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Showing posts with label Errata. Show all posts
Showing posts with label Errata. Show all posts

Tuesday, August 4, 2015

Unearthed Errata: Oathsworn

by Tim Wallace

Here is my conversion of the oathsworn as an archetype for both the core and unchained versions of the monk class. I also created a few new ki powers to mimic a few of the oathsworn class abilities not yet replicated by the unchained monk class.

Ki Powers: The following new ki powers can be taken by any qinggong or unchained monk who meets the prerequisites. Unless otherwise noted, a monk must have attained 4th level to select a ki power below, and a monk cannot select an individual ki power more than once.

Energy Adaptation (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain energy resistance 10 against whichever type of energy he selects: acid, cold, electricity, or fire. Once activated, this ability lasts for 1 minute per monk level. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level.
Environmental Adaptation (Ex): As long a monk with this ki power has at least 1 point in his ki pool, he suffers no harm from being in a hot or cold environment, as the endure elements spell.
Planar Adaptation (Su): A monk with this ki power can spend 3 points from his ki pool as a swift action to gain the effects of the planar adaptation spell. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 12th level and must possess both the energy adaptation and environmental adaption ki powers before selecting this ki power.

Oathsworn (Monk)
Perhaps the most dedicated and steadfast individuals in all the land, oathsworn pick a task and then set out to accomplish it—no matter what stands in their way. Oathsworn are skilled martial artists and unarmed combatants, and their supernatural devotion to their oath allows them to survive in the most hostile environments.

Oath (Su): At 1st level, an oathsworn disciplines his body to hold more ki by swearing to uphold an oath—a very specific task—he will accomplish in no more than one year’s time. Swearing this oath grants the oathsworn an extra 1 ki point for every monk level he possesses. The oathsworn gains this extra ki even before he gains his ki pool at 4th level. If the oathsworn has at least 1 point of ki, he gains a +2 bonus on all Acrobatics, Climb, Escape Artist, Stealth, and Swim. As a swift action, the oathsworn can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check.
Oaths can be singular tasks (destroy the Ebon Pinnacle) or ongoing (keep Suen Ng-hung alive). Ongoing oaths can be renewed at the end of each year. An oath must be something measurable, so the character knows whether it has been fulfilled. If the Ebon Pinnacle still stands after one year, or if Suen Ng-hung dies, the oathsworn who made those oaths clearly failed. If the Ebon Pinnacle lies in ruins or if Suen Ng-hung remains alive at the end of the year (never having died at any point during the year), the oaths were fulfilled and the oathsworn successful.
It is crucial that the player of an oathsworn character work out the details of his oath with the GM. The GM should make sure that the oath does not run counter to the direction of the campaign or prevent the character from taking part in planned adventures.
If the task is not completed within one year, or if conditions arise that indicate the failure of the oath, the oathsworn’s ki pool is reduced to 0 (as if he had spent all of his ki points) and he cannot replenish his pool or use abilities that require ki or a ki pool until he has redeemed himself. Redemption requires he swear an oath again (it can be either the same oath or a new one) accompanied by an atonement spell. After the redemption, the oathsworn’s normal ki pool (without the bonus from the oath or the ability to perform an oath strike) returns. If he upholds the oath for a full month, his ki pool regains the additional points from swearing the oath as well his ability to perform an oath strike.
This ability replaces the bonus feat gained at 1st level, the still mind class feature, and alters the ki pool class feature.

Oath Strike (Su): Starting at 16th level, an oathsworn in an endeavor that directly pertains to the fulfillment of his oath, the oathsworn may perform an oathstrike. Using this ability is a standard action that costs 4 ki points, and the oathsworn must announce his intent to use this ability (and spend the ki points) before making the attack roll. The oath strike is resolved as a touch attack that ignores damage reduction (or hardness, if attacking an object).
If the oathsworn is a core monk, this ability replaces quivering palm. If the oathsworn is an unchained monk, this ability replaces the ki power he would gain at 16th level.


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 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.


Tuesday, July 7, 2015

Unearthed Errata: The Sentinel Hybrid Class

by Tim Wallace

This is my attempt to convert the champion class from Arcana Evolved. It began as a paladin archetype, then I was going to try and do a full class conversion, and finally I settled on making it a hybrid paladin/samurai class. Therefore, I have only had time to convert two causes for it. Next week I will finish converting the causes.

Sentinel
Sentinels are empowered not by alignment or a deity, but by their devotion to a chosen cause.

Alignment: Any.

Hit Die: d10.

Parent Classes: Paladin and samurai.

