Classes Rewrite

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8/13/2019 Classes Rewrite http://slidepdf.com/reader/full/classes-rewrite 1/25 Fighter Hit Dice: d12 ||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will Save||~Special Features|| ||1||+1||+0||+2||+0||+0|| Combat Techniques, Shifting Posture (-1), Stamina Points|| ||2||+2||+0||+3||+0||+0||Skilled in Combat (flowing motions), Hardened in War|| ||3||+3||+1||+3||+1||+1||These are my Brothers (1)|| ||4||+4||+1||+4||+1||+1||Shifting Posture (-2), Stamina Points (+1)|| ||5||+5||+1||+4||+1||+1||These are my Brothers (2), Weapon Mastery (2)|| ||6||+6||+2||+5||+2||+2||Fine Adjustment|| ||7||+7||+2||+5||+2||+2||Skilled in Combat (move action)|| ||8||+8||+2||+6||+2||+2||Shifting Posture (-3)|| ||9||+9||+3||+6||+3||+3||Boundless Strength, Stamina Points (+2)|| ||10||+10||+3||+7||+3||+3||Skilled in Combat (standard action), These are my Brothers (3), Weapon Mastery (3)|| **Combat Techniques:** A Fighter may purchase [[[Combat Techniques]]] with his experience points, provided he has met the necessary prerequisites. Combat techniques are powered by spending Stamina Points (see below) to activate them. **Stamina Points (Ex):** A fighter begins each day with a number of Stamina Points equal to 1+ his Constitution modifier (minimum 1). He may spend these points to activate his Combat Techniques. He may regain these points through one minute of rest. The fighter gains an additional Stamina Point at 4 th  and 9 th  level. **Shifting Posture (Ex):** 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 Defense. **Skilled in Combat (Ex):**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

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Fighter

Hit Dice: d12

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Features||

||1||+1||+0||+2||+0||+0|| Combat Techniques, Shifting Posture (-1), Stamina Points||

||2||+2||+0||+3||+0||+0||Skilled in Combat (flowing motions), Hardened in War||

||3||+3||+1||+3||+1||+1||These are my Brothers (1)||

||4||+4||+1||+4||+1||+1||Shifting Posture (-2), Stamina Points (+1)||

||5||+5||+1||+4||+1||+1||These are my Brothers (2), Weapon Mastery (2)||

||6||+6||+2||+5||+2||+2||Fine Adjustment||

||7||+7||+2||+5||+2||+2||Skilled in Combat (move action)||

||8||+8||+2||+6||+2||+2||Shifting Posture (-3)||

||9||+9||+3||+6||+3||+3||Boundless Strength, Stamina Points (+2)||

||10||+10||+3||+7||+3||+3||Skilled in Combat (standard action), These are my Brothers (3), Weapon

Mastery (3)||

**Combat Techniques:** A Fighter may purchase [[[Combat Techniques]]] with his

experience points, provided he has met the necessary prerequisites. Combat techniques

are powered by spending Stamina Points (see below) to activate them.

**Stamina Points (Ex):** A fighter begins each day with a number of Stamina Points

equal to 1+ his Constitution modifier (minimum 1). He may spend these points to activate

his Combat Techniques. He may regain these points through one minute of rest. The fighter

gains an additional Stamina Point at 4th and 9th level.

**Shifting Posture (Ex):** 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 Defense.

**Skilled in Combat (Ex):**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

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counts, instead being able to make a single standard action at both of their initiative counts,

in addition to their move actions.

**Hardened in War (Ex):** 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 increasethe bonus given by Aid another by the penalty taken.

In addition, the person whose check is being aided is treated as if they had (non-

Masterwork) tools relevant to the skill they are using, even if they don't have them.

**These are my Brothers (Ex):** At 3rd level, a Fighter selects two sets of weapons and

a suit of armor. From this point onward, a fighter wielding those weapons gains a +1 to his

attack and damage rolls, and the Armor Check penalty of the suit of armor is reduced by 1.

At 5th and 10th level, the bonus to hit and damage increases by an additional +1, and the

penalty from the armor is reduced by an additional -1.

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 to their new weapon set, and their

old weapon set loses all benefits.

**Weapon Mastery (Ex):** At 5th level, a fighter’s first attack in every round deals

additional damage. If the attack roll is successful, you may roll the weapon’s damage dice

for the attack twice and add the results together (before adding any other bonuses or

modifiers). At 10th level, you may roll and add the totals of three damage dice.

**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 to their Defense and +2 to their

damage rolls whenever they take a -1 penalty to attack rolls, instead of having to choose.

**Boundless Strength (Ex):** A Fighter of at least 9th 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.

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Magic-User

Hit Dice: d6

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Features||

||1||+0||+0||+0||+2||+0||Knowledge is Power, Spellcasting Threshold 10||

||2||+1||+1||+0||+3||+0||Arcane Knowledge||

||3||+2||+1||+1||+3||+1||Spellcasting Threshold 20 ||

||4||+3||+2||+1||+4||+1||Arcane Knowledge ||

||5||+3||+2||+1||+4||+1||Spellcasting Threshold 30 ||

||6||+4||+3||+2||+5||+2||Arcane Knowledge||

||7||+5||+3||+2||+5||+2||Spellcasting Threshold 40 ||

||8||+6||+4||+2||+6||+2||Arcane Knowledge||

||9||+6||+4||+3||+6||+3||Spellcasting Threshold 50 ||

||10||+7||+5||+3||+7||+3||Arcane Knowledge||

**Knowledge is Power (Su):** At 1st

level, the Magic-User may add his Magic Attack Bonus to all Knowledge skill

checks (minimum 1). In addition, he may make all Knowledge skill checks untrained. 

**Spellcasting Threshold:** At 1st

 level, the Magic-User gains the ability to gather magic energy into himself from

the world around him to cast spells. The energy is unpredictable and dangerous to the unwary, and is difficult to

harness in large quantities without practice. Your [[[Spellcasting Threshold]]] starts at 10 MP, and increases every

other level as shown on the chart above.

