Telejump [skill (Jump)] (added in Rev.10)
Benefit by ranks in Jump:
0 Telejump (Su): Once per round, as a full round action you may teleport up to you base movement speed. You are not impared from taking other actions after a Telejump.
4 You may now use Telejump as a standard action.
9 You may now use Telejump as a move action, and move up to twice your base movement.
14 You may now use Telejump as a swift action, and move up to long range (400' + 100' per rank in Jump)
19 You may now use Telejump as a free action.
Telepath [skill (Sense Motive)]
0 You gain telepathy 100'.
4 You can detect thoughts as the spell, but affecting the entire area of your telepathy.
9 The range of your telepathy increases to 200'.
14 You gain mindsight, which allows you to learn the intelligence and type as well as know the squares occupied, of all creatures within the range of your telepathy. This is a mind-affecting effect.
19 The range of your telepathy increases to long range (400' + 100' per rank of Sense Motive). You gain sending as a spell like ability useable at will.
Ethereal Wanderer [Skill (Move Silently)]
You have learned how to pass to and from the Ethereal plane.
Benefit by ranks in Move Silently
0 Hear Ethereal: You can hear ethereal creatures within 60' as if they lacked that trait.
4 See Ethereal: You can see 60' into the Ethereal plane from any coexistent plane.
9 Ethereal Walker (Su): You are connected to the Ethereal plane and may as part of any move action, move to, and/or from the Ethereal plane, up to once in each direction. You may remain one the plane you did not start on for no longer than 1 round (before be shunted back).
14 You may stay on the Ethereal plane for up to one round per character level before being shunted back.
10 You may stay on the Ethereal plane indefinitely.
Shadow Walker (assumes coexistent, overlapping shadow and prime) [Skill (Hide)]
You have learned how to pass to and from the plane of Shadow.
Benefit by ranks in Hide
0: See in Darkness (Su): You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
4: Shadow Seer (Su) Your senses extend 60' into the Plane of Shadow when not on it, and 60' feet into any overlapping plane, when on the Plane of Shadow. This ability does not function in bright light, or in the area of a daylight spell.
9: Shadow Walker (Su): You are connected to the shadow plane and may as part of any move action, move to, and/or from the plane of shadow, up to once in each direction. You may remain on the plane you did not start on for no longer than 1 round (before be shunted back). This ability does not function in areas of bright illumination, or in the area of a daylight spell. Your movement speed on the plane of Shadow is twice your normal movement.
14: When using your Shadow Walker ability you may remain in the Shadow plane for up to 1 round per character level.
19: When using your Shadow Walker ability you may remain in the Shadow Plane indefinitely.
Shadow Cloak [Skill(Hide)]
Benefit by ranks in Hide
Benefit by character level:
0: Shadow Cloak (Su): You are wreathed in supernatural shadows which provide concealment when not in bright light. They provide a variable amount of concealment equal to 10% per character level, up to a maximum of 50% at 5th level. For the purpose of light effects it is considered a darkness effect equal to one half your character level (rounded down).
4: Greater Shadow Cloak (Su): Your Shadow Cloak function in bright light.
9: Shadowstuff Cloak (Su): Your Shadow Cloak provides a miss chance due to cover rather than concealment (which it still provides), which mean that True Seeing and See In Darkness do not negate its protection.
14: Mundane Cloak (Ex): Your Shadow Cloak provides concealment (not cover) in areas where its supernatural function would be suspended due to its supernatural nature. You may supress this ability.
19: Transdimensional Cloak (Su): You are able to deflect of spells cast at you into the Plane of Shadow harmlessly. 50% of non-transdimensional spells fail to have any effect on you (in addition to your 50% cover).
Shadow Specialist
You gain +2 bonus to all caster levels to overcome spell resistance with [shadow] spells and your [shadow] spells are an additional 10% real. This increases by +1 and +15% every 5 character levels. To a maximum of 100% real, and +6 to overcome spell resistance.
Benefit by character level
1: Telepathy 100': With creatures that you share a language.
2: Telepathy 100': With creatures that speak a language.
6: Telepathy 100': With intelligent creatures.
11: Telepathy 200': With intelligent creatures.
16: Telepathy [Character Level x 20']: With intelligent creatures.
