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Tuesday, July 28, 2015

Unearthed Errata: Greenbond

by Tim Wallace

The greenbond is another of the Arcana Evolved classes that is already very similar to, and share some features of, an existing Pathfinder RPG class: the druid. Hence, I decided to make it an archetype instead of a new class.

Greenbond (Druid)
To understand the greenbond, one first must understand the Green. The Green is the source of life, fertility, and health. Those learned in the ways of magic often refer to its power as “positive energy,” but greenbonds know it as much more. The Green infuses the world, connecting all living things. It ebbs and flows with the coming and going of life.

Plant Bond (Ex): At 1st level, a greenbond forms a mystic bond with plant life. This bond can take one of two forms. The first grants the greenbond one of the following domains: Growth, Jungle, Plant, or Swamp. When determining the powers and bonus spells granted by this domain, the greenbond's effective cleric level is equal to her druid level. A greenbond who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with a plant companion. A greenbond may begin play with any of the plants listed in Plant Companions (see below). This plant is a loyal companion that accompanies the greenbond on her adventures. Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid's animal companion ability. This ability replaces nature bond.

Green Empathy (Ex): At 1st level, a greenbond can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The greenbond rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
To use green empathy, the greenbond and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
A greenbond can also use this ability to influence an animal, but she takes a –4 penalty on the check. This ability replaces wild empathy.

Greenbond Power: At 4th level and every 2 levels thereafter, a greenbond selects a greenbond power. This ability replaces all iterations of wild shape except for wild shape (at will).

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.
Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the target's current hit points + the target's Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Wisdom modifier. The target receives a Fortitude save (DC 10 + 1/2 your druid level + your Wisdom modifier) to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th. You must be at least 8th level before selecting this greenbond power.
Massmorph (Sp): As a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per druid level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day. You must be at least 10th level before selecting this greenbond power.
Natural Divination (Ex): By observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Alternatively, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four druid levels you have attained.
Nature's Intuition (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Wisdom modifier to your Armor Class.
Rooting (Ex): As a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your druid level. This duration need not be consecutive, but it must be used in 1-minute increments. You must be at least 16th level before selecting this greenbond power.
Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animals. You gain the ability to communicate with an additional kind of animal for every 4 druid levels you have attained.
Speak with Plants (Ex): You gain the ability to converse plants as if you were under the effects of speak with plants.
Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 8th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 12th level, the ability works everywhere, even in civilized or wholly artificial realms. At 16th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.
Tanglevine (Sp): As a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your druid level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your druid level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Wisdom modifier. Designating a creature is a standard action that requires a touch. At 12th level, you may use this bond to cast a touch spell on a designated ally once per day.
Undo Artifice (Sp): You gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw (DC 10 + 1/2 your druid level + your Wisdom modifier) to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item's value. You may use undo artifice a number of times per day equal to your Wisdom modifier. You must be at least 12th level before selecting this greenbond power.

Photosynthesis (Ex): At 9th level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +4 racial bonus on saving throws made against poison and sleep effects. This ability replaces venom immunity.

One with the Green: At 20th level, the greenbond has discovered the intrinsic secrets of life itself, granting her incredible control over her own body. Once per day, she can surround herself with an organic cocoon as a full-round action. While enclosed in the cocoon, she is considered helpless.
Eight hours later, she emerges having changed her type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter her Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made; she is cleansed of all poisons or diseases, is restored to full hit points, and heals all ability damage. She must select a new type every time the transformation is made. This ability replaces wild shape (at will).

Plant Companions
Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature's full base attack bonus unless otherwise noted. Plant attacks add the plant's Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion's Strength and Constitution by 2.

Carnivorous Flower
Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (2d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).

Crawling Vine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack slam (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

Puffball (Floating Fungus)
Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor; Attack thorn (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Attacks poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC);Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Str +2, Con +2.

Sapling Treant
Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision.
4th-Level Advancement: Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.