**Arcane Knowledge (Su):**

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The Disciple

Hit Dice d8

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Features||~Unarmed Strike Damage||~Bonus Speed||

||1||+0||+0||+0||+2||+0||Defense Bonus, Ascetic Style, Unarmed Strike, Eman||1d6||+0||

||2||+1||+1||+0||+3||+0||Flurry of Blows||1d6||+0||

||3||+2||+1||+1||+3||+1||Ihsan Strike +1, Wholeness of Body||1d6||+10||

||4||+3||+2||+1||+4||+1||Ihsan Strike +2, Stride the Tranquil Pond||1d8||+15||

||5||+3||+2||+1||+4||+1||Style Ability||1d8||+15||

||6||+4||+3||+2||+5||+2||Hearing the Air, Inviolate Form||1d8||+20||

||7||+5||+3||+2||+5||+2||Ihsan Strike +3||1d8||+25||

||8||+6||+4||+2||+6||+2||Ihsan Strike +4, Walk the Twilight Path||1d10||+25||

||9||+6||+4||+3||+6||+3||Style Stance||1d10||+30||||10||+7||+5||+3||+7||+3||Diamond Soul||1d10||+35||

Defense Bonus (Ex): While wearing light armor or no armor, a Disciple can surround

herself with swirls of eman, turning aside attacks that would otherwise strike true. The

Disciple gains a deflection bonus to his Defense equal to his Constitution modifier. This

deflection bonus cannot exceed the Disciple's maximum Dexterity bonus to Defense, and as

such may be limited by armor or by carrying a medium or heavy load.

Ascetic Style: At 1st level, a Disciple chooses an [[[Ascetic Style]]]. This choice represents

prior training in the monasteries of the Prophet Khyyam. Each style grants a variety of

bonuses and abilities, as noted in the individual style descriptions. Once made, the choice ofstyle is permanent.

Unarmed Strike: At 1st level, an Ascetic gains Improved Unarmed Strike as a bonus feat.An Ascetic’s attacks may be with either fist interchangeably or even from elbows, knees,

and feet. This means that an Ascetic may even make unarmed strikes with his hands full.

Usually an Ascetic’s unarmed strikes deal lethal damage, but he can choose to dealnonlethal damage instead with no penalty on her attack roll. He has the same choice to deal

lethal or nonlethal damage while grappling.

A Disciple’s unarmed strike is treated both as a claw and a natural weapon for the purpose

Weapon Proficiency skill point abilities.

A Disciple also deals more damage with her unarmed strikes than a normal person would,

as shown on the table above. The unarmed damage shown on the table is for medium-sizedDisciples.

Eman (Su):  Disciples practice the spiritual path known as Ihsan, or Perfect Worship. As aDisciple trains his body toward perfection, he also trains his force of spirit. With this quasi-mystical energy, the Ascetic can perform a variety of extraordinary or supernatural feats. A

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Disciple has a pool of eman equal 1+ his Wisdom bonus (minimum 1), which are consumed

as he uses certain class features. Effects that require eman to use may only be activated

while the Disciple is wearing no armor and is unencumbered.

A Disciple recovers his full allotment of eman each morning and after meditating for at leasta minute.

Flurry of Blows (Ex): When attacking with unarmed strikes the Disciple can make anadditional attack at no penalty as part of a standard attack action. This extra granted attack

stacks with the [[[haste]]] stance and other similar effects.

Evasion (Ex): If a Disciple of 3rd level or higher makes a successful Reflex saving throwagainst an attack that normally deals half damage on a successful save, he instead takes no

damage. Evasion can be used only if a Disciple is wearing light armor or no armor. A

helpless Disciple does not gain the benefit of evasion.

Wholeness of Body (Su): At 3rd level and higher, a Disciple can heal his own wounds with

nothing but a thought. As a swift action, the Disciple can heal a number of hit points equal

to his Hit Dice times his Constitution modifier per day. This healing may be divided betweenmultiple uses as the Disciple wishes. By expending a point of eman as a swift action, theDisciple may refill a number of points to this pool of healing equal to her class level.

Fast Movement (Ex): At 3rd level, the Disciple gains an enhancement bonus to all formsof movement, as seen on the table above. While wearing medium or heavier armor or

carrying a medium or heavy load, the Disciple loses this bonus.

Ihsan Strike (Su): At 3rd level, the Disciple may channel some of his spiritual energy intothe striking surfaces of his body, enhancing their potency. As a swift action, the Disciple

may spend one point of eman to grant his unarmed strikes a +1 enhancement bonus toattack and damage rolls for a number of rounds equal to her Constitution modifier. Thedamage increases by +1 at 4th, 7th, and 8th level.

Stride the Tranquil Pond (Su): At 4th level, so long as the Disciple has at least one pointof eman remaining, he may traverse the surface of calm liquids as easily as if he were

walking on solid earth. If the liquid has a negative effect on contact (such as walking across

the surface of a vat of acid) the Disciple takes half the normal contact effect while walkingacross it in this fashion. In addition, the Disciple may expend a point of eman as a swiftaction to gain the ability to move across the surface of choppy or violent liquids as easily as

if they were solid earth for a number of rounds equal to his Constitution modifier.

Hearing the Air (Su): Starting at 6th level, so long as the Disciple has at least one point ofeman remaining, he gains blindsense out to 30 feet. This blindsense is hearing-based, and

as such does not function in an area of magical silence or while the Disciple is deafened. By

spending a point of eman, the Disciple may instead gain blindsight out to this range for oneround.

Inviolate Form (Ex or Su): Starting at 6th level, the Disciple gains immunity to poisonand disease, including magical diseases such as mummy rot. In addition, the Disciple may

spend a point of eman as an immediate action to gain a bonus to saves against effects that

would change his form (such as baleful polymorph) equal to half his Hit Dice until the startof his next turn. If this version of the ability is used, it is a supernatural effect.

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Improved Evasion (Ex): At 7th level, a Disciple’s evasion ability improves. He still takes

no damage on a successful Reflex saving throw against attacks, but henceforth he takes

only half damage on a failed save. A helpless Disciple does not gain the benefit of improvedevasion.

Walk the Twilight Path (Su): Beginning at 8th level, the Disciple can effortlessly slip

between his current plane and the Plane of Shadow. By spending two points of eman as aswift action, the Disciple may shift to the Plane of Shadow until the end of her turn, allowing

him to bypass certain obstacles. The Disciple may will himself to return to his previous planeas a free action before the end of his turn if she wishes.

Diamond Soul (Ex): Beginning at 10th level, the Disciple gains a [[[Spell Resistance]]] of20. Unlike ordinary spell resistance, the Ascetic may raise and lower his spell resistance as a

free action that may be taken out of turn.

