R_C
Currently working on Exotic Races as 5 tier Feat Paths. Racial Feat trees must have their “Initial” feat purchased at first level.
Your Mastery level (M) for purchasing any feats before the dashed line is as follows. Current level divided by 2, round up. I.e. Level 17 character has a M of 9, a Level 1 character has a M of 1. Some races or Base classes will increase you M for certain feat trees, since these race/class combo’s are synergestic either mechanically or aesthetically. All feat paths above the dashed line cannot be bought with bonus feats, so at best you have 11 feats (not counting racial adjustments) with which to purchase these, so don’t spread yourself too thin. Recommended maximum is 3 feat trees.
Abilities marked with an asterisk come from Tome of Battle. Unless otherwise noted, abilities are usable once a day.
Terminology – Maneuver: Strike, Boost, or Counter
Strike: Standard Action, Boost: Swift Action, Counter: Immediate action. Aura’s have a radius of 30ft.
Human – +1 Skill point per level and a feat at first level. Then if you did not purchase an initial feat in a racial tree, choose 2 of the following:
You may save the human bonus feat and use it anywhere in the first 6 levels, OR the ability to allow two different morale bonuses to stack OR an extra Trait.
Half-Elf – Gain an extra Trait and a bonus feat at 1st level. +1 to Mastery Level for any feat path on this page, with the exception of racial.
Celestial Heritage {Racial}
Initial – Glide, Darkvision, +2CHA, Acid, Cold, Elec Resist 5
Ex 3 – Winged Flight = Base speed Avg Mobility (No hover) or Blessed Wind; Fiend Slayer, +2 Con, WIS.
Ex 5 – +2 Dex; Eyes of Light, Armblade of the Sword Archon, & Radiant Charge;
Resistance Acid, Cold, Elec +10; +2 CHA.
Ex 7 (Req Ex3)- Select two:
Improved Flight (Double Base, Speed Hover available, good maneuverability), Blessed Wind (Fast healing 7), Radiant Soul Aura (Counter) 1/day, or Celestial Lightning1.
Ex 9 – Solaar Transformation; and choice of either Strike of Righteous Vitality, or Greater Divine Surge
Eyes of light {Celestial} – Freaking laser beam eyes! 3/Encounter, Md8 damage as a ranged touch attack (Std. action, range: 60ft). Against evil outsiders, or undead you deal double that damage.
Armblade of the Sword Archon – You arm(s) take on the properties of a sword archon. They deal 1d8 damage plus an additional M/2 d6 Fire damage. You cannot however wield anything else in the arm(s) you have transformed.
Radiant Soul Aura – A globe of luminescent gold radiates from your body which can be transferred to any ally within reach. It lasts for one round, during that round you are immune to negative energy, and recieve half damage from all attacks.
1 Celestial Lightning {Celestial}
A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes.
Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level. The weapon is considered the initial target (but takes no damage). If you possess no smites this is usable once a day.
Solaar Transformation – +5 Natural armor, Weapons gain the dancing quality (only one at a time), increase resistance by 15, +6 Cha, +4 Con, +4 Wis.
Dragon Clan {Racial: Human subtype}
Transforming and using the Breath weapon are a standard action, unless otherwise noted you stay in that dragon form until you next turn.
Initial – +2 Con, Immunity to sleep and paralysis, lowlight and dark vision; Dragon Gene Defender3
Ex 3 – Fire Gene, Fire Snake & Leaping Flame, +2 Cha
Ex 5 – +2 Str, Thunder & Frost Gene, Mjolnir & Bitfrost
Ex 7 – Rudra Gene4, Iron Heart Surge, Trance Gene5, 2 gene simultaneous use
Ex 9 – Kaiser Form6 (Berserk) & Finishing Move (Req. Ex 7) or Sol Invictus (Berserk) & Crushing force of the Wrathful Dragon God (Req Ex 3); Tri-Gene use.
Ex 11+ – Infinity Dragon – Epic Win
2 Gene’s – Allow you to assume dragon form for one turn, with a breath weapon compatible of your element dealing 2xMd8 damage as well as elemental resistance 5 to the pertaining element. A successful Reflex save (DC 10 + ½ HD + Con modifier) reduces damage by half. You can transform a number of times a day equal to your Mastery level divided by 3 round down {minimum 1}. Fire and Frost – Cone shaped, Thunder line, Defender 15ft Burst, Rudra 30ft Burst
3 Defender Gene – +2 Nat. Arm bonus to Defense, +1 DR to current armor worn. Breath weapon Sonic but uses d6 dice damage.
Mjolnir – Strike +3d6 Electricity and chance to dispel force effects.
Bitfrost – Strike, With a swing of your blade you discharge a freezing gale that affects the immediate target, and 2 more in the vicinity of a cone behind him. The primary target makes a Fort save, if he fails he forfeits his next action. The two secondary targets take 4d6 Cold damage and make a Fort save to resist being slowed.
Rudra Gene – 150% HP, Immune to death effects, Force type Breath Weapon, when reverting back treat excess HP as temporary.
Trance Gene – Breath Weapon Damage is now 3xMd8, Save DC boosted by 3 as well as negating Evasion (but not improved), Defender’s DR increases by 2.
Kaiser Form The entirety of Draconic Might solely in human form. Unfortunately the mortal body cannot withstand it, and it’s wielder is driven into a berserk state. This form lasts for an unknown duration (DM’s discretion). It is said that the form can be controller with the right combination of genes. The Kaiser form is not a gene, but the non berserk form can be created through the combination of 3 genes.
Str (or damage stat of choice) +6, Increase critical threat ranges by 2 (not subject to doubling) and critical hit modifier by 1, Double current HP, Ignore Damage Reduction, +4 to initiative. When wielding a weapon 2-handed double strength bonus, 1.5 bonus for one handed wielding.
If you unlock the secret to the controllable kaiser form you may use the Rudra breath weapon as a standard action, adding your Charisma to each of it’s damage dice.
Sol Invictus – Is a form that cannot be spliced with any other genes. While in this form you emit intense flames from your body dealing 35 fire damage to all in a 30ft radius. While in this form you gain a number of destructive abilities.
D. Twister – You strike out with both claws and a fiery tornado comes in it’s wake. Deal damage as if making two normal attacks at your highest BAB, plus an additional 4d6 fire damage on each strike, and then the target(s) must make a Reflex Save (DC = 10 + M + Strength {+ 4 if you hit one target with both claws}) or be sent 30 feet into the air and suffer appropriate falling damage.
D. Breath – You release an inferno that deals more damage the more time you spend using it. As a Standard action deal 10d6 fire damage, as a full round action deal 15d6, for each continuous round of this the damage recieves a cumulative +5d6 damage.
Crushing Force of the Wrathful DragonGod – An anima banner (Spectral image) of the Wrathful DragonGod forms around you in all it’s deific glory. It takes a moment to take in it’s surroundings before it’s eyes settle on the target. It then rears back and rushes at the target, the entirety of it’s body slamming into the target and possessing it.
