Puppet Masters

The Dollmaker Base Attack Level Bonus 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Special Acquire Doll, Infusions Dismiss and Recall

1st 2nd 3rd 4th 2 3 1 2 3 3 3 3 3 3 1 2 2 3 3 3 1 2 2

Extend Control(+10 ft), 3 Upgrade Doll Acquire Doll, Puppet Transposition Puppeteer 3 3

Extend Control (+10 ft), 3 Upgrade Doll Quick Command (move) 3 Eyes of the Doll, Acquire Doll 3

Extend Control (+10 ft), 3 Upgrade Doll Living Doll 3

Infusions (Ex) A dollmaker can use infusions as an artificer (Eberron Campaign setting, pg 31). Acquire Doll (Ex) A dollmaker is able to craft and control dolls, simple constructs that can be controlled similar to marionette puppets. At first level, fourth level, eighth level, and twelfth level, a dollmaker can choose a doll from the list below, with it's HD equal to the dollmaker's level. For example, each doll a 6th level dollmaker possesses has 6 HD, regardless of what level they were obtained. The dollmaker can only have one doll under his control and activated at a time. If a doll would be destroyed, the dollmaker is stunned for 1d4 rounds and cannot use infusions for 1d4 hours. He can replace a destroyed doll by spending 100 gp and 1 hour of uninterrupted work per Hit Die of the doll. When active, the doll and dollmaker share actions. For example, to make a doll attack, the dollmaker must use his standard action for the round. Initiating control over a doll is a swift action that provokes attacks of opportunity. A dollmaker loses control of his doll if he moves more than 10 feet away from it. Further, medium or heavier armor interferes with the somantics required to control a doll. When wearing such armor, the dollmaker loses control of his doll. Controlling a doll takes two hands to do, meaning a dollmaker cannot hold items while controlling a doll. Dismiss and Recall (Ex) The dollmaker can dismiss his doll when the situation calls for it. At second level, the dollmaker can take a standard action to dismiss his doll. The doll shrinks to the size of a gold coin and flies toward the dollmaker, arriving in his hand at the end of the turn. The dollmaker can return the doll to it's full size as a standard action.

Dollmakers can only dismiss and recall their own dolls. This ability can be used even when the doll is outside of the dollmaker's range. Extend Control (Ex) The dollmaker learns to increase the range of his doll's movement. At 3rd level and every three levels thereafter, the doll's range of movement increases by 10 feet. Upgrade Doll (Ex) Through study and tinkering, a dollmaker can increase a doll's capabilities. At 3rd level and every three levels thereafter, a dollmaker can upgrade his doll using upgrades from the following list if he meets the prerequisites (if any). Puppet Transposition (Su) At 4th level, the dollmaker can use Benign Transposition between himself and a doll or between two dolls at will. Puppeteer (Su) A dollmaker can exert his control on more than his dolls. At 5th level, a dollmaker can use the Puppeteer ability to do one of two things. He may either spend a move action to move another creature within 30 feet up to 20 feet in any direction, or may spend an immediate action to stop a creature's movement. This abilitymay be used a number of times a day equal to his Intelligence modifier. Unwilling targets are allowed a Will saving throw (DC 10 + 1/2 dollmaker’s HD + Intelligence modifier)

Quick Control A dollmaker can increase the efficiency of his control. At 7th level, a dollmaker can use a move action to give a doll a standard action and a swift action to give a doll a move action. Eyes of the Doll The connection between man and doll improves. At 8th level, a dollmaker can receive sensory input (such as sight, sound, scent, etc) from his doll as if he were i the doll's space. A dollmaker can switch between his doll's senses and his own as a free action. Living Doll At 10th level, a dollmaker can choose to give one of his doll's sentience as the Awaken Construct spell cast by a 20th level caster. He need not pay the XP cost for this affect, but can no longer dismiss the awakened doll. In addition, the doll is now independent from the dollmaker and can no longer be controlled by him. It can still be upgraded.

Dolls Scout
Small Construct Hit Dice: 1d10+10 (15 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16 Base Attack/Grapple: +2/–1 Attack: Slam +3 melee (1d4+3) Full Attack: Slam +3 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Scurry traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Fast Movement A skitter adds +10 to its base land speed for every 3 HD it possesses. Scout Upgrades Sneak Attack Prerequisite: N/A Benefit: The doll can apply sneak attack damage as a rogue of a level equal to its HD. Death Attack Prerequisite: Sneak Attack Benefit: The doll can perform a death attack as an assassin (DMG) with a DC of 10 + 1/2 HD + the dollmaker's Intelligence modifier. Skirmish Prerequisite: N/A Benefit: The doll can apply skirmish damage as a scout with levels equal to its HD. Sticky Feet Prerequisite: Dollmaker level 5 Benefit: The doll gains a climb speed equal to its base land speed. Shovel Feet

Prerequisite: Dollmaker level 5 Benefit: The doll gains a burrow speed equal it 1/2 it's base land speed. Webbed Feet Prerequisite: Dollmaker level 5 Benefit: The doll gains a swim speed equal it's base land speed. Thief's Claw Prerequisite: N/A Benefit: When adjacent to an ally, that creature gains a bonus to Open Lock and Disable Device checks equal to 1/2 the doll's HD. Knock Hammer Prerequisite: Thief's Claw Benefit: The doll can use Knock as a spell-like ability 3/day.

Cannon
Small Construct Hit Dice: 1d10+10 (15 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 19 (+3 Dex, +5 natural, +1 size), touch 13, flatfooted 16 Base Attack/Grapple: +2/–1 Attack: Slam +0 melee (1d4+0) Full Attack: Slam +0 melee (1d4+0) Space/Reach: 5 ft./5 ft. Special Attacks: Eldritch Blast Special Qualities: -traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 10, Dex 17, Con —, Int —, Wis 11, Cha 10 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Eldritch Blast A cannon can fire an Eldritch Blast thet deals 1d6 points of damage for every 2 HD it possesses. Cannon Upgrades Lock On Prerequisite: N/A

Benefit: The doll can hone in on an opponent as a standard action, granting a bonus on it's next attack and damage roll equal to 1/2 it's HD. Spell Slinger Prerequisite: Dollmaker level 5 Benefit: The doll can cast Orb of Fire, using the dollmaker's level for caster level and Intelligence modifier. Material components need not be spent. Energy Substitution Prerequisite: Orb Launcher Benefit: A number of times a day equal to the dollmaker's Intelligence modifier, the doll can change the energy type of any ranged attack it uses. Sniper Shot Prerequisite: N/A Benefit: The doll gains a +1 bonus per 4 HD to attack rolls on creatures it is within 10 ft of. In addition, the range of its Eldritch Blast becomes 60 ft. Multishot Prerequisite: Sniper Shot, dollmaker level 10 Benefit: The doll gains an additional ranged attack per round equal to 1/4 its HD using it's highest attack bonus.

Melee
Medium Construct Hit Dice: 1d10+20 (15 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 16 (+0 Dex, +5 natural), touch 10, flatfooted 15 Base Attack/Grapple: +2/+5 Attack: Slam +5 melee (1d4+5) Full Attack: Slam +5 melee (1d4+5) Space/Reach: 5 ft./5 ft. Special Attacks: -Special Qualities: Combat Build traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 17, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Combat Build A crusher gains a bonus feat for every 2 HD it possesses.

Melee Upgrades Berserk Control Prerequisite: N/A Benefit: The doll can be controlled in a frenzic manner, granting the bonuses and penalties as a rage done by a barbarian of a level equal to the doll's HD. Martial Tactic Prerequiste: N/A Benefit: The doll gains the use of a martial strike from the Iron Heart school (Tome of Battle). The strike must be Cleric at the same time this upgrade is applied. Treat the doll's HD as levels for determining what stance it can choose. Special: This upgrade can be taken multiple times. Martial Build Prerequisite: Martial Tactic Benefit: The doll gains the use of an Iron Heart stance (Tome of Battle). The stance must be Cleric at the same time this upgrade is applied. Treat the doll's HD as levels for determining what stance it can choose. Special: This upgrade can be taken multiple times. Combat Tactics Prerequisite: Awakened Crusher Benefit: The doll gains a bonus tactical feat it meets the prerequisites for.

Defender
Medium Construct Hit Dice: 1d10+20 (25 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 18 (+2 Dex, +5 natural), touch 12, flatfooted 15 Base Attack/Grapple: +2/+4 Attack: Slam +3 melee (1d4+3) Full Attack: Slam +3 melee (1d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: -Special Qualities: Defensive Build traits, darkvision 60 ft., low-light vision Saves: Fort +0, Ref +2, Will +0 Abilities: Str 15, Dex 15, Con —, Int —, Wis 11, Cha 10 Skills: — Feats: — Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Defensive Build A defender grants a deflection bonus to AC to all adjacent allies equal to 1/2 its HD.

