On this page you can find Normal Classes, jorbs that anyone can start at level 0 or 1.
Skills - skills used by certain classes, but COULD be unlocked for your character! Or just badassed home-made skills.
Feats - homemade feats and homemade abilities, located on the same page.
Ultimate note on gnosis and abilities:
No matter where on this page, unless it says "This can affect creatures with gnosis higher than you," for the most part the attack or ability will NOT in fact work the way you think it will against targets with higher gnosis than you. Please keep this in mind.
Normal Classes
Shadowmancer
Pimp
High Rabbi
Geomancer
Nekomancer
Negromancer
A generalist that can handle both front line and long range, combat or socials, magic or melee, the Shadowmancer is meant to be a support for future magic-based jorbs or magic-melee hybrids.
Despite that, Shadowmancers on their own enjoy a robust martial arts-based fighting background and can look forward to interdimensional shenanigans as well.
Built for offense initially, Shadowmancers can prove to be a wonderful starting spot for any style of play.
Hit Dice: d8
Starting Skill points: (6+Int Mod) x 4
Skill points: 6 + Int Modifier
Starting Golds: 4d6 x 10
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidation (Cha), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex)
Class basic abilities: Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Melee Weapon Proficiency, Martial Weapon Proficiency
Touki - Upon entering into the job, a Shadowmancer is able to incorporate their shadow's basic presence on top of their own aura, acting as a shield as well as an enhancer. Must be activated through synchronization, lasts throughout the entirety of combat, and immediately disengages itself at end of combat unless directed otherwise by GM. While Touki is activated, player has the ability of +1d6 unarmed melee attack bonus, and +1 AC. The user gains these abilities if they do not actually have them, and they do not stack with existing already learned abilities. Note that "Touki" takes up one summoned shadow from use. A fully evolved Touki takes up 5 Shadows from the field of battle, leaving a level 20 Shadowmancer with 5 Shadows left to fight with. As one gains more Touki levels, a Shadowmancer is able to "pump" it up the moment they engage it with up to 4 more shadows, increasing it's abilities by +1d6 unarmed melee attack bonus and +1 AC for each shadow pumped into it.
Summon Shadow - this is the absolute most basic move for a Shadowmancer, and the basis for their entire job (so to speak). Summons an entity from the Shadow World to act at the behest of the Shadowmancer. May require individual contracts, but certain jobs/individuals can gain entire portions of the Shadow World itself to act in the prime material plane. Shadows can be used for a variety of things, including attacking, defense, Touki, and other abilities. Summoning Shadow takes no energy, BUT should the Shadow be banished or defeated, it can be called back for 4 energy points during combat (otherwise, they have a cooldown of one hour). Controlling shadows is counted as a free action (send out 3 shadows to attack, absorb one shadow as a Touki, hold 1 shadow back to watch your back, while you rush in and attack), not as an interrupt, and can only be done during your turn. Note: all shadowmancer abilities are supernatural in origin, neither magical nor psionic.
Things you can do with a summoned shadow:
Attacks twice in a full round with its fists for 1d6 (this CAN be upgraded at level 15 to natural weapons: tail, claws, fists, whatever the shadow is)
Blocks a shot or full round attack (shadows have about 10 hp, and leave the Prime Material Plane upon being hit)
Act as a second pair of eyes (if a shadow is set to "watch your back," no one can sneak up on you or flank you)
Float about and manipulate objects (acts as a telekinesis or spectral servant spell). They can only move around up to 10 pounds though, and for a limited duration of 2 minutes before they blink out.
Sleep - the Shadowmancer gains the spell-like ability to cast Sleep 1/game day
Shadowform - the Shadowmancer gains the ability to take Alternate Form: Shadow at will. Costs 1 shadow. During Shadowform, their stats do not change but they do gain these special abilities immediately:
Special Movements: Walk through Shadows (allows one to walk into shadows as if a Shadow Twist, or enter the Shadow World) and Walk through Objects
Incorporeal
Special Defense: Breathing, Pressure, Intense Cold, Intense Heat, Vacuum of Space
Special Restriction: Cannot Attack (immediately dispels Shadowform)
Special Ability: Can cast non-combat magic
Special Weakness: Light (as if the spell or spell-like ability) or Dark (as if the spell or spell-like ability) - immediately dispels Shadowform
Special Ability: Can use/attack with your Shadow Weapon
Shadowwalk - allows a Shadowmancer of the Prime Material Mode to walk through shadows as if they themselves were a Shadow. Works up to 20 ft. During Shadow Dominance, this increases to 80 ft. Costs 1 shadow.
Darkness - allows the Shadowmancer to use the spell-like ability Darkness 3/day. During Shadow Dominance, this becomes True Darkness and can be used 5/day.
Shadowsight - allows one to see through Shadows and low-light vision.
Sense Shadow - allows the Shadowmancer to sense other creatures' and inanimate object shadows up to 20 ft. During Shadow Dominance, this increases to a whopping 1000 ft.
Shadow Twist - teleportation-like ability for the Shadowmancer to simply "snap" from one shadow (usually their own) to another. If the shadow chosen is blocked, the Shadowmancer will appear 1 inch above the object/person in question. This is considered a free action.
Sense Reality - this counts as an affinity towards a particular dimension/reality. This must make sense during storyline, and the Shadowmancer must have either a contract or some kind of exposure to that dimension/reality first before they can learn how to sense it. Allows certain abilities (such as Shadow Twist) to work.
Light - allows the Shadowmancer to use the spell-like ability Light 3/day. During Shadow Dominance, this becomes True Light and can be used 5/day.
Mirrored World - at this time, the Shadowmancer gains the affinity (but not the Sense ability) for the nearby dimension of Mirror World. They can walk through any mirrors (barring GM decision) directly into the Mirror World, move about without any penalties, and exit out another mirror back into the Prime Material Plane…or elsewhere. This counts as a special movement, and is subject to combat rules concerning movement.
Shadow World - at this time, the Shadowmancer gains the affinity (but not the Sense ability) for the nearby dimension of Shadow World. This does nothing but allows the Shadowmancer to summon forth a shadow. First step to Shadow Dominance school, and necessary for Shadow Walk and Shadow Twist.
Shadow Zone - a minor version of Shadow Dominance, this allows the Shadowmancer to increase the abilities of one chosen ability or skill that is usually increased during Shadow Dominance, than increase it to that point now.