Tuesday, July 21, 2015

Forgotten Fable™: Tenjikujin Race

by Tim Wallace and Adam Frank

The small, agile, and incredibly friendly tenjikujin are a race of humanoid rodent-like creatures. They are found all over the world and always in groups. While a bit flighty and easily frightened they are highly curious and well-loved wherever they may travel.
Physical Description: Tenjikujin are small, averaging about three feet tall, humanoid guinea-pigs who are covered in soft fur that come in various mottled colors of browns, tans, and greys, the tenjikujin are very unassuming to look at. Their large black eyes, located on the sides of their heads, while prominent, are not their primary way of observing the world and are rather underdeveloped. Their other senses though, make up where these fall short. Tenjikujin are almost never surprised by people as their noses and ears give them an almost preternatural sense of space. Some can, by taste, identify poisons, or potions without being affected by the item. Some think these powerful senses are what makes these creatures so personable: that perhaps they can taste emotions and react accordingly.
Society: Highly social and valuing family, the tenjikujin are usually found in family clans. While most groups are nomadic, they are found everywhere on Densetsu. Raised from birth, constantly surrounded by their huge and complex families, the tenjikujin dread being alone and are sometimes seen as skittish in solitary situations. A litter of tenjikujin kittens will be raised by an entire clan. The children look to the children of the entire clan as siblings, every clan member is considered part of the family. They have celebrations for anything they consider worthy of one; holding huge feasts and inviting any non-threatening people living nearby.
Relations: The tenjikujin are recognized as the most universally well-loved race on Densetsu and are welcome anywhere and usually among anyone. They are friendly and helpful but, without other tenjikujin around can be skittish. Due to this overwhelming acceptance they make great spies or diplomats. A kingdom will often reach out to a clan to hire a few of the more adventurous tenjikujin who may be wanting to learn more about the world outside their clan. The only places the tenjikujin tend to avoid are the more war-torn regions, those places that are constantly in flux due to the rise and fall of warlords. Even there though, you may find an adventurous clan, an exiled tenjikujin, or even just an individual looking for something different than life has presented them.
Alignment & Religion: Tenjikujin stick mostly to their own belief structures. While they have gods they believe that the spirits of their ancestors live on in the newborns around them. A tenjikujin who dies may be thought to be reborn in the next litter and a kitten with similar fur markings or coloration may even end up sharing a name with the recently deceased. The deities they do follow are those of travel and market. In fact Kishiko, the goddess of travel and the sea is seen as a patron of the tenjikujin.
Adventurers: While often nervous, there are times a tenjikujin will be forced to leave their clan. Sometimes their family clan hires them out, other times a traumatic experience that they seek to rectify will push them outside their clan. While it is rare, it is not unheard of for a curious tenjikujin to just feel the bug of adventure and seek treasure, acceptance, friendship, or just a change of scenery. The tenjikujin are seen as boon companions and, as most are so personable, they are readily accepted into groups for their diplomatic skills.

Tenjikujin (天竺人) Racial Traits (11 RP)
+2 to Dexterity or Charisma: Tenjikujin are nimble or companionable.
Humanoid (Tenjikujin): Tenjikujin are humanoids with the tenjikujin subtype.
Small: Tenjikujin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Tenjikujin have a base speed of 30 feet.
Gregarious (1 RP): When a tenjikujin successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the tenjikujin’s Charisma-based skills for the next 24 hours.
Scent (3 RP): Tenjikujin have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight.
Sociable (1 RP): When a tenjikujin attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, she can try to influence the creature a second time even if 24 hours have not passed.
Uncanny Awareness (5 RP): Tenjikujin cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against her. When a tenjikujin reaches 9th level in any combination of classes, she gains immunity to maze spells and cannot become lost.
Languages (1 RP): Tenjikujin begin play speaking Common. Tenjikujin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Tenjikujin Racial Traits
The following racial traits may be selected instead of existing tenjikujin racial traits. Consult your GM before selecting any of these new options.
Cornered Fury: Whenever a tenjikujin with this racial trait is reduced to half or fewer of her hit points, and has no conscious ally within 30 feet, she gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces uncanny awareness.
Scavenger: Tenjikujin with this racial trait gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces gregarious and sociable.
Silver Tongued: Tenjikujin with this racial trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when she uses Diplomacy to shift a creature's attitude, she can do so up to three steps up rather than just two. This racial trait replaces scent.
Terrain Bond: A tenjikujin with this racial trait selects a type of terrain from the Terrains table below. When in that terrain she gains a +2 dodge bonus to AC, a +4 racial bonus on Stealth checks, and can move through natural difficult terrain at her normal speed. This choice is made at character creation, and cannot be changed. This racial trait replaces gregarious and sociable.

Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Tenjikujin Racial Rules
The following options are available to tenjikujin. At the GM's discretion, other appropriate races may also make use of some of these.

New Craft (Shelter) Skill Uses
You are able to craft temporary shelter out of materials found in the wild.
Check: The DC and effect of a Craft (shelter) check depend on the task you attempt.
Task
DC
Light shelter enough for 1 Small creature
5
Moderate shelter enough for 2 Small creatures or 1 Medium creature
10
Heavy shelter enough for 8 Small creatures or 4 Medium creatures or 1 Large creature
15

Temporary Shelter: Temporary shelter is a small structure such as a lean-to or a hut built out materials found within the terrain occupied, as well as tarps or any similar such equipment you might have with you. This shelter provides protection from inclement or less severe weather (but not any type of storm) for the designated number of creatures for an 8-hour period. Creatures within this shelter treat environmental heat (or cold) as one level less: severe heat (or cold) is considered very hot (or cold) conditions, while very hot (or cold) is considered average temperature (see heat dangers and cold dangers).
Action: Building light shelter takes 3d6 minutes of work. Building moderate shelter takes 1d3 hours of work. Building heavy shelter takes 1d6 hours of work.

New Survival Skill Uses
You are able to find shelter, such as a cave or dense copse of trees, in the wild.
Check: The DC of a Survival check depend on how many creatures you are trying to find shelter for.
Task
DC
Find shelter in the wild for 1 Small or Medium creature.
10

Find Shelter: For every 2 points by which your Survival check result exceeds 10, you are able to find shelter large enough to accommodate an additional Small or Medium creature. A Large creature counts as four Small or Medium creatures when calculating the result.
Action: Finding shelter in the wild takes 10d6 minutes.

Tenjikujin Feat
Tenjikujin have access to the following feat.

Wide-Eyed Mien
Your innocent appearance make its hard for opponents to attack you.
Prerequisites: Cha 13, tenjikujin.
Benefit: As a standard action, you turn up the charm making it difficult for creatures to attack you. Any opponent attempting to directly attack you, even with a targeted spell, must attempt a Will save (DC 10 + 1/2 your character level + your Charisma modifier). If the save succeeds, the opponent can attack normally and is unaffected by this ability. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack you for the duration of the ability. Those not attempting to attack you remain unaffected. This ability does not prevent you from being attacked or affected by area of effect spells. You cannot attack without breaking the effect but you may use nonattack spells or otherwise act. You may use this ability a number or of rounds per day equal to your character level. This duration does not need to be consecutive, but it must be used in 1 round increments.

Tenjikujin Magic Item
Tenjikujin have access to the following magic item.

BOUNTIFUL BOWLS
Aura faint conjuration; CL 6th
Slot none; Price 6,480 gp; Weight 4 lbs.
DESCRIPTION
These six matching wooden bowls are apparently commonplace beyond some writing around the rims. Once per day, when the bowls are set out and the command word is spoken, they fill with a tasty stew 10 minutes later. Each bowl of stew is highly nourishing and contains everything necessary to sustain a single herbivorous, omnivorous, or carnivorous creature for one day.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a tenjikujin; Cost 3,240 gp


Tuesday, July 14, 2015

Unearthed Errata: More Sentinel Causes

by Tim Wallace

Here are more causes for the sentinel class.

Cause of Death
A sentinel of death knows that all things must come to an end and acts to make sure that such is the case. While most are sinister or cruel in their administration of death, a few look upon death as a natural process. Such benevolent sentinels of death are not quick to deal death, but instead help those whose time has come naturally.

Code: Feared and reviled, a sentinel of death represents the cold end of life and the proper cycle of things. Sentinels of death revile the undead and frown upon resurrection.

Challenge: Whenever a sentinel of death issues a challenge, she receives damage reduction 1/— against attacks made by the target of her challenge. This DR increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of death adds Disguise and Knowledge (history) to her list of class skills.