Defender upgrades Mechanized Cure Prerequisite: N/A Benefit: The doll can use Cure Light Wounds a number of times a day equal to the dollmaker's Intelligence modifier. Treat its HD as caster level. Halt Offender Prerequisite: N/A Benefit: The doll can prevent enemy movement. Whenever the doll makes a successful attack of opportunity, it can choose to halt the enemy instead of deal damage. If it does so, the enemy loses any remaining movement it has for the turn. Quell Anger Prerequisite: Halt Offender Benefit: The doll excudes a permanent aura of Calm Emotions that only affects the dollmaker's foes. The save DC is equal to 10 + 1/2 the doll's HD + the dollmaker's Intelligence modifier. Shield Other Perequisite: N/A Benefit: The doll can use Shield Other at will, using its HD for caster level. It need not supply the components.

Fighter
Level BAB Fort Ref Will Special Features Bonus Feat, Shifting Posture (-1), Exploit Weakness Glory of the Warlord (Flowing Motions), Forged in Adversity Bonus Feat, These are my Brothers and Sisters Shifting Posture (-2), A Battle Between Men (1) Combat Techniques Known 1

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4

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5

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Advancement, Lionhearted, Strike the 3 Weakest Link Bonus Feat, Fine Adjustment, Master of Teamwork 3

6

+6/+1 +5

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7 8 9 10

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+2 +2 +3 +3

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Glory of the Warlord (Move Action), A 4 Battle Between Men (2) Shifting Posture (-3), Riddle of Steel Bonus Feat, Advancement A Battle Between Men (3), Boundless Strength 4 5 5

+8/+3 +6 +9/+4 +6 +10/+5 +7

Combat Techniques (Ex): Stolen from Realms of Chaos. Sorry Realms of Chaos. You may select one Combat Technique and gain access to it at least mastery. Bonus Feat (Ex): Every fighter has different talents, which allow them to do magnificent things with their weapons, their armor, and themselves. At 1st level, 3rd level, and every 3 levels thereafter, a Fighter may select a single bonus feat that they qualify for that is part of the [Fighter Bonus Feat] or [Combat Form] feat categories. Shifting Posture (Ex): A true warrior must first master shifting between being on the defensive and the offensive.

At the beginning of each round, a Fighter may take a penalty on all attack rolls that round up to the listed amount; if they do so, for each -1 penalty they take, they may choose to either gain a +2 bonus on all damage they deal that round, or a +1 to their Armor class. These bonuses stack with themselves. Exploit Weakness (Ex): Any time that they could make an attack of opportunity, they may forgo that attack to instead gain a single Exploitation charge. Similarly, they may forgo the benefits they would normally gain from attacking a flat-footed creature (treating them as if they weren't flat-footed, and cannot take any actions to make them flat-footed) for an entire round to instead gain a single Exploitation charge. As long as the Fighter has a single Exploitation charge, they are treated as if they were in a state of Combat Focus for the purpose of any [Combat Form] feats that they have; they may expend an Exploitation charge to use any effects of a [Combat Form] feat that would otherwise require the user to leave a state of Combat Focus. In addition, a Fighter may, as a free action that they may make at any time, expend an Exploitation charge to either treat a single action that an enemy takes as if it provoked an attack of opportunity (regardless of what it is), or to treat a creature as flat-footed against an attack. A Fighter begins with the ability to hold only a single Exploitation charge at a time; however, each time they gain the Advancement class feature, they may hold an additional Exploitation charge at one time. In addition to these benefits, a Fighter may make a number of Attacks of Opportunity in one round equal to 1/2 their BAB (minimum 1). Glory of the Warlord (Ex): It would be... pathetic if a masterful warrior couldn't react with precision, grace, and brutality. A Fighter of at least 2nd level rolls initiative twice, and may act on both initiative counts; however, they do not gain additional actions, instead sharing their actions over those two initiative counts. If a Fighter readies an action, they do not have to declare what that action is until they either take that action or the end of their second initiative count, whichever comes first. At 7th level, a Fighter no longer shares their move action between their Initiative counts, instead being able to make a single move action at both of their initiative counts. This is in addition to their one standard action a round. During either initiative count, they may sacrifice a standard action and a move action to take a full-round action. At 10th level, a Fighter no longer shares their standard action between their initiative counts, instead being able to make a single standard action at both of their initiative counts, in addition to their move actions.

Forged in Adversity (Ex): Part of being a warrior is taking orders, and working together with your side of the battle; looking for glory for yourself alone just results in failure. A Fighter of at least 2nd level is treated as if they had 5 ranks in every skill for the purpose of Aid Another checks, and may take a penalty to their check result during an Aid Another check up to the penalty for Shifting Posture to increase the bonus given by Aid another by the penalty taken. In addition, the person whose check is being aided is treated as if they had (nonMasterwork) tools relevant to the skill they are using, even if they don't have them. These are my Brothers and Sisters (Ex): You have invested a lot of effort and love into your armor and weapons, so much so that you almost treat them as if they were family. At 3rd level, a Fighter selects two sets of weapons and a suit of armor. From this point onward, those weapons and that armor are treated as if they were masterwork whenever the Fighter either wields or wears them. At every level that they gain the Advancement feature, they increase the bonus granted by their weapons' and armor's masterwork status by 1. In addition, a Fighter may choose to change any reference to a specific type of weapon in the text of a feat or class feature (including in prerequisites) to instead refer to one of their sets of weapons; they can only alter a reference to a melee weapon to a set of melee weapons, and can only alter a reference to a ranged weapon to a set of ranged weapons. If any member of a weapon or armor set is sundered or otherwise destroyed or lost, the Fighter may choose to create a new weapon or armor set. This involves practicing for an hour to become acquainted with the new distributions of weight. Once this hour of practice is over, they transfer all benefits from this class feature and from Riddle of Steel to their new weapon set, and their old weapon set loses all benefits. This class feature is treated as Weapon Focus for the purpose of prerequisites; the Fighter must be proficient with all weapons, armors, and shields that they include in their weapon and armor sets. A Battle between Men (Ex): You are a warrior; through sheer willpower, you can level the battlefield between yourself and any enemy. At 4th level, any time that a Fighter makes an attack roll or an opposed check against a creature, they may negate any one of the following:   The benefits of a single size category difference between the Fighter and the creature. The penalty for one range increment.

 

Any miss chances that the creature might have. Any one immunity that the creature might have (counts as two things to negate.)

At 8th level, the fighter may negate one additional item of the above list. Advancement (Ex): At 5th level, all of your Basic Combat Techniques advance to Expert Techniques. At 9th level, all your combat techniques advance to Master Techniques.

Lionhearted (Ex): Running from a frightening beast might be what lesser men do, but you are trained to face your fears with your weapons in hand. At 5th level, a Fighter gains a +2 bonus to their attack rolls, and benefits from their Shifting Posture class feature as if they were taking the full penalty against the creature that subjected them to a Fear effect, instead of the normal penalties and other effects of that Fear effect. Strike the Weakest Link (Ex): A Fighter of at least 5th level may take Ambush feats as bonus feats, using their actual Sneak Attack dice plus the maximum penalty to attack rolls that they can take with their Shifting Posture class feature as the number of Sneak Attack dice they have for the purpose of prerequisites. In addition, they may choose to forgo the normal benefits for a -1 penalty from Shifting Posture to instead be treated as if they had reduced the number of Sneak Attack dice they roll for the purpose of any [Ambush] feats that they might have. Fine Adjustment (Ex): At 6th level, a Fighter may treat the beginning of each of their initiative counts as if they were the beginning of a new round for the purpose of their Shifting Posture class feature. In addition, they gain +1 AC and +2 damage whenever they take a -1 penalty to attack rolls, instead of having to choose. Master of Teamwork (Ex): A Fighter of at least 6th level is treated as if they had a number of ranks in all skills equal to their Fighter level+3 for the purpose of the prerequisites for Teamwork Benefits. In addition, they count as two people for the purposes of the bonuses derived from Teamwork Benefits. Riddle of Steel (Ex): The Weapon and Armor sets of a Fighter of at least 8th level gain DR 5/-. Boundless Strength (Ex): A Fighter of at least 10th level is immune to any effect that would inflict Ability Damage, Ability Drain, or that would inflict a penalty to any of their physical ability scores. In addition, they add their Strength bonus to all Aid Another checks and all checks involved in using a Teamwork Benefit.

