Post on 19-Jul-2016
description
The Book! of NINE Cheese~! some new classes for Paizo Publishing’s Pathfinder Roleplaying Game
I. Foreword Why the hell am I writing this?
II. The Classes
A. The Blue Mage learns spells by getting hit and surviving them
B. The Dark Knight armored warriors bound by darkness
C. The Gambler not particularly skilled, but damn lucky!
D. The Gunner replacement gunslinger
E. The Karateka replacement monk
F. The Medic A trained surgeon skilled at the healing arts
G. The Medium summons elementals, hopes they don’t go kill him
H. The Sentinel armored goddamn hulk
I. The Thaumaturgist replacement arcanist
III. New Feats
IV. Ludography
V. The Open Gaming License
Foreword
(the foreword goes here)
The Classes
(general overview of the classes goes here)
The Blue Mage
Why spend decades poring over some collection of dusty old tomes and scrolls, or prostrating yourself before some uncaring deaf
god, or even hoping somewhere up in your family tree a dragon impregnated a virginal princess, all so you can learn a few rote
spells? You prefer a quicker study, consequences be damned! And what better study than to don your trusty domino mask and go
take on a few monsters? Arcane power shall be yours, guaranteed! (Your survival bears no such guarantee.)
Role: (words about the blue mage’s role) Alignment: Any chaotic
Hit Die: d8
Class Skills
(the blue mage’s class skills) Perception (Wis), Spellcraft (Int)
Skill Ranks Per Level: 4 + Int modifier
Table 11: The Blue Mage
Level BAB Fortitude Reflex Will Special 1st 2nd 3rd 4th 5th 6th
1 +0 +2 +0 +2 Blue Magic, Cantrips 1
2 +1 +3 +0 +3 2
3 +2 +3 +1 +3 3
4 +3 +4 +1 +4 3 1
5 +3 +4 +1 +4 4 2
6 +4 +5 +2 +5 4 3
7 +5 +5 +2 +5 4 3 1
8 +6/+1 +6 +2 +6 4 4 2
9 +6/+1 +6 +3 +6 5 4 3
10 +7/+2 +7 +3 +7 5 4 3 1
11 +8/+3 +7 +3 +7 5 4 4 2
12 +9/+4 +8 +4 +8 5 5 4 3
13 +9/+4 +8 +4 +8 5 5 4 3 1
14 +10/+5 +9 +4 +9 5 5 4 4 2
15 +11/+6/+1 +9 +5 +9 5 5 5 4 3
16 +12/+7/+2 +10 +5 +10 5 5 5 4 3 1
17 +12/+7/+2 +10 +5 +10 5 5 5 4 4 2
18 +13/+8/+3 +11 +6 +11 5 5 5 5 4 3
19 +14/+9/+4 +11 +6 +11 5 5 5 5 5 4
20 +15/+10/+5 +12 +6 +12 5 5 5 5 5 5
Weapons and Armor Proficiency: The blue mage is proficient with all simple and martial weapons. A blue mage is also proficient with all light armor and shields (but not tower shields.) He can cast blue magic while wearing light armor without incurring the normal
arcane spell failure chance. Like any other arcane spellcaster, a blue mage wearing medium or heavy armor incurs a chance of
arcane spell failure if the spell in question has a somatic component. A multiclass blue mage still incurs the normal spell failure
chance for arcane spells received from other classes.
Spells: A blue mage casts arcane spells drawn from the blue mage spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, the blue mage must have a Charisma score equal to 10 + the spell’s level. The difficulty class
for a saving throw against a blue mage’s spell is 10 + the spell level + the blue mage’s Charisma modifier.
A blue mage can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 11.
In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core
Rulebook).
A blue mage's selection of spells is extremely limited. A blue mage begins play knowing four 0level spells and two 1stlevel spells of
the blue mage's choice. (Unlike spells per day, the number of spells a blue mage knows is not affected by her Charisma score. The
numbers on Table 12 are fixed.)