Ihsan

The Difficulty Class for a saving throw, if any, against an Ihsan ability is equal to 10 + theDisciple’s Magic Attack Bonus+ his Strength or Dexterity modifier, whichever is used to

determine the attack roll.

Unless otherwise noted, all Ihsan abilities consume one point of eman when activated.

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Spells as strikes: 

Requirements: Must have a casting time of a full round action or less, must directly affect

an enemy; creating a lasting effect, such as a summoned monster or field of tentacles, that

affects one or more enemies does not count.

Level: If the spell is targeted and normally targets multiple enemies, decrease level by 1.

Duration: UnchangedCasting Time: Increased to a minimum of one standard action. Full round action spells

remain a full round action.

Effects: The Arcane Swordsage must make a normal melee weapon attack as part of the

spell. If this attack misses, the spell fails. If this attack hits, it deals damage as normal and

the spell takes effect. Roll Spell Resistance and saving throws as applicable. If it is a

targeted spell, the target of the attack is the spell's target. If it is an area spell, its point of

origin is a corner of a square occupied by the attack's target, and the attack's target must

be included in the spell's area. The Swordsage may choose to be exempt from the spell's

effect even if he is inside its area, though his allies do not get this option.

Spells as Boosts: Requirements: Must have a casting time of one standard action or less, must be able to

target the caster, must have a non-instantaneous duration, must increase the offensive

capabilities of the target.

Level: If the spell's casting time is a swift or immediate action, increase level by 1. If the

spell's casting time is a standard action and its duration is 1 round or less, increase level by

5 and ignore other duration-based modifiers. If the spell's duration is 1 minute or expressed

in rounds, decrease level by 1. If the spell's duration is 1 hour or expressed in minutes,

decrease level by 2. If the spell's duration is 1 day or expressed in hours, decrease level by

3. If the spell's duration is multiple days or longer, decrease level by 4.

Duration: Set to 1 round

Casting Time: Set to 1 swift action

Effects: Usable on self only. If the spell normally results in gaining an ability usable a

limited number of times per day (or longer time period), you do not gain that ability.

Spells as Counters: 

Requirements: Must have a casting time of one standard action or less, must be able to

target the caster, must have a non-instantaneous duration, must increase the defensive

capabilities of the target.

Level: If the spell's casting time is a swift or immediate action, increase level by 1. If the

spell's casting time is a standard action and its duration is 1 round or less, increase level by

5 and ignore other duration-based modifiers. If the spell's duration is 1 minute or expressed

in rounds, decrease level by 1. If the spell's duration is 1 hour or expressed in minutes,

decrease level by 2. If the spell's duration is 1 day or expressed in hours, decrease level by

3. If the spell's duration is multiple days or longer, decrease level by 4.

Duration: Set to 1 round

Casting Time: Set to 1 immediate action

Effects: Usable on self only. If the spell normally results in gaining an ability usable a

limited number of times per day (or longer time period), you do not gain that ability.

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Spells as Stances: 

Requirements: Must have a casting time of one standard action or less, must be able to

target the caster, must have a non-instantaneous duration. If casting time is a standard

action, duration must be greater than 1 round.

Level: If the spell's casting time is a swift or immediate action, increase level by 1. If thespell's duration is multiple days or longer, decrease level by 1. If the spell's duration is 1

hour or expressed in minutes, increase level by 1. If the spell's duration is 1 minute or

expressed in rounds, increase level by 2. If the spell's duration is 1 round, increase level by

3.

Duration: Stance

Casting Time: Set to 1 swift action

Effects: Usable on self only. If the spell normally results in gaining an ability usable a

limited number of times per day (or longer time period), you do gain that ability but

restarting the stance does not reset your daily uses.

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Designing Trap CR

Starts as Base 1

Detection / Disable DC

20 = +021 = +1

26 = +2

31 = +3

Effect Level

2d6 (1)

4d6/ 1-3 (2)

6d6/ 4-58d6/ 6-8

10d6/ 9-10

12d6/ 11-12

And so on…. 

Grapple Attack bonus

+1 CR for every 5 points to Grapple Attack Bonus

Skill Check to escape

20 or less (0)

21 (+1)

+1 for every additional 5 to the DC

Multiple attacks +1

No attack roll +1

Save to avoid -1

Affects multiple targets +1

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Rogue

Hit Dice: d6

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Features||

||1||+0||+0||+0||+2||+0||Trapfinding, Pole Jump, Sneak Attack +1d6||

||2||+1||+0||+0||+3||+0||Evasion, Acrobatic Flair, Rogue Abilities||

||3||+2||+1||+1||+3||+1||Sure Climb, Kip Up, Sneak Attack +2d6||

||4||+3||+1||+1||+4||+1||Grapple Line, Power Slide||

||5||+3||+1||+1||+4||+1||Rapid Stealth, Sneak Attack +3d6||

||6||+4||+2||+2||+5||+2||Mercurial Charge||

||7||+5||+2||+2||+5||+2||Unsettling Choreography, Sneak Attack +4d6||

||8||+6||+2||+2||+6||+2||Improved Evasion||

||9||+6||+3||+3||+6||+3||Athletic Cascade, Sneak Attack +5d6||

||10||+7||+3||+3||+7||+3||Aggressive Stealth||

Trapfinding: When searching for traps or hidden doors, a 1st level Rogue gains a competence bonus to their [[[Search]]] equal to their class level + their Intelligence modifier. In addition, a

Rogue who beats a trap’s DC by 10 or more with a [[[Disable Device]]] check can study a trap,

figure out how it works, and bypass it (with his party) without disarming it.

Acrobatic Flair (Ex): A Rogue may move her full movement while using the Tumble or

Balance skill without suffering a penalty or increasing the DC of her check.

Pole Jump (Ex): If holding a pole, spear, staff, long staff, or other pole-like object in both

hands, a Rogue can add twice her reach to her final distance moved during a Jump check, and in

this instance her jump distances are not limited by her height.

Sneak Attack (Ex): At 2nd level, a Rogue gains the sneak attack ability as a Rogue. Her sneak

attacks inflict an extra d6 of damage at 2nd level. This damage increases by 1d6 at levels 5, 7, 9,11, 13, 15, 17, and 19.

