Affinity Special Classes, Continued:
[hr]
Smoke affinity Base Class:
The Ninja:
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special |
1 | +0 | +0 | +2 | +0 | Sneak Attack, Insightful Defense |
2 | +1 | +0 | +3 | +0 | Weapon Finesse |
3 | +2 | +1 | +3 | +1 | Poison Use |
4 | +3 | +1 | +4 | +1 | Evasion |
5 | +3 | +1 | +4 | +1 | Great Leap |
6 | +4 | +2 | +5 | +2 | Acrobatics |
7 | +5 | +2 | +5 | +2 | Speed Climb |
8 | +6/+1 | +2 | +6 | +2 | Uncanny Dodge |
9 | +6/+1 | +3 | +6 | +3 | Conservation of Ninjutsu |
10 | +7/+2 | +3 | +7 | +3 | Incomparable Speed |
11 | +8/+3 | +3 | +7 | +3 | |
12 | +9/+4 | +4 | +8 | +4 | Improved Evasion |
13 | +9/+4 | +4 | +8 | +4 | |
14 | +10/+5 | +4 | +9 | +4 | |
15 | +11/+6/+1 | +5 | +9 | +5 | Death Attack |
16 | +12/+7/+2 | +5 | +10 | +5 | Improved Uncanny Dodge |
17 | +12/+7/+2 | +5 | +10 | +5 | |
18 | +13/+8/+3 | +6 | +11 | +6 | |
19 | +14/+9/+4 | +6 | +11 | +6 | |
20 | +15/+10/+5 | +6 | +12 | +6 | Incomparable Speed |
Hit Dice: d6.
Proficiencies: All Simple Weapons, Light Armor.
5 Exotic Weapons of Player's Choice.
Skills: 8 Skill Points per level.
Sneak Attack (Ex): If a Ninja can catch an opponent when they are unable to defend themselves effectively from the Ninja's attack, they can strike a vital spot for extra damage.
The Ninja's attack deals extra damage any time their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Ninja flanks their target. This extra damage is +1 at 1st level, and it increases by 1 every Ninja level thereafter. Should the Ninja score a critical hit with a sneak attack, this extra damage is multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack), truncheon, jitte, or an unarmed strike, a Ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. A Ninja cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A Ninja can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.
Any creature that is immune to critical hits is not vulnerable to sneak attacks.
The Ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
A Ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Insightful Defense (Ex) A Ninja is highly trained at dodging blows, and is capable to the extent of predicting blows.
When unarmored or in light armor and unencumbered, a ninja adds their Intelligence bonus (if any) to their Armor Class.
In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when a ninja is flat-footed.
The character loses these bonuses when they are immobilized or helpless, when they wear any armor heavier than light,
when they carry a shield, or when they carry a medium or heavy load.
Weapon Finesse (Ex): A 2nd level Ninja gains Weapon Finesse as a bonus feat even if they do not meet the prerequisites.
Poison Use (Ex): Ninja are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon.
A Ninja may apply one dose of any poison he is carrying to any weapon that he is holding as an Immediate Action.
If he chooses, as part of this action he may attempt a Sleight of Hand check (opposed by the enemies' Spot check) to conceal that he is doing this.
In addition, as a full round action that provokes and attack of opportunity, a Ninja may extract one use of poison from a dead creature that normally produces poison in life. The creature must have been killed in the last 24 hours, and the extraction process may only be done once per dead creature. This poison has the same effects as it did for the creature it was extracted from.
Evasion (Ex): As per the Rogue ability. If the Ninja has or later gains Evasion from another class or prestige class (but not a magic item), they instead gain Improved Evasion.
Great Leap (Ex): At 5th level and higher, a ninja always makes Jump checks as if they were running and had the Run feat,
enabling them to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if they are wearing light or no armor and are carrying no more than a light load.
Acrobatics (Ex): Starting at 6th level, a ninja gains a +2 bonus on Climb, Jump, and Tumble checks.
This bonus increases to +4 at 12th level and +6 at 18th level.
Speed Climb (Ex): A ninja of 7th level or higher can scramble up or down walls and slopes with great speed.
They can climb at their speed as a move action with no penalty;
however, they must begin and end the round on a horizontal surface (such as the ground or a rooftop).
If they do not end their movement on a horizontal surface, they fall, taking falling damage as appropriate for their distance above the ground. A ninja needs only one free hand to use this ability.
This ability can be used only if a ninja is wearing light or no armor and is carrying no more than a light load.
Uncanny Dodge (Ex): As per the Rogue ability. If the Ninja has or later gains Uncanny Dodge from another class or prestige class (but not a magic item), they instead gain Improved Uncanny Dodge, and their levels of Ninja stack to determine the effectiveness of the ability.