Cause Abilities: A sentinel of death receives the following abilities as she increases in level.

Death's Gift (Su): At 2nd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.

Spirit Walk (Su): At 15th level, as a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your sentinel level, but you can end this effect prematurely with a standard action. You can use this ability once per day at 15th level, and twice per day at 19th level.

Cause of Freedom
Normally found in places where they are needed most, sentinels of freedom seek to overthrow or defeat some kind of despot or a group that subjugates another group. She must sometimes content herself with minor victories—a slogan of freedom scrawled on the wall of the tyrant’s palace, a single prisoner freed from the dungeons, and so on.

Code: These sentinels fight against oppression, tyranny, and unjust imprisonment of free-willed creatures. They use hit-and-run tactics and try never to endanger innocents.

Challenge: Whenever a sentinel of freedom is the target of a challenge, a smite, a quarry, or similar effect, and she issues a challenge against that character in return, the sentinel receives a +1 morale bonus on attack rolls made against the target of her challenge and a +1 dodge bonus to his AC against attacks made by the target of her challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).

Skills: A sentinel of freedom adds Escape Artist and Fly to her list of class skills.

Cause Abilities: A sentinel of freedom receives the following abilities as she increases in level.

Liberty's Blessing (Sp): At 2nd level, you can touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Charisma modifier.

Wings of Freedom (Su): At 15 level, as a swift action, you can manifest a pair of wings that grant you a fly speed of 60 feet with good maneuverability. At 11th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per sentinel level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Aura of Deliverance (Su): At 15th level, you are immune to effects that impede movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple you automatically fail. You automatically succeed on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. Each ally within 10 feet of you gains a +4 bonus on Escape Artist checks, CMB checks to escape a grapple, and saving throws against becoming entangled, paralyzed, or slowed.

Cause of Justice
Punishment at the hands of this sentinel is swift and without mercy or favoritism. Sentinels of justice do not listen to excuses and are not interested in rationalizations.

Code: The ends do not justify the means, if the means involve harming an innocent. In their eyes, injustices include: killing or harming an innocent, stealing from another, cheating another, being wasteful while others do without, and discriminating against others because of their race, to name just a few. However, murdering someone who deserves it, stealing something from a thief, and so on, are just actions—not unjust ones.

Challenge: Whenever a sentinel of justice issues a challenge, she receives a +1 moral bonus on attack rolls against the target of her challenge if the target makes an attack against a target other than the sentinel. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of justice adds Linguistics and Survival to her list of class skills.

Cause Abilities: A sentinel of justice receives the following abilities as she increases in level.

Aura of Courage (Su): At 2nd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Resolve (Su): At 8th level, you are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Righteousness (Su): At 15th level, you gain DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Cause of Knowledge
Sentinels of knowledge use information as a weapon and a shield. The power of knowledge is without bounds. These sentinels are thoughtful, careful, and intelligent. They don't go into battle without a plan, and they try to keep some winning stratagem in reserve, just in case.

Code: The sentinel of knowledge defends learning and information for its own sake. Losing lore, wisdom, developments, or secrets is the greatest crime and finding new discoveries and ideas is the greatest accomplishment in the eyes of this sentinel.

Challenge: Whenever a sentinel of knowledge issues a challenge, she receives a +1 morale bonus on attack rolls made against the target of her challenge, if the target is an intelligent creature to whom the sentinel offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the sentinel possesses (to a maximum of +5 at 17th level).

Skills: A sentinel of knowledge adds any two Knowledge skills to her list of class skills.

Cause Abilities: A sentinel of knowledge receives the following abilities as she increases in level.