Blue Magic (Sp): A blue mage’s selection of spells is extremely limited. Unlike other spellcasting classes, the blue mage does not start with any spells known.
Table 12: Maximum Blue Mage Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 4
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 5 4 2
11 6 6 5 4 3
12 6 6 5 4 4
13 6 6 5 5 4 2
14 6 6 6 5 4 3
15 6 6 6 5 4 4
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3
18 6 6 6 6 5 4 4
19 6 6 6 6 5 5 4
20 6 6 6 6 6 5 5
The Dark Knight At times, they have you confused with that other fellow. Anyway, your attacks are tempered not by a higher authority, but by far darker
powers. Your suffering is your strength, and your strength will see you through the many battles to come.
Role: (words about the dark knight’s role) Alignment: Any. After all, “dark” is not necessarily “evil.” Hit Die: d10
Class Skills
(the dark knight’s class skills)
Skill Ranks Per Level: 4 + Int modifier
Table 2: The Dark Knight
Level BAB Fortitude Reflex Will Special
1 +1 +2 +0 +2 Suffering is Strength, Dark Blade, Last Resort 1/day
2 +2 +3 +0 +3
3 +3 +3 +1 +3
4 +4 +4 +1 +4 Last Resort 2/day
5 +5 +4 +1 +4
6 +6/+1 +5 +2 +5
7 +7/+2 +5 +2 +5 Last Resort 3/day
8 +8/+3 +6 +2 +6
9 +9/+4 +6 +3 +6
10 +10/+5 +7 +3 +7 Last Resort 4/day
11 +11/+6/+1 +7 +3 +7 Greater Last Resort
12 +12/+7/+2 +8 +4 +8
13 +13/+8/+3 +8 +4 +8 Last Resort 5/day
14 +14/+9/+4 +9 +4 +9
15 +15/+10/+5 +9 +5 +9
16 +16/+11/+6/+1 +10 +5 +10 Last Resort 6/day
17 +17/+12/+7/+2 +10 +5 +10
18 +18/+13/+8/+3 +11 +6 +11
19 +19/+14/+9/+4 +11 +6 +11 Last Resort 7/day
20 +20/+15/+10/+5 +12 +6 +12 Blaze of Glory
Suffering is Strength: Any bleed damage or maximum hit point damage taken to fuel the dark knight’s powers cannot be healed with the Heal skill, potions, or magic. Only time may heal these wounds.
Dark Blade (Su): At 1st level, a dark knight is granted the ability to imbue his blade with the power of death. He takes 1d6 bleed for three rounds; for each round the dark knight takes this bleed damage, he does an additional +1d6 negative energy damage on a
successful attack. Starting this ability is a standard action that does not provoke opportunity attacks.
Last Resort (Su): Once per day, when the dark knight is reduced to one quarter or less of his maximum hit point total, he may choose to call on the powers of darkness for one final rally (or to go down in a blaze of glory.) He gains a +4 profane bonus to
Strength, a +2 profane bonus to Fortitude saves, and temporary hit points equal to twice his dark knight level. This last resort lasts for
five rounds or until the dark knight recovers enough hit points to bring him over one quarter his maximum hit point total. The dark
knight may prematurely end this last resort. Every three levels after 1st level (4th, 7th, and so on) he may use this ability one more
time per day (but only once per encounter.) This is an immediate action.
Greater Last Resort (Su): At 11th level, when the dark knight enters his last resort, the profane bonus to Strength increases to +6, the profane bonus to Fortitude saves increases to +3, and the temporary hit point bonus increases to thrice his dark knight level.
Blaze of Glory (Su): At 20th level, when the dark knight enters his last resort, the profane bonus to Strength increases to +8, the profane bonus to Fortitude saves increases to +4, and the temporary hit point bonus increases to four times his dark knight level.
