 + 1/2 Mentalist Level + Mentalist Charisma Modifier
Target is allowed a Will Power save throw to reduce the damage by 1/2.
ie. Maximum damage a 3rd Level Mentalist with a +3 Charisma modifier is attacking a Wizards Intelligence with +3 Int Modifier.
Base Damage = 1 + 3 per Psi point
Max Psi allowed for attack = 3
Actual Damage = (4 x 3) -3 = 9 points of Intelligence damage
Wizard is allowed a Will Power Save (DC 14) to reduce the damage by half to four damage.
After 24 hours, the Wizard is allowed another Will Power Save to remove the damage inflicted (If the roll is failed, the effects linger)
Psionic Combat
Int Modifer = Defense mod. {Dex equivelant}
Wis Modifier = Defense mod. {Dex equivelant}
Cha Modifier = Attack/Damage mod. {Str equivelant}
+ 1/2 Target HD/Level Defense mod.
+ 1 Attack mod. per Sorc Level.
This message was last edited by the GM at 19:17, Tue 13 Mar 2018.