The target takes 20d8 damage +5 damage for each dragon gene you possess, then half that damage in the next round + 1 point of constitution damage per dragon gene you possess. Should they survive the onslaught they must make a fortitude save (DC = 10 + M + # of genes) or be rendered helpless for the next round due to the anima spirit residing within them consumes their very essence. A successful save indicates their life force was strong enough to oust the Anima spirit, as well as negate the damage from the second round.
Lycanthrope – Shifter Focus {Race – Shapeshifter}
Initial – Scent, Blood in the Water (Stance), +2 Natural Armor, Base Animal Empathy.
Ex 3 – DR 5/Silver, +2 Dex & Con, Howling Bite (Boost), Sudden Leap (Counter).
Ex 5 (Req. Ex 3)- +2 Dex, Improved Natural Attack, Dancing Mongoose, DR 10/Silver.
Ex 7 – +1/Encounter Fury: +M to damage, Pounce (Blitz rules), Rake, Girallion Windmill Flesh Rip (Boost).
Ex 9 – Feral Death Blow (Strike), Proud Roar – Swift action 60ft burst centered at the user. Will save (DC = 10 + Mastery Level + Con bonus) vs -5 Attack, Defense, and Saves.
Howling Bite – You strike with swift ferocity, increase the critical threat range of your attacks by 2 (not subject to doubling), also natural weapons used this turn have their damage die increased by one size category.
Prototypes
Why yes, I am looking for comments/constructive criticsm. Namely which abilities seem under/overpowered. Leave comments at the bottom of the page, do not alter anything.
Also taking requests for a class people would like to see as a feat path.
{Power – Fighting Style}
This Hand of Mine is BURNING RED!
It’s fierce cry tells me to defeat you!
Man at Arms have a +1 M for this feat path.
Requires – Improved Unarmed Strike
Initial – Fiery Fists, (Maneuver, Free Action) 1/Encounter +1d6 fire damage for the round.
Ex 2 – Burning Brand, +1/Encounter Fiery Fists
Ex 4 – Searing Slash(Boost), Searing Charge (Strike)
Ex 5 – Lingering Inferno(Strike), Improved Grab, Burning Shadow
Ex 6 – Fiery Assault (Stance), Inferno Blade (Boost); Decisive Strike What did you expect when a man puts his entire soul into his fist!?
Ex 8 (Req Ex 6)- Flaming Ball of Death, Sunset Uppercut, Hyper Mode (Only when bloodied, below 50% HP)
Ex 9 – Take this! My love, my anger, and all of my sorrow!
Choose a manuever gained through this tree, deal an additional +100 damage with it. Usable twice a day, only when bloodied (below 50% HP). +150 damage in Hyper Mode.
Burning Brand – Whenever you use a fire maneuver you may choose for the attack’s normal damage to become completely fire damage as well as gaining a +5ft increase in reach until end of turn. The reach increases by an additional +15 ft in hyper mode, as well as ignoring the fire resistance of the target(s)
Burning Shadow – Mirror Image effect, gain combat advantage against opponent who cannot distinguish the real target. During Hyper mode, whenever a foe hits one of your shadows they take M fire damage.
Decisive Strike – In any round in which you make no more than one unarmed strike, double the damage. This does not stop you from chaining it together with other attacks, i.e. flaming blades of death. The unarmed strike must be the last attack made, which makes Two Weapon Fighting a very enticing option. Ignore damage reduction and hardness while in Hyper mode.
Sunset Uppercut – Your first strike was not enough to fully defeat your opponent, however, you’ve honed your reflexes so that after your devasting charge you make an immediate strike on his unguarded flank.
If an attack would normally reduce an opponents hp to below 25%, instead recalculate damage as if you had rolled maximum damage on all dice (Weapon and Fire bonus dice). Only works after a charge, no effect if you miss.
If you are in hyper mode, ignore the 25% requirement, deal maximum damage on a charge (including any bonus fire damage) followed by an immediate attack at your highest base attack bonus. Both attacks are considered to be Decisive Strikes. If the initial attack misses you still get the the immediate follow-up attack.
Hyper Mode – Your burning manly soul enter into a state of peak adrenaline and fervor. Hyper mode lasts for only one round, (unless dramatic effect deems otherwise) during that round you gain DR M/Epic. Also, any fire maneuvers you initiate that round add double the normal amount of extra dice. Other abilities will have notations on what bonuses happen during hyper mode.
Flaming Ball of Death – Ranged Touch attack, 20d6+Charisma Bonus (20d12 + 3xCharisma Bonus in Hyper Mode) Fire Damage.
Immortal Fist (Fighting Style)
Initial – Imp. Unarmed Strike
Quivering Palm, Fist of an Angry God, Snap Kick, Water splitting strike, fists of iron, flying kick, roundhouse, sweep, dance like a butterfly sting like a bee
Grandstander {Fighting Style – ?}
Initial – Bravado, Victory Pose
Ex 2 – Flashy Move, Smashing Display
Ex 4 – Rile the Crowd, Telling Blow
Ex 5 – Turning Point, Second Wind, Champions Endurance
Ex 6 – Momentum, Down but not out
Ex 8 – Fight till the end, Aetherspam
Ex 9 – Final Strike, Foil (Counter)
Bravado – You are adept at making people think you’re stronger than you actually are. Make a performance check at the beginning of the encounter against the enemies spot checks. If you succeed foes recieve a -M penalty to hit you. If you fail, instead penalty to defense equal to your charisma bonus.
Victory Pose – Gain M hit points whenever you finish an encounter (and win in some remote way), double the hp if you are not in the bloodied status.
Flashy Move – You have 2 options with this ability. Strike – You may roll a performance check instead of a standard attack roll, however, you recieve a -M penalty on your damage. You take a -3 penalty on the attack roll every additional time you use it in the encounter. Matador’s Defense – As an immediate action you may make a performance check in place of your active defense.
Rile the Crowd –
Smashing Display – Gain a cumulative morale bonus +1 hit/damage whenever you score a critical hit or defeat a foe with flashy move.
Telling Blow – +M to hit on critical threats also deal maximum weapon damage on criticals.
Turning Point –
Second Wind – Once per day you may use your reserve pool during combat.
Champion’s Endurance –
Momentum – Activates after Turning Point. +M to a consecutive attack after a successful strike. +M damage on critical hits.
Down but not out – If knocked below 0 HP you regain hitpoints from your reserve pool to a maximum of 1/2 of your maximum.
Fight till the end – You can continue fighting well into the negative HP’s until you reach 1/2 your maximum hit points.
Aetherspam – You’ve honed your flashy moves so that they’re more than just a show. You no longer receive the -M to damage penalty, nor do you receive an attack penalty for repeated usage as your experience has lended you a diverse variety of moves.
Final Strike – Make one final (standard) attack before you enter the cold sleep. The attack gains +M to hit and damage and is an automatic critical.
Foil – You cancel an non-passive ability of one of your opponents.