Class Skills
The sentinel's class skills are  Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Table: Sentinel
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+0
+2
Cause, challenge 1/day, resolve
2nd
+2
+3
+0
+3
Cause ability, fervor
3rd
+3
+3
+1
+3
Fervent act, weapon expertise
4th
+4
+4
+1
+4
Challenge 2/day
5th
+5
+4
+1
+4
Indomitable weapon
6th
+6/+1
+5
+2
+5
Fervent act
7th
+7/+2
+5
+2
+5
Challenge 3/day
8th
+8/+3
+6
+2
+6
Cause ability
9th
+9/+4
+6
+3
+6
Fervent act, greater resolve
10th
+10/+5
+7
+3
+7
Challenge 4/day
11th
+11/+6/+1
+7
+3
+7
Honorable stand
12th
+12/+7/+2
+8
+4
+8
Demanding challenge, fervent act
13th
+13/+8/+3
+8
+4
+8
Challenge 5/day
14th
+14/+9/+4
+9
+4
+9
15th
+15/+10/+5
+9
+5
+9
Cause ability, fervent act
16th
+16/+11/+6/+1
+10
+5
+10
Challenge 6/day
17th
+17/+12/+7/+2
+10
+5
+10
True resolve
18th
+18/+13/+8/+3
+11
+6
+11
Fervent act
19th
+19/+14/+9/+4
+11
+6
+11
Challenge 7/day
20th
+20/+15/+10/+5
+12
+6
+12
Last stand


Class Features
All of the following are class features of the sentinel.

Weapon and Armor Proficiency: Sentinels are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Cause (Ex): At 1st level, a sentinel must pledge herself to a specific cause. The cause grants the sentinel a number of bonuses, class skills, and special abilities. In addition, each cause includes a code the sentinel must adhere to. If she violates this code, she loses the benefits of her cause's challenge ability for 24 hours. The violation of a code is subject to GM interpretation.
A sentinel who wishes to change her cause must undertake a lengthy process to dedicate herself to a new cause. When this choice is made, she immediately loses all of the benefits from her old cause. She must then follow the code of her new cause for one entire level without gaining any benefits from that cause. Once she has accomplished this, she gains all the bonuses from her new cause. Note that the names of these causes might vary depending upon the campaign setting or GM's preference.

Challenge (Ex): Once per day, a sentinel can challenge a foe to combat. As a swift action, the sentinel chooses one target within sight to challenge. The sentinel's melee attacks deal extra damage whenever the attacks are made against the target of her challenge. This extra damage is equal to the sentinel's level. The sentinel can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the sentinel's concentration. The sentinel takes a –2 penalty to her Armor Class, except against attacks made by the target of her challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each sentinel's challenge also includes another effect which is listed in the section describing the sentinel's order. This ability replaces smite evil.

Resolve (Ex): Starting at 1st level, the sentinel gains resolve that she can call upon to endure even the most devastating wounds and afflictions. She can use this ability once per day at 1st level, plus one additional time per day for every two sentinel levels beyond 1st. Whenever the sentinel defeats the target of her challenge, she regains one daily use of her resolve, up to her maximum number of uses per day. Defeating the target of her challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. She can use this resolve in a number of ways.
Determined: As a standard action, the sentinel can spend one use of her resolve to remove the fatigued, shaken, or sickened condition. If the sentinel is at least 8th level, she can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the sentinel is required to make a Fortitude or Will save, she can spend one use of her resolve as an immediate action to roll twice and take the better result. She must decide to use this ability before she rolls the saving throw.
Unstoppable: When the sentinel is reduced to fewer than 0 hit points but not slain, she can spend one use of her resolve as an immediate action to instantly stabilize and remain conscious. She is staggered, but she does not fall unconscious and begin dying if she takes a standard action. She does fall unconscious if she takes additional damage from any source.

Fervor (Su): At 2nd level, a sentinel can draw upon the power of her cause to heal wounds or harm foes. This ability can be used a number of times per day equal to 1/2 her sentinel level + her Charisma modifier.
By expending one use of this ability, a good sentinel can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 sentinel levels her possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the sentinel targets herself, in which case it's a swift action). Alternatively, the sentinel can use this ability to harm an undead creature, dealing the same amount of damage her would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil sentinel can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral sentinel must choose whether she deals positive or negative energy with this ability. Once this choice is made, it cannot be reversed. This ability replaces lay on hands.

Fervent Act (Su): At 3rd level, and every three levels thereafter, a sentinel can select one mercy or cruelty. Each mercy adds an effect to the sentinel’s fervor ability. A sentinel who deals positive energy with her fervor chooses from the list of mercies available to the paladin class, and a sentinel who deals negative energy with her fervor chooses from the list of cruelties available to the antipaldin class. This ability replaces all mercies gained at all levels.