The Gambler (words about the gambler goes here)
Role: (words about the gambler’s role) Alignment: Any
Hit Die: d8
Class Skills
(the gambler’s class skills)
Skill Ranks Per Level: 4 + Int modifier Table 3: The Gambler
Level BAB Good Save
Poor Saves Special
1 +0 +2 +0 Luck, Lucky Save
2 +1 +3 +0
3 +2 +3 +1
4 +3 +4 +1
5 +3 +4 +1
6 +4 +5 +2
7 +5 +5 +2
8 +6/+1 +6 +2
9 +6/+1 +6 +3
10 +7/+2 +7 +3
11 +8/+3 +7 +3
12 +9/+4 +8 +4
13 +9/1+4 +8 +4
14 +10/+5 +9 +4
15 +11/+6/+1 +9 +5
16 +12/+7/+2 +10 +5
17 +12/+7/+2 +10 +5
18 +13/+8/+3 +11 +6
19 +14/+9/+4 +11 +6
20 +15/+10/+5 +12 +6
Luck (Ex): Some people seem to have all the luck in the world, and the gambler happens to be one of those people. At 1st level, the gambler gains a pool of luck points equal to his Charisma modifier + half his level (minimum 1.) He may spend a luck point as an
immediate action to reroll any attack roll, saving throw, skill check, or ability check. The new result is final.
At the start of each day, the gambler regains luck points equal to his Charisma modifier (minimum 1.) Besides resting, a gambler can
regain luck in the following ways:
Critical Hit: The gambler regains 1 luck point whenever he confirms a critical hit on an opponent (without spending luck to
reroll the attack or confirmation rolls.) Critical hitting a helpless or unaware creature, or a creature with fewer Hit Dice than the
gambler’s character level does not cause the gambler to regain luck.
Wrath of God: The gambler regains 1 luck point whenever he rolls a natural 1 on an attack roll. (After all, bad luck is still luck.)
Lucky Save (Ex): At 1st level, the gambler chooses which of his saving throws is considered his good saving throw. He may change his mind each time he gains a level of gambler.
The Gunner Some people believe that they can win the day with a few swings of a sword; others, through force of magic. But you know better. You
have seen the future, and the future is guns. That knight charging on his horse won’t look so heroic once you send a couple ounces of
hot lead through his helmet’s eye slit, and a .45 caliber pain pill to the throat will shut that wizard up mighty quickly. Some call you
foolish for your chosen combat style; some call you crazy.
But you know better.
Role: (words about the gunner’s role) Alignment: Any
Hit Die: d8
Class Skills
(the gunner’s class skills)
Skill Ranks Per Level: 4 + Int modifier
Table 4: The Gunner
Level BAB Fortitude Reflex Will Special
1 +0 +0 +2 +0 Pistols, Trigger Happy
2 +1 +0 +3 +0 Nimble +1
3 +2 +1 +3 +1
4 +3 +1 +4 +1
5 +3 +1 +4 +1
6 +4 +2 +5 +2 Nimble +2
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2 Improved Trigger Happy
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3 Nimble +3
11 +8/+3 +3 +7 +3
12 +9/+4 +4 +8 +4
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4 Nimble +4
15 +11/+6/+1 +5 +9 +5 Greater Trigger Happy
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6 Nimble +5
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6
Weapon and Armor Proficiency: Gunners are proficient with all simple and martial weapons, and with their twin pistols. Gunners are proficient with light armor.
Pistols (Ex): At 1st level, a gunner gains two unique pistols. (These pistols are similar to the Ultimate Combat revolver, except with a capacity of 7 rounds.) Both pistols are battered, and the gunner is the only one who knows how to use these pistols properly any
other creatures treat them as if they had the broken condition. (If the pistols already have the broken condition, they do not fire for
anyone else trying to use them.) The pistols can only be sold for scrap value (2d10 gold per pistol.) If the gunner has access to a
gunsmith’s kit, she can spend 300 gold and 1 day per pistol to upgrade it to a masterwork weapon.