Ex. Freedom (Idealistic Fighting Style)
Initial – Strong will – Cha to saves, Release – Dispell entangling effects
Ex 3 – If we don’t use our full power we’ll never know the color of the sky! Good stuff when you roll max damage; Breakthrough with Full force! – Damage boost when overcoming obstacles.
Ex 4 – The Will to power; Believe in the me here and now! (Aura) – Bestow conviction in allies
Ex 5 – Power of change
Ex 6 – Strip Authority – Removes leadership/aura effects; Liberate
Ex 7 – Going against the flow – Large bonuses when largely outnumbered, caps out at Me against the World
Ex 9 – Your Wings are for seeking out, a New future only you are capable of.
MetaMorph {Race – supplement}
Requires Shapeshifter subtype
Berserkers have a +1 M for this feat path.
Ex 2 – Fast Healing 2, up to half HP, Weaponize – Improve Natural Weapon damage (Move action) for scene duration.
Ex 4 – Reach +5, Natural Armor +3, +1/Encounter Fury: +M to damage, Flashmorph (Weaponize as a Swift action)
Ex 6 (Req Ex 4 or 7) – Lightning Recovery (Counter) & either Flash Sword or Ripple Blade.
Ex 8 – Critical hit Immunity, No limit on Fast healing & increased by 3, +4 to Physical Stat of choice (Permanent). +1/Encounter Fury: +M to damage. Extinction Trumping Form (Shifter) or Undead purging form (dhampir), or Greater Phoenix (PB)
Ex 10 – The beast that shouted “I” at the heart of the world.
Flash Sword – Avalanche of Blades when using Fury. Add wisdom to your attack rolls.
Ripple Blade – When using Fury you may ignore 2d6 of DR and Hardness as well as a -5 to targets defense. If you deal damage to the target your strike is treated as having the wounding property(5).
dhampir {Race – Shapeshifter}
Initial – +2 Cha, Darkvision, Negative energy protection, Gain Slam attack. +1 to all Hit die.
Ex 2 – +2 Str, +2 Reflex Saves, +10 Base Speed (No max jump height), Undead sense 30ft
Ex 3 – +2 Cha, +2 Str, Resist Cold & Electricity 5, Spider Climb, +4 Saves against necromantic effects,
Ex 5 – DR 10/Silver and Magic, Fast healing 5, All weapons treated as having Bane undead.
Ex 6 – Gaseous Form, Fortification 50%, Greater Bane weapons
Ex 7 – +2 Cha, +2 Str, Natural Armor +6, Stake and Bake, Undead sense 60ft
Ex 9 – Hmmmmm..
Stake and Bake – As a standard action you may attempt to stake a vampire, they make a fort save vs (DC = 10 +M +Dex bonus) to avoid instant death, should they survive the stake immediately bursts into a conflagration dealing Md8 Fire damage.
Shadar-kai/Shadovar {Race}
Initial – Embrace the shadows
Feytouched {Race}
Genasai {Race}
Phoenix Born {Race)
Magic in the Blood (Race’ish)
Arcanists have a +1 M for this feat path.
Initial – Sense Magic, +4 Use Magic Device (UMD), +2Cha
Ex 2 – +2 Con, Barrier Jacket – Gain elemental resistance 5
Ex 3 – Buster Shot (M/3) /Encounter Md6 + Cha blast of magical energy, can be used to supplement a preexisting (Std. Action) ray, ranged touch, or cone attack; but will become a Full round action. +2 Con, Identify.
Ex 4 – Eden Buster – +2/Encounter Buster shot, can change damage type to holy (i.e. +2d6 vs evil), you may opt to change the attack into a beam for half damage.
Ex 5 – +2 Dex, Axel Shot – Rays, and ranged touch attacks may have their number of available targets increased by (M/2) Damage done this way is halved but gain +5 to hit.
Bindings – (Standard 1/Encounter, targets M/3, 60ft range) Reflex save (DC = 10+M+Cha bonus) to resist being bound by magical chains of force. Those that fail the save have their base speed reduced to zero (note: they may still be able to move due to magical flight not based off base speed, same with swim speed) and can take no attack actions (Exception: Psionics, or abilities that do not require movement i.e. laser beam eyes). Each turn after being bound they may reattempt the Save (or grapple check) to break free.
Ex 6 – Excelsion mode – Reduce speed cost of actions by one, buster ignores spell resistance, you may use buster attacks to supplement a melee attack. //mehhhhhh
Ex 7 – +2 Dex & Con; Flight (2x base speed, perfect) scene duration. Barrier – Mastery * 5ft radius, prevents 30 points of Energy based damage, creator decides who can enter. If attacked by conventional means, Hardness 10, HP = Mastery Level * 10
Ex 8 – Axel Shooter – The improved Axel shot gives you two benefits. First if you attacks miss, they get another chance to hit in the following round, this may be performed only once per shot. The second, is when you use Axel Shot normally you may instead choose not to fire them all at once and keep a number of Spheres that hover around you equal to your M level. You may fire them on your turn as if they were each an Axel shot. For one Sphere it is a free action (once a turn), a swift action would give you 2 shots, and a move equivalent would give you 4. The purpose of this is to let you continue doing whatever standard action you want to, while still being able to attack, albeit weaker attacks (Axel shots are only 50% damage). As an immediate action you may fire off a sphere to intercept an incoming projectile attack. If the damage of your sphere equals or exceeds theirs you deflect/destroy it.
Ex 9 – +4 Cha, +2 Con; Starlight breaker – (M * Cha bonus)d6 added onto preexisting spell damage of a ray, ranged touch, or cone effect. New range is 100 + 10 * M ft, Burst of 50ft. Double damage to evil, triple damage to evil outsiders, half damaged to good aligned or neutral targets. Goes off at the end of the second round after it was started (i.e. you’ve got 2 rounds to flee for you lives!)
Pally {Class}
Dedicates have a +1 M for this feat path.
Initial – Detect Evil, Aura – Courage
Ex 2 – Lay on Hands, Divine Grace, Divine Health, Smite +1/encounter
Ex 4 – Special Mount or Charging Smite, Panacean Touch, LoH Pool * 150% (Req. Ex 2)
Ex 5 – Channel, Awesome Smite, Revitalizing touch, Aura – Determination, Austere
Ex 6 – Smite +1/encounter, Holy Sword (Boost), Break Enchantments, Aura – Retribution
Ex 8 – Improved Special Mount or Cataclysmic Smite, LoH * 2, Aura – Revenance. (Requires Ex 2&4)
Ex 9 – Vindicate (Req. Ex 6) or Persevere (Req. Ex 5), & Aura – Judgement (Req Ex 6) or Glory (Req Ex 8)
Smite based off Mastery instead of Level. Charging – double mastery rating for purpose of damages (becomes x3 and so on with other doubling effects).
LoH Pool = (Cha bonus * Mastery Level) * Bonus
Panacean Touch (Su)
Whenever a paladin expends at least 10 points of healing from her lay on hands she may remove poison from any person she touches, and whenever she spends at least 5 points of healing she may remove disease from any person she touches. This is in addition to hit points restored.