Ethereal Wanderer
Benefit by character level
1 Hear Ethereal: You can hear ethereal creatures within 60' as if they lacked that trait.
2 See Ethereal: You can see 60' into the Ethereal plane from any coexistent plane.
6
Ethereal Walker (Su): You are connected to the Ethereal plane and may as part of any move action, move to, and/or from the Ethereal plane, up to once in each direction. You may remain one the plane you did not start on for no longer than 1 round (before be shunted back).
11 You may stay on the Ethereal plane for up to one round per character level before being shunted back.
16 You may stay on the Ethereal plane indefinitely.
Shadow Walker (assumes coexistent, overlapping shadow and prime)[Skill (Hide)]
Benefit by ranks in Hide
0: See in Darkness (Su): You can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds you for one round. On subsequent rounds, you are dazzled while operating in bright light.
4:
Shadow Seer (Su) Your senses extend 60' into the Plane of Shadow when not in it, and 60' feet into any overlapping plan, when on the Plane of Shadow. This ability does not function in bright light, or in the area of a daylight spell.
9:
Shadow Walker (Su): You are connected to the shadow plane and may as part of any move action, move to, and/or from the plane of shadow, up to once in each direction. You may remain one the plane you did not start on for no longer than 1 round (before be shunted back). This ability does not function in areas of bright illumination, or in the area of a daylight spell. before returning to the Material Plane. Your movement speed on the plane of Shadow is twice your normal base movement.
14: When using your Walk Into Shadows ability you may remain in the Shadow Plane indefinitely, and may use it for travel like in the Shadow Walk spell.
19:
Shadow Body (Sp) As a spell-like action, you may make a standard action to turn yourself, and gear, into shadows, for 1 min. per caster level. Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light. You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall. Your space does not change, so you cannot move into locations you would not normally be able to move into. While in your shadow body, you gain damage reduction -/magic. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas. You cannot harm anyone physically or manipulate any objects, but you can use your spells normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed.
Brain Eater [Skill(Knowledge(dungeoneering))]
Benefit by ranks in Knowledge(dungeoneering)
0: You gain two tentacle attacks. These do 1d4 damage for a medium creature.
You gain the aberration subtype.
4:
Improved Grab (Ex): If you successfully hit a creature no more than one size category larger than you are, with one of your tentacle natural attacks, you can make grapple attempt as a free action without provoking an attack of opportunity. If you succeed you are considered grappling with the tentacle you made the attack with. For each tentacle attached you gain a +2 bonus to grapple.
9: You gain two more tentacle attacks.
If you begin a round a round with one more tentacles attached to a creature, you may make a free grapple check to attach your remaining tentacles.
Extract (Ex): If you begin a round with at least four tentacles attached you may extract the brain of the creature, usually and instantly killing it.
14: You gain two more tentacle attacks.
19: Your tentacles gain 5' of reach.
Mind Blast [Skill(Knowledge(dungeoneering))]
Benefit by ranks in Knowledge(dungeoneering)
0: Mind Blast (Sp): 60' line, stunned for 1d4 rounds, will save to negate. DC charisma based. Equivalent to a 1st level spell. This ability is usable every 1d4 rounds.
You gain the aberration subtype.
4: Your Mind Blast gains the option of having a 60' cone or 120' line area.
9: The duration that creatures are stunned by your Mind Blast increases to 3d4 rounds. It is now Equivalent to a 4th level spell.
14: Your mind blast become a Supernatural Ability that take a standard action to use.
19: Your mind blast can now be projected long ranges, out to 400' + 40' per level, with a 30' burst. The options of 120' line and 60' cone remain.
Star Spawn [Skill(Knowledge(dungeoneering))]
Benefit by ranks in Knowledge(dungeoneering)
0: You gain a fly speed (and wings) equal to your base land speed with clumsy maneuverability.
You may fly for up to CON or CHA bonus rounds (min 1) without resting.
You are immune to altitude sickness
You gain the aberration subtype.
You gain cold resistance 4 + your character level.
4: Your fly speed improved to twice your base land speed.
You are no longer limited by your CON or CHA bonus in rounds of continuous flight.
9: Your maneuverability when flying improves to poor.
You gain two wing attacks which deal 1d4 damage for a medium creature.
14: You no longer need to breathe.
19: You fly speed improves to quadruple your base land speed, and average maneuverability.
You gain immunity to cold damage.
Deep Spawn [Skill(Knowledge(dungeoneering))]
Benefit by ranks in Knowledge(dungeoneering)
0: You gain cold resistance 4+ your character level
You gain the aberration subtype.