Rogue Abilities: Starting at 2nd

 level, a Rogue may purchase [[[Rogue Abilities]]] with

experience Points, provided he meets all prerequisites.

Evasion (Ex): If a 2nd level Rogue succeeds in a Reflex Save to halve damage, she suffers no

damage instead.

Sure Climb (Ex): At 3rd level, a Rogue gains a climb speed equal to half her land speed.

Kip Up (Ex): At 3rd level, a Rogue may stand up from prone as a free action that does not provoke an attack of opportunity.

Power Slide (Ex): If a 4th level Rogue takes damage from an attack, he may allow himself to beflung backwards, thereby lessening the impact. He may make a Balance check with a DC equal

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to the damage inflicted and, if he succeeds, he suffers only half damage. This is a skill check, not

a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of

damage by 5' for every 5 points of damage (or part thereof) negated in this way. If there is notenough space for him to move, he suffers a d6 of damage for each square not moved. If he passes

through an occupied square, the Rogue would have to make a tumble check to avoid attacks of

opportunity.

Grapple Line: At 4th level, a Rogue becomes a master of using grapples and grappling lines. By

firing a missile weapon designed as a grappling weapon at an unoccupied square and doing at

least 1 point of damage to an object filling that square (wall, ceiling, statue, etc) or a securelyaffixed object (ceiling post, small statue affixed to floor, etc), a Rogue can run a rope from his

current potion to that location as a full round action. He may then use this rope to make Balance

or Climb checks as normal.

Weapons designed as grappling weapons have a simple pulley and loop attached at the end and

are balanced for this modification, and have at least a 50’ length of strong thread running through

it and connected to a rope so that it can be pulled through swiftly. They cost an additional +1 GPeach (ammunition costs as much as normal weapons), and suffer a 5 ft reduction in range

increment. Many grappling weapons are made out of  adamantine in order to better penetrate hard

materials like stone.

Rapid Stealth (Ex): At level 5, the Rogue does not suffer the -10 penalty to Move Silently or

Hide for moving at her full normal speed. She still suffers the normal -20 penalties to hide and

move silently for running or fighting if she performs those actions.

Mercurial Charge (Ex): At level 6, a Rogue need not move in a straight line to charge, nor must

she charge the closest available space. She still may not move back on herself during a charge,

and her charge move still ends as soon as she threatens her target.

Unsettling Choreography (Ex): A Rogue of 7th level is adept at making other creatures fall

down, and may use her Dexterity Modifier in place of her Strength modifier when making a tripor  bull rush attempt.

Improved Evasion (Ex): When a Rogue of 8th level fails a Reflex Save to halve damage, shetakes half damage anyway.

Athletic Cascade (Ex): At 9th level, if a Rogue moves before making an attack, for the purposes

of flanking she may count any square she has moved through as threatening an opponent, inaddition to the space she is actually attacking from. In this manner, she may even flank with

herself.

Aggressive Stealth (Ex): A Rogue of 10th level does not suffer the -20 penalty to Hide or MoveSilently checks for running or fighting.

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Noble

Hit Dice: d8 

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Abilities||~Royal Purse||

||1||+0||+0||+1||+0||+1||Servant, Noble Heritage||--||||2||+1||+0||+2||+0||+2||Influence, Social Currency||--||||3||+2||+1||+2||+1||+2||Favor Trading||--||

||4||+3||+1||+2||+1||+2||Social Currency, Noble Heritage||2,000 sp||

||5||+3||+1||+3||+1||+3||Diplomatic Ties +4||3,000 sp||||6||+4||+2||+3||+2||+3||Influence, Social Currency||4,000 sp||

||7||+5||+2||+4||+2||+4||Diplomatic Ties +5||5,000 sp||

||8||+6||+2||+4||+2||+4||Leader of Men||6,000 sp||

||9||+6||+3||+4||+3||+4||Diplomatic Ties +6||7,000 sp||||10||+7||+3||+5||+3||+5||Influence, Social Currency||9,000 sp||

Noble Heritage: While nobility may appear widespread at a cursory glance, it can occur in a

staggeringly large array of forms. At 1st level, a noble may select two skills representing his or

her house or upbringing. Those two skills are treated as class skills for the noble. Alternately,

one or both of these skills may be switched for proficiency with medium armor or with martialweapons or both of these skills may be traded for the skill focus feat in one noble class skill.

Furthermore, while a noble doesn’t necessarily have the authority to make and enforce lawswithin his or her home nation, the prestige of noble blood does carry some weight, granting a +2

 bonus to all Bluff, Diplomacy, and Intimidate skill checks made within his or her nation of

origin. Within a community at least the size of a large town (over 2,000 residents) within that

nation, the noble and a number of companions up to his or her Charisma score (including partymembers and servitors) are further entitled to an average lifestyle without paying anything out of

their own pockets, barring extraordinary conditions (such as siege, aftermath of a natural

disaster, mass mind control, etc.).

Additionally, Nobles may purchase [[[Social Abilities]]] and [[[Auras of Leadership]]]. At 4th

 

level, they may purchase [[[Auras of Command]]] as well.

Finally, while most nobles who would be travelling are kept from the full wealth expected of

nobility (whether they have run from home, they are kept from their inheritance by woes of

legality or procession, or they simply come from a line of landless nobility), they do possessmore than the average traveler, starting play with 300 additional gold pieces.

Servant: At 1st level, a noble gains the service of a plain if loyal servant and assistant to help

you with most mundane matters. The servant is an expert of your race with levels equal to thenoble’s class level, possessing feats and skills of the player’s choice. The servitor is an NPC

under the control of the DM, however, and it does all that it can to avoid entering dungeons,

fighting in battles, or putting itself in other dangerous situations. The servant requires no formalform of pay, remaining out of loyalty to the noble and receiving a +4 bonus to all saves against

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mind-affecting effects, though the noble is responsible for providing for the servant (including

equipment) and will leave if repeatedly mistreated or tricked into danger. A replacement for a

lost or slain servant may be obtained after a month has passed.

Social Currency (Ex): At 2nd level, a noble can use his or her influence to receive special

treatment, favors, and other services. The noble effectively has a pool of virtual gold pieces equalto 150 plus 10 gp per Noble level to spend on services and non-material. This pool replenishes atthe start of each week. The types of services and nonmaterial goods available to a noble may

include:

  Pay for lodgings, stabling, taxes, and tolls.