Revitalizing Touch (Su)
Remove 1 ability Damage/Drain per 5 points used. Restore one negative level for every 15 points healed.
Auras – 30ft Radius, switchable with Swift action.
Courage – Morale bonus on Saves equal to Mastery Level.
Determination – Grant a Fort save reroll
Austere – Grant a Will save reroll
Retribution – Gain a damage bonus equal to half the damage recieved in the previous round. Applies only to Smites.
Revenance – Revives fallen characters with 1d10+Cha mod HP for the duration of the scene.
Judgement – Pillars of light rise up from the ground continuously dealing 25+Charisma bonus holy damage. This only affects evil aligned foes.
Glory – Automatically succeed on any role that would fufill your motivation you may take 10 if it brings you one step closer. Allies recieve your Charisma bonus on Attacks and damage. You may penetrate DR/Epic.
Improved Special Mount {Celestial} – Think epic scale, like a Dragon, Kirin, or Phoenix. Those without the Special Mount ability will have to settle for something less grand in scale.
Awesome Smite – Your smites now requires your foe to make a Ref save (DC 10 + M + Cha bonus) or knocked prone.
Cataclysmic Smite {Celestial} – Double normal smite damage, as well as requiring a Fort Save (DC = 10+Mastery Level+Cha bonus) or be rendered helpless, and a Will Save (Same DC) vs having all enchantments dispelled. Ignore DR (Except Epic) and Hardness.
The skies darken as you bring your blade to bear, the Earth is sundered in the wake of your swing, and protection both physical and magical alike ripple away before you. You are favored by the Gods.
Vindicate {Celestial} Range 30ft. Save or die vs Fort Save (DC shown above), success indicate survival although the target still receives (M + 1/2 Charisma bonus)d6 damage of Acid, Cold, and Electricity each.
Persevere If a blow would strike you down, instead your HP is set to 50%, and your Charisma is increased by 6 for the duration of the scene. Usable once a day.
Credits go to “OneWinged4ngel” for a fair share of Paladin abilities as well as for some inspiration.
Psi Warrior – {Psionic Clarace}
Hunter’s have a +1 M for this feat path.
Psi focus – (Move action) Become psionically focused for a number of rounds equal to your mastery level.
Initial – Psi focus 1/encounter, Mind over body – You may use wisdom in place of con for Fortitude saves. Gain temporary hit points equal to 3 * mastery level, these can be replenished by the reserve pool.
Ex 3 – Mind’s eye: While Psionically focused you cannot be flanked, receive your Intelligence bonus vs illusions, and may use your wisdom instead of your dexterity for defense, and retain it for passive defense. You may expend your Psionic focus to make your next attack a critical threat, reroll a spot check, or reroll a failed save vs illusion; Telepathic Bond (M # of targets); +1/Encounter Psi Focus
Ex 5 – Mind over matter – Weapons you wield ignore hardness and DR (except Epic) while psionically focuses. Using this discharges your Psionic focus. Psi Focus +1/Encounter; (Aura) Reveille (Req. Ex 3) – You’re allies are not considered flatfooted while Psionically focused.
Ex 7 – Mettle; While Psionically focused: Mental Deflection: Ranged Attacks (-M) hit, +Intelligence bonus to Defense; or TK Offense: Add your intelligence bonus to damage with physical attacks and gain an additional attack per round with a weapon controlled solely by TK at your highest BAB (use TWF penalties for an offhand weapon, cumulative -2 for each size category above what you can normally use), you may also use a weapon one size category larger than you normally can; For either gain +10 to resist Bullrush, Trip, Disarm, and Grapple
Ex 9 – Mind Blank Personal, Schism, Psi Engulf, Psifocus as a swift action.
Ninja H4X {Class} // Blah need general ideas
Thieves, Harriers and Executioners have a +1 M for this feat path.
Initial – Sneaky, Sneaky
Ex 2 – Nin, Tai, or Gen
Ex 3 – Extra attack at highest base attack bonus with light thrown weapons (knives, shurikens, etc.)
Ex 4 – Nin, Tai, or Gen
Ex 5 – Elusive Target {CW}
Ex 6 – Nin, Tai, or Gen (Tier 2)
Ex 7 – Signature Move
Ex 8 – Nin, Tai, or Gen (Tier 3)
Ex 9 – Assassin Sense (Boost) +5d6 Sneak Attack, Cannot be Surprised or caught flatfooted, Use two jutsu’s per standard action, can mix them for possibly new effects. Gain bloodline trait of your creation.
Jutsu’s – Katon, Fuuton (win), Poison, Doton (Earth), raiton (lightning), suiton, mokuton (wood), hyouton (ice)
Vassal of Bahamut {Class – Supplement}
For all your dragon worshiping needs
Armigiers and Executioners have a +1 M for this feat path.
Special Requirement – 1 on 1 combat with a Young Adult Chromatic Dragon (Preferably Red)
Initial – Platinum Armor, Dragon Senses, Dragon Smite
Ex 4 – Imperious Aura (Aura), +2 Charisma, Dragon Wrack +3d6/1d6 (Thorns)
Ex 5 – Reinforced Platinum Scales (50% chance of negating Critical hits and Sneak Attacks, Armor check penalty increased to -2), Shared Trove (+200 Platinum for every Ex purchased after this one)
Ex 8 – Dragon Wrack +4d6/2d6 (Thorns), Ignore natural armor of Dragonkind, Dragon Slaying Stroke
Ex 9 – Platinum armor transcendence (Gains Glammer ability, Immunity to Dragon Breath weapons, DR increases to 2d20/Evil against evil dragonkind, Max Dex +6, No armor check penalty)
Platinum Armor – DR 1d12/Evil, Max Dex +4, Armor Check Penalty -1, Arcane Spell Failure 20%, No Speed Reduction.
Dragon Wrack – Half the bonus damage dealt by Dragon Wrack is permanent HP loss to the Dragon. Dragons who survive a battle with a Vassal of Bahamut bare terrible permanent scars. Thorns: Dragon’s receive the secondary damage when striking the vassal with a natural weapon. {The damage bonuses do not stack, take the highest value present}
Dragon Smite – You may smite evil dragonkind as apart of an attack, you deal extra damage equal to your charisma modifier. If you possess no other smiting abilities then this effect is usuable once per encounter. If you do possess smiting abilities then this effect is added on to every normal smite you make and gain an additional +1/Encounter Smite.
Imperious Aura – Gain +M bonus to charisma related checks with good aligned or neutral dragons. Dragon’s attempting to attack you or allies within 30ft receive a penalty on their attacks equal to your charisma bonus.
Dragon Slaying Stroke – Any dragon you hit with your Dragon Smite must make a Fort Save (DC 10+M+Cha) or die. A successful save only hampers the effect and they take an additional 15d8 damage.