You gain the aquatic subtype,
You gain the amphibious ability
You gain a swim speed equal to your base land speed.
4: You gain the Blind Sense and Keen Sent abilities of a shark
9: Your swim speed improves to twice your base land speed
14: Your swim speed improves to quadruple your base land speed.
You gain the Jet ability of a Kraken, but moving you eight times your normal swim speed.
19: You gain the Ink cloud ability of a Kraken
While submerged you benefit from a Freedom of Movement effect.
You gain immunity to cold damage.
Tentacled One [Skill(Knowledge(dungeoneering))] (based on lovecraftian by sigma999)
Benefit by ranks in Knowledge(dungeoneering)
1 Breathless (Ex): You do not need to breathe.
You gain the aberration subtype.
You gain acid and cold resistance 4 + your character level.
4
Violate (Ex): As standard action attack you may make a flurry of tentacle attacks that deals 1d6 per 2 levels + Strength in Bludgeoning damage in a cone area with distance of 5 feet per level. Reflex save negates, and the DC is based on your Strength score; you may also make the attack as a single natural weapon melee attack with the range as reach. You may choose to deal non-lethal damage instead of lethal damage.
9
You gain a swim speed equal to your base land speed.
Your Violate tentacle attack may be used in a burst out to the same distance as the cone, or a 5 foot wide line out to twice normal distance. The save for Violate becomes "Reflex half" and the damage increases to 1d6 per level + your strength bonus.
14
Double all reaches of your Violate ability. You gain Improved Grab for your Violate ability. When using only part of your body to grapple when the grapple was initiated using your Violate ability, you do not take the normal -20 penalty. A creature grappled takes 1d6 damage per of 2 your character levels, with no save (though it may try to escape);
19
You are immune to acid damage. Half of the damage done by your violate attack may be acid damage.
For any duration as a full-round action you may choose to change into a hideous form; in this other form you gain double normal base speed, scent, immune to blindness and deafness, have no facing, and become immune to critical hits and precision damage, losing any resemblance to your normal appearance (you count as 'amorphous') but gain Blindsight distance equal to your Violate attack reach.
Aranea Born[Skill(Climb)]
Benefit by ranks in Climb
0 Spider Climb (Ex): as per the spell as a continuous, extraordinary effect effecting you only.
4 Your speed when climbing is equal to your base land speed, not 20'. You may use the run action while climbing. You need not have your hands free to climb.
9
Web (Ex): You gain the web ability of a monstrous spider of your size. Tremorsense (Ex) As per a Monstrous spider. You gain the aberration subtype.
14 You gain a bite attack like that a of Monstrous spider of your size, including poison. You also have a +8 racial hide and move silently bonus while using your webs
19
For any duration as a full-round action you may choose to change into a hideous form; in this other form you gain double normal climb and land speeds, you size increases by one step and you gain a +4 size bonus to ST, and a +2 size bonus to CON. You gain scent, immune to blindness and deafness, have no facing, and become immune to critical hits and precision damage, losing any resemblance to your normal appearance (you count as 'amorphous') but gain Blindsight distance equal to 50'.
Shadow Magic[Skill(Knowledge(The Planes))]
Benefit by ranks in Knowledge(The Planes)
0: You may consider spells with the Darkness descriptor as Illusion spells
You may no longer cast spells with the Light descriptor.
You gain a +1 caster level bonus to spells of the schools Enchantment, Illusion, and Necromancy
You gain a -1 caster level penalty to spells of the schools Evocation, Transmutation, and Healing
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds you for one round. On subsequent rounds, you are dazzled while operating in bright light.
4: When an attempt is made to detect one of your Enchantment, Illusion, or Necromancy spells with a spell the caster of that spell must beat you in a caster level check.
When an attempt is made to counter one of your Enchantment, Illusion, or Necromancy spells the caster of that spell must beat you in a caster level check (if they need not already).
When an attempt is made to dispel one of your Enchantment, Illusion, or Necromancy spells, or Dispel Magic is used to counter one of your spells, of those schools, you gain a +5 bonus on the caster level check.
When you attempt to detect an Evocation or Transmutation spell with a spell you must beat the caster of that spell in a caster level check.
When you attempt to counter an Evocation or Transmutation spell you must beat the caster of that spell in a caster level check (if you need not already)
When you attempt to dispel an Evocation or Transmutation spell, or use Dispel Magic to counter a spell of those schools, you take a -5 penalty on the caste level check.