  Improve his lifestyle quality.

  Hire entertainers, messengers, mounts, servants, transport, workers, and so on.

  Obtain invitations to exclusive events, or entry into privileged locations.

  Spread rumors or start a whispering campaign.

  Employ an expert hireling to make a skill check with a check bonus of +10 plus his class

level (50 gp).

A noble cannot permanently gain goods or wealth from this ability; boons attainable from thisability are generally only available in settlements of 5,000 people or more. The exact benefits

available in a location are subject to DM discretion.

Influence (Ex): Starting at 2nd level, the name and face of a noble start to gain some degree offame and influence among others. The noble may add half of his or her class level as a bonus to

 bluff, diplomacy, and intimidate checks when dealing with leaders. The same value is decreased

from the DCs of Knowledge (local), Knowledge (royalty and nobility), and Gather Informationchecks made to gather publically available information about the noble.

Starting at 4th level, the influence of a noble is sufficient to smooth over mos t of life’s

difficulties. The noble and a number of chosen allies up to his or her Charisma score are exemptfrom paying taxes, tithes, tariffs, or similar costs. Furthermore, with 1d4 hours of working in a

community at least indifferent towards the noble and his or her causes, the noble can muster a

work force of up to 1% of the town’s population (minimum of 1, maximum of 10/class level).All recruited citizens are level 1 experts of the most populous race in town and they are willing

to work for up to 24 hours so long as the work does not involve battle or put them in any serious

danger. This ability may not be used more than once per week in a single community.

Starting at 6th level, a noble’s influence makes them all but untouchable in many ways. The

noble and a number of chosen allies up to his or her Charisma score are treated to a limited

degree of diplomatic immunity, excusing them from most legal limitations (such as bans onmagic, armor, or weaponry within settlements) and excusing them from most crimes short of

treason or murder. Furthermore, any entity acting openly against the noble or his or her chosen

allies earns the enmity of the noble’s allies such as his or her nation of origin and all additional

nations or organizations he or she is linked to through the noble’s diplomatic ties class feature,making all such allies unfriendly (if not already hostile) towards the offending group.

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Starting at 10th level, a noble becomes a political voice, speaking on behalf of entire nations and

communities. As such, with 1d4 hours of work within a community, a noble can come into

contact with any leader of that community, up to and including those who are hostile towards thenoble and/or the groups that the noble represents. Furthermore, a noble can make diplomacy

checks against or on behalf of entire groups and nations. The noble may only make diplomacy

checks against a group or nation if capable of communicating with one of its leaders and the newattitude takes 2d4 days to carry over.

Favor Trading: A Noble has the ability to wrangle favors out of anyone he meets. Roll a d20

and add the Noble’s class level. The DC is determined by the Games Master, depending on the

magnitude of the favor requested. A DC of 10 would include simple favors (a loan of some

standard equipment) to 30 (highly dangerous or illegal services or items). The Games Master

may disallow any favor deemed to be disruptive to the game.

Leader of Men (Ex): Regardless of their precise means and actions, all nobles possess a certain

force of personality that draws in others and makes them want to listen. At 4th level and every 4levels afterwards, a noble may select one of the following abilities. No ability may be selected

more than once and all selected abilities may be used in any combination a number of times per

day equal to 3 + the Noble's Charisma modifier. Each of these abilities require a move action to

activate and last for 5 rounds unless mentioned otherwise. The noble must be capable of speech

to use any of these abilities and only allies within 100 feet who can hear and understand the

noble are affected (including the noble). Each of these abilities is linked more closely with two

PC classes, though any creature could potentially benefit.

Furthermore, a noble can acquire suitable minions when the situation requires it. At 4th level, the

noble may acquire a minion. A minion is an NPC of a level up to the noble's level -3. At leasthalf of all levels a Minion possesses (rounded up) must be in NPC classes while the remaining

may be in any PC class linked to one or more selected abilities. A minion functions in most ways

as a cohort gained through the leadership feat, though it does not divide experience rewards

further with its presence in encounters. Minions can only be acquired in communities of at least

5,000 citizens. A lost or slain minion may be replaced after a week has passed.

Royal Purse: Starting at 4th level, a noble has earned the right to borrow permanent material

goods from your nation or other nations with which you have established diplomatic relations

(see diplomatic ties class feature, below). The total value of all items you can have borrowed at a

time is listed in the table above. Items can only be borrowed from communities at least the size

of a large town (over 2,000 residents) within or belonging to such a nation. Most items are

available within 1d4 hours but exceptionally unusual requests (such as requesting a sailboat in

the middle of a desert) instead require 1d4 days or weeks depending on availability and ease of

delivery (DM discretion). While magic items are available, items (magical or otherwise) that are

expended or that possess charges are never lent out in this way. Any item lost, stolen, or broken

subtracts its value from that given on the table above for a year and a day and items sold or

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traded subtract their value permanently if news of this is discovered. Returning a borrowed item

follows a similar process, except that it only ever requires 1 hour and the noble can’t borrow

against the value of that object for 24 hours.

Diplomatic Ties: As a noble grows in influence and social stature, the area over which the noble

 possesses influence grows as this increasing realm of influence increases his or her value to all of

his or her allies. At 5th a noble may select a nation or similar entity. The bonuses that the noble

 possesses within his nation of origin due to his or her noble heritage class feature now apply to

the new nation and those bonuses increase by +2. Alternately, the noble may choose a single

organization (such as a trading company or the Church of the Unnamed God) and apply the

 bonus when dealing with that organization (stacking with the bonus for operating within an allied

nation), increasing the bonus by +2 as normal. The noble’s bonus increases at 7th

 and 9th

 level.

Each time the bonus increases, he may select an additional nation or organization. A noble may

not select a nation or organization that is actively hostile towards him or herself or his or her

 preexisting allies.

OTHER MATTERS 

When Nations Fall: 

Over the course of a campaign, the biggest problem that a noble may run into is the fall of his or

her nation or an allied nation or if it should be taken over by a hostile force. If this should

happen, a noble may re-establish him or herself in a new nation with 1d4 weeks of work, so long

as the new nation is not actively aggressive towards his current or previous allies.