Kensei – Sword Saint {Class}
Devoted and Weapon Masters have a +1 M for this feat path. (Has good synergy with the Blitz, Diviner, and Arms Alchemy tree)
Initial (Req Weapon Focus) – Signature Weapon, A Mark, A Mission, An Oath
Ex 3 – (Aura) Ki projection (add M to Charisma checks), Peak Strike +1/Encounter
Ex 4 – Peak Strike 1/Encounter, Signature weapon (Bypass DR/Magic, +1 to crit threat range [Stacks])
Ex 5 – Power Surge (Full round – Concentration DC 15, +5 per additional use a day, +8 Strength [non-cumulative] for scene)
Ex 7 (Req Ex 4)- Signature Weapon++ (Increase critical multiplier by 1, Deal 2x Str damage when wielding your signature weapon 2 handed, or 1.5x when one handed), Instill (Full round – Concentration DC 10 + HD or Level, Transfer BAB or Saves to an ally, Max of M, duration 1 hour)
Ex 8 – Dancing Blades (Free action)- Deal Maximum damage on all attacks for M rounds. If you use the Peak Strike ability, do 2xMax weapon damage. Peak Strike +1/Encounter
Ex 10 – You signature weapon’s enhancement bonus increases by 5 against an alignments diametrically opposed to yours. I.e. if you are Lawful Good you’re +5 Sword becomes +10 when attacking a Chaotic Evil target. Also, the enhancement boost attempted at the start of each encounter increases by 1, for a total of +2 effective enhancement on a successful concentration check.
Signature Weapon – Choose a weapon (must be masterwork), in your hands it functions as a +1 weapon (If it isn’t already enchanted, however, this does not allow it to ignore armor DR initially). You may not change your chosen weapon later.
At the start of an encounter you may make a concentration check (DC = 10 + M + 2xCurrent Enhancement), if you succeed raise the weapon’s effective enhancement rating by one.
I.e You wield a non-magical weapon, which makes it +1 in your hands, should you succeed in the concentration check it acts as a +2 weapon.
A Mark, A Mission, An Oath – You are required to make an oath to a certain worthy ideal. Your powers only function if you stay true to your motivation and your Oath.
Peak Strike (Boost)- Inflict Maximum damage for the weapon die.
Trap Master
Thieves and Executioners have a +1 M for this feat path.
Damn Lucky (Inspired by Felica’s awesome 3.5 Rogue Kage Caddock)
#Luck Points (LP) /Day = M
Initial – Better Lucky than Good (CS) Transform a natural one into a critical hit 1LP.
Ex 2 – More Luck than Skill (CS) Add M to skill level 1LP, 1/Scene
Ex 4 – Advantageous Avoidance (CS) Spend 2 luck points as an immediate action to negate a successful attack roll.
Ex 6 – Master of Disaster
Ex 8 – Unbelievably Lucky +3LP, +6 on saves whenever you still have one LP for the day. Reroll any one saving throw per encounter for 1 LP.
Ex 10 (Req. Ex 8)- Automatically confirm all critical hits. Natural 1’s do not apply to you. Any attack that would instead reduce you to 1 or fewer HP reduces you to 1 instead, at the cost of 2 Luck points. Spend 7 Luck points, all of your allies are considered to critically succeed on all actions for this round.
Master of Disaster – Anytime an an enemy fails to confirm a critical hit against you, you may turn your next attack against that opponent or an adjacent target into a critical threat, where the attack roll is to confirm it.
Honorable Retort – Crusader/Knight Amalgam {Class}
Armigier, Hunter, and Man at Arms have a +1 M for this feat path.
{All Maneuvers are usable 1/Encounter}, {Challenges usable 3+M/Day, can be regained through honorable conduct}
Initial – Invoke Challenge, Furious Counterstrike, Steely Resolve 5, Spirited (Boost Will save by Charisma)
Ex 2 – Steely Resolve +5, Iron Guard’s Glare (Stance), Clever Positioning (Counter), Aura – Mercy
Ex 3 – Bulwark of Defense – Area around you counts as difficult terrain, Thicket of Blades (Stance) 5ft steps provoke Attacks of Opportunity, Aura – Vanguard
Ex 4 – Steely Resolve +10, White Raven Tactics (Boost), Test of Mettle (Challenge), Aura – Genuine
Ex 5 – Shield Other, Press the Advantage (Stance), Strike of the Broken Shield (Strike), Shield Counter (Counter), Aura – Devotion
Ex 6 – Steely Resolve +10, Manticore Parry (Counter), Entangling Blade (Strike), Law Bearer (Strike), Aura – Victory
Ex 8 – Steely Resolve +10, Clarion Call (Boost) or Swarming Assault; Fool’s Strike (Strike) & Impetuous Endurance, Aura – Stand Resolute
Ex 9 – War Master’s Charge, Dauntless Challenge – If you challenge a foe with a CR+2 or higher, add your mastery level to the morale bonus provided by your challenge. As well as gaining DR/M Epic vs the target.
Aura’s – Range 30ft centered on your person
Mercy – Whenever you or your allies make non-lethal strikes you do not recieve the -4 penalty and deal an additional +2d6 damage. If you slay a foe dealt damage in this way, it is considered a dishonorable act. (i.e. using the extra damage to knock them unconscious then coup de grace’ing them.)
Vanguard – You’re allies do not provoke attacks of oppurtunity via moving through threatened squares, they may still provoke AoO’s otherwise.
Genuine – Your reputation of honesty and honor make you very useful in social situations (+M to social checks)
Devotion – Your allies are inspired by your devotion to them. Whenever you take damage in place of your ally, they may regain 10 HP and recieve a +4 morale bonus to attack, damage, and will saves for the rest of the round.
Victory – Whenever a foe of at least CR -3 is defeated in battle you and your allies receive a cumulative +2 bonus to attacks, damage, and saving throws.
Stand Resolute – Effects that would give you or your allies morale penalties have the DC to resist the effect lowered by your mastery level. Also whenever you succeed on a will save your allies gain a cumulative +2 to saving throws.
Force of Nature – Empowerment & Summoning
Berserkers, Hunters, & Harriers have a +1 M for this feat tree
Initial – Nature’s bounty (Accelerated healing in earthy settings), Totem spirit (gain bonus depending on animal) or Animal companion
Ex 2 – Summon Aspect of nature, entanglement
Ex 3 – 1/Encounter Wild surge +2d4 (to single physical stat), Brush step
Ex 4 – Pitfall, Wall of thorns; Greater Totem aspect, or improved animal companion
Ex 5 – Wild surge +3d4 (to all physical stats), Weapon enhancement = M/2
Ex 6 – Release the beast (shape change into some awesome legendary animal that you chose as your totem or merge with animal companion) & Earthquake, whirlwind, or sunburst once a day (may use any)
Ex 7 – Wild surge +4d4 (to allies as well)
Ex 8 – Avenger (Gain rage and boost existing rage, regen 10, rusting grasp, natural weapons, crit multiplier +2); Summon totem avatar (or animal companion becomes totem avatar) or Elemental swarm
Ex 9 – Return to the primordial (Save or die vs multiple targets as they break down into their basic elements)
Ex 10 – Horizon walker
Born of Shadow – Living Shadow (Even), Manipulation (Odd)
Vastly Incomplete, Odd levels are boring and unoriginal. PHBII Hexblade alternate class features for Even.