Shadow Merge - if a Shadowmancer uses a full round action to summon forth Light and Dark in the same 30 ft area, they can then use Shadow Merge at the start of their next turn (not during attacks of opportunity). Shadow Merge is a powerful attack that allows the Shadowmancer to physically grab the two orbs, combine them into a orb of pure shadow energy then launch a beam of Shadow energy, doing 10d20+Energy Points Sacrificed damage to all in it's thick path. This ability absorbs all energy of the user, and cannot be used if user is at 50% energy, and must have at least 10 energy points to spend.
User MUST declare that they are going to use a Shadow Merge before summoning Light and Dark, user must pass a 30DC Concentration check, and should an interrupt, stun, or paralyze be successful against the Shadowmancer, then the attempt is foiled and you still lose the energy points sacrificed. This attack is an ability and completely ignores AC - enemies and friends hit by this attack can make a Reflex save to halve the damage (DC 15).
Beam attack - 10 feet wide, up to a range of 100 feet.
There is a small secret here: if True Darkness and True Light are used instead of Shadow and Light, than a much stronger beam can be developed, doing damage of Energy Points Sacrificed x2.
Cone attack - up to a range of 200 feet.
Extra Attack (Enemy Shadow) - This represents the Shadowmancers affinity with the shadows of other creatures and inanimate objects. Doing this, they can send an attack through the targets' shadow (each time it becomes 5DC harder), counting as either a flanking, backstab, or juggling attack. Should one also have Extra Attack (Shadow), one can "teleport" one's attack through one's own shadow and through a target's shadow. This counts as a full-round action though.
Extra Attack (Shadow) - This represents the Shadowmancers affinity with their shadow. Doing this, they are able to utilize it as an extra attack should the target be within range of the shadow, even if it overlaps an enemy's shadow. It's very important for a Shadowmancer to know which direction their shadow is facing should this ability be used - one's shadows' attack cannot go beyond in range from that shadow, only vertically.
Shadow Dominance - the ultimate upgrade in a Shadowmancer's arsenal, this improves the capabilities of their abilities by a massive amount. This represents their affinity for whole dimensions, and the ability to Twist farther, move through shadows further, and to basically sense anywhere on the planet. A chosen dimension must be declared for Shadow Dominance to work.
Requirements: at least one Sense Reality must be devoted to the same world that Shadow Dominance has been declared. One must have Shadow World, Shadow Walk, Sense Shadow, Shadow Zone, and Shadow Merge in order to learn Shadow Dominance. Must have at least one Touki activated during declaration, and must survive a Synchronization with that dimension or be caught in between said dimensions.
Shadow Weapon - this is an option of the Touki, allowing for an improved offensive capability by turning one of the "arms" of the Touki into a weapon all it's own. As the Shadow Weapon increases in strength, it's abilities and even shape/size can change depending on which level it is. The Shadow Weapon counts as a Natural Weapons (as far as prereqs for the feat), and as such the feat works with them.
Level 1 - +1d6 piercing, slash or blunt damage. Special dispensation can be made for small firearms/lazers/energy guns. Crit x3
Level 2 - +2d6 piercing, slash or blunt damage. Special dispensation can be made for small firearms/lazers/energy guns. Must be a "higher form" weapon of Level 1. Crit x4
Level 3 - +3d8 piercing, slash or blunt damage. Can also be magical, laser, energy, or projectile damage. Form can change to something else here (or be two weapons, one from each arm). Can contain two differing (or even opposing) types of damage: [piercing, slash, blunt] and [magical, laser, energy, projectile]. Crit 18-20 x3
Level 4 - +4d12 piercing, slash, blunt, magical, laser, energy, and/or projectile damage. Can be of up to 4 of those types of damage. Crit 18-20 x4
Shadow Snap - the ability to halt a single target's movements for a limited amount of time by injecting a needle of your own shadow energy into their shadow. Costs 25 energy points to halt a target's movements for 1 round. Cannot be used as a counter or interrupt. Doesn't affect shadow-based creatures. Can only be used once per combat, and it takes up one action. Outside of combat there are no limits.
+1 To Existing Spellcasting School - Shadowmancers gravitate naturally to magic and magic-based classes, and can count towards other jobs and bonuses for purpose of spellcrafting or cross-classing. Counts towards ECL, and each +1 acts like the next level of Dynamic Sorcery (for purposes of energy increases) unless the character/class is based on standard d20 Magic systems. This counts as a racial feat.
Shadowmancer Notes, Magic, and Other Nonsuch - This is an incredibly powerful job with incredibly high chances of do-or-die situations. By just seeking out to become a Shadowmancer, you are placing yourself in the position to be devoured by your own Shadow, or to devour your Shadow and thus change your character completely. Depending on the status of the Shadowmancer themselves, they will find themselves having chosen a certain set of schools even though they themselves do not learn spells. Depending on their status as well (Human, Shadow, or Synched) will determine when they are strongest and weakest - during the weak times, they MUST find sleep, or begin to suffer negative effects such as ability decreases, Forget, Clumsy, or worse until they DO get to sleep.
Human: Abjuration, Enchantment, Transmutation
Strongest: Light/Day
Shadow: Divination, Illusion, Necromancy
Strongest: Darkness/Night
Perfect Synchronization: Conjuration, Evocation, Illusion, Abjuration
Strongest: Shadow/Either day or night
Pimp
The power of the pimp lays in the Ho Stable. Seek out stronger ho’s with better and greater effects, keep your Bottom Bitch happy, network and market properly and rake in the cash!
Make ya money with exclusive gear, ring sets, and magical effects to help keep your Pimp Hand strong.
The most expensive of the jorbs, the Pimp can wade into battle with a strong offense or play as support, even minor healing, in order to aid the team.
Don’t forget to play nice with the Fraternal Order of Pimps! Keep your allies safe, your friends tough, and ya ho’s strollin’.
Hit Dice: d6
Starting Skills: (4 + Int Modifier) x4
Skills: 4 + Int Modifier
Starting Golds: 2d20 x Cha Modifier
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Handle Animal: Ho (Cha), Hide (Dex), Intimidate (Cha), Knowledge: Local (Int), Knowledge: Pimp Lore (Int), Knowledge: Streetwise (Int), Perform (Cha), Pickpocket (Dex), Profession: Pimp (Wis), Read Lips (Int), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), Use Rope (Dex), Knowledge: Business (Int), Medical (Wis)
Note: Pimps gain 6 points energy per level, instead of the usual 2 points. This remains even as one gains Dynamic Sorcery levels.