The Inactive Noble: While this class is made more for an adventuring noble, it is quite possible that a Games master

would require an inactive noble with more clout than a common aristocrat. In such a case,

replace the 300 bonus gold at 1st level with the ability to maintain a wealthy lifestyle within the

nation of origin for the noble and allies rather than an average lifestyle. The noble furthermore

trades the servant class feature to gain a number of level 1 commoners (of any culture) equal to

the Noble’s class level x his or her Charisma modifier, representing serfs and/or slaves. These

servants never grow in strength, possess little loyalty to the noble (though they won’t strive to

run away unless actively mistreated), and won’t put themselves in danger if at all avoidable. The

wealth that they make on behalf of the noble effectively goes towards maintaining the wealthy

lifestyle they possess (with less money coming in from other sources as the noble gains self-

sufficiency with more serfs). Lost or slain commoners may be replaced at a rate of 1d4 per day.

Inheritance: If the 1st level of noble isn’t gained during character creation, the initial 300 gp of

wealth is gained at an inheritance, which can be acquired at any community containing at least

5,000 individuals within the noble’s nation or origin. 

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Rural Nobility: Some people may want to know how certain noble abilities work if no

communities within the noble’s nation are large enough. Put simply, if a nation lacks any sort of

community that large, nobles such as the class presented here probably don’t exist. 

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Adept

Hit Dice: d6

||~Level||~Base Attack Bonus||~Magic Attack Bonus||~Fortitude Save||~Reflex Save||~Will

Save||~Special Abilities||

||1||+0||+0||+1||+0||+1||Blood Toxins (1st Tier), Insightful Healing, Adept Specialization,

Surgical Precision +1d6||

||2||+1||+0||+2||+0||+2||Adrenaline Surge||

||3||+2||+1||+2||+1||+2||Surgical Precision +2d6||

||4||+3||+1||+2||+1||+2||Blood Toxins (2nd

 Tier), Disease Immunity||

||5||+3||+1||+3||+1||+3||Adept Specialization, Surgical Precision +3d6||

||6||+4||+2||+3||+2||+3||Blood Toxins (3rd

 Tier), Poison Immunity||

||7||+5||+2||+4||+2||+4||Surgical Precision +4d6||

||8||+6||+2||+4||+2||+4||Blood Toxins (4th

 Tier), Inviolate Body||

||9||+6||+3||+4||+3||+4||Surgical precision +5d6||

||10||+7||+3||+5||+3||+5||Adept Specialization, Surgeon’s Composure|| 

Blood Toxins (Ex): An Adept is skilled at using toxins of all sorts in combat. He gains the

Poison Use ability, and so is never at risk of poisoning himself when applying poison to a

weapon. He may apply poison to a weapon as a move action, rather than as a standard action.

Additionally, the Adept gains the ability to brew many rapidly advancing toxins that function as

diseases. An Adept possesses knowledge of all blood toxins of a tier he has unlocked, as shown

on the table above. Unless otherwise noted, a blood toxin is an extraordinarily advanced disease,dealing the indicated damage at the beginning of each round until the target succeeds on

Fortitude save or the disease runs its course, and has a saving throw DC of 10 + the tier of the

disease + the Adept's Intelligence modifier. If the toxin applies a different effect than damage,the effect persists for one round for each failed save unless otherwise noted.

The Adept may apply blood toxins to his weapons as he would apply poisons; the toxins function

as an injury-type infection unless otherwise noted.

Creating a blood toxin requires a [[[Craft (poisonmaking)]]] check that takes one hour per dose

of the toxin to be made, and consumes appropriate materials of a value listed in the entry foreach toxin.

Insightful Healing (Ex): A Adept may use either his Intelligence or Wisdom modifier as the key

ability for the [[[Heal]]] skill, whichever is higher.

Adept Specialization (Ex): At 1st level, 5th level and 10th

 level, an Adept chooses one of the

following specializations, gaining the appropriate ability. Once chosen, the choice ofspecialization is permanent.

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 Adept Anatomical  

You gain the ability to apply Surgical Precision damage to constructs, plants, and undead, though

the base dice are reduced to d4s.

 Adept Biological  

 Prerequisites: Adept level 5th You gain the ability to bypass any immunity to poison or disease that comes from a creature'stype or race, with the exception of constructs and undead. Creatures with a racial bonus to saves

against poison or disease do not gain this bonus against your poisons or diseases.

 Adept Surgical  

As a standard action, you may touch an ally and make a Heal check. You heal a number of hit

 points equal to your Heal check -10, minimum of 1 point. You may make multiple Heal checks

for the same creature. This healing is little more than first aid however, and is limited to anamount equal to the healed creature's hit dice plus the your Intelligence modifier per encounter.

Further healing requires additional measures beyond the scope of this ability.

 Adept Neurological  

 Prerequisites: Adept Alchemical, Adept level 5th 

As a standard action, you may make a Heal check on a touched creature to attempt to remove

any one of the following conditions currently affecting the creature: dazed, exhausted, fatigued, paralyzed, and stunned. The Difficulty Class to remove a condition in this fashion is equal to 10

+ the DC of the save against the original effect. If the effect did not allow a save, the DC of the

Heal check is 10 + the HD of the originating creature. You cannot remove self-inflictedconditions in this fashion, such as a creature that has exhausted itself through prolonged forced

marching.

 Adept Psychological   Prerequisites: Adept level 5th 

Whenever you fail a Heal check, you may immediately roll a second Heal check at a -5 penalty.

If the second Heal check achieves the DC of the task, you succeed on the check despite the initialfailure.

 Adept Medical  By spending one full minute assessing a touched creature, you may grant it temporary hit points

equal to your class level. These temporary hit points do not stack with other sources of

temporary hit points, and you may not grant a creature more temporary hit points than twice your

class level each day. Temporary hit points granted by this ability persist for one hour or untilconsumed.

 Adept Alchemical

You gain the ability to create restorative potions out of seemingly mundane herbs and plants. Bymixing just the right concoction in a vial or similar and allowing it to steep for at least an hour,

you can create a potion that restores a number of points of ability damage equal to your

Intelligence modifier to a score of your choice, determined at the time of making. Creating eachof these potions requires at least ten minutes of dedicated effort, and no creature may benefit

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from more than one per day, even if the two potions are made to restore different damaged

ability scores. Once made, a potion of this type remains potent for 12 hours, at which point it

 becomes nothing more than ill-tasting liquid.