Thieves and Executioners have a +1 M for this feat path.
Initial – Stance Island of Blades or Child of Shadow; & Clinging Shadow Strike or Shadow Blade Technique
Ex 2 – My Shadow is my Best Friend
Ex 3 – Cloak of Deception, 1 3rd level Stance and Strike
Ex 4 – Shadow Expertise
Ex 5 – Level 4 Strike, Step of the Dancing Moth (Stance), Level 6 Strike
Ex 6 – Multi Shadow, Improved Shadow
Ex 7 – Level 6 Strike, Death in the Dark
Ex 8 – Energy Draining Strike
Ex 9 – One with Shadow (Counter), Five Shadow Creeping Ice Enervation Strike
Ex 10 – Summon Avatar
Auramancer {Class}
I’ll save them all with my Dying Will!!
Armigiers and Hunters have a +1M for this feat Path. Synergizes well with allies who use Auras (i.e. Paladins, Psi War, VoB, and HR)
Initial – Aura sight, Aura release, Dying Will
Ex 2 – Spiritual Aura x2
Ex 5 – Elemental Aura, Absorption, Dual Aura use,
Ex 6 – Improved Elemental/Spiritual Aura; Elemental Aura Crown & Spiritual Aura II; Zero point breakthrough (Req. Ex 2 & 5)
Ex 8 – Prismatic Armor, Amplify (Boost)- triple damage of another’s non physical attack.
Ex 9 – Multi Aura use (Group) (Req. Ex 5), 7 Splendors (req. Ex 8), Purify
Aura Sight – You are able to see the aura of people and objects, including intensity and color. This is a very useful ability for social situations and grants a +5 circumstance bonus to Sense motive checks.
Dying Will – “For someone’s sake, what can I do?” When reduced to 0 or fewer hit point you may ressurect if you have significant regret. You’re HP becomes your Reserve pool. At the end of the duration you return to 1 HP. If you attempt to use the dying will under false pretenses (it has an undeterminable metagame trigger afterall) you will die at the end of the duration. While using the dying will you must shout out everything, and any declared action must include “WITH MY DYING WILL!!”
If you ressurect due to a motivational need, increase all physical stats by 4 temporarily.
Absorption – By alternating between the maximum and minimum of the dying will with the right timing you are able to absorb the corresponding element and turn it into your own strength. Mechanically: Make a reflex save that will replace you AC vs touch attacks or just for Ref save abilities. If you succeed you absorb 3xM of that element as hit points (if you don’t absorb all of it you may still take damage).
Zero point breakthrough – You learn to alternate your elemental aura between it’s maximum and minimum, with the right timing you can alter it to it’s inverse which can nullify that element or produce it’s opposite effect. i.e. Someone with a fire aura is able to freeze an opponent with this or nullify his fire attacks.
All aura’s have a range of 30ft centered on the Auramancer.
Spiritual Aura’s
Wake – You awaken the latent powers in an individual. You may allow them to use a single skill in next expansion of their tree, so long as it is not more than 2 away. Example: A level one character with the initial Dragon Clan feat can be targeted to allow the use of ONE of his ex 3 manuevers (ex 3 is no more than 2 away from the previous feat/expansion). Until you obtain “Improved Spiritual Aura” you cannot grant them access to abilities past Ex 5. When your aura’s have improved you may target any three allies within range.
Awareness – You may add your Charisma bonus or M, whichever is higher, to your allies perception checks. Improved – In addition to the perception bonus, they recieve the same bonus to saves vs illusion, and the ability to see invisible creatures.
Presence – You may add your Charisma bonus or M, whichever is higher, to your allies social checks. Improved – “Boys and Girls be ambitious” Fear Immunity, +M/2 to saving throws then fighting opponents with a higher CR than yours.(Consider DB or Solar Presence charms)
Empathy – Allies gain M/2 HP a round, +M to defense if taking only non-violent actions that round. //mehhhhhhhhhhhhhh
Spiritual Aura II
Rebuke – “If I were to lose a dear friend right in front of my eyes, I’d never be able to die in peace!” When the dying will is active, instead of being in a state of tunnel vision, you remain in a state of serene calm. Add your wisdom bonus to your Passive defense. Anytime you are attacked you may choose to instead use your sense motive check in place of your active defense. This aura immediately activates and supercedes other spiritual auras during the dying will trigger.
Drawing Days – “Even if these eyes of mine go blind I’ll keep drawing . . . Even in this cold dark world I can draw a picture of a burning red sun that will pierce through” Your allies are able to reroll a failed saving throw for persistent effects each round. As a move action you may give said allies a +M to to their saving throws for the round. In addition your allies ignore the effects of ability damage, drain, and power sealing.
Elemental Aura’s
Whenever an opponent attacks you they take Md6 elemental (d10 for Improved). In addition certain elements give additional benefits.
Elemental Crown – Activates during Dying Will and stacks with Rebuke. Gain resistance 2M of your chosen element and flight (poor) when your elemental aura is activated. Deal additional M elemental damage on attacks. Your HP cannot be reduced lower than 1 unless you take damage from your chosen element or it’s opposing element.
Prismatic Armor – 1/day; When active anytime an enemy successfully attacks you, they are affected as if passing through a prismatic wall. Roll 1d8, an 8 indicates no effect, while 1-7 correspond to the colors of the wall and their effects. In short only one effect per attack. The armor can be dispelled with the right sequence of spells/elements. DC = (10+M+Charisma bonus)
Seven Splendors -“In the colors that seem to envelop everything There’s a prayer filled with all wishes” Mechanics: You can negate seven separate effects targeting you.
Purify – Std. Action remove any negative effects on your allies within 60ft.
Spirit Shaman
Initial – Guardian Spirit
Ex 3 – Binding Blade – Prevents all kinds of movement (even teleportation)
Ex 6 – Seal – Target can no longer use an expansion for the encounter
Ex 7 – Oversoul
Ex 9 – Shaman King
Entropomancer {Class}
I don’t even know if I should try, the class as written is very, very poorly designed. Rough outline:
Initial – Shard of entropy (bypass all resistances and hardness)
Ex 3 – entropic field (prevent healing) and 20% miss chance
Ex 4 – Offensive Entropic field – those within take M damage a round
Ex 5 – Improved Shard (damage & cancel effects)
Ex 6 – Improved entropic field (cancels status effects)
Ex 7 – Improved Shard (damage & all healing is reversed for M rounds)
Ex 8 – Improved Entropic field (Choose whether it affects allies or not, prevents healing, 2xM for all effects)
Ex 10 – Summon Sphere of Annihilation – Save or die vs Reflex (DC = 10 + M + Wisdom bonus)
Whip dancer {Finesse – Fighting Style}
Weapon Masters, Harriers, and Thieves have a +1 M for this feat path.