Your caster level bonus to spells of the schools Enchantment, Illusion, and Necromancy improves to +2
Your caster level penalty to spells of the schools Evocation, and Transmutation increases -2
9:
See Into Shadows (Su): You possess the ability to see into the Shadow Plane from any coexistent plane you are on, and from the Shadow plane can see into the corresponding area of whatever coexistent corresponds.
Your caster level bonus to spells of the schools Enchantment, Illusion, and Necromancy improves to +3
Your caster level penalty to spells of the schools Evocation, and Transmutation increases -3
14:
Cast Into the Darkness (Su): You may from the a coexistent plane cast spells into the corresponding location on the plane of shadow. You may from the plane of shadow cast spells into the corresponding location of whatever coexistent plane corresponds. In either case a spell cast across planes, unless a spell which can normally be cast across planes, has a 50% chance of having no effect.
Your caster level bonus to spells of the schools Enchantment, Illusion, and Necromancy improves to +4
Your caster level penalty to spells of the schools Evocation, and Transmutation increases -4
19: Using Cast Into the Darkness does not have a 50% chance of no effect, and works 100% of the time.
Shadow Specialist[Skill(Knowledge(The Planes))]
Benefit by ranks in Knowledge(The Planes)
0:
You gain a +1 bonus to caster level checks to over spell resistance with Shadow spells.
Chains of Disbelief (Ex): Even if a viewer disbelieves an illusion created by an illusionist using this variant and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.
4:
Your bonus to caster level checks to bypass spell resistance with Shadow spells increases to +2.
Your Shadow spells are +10% real, up to a maximum of 50% real.
9:
Your Shadow spells are +20% real, up to a maximum of 75% real..
Your bonus to caster level checks to bypass spell resistance with Shadow spells increases to +3.
14:
Your Shadow spells are +40% real, up to a maximum of 100% real.
If the spell is 100% real, remove the will save to disbelieve.
Your bonus to caster level checks to bypass spell resistance with Shadow spells increases to +4.
19: Your Shadow spells are 100% real.
Your bonus to caster level checks to bypass spell resistance with Shadow spells increases to +5.
If the Spell your Shadow Spell is based upon does not allow for a Spell Resistance the shadow version does not as well
Calling Specialist[Skill(Knowledge(The Planes))] (Based on the Tome class Barrister of the nine)
Benefit by ranks in Knowledge(The Planes)
0
Seal the Contract(Su): You may use any of the calling spells to seal an agreement between any two individuals. While the you must cast the spell, one of the two individuals becomes the caster for the purposes of services owed and payments.
Inheritance Clause: You can transfer services owed by creatures you have bound to other creatures, even if those creatures are not present at the time a calling spell is cast.
4
Penalized: You have learned to incorporate double-talk and legal trickery in his calling spells, meaning that if called creatures survive to complete their service(s), they must return half the GP value treasure used to buy their services. Note: If a creature accepted the caster's services in return for their service, they must instead pay half the value of such services in GP or magic items.
9 Contractual Obligations: When making a bargain with a extraplanar being, you can gain one additional service for every +5 added to the DC of bargaining check.
14
Proof of Payment: You have learned to add in clauses to his planar binding spells that delays payment for services until those services are completed. If the called creature is killed before the service is complete, the you do not need to pay for services.
19 Loophole: You have learned to word agreements is such a way as to avoid payment. You no longer needs to pay for any agreements made with your calling spells.
Soul Merchant[Skill(Knowledge(Religion))] (based on the Tome class of the same name)
Benefit by ranks in Knowledge(Religion)
0
Craft Soul Contract(Su): You may craft a Soul Contract. This is an item that details the conditions of an agreement or bargain where one party has put up his soul as collateral. Should this party default on the contract, his soul is forced into a gem as detailed in the contract (the gem need not have line of effect to the victim for this to occur). Should the other contractee default, the contract is rendered powerless. If the physical paper of contract is destroyed, the magical eects of the contract are also ended.
4
Steal Magical Essence (Su): Any time you put a soul into a gem, you may also extract one spell from the soul that it had prepared at the time of its death (yout choice). This keeps the spell in the gem, and any character who makes a DC 20 Use Magic Device check may use this spell as if casting it from a Spell Storing item. Once the spell is cast, the gem no longer functions as a spell storing item, but is not otherwise damaged.
9
Extract Soul(Su): The Soul Merchant may cast soul bind as a spell like ability, at will. He must use a gem to hold the soul, and it must be worth at least 100gp.