Conservation of Ninjutsu (Ex): In any fight with a highly skilled Ninja, it seems as if there is only a finite amount of martial ability available to each side in a given encounter. As a result, one Ninja is a deadly threat, but an army of them are cannon fodder. At the start of each round count the total number of enemies that the Ninja is fighting, and then divide it by the total number of allies that the Ninja currently has fighting with him (including the Ninja themselves). If the result, rounded down, is greater than 1, the ninja gains it as a Dodge bonus to his Armor Class until the end of the round, up to a maximum bonus of his Ninja class level. Dodge bonuses do not apply when the Ninja is denied their Dexterity bonus. Enemies which are not directly fighting against the Ninja's party (such as enemy combatants on another part of the battlefield, or enemies who are watching or are otherwise in close proximity but not acting against the Ninja or his party) do not count in this calculation.
Incomparable Speed (Ex): At 10th level, The Ninja gains one additional Immediate or Swift Action each round (for a total of 2 such actions).
At 20th level, the Ninja gains one additional Move action each round, that can only be used for moving.
Death Attack: If a Ninja studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Ninja's choice). While studying the victim, the Ninja can undertake other actions so long as their attention stays focused on the target and the target does not detect the Ninja or recognize the Ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 the Ninja's class level + the Ninja's Int modifier) against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per 2 levels of the ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the Ninja has completed the 3 rounds of study, they must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes their save) or if the Ninja does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before they can attempt another death attack.
Improved Uncanny Dodge (Ex): As per the the Rogue ability.
Improved Evasion (Ex): As per the Rogue ability.
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Metal Affinity Prestige Class:
The Forgemaster:
Requirements:
Craft (Armorsmithing) 8, Craft (Weaponsmithing) 8, and Craft (Metalsmithing) 8 or Profession (Smelter) 8.
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special |
1 | +1 | +2 | +0 | +0 | Secrets of the Forged Steel |
2 | +2 | +3 | +0 | +0 | Secrets of the Balanced Hand |
3 | +3 | +3 | +1 | +1 | Secrets of the Great Rampart |
4 | +4 | +4 | +1 | +1 | Secrets of the Stone's Embrace |
5 | +5 | +4 | +1 | +1 | Secrets of the Molten Earth |
Hit Dice: d10.
Proficiencies: Gain proficiency in any one item per class level.
Skills: 6 Skill Points per level.
Secrets of the Forged Steel (Ex): A Forgemaster receives a +1 bonus per class level on all Appraise, Craft, and Profession checks regarding metal and metallic items.
A Forgemaster can improve metallic items beyond their normal capacity. This process creates a Mastercraft item from a Masterwork item.
Secrets of the Balanced Hand (Ex):
The 2nd level Forgemaster can create Mastercraft weapons.
Secrets of the Great Rampart (Ex):
The 3rd level Forgemaster can create Mastercraft shields.
Secrets of the Stone's Embrace (Ex):
The 4th level Forgemaster can create Mastercraft armor.
Secrets of the Molten Earth (Su): A Forgemaster of 5th level can literally work magic with their craft.
The Forgemaster gains the ability to add special abilities to armor and weapons as if they had the Craft Magical Arms and Armor feat.
Their caster level for this purpose is equal to 20.
The use of this ability does not require any of the standard expenditures of the feat's normal usage, and instead requires
an appropriate Craft check with a DC of 15 + Caster Level.
The use of this ability does not require the item to first posses a +1 bonus, but does require it to be masterwork.
This ability does not confer any spellcasting ability of any kind to the Forgemaster. All special abilities require some form of spellcasting. The successful usage of this ability is left as an exercise to the reader.
[hr]
Wood Affinity Prestige Class:
The Skald:
Prestige Class
Requirements:
Skills:
Perform (Oratory) 8 or Perform (Poetry) 8 or Perform (Sing) 8
Knowledge History 8
12 Ranks in Any other combination of Knowledges
Must speak and read at least two languages.
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special |
1 | +1 | +0 | +0 | +2 | Bardic Music, Skald's Oath |
2 | +1 | +0 | +0 | +3 | Lore |
3 | +2 | +1 | +1 | +3 | Demoralize |
4 | +3 | +1 | +1 | +4 | Marcher's Chant |
5 | +3 | +1 | +1 | +4 | Words of Rage |
6 | +4 | +2 | +2 | +5 | Worldly Knowledge |
7 | +5 | +2 | +2 | +5 | Words of Fear |
8 | +6 | +2 | +2 | +6 | Applicable Knowledge |
9 | +6 | +3 | +3 | +6 | Words of Panic |
10 | +7 | +3 | +3 | +7 | Skald's Fury |
Hit Dice: d6.
Proficiencies: None Extra.
Skills: 8 Skill Points per level.
Skald's Oath:
The Skald serve the world as the foremost record keepers and historians.