Class basic abilities: Rings, Light Armor Proficiency, Ranged Weapon Proficiency (small sidearms), Simple Weapon Proficiency, Pimp Gear Proficiency, Exotic Weapons Proficiency (Pimp Cane)
Rings - Pimps are not DnD restricted to only 2 rings, but 10 rings (4 per hand + thumb ring per hand) or 4 rings (1 knuckle ring + 1 thumbring per hand)
Ho Engage - as a Pimp acquires Hoes, they are expected to take care of them even as the ho's take care of the pimp. By stabling (housing) and paying for daily upkeep, the ho's give the Pimp their daily cash. As the Pimp grows in experience, though, they may "Engage" a Ho in order to tap into their true power. All ho's come with passive benefits, but the Pimp can only have a certain amount (up to 5) active, giving the Pimp their passive benefits even while not around.
Ho Acquisition - at this point, the Pimp may have up to (CHA Mod) ho's in their stable. NOTE: you may release ho's from their contract with you in order to acquire a new ho, but there may be consequences for the Pimp doing this.
Stable+1 - with each Stable+1, the Pimp may have one more ho in their stable.
Area Codes - the Pimp can expand their operations to a new Stable in a different major location, allowing them to collect up to (current Ho count) of more ho's. Note: the ho's will NOT switch to a new Stable, and must remain in the location they were originally housed. Certain exemptions can be granted by the F.O.P. When the pimp gains a new "Stable+1" after acquiring Area Codes, they may add a new ho to their second Stable as well, provided that their Bottom Bitch strolls for Ho's there.
Gold Experience - depending on amount of bling, the pimp can shield or outright deflect light-based attacks or effects, but also has a small bonus for magic resistance. The amounts are determined by the GM, just ask first.
Pimp Gear Proficiency - allows for the Pimp to wield Pimp-only gear. This is extended to, but doesn't end, at: bling, feathered hats, zoot suits and pimp outfits, pimp canes, ropes, and more! Pimp gear is a highly visible badge of honor and art form, and fake Pimps are dealt with by the local forces immediately.
Ranged Weapon Proficiency - small sidearms, the more blinged-out and chromed-up, the better.
Pimp Hand - Stunning slap (enemy must pass a DC15 check or be stunned 1 round), upon successful hit check is made with a +3DC each time. Can be upgraded with baby powder or The Shaft. Does no damage unless baby powder is added. Once added, Baby Powder allows Pimp Hand to do Unarmed Damage + Cha Mod as well as Stun. Can only be used 1/combat.
Luck - the Pimp is an explicably lucky bastard, and may once per game session reroll a crit failure. This works on the Doom Die as well. Upon getting at least two Luck feats, they may apply one of them to any one roll (of theirs) during a game session. This must be declared BEFORE the dice are rolled.
Baby Powder - by applying the Pimp item "Baby Powder," Pimp's can upgrade the Pimp Hand to allow for damage. Grants the Pimp an immediate +5 Unarmed Attack (To Hit) bonus. Takes up a standard action to apply, lasts until the Pimp's next round.
Improved Pimp Hand - Stunning slap that affects multiple targets. Pimp Hand now hits any and all approved targets in a 30 foot range up to the Pimp's Dexterity modifier so long as the Pimp is not flat-footed or has lost their Dexterity modifier.
Massive Damage (Pimp Hand) - allows Pimp Hand to do even more damage so long as baby powder has been applied.
Bottom Bitch - this represents the Pimp's best ho, their "number one employee." The title of "best seller" and "second in command" goes to the Bottom Bitch, who can act in one's place while the pimp is out on an adventure. Be warned: choose your Bottom Bitch carefully. Some have their own motives and may be out to steal your stable! You may have only one Bottom Bitch chosen, and if you choose more than twice you may suffer penalties and blonuses alike, especially from the F.O.P.'s. This can be chosen as soon as you gain your first ho. Also be warned that a Bottom Bitch who is stripped of their title (especially if they don't deserve it) may seek to harm the Pimp, a dangerous situation especially if the F.O.P.'s agree with them!
NOTE: A Bottom Bitch gains double their stats and benefits given to the Pimp. They also pull in twice as much money per night.
Ultimo Bitch - at level 20, the Pimp can upgrade the Bottom Bitch to Ultimo status, allowing them to join them in battle as well as allowing them to double their passive bonuses. The Ultimo Bitch can now catch ho's without the Pimp being around, and all ho's caught by the Ultimo Bitch are at max tier level (all four benefits unlocked).
Pimp Cane/Pimp Wardrobe - pimp gear is a very specialized set of weapons and armors, and none insomuch as the Pimp Cane and the pimp's Wardrobe. Within the Wardrobe itself is various types of bling, feathered hats, bolas, and more, each with their own effects and abilities. The Pimp Cane is also a weapon usable only by Pimps, can only rarely be handmade but must otherwise be bought at Pimpin' World, always with blank slots. The Pimp Cane is counted as a magitek weapon, and as such is bought with completely empty slots: it's up to the Pimp to find someone to add the various effects.
Intro to Pimp Fu/Pimp Fu - Intro to Pimp Fu does nothing but enable a Pimp to go down the road of martial arts study known as Pimp Fu. With each level of Pimp Fu added, a Pimp learns a new improvised pimp weapon usable only by practitioners of this mystical martial art: Belt, Boots, Wallet Chain, Pocket Watch, Frying Pan, Wire Hangar, Kitchen Utensils, Chair Leg/Table Leg, Garbage Can Lid, Brick, and the two ultimate arts known only by the highest levels of Pimp Fu. If a practitioner of Pimp Fu uses a weapon from the approved list of "pimp weapon items," than they can add their Charisma modifier on top of the normal modifiers to attack rolls. All Pimp Weapon Items are set to 1d4+CHA Mod and are considered weapons of martial arts.
Extra notes concerning Pimp Fu:
Rope - 1d6 + Charisma Score + Use Rope skill, "Improved Trip" so long as they are using rope. This can only be learned from an official master of Pimp Fu who is a current member of the F.O.P.
Whatever's Closest - 1d10 + Charisma Modifier + Strength Modifier, can be thrown regardless of weight up to 40 feet with no negative penalty. (NOTE: Whatever's Closest does NOT work with other Pimp Weapon Items). You must have used at least three other Pimp Weapon Items in combat during the game while being observed by an official from the F.O.P. before you can be taught how to use Whatever's Closest.