Combat techniques Blind Fighting
You can fight equally well when blindfolded as when you are fully able to see. Basic: You do not take a speed penalty for being unable to see; in addition, you do not lose your Dexterity bonus to AC against an invisible attacker attacking you in melee, and they don't gain the normal +2 on attack rolls. In addition, whenever you miss a creature due to Miss Chance from concealment, you may reroll your check to see if you hit them. This counts as the Blind Fight feat for the purposes of prerequisites. Expert: You now retain your Dexterity bonus to AC and are immune to the +2 on attack rolls against a ranged attacker you can't see. In addition, you take no penalties on your own attack rolls for being unable to see. Master: You completely ignore 20% Miss Chance, and may treat a 50% Miss Chance as if it were a 20% Miss Chance. This only applies to Miss Chances from Concealment. In addition, due to sharpening of your senses, you are treated as if you had Scent, but only out to 10'.

Blitz: Whether slashing or shooting, stabbing or throwing, you are quite adept at fighting on the move. Basic: As a full round action, you can move up to your full speed and make a single attack at any point during your movement. This ability can be used while walking, swimming, flying, climbing, burrowing, or jumping. For the purpose of prerequisites, this combat technique counts as the Spring Attack feat. Expert: When Blitzing, you can make an additional attack at your full Base Attack bonus. Furthermore, any creature whom you successfully damage with a blitz can’t make an attack of opportunity against you for your movement this round. Each time beyond the first that you target a specific enemy with an attack while blitzing, the attack roll takes a cumulative 2 penalty. Master: When blitzing, you can make a full attack (in addition to the extra attack) in combination with moving up to your speed. Cripple: The wounds you inflict are deep and painful, taking a long time to heal on their own. Basic: Whenever you make an attack roll against a living foe, you can declare your desire to cripple your opponent with the attempt. If the attack is successful, it deals only half damage but that damage is hard to recover. Damage dealt in this way can’t be healed through fast healing, regeneration (though regeneration can still make it nonlethal), or through any other means apart from natural healing. Forms of physical damage that don’t require attack rolls, such as rend or constrict, can also be made to cripple opponents. Expert: Whenever you attempt to cripple a foe, you may take a -5 penalty to your attack roll to ensure great pain in your target. If you take this penalty and your attack succeeds, that opponent takes a stacking -1 penalty to Attack rolls, AC, Fortitude saves, and Reflex Saves. These penalties last for 1 hour (even if the wounds are somehow healed beforehand). Forms of physical damage that don’t require attack rolls can’t benefit from this ability. Master: Whenever you successfully cripple a foe twice or more in a single round, that

opponent must make a Fortitude save (DC 10 + BAB) or become staggered and have its speed halved for 1 round. This effect does not stack with itself. Dazzling Blade
You know how to knock your enemies off guard with light to their eyes. Basic: When attacking a creature with a bladed weapon in an area of light brighter than Shadowy Illumination, you may expend an attack of opportunity to make all adjacent enemies dazzled for 1 round. Expert: Whenever you dazzle an already dazzled creature, that creature must make a will save against a DC of 10+your BAB, or have it treat you as if you had Concealment for 1 round; in addition, for the purposes of this Combat Technique, creatures with Light Sensitivity are treated as if they are always Dazed. Master: As long as you have dazzled them through the use of this Combat Technique, you may ignore any immunity to critical hits that a creature with daylight powerlessness or Sunlight Vulnerability might have.

Demolitions Expert
You can slice through stone like a knife through butter. Basic: You no longer provoke an attack of opportunity while sundering; in addition, you may spend any number of attacks of opportunity as part of a sunder check to gain a bonus to your check and to ignore hardness equal to the number of attacks of opportunity that you spend. This counts as Improved Sunder for the purpose of prerequisites. Expert: You are now capable of sundering worn armor and of using the sunder action against inanimate objects. If you are sundering an inanimate object, they are treated as if they automatically failed the sunder check; this only deals enough damage to damage or destroy a 10-foot cube of matter. Master: You may now ignore any immunity to critical hits that a construct may have; instead of a critical confirmation roll, you instead make a sunder check, using the construct's armor class as their opposed check. In addition, you may forgo the bonus on sunder checks that you gain through this combat techniques to gain a bonus to the damage you dealt to that object equal to twice the bonus.

Dirty Fighting: Beyond simply causing damage, you know how to mess up an opponent with your attacks. Basic: In place of or in combination with normal attacks, you can make a special attack that disrupts a target in other ways. While such an attack deals normal damage, it also inflicts one of the following conditions upon the target for 1d4+1 rounds if it succeeds by at least 5 points. This condition can be negated with a successful Fortitude save (DC 10 + your BAB). For each attack you make using Dirty Fighting, you must spend a single attack of opportunity. The conditions that you can inflict are: Blinded, Deafened, Entangled, Fatigued, and Sickened. Expert: When using Dirty Fighting, you can increase the DC of the Fortitude save by +1 for every -2 penalty you willingly take to your attack roll (you may not lower your attack bonus below +0 in this way). Whenever you score a critical hit while using Dirty Fighting, the DC increases by +2 and the condition lasts until the end of the encounter if the target fails its saving throw. Master: By spending two attacks of opportunity per such attack, you may use one of the following conditions if the attack succeeds by at least 10 points: Exhausted, Immobilized, Nauseated, or Stunned. If the attack succeeds by fewer than 10 but more than 5 points, you may still select one of the lesser conditions to apply.

Dodge: While others weigh themselves down with encumbering armor, you prefer to simply dodge attacks. Basic: Whenever you are attacked, you may use an attack of opportunity for the round (if you have any remaining) to move 5 feet. Doing so doesn’t let you avoid an attack altogether (even if you move beyond its reach or out of its path) but grants you a dodge bonus to your AC equal to your Dexterity modifier or +2 against the attack, whichever is higher. This movement does not provoke attacks of opportunity from the attacker and prevents the attacker from initiating a grapple if you move beyond the attacker’s reach. This combat technique can’t be used while wearing armor, carrying more than a light load, or while flat-footed or helpless. this ability counts as the dodge feat for the purpose of meeting prerequisites. Expert: The Dodge bonus you are granted increases by +1 and when you move using this ability, you do not provoke attacks of opportunity from others. Furthermore, you may spend an extra attack of opportunity when you dodge (if you can) to gain a 20% miss chance against the attack. Master: The Dodge bonus you are granted increases by +1 and the distance that you can travel with each use of this ability increases to 10 feet. When you would end up in an area effect, you may spend two attacks of opportunity (if you can) to use this ability as though you were attacked so long as you use the movement to leave the area’s range, gaining a 20% chance of ignoring it. Engage: You can keep enemies busy dealing with you. If they ignore your threat, they will live to regret it. Basic: As a swift action, you can spend any number of attacks of opportunity and choose an equal number of creatures within your reach (whether or not you threaten that area). Until the start of your next round, you are engaged with those creatures. Whenever a creature that you are engaged with attacks a target other than yourself, you may make an attack of opportunity against them. Expert: Foes that you have engaged with gain no benefit from flanking you and can’t use the aid-another tactic on one-another. As a full-round action, you can make a single attack against each creature that you are engaged with. If making these attacks with ranged weaponry, you don’t provoke attacks of opportunity from those creatures. This combat technique now counts as whirlwind attack for the purposes of meeting prerequisites. Master: Whenever a foe you are engaged with attempts to move beyond your reach, you may spend an attack of opportunity to force them to make a Will save (DC 10 + your BAB). If the Will save fails, that foe can’t move beyond your reach. This does not prevent involuntary movement or teleportation effects.

Guerilla Warfare: You have mastered the art of striking at others and vanishing back into your environment.

Basic: At the end of any action in which you have attacked, if you possess cover or concealment, you can make a hide check with a -10 penalty. If you do so, you cannot make or spend attacks of opportunity for 1 round. Expert: When using Guerilla Warfare, you may move up to 5 feet before making your hide check as a free action so long as this movement ends with you possessing cover or concealment. The hide check you make only suffers a -5 penalty. Master: If you succeed on your hide check against a foe you have damaged within the same round while using Guerilla Warfare, that foe is treated as flat-footed by all other attackers for 1 round and that target takes a -5 penalty to all opposed spot checks made against others during this time.