 Adept Spiritual  

 Prerequisites: Adept level 10th, Adept Neurological  As a standard action, you may make a Heal check on a touched creature to attempt to remove1d4 negative levels. The Difficulty Class of this check is equal to 10 + the highest DC of effects

that applied negative levels to the creature. If the effect did not allow a save, the DC of the Heal

check is equal to 10 + the highest HD of the originating creatures who applied negative levels.

You may only remove a number of negative levels per creature equal to your Intelligence

modifier per day.

 Adept Toxicological  

You gain a +4 competence bonus on all Craft (Poisonmaking) checks, and the save DC of any

 poison or blood toxin you use increases by 2.

Surgical Precision (Ex): As a swift action, an Adept may make a Heal check against any

creature he can see, with a Difficulty Class of 10 + the creature's hit dice. If successful, he deals

an additional 1d6 damage with all attacks made against the creature until the start of his next

turn. At 3rd level and every two levels thereafter, this damage increases by an additional 1d6

 points.

Damage from surgical precision is precision damage, and as such does not function against

creatures immune to sneak attacks or similar forms of precision damage.

Adrenaline Surge (Ex): Beginning at 2nd level, the Adept learns to create a concoction of

common herbs and plant bits that would otherwise be of no appreciable value. Creating each of

these brews requires at least ten minutes of devoted effort. By storing the concoction in a vial or

similar container for at least an hour, the Adept may create a nonmagical potion that enhances

the strength and reflexes of the imbiber for a short duration. Once made, a potion of this type

remains potent for 48 hours, after which it becomes so much useless liquid.

Immediately upon drinking the potion, the user gains a +4 morale bonus to strength, and a +2

morale bonus to Reflex saves and Initiative checks. These effects last for a number of rounds

equal to the Adept's Intelligence modifier, after which the user is fatigued for an equal number of

minutes. The effects of this potion do not stack with those of a Barbarian's rage or other, similar

effects.

Disease Immunity (Ex): Beginning at 4th level, the Adept gains immunity to all diseases,

except for supernatural or magical diseases. Against diseases he is not immune to, the Adept

gains a bonus to his save equal to his Intelligence modifier.

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Poison Immunity (Ex): Beginning at 6th level, the Adept gains immunity to all poisons and

venoms, whether magical or mundane.

Inviolate Body (Ex): Beginning at 8th level, the Adept may resist even magical and unnatural

attacks with great fortitude. Whenever he succeeds on a Fortitude save against an effect with a

saving throw entry such as “fortitude half” or “fortitude partial”, he instead suffers no ill effect

whatsoever.

Surgeon's Composure (Ex): Beginning at 10th level, the Adept gains immunity to effects that

would forcibly alter his emotions, such as despair, fear or rage effects, unless he wishes to

succumb to them. For example, he would be immune to the crushing despair  and fear  spells, but

could choose whether or not to be affected by a rage spell or similar. The Adept may still benefit

normally from morale bonuses. 

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 Blood Toxins: 

++1st Tier Toxins

||~Toxin Name||~Incubation Period||~Duration||~Effect Interval||~Creation Cost||~Craft DC||

||Eye of Light||1 round||5 rounds||1 round||10 sp||14||||Slime Cascade||1 round||5 rounds||1 round|| 15 sp|| 16||||Trembling Chills|| 1 round||5 rounds||1round||10 sp||14||

||Volcanic Pox||1 round|| 5 rounds||1 round||12 sp||15||

||Winter Heart||1 round||5 rounds||1 round||20 sp||17||

 Eye of Light: This toxin affects the connections between a creature's eyes and its mind, dazzling

it. On a failed save, the target of this toxin begins to see spots, which rapidly brighten into

 painful points of light. The target is initially treated as being dazzled, but each failed saveincreases the penalty to attack rolls, Spot checks, and Search checks by an additional point as the

toxin forces the target's eyes to dilate further and further.

Slime Cascade: A particularly disturbing toxin to be on the receiving end of, slime cascade

instantly causes the afflicted creature's mouth to begin producing vast quantities of thick slime.

Each round that this toxin remains in effect, the affected creature must spend a move action to

clear its mouth of the slime or begin suffocating, as if it were drowning. Creatures that do notneed to breathe are immune to the suffocation effect of this toxin.

Trembling Chills: A creature infected with this toxin loses its ability to sense warmth, instantlyfeeling as though it were bathed in ice. Creatures without immunity to cold damage take a -2

 penalty to attack rolls, damage rolls, saving throws, skills checks and ability checks while the

toxin remains in effect.

Volcanic Pox: This toxin causes coin-sized pustules to rapidly bubble up across the creature's

flesh, bursting a moment later. Each round the toxin remains in effect, the creature takes 1d12

damage as its body explodes bit by bit.

Winter Heart: A tame toxin by some standards, winter heart can still prove quite deadly if

allowed to run its course. Each round that the toxin remains in effect, the afflicted creature takes1d2 Constitution damage.

++2nd Tier Toxins:

||~Toxin Name||~Incubation Period||~Duration||~Effect Interval||~Creation Cost||~Craft DC||

||Acidic Lesions||1 round||5 rounds||1 round||45 sp||19||

||Electric Necrosis||1 round||5 rounds||1 round||45 sp||19||

||Ghostly Abscess||1 minute||5 minutes||1 minute||55 sp||20||||Horrible Bile||1 round||5 rounds||1 round||50 sp||20||

||Incandescent Veins||1 round||5 rounds||1 round||55 sp||21||

 Acidic Lesions: As the name implies, this toxin causes open sores to spring up across the

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unfortunate victim's body, which secrete a thin acid that sears the flesh around each lesion. Each

round that this toxin remains in effect, the victim takes 2d6 acid damage and 1 point of

Constitution damage.

 Electric Necrosis: A creature afflicted with electric necrosis instantly begins to experience sharp

subdermal electrical jolts as its body releases stored bioelectricity at a thousand times the normalrate. Each round that this toxin remains in effect, the afflicted creature takes 2d6 electric damage.Each time the afflicted creature takes damage from this toxin, its base movement speed decreases

 by 5 feet, to a minimum of 5 feet. A creature with its movement speed so impeded only recovers

when all damage dealt to it by this toxin has been healed.