Immunity (Precious Metals) - At 10th level, a Pimp has worn so much bling that they have gained an immunity to most precious metals. This ranges from cold steel and diamonds to onyx and quartz. GM discretion is advised.
Pimp Ride - a pimp needs have a ride. Here's where they can get it, sometimes at a discounted price. In a Pimp ride, a Pimp can find an immediate compartment to hide from anything but the highest-level of search, it can be decked out with all sorts of hidden abilities and options, and (above all) it's gotta be always clean and shiny so the ho's can see their reflections.
Pimp Compartment - all pimps have the extra-dimensional ability to find the best places to hide. This usually works in cars, but certain situations might be favorable to a Pimp finding a compartment.
Mind Control (Ho's) - all pimps have the ability to contact their ho's when they least expect it. Pimp's gain a +10 competence check when dealing directly with their ho's.
Hodar - a spiritual and mental connection has formed between the pimp and the ho, and the Pimp can always, ALWAYS take a moment, concentrate and find out where his ho's are.
Force Stop (fleeing ho) - Against a ho who's running away from her Pimp, the Pimp gains Force Stop until the ho has been caught.
The Shaft - an exclusive item to the Pimps, The Shaft is a lucky bar that connects to their cane. Grants the following:
+5 bonus damage to Pimp Hand
Pimp Hand can now ignore Elan
Ultimo Bitch+1 (can upgrade one more ho to Ultimo Bitch status)(note: should The Shaft be lost or broken, the second ho loses their Ultimo Bitch status)
Cha Mod doubled during any and all Charisma checks
No longer requires application of Baby Powder - considered to always be Powdered so long as they wield a Pimp Cane.
These bonuses only work while the Pimp has their cane equipped.
Prestidigitation - alongside the aforementioned bling, a Pimp can also use "razzle dazzle" to pull off effects and abilities. Counts as a "dynamic sorcerer" in energy usage and such. The "+1" determines the caster level of the spell.
High Rabbi
Oy, goyem! You like them drugs?
High Rabbi combine the unarmed power of Monks with the holy healing power of drugs - I mean, clerics!
Then they mix it in a high-power blender with some drugs.
This time I actually mean drugs.
High Offense with some surprisingly devastating tactics, High Rabbi are glorious as support or main for monk or cleric jobs.
Hit Dice: d12
Starting Skill points: (6+Con Mod)x3
Skill points: 6+Con Modifier
Starting Golds: chosen from any other class
Class Skills: Escape Artist (Dex), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Intimidation (Cha), Knowledge: Area (Int), Knowledge: Business (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Drugs (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Occul (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Use Magic Device (Cha)
Class basic abilities: High Rabbis are proficient with all simple and martial weapons, and certain exotic martial arts weapons. Proficient with light armor and cloth armors.
Drug Use - allows the High Rabbi to use drugs during combat. This takes up a standard action, lasts until the end of combat, and doesn’t provoke AoO.
Please refer to GM’s list regarding drugs and their individual effects.
Sling - allows the High Rabbit to sell drugs during combat. This takes up a standard action, lasts until the end of combat, and doesn’t provoke AoO.
Rabbi Training - High Rabbis are, at the core, are monk-clerics. For the purposes of advancement and training, High Rabbis are considered to be both monks and clerics (for purposes of Flurry attacks, martial arts, Turn abilities, and more).
Craft: Drugs - allows the High Rabbi to create specific drugs (should they know the recipe) using the Alchemy skill.
High Strung - while sufficiently high, the Rabbi is able to launch 1d4 unarmed attacks at -ECL BaB per attack. This counts as a Flurry attack.
Going the Distance - while high, the High Rabbi gains regen 5 and refresh 5. They also gain resistance to poisons both artificial and natural.
Oy Oy Oy - Once per day, allows the user to attempt to counter a spell with one of their own.
Moneypenny - Allows the user to simply throw money at the target, dealing 100 points of damage per Megabuck spent. All of target’s allies must make a will save or suffer “Greed” status, immediately attempting to pick up the money.
Business Acumen - while near places of business, the High Rabbi gains +25% better results with their own business. Regains 1 hp per 1 gold traded in a fifty foot radius.
Guilt Verdict - “marks” a single target, the High Rabbi attempts to guilt them into submission. DC is a charisma check vs ECL+10. If the Rabbi wins, the opponent no longer wishes to fight and, instead, owes them 1 gold piece for the bother. This counts as a Turn ability.
Dance Dance Dance - while moving, the High Rabbi gains double Dex bonus to their AC. They cannot be caught flat-footed while moving, and gains maximum Z-Running even if they didn’t have it before.
The Network - at this level, the High Rabbi may choose to join or create their own Network, a series of allies who can help with information, insider trading, and more.
Golden Glitter - once per day, the High Rabbi can reinforce their Constitution Modifier by adding their Charisma Modifier. This can be done as a free action.
A Cup of Sugar - improves Sleight of Hand by ECL once per day.
A Cup of Gold - improves wealth accumulation at the point of acquisition by (Charisma Modifier)%.
The Contract - allows the Rabbi to mark multiple targets. Targets marked as thus immediately suffer equipment degradation by one level. This is a supernatural ability that lasts until end of combat. Can only be done once per combat, and takes up an entire round to cast.
Compound Interest - at the moment damage is calculated, the High Rabbi can withdraw damage up to (Con Modifier). Once per day they can add this accumulated damage to a single attack declared at point of impact before crit is calculated.
Terminal Interest - improves Compound Interest by allowing them to do the attack a (Wis Modifier) number of times.
Take It To The Limit - while high, the Rabbi is completely immune to natural poisons, most artificial poisons, and magic/psionic/ki toxic effects.
Terminal String - improves High Strung: 1d8 unarmed attacks, +1 BaB per attack
The Wisdom of Solomon - while high, the High Rabbi can utilize martial art techniques up to (Martial Arts points x ECL) points once per combat as if they meet the level requirements of the technique. Should they have mastered all techniques and levels of that martial arts table, they may borrow one form another table they have been exposed to.
Rewrite - allows the High Rabbi to “undo” one spell effect done to them once per combat.
Retcon - allows the High Rabbi to “edit” one spell effect done to them once per combat.
The Eye - all targets marked by the High Rabbi or their allies now suffer a permanent Goyem Blonus: “1/2 HP and EP totals, take x13 more damage from all sources, deals only 1/6 total damage, cannot crit, wealth drops are immediately x3 in quantity”. This is a supernatural ability that cannot be stopped in most Western nations.