Improved Feint
Your opponent won't know what hit them. At all. Basic: You may feint a creature as a swift action; in addition, you may spend any number of attacks of opportunity to grant yourself a bonus to the check made as part of a feint equal to the number of attacks of opportunity spent. This counts as the Improved Feint feat for the purpose of prerequisites. Expert: You now no longer take any penalty for feinting non-humanoids, and only take a -4 to your check against a creature of animal intelligence. In addition, you may spend an attack of opportunity to feint with a -8 penalty against a mindless creature. Master: You now no longer take any penalty for feinting a creature of animal intelligence, and only a -4 penalty against mindless creatures; in addition, any creature that you are feinting may only add one half of their BAB to their Sense Motive check. You may spend an attack of opportunity to cause a creature that is being feinted to become flat-footed rather than just losing their Dexterity bonus to AC.

Inspire Fear: You intimidate those around you in combat, breaking their will to continue the fight. Basic: Whenever you hit a creature with an attack during your action, you may immediately end your action and submit the target of your attack to a Will save (DC 10 + your BAB). Alternately, you may spend a full-round action to select a creature up to 100 feet away. If that creature can see and hear you, it makes a Will save against the same DC. Either way, creatures who fail their will save are shaken for 1d4+1 rounds and those who succeed can’t be affected by this ability when used by you for 24 hours. This is a mind-affecting fear effect. Expert: Whenever you Inspire Fear upon scoring a critical hit, the target of your attack takes a -5 penalty to its Will save. Whenever you spend a full-round action to Inspire Fear, you may select a number of targets up to your Base Attack Bonus. Lastly, any creature who fails on its saving throw by 5 or more points is frightened instead of shaken. Master: You Inspire Fear upon making an attack that knocks a creature to 0 or fewer hit points, forcing all creatures within your reach (or within 10 feet if using a ranged weapon) to make Will saves against fear. When you spend a full-round action to Inspire Fear, there is

no maximum range for your targets so long as they can see and hear you. Lastly, any creature who fails on its saving throw by 10 or more points is panicked instead of frightened. Outmaneuver When properly mounted, you and your mount can control the way in which others move. Basic: While mounted on a trained creature with a speed faster than your own, you can spend a move action to attempt to outmaneuver enemies for 1 round. Your mount gains a +10 foot bonus to its speed for 1 round and you can command it to make a bull rush or overrun attempt during this time as a free action (to you). Lastly, any square that your mount passes through within the next round is treated as difficult terrain until the start of your next action. Expert: While Outmaneuvering others on a mount, you may utilize combat techniques that would move you (such as dodge) and move your mount along with you. Furthermore, overrun attempts that your mount makes can’t be avoided and neither bull rush nor overrun attempts that your mount makes provoke attacks of opportunity. Lastly, both you and your mount gain a +1 dodge bonus to AC. Master: While Outmaneuvering others on a mount, any square that your mount passes through within the next round can’t be passed through by others unless they make a successful reflex save (DC 10 + your BAB). Also, your mount receives an additional +10 foot bonus to its speed. Parry: Whether through timing or brute force, you have a gift for deflecting one attack with another. Basic: Whenever a melee attack is made against you, you may spend an attack of opportunity to make an opposed attack roll against the one made against you. For every size category smaller than the attacker that you are, you take a -4 penalty to this attack roll. If your attack roll is successful, the attack misses you. You cannot parry while flatfooted or helpless. You only parry physical attacks in this way (not rays). Expert: By taking a -5 penalty to your attack roll, you can either parry a ranged weapon or parry an attack using a ranged weapon (you may do both by taking a -10 penalty to the roll). Master: By taking a -5 penalty to your attack roll, you can parry a magical or supernatural ray aimed at you (this stacks with the -5 penalty for parrying a ranged attack). Passionate Blow
You can put your all into an attack, allowing you to fully deliver your argument. Basic: Any time you charge, you may spend any number of attacks of opportunity to add to the amount of damage dealt by the first attack at the end of the charge; this damage is not multiplied by any effects other than a critical hit. In addition, you may designate a creature as your foe as a free action; if you do so, you deal 3 damage for every two attacks of opportunity you spend. You may only have one designated foe at a time, and may not change it until you have been out of combat with that creature for one round, or that creature dies, whichever comes first.

Expert: You may, as a standard action, make a single attack that is treated as if it were a charge (with all benefits and penalties thereof); this may be a ranged attack. However, any effect that would cause you to be able to make additional attacks on a charge does not work with this ability, and your attack provokes an attack of opportunity. This ability counts as if it were Smite Evil for the purpose of prerequisites; if the creature that you attack is your designated foe, you add one-half the number of Attacks of Opportunity to your attack roll. Master: Whenever you threaten a critical when you charge (or make an attack against your designated foe), you automatically confirm the critical. In addition, making a charge attack as a Standard action is treated as if you were making a Smite Evil attempt for the purpose of any class feature or effect that modifies your Smite Evil (for effects that increase in strength based off of your Paladin level, use the number of Attacks of Opportunity you spent instead). In addition, the damage bonus you gain from spending Attacks of Opportunity increases by 1 per two Attacks of Opportunity you spend (increasing the benefit to +2 damage per Attack of Opportunity spent).

Penetrating Shot: Using the full power of your weapon, you can make a shot that keeps travelling after hitting its target. Basic: As a full-round action, you may make a single ranged attack. In a way, this attack is treated as a line effect out to the outermost reach of your weapon. You make your attack roll against the nearest enemy falling on this line. If the attack hits, the same attack roll result -2 is used as another attack against the next enemy to fall on this line. A natural 20 only guarantees that the first attack hits and additional penalties may be applied depending on range increments and other normal factors. No more than two targets can be hit at a time with this ability. Expert: When you loose a Penetrating Shot, you target all enemies along the line within the first two range increments of your weapon. For each successful attack made in this way, the attack roll result takes another -2 penalty against the next target. A single missed attack roll stops the attack from travelling further down the line. If there are two or fewer targets within the first two range increments of your weapon, this ability instead functions as normal with least mastery. Master: When you loose a Penetrating Shot, you treat all attack rolls made with the shot as touch attacks. Furthermore, for every point by which you exceed a target’s AC with this shot, you ignore one point of any damage reduction that they may have. Lastly, you can be a bit more precise and discerning with your Penetrating Shots. The initial target of the shot need not be the closest enemy to you on the line and though later targets must be further down the line, you can ―skip‖ attacking any number of foes. Pursue: You can prepare yourself to follow after opponents as soon as they flee, never letting them escape. Basic: As a move action, you may prepare to pursue any creature in your threatened area. If that creature moves out of your threatened area within the next round, you can instantly move up to your speed if doing so would keep the creature in your threatened area. You may pursue a creature who endures involuntary movement such as a bull rush and even after teleportation (though you do not teleport yourself). You may only ready a pursuit against one creature at a time.

Expert: When you prepare to pursue a creature, you need not spend further move actions in future rounds to continue pursuing the creature. Your pursuit ends if you decide not to pursue a target when it moves, if you are unable to pursue a target when it moves, or when you start pursuing another target. If either you or the target are killed or knocked unconscious, the pursuit similarly ends. Master: While prepared to pursue a creature, that creature provokes attacks of opportunity from you for using the Tumble skill, for withdrawing, and for taking 5-foot steps. Other forms of movement that wouldn’t normally provoke attacks of opportunity function normally against you. Your speed increases by +10 feet for the purpose of pursuing targets. Rally: With the right words, you can rally your allies and bring out new strength within them. Basic: As a full-round action, you can attempt to rally your allies, rousing them to action and greatness. Allies within 30 feet gain immunity to the Shaken condition, can’t be demoralized though the Intimidate skill, and gain a +1 bonus to one saving throw of your choice for as long as you continue rallying the forces. Though starting a rally requires a fullround action, only a move action is required to continue it each round unless you want to change what saving throw is Cleric. Expert: Your attempts to Rally affect all allies within 100 feet of yourself. So long as you continue rallying, allies can continue fighting at negative hit points as though they possessed the diehard feat. The bonus granted by this ability increase by +1. Master: So long as you continue Rallying, your allies gain a +3 bonus to either attack rolls, damage rolls, or to AC (your choice). It requires a full-round action to change which bonus is affected in this way, at which time you can also change which saving throw receives a bonus. The bonus granted to saving throws increases by +1. Recuperate: Given a moment to catch your breath, you can prepare yourself to enter the fray once more. Basic: If at half of your total hit points or less, you can spend a standard action to heal hit points equal to your Base Attack Bonus. Expert: If you recuperate and haven’t been harmed within the last round, you instead heal hit points equal to twice your Base Attack Bonus. Master: Whenever you recuperate, you gain temporary hit points equal to your Base Attack Bonus (or twice as many if you haven’t been harmed within the last round) that last for 1 hour. Relentless Attacker
Your are a fierce onslaught, a storm before which there is no calm. Basic: Once per round, after you miss an attack, you may make your next attack Relentless; if you do so, add +1 to your attack and damage to all of your attack rolls until the beginning of the your next action, and the Relentless attack ignores the first 20% Miss Chance that the creature has.