A Skald cannot knowingly damage a book of lore, or by gross inaction allow one to be damaged, unless doing so would put them at risk of greivous injury.
A Skald must, if called to, relay any story or information they know to their asker.
A Skald must meet with a record-keeper of the order every two years, to relay to them the knowledge they have learned in their travels.
A Skald cannot lie while reciting lore.
Unintentional, accidental, or compulsed violations of the Skald's oath cause them to lose one use of bardic music for the day per violation. If they are out of music, they instead take 1 point of Wisdom damage.
Intentional violations of this oath cause the Skald to lose all bardic music abilities until they perform a suitable penance as assigned to them by a superior of their order.
Bardic Music: At 1st level, the Skald gains the bardic music ability. All the bardic music effects become available to them immediately, subject to their usual Perform skill requirements.
Additionally, all the bardic music effects, including countersong, are produced with oratory, poetry, or singing instead of music.
Each bardic music effect except suggestion requires one daily use of the bardic music ability.
Suggestion does not require any uses, but the subject must first be fascinated.
The Skald can use these abilities a number of times per day equal to their Skald level plus their Charisma bonus.
Lore (Ex): At 2nd level, a Skald gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge.
The Skald adds their level and their Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Words of Rejuvination: A 2nd level Skald can inspire their allies so they shake off the effects of fatigue.
Fatigued allies who hear the Skald speak for a minute are no longer fatigued, and exhaused characters are only fatigued.
The Skald can use this ability only one per hour.
It is a language-dependent ability that counts as one daily use of bardic music.
Demoralize: At 3rd level, the Skald's words can hurt enemy morale. Once they've heard the Skald's oration for a full round,
opponents within 30 feet must succeed on a Will Save, (DC 10 + Skald Level + Cha bonus) or be shaken as long as the Skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependent ability that counts as one daily use of bardic music.
Marcher's Chant: At 4th level, the Skald gains the ability to encourage those engaged in dull, repetitive action, such as marching or rowing.
When traveling overland or engaged in a similar long-term physical effort, those who hear the Skald's exhortations find they can exert themselves for longer.
Those within earshot of the Skald can march or exert themselves 50% longer before making Constitution checks.
(See Forced March in chapter 9 of the Player's Handbook.)
The Skald need not chant throughout the entire march but must be chanting at least half the time.
Words of Rage: A 5th level Skald can enrage their allies. This ability functions exactly like the Barbarian's Rage ability on all willing allies within 30 feet.
It lasts as long as the Skald continues their performance.
Words of Rage requires one use of bardic music per round it is maintained.
It is a language-dependant, mind-affecting ability.
Worldly Knowledge (Ex): The Skald's travels in search of knowledge expose them to a wide number of languages.
A 6th level Skald selects two languages, in which they gain the ability to read and write.
Words of Fear: A 7th level Skald's oratory becomes frightful to those who hear and understand it.
Once they've heard the Skald for a Full round, opponents within 30 feet must succeed on a Will save DC 10 + Skald level + Cha bonus or be Frightened as long as the Skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependant ability that counts as two uses of bardic music.
Applicable Knowledge (Ex): The Skald also learns practical knowledge in their travels. The 8th level Skald may gain any one feat that they would normally qualify for.
Words of Panic: A 9th level Skald's oratory is so frightening that few can withstand it.
Once they've heard the Skald for a full round, opponents within 30 feet must succeed on a Will save DC 10 + Skald level + Cha bonus or be Panicked as long as the skald continues to recite and for 5 rounds thereafter.
This is a mind-affecting, language-dependant ability that counts as three uses of bardic music.
Skald's Fury (Su): The unbridled force of the Skald's voice is a terror to behold.
At the cost of three uses of bardic music, a 10th level Skald can emit an ear-splitting yell that deafens and damages creatures in its path.
Any creature within a 40ft cone projected from the Skald is stunned for one round, deafened for 2d6 rounds, and takes 5d6 points of sonic damage.
A successful save against a DC 10 + Skald level + Cha mod negates the stun and halves the damage and duration of deafness.
Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per Skald level.
An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
[hr]
Ice Affinity, Base Class:
The Eremite:
As Ranger, with the following changes:
Lose:
Spellcasting, Animal Companion
Gain:
An Eremite receives a +1 competence bonus per level on Survival and Knowledge (Geography) checks.
Druid's Trackless Step, Venom Immunity, Timeless body.
Barbarian's Fast Movement.
Monk's AC Bonus that functions in Light Armor.
And the bonus feats Cold Endurance (Frostburn p 47)[Which stacks with the racial bonus feat] and Heat Endurance (Sandstorm p 50) at level 4.
Hit Dice: d8.
Proficiencies: All Simple and Martial Weapons, Light Armor, All Shields. [Non-Exotic]
One Exotic Weapon of Player's Choice
Skills: 8 Skill Points per level.