Secret Art: Denial - immediately counters and negates one spell once per week. If used on a marked target, the cooldown is lowered to once per day. If used on a guilted target, it immediately kills them (dealing 6 million points in damage) unless they make a Will save.
Geomancer
A combination of raw, nature-based magics and terrible feats of strength, the Geomancer draws their power directly from the world itself. Combined with amazing, original abilities and techniques, the Geomancer can find themselves tanking or playing support with a focus on high offense.
Hit Dice: d10
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 3d4 x 10
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge: Nature (Int), Knowledge: Arcana (Int), Knowledge: Geo Lore (Int), Knowledge: Occult (Int), Profession (Wis), Spellcraft (Favored Ability), Heal (Wis), Handle Animal (Cha), Climb (Str), Swim (Str), Survival (Wis), Balance (Dex), Powerlifting (Str), Wilderness Lore (Wis)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency, Simple Weapons proficiency
Note: Geomancer is written under "Dynamic Sorcery" rules, and follows the same kind of laws when it comes to energy. With each Spell Level unlocked, acts as if "Dynamic Sorcery" level is gained when it comes to energy gain, usage, and other nonsuch.
Geomancer Domains available: Air, Earth, Fire, Water, Plant
Channel Geo - The essential and most fundamental ability of Geomancy that allows the geomancer to tap into the power of Geo.
Augment: 25 ep. Upon augmenting while channeling Geo, the Geomancer may make a new synchronization roll. Upon getting within 2 (situations may change at GM's discretion) numbers, the Geomancer may utilize their environment in essential ways, changing and sculpting the background for utilitarian purposes. CanNOT achieve stronger terrakinetics than what the user currently has.
Geo Attack/Geo Defense - allows Geomancers to add up to +5 of Geomancy lore to special attacks and saving throws.
Greater Geo Attack/Greater Geo Defense - allows up to +10 to special attacks and saving throws.
Geo Armor - +5 natural armor bonus to AC and grants a sandstone hue to the Geomancers' image.
Geo Heal - channeling Geo allows Geomancer to heal himself or one other target for up to (2d20+Con Modifier+Spellcraft) hit points.
Mass Geo Heal - heals all party members present for (4d20+Spellcraft) hit points.
Tremorsense - 10 points. Player has a full awareness of living things in their immediate area. Augment: +10 points. Can gauge target direction.
Terrakinetics, Minor - 10 points. Player has limited control over the earth and plant life. Augment: +20 point. Can increase size of earth pieces used by 5 lbs (up to 105 lbs. max). 20 Str plant max.
Combat Geo Channeling - one time concentration check to synch with Geo forces (DC15, can be modified) to allow rapid geomancy use in combat situations.
Geo Shield - 15 points. Player can create a wall of earth and plants to create cover, barriers, etc. Augment: +10 point/10' additional wall section (150 hardness, 500 hp) per wall section.
Strength of My Enemy - drains 1d12 str from one touched opponent. Can be used once per combat, lasts for 1d4 rounds. Augment: actually pay 25 energy points to drain 1d12 con instead, lasts until end of combat. Stacks with Leeching Fields.
Leeching Fields - 100 energy points, otherwise is the same as "strength of my enemy" but allows for str/con change out (declare which while casting) and affects all targets up to 50 feet around the Geomancer. Lasts for 1d6 rounds. Augment: 1/2 current energy point total. Drains Str and Con together, and you'll keep the increase until end of combat.
Treacherous Terrain - 60 points. Causes local plant life to animate and attack an enemy, doing xd10 damage to an opponent where Geomancer's level is the x. Augment: +30 points per enemy 1d6/level + Str/Con/Wis. Also snares enemy.
Terrakinetics - 70 points. Player gains adept control with Geomancy, and can control a greatly increased amount of earth and plant life. Augment: +30 points. Up to 10000 lbs max. 40 Str plant max.
Salt the Wounds - 100 points. A sudden hail of sharp salt crystals rain down on an enemy(ies) 1d6/Geomancer's level (10d6 max). Pieces that pierce an enemy cause 1d6 rounds aggravated damage (1d6) for 1d10 rounds. Augment: +50 points. Raises damage dice class by one (to d8).
Here Eat This - 15 points. Player can channel Geo to gather healing and medicinal herbs to heal wounds, diseases, and purify food and water.
Geomancer's Mantle - 20 points. 4 stone discs erupt from the earth and orbit around the Geomancer at will, deflecting attacks as if AC+15. Augment: 10 points. Spikes grow on the floating discs dealing 3d6 to melee attack. Also, you can utilize them outside of combat for certain effects (GM's approval, naturally).
Geo's Embrace - 15 points. The Geomancer is able to coat his body and equipment in mercury, making him invisible as if under the spell. Augment: 45 points. The Geomancer can attack while invisible.
Terrakinetics, Greater - 200 points. Advanced control with geomancy and greatly increases the amount controlled. Augment: +100 points. Up to 5000 lbs max. 60 Str Plant Max.
Terraport - 1/2 current energy points. Geomancer melds into the earth to appear in a different location up to three miles away. Augment: 1/2 hit points to terraport as a counter or special movement. It also increases the distance traveled to anywhere within Neo-Florida.
Tectonic Tremble - 100 energy points. Geomancer can cause earthquakes, instigate tsunamis, and generally cause a whole bunch of fuckuppetry. Does no damage in combat, but all within 1 mile range of Geomancer must make a reflex save of DC20 or are thrown prone to the ground. Variable effects (1d6 magnitude) may or may not cause damage to surrounding buildings. Augment: +200 energy points to set the magnitude at will up to the Geomancer's level.
Mass Geomancer's Mantle - 25 points per person granted. Grants Geomancer's Mantle for up to 1d6 allies.
Tempest - 50 points/10 point per dice. Geomancer can call forth the power of a raging storm of wind and lightning. 8d8 electric damage, 1d6 stun for 1d6 rounds.
Master Terrakinetics - Your entire store of energy points. Geomancer has mastered the intricate nuances of Terrakinetics. Augment: 1/2 current hit points to increase up to 10,000 lbs max. 80 Str plant max.
Arctic Blizzard - 100 energy points. Upon successful Geo Synch, Geomancer can call down a blizzard to crush and snowblind enemies for 10d6 ice damage. Augment: +25 energy points per extra hit die.