Expert: You may make a Relentless attack if you hit with an attack but fail to deal damage. In addition, you may spend a number of Attacks of Opportunity equal to the number of attacks you have either missed with or failed to deal damage with in the last round; if you do so, increase the bonus to attack and damage rolls by that amount for the remainder of the round. Master: You may make up to two Relentless attacks in one round; the bonuses stack, and you may make these attacks against different creatures. Any Relentless attack you make ignores any miss chance that a creature might have.

Roundhouse Blow
You follow through with your attacks, to a devastating degree. Basic: Whenever you attack an enemy and successfully reduce their hit points to below 0, you may spend an attack of opportunity to attack any other enemy that you threaten, using the same attack bonus as the attack that triggered this combat technique. This combat technique counts as Cleave for the purpose of prerequisites. Expert: Instead of making an additional attack with this Combat Technique, you may instead make a bullrush or trip attempt against the enemy that triggered this Combat Technique that is retroactively part of the original attack; you do not move into the creature's square if you choose to bull-rush them. You still must spend an attack of opportunity to use this combat technique if you use this option, however. Master: You may now trigger this Combat Technique whenever you deal damage to a creature equal to twice their HD +25; in addition, you may choose to use two different options from this Combat Technique whenever you trigger this Combat Technique, such as bull-rushing the first creature and then attacking a second creature, or both tripping and bull-rushing a creature.

Shrug it Off: Through sheer grit and willpower, you can force yourself to power through most forms of ailment. Basic: Whenever you would be afflicted with one of the following conditions, you can instantly negate that condition. In exchange, you lose your next action and move up one place in initiative on future rounds (if already first in initiative, you instead move to last in initiative and may thus act again in the round). The conditions you can negate in this way are entangled, dazed, fascinated, fatigued, shaken, and sickened. Once you have used this ability, you can’t do so again until you have missed your next action. Expert: The following conditions can be negated through this ability: ability damage, confusion, exhausted, frightened, immobilized, nauseated, poisoned, and stunned. Master: The following conditions can be negated through this ability: ability drain, blinded, charm effects, deafened, diseased, feebleminded. Sic: With a single word and gesture, you can sic your ally on those who stand in your way. Basic: As a standard action, you can have an adjacent wild ally who can hear and see you make a natural attack of your choice against a target of your choice within its reach. A wild ally is defined as any friendly or helpful animal or magical beast (including most mounts). You can’t, however, sic wild allies with CR greater than your BAB on anyone. Expert: For 1 round after siccing a wild ally on a target, you may spend two attacks of opportunity to force the wild ally to make an attack of opportunity in your place (if the target is within its reach) in addition to its normal attack of opportunity (if any ). You can’t force a wild ally to exceed its own limit of attacks of opportunity per round in this way.

Furthermore, you can sic up to two wild allies on enemies (they need not have the same target) as a standard action Master: You can command a wild ally to sic a creature from any distance, so long as they can see and hear you. As a move action, you can grant a move action to a wild ally who can hear and see you (though you can’t direct where it goes). Lastly, you gain cover so long as you remain adjacent to a wild ally that you have sicced on another within the last round. Spell Disruption: With the proper threatening gesture or distracting movement you can stop spellcasters in their tracks. Basic: Whenever a spellcaster within your reach (or within 10 feet if using a ranged weapon) starts casting a spell or spell-like ability, you may spend an attack of opportunity to roll damage against the spellcaster as though you had hit them with an attack of opportunity (even if they successfully cast defensively). Though the spellcaster’s hit points aren’t lowered, they must make a Concentration check to focus on their spell as though they had taken the damage. This ―damage‖ does not stack with damage from an attack of opportunity you may make (though such an attack may force an additional Concentration check). Expert: Whenever you hit a spellcaster with an attack, you may spend two attacks of opportunity. If you do so, the next spell or spell-like ability that the target attempts to cast within the next round is subjected to your Spell Disruption at no further cost to you as pain from the attack distracts them. This occurs regardless of distance between you and the caster at the time of casting and regardless of whether you are aware of the casting. Roll the same damage for Spell Disruption as was rolled for the attack that hit. Multiple uses of this ability on a single caster don’t stack. Master: Whenever you use Spell Disruption on a spellcaster, it’s effects extend to all spells and spell-like abilities that spellcaster attempts to cast until the end of its next action, forcing it to make a new Concentration check against the same DC each time it attempts to cast a spell. If you use Spell Disruption again on the same caster during this time, use only the highest of all Concentration DCs achieved in this way. Take Aim: With a bit of time and patience, you can prepare a highly accurate strike against an opponent. Basic: At the beginning of your action, you may select a creature with which you possess a line of sight and spend any number of attacks of opportunity. If you don’t take any aggressive actions until the start of your next action, your next ranged attack roll against that target before the end of your next action gains a bonus of equal size. If you lose line of sight with your target at any point before making the attack, this bonus is lost. Multiple bonuses gained in this way do not stack. Expert: If the target of an aimed attack is flat-footed or otherwise doesn’t receive its

Dexterity bonus to its AC (whether or not it has one), you receive a bonus to your damage roll equal to your attack roll bonus from aiming. Furthermore, if the target would leave your line of sight for any reason, you may make an attack of opportunity against them (if you have any remaining), though this attack gains no bonus from having aimed. Master: After making an aimed attack against an opponent, you may instantly spend any number of attacks of opportunity to aim another attack against the same target (even though you have taken an aggressive action this round). Furthermore, losing line of sight with your target doesn’t cause you to lose the benefits of aiming so long as you regain line of sight before the start of your next round. Team Up: Working together with another, the two of you can fight together as a single unit. Basic: As a full-round action, you can grant any ally that can hear and see you a move action and can team up with them if they are willing. If the ally doesn’t already possess this combat technique, they must temporarily replace one of their techniques with this one (at the same degree) to accept the Team Up until the end of the encounter, until either you of dissolve the team up as a move action, or until you Team Up with another ally. If the ally doesn’t have any combat techniques, they are granted this one at least mastery. You gain a +5 bonus to Aid Another checks made to help your partner in a Team Up and may make such a check as a swift action. Expert: If you are Teamed Up and your partner would take hit point damage from any source while within your reach, you may spend two attacks of opportunity (if able) to take half of all damage that your partner would take. You gain a +1 bonus to AC and Saving Throws while adjacent to your partner. Master: Whenever you Team Up, you may select one combat technique of your partner and replace one of your other techniques with it for the duration of the Team Up, gained at a degree equal to that of the replaced technique or that of the technique being copied, whichever is less.

Tunnel Fighting
You are good at fighting in a cramped place Basic: You suffer no penalties to your AC or attack rolls for trying to squeeze into or through a tight space. Expert: You may move at your full speed while squeezing; in addition, a creature trying to squeeze into or through a tight space provokes an attack of opportunity from you. Master: If both you and another creature within 30' of you are squeezing through a space, you may act like you are flanking that creature for all intents and purposes.

Wield Oversized Weapon
You are probably compensating for... stuff. Basic: You are treated as if you were one size larger for the purposes of which weapons you are able to wield. Expert: Any weapon that's at least one size larger than you may be wielded as a Reach weapon, at your option; if that weapon already was a reach weapon, your reach is increased by 5'. This level of Mastery is applied twice to any weapon two sizes larger than you.

Master: Your penalty for wielding a weapon up to two sizes larger than you is reduced by 2; in addition, you may treat a Two-Handed Weapon as if it were a One-Handed Weapon whenever it would be advantageous, such as when determining whether you can dual-wield weapons or when determining whether or not you can actually wield the weapon in the first place (note that a Two-Handed weapon two sizes larger than you would still be TwoHanded, since a One-Handed weapon one size larger than you counts as a Two-Handed weapon.)