Trigger Happy (Ex): Starting at 1st level, a gunner can unleash a flurry of firearm attacks as a fullattack action. When doing so, she
may make one additional attack, taking a 2 penalty on all of her attack rolls, as if using the TwoWeapon FIghting feat. These attacks
are made with the gunner’s specific pistols. For the purposes of these attacks, the gunner’s base attack bonus from her gunner class
levels is equal to her gunner level. For all other purposes, such as qualifying for a feat or prestige class, the gunner uses her normal
base attack bonus.
Nimble (Ex): Starting at 2nd level, a gunner gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunner to lose her Dexterity bonus to AC also causes the gunner to lose this dodge bonus. This bonus increases by +1 for every four
levels beyond 2nd level (to a maximum of +5 at 20th level.)
Improved Trigger Happy (Ex): At 8th level, the gunner can make two additional attacks when using Trigger Happy, as if using Improved TwoWeapon Fighting (even if she doesn’t meet the prerequisites for the feat.)
Greater Trigger Happy (Ex): At 15th level, the gunner can make three additional attacks when using Trigger Happy, as if using Greater TwoWeapon Fighting (even if she doesn’t meet the prerequisites for the feat.)
Potshot > Cheap Shot, Tableturner
Enchanted Ammo > Target MP> Quarter Pounder, On the Level
Burst Shot > Scattershot > Scatterburst
Darkproof
Sleepproof
The Karateka
With ki and fists, fight
Honoring your master’s will
Your foes move no more.
~Ancient Seigyokan haiku
Role: (words about the karateka’s role) Alignment: Any lawful Hit Die: d8
Class Skills
(the karateka’s class skills)
Skill Ranks Per Level: 4 + Int modifier Table 5: The Karateka
Level BAB Fortitude Reflex Will Special
1 +0 +2 +2 +2 Monastic Tradition
2 +1 +3 +3 +3
3 +2 +3 +3 +3
4 +3 +4 +4 +4
5 +3 +4 +4 +4
6 +4 +5 +5 +5
7 +5 +5 +5 +5
8 +6/+1 +6 +6 +6
9 +6/+1 +6 +6 +6
10 +7/+2 +7 +7 +7
11 +8/+3 +7 +7 +7
12 +9/+4 +8 +8 +8
13 +9/1+4 +8 +8 +8
14 +10/+5 +9 +9 +9
15 +11/+6/+1 +9 +9 +9
16 +12/+7/+2 +10 +10 +10
17 +12/+7/+2 +10 +10 +10
18 +13/+8/+3 +11 +11 +11
19 +14/+9/+4 +11 +11 +11
20 +15/+10/+5 +12 +12 +12
Weapon and Armor Proficiency: Karateka are proficient merely with the shuriken and unarmed attack. Karateka are not proficient with any armor or shields.
While wearing armor, using a shield, or carrying a medium or heavy load, a karateka loses his AC bonus, as well as his fast
movement, slow fall, flurry of blows, and hadoken abilities.
Monastic Tradition:
Order of the Scarlet Firebird Boost hadoken
Order of the Azure Dragon Boost karateka speed boost
Order of the White Tiger Boost unarmed damage
Order of the Black Tortoise Boost karateka defense
Order of the Gentle Rain Boost wholeness of body
The Medic
There they go again. The fighter has so many arrows sticking out of him he resembles a pincushion, the wizard’s trying to keep his
composure despite the acid burns that cover his body, and the thief’s busy trying to hold her insides in with the one arm that wasn’t
ruined by combat. But that’s fine. You’re here for them. Under your skilled care, your friends will be up and at them in no time at
least, until the next battle.
Role: (words about the medic’s role) Alignment: Any
Hit Die: d6
Class Skills
The medic’s class skills are Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (local, nature, planes, religion)
(Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).