Rebirth - 200 energy points, 100 experience points per hit point granted back to the corpse. Upon successful synch roll (get within 5 numbers of GM's 1d20 roll) Geomancer can channel Geo to give life to a fallen comrade, or self, on death bed (-1 to -10). Augment: 100 experience points points per +1 on roll. MUST be augmented BEFORE the roll.
Note: Style points can be used in lieu of experience points. See style points to experience points table in order to determine how much each style point is worth.
Meteor Strike - Give up your entire energy pool, 1/2 your hit point total, and strips Geomancer of any and all buffs you currently have on. After successfully casting Meteor Strike, you will need up to 1d6 rounds to recover. Geomancer utilizes all of his training with Geo to call down a meteor to slam into the target for 20d20 + GM stated damage. Can only be done once per battle, takes one round to do and must be stated at the beginning of the round. Augment: Give up your next round. Customize the form of the meteor, increase the amount of damage granted by GM (stated damage x Geomancer's level), and augments Meteor Strike so it can be done multiple times per battle.
Special Attacks available (all - 1d6+1/level up to a max of +10). Please note that with each new Special Attack+1 on the list, you can choose the next one on this list:
1) Stone Fists of Discipline - Geomancer can create and launch stone fists with martial arts attack. 10 points.
2) Shock Wave of Lances - Geomancer jumps into the air and barrels back down to impact creating a blast radius that sprays shards of earth and knocks back enemies. 4d6 + 2d8 feet of knockback. 20 points.
3) Diamond Smash - Geomancer summons a crystal shield and bull rushes an enemy. 6d6+10, 1d6 rounds of dazzle. The crystal shield stats are: +3 armor, Deflect, Reflect, can Dazzle as a standard action round (effect lasts 1d6 rounds), lasts for either 1d20 rounds or if it blocks up to 100 hp of damage, whichevers greater. 30 points.
4) Magma Kata - Geomancer channels prime force of magma to trail his hands and feet. Adds 3d6 fire/earth damage that lingers for 1d6 rounds. 40 points.
5) Geo Barrage - Geomancer opens a fissure in the earth underneath an enemy, and if they fail their Reflex save (DC20) the target falls in and is pummeled by the power of Geo. 10d10 Fire, Ice, Wind, Earth, Plant, Water, and Electricity damage. GM determines which ones continue on for however many rounds. 50 points.
Geomancy Spells (by level)
Level 1
Orb of…
Acid - 1d10/level (max 5d10)
Cold - 1d10/level (max 5d10)
Electricity - 1d10/level (max 5d10)
Fire - 1d10/level (max 5d10)
Hail of Stone - 4d8+2
Level 2
Blast of Force - 1d6/per 2 levels (max 5d6)
Ice Lance - 6d6, Stun 1d4 (1d4 rounds)
Stone Bones - +3 Natural AC bonus
Bands of Steel - Immobilizes target 1 round/level (max 20 rounds). Target must pass a Will save (DC15) to halve the amount of rounds, rounded down.
Level 3
Acid Breath - 1d6/level, Cone attack
Hail Stones - 5d6 Cold damage
Rust Ray - 2d6+1 Sundering damage/ per 2 levels
Strong Grasp - +10 to Grapple Modifier for 1d6 rounds
Deeper Darkness - infravision
Level 4
Wings of Air - grants Flight or enhances current Flight spell.
Metal Melt - melts metal without fire. Metal items must pass a DC30 check or be melted immediately.
Flame Whips - 6d6 flaming melee damage (3d6 per whip) on one target up to 50 feet.
Wall of Sand - Creates a wall of sand that can block on it's own (up to 50 feet vertical, 100 feet horizontal) or upgrade a current shield/wall for 250 more points.
Level 5
Fire Burst (Area) - 1d10 fire damage/level
Fire Shield - 3d6 damage to attackers, protects against Cold attacks.
Ball Lightning - 1d8/level electric damage.
Earth Reaver - 7d6 Area earth attack.
Vitriolic Sphere - 6d6+2 more rounds of damage
Level 6
Acid Storm - 1d8/level (15d8 max)
Fire Spiders - conjures a swarm (up to 2d20) of fire spiders to attack target(s).
Freezing Fog - slows and obscures an area.
Extract Water Elemental - pull water from victim that forms into an elemental completely under the caster's control. Hardening - 1 point/2 levels.
Level 7
Energy Immunity
Ironguard - immune to metal
Emerald Flame Fist - 3d6 (+1 fire/level up to a max of +20) touch attack
Glass Strike - turns subject into glass if target cannot pass a Will Save (DC20).
Ice Claw - stony grasp
Level 8
Field of Icy Razors - Area Affect
Level 9
Summon Elemental Monolith - Summon Monster IX
Rock to Lava
Nekomancer
Sensual and powerful, the Nekomancer embodies the very namesake of their kind: borrowing the powers of everything cats or feline, the Nekomancer draws from an internal fountain of energy and luck to help destroy their foes.
Extremely valued for their Luck, the lone Nekomancer is hard to find in today’s adventurer parties.
Practically the opposite of the Sourcerer, and quite possibly the only person who could stand up to one completely (if said Sourcerer hasn’t run already).
There is, on the other hand, the secret Forging aspect of the Nekomancer, producing powerful items and gear or potions and alchemical potions for their chosen allies.
Hit Dice: d6
Starting Skill points: (6 + Dex Mod) x4
Skill points: 6+Dex Modifier
Starting Golds: 2d10 x Charisma Modifier
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex),Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Dungeoneering (Int), Knowledge: Occult (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex), Disable Device (Int), Medical (Wis)
Class basic abilities: Light Armor Proficiency, Simple Weapon Proficiency, Melee Weapon Proficiency, Martial Weapon Proficiency
Nekomancy - the heart and soul of the Nekomancer lies Nekomancy, drawing magic from cat familiars, wild cats/ferals and other sources feline-based sources. Though they gain blonuses from being around canine-based magics and races, a Nekomancer is considered to be a good luck charm for just about any party, and are highly sought after in more dangerous locales due to their strange magics. Please refer to the Nekomancy page on this site to learn more about Nekomancy spells.
NOTE: Works off the Dynamic Sorcery system. Acquiring Dynamic Sorcery will NOT improve Nekomancy, though "+1 existing spell school level" will.
Aspect of Cat - allows the Nekomancer to utilize a single Nekomancer spell without EP cost. This can be done once per day, and must be assigned to an individual spell each time the user gains a new Aspect of Cat.