Weapon Expertise (Ex): At 3rd level, a sentinel gains an unparalleled expertise with her chosen weapons. At 3rd level, the sentinel selects one fighter weapon group. The sentinel can draw weapons from the selected weapon group as a free action as if she had the Quick Draw feat. In addition, whenever she threatens a critical hit with a weapon from the selected weapon group, she gains a +2 bonus on the confirmation roll. Finally, her sentinel levels stack with any fighter levels she possesses for the purposes of meeting the prerequisites for feats that specifically select her chosen weapon group, such as Weapon Specialization.

Indomitable Weapon (Su): Upon reaching 5th level, a sentinel can enhance her weapon as a standard action by calling upon the power of her cause for 1 minute per paladin level. When called, the power of her cause causes the weapon to shed light as a torch. At 5th level, the power of her cause grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: bane, brilliant energy, dancing, defending, disruption, ghost touch, keen, merciful, speed, thundering, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the power of her cause are determined when the power of her cause is called and cannot be changed until the power of her cause is called again. The power of her cause imparts no bonuses if the weapon is held by anyone other than the sentinel but resumes giving bonuses if returned to the sentinel. These bonuses apply to only one end of a double weapon. A sentinel can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a power of her cause is destroyed, the sentinel loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the sentinel takes a –1 penalty on attack and weapon damage rolls. This ability replaces divine bond.

Greater Resolve (Ex): At 9th level, a sentinel can spend her resolve to negate some of her most grievous wounds. After a critical hit is confirmed against him, the sentinel can spend one use of her resolve as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the sentinel uses this ability.

Honorable Stand (Ex): At 11th level, a sentinel can make an honorable stand, deciding to fight the target of her challenge to the bitter end, no matter the cost. She can make an honorable stand once per day at 11th level, plus one additional time per day at 16th level. Declaring an honorable stand is a swift action. While making an honorable stand, the sentinel is immune to the shaken, frightened, and panicked conditions. She does not fall unconscious while her hit point total is below 0. Finally, whenever a sentinel making an honorable stand must make a saving throw, she can spend one daily use of her resolve to reroll the saving throw after the first roll is made. She must take the result of the second roll, even if it is worse. If a sentinel making an honorable stand ever retreats from battle against her challenged foe, she loses the ability to make a challenge for 24 hours.

Demanding Challenge (Ex): At 12th level, whenever a sentinel declares a challenge, her target must pay attention to the threat she poses. As long as the target is within the threatened area of the sentinel, it takes a –2 penalty to its AC on attacks made by anyone other than the sentinel.

True Resolve (Ex): At 17th level, a sentinel can spend uses of her resolve to avoid death. If she has at least two uses of her resolve remaining, she can spend all of the daily uses of her resolve that she has available to him to avoid death. Regardless of the source of the attack that would have killed him, she is left alive, at –1 hit points (or lower if she was already below –1), unconscious, and stable.

Last Stand (Ex): At 20th level, a sentinel can make a last stand once per day whenever she makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the sentinel, unless the attack scored is a critical hit. In addition, the sentinel remains conscious and is not staggered while she is below 0 hit points. While using this ability, the sentinel cannot be killed by melee or ranged weapons unless they are wielded by the target of her challenge. Attacks made by opponents that are not the target of her challenge deal no damage when sentinel has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become staggered if they reduce her hit points below 0). This effect lasts until the challenge ends or the sentinel takes an offensive action against a target other than the target of her challenge.

Sentinel Causes
The following causes can be chosen by sentinels.

Cause of Darkness
A champion of darkness somehow attains the position of being the chosen representative of evil. 

Code: While normally free-willed people never think of themselves as evil, the champion of darkness embraces the malevolent, destructive, cruel, and compassionless nature of darkness.

Challenge: Whenever a sentinel of darkness issues a challenge, she receives a +1 moral bonus on attack rolls against the target of her challenge as long as she is in an area of dim light or darkness.

Skills: A sentinel of darkness adds Sleight of Hand and Stealth to her list of class skills. She can make Sleight of Hand checks untrained. If she has ranks in the skill, she receives a bonus on the check equal to 1/2 her sentinel level (minimum +1) when attempting to conceal a weapon.

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

Cloak or Darkness (Su): At 2nd level, you can conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per sentinel level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

See in Darkness (Su): At 8th level, you gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Dweller in Darkness (Sp): At 15th level, you can cast your psyche into the void of space to attract the attention of a terrible otherworldly being once per day. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird

Cause of Light
The light is both the foundation and the weapon of a sentinel of light. They struggle against the forces of darkness. 

Code: These champions uphold altruism, righteousness, and justice.

Challenge: Whenever a sentinel of light 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 darkness adds Perception and Survival to her list of class skills.

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

Prismatic Coat (Su): At 2nd level, you conjure a coat of rainbow radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per sentinel level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Day's Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Form of Light (Su): At 15th level, as a standard action, you can assume the form of a Small, Medium, Large, or Huge fire elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level.