14
Fuel Magic (Su): Once per day, the you may recover a spell slot by destroying a soul of a creature with a CR equal to twice the level of the spell slot. Alternatively, any number of times per day, when activating a charged magic item, you may destroy a gem containing a soul (destroying the soul) instead of using charge(s) from that item. The soul used must have a HD equal to the caster level of the effect
19
Soulless Spawn: Should you gain someone's soul with a Soul Contract, you may turn their body (if it still lives) into a unique form of spawn called a Soulless. These creatures have all of their normal abilities, but also have the Mindless trait, and must be commanded by the Soul Merchant to perform any action.
Simultaneous Caster
Benefit by ranks in Knowledge(Arcana)
0 Does not gain constitution bonus to hit die for bonus hit points, reduce wisdom by two, you age at twice the normal rate.
4 Simultaneous Casting: You may cast two spells at the same time as long as those spells are of a primary, direct combat use in either defense or offense. Should the spells have different casting times and use the longest casting time and slowest speed. This ability may be used no more than once every round.
9 Simultaneous Casting: You may now cast three spells at the same time.
14 Simultaneous Casting: You may now cast four spells at the same time
19 Simultaneous Casting: You may now cast five spells at the same time.
Overloading Caster
Benefit by ranks in Knowledge(Arcana)
0 Does not gain constitution bonus to hit die for bonus hit points, reduce wisdom by two, you age at twice the normal rate.
4 Over Preparation (Ex):
You have the ability to prepare multiple spells in the same slot, however such is unstable and can cause catastrophic results. To prepare a set of “over prep'ed” spells select one or two slots of the same level, multiple them by your Over Prep multiplier, this is the number of spells of that level you may prepare there (this can be combined with the focused specialists ability to treat spells as lower level). To successful prepare the spells you must make a Spellcraft check with a DC euqal to 10 plus the level of the slot times the multiplier. If you fail that slot or slots are wasted for the day. When cast one of these spells there is a need for a concentration check you must make one with a DC of 10 plus the level of the spell times the multiplier, or loose all spells with all going off at the DM's direction [which should never be instantly fatal but may cause much mayhem]. Your Overprep multiplier starts at 1.5.
9 Your Overprep multiplier increases to 2.
14 Your Overprep multiplier increases to 2.5.
19 Your Overprep multiplier increases to 3.
Shadowcraft Mage[Skill(Knowledge(Hide))]
Benefit by ranks in Hide
0 Shades: You gain access to a new series of spells, Shades I through Shades IX. Each spell functions either like Shadow Conjuration or Shadow Evocation, allowing the mimicry of a spell one level lower than the level of the Shades spell. For instance Shades I can mimic 0th level spells which are one of the following types: Evocation, Conjuration (Creation), or Conjuration (Summoning).
4 Shadow Cloak:
Attacks against you have a miss chance, due to concealment in supernatural shadows, equal to 15%+5% per character level (max 50%). Creatures with the ability to see through magical darkness and/or with True Seeing ignore this miss chance. While this ability is in effect you can hide as though you had concealment. This ability does not work in daylight or when exposed to a light effect of greater level than half your character level.
9 Extend, Still and, Silent Illusion: Alls Illusion spells you cast have their durations doubled. Also the vocal and somatic components to all of your illusion spells are removed.
14 Greater Shadow Cloak: Your Shadow Cloak function in daylight.
Your Shadow spells are a base 50%.
19 You may apply sculpt spell, widen spell, enlarge spell, and/or transdimensional spell to any Illusion spell you cast on casting the spell.
True Shadow Cloak[Skill(Hide)]
Benefit by ranks in Hide
Prerequisite: Shadowcraft Mage
Benefit by character level:
0: Shadow Cloak (Su): As the Shadowcraft Mage ability, superseding it.
4: Greater Shadow Cloak (Su): Your Shadow Cloak function in daylight.
9: Shadowstuff Cloak (Su): Your Shadow Cloak provides a miss chance due to cover rather than concealment (which it still provides), which mean that True Seeing and See In Darkness do not negate its protection.
14: Transdimensional Cloak (Su): You are able to deflect of spells cast at you into the Plane of Shadow harmlessly. 50% of non-transdimensional spells fail to have any effect on you (in addition to your 50% cover).
19: Mundane Cloak (Ex): Your Shadow Cloak provides concealment (not cover) in areas where its supernatural function would be suspended due to its supernatural nature.