Skill Ranks Per Level: 4 + Int modifier
Table 6: The Medic
Level BAB Fortitude Reflex Will Special
1 +0 +2 +0 +2 Healing Knack, Treat Light Wounds
2 +1 +3 +0 +3
3 +1 +3 +1 +3 Treat Moderate Wounds, Mercy
4 +2 +4 +1 +4
5 +2 +4 +1 +4 Treat Serious Wounds
6 +3 +5 +2 +5 Mercy
7 +3 +5 +2 +5 Treat Critical Wounds
8 +4 +6 +2 +6
9 +4 +6 +3 +6 Mercy
10 +5 +7 +3 +7 Minor Medical Miracle
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8 Mercy
13 +6/+1 +8 +4 +8
14 +7/+2 +9 +4 +9
15 +7/+2 +9 +5 +9 Mercy
16 +8/+3 +10 +5 +10
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11 Mercy
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12 Medical Miracle
Weapon and Armor Proficiency: The medic is proficient with all simple weapons and light armor.
Healing Knack (Ex): At 1st level, the medic gains Skill Focus (Heal) as a bonus feat at 1st level.
Treat Wounds: The medic can only use one treat wounds ability at the end of a combat. If she has more than one ability, she can
choose which one to use.
Treat Light Wounds (Ex): At 1st level, the medic can make a DC 20 Heal check at the end of a combat. If the check is successful, the medic can restore 1d8 hit points +1 per medic level (maximum +5) to up to six patients. The medic can choose whether or not to
include herself in this treatment. It takes one minute of work to perform this treatment.
Treat Moderate Wounds (Ex): At 3rd level, the medic can make a DC 20 Heal check at the end of a combat. If the check is successful, the medic can restore 2d8 hit points +1 per medic level (maximum +10) to up to six patients. The medic can choose
whether or not to include herself in this treatment. It takes three minutes of work to perform this treatment.
Mercy (Su): At 3rd level, and every three levels thereafter, a medic can select one mercy. Each mercy adds an effect to the medic’s treat wounds ability. Whenever the medic uses treat wounds to heal damage to one or more targets, the target(s) also receive the
additional effects from all of the mercies possessed by the medic. A mercy can remove a condition caused by a curse, disease, or
poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes
the condition.
At 3rd level, the medic can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a medic adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The medic's treat wounds ability also acts as remove disease, using the medic's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a medic adds the following mercies to the list of those that can be selected.
Cursed: The medic's treat wounds ability also acts as remove curse, using the medic's level as the caster level.
Exhausted: The target is no longer exhausted. The medic must have the fatigued mercy before selecting this mercy.
Frightened: The target is no longer frightened. The medic must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The medic must have the sickened mercy before selecting this mercy.
Poisoned: The medic's treat wounds ability also acts as neutralize poison, using the medic's level as the caster level.
At 12th level, a medic adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th level medic's treat wounds ability heals up to 4d8+12 points of damage and might
also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect
is chosen, it can't be changed.
Treat Serious Wounds (Ex): At 5th level, the medic can make a DC 25 Heal check at the end of a combat. If the check is successful, the medic can restore 3d8 hit points +1 per medic level (maximum +15) to up to six patients. The medic can choose
whether or not to include herself in this treatment. It takes five minutes of work to perform this treatment.
Treat Critical Wounds (Ex): At 7th level, the medic can make a DC 25 Heal check at the end of a combat. If the check is successful, the medic can restore 4d8 hit points +1 per medic level (maximum +20) to up to six patients. The medic can choose whether or not to
include herself in this treatment, but she takes a 5 penalty on your Heal check for doing so. It takes ten minutes of work to perform
this treatment.
Minor Medical Miracle (Ex): At 10th level, the medic can save a character who has reached Constitution hit points. If the medic can tend to a character who’s been dead for three rounds or less, she can make a DC 30 Heal check. If the check succeeds, the dead
character can make a DC 15 Fortitude save to stabilize and be restored to 0 hit points. If either the check or the Fortitude save fail, the
character is beyond help.