Initial – Improved Disarm
Ex 2 – When wielding a whip or whipblade you recieve a +M to your active defense. 1/Encounter Falling Swallow form (counter) you may replace your active defense with a perform (dance) check.
Ex 3 – You may move and attack as part of one action (see spring attack).
Ex 5 – Anytime an opponent misses you in combat, you gain a free disarm check against them. Also, you may make an athletics skill check whenever you attack, for every 5 points you are above 10 add +1d6 damage to your attack, make only one roll for all attacks.
Ex 6 – Whirlwind weave – As a full round action you may make 2 attacks against all targets in your threatened range. If you wish to target only enemies you receive a -4 on all attacks.
Ex 8 – Anytime you succeed in disarming someone, you may make an immediate counterattack against them. Add the base weapon damage of the disarmed weapon to your normal attack.
Ex 10 – Increase the number of attacks per targets of Whirlwind Weave by 2, as well as allowing an immediate disarm attempt after each successful attack. Also you may make a bluff check opposed by their sense motive, if you succeed they are considered flatfooted for this attack.
Exemplar – inspire base
Diviner Weapononry {Legacy}
Weapon Masters and Archer’s have a +1 M for this feat path.
You bear a mysterious ancient weapon, with sufficient devotion it’s possible to unlock it’s power and secrets.
The enhancement modifier is equal to the number of expansions + inital you have purchased (So yes you can have a +6 Sword at level 20). The numbers listed at the end of an expansion indicate the maximum (non-enhancement) bonus the object can recieve (i.e. No Vorpal property until Ex 8).
Initial – Forge the Pact, +1
Ex 2 – Find the Path, +2
Ex 4 – Constant Ally, +3
Ex 6 – Resonance +4
Ex 8 – Legendary (Req Ex 2), +5
Ex 10 – Artifact (Req Ex 8)
Forge the Pact – Your Diviner is yours and your alone, only you recieve the benefits it confers. Anyone attempting to take your diviner recieves a negative level for every Ex feat you’ve taken +1. So long as you live the Diviner cannot be broken.
Find the Path – +2 Morale/Sacred bonus to attacks, saves, and damage when you walk a path that will fufill your motivation.
Constant Ally – Recieve a +5 passive defense bonus when you are flatfooted and have the Diviner in hand (or easy reach), enemies do not gain the attack bonus of flanking (but can still Sneak attack, etc.) Once per day if an attack would reduce you to 0 or fewer hitpoints you are instead reduced to 1hp as your diviner just saved your life.
Resonance – Any weapon you strike with your Diviner that is of a lower enhancement than your own AND not a Diviner itself, must make a fort save (DC 10+M+Wis bonus) to avoid being destroyed. When two Diviners clash in this way, the owners are stunned and the Diviners are unable to function for the rest of the scene.
Legendary – Overcome DR/Epic and Hardness. Your Diviner becomes especially potent at destorying structures, expect to be able to topple towers and cut down walls. When you strike an opponent with half your hitdice or less, they must make a fort save (DC 10+M+Wis bonus) or be incapacitated.
Artifact – All kinds of crazy powers and stuff.
Elemental Scion – Use the forces of the elements for a varity of purposes. Inital choices are Water, & Wood. Access to others elements requires an appropriate backstory.
Genasai have a +1 M for this feat tree
For those of you familiar with the Golden Sun franchise, think of the Scion as abilities like Push or summoning. Whereas the champion would be the manifestation of attack abilities like Ragnarok, Quake Sphere or Gaia.
Offensive – Fire, Lightning, Sound
Hybrid – Air, Metal
Defensive – Earth, Ice
Support – Water, Wood
Initial – Minor – Nifty things like woodland stride or bonus to swim speed, or endure elements. If you have the appropriate trait (i.e. forest born for a wood animist) when purchasing this feat, you also gain a sense enhancement, such as Earth granting tremor sense or fire giving thermal vision. Also you are able to enhance preexisting elements.
Ex 2 – Lesser – Energy substitution for personal elements. I.e. a Celestial bloodline Fire scion can swap out the electricity damage from Celestial lightning for fire.
Ex 4 – Medium – Can produce elemental effects with little to none of the prerequisite element nearby in most cases. No tree summoning in a volcano mind you. Ex. A wood animist forms a barrier of wood to stall the people chasing the party, while the earth elementalist strikes the ground after sensing a cavernous area underneath to escape to.
Ex 6 – Major – Can make powerful effects like soundlance, or icestorms.
Ex 8 – Mastery – Congrats kid you’re a master of the elements.
Ex 10 – Incarnate
Elemental Champion Use powers to enhance your combat ability. Storyline prereqs.
Man at Arms, Berserkers, and Genasai have a +1 M for this feat path.
Initial – Custom made abilities determined by elemental affinities
Possible ideas –
Air – Boosts to AC, and speed. Airwalk, possibly flight later on. Attack option – If you miss your opponent by 3 or less, deal half your attacks damage to him instead as an invisible force of wind cuts at him unexpectedly.
Lightning – Teleporting, Electric feedback to enemies successful attacks, add reach to attacks, however, if the attack is not in normal reach range it only deals half damage and only electricity.
Earth – Armor/DR boost, ignore hardness and DR to a certain point (mastery level perhaps).
Fire – Burninate the countryside, Flare cannon, Nova, Super Nova, Scorched Earth, Incinerate, Raging Inferno, Will of Fire
Light – An alternative to people who don’t want Paladin restrictions, Heart of Light, illuminate, twinkle, star crossed, purity, pure lands, shine bright you crazy diamond, luminescent beam, wisp, shine.
Wood – Secrete poison? Make wood weapons deal more damage? Make wooden armor better?
Water – Water whip of doom! Whole lots of counter effects. Possibly some battlefield control?
Ice – Armor of ice, add frost to weapon damage, slow enemies.
Example Champion: Sound based music themed
Initial – Theme Song, Harmony
Ex 3 – Bass and Treble, Figaro
Ex 4 – Silencio, Crescendo
Ex 5 – Symphonic Destruction, Cannon
Ex 6 – Theme Song Remix, Rapid Tempo
Ex 7 – Requiem, Baritone and Alto
Ex 8 – Solo, Ensemble
Ex 9 – Grand Finale
Theme Song {Stance) – Add M to your performance checks. You may have only one stance modifer up at a time. Gain Sonic Resistance M. Allies recieve a +1 morale bonus on saves within 60ft.
Harmony – You weave a beautful form of bladework through the air, add 2 points of sonic damage on your attacks
Bass (Stance modifier) – You cover yourself in a sheathe of low frequency sound, only certain weapons attuned to it easily penetrate it. Gain DR M/Adamantite
Treble (Stance modifier) – Your Sonic damage affects targets 10ft from your strike.