Promethean
Level BAB Fort Ref Will 1 2 3 4 5 6 7 8 9 10 +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Features Spells 2 3 4 Bonus feat 2nd Circle Spells 5 6 7 8 Bonus feat 3rd Circle Spells 9 10 11

+2 Hermetic Circle, 1st Circle Spells +3 +3 +4 +4 +5 +5 +6 +6 +7 Reshape Item

Hermetic Circle: A Hermetic Circle is a special drawing that allows an Promethean to invoke the power needed to perform his spells. Treat this as a Material Component that the Promethean is required to have to utilize any of his spells. Most Hermetic Circles can be drawn as a Move-Equivalent action, once per round (see Spell Schools, below), either with an item such as brush and ink, carved into an object, or even drawn into soft material. Drawing a Hermetic Circle provokes an Attack of Opportunity. Hermetic Circles last only 8 hours, or until they are used in which case they lose their ability to conduct magical energy. If you create a Hermetic Circle and utilize a Transmutation at the same time, you may do it as a Full-Round action that provokes only one Attack of Opportunity. Transmutation (Sp): Promethean's do not prepare nor cast 'spells', however the do harness the power of magic in their own unique way. These abilities known as 'Transmutations' are not spells of the School of the same name in any way. Instead they are a compilation of scientific equation and pure magical energies. An Promethean can utilize any of his

Transmutations at will, as long as he has access to his Hermetic Circle (see above).
The Promethean's Transmutations are instead spell-like abilities, and require a Standard

action to use. They also provoke an AoO as usual with spell-like abilities. As with spells a

Transmutation can be disrupted or interrupted, and a Promethean is allowed a
Concentration check in order to activate a spell if hit by an attack whilst doing so. Also, as usual with spells, they can be activated defensively, as not to provoke an Attack of Opportunity in the first place.

Side Note: Except for above Transmutations work as a Warlock's Invocations, as covered on page 7 of Complete Arcane. Second Column, Paragraphs 1 - 4. Reshape Item (Su): At 2nd level the Promethean gains knowledge of transmutation. When you first gain this ability, it works as a Wood Shape spells, except it confers its effects onto Wood, Metal, and Stone, utilizing 3/4 your Promethean Class level as your Caster Level. At 9th level ability begins to work as the spell Fabricate instead, utilizing your Promethean level as your Caster level. You may use this ability at will. Bonus Feat: A Promethean may select any Alchemic or Item Creation feat as a Bonus Feat.

Spell Schools Quiescence 1st Circle Earthen Grasp Fist of Stone Hail of Stone Cause Light Damage Sandblast Repair Light Damage

2nd Circle Bands of Steel Cause Moderate Damage

Rain of Needles Repair Moderate Damage Shatter* Soften Earth and Stone Stony Grasp

3rd Circle Earthbolt Inflict Serious Damage Repair Serious Damage Rusting Grasp* Spike Stones Transmute Rock to Mud Transmute Mud to Rock

Bands of Steel: Utilizing Adamantine in this Transmutation increases the DCs of required Strength checks by 5. Whilst using Mithril increases the DCs of all Escape Artist checks by 5. Earthen Grasp: When utilizing mud in this Transmutation the arm gains DR 5/bludgeoning.

Incitation 1st Circle Animate Fire Burning Hands Chill Touch Melt Obscuring Mist Produce Flame Shocking Grasp

2nd Circle Arc of Lightning Binding Winds Flaming Sphere Pyrotechnics Wind Wall

3rd Circle Fireball Ice Storm Lightning Bolt Shout Wall of Fire Wall of Ice Thaumaturgy 1st Circle Animate Wood Barkskin Cure Minor Wounds Endure Elements Entangle Inflict Minor Wounds*

2nd Circle Bear's Endurance** Brambles Bull's Strength** Cat's Grace** Cure Light Wounds Delay Poison*

Inflict Light Wounds* Plant Growth Water Breathing**

3rd Circle Blight* Burning Blood Cure Moderate Wounds Inflict Moderate Wounds* Poison* Remove Disease* Remove Paralysis** Wall of Thorns Burning Blood: An Alchemist can use up either a Flask of Acid or Alchemist's Fire when invoking this Transmutation. Each increases it own type of damage dealt to 1d10 instead of 1d8. If both are used the Transmutation does both 2d6 Fire and 2d6 Acid damage per

round. Cure Spells: With Cure spells you must supply an amount of organic components equal to 1 lb./Spell Level. However if you supplement this for 1 point of Con damage to yourself per Spell Level, you cure an extra 1d8 damage per Spell Level.

Extra Transmutation [Alchemic] You learn and additional Transmutation. Prerequisites: Ability to use Advanced Transmutations. Benefit: You instantly learn any Transmutation of one grade lesser than the highest grade you know already. Special: You can gain this feat multiple times, each time choosing a new Transmutation to learn.

Specialized Alchemist [Alchemic] Your Transmutations are harder to resist.

Prerequisites: Ability to use Simple Transmutations. Benefit: You choose one type of Transmutation (Mineral, Energy, or Organic), for the purposes of those Transmutations your caster level is 1 higher than normal and the DC is increased by 1. Special: You may gain this feat 3 times, each time choosing a different form of Transmutation. Overchannel Transmutation [Alchemic] By putting your own life into your Transmutation you grant them great power. Prerequisites: Toughness, Ability to use Advanced Transmutations. Benefit: You may increase the effective Caster Level and save DC of your Transmutations however at cost to you life. You may take an amount of Temporary Constitution Damage, in order to boost these Transmutations on a 1 for 1 basis. This ability is used in conjunction with a Transmutation and you retain your Con score if the Transmutation to be affected is interrupted. You cannot increase the Effective Caster Level of your Transmutations by more than 1/3 your Alchemist level. Craft Alchemic Array [Item Creation] Allows you to craft special Alchemic Arrays. Prerequisites: Ability to use Simple Transmutations. Benefit: An Alchemic Array is a special type of Alchemical Circle, each crafted to support one type of Transmutation. From now one whenever the Alchemist goes to utilize that

Transmutation he no longer is required to create an Alchemical Circle in order to utilize it
to it's full effects. These Alchemic Arrays take up one space on the body as a Magic Item would (page 288 of the Dungeon Master's Guide). The costs for Crafting an Alchemic Array are listed on the table below.

[b]Type Cost[/b] Simple 250 gp + 25 XP Advanced 550 gp + 50 XP Adept 1200 gp + 125 XP

Create Soul Bind [Item Creation] Allows you to craft special seals that bind the souls of the living to the material realm. Prerequisites: Craft Alchemic Array Benefit: With this feat you are able to bind a Soul to an object by creating a Blood Seal, a special alchemic array drawn out of your own blood. A Blood Seal must be created within 1 hour per Creature's Hit Die, otherwise the soul is lost and cannot be bound. An unwilling Soul can make a Will Save (DC 10 + 1/2 Class Level + Cha mod) in order to refuse the binding. A creature who is effectively bound gains the Bound Soul Construct template above. Binding a soul costs 20 XP per Hit Die of that Creature. Improved Array [Item Creation] Increases the number of Transmutations an Alchemic Array affects. Prerequisites: Ability to use Adept Transmutations; Craft Alchemic Array Benefit: Utilizing incredible knowledge in Alchemy the creator of an Alchemic Array may introduce extra Transmutation into a single Array. By increasing the costs of creating an Alchemic Array by adding in 1.5 times the original cost for the second Transmutation, the second Transmutation can be affected by a single Array. Special: This feat can be taken multiple times, each time increasing the cost by + (1.5 x Cost of the extra Transmutation). Supplemental Array [Item Creation] The Alchemical Array now induces the required spell components ahead of time. Prerequisites: Ability to use Adept Transmutations; Craft Alchemic Array Benefit: By doubling the Cost of an Array, it can be infused with the ability to supply enough material in order to produce the effect of any Transmutation without supplying the material yourself. Special: For every Transmutation on the Alchemic Array beyond the first, the cost of this Array is increased by x1.5.

Cleric
Level BAB Fort Ref Will 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +1 +2 +2 +3 +3 +3 +4 +4 +5 Divine Saving Lesser Divine Punishment Divine Health, Healing Surge Domain Power Divine Punishment Divine Senses Voice of the Divine Curse/Uncurse 1/day Domain Power Special Divine Interference, Divine Protection

Divine Interference (Su) The powers and abilities of a Cleric come from a Divine source, and as such they are limited both by his patron deity's attention and his limit to how much he can interfere without other gods asking too many questions, this limit is represented by "Interference Pool", the Cleric has a maximum amount of Interference Points a day equal to his Charisma modifier, plus one for even forth Cleric level he has, this points are replenished at the beginning of each day, by whatever time seems right to the deity (same time every day, usually it is symbolic, for example a Cleric of Pelor is likely to replenish his points at dawn.) If a Cleric does not revive proper rest he cannot endure that much divine attention, and only half his maximum amount of points can be replenished (and added to whatever he has left from the last day.) Because of the divine nature of the powers of the Cleric, his supernatural abilities granted by this class are not suspended by mortal magic such as an anti-magic filed (it does however if a deity created them directly), as long the Cleric has Interference Point left this extend to supernatural abilities granted from other sources other than this class as well. Divine Protection (Su) The patron deity of the Cleric protects him from harm, granting him a deflection bonus to AC equal to half his remaining Interference Points, as a free action a Cleric may spend a single Interference Point to gain twice his Interference Points as a deflection bonus to AC for one round instead. Divine Saving (Su) The patron deity of a second level Cleric offers even more protection, giving his Cleric a divine bonus to his saving throws equal to his remaining Interference Points, as a free action he may also spend one to gain double his remaining Interference Points as a divine bonus to saving throws for one round instead.