Luck Ability Score - the luck of Nekomancers are legendary. Immediately gain a new Ability score LUCK (LCK). Runs off of the standard modifier tables. Roll for Luck stat immediately following standard ability score roll practices.
Once per day, the Nekomancer can add their Luck modifier to any dice roll. This can only improve synchronization rolls by +1 though.
Luck+1 - allows the Nekomancer to use their Luck one more time per day.
Nekosense - allows the Nekomancer to see through the eyes of other animals. This can only be done with felines who are friendly to the Nekomancer and know them by smell. This can be done up to ten feet away. This is considered a Radar ability, viewable only by the Nekomancer using it.
Pet The Cat - the Nekomancer has the ability to “mark” allies. Allies who have built genuine bonds with the Nekomancer (having worked with the Nekomancer for longer than a week or a period of 40 hours) gain an immediate boost to already existent Regen/Refresh rates by half of the Nekomancer’s LCK modifier.
Summon Cat - allows the Nekomancer to summon a feral cat familiar. This takes a standard action, and the Cat will be gone by the end of combat. When summoning, you can call the maximum amount of cats that you have access to (Summon Cat+2 would bring two cats). The cats are not combat-worthy, but can do many other things depending on your skills and spells. The summoned cats will always be near the user, unless told otherwise (they can travel up to 40 feet away from the user before the ability wears off).
Spellbounce - allows the Nekomancer to “bounce” spells off of summoned cat familiars, as if the familiar itself cast the spell. This can be done up to twenty feet away.
Sense Cat - allows the Nekomancer to telepathically sense any feline within a (ECL) foot radius.
Cat Form - allows the Nekomancer to take on the form of a simple street cat. This can be done once per day and lasts for up to ECLx10 minutes. NOTE: all clothing and equipment do NOT shift with the user.
Pussycat Meow - allows the Nekomancer to speak to most feline-type creatures. While meowing, the Nekomancer gains +5 to Will Saves, +5 vs Psychic Effects, and +5 vs Spiritual Takeovers.
Hybrid - the Nekomancer is growing closer to their spiritual truths. At this point they count as both their original race as well as that of Feline.
Upon meditating each morning, the Nekomancer gains an immediate bonus to their Nekomancy spells, making them easier to cast (+5 Spellcrafting while casting Nekomancy spells) and against counterspells (+5 vs Counterspells and Negation)
Cat’s Paws - improves Nekosense, increasing the range to 25 feet away, and allows the user to also see through the eyes of marked Allies.·
Synchronize Bonus - improves the Nekomancer’s synchronization rolls using Luck to “half of Luck Modifier.”
Craft Dominance - all Nekomancers gain a spontaneous +10 to one Craft skill.
Grant Luck - allows the Nekomancer to grant marked allies and familiars the ability to use their Luck. This can be done up to ECL times per day, once per ally.
Forge Cat - creates a special neko flame within any blacksmith forge. This elemental can be summoned once per day, or be fed certain gems (rubies namely) to extend their time summoned on this plane. This Cat is a living flame elemental of the following stats:
HP: (ECL)x10
EP: (ECL)x10
AC: (ECL)x10 (takes x10 damage from water sources though)
Bound - eternally bound to the forge they’re summoned in for this summoning session. The session ends when the project is done.
HP/EP Swap - can, at will, swap their HP and EP totals. If the creature runs out of HP, can use EP instead.
Flame Spit - can spit and hiss flame at the cost of HP and EP.
Pound - the only time the Forge Cat leaves their forge is to deliver a hard 2d20 (P/S/B, Crit: 20 xECL) physical/burning attack. This attack overcomes most DmR except flame and water defenses.
Magic House - improves any home-based enchantments and enhancements by ECLxSpellcraft. So long as the Forge Cat is “alive,” this ability works.
Gem Eat - can devour gems for a power source, returning HP and EP immediately and extending their time summoned on this planet, 1 ruby = 1 day.
The Forge Cat counts as a universal magical component when it comes to weapon and item crafting, enchantment, or enhancement.
Undying Cat - User can now summon a single feline that remains as their familiar, following all the rules of a druid and familiar of the same level.
The Nekomancer is now considered a Outsider of their alignment.
So long as the familiar lives, the Nekomancer can move their soul into the familiar’s body, sharing it comfortably with the familiar.
The familiar can do the same to them.
The familiar can die/be killed, but will resurrect automatically within 24 hours at the last point a Forge Cat was summoned.
Final Aspect - allows the user to double the effects of a single unchosen Nekomancy spell.
Wickedness - upon successful grapple, allows the user to cast Nekomancer spells using the grappled target’s EP pool.
Secret Art: Luxuriate - so long as the Nekomancer is out of combat and indulging in vices (eating good food, partying, drinking fine wines, etc), they can gain DmR+20, Regen/Refresh +20, and Spellcraft total x2. This effect lasts for ECL/2 hours. NOTE: the vice must be declared before they indulge, they MUST indulge for at least an hour, and cannot be the same thing twice in a row.
Mongrel - when casting Nekomancy spells, the Nekomancer now gains +ECL to AC, +ECL to spell damage (if damaging effects are a part of the spell), Concentration, Spellcraft Total and Jump Total. This effect lasts until the end of the round.
Negromancer
High magical-based offense based around anti-magic and counterspelling, the Negromancer is a dangerous foe for the wizards and sorcerers of yesteryear!
On top of powerful urban magics and sympathetic abilities, the Negromancer is at their absolute finest when fighting against other magic-using or -empowered targets.
Above all, though, is their Spelljack ability, growing in strength to the point where they can PERMANENTLY steal spells, abilities, techniques, class and even racial features of other magic-users.
Despite that, they’re very community-based, and are known to swap and share stories and information with one another and their chosen allies.
Though they are a surprising answer to the growing problem of magic-users in modern civilization, they can still retain their powers and abilities so long as they bear even a bit of concrete on them.
Hit Dice: d10
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 2d10 x 10
Class Skills: Escape Artist (Dex), Seduction (Cha), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Acrobatics (Dex), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidation (Cha), Investigate (Int), Jump (Str), Knowledge: Arcane (Int), Knowledge: Area (Int), Knowledge: Cultural Arts (Int), Knowledge: Domestic Arts (Int), Knowledge: Dungeoneering (Int), Knowledge: Foreign Culture (Int), Knowledge: Law (Int), Knowledge: Military Sciences (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Social Sciences (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex), Pick Pocket (Dex), Disable Device (Int), Controlled Breathing (Con)
Class basic abilities: Light Armor Proficiency, Small Shield/Buckler Proficiency, Simple Weapons proficiency.