Figaro – Whenever you attack with only one type of weapon in a round, gain +4 to hit. i.e. Longsword, longsword works but longsword then dagger does not.
Silencio – Nullify sound in a Mx10ft radius, range Mx10ft. A successful will save negates this effect for a round.
Crescendo – Sonic damage from harmony increases by 2 for every successful hit you land. As soon as you miss the damage resets to 2.
Symphonic Destruction – If you land 3 hits on one target in a round they take an additional 15 points of sonic damage. For every hit beyond 3 there is an additional 5 points of sonic damage dealt. i.e. 6 hits = 30 sonic damage.
Canon – Just like the canon in music, you foe will recieve an damage this round identical to the damage he recieved in the previous round. Fortitude save negates.
Theme Song Remix – You may have 2 stance modifers active. Also you may change your modifiers as a swift action during combat. Allies recieve +3 morale bonus on your choice of either saves, defence, or attacks.
Rapid Tempo (Stance modifier)- You gain an extra attack at your highest base attack bonus for both your off hand and main hand.
Requiem – A sombre melody reminds your fallen allies of their irreplacable role. All allies within 60 ft are ressurected with HP equal to your Performance check.
Baritone – Enemies in a 60ft burst are slowed. Fort negates.
Alto –
Solo – Take an additional standard action this turn.
Ensemble – Choose an ally, you may add their successful hits to the same target to the number of hits counted for Symphonic Destruction.
Grand Finale – Crazy stuff
Gentle Wind – Air based
breezy, winds caress, shifting winds, uplifting surge, thermal updrifts,
Arms Alchemist BUSOU RENKIN!
Archers, Weapon Masters and Man at Arms have a +1 M for this feat path.
Initial – You unlock the full power of your arms alchemy. Gain fast healing M (Up to half HP) while in possession of it, you do not heal during combat or whenever the kakugane is not in it’s resting state.
*Alternate – You may instead opt to have Regeneration M + 1 (constantly), and immunity to Save or Die Effects, as well as use of the diehard feat. With the trade off of a permanent -2 to Constitution, and -3 on all saves. People who have the alternate are biolinked with their kakugane. This is rare for an Arms Alchemist and is reserved only for players or important npcs. Someone who has been biolinked with their kakugane has died at some point. Thanks to the benevolence of an Alchemic Warrior they have been given another chance at life.
tl;dr
For either option, the enhancement bonus of your Arm’s Alchemy is equal to your Mastery Level, with a maximum of 2x Expansions, or 1; whichever is higher. The weapon also gains the Alchemic tag. The weapon is stored in a small grey hexagon which makes it ideal for taking a weapon with you anywhere. To bring out the weapon you shout out busou renkin to recall it back to it’s original form as a move action, unless you have Instant recall then it is a swift action.
Ex 2 – Unlock Attack Ability, Weapon Trait
Ex 4 – Unlock Support Ability and minor trait, Blood Red Oath
Ex 6 (Req. Ex2)- Attack Upgrade, Instant recall
Ex 8 – Evolutionary upgrade – trade in minor trait for any other trait.
Blood Red Oath Usable only when bloodied and when fulfilling motivation requirements. You may as an immediate action tap into your reserve pool and use any amount of it as temporary HP for the rest of the scene. Remember, temporary HP doesn’t stack. You also receive a +2 M for the duration of the scene and you ignore the maximum for the enhancement bonus of your Busou Renkin. While the motivation requirement may seem a bit steep, remember that dying usually makes it hard to fulfill one’s motivation, so it’s generally relatively easy to fulfill.
Examples:
Sunlight Heart
Trait: Propulsion (Gives variable charge), Sunlight heart is a lance/spear which can propel it’s wielder through the air making it’s charges more deadly and harder to counter, it can make a single 45 degree turn during a charge action.
Minor Trait: Defense, Sunlight heart has a disproportional spear/lance tip large enough that when fighting defensively you gain an additional +2 to defense.
Special Attack – Jousting Slasher: (Full round)
As salamanders charge (+5d6 damage, variable charge [1 45 degree or less angle change] and multiple targets). If you move only in a straight line and attack only one target, double your normal charging damage. Upgrade – additional +Md6 damage and your turning angle is now 90 degrees.
Support Ability: Sunlight heart can transform it’s wielders fighting spirit into energy which can be released from the streaming sash tied to it in a blinding flash of light. DC = 10+M+Cha
Evolutionary Upgrade: Sunlight Heart + trade in defense for surprising reach. Increase reach by 10ft, opponents are not aware of it until you use the ability, so they will normally not be aware they are provoking AoO. In addition the propulsion ability now lets you move quadruple your base land speed or more for dramatic effect. Gain +1 damage for every 10ft you move before the attack, and ignore 2d4 damage reduction.
Ex #2 Phantom Shield
Trait: Phantasmal – Opponents must make a spot check vs DC = 10+M+Int or be flatfooted against attacks with your arms alchemy.
Special Attack = Sword Storm: (Standard Action)
You raise your arm’s alchemy towards the target and a series of transparent replicas of you weapon materialize above your target. Deal normal damage +Md6 damage as well as causing the opponent to make a Reflex save vs (DC = 10 + M + Con) or fall prone.
Trait: Aim (Grants a bonus to hit low mobility opponents)
Minor Trait: Stationary boost – +2 to hit if the target has not moved more than 10ft this round.
Support Ability: Create a mirror image effect on yourself, M clones. Gain combat advantage if the opponent cannot figure out the real you.
Feats for Feat’s sake
M – Mastery Level
Blitz/Iaijutsu {Finesse – Fighting Style}- Activates when your initative is 5 points higher than your targets, or when the target is flat-footed.
Thieves have a +1M for this feat path.
Requires – Improved Initiative, or other suitable initiative booster (Blooded or thug for instance)
Initial – Blitz +1d6
Ex 2 – Blitz +1d6
Ex 4 – Lightning Blade – add your Cha bonus to initiative
Ex 5 – Initial Surge – +Md6 Blitz in the first round of combat.
Ex 6 – Iai Strike (Standard)- Make a concentration check, deal additional blitz damage for every 5 points you are above 10. I.e. you roll a 15, +1d6 blitz damage, roll a 33 +4d6 blitz damage.
Ex 7 – You may convert sneak attack damage into blitz damage. Void Strike – You may add your Charisma bonus to blitz dice.
Ex 8 – One blow, two hits – You may make two attacks as a standard action. (Works with Iai Strike)
Ex 9 – Iai focus – +2xM to your Iai check.
Dash (Light armor only, Medium gets half bonus)
Harriers have a +1 M for this feat path.
Initial – +10 Feet
Ex 2 – +10 Feet
Ex 4 – +15 Feet, 5x Run speed
Ex 6 – Take a 10 ft step as opposed to 5ft.
Death From Above (Requires flight speed)
Ex 4 – Whenever you make a diving charge double the damage.
Hero Abilities (Power)
Initial – Vigor – +4 HP, +1 HP/lvl
Ex 3 – Guts – M*10 % chance of getting back up w