Divine Punishment (Su) The will of the deity guides the attacks of his third level Cleric, he gains a bonus to attack rolls equal to half his remaining Interference Points. (rounded down) A sixth level Cleric is more potent in delivering Divine Punishment giving him the option to spend one Interference Point as a standard action to make an attack and gain a bonus to the attack and damage roll equal to his remaining Interference Points. Divine Health (Ex) A third level Cleric is immune to all diseases, including supernatural and magical diseases. Healing Surge (Su) The gods are not found of their tools being wounded, and as such they accelerate their healing. By spending a single Interference Point a Cleric can heal up to three times his remaining Interference Points in hit points, in addition he has Fast Healing equal to a quarter of his remaining Interference Points. Domain Power (Su) At fifth and 10th level the Cleric gains one of the following powers, to select a power he must have that power to be of a domain of his patron deity, and he cannot select any alignment power if he has the opposite alignment. The powers may be selected multiple times; ones with daily uses grant additional uses, while others have another bonus for additional investment as listed.

Air: A Cleric infused with Air energy gains the ability to fly at a speed of 20 ft. and poor maneuverability. For each further choice of the Air domain your fly speed is increased by 10 ft. and maneuverability by one step. Animal: A Cleric infused with Animal domain gains an animal companion as a Druid of half your Cleric level, rounded down. at the second time you choose this domain it is as a Druid 3/4 your Cleric level, rounded down and at the third it is as a Druid of your Cleric level. Chaos: Once a day a Cleric infused with Chaos energy may use Confusion as a spell-like ability, CL equal to his Cleric level, DC equal to 10+remaining interference points. Death: A Cleric infused with the Death power may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

Destruction: Once per day, a Cleric with the Destruction power may cast Shatter as a spell like ability as a swift action, CL equal to his Cleric level DC equal to 10+remaining Interference Points. Earth: A Cleric with the power of earth may use Spike Stones once per day as a spell like ability, caster level equal to Cleric level, and DC equal to 10+remaining Interference Points. Evil: A Cleric with the power of evil may use Unholy Blight once per day as a spell like ability, caster level equal to Cleric level, and DC equal to 10+remaining Interference Points Fire: A Cleric with the power of fire can breath fire much like a dragon, shooting forward a 30 ft. cone of flames dealing 2d6 fire damage, with a reflex save for half damage at a dc equal to 10+remaining Interference Points, this ability can be used every 1d4+1 rounds. Each additional time you choose this domain the cone is 10 ft. further and deals 1d6 more damage. Good: A Cleric with the power of good may use Holy Smite once per day as a spell like ability, caster level equal to Cleric level, and DC equal to 10+remaining Interference Points Healing: Your Healing Surge ability heals 1d6 more hit points in every use for every time you took this domain power. Knowledge: Add all knowledge skills to you class skills list, you gain a bonus on all knowledge skills equal to one-half (rounded down) of your remaining Interference Points. taking it the second time increases it to 3/4 (rounded down) and a third to your entire remaining Interference Points. Luck: A Cleric infused by luck gain the power of good fortune, which is usable once per day. This extraordinary ability allows him to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. Magic: A Cleric with the magic power can use Detect Magic at will, if taken a second time he is under the permanent effect of Arcane Sight, a third time will grant permanent Greater Arcane Sight. Plant: A Cleric infused with the powers of the Plant domain may use Command Plants once per day as a spell like ability, caster level equal to Cleric level, and DC equal to 10+remaining Interference Points. Protection: A Cleric with the Protection domain may, once per day, put up a defensive shield that provides complete protection against one attack (spells that deal damage, even if area-of-effect, counts) around himself or another, the shield prevents any damage. You must decide to use this ability before damage is rolled. Strength: Once a day a Cleric infused with Strength energy may use Righteous Might as a

spell-like ability, CL equal to half his Cleric level. To determine the type of DR give DR/evil for good patron diety, DR/good for evil patron diety and choose one on selection of the domain power for neutral ones. Law: Once a day a Cleric infused with Law energy may use Hold Monster as a spell-like ability, CL equal to his Cleric level, DC equal to 10+remaining interference points. Sun: A Cleric of the Sun may turn undead as a good Cleric half his level (rounded down), at the second time you choose this domain it is as a Cleric 3/4 your Cleric level, rounded down and at the third it is as a Cleric of your Cleric level. Travel: A Cleric infused with the powers of the travel domain may use Dimension Door once per day as a spell like ability, caster level equal to Cleric level, and DC equal to 10+remaining Interference Points Trickery: Once a day a Cleric infused with Trickery energy may use Greater Invisibility as a spell-like ability, CL equal to his Cleric level, DC equal to 10+remaining interference points. War: Once a day a Cleric infused with War energy may use Divine Power as a spell-like ability, CL equal to his Cleric level, DC equal to 10+remaining interference points. Water: Once a day a Cleric infused with Water energy may use Control Water as a spell-like ability, CL equal to his Cleric level, DC equal to 10+remaining interference points.

Divine Sense (Su) A seventh level Cleric is granted by his patron deity with great senses to allow him to better spot and avoid any danger, he gains half his remaining Interference Points (rounded down) as a divine bonus to both spot and listed, and by spending a Interference Point he may instead get his entire remaining Interference Points as a bonus instead. Voice of the Divine (Su) An eight level Cleric learns to speak in the name of his god, he chooses either Bluff, Diplomacy, Intimidate or Taunt and gains a divine bonus to them equal to half his remaining Interference Points (rounded down), At levels fourteen and twenty he may select yet another skill. Furthermore, a the Cleric may cast Charm Monster as a spell-like ability at the cost of a single interference point, with a DC equal to 10+remaining interference points and CL equal to his Cleric level. At level fourteen this improves to Suggestion, and at twenty to Dominate Monster. Curse/Uncurse (Sp) A ninth level Cleric is capable to channel his patron deity;s will to either Bestrew Curse on

people (as the spell) or Remove Curse (also as the spell.), he main do so once per day at ninth level, twice a day at level thirteen, and tree times a day at level at level seventeen.

Feats Bonus Domain Requirements: Domain Power, as the Chosen's class feature. Benefit: You gain an additional domain power. This bonus domain power cannot increase a single domain power over the third time.

Totem Cultist
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th BAB +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Host Ability Inner Beast, Separate Minds Willing Submission Protective Transformation Augmentation Overflow Beast BAB +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 Beast Ability Augmented Physics, Nether Strikes Nether Health Nether Power Nether Body Nether Aura Nether Power Nether Body

Inner Beast The definition of a Beast Cultist is a man who hosts a Beast God who's power he can tap. the host may, at will, as a free action tap to that power and hold onto it until the link is broken, becoming a hybrid between himself and the beast, gaining its abilities (except where noted he does not, or gains hybrid ability instead) In order to brake the link in hybrid mode he must spend a move action to concentrate on mentally severing the link, this will provoke attack of opportunity, and he must make a Concentration check if he takes damage with a DC equal to damage taken or he fails to severe the link. However, each round that the host is connected in this way to the beast he must make a will save, with the DC equal to the number of rounds this link is sustained, plus the number of links before it this day, plus the beast's charisma modifier (normally greater then the host's by 1 or 2, see separate minds and will of the Beast God.) or loose control, making the beast take full control (with the full extend of it's power) Once the beast takes control it will keep it until the host will succeed on his Will save, at that point the link will be instantly severed, restoring the host to his normal form. each round the beast remains in control the link is considered to have lasted one round less (minimum 0 rounds, for a DC of number of links+ charisma modifier) While the beast is in control it will act with full violence and openly attempt to slay anyone it can find (prioritizing life threats first, control threats later, and everyone else last) it will not use any tools, manufactured weapons or magic other then its own, but will use natural weapons even if they came from another source (racial, other class etc...)