Ghostly Abscess: A slower toxin than many, ghostly abscess is appropriately more powerful than

toxins of similar potency. The toxin derives its name from the transparent gray covering that

spreads over the afflicted portion of the victim's body, which appears as a spectral copy ofdissolved organs when the disease runs its course. Each minute that this toxin remains in effect,

the afflicted creature takes 1d6 points of Constitution damage.

 Horrible Bile: A creature afflicted with this toxin immediately begins vomiting a combination of

toxin-enhanced stomach acid whatever else might be in its stomach at the time. The first failed

save against this toxin sickens the creature for one round; the second nauseates for one round;

subsequent failed saves nauseates for one round and deal 1 point of Constitution damage.

 Incandescent Veins: Sabotaging the body's natural defenses, this toxin causes the victim to

experience something akin to a high fever, only much, much stronger. Each round that this toxinremains in effect, the victim takes 2d6 fire damage; resistance to fire does not protect from this

damage, though immunity does. If the victim fails two consecutive saves against this toxin, it

immediately falls unconscious until the toxin runs its course or is removed.

++3rd Tier Toxins:

||~Toxin Name||~Incubation Period||~Duration||~Effect Interval||~Creation Cost||~Craft DC||||Acid Belly||1 round||5 rounds||1 round||70 sp||22||

||Blood Blindness||1 round||3 rounds||1 round||70 sp||22||

||Rampant Decay||1 round||5 rounds||1 round||75 sp||23||||Searing Agony||1 round||5 rounds||1 round||70 sp||23||

||Wayfarer’s Bane||1 round||5 minutes||1 minute||80 sp||23|| 

 Acid Belly: A toxin renowned primarily for being exceptionally painful, acid belly rapidlydissolves portions of the afflicted creature's stomach lining, causing digestive fluids to spill out

into the surrounding portions of the creature's body, mixing with the toxin as they go. Each

round this toxin remains in effect, the afflicted foe takes 4d6 acid damage. For each round after

the first that this toxin remains in effect, the afflicted creature takes 1 point of Constitutiondamage.

 Blood Blindness: By disrupting the normal flow of blood to the afflicted creature's eyes, thistoxin temporarily causes the victim's vision to fade to a murky black. Each round that this toxin

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remains in effect, the afflicted creature is blinded for one round. If the toxin runs its full course,

the sudden resurgence of blood flow to the eyes bursts several critical bits of ocular anatomy,

 permanently blinding the creature until they receive the effects of a remove blindness spell orsimilar magic. Sightless creatures are immune to the effects of blood blindness.

 Rampant Decay: An extremely high-profile toxin, rampant decay causes large sections of theafflicted creature's flesh to experience rapid necrosis, blackening and releasing a foul odor. Eachround that this toxin remains in effect, the victim takes 1d4 points of Constitution damage.

Searing Agony: Similar to the incandescent veins toxin, but much more potent, searing agonydeals 4d6 points of fire damage each round that it remains in effect; resistance to fire does not

apply to this damage, though immunity does. Each time the afflicted creature takes damage from

this toxin, it is rendered helpless for one round from the agony of feeling liquid fire in every vein

of its body.

Wayfarer's Bane: A curious toxin in that it deals no damage of any kind, wayfarer's bane can

nonetheless be equally disruptive. Each time a creature fails a save against this toxin, itexperiences extreme disorientation for one minute. While disoriented, the creature has a 50%

chance to be rooted in place from vertigo whenever it tries to move in any fashion, including

charging and 5-foot steps.

++4th Tier Toxins:

||~Toxin Name||~Incubation Period||~Duration||~Effect Interval||~Creation Cost||~Craft DC||

||Blinding Rage||1 round||3 rounds||1 round||225 sp||26||

||Madness Fugue||1 round||1 minute||2 rounds||200 sp||24||

||Mutagenic Venom||None||Instant||Special||150 sp||24||||Spitting Boils||1 round||3 rounds||1 round||200 sp||26||

||Wasted Limbs||1 round||3 minutes||1 minute||225||26||

 Blinding Rage: It is surprisingly simple to force a creature to experience indiscriminate rage with

the proper serum. Blinding rage does just that, overstimulating the portion of an afflicted

creature's mind that feels anger, while numbing every other emotion away to nearly nothing.Each round that this toxin remains in effect, the afflicted creature mindlessly attacks the nearest

creature to the best of its ability, full-attacking if possible, or charging if not; if neither of these

options are available, the creature moves as fast as it is able until it can make attacks through

whatever means it possesses.

 Madness Fugue: Similarly to the blinding rage toxin, madness fugue numbs away all reason and

thought from an afflicted creature, causing it to act wildly. Each time the afflicted creature fails a

save against this toxin, it is confused  (as the spell) for two rounds.

 Mutagenic Venom: An exceptionally subtle toxin, this serum is incomplete on its own. As part of

the creation process, the Adept mixes in a poison of his choice of any type, including inhaled poisons. This combined serum is then mixed into another of his toxins, to create a single dose of

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a double-layered toxin.

While combined with the second toxin, mutagenic venom lies completely inert. Once the toxin towhich it is attached is finished, whether by running its course, being overcome by the victim's

 body, or removed by a remove disease spell or similar, mutagenic venom flares to life, instantly

subjecting the victim to the effects of the attached poison. Mutagenic venom is not removed byan initial application of remove disease, heal , or similar magic, only the toxin to which it isattached. A wish or miracle spell can remove both mutagenic venom and the toxin to which it is

attached without triggering the effects of mutagenic venom, however.

The poison mixed into the mutagenic venom uses either its normal save or that of the mutagenic

venom, whichever is higher.

Spitting Boils: A gruesomely effective toxin, spitting boils causes palm-sized pustules to eruptacross the afflicted creature's entire body, which spurt jets of toxin-laced pus at irregular

intervals. Each time the afflicted creature fails its save, it takes 1d4 Constitution damage and the

 boils across its body erupt immediately and at the beginning of the next round, infecting allcreatures within 10 feet of the victim unless they succeed on a Reflex save at the same DC as the

toxin. A creature infected with spitting boils cannot be infected again while the toxin remains

active, though it may be infected again after the disease has run its course.

Wasted Limbs: Brutally effective against those who rely on physical might to accomplish their

goals, this toxin both dissolves muscle and wearies the body at the same time. Each round that

the victim succumbs to this toxin, it takes 1d6 strength damage. If the victim fails a second saveor more in a row, it is exhausted for one round in addition to taking the strength damage.

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