Transcendental Knowledge (Ex): At 2nd level, you add half your class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Psychometry (Su): At 8th level, you can witness a past event by tapping into the collective memory of the Akashic Records. To do this, you must touch a creature, object, or location as part of a full-round action. If you are touching a creature, you relive the event as if you were that creature. If you are touching an object, you relive the event as if you were the last creature to wield that object. And if you are touching a location, you relive the event as if you were the last creature to occupy that location. You experience the most recent event involving the creature, object, or location (prior to your use of psychometry) for a number of rounds equal to you class level. While experiencing the vision, you are blind and deaf to your immediate surroundings. You may choose to end the vision at any time. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

True Name (Sp): At 15th level, your researches into ancient tomes and your inquisitions of bound spirits have led you to one of the best-hidden secrets of the multiverse: the true name of an outsider—the name that defines the very essence of the creature and that gives the speaker control over the being. This outsider can have no more than 18 Hit Dice. Once per day, you can speak the common name by which the outsider is known, and the outsider travels to you as if you had cast greater planar binding upon it. It must obey you to the best of its ability, without pay or bargaining for its services, for its fear that you might release its true name to the wider world is enough to bring even the most recalcitrant of outsiders to bear.

If the creature is within 100 feet, as a move action, you may punish it by deliberately mispronouncing its name, wracking its very essence and giving it the sickened and staggered conditions for 1 round (even if the creature is normally immune to these conditions). You cannot use true name in an area of silence, but the creature does not have to be able to hear you for it to be harmed by the ability.

It is in your best interest to call this creature only sparingly, and occasionally reward it in some fashion to mollify its wrath. If you repeatedly fail to offer it a reward appropriate to its type and ethos, the creature may begin plotting ways to destroy the bond between you, whether by creating an accident that will destroy your memory of the name, by plaguing you with nuisances or dangers until you vow never to call on it again, or by actively seeking to destroy you through its own devices or those of an underling. If this creature is of a lawful type and you are violating its ethos, its superiors may even destroy it or you rather than allow you to contaminate their servant further. Worse, they may establish situations where it is necessary for you to summon this outsider, opening gateways to infernal or angelic interference, in order to gain a foothold on the Material Plane.

Cause of Life
The sentinel of life serves the power of positive energy and the forces that bind together all living things. She is the champion of nature and all things natural: plants, animals, and other living things.

Code: A sentinel of life is the champion of growth, healing, and health. She opposes death and destruction in all its forms, except as a necessary evil—just as a forest fire burns away the undergrowth to encourage the longevity of the forest as a whole, so too must the sentinel of life slay those who spread death.

Challenge: Whenever a sentinel of life issues a challenge, her allies receive a +1 morale bonus on all his saving throws as long as she is threatening the target of her challenge. The bonus increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of life adds Heal and Knowledge (nature) to her list of class skills.

Cause Abilities: A sentinel of life receives the following abilities as she increases in level.

Life Link (Su): At 2nd level, you may create a bond between yourself and another creature as a standard action. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per sentinel level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range (100 ft. + 10 ft./level), or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Adamantine Body (Ex): At 8th level, you gain immunity to all diseases and poisons, including magical diseases.

Life Sense (Su): At 15th level, you notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability.

Cause of Magic
A champion of magic serves the supernatural powers that guide the world with an unseen hand. These characters are as interested in lore and knowledge as combat techniques and strategy, as at home in a library as on a battlefield.

Code: A friend to spellcasters, a guardian (and sometimes leader) of mage guilds, and a defender of magical places and creatures, a sentinel of magic walks in two worlds.

Challenge: Whenever a sentinel of magic issues a challenge, her target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the sentinel successfully damages the target. This penalty increases by +1 for every four levels the sentinel possesses.

Skills: A sentinel of magic adds Knowledge (arcana) and Spellcraft to her list of class skills.

Cause Abilities: A sentinel of magic receives the following abilities as she increases in level.

Eldritch Touch (Su): At 2nd level, you can expend 1 use of your fervor ability as a standard action to charge your hand with energy. You can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when you expend the use of your fervor ability to activate this ability). If you miss with this attack, you can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Dispelling Strike (Su): At 8th level, you can expend 1 or more uses of your fervor ability as a swift action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using your sentinel level as the caster level, except that this effect cannot dispel a spell of a level higher than the number of uses of your fervor ability expended to activate this ability (treat higher-level spells as if they do not exist and apply the dispel attempt to the remaining spells with the highest caster level). Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.

Reflection (Su): At 15th level, you can sacrifice one or more uses of your fervor ability as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of uses of your fervor ability expended. If insufficient uses are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.