Note: “Black Magic” is a class-based Ability. When cross-classing, Negromancer MUST be the primary starting jorb. You cannot gain Negromancer: Black Magic any other way.
Note: Black Magic can be used by multi-racial characters.
Note: Negromancers cannot ever wear armor, weapons, or shields beyond those declared in the basic abilities, unless noted in the class abilities.
Black Magic level 1-9 - A special race-based magic technique that is only usable by Negromancers. As progress continues and racial tension increases, there are those born with a holy spark of divine magical power. This blessed curse is known as Black Magic. Black Magic operates like dynamic sorcery, save for the following operations:
+1+ECL versus all forms of Magic during direct contests or combat, except for
-1+ECL against “White Magic.”
All EP costs are doubled when used against a “White Magic” user.
Note: “White Magic” is defined by jobs that mainly utilize healing: Cleric or Paladin, or those with the proper deity. Please discuss with your GM.
Very location-based, Black Magic thrives in cities and civilization, anywhere there is the material “Concrete” available. Forming a pseudomagic-spiritual connection to the community, tied by the street, users of Black Magic are part of an old tradition amongst magic-users, especially in anti-magic activity.
Concrete Concentration - in spell duels or casting during combat situations, the Negromancer can add their ECL to their To Hit and damage rolls.
Martial Arts - Negromancers spontaneously gain extra points in their chosen Martial Arts table. This only works once they’re in civilized areas/around concrete.
Special Attack +5 (Single Attack) - Negromancers gain a single Special Attack at +5. This +5 cannot be shared with other Special Attacks, only this one. You CAN pump it up like normal Special Attacks using Character or Style points available.
Darkness Counter - when countering spells, the Negromancer’s Spellcraft ranks are doubled
Wild Counter - when any target attacks the Negromancer directly using magic of any sort, the Negromancer may attempt an immediate Counter that negates the original attack. If the negate attempt fails, the Counter still fires off. Settle it with ECL+Spellcraft versus Will+Spellcraft.
Communal Communion - whenever any two Negromancers gather, they can meditate while nearby to one another for an hour and swap any “stolen” spell. After successfully communing (even if no spells are swapped), each Negromancer may gain 10+X to their Spellcraft score for the day, where “X” is the number of Negromancers involved.
Nevermind - once per week, the Negromancer can instant-negate any “combat” spell successfully launched at them. This instant-negate effects occurs half a second before the spell “hits.”
Bull Balls - once per day, the Negromancer can add “Spellcraft score” to their HP total. This exists as a battery of temporary hit points, and will disappear by the end of the day if unused. All unused HP will burn EP upon disappearance, which cannot be restored until the day after.
Weapon Selection - at this point in time, the Negromancer has evolved to the point where they can utilize the specialized, historically accurate weapons of their craft:
Broken Bottle - 1d4, can be ANY bottle.
Gold-plated .45 - 1d4, double attack actions.
Leather Belt with Belt Buckle - 1d6, AC+1. AC+5 during full defense rounds.
”Paraphernalia Pipe” - allows the Negromancer to absorb EP while doing HP damage. When taking HP damage, damage is dealt to EP as well.
Snuff Box - grants the Negromancer DmR 1. When against Magic, the Negromancer gains Spell Resistance +25 and DmR 5 (instead of DmR 1).
The Negromancer may only select one weapon, and all Negromancer Weapons are 19-20 x2.
Black Style - While wearing the traditional clothing of the Negromancer, the Negromancer gains +5 to their Charisma Modifier.
Radio Damage (Spell) - adds “+Splash Damage 10 feet” to one chosen spell, whose effects gain Splash Damage, turning it into an Area Attack to all up to 10 feet. This is NOT indirect damage, and considered direct damage.
Find Out - taking up a standard action, the Negromancer may make a Feint attempt against a single target. If the target guesses the spell they’re about to launch wrong, the Negromancer’s chosen attack will deal double the dice roll results.
(Meta note: have the caster write the spell down, then reveal it upon activation).
Battle Analysis - grants the Negromancer a special ability to sense the battlefield, granting them +5 to any judge opponents/battle sight attempts.
What’s Good - when the Negromancer successfully casts a spell, they may add their ECL to all dice rolled before crit.
Hard As A Rock - when the Negromancer successfully casts a spell, they may add the EP cost to their AC. This defense bonus lasts until their next round.
Is Just What A Bitch? - once per week, if the Negromancer rolls a 1 they may sacrifice half their HP to make it a 20.
Spelljack - Allows the Negromancer to cast a spell that any attacker has learned. Can only cast spells up to currently learned level, and ECL of the Negromancer replaces whatever class requirements for the borrowed spell. While the Negromancer has the “borrowed” spell, the user cannot use it.
Mayne - allows the Negromancer to add their Spellcraft total to EP and HP totals. This stacks with all other class abilities that allow for the same effect.
Steal Spell - Alows the Negromancer to steal a spell from any threatened target up to fifty feet away. If the Negromancer succeeds, they successfully learn the spell and the target loses the spell from their spellbook/memory completely.
Steal Better Spells - Allows the Negromaner to steal a spell or ability from any threatened target up to thirty feet away. If the Negromancer succeeds, they successfully learn the spell and the target loses the spell from their spellbook/memory completely.
Ultimate Steal Spells - Alows the Negromancer to steal a spell, ability, feat or skill (even if they’re class-locked) from any threatened target up to fifteen feet away. If the Negromancer succeeds, they successfully learn the spell, ability, feat, or skill and the target loses the spell from their spellbook/memory completely.
Roll Like Blackula - so long as the Negromancer is wearing the traditional clothing of their class, they gain the following bonuses and blonuses:
All vampire feats and abilities as if they were of the same level (up to current total Negromancer levels)
All traditional vampire weaknesses
Cha mod+5
Nemesis 3 (Warakiya)
Marked 3 (can never hide their vampiness, is obviously a vampire on sight by any and all)
These all stack with current Negromancer abilities and feats.
SLA: Lifelink - can cast Lifelink on one target as a spell like ability once per day.
Warpath - each time the Negromancer casts a spell, they gain +1 to To Hit and Damage rolls for spells. This bonus lasts until the end of combat.
Energy Damage - whenever the Negromancer deals any damage to HP, it deals damage to EP as well.