Medical Miracle (Ex): At 20th level, the medic can save a character who has reached Constitution hit points. If the medic can tend to a character who’s been dead for three minutes or less, she can make a DC 40 Heal check. If the check succeeds, the dead
character can make a DC 20 Fortitude save to stabilize and be restored to 1d6 hit points. If either the check or the Fortitude save fail,
the character is beyond help.
The Medium
All things come from air, earth, fire, and water you have known this ever since you were a child. The first time you heard the song of
the sea, partnered with the chiming air and basso profundo earth, you knew that the world was truly a living thing. And as you’ve
grown, you learned to interpret the elements’ voices, gaining insight and enlightenment.
And with a few honeyed words, the planet itself will offer you and your companions aid.
Role: (words about the medium’s role) Alignment: Any
Hit Die: d6
Class Skills
(the medium’s class skills) Diplomacy (Cha)
Skill Ranks Per Level: 4 + Int modifier
Table 7: The Medium
Level BAB Fortitude Reflex Will Special
1 +0 +0 +0 +2 Elemental Summoning
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12
Elemental Summoning
Control Roll
The Sentinel Combat is one of the many occupational hazards of being an adventurer. Anybody can learn to take up arms, to sling spells at their
foes, but there is always the fear of the enemy’s swift, brutal reprisal.
That’s where you come in. Your weapons are the litany of insults, blasphemies, profanities, implications, and suggestions you hurl at
your enemies to bait their attention, your shield is your companion’s in his hour of need. Your armor, like yourself, bends to no man nor
monster.
Role: (words about the sentinel’s role) Alignment: Any
Hit Die: d10
Class Skills
(the sentinel’s class skills) Intimidate (Cha)
Skill Ranks Per Level: 4 + Int modifier
Table 8: The Sentinel
Level BAB Fortitude Reflex Will Special
1 +1 +2 +0 +0 Marking, Shield Ally
2 +2 +3 +0 +0
3 +3 +3 +1 +1 Swap Places
4 +4 +4 +1 +1
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2 Take Attack
8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3 Take Failed Save
10 +10/+5 +7 +3 +3
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6
Marking (Ex): Whenever the sentinel attacks a creature, he may choose to mark it. While a creature is marked by the sentinel, it
takes a penalty to all attack rolls that do not target the sentinel. If a marked creature moves away from the sentinel, the movement
provokes an opportunity attack, even if the movement normally wouldn't (such as a 5foot step.)
Swap Places (Ex): At 3rd level, the sentinel gains the Swap Places teamwork for free. His allies are considered to have this feat as well.
Shield Ally (Ex): When an adjacent ally is attacked, the sentinel may choose to transfer his shield bonus to his ally. The sentinel
loses his shield bonus to Armor Class until the start of his next turn. (The shield bonus provided by spells such as shield or shield of
faith cannot be transferred.)
Armor Training (Ex): This functions as the fighter ability. Take Attack (Ex): At 7th level, the sentinel may take the effect of a successful attack against an adjacent ally. He may use this ability a number of times per day equal to his Constitution modifier.
Take Failed Save (Ex): At 9th level, the sentinel may take the effect of a failed saving throw in place of an adjacent ally. He does not get to make a save against the initial effect. He may use this ability a number of times per day equal to his Constitution modifier.
The Thaumaturgist You were never one for the selfimposed rules of magic. While other spellcasters metaphorically tie their hands behind their backs by
preparing only a few cantrips, you prefer having the full breadth of your magic available at any time. Yes, it may be dangerous to use
magic like this, but the versatility is well worth the risks, isn’t it?
Role: (words about the thaumaturgist’s role) Alignment: Any
Hit Die: d6
Class Skills
(the thaumaturgist’s class skills)
Skill Ranks Per Level: 4 + Int modifier
Table 9: The Thaumaturgist
Level BAB Fortitude Reflex Will Special
1 +0 +0 +0 +2 Arcane Reservoir
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12
Arcane Reservoir
Arcanist Exploits
New Feats
Fast Healer