The beast however have a strong sense of preservation and will retreat from combat if necessary, or even relinquish control if it believes it will save the life of the host to do so. The appearance of the beast is that of an aura engulfing the host, but it differs from one to another. it can be like energy surrounding him, or an actual body partially covering the host, the hybrid version always look more "normal", while the true beast form is further away from host form. The number of links is reduced by 1 for each hour of rest, or completely reset after an 8 hour rest regardless of how many are left. Separate Minds (Ex) The host and the beast are two independent minds, and as such what affects one does not necessarily effects another. As such, any type of ability damage or drain to wisdom, intelligence or charisma effects only the currently active form, and any mind-effecting spell or ability work similarly (so charming one has no effect on the other .) While on hybrid form it is considered that the host's mind is the active one, and therefor he takes the damage, drain or enchantment. Also, the beast's force of personality is always slightly stronger then the host's, and as such it has a Charisma score greater by 2. Augmented Physics (Ex) The body of the Beast God is far more powerful then a mortal of the same body, choose either Strength, Constitution on Dexterity, the beast has a +6 augmention bonus to that ability and +4 to the other two. The bonus for the hybrid form is half that of the beast itself. Nether Strikes (Ex) The Beast God's body is slightly different then its host, and has more violent outlook and physiology. While in beast form, two of the host's appendages (arms or otherwise) become either sharpened or overly muscular giving him either Claw attack or Slam attacks (it is possible to gain one of each) dealing 1d6 damage of the appropriate types. If that appendage already provides a natural attack instead improve its damage dice by one step, as if the creature is one size bigger. Whether creating new natural attacks or increasing existing ones, these attacks gain a bonus to damage based on Charisma, in addition to that of Strength (but not on attack rolls.) Willing Submission (Ex) Beast Cultists are quick to learn the advantages of the beast in combat over them, and know when they need that extra power that the hybrid form cannot supply.

Starting at second level, a Beast Cultist may jump right into the beast form in the same manner he assume hybrid form. if you use this method to the DC is considered as if a link lasting 5 rounds has occurred prior to that. (or an additional 5 rounds if you already spent some time in hybrid form) Nether Health (Ex) Starting at third level, the Beast God can use its own separate source of life except that of the host, this grants it a "storage" of hit points equal to Beast Cultist level × the beast's Charisma modifier. These hit points however are not actual part of the host, only the beast's and as such is only damaged while in beast form. the storage is the first source of hit point to be lost if the beast takes damage or healed if he receives healing, also it heals naturally in a rate of 1 for round, even while the beast is inactive. (so if a beast has a storage of 12, and took 15 damage, the entire storage will deplete and the "normal" hit points will take 3 damage, who will not be healed.) In addition, the Beast God's mind become strong, it gains a +4 bonus to saves against any nauseous effect, fear effect of compulsion effect. The hybrid form does not gain this ability. Nether Power (Su) At 4th level, and every four levels afterword choose one of the following powers, the save DC of those power (when appropriate) is 15+Charisma modifier for the beast form, and 10+Charisma modifier for the hybrid form. Draining Strikes the natural attacks of the Beast God (gained/improved from Nether Stirkes or Nether Body) heal the Beast God for half the damage dealt, rounded down, when they deal lethal damage to living creatures. Nether Blast By releasing a burst of force you create a line attack out to 60 ft. dealing 1d6 damage per point of charisma modifier to all within, reflex save for half damage. Nether Step As a move action you may dematerialize and momentarily later re-materialize in another point within 5 ft. per point of charisma modifier, without actually going throw the space in between. Fade to Nether As a move action you may turn invisible for a number of rounds equal to your Charisma Modifier. if you attack, cast a spell or use a spell like ability or activated supernatural ability other then the ones granted by Nether Power that deal no damage the invisibility will brake. Breath of ShadowYou breath out an unnatural darkness, covering the area around yourself in an effect equal to that of a Darkness spell, radiating 20 ft. to every direction, the darkness lasts for a number of rounds equal to your charisma modifier, and will remain in place even if you move.

Dispel Magic as the spell, except it can only be used as targeted dispel and it's range is touch, use your charisma modifier for your caster level. Knock as the spell, except it's range is touch. Aura Burst requires Nether Aura, as a full round action you may focus yourself into powering the aura, doubling it's range. Nether Leak A haze of pure nether leaks from your body, covering you in a thin protective layer. Any weapon that touches it takes 1d6 points of magic damage from it, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt Reflex save to avoid taking this damage. A creature who strikes you with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save. Time Distort allows you to use Haste or Slow as spell-like abilities, except their range is touch, use your charisma modifier instead for your caster level. Nether Body (Ex) At fifth level, and every five levels afterward the body of the Beast God further mutates to fit it's true form, gaining additional power. choose one of the mutations below, the hybrid form does not gain these mutations unless otherwise noted: Stinger Tail Contradicts with Muscular Tail. Gives the beast a stinger tail that can be used as a natural attack dealing 1d6 piercing damage with a 19-20/x3 critical. add your Charisma modifier to damage. Poison Sting Requires Stinger Tail. Gives the hybrid form the ability to use the Stinger Tail, also while in beast form the sting also deal 1d3 damage to either strength, dexterity of constitution at random, with no save. Muscular Tail Contradicts with Stinger Tail. Gives the beast a muscular tail that can be used as a Tail Slam natural attack dealing 2d6 bludgeoning damage with a 20/x2 critical. add your Charisma modifier to damage. Sweeping Tail Requires Muscular Tail. Gives the hybrid form the ability to use the Muscular Tail, also while in beast form the beast may make a tail sweep attack instead, using the same damage. Natural Defenses The beast becomes harder to hit, growing some sort of exoskeleton, or maybe simply having it's skin really hard. The beast a bonus to natural armor equal to it's charisma modifier, the hybrid form gains a bonus equal to half the host's charisma modifier. Empowered Senses The beast's senses sharpen granting it a bonus to spot, listen, search and sense motive checks equal to it's charisma modifier, the hybrid form gains a bonus

equal to half the host's charisma modifier. Nether Senses Requires Empowered Senses. The beast gains senses other then what mortals have, allowing it to see the world around it as it really is, giving it true sight to 60 ft. the hybrid form has true sight to 10 ft. Regenerative Body Grants the beast Fast Healing equal to his charisma modifier, the hybrid form gains Fast Healing equal to half the host's charisma modifier. Great Beast The body of the beast is large, but larger the the host containing it. while in beast form you are one size category larger. Massive Beast The body of the beast is unrealistically large compared to that of the host, while in hybrid form you are one size category larger, and while in beast form you are two size categories larger. Sprout Wings A pair of wings sprout from the back of the beast, giving it a fly speed of 5 ft. per point of charisma modifier with average maneuverability. Nether Wing Requires Sprout Wings. The wings of the beast grow larger and stronger, increasing it's speed to 10 ft. per point of charisma modifier, with good maneuverability. the hybrid from can fly at a speed of 5 ft. per point of charisma modifier with average maneuverability Protective Transformation (Ex) By the time the Beast Cultist has reached to sixth level the bond between him and his beast has grown to such extend that the beast attempt to defend it while necessary by taking over, and using it's greater power. If the host falls victim to a mind-effecting spell or ability that causes him to act in a way that directly or indirectly endangers his life the beast reacts as if a link was made (with save DC increasing every round, but it does not count against the number of links made that day) In addition, if the host falls below -10 hit point, or hit by a death effect he is instead stable at -10 hit points, and the beast immediately takes over, transforming into full beast form, and sustaining the lives of both host and beast using it's Nether Health, in this state the host cannot take back over, at least not until healed to have an amount of hit points allowing him to live. Knowing just how vulnerable it is in this state the beast is likely to avoid combat, maybe even surrender or ask for healing from any who might be interested at saving the host. Nether Aura (Su) Starting at seventh level the beast begins radiate its essence and power in the form of the following auras to 5 ft. per point of charisma modifier. the save DC to resist the aura (if

any) is 15+the beast's charisma modifier Aura of Fear: At the beginning of each turn of every being inside the aura it must make a will save or be shaken this round. if already shaken it become frightened instead. Nauseous Aura: At the beginning of each turn of every being inside the aura it must make a fortitude save or be nauseated this round. Aura of Confusion: At the beginning of each turn of every being inside the aura it must make a will save or be confused this round. Aura of Fatigue: At the beginning of each turn of every being inside the aura it must make a fortitude save or be fatigued this round. Augmentation Overflow The body of the 9th level Beast Cultist become stronger due to his beast, yet a little less normal, gaining some of the power of the beast itself. he gains a permanent +2 increase to the ability chosen for Augmented Physics, in addition he gains the benefits of Nether Strikes even at his host form, despite it not being visually obvious.

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