On this page you can find Uber Classes, jorbs of absolute power and utter destruction. If the player hasn’t had a chance to gain Elan before this, they certainly will with some of these jorbs.
Some of these jorbs are considered “fast track” to Overpowered status, provided that they have not accepted godhood or anything else before reaching for 1000 gnosis points.
NOTE: Remember, BaB requirements are all RAW, level-dependent BaB.
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.
Uber Classes
Spellfist
Battle Valkyrie
Dark Bard
White Knight of Bahamut
Reaper of Alaine
Titanic Elder
Divine Steel
This is not the mystical martial arts. This is not a bunch of wizards leaping about like ninja.
This is Mahouken, the way of the Magical Fist.
Taught by a secret society outlawed by the House of Belvedere (who also created the Daggerspell, Swordspell, and tons of other crap too…but they're so stuck-up no one cares unless it's pointed out with an Elfish around), the Mahouken is one of the most powerful combinations of magic spellcasting and martial artistry.
Hit Dice: d8 + Int Score
Skill points: 10 + Int Score
Class basic abilities: Martial weapons proficiency. Simple Weapons proficiency.
Requirements:
1. First, the character must learn about Spellfists to begin with, then complete "Odin's Quest," and must be able to already cast elemental or arcane spells up to level 5.
2. Combat Casting
3. Advanced Combat Mastery/Advanced Defense Mastery of at least rank 3
4. Unarmed Attack/Defense rank of at least 10
5. You must have already declared which of the elements your character is closest to.
6. Base Attack Bonus: +10
7. Lastly, you're gonna have to FIND a master/mistress who can actually acquiesce to teach a non-Elfish their ways.
Note: If you're already Elven, you'll find yourself having an easier time of learning this.
Blazing Fist - The very first attack learned by those who follow the Spellfist is the "Blazing Fist." Even if you are of an opposing elemental force, you MUST learn the ability to imbue your fist with flame. All that lives, and most that does not, have a spark of life within them, and the Blazing Fist is a special attack that draws that spark out and conjures it forth as a glorious punch of fire. Does 1d10 damage, adds Spellcraft to the attack roll, and the area of effect is the same amount as your Spellcraft. On the other hand, the Blazing Fist is one of the few flame-type attacks that can harm other Flame-based creatures (Fire Elementals, for instance, or Mephits). Completely ignores AC.
Note: if a person is of an opposing element or an element that does not work with Fire, then you must make a Will Save of DC20…on the other hand, the damage output will be doubled.
Note: if a person is of the Fire element, then they may "Take 20" anytime they wish.
Blazing Glory - The upgrade to Blazing Fist is the Blazing Glory. This not only wreathes the user in gloriously powerful flames, but also allows them to discharge it either in a line (one at a time) in any direction, but also to simply let it explode outward. Note: with the Line attack, they must punch or kick outward. With the Explosion, they have to physically tighten up their muscles, lean back and roar a ki shout.
Line: 2d10 to all within the line, up to 50 feet.
Explosion: Stuns all who hear the "Ki Shout" unless they pass a Will save of 15. Does 1d20 damage to all within an area of 50 feet around the user.
Elemental Fist - The upgrade to Blazing Fist is the ability to harness and control one's Ki energy, psychic energies, and spiritual energies to change the Flame based Element of Blazing Fist into a completely different Element. This has all the stats of Blazing Fist, and benefits as well.
Note: if a person is of an opposing element or an element that does not work with Fire at the time they took Blazing Fist (say, Ice or Water), and they switch Elemental Fist to an Element that is of their chosen start (so from Blazing Fist's Fire to Elemental Fist's Ice or Water), then damage output will be diluted (damage output halved). The nature of Spellfist isn't to become one with your element, but all elements…this is not a way of harmony, but of the clashing nature of elements to begin with.
Elemental Fury - The upgrade to Elemental Fist is the Elemental Fury. Has the same stats as Blazing Glory, but (much like Elemental Fist) allows it to be the Element of your choice and training.
Note: Same note as Elemental Fist.
Kicks Too - at 5th level, the Spellfist begins to learn how to add kicks on at the end of their full-melee combat rolls (at lowest base attack bonus).
Mind - add your Int Modifier to your unarmed damage
Mind and Body - add your Int Modifier to your unarmed damage and attack roll
Mind, Body, and Soul - add your Int modifier and Spellcraft score to your unarmed damage and attack roll
Switcheroo - allows the spellcaster to switch, at any place with any special ability or spell, the "Int Modifier," "Wis Modifier," or "Cha Modifier" for one or the other.
Note: If an opponent does not figure this out, then they suffer -5 to their saving throws and defense rolls against said special ability or spell.
Massive Damage (Spell) - Allows you to add a +2 at the end of any damage-dealing spell successfully landed on a target. +4 if it's a spell from your chosen school/expertise/element.
Massive Damage (Spellfist) - Allows you to add a +2 at the end of any Blazing Fist/Blazing Glory, Elemental Fist/Elemental Fury, or straight-up Mahouken attack you perform. +4 if it's of an element that is opposite your chosen element.
Spellfist/Mahouken - The ability to add any spell you know to your fist…and put it directly through the opponent. This supreme attack allows the user to cast a spell THROUGH their unarmed melee attack, counting as a single action. The spell costs as much energy as if it were a normally cast spell, and can be delivered multiple times. The target must make either only one of the following: a save versus the spell or the attempt to defend the punch, but can-NOT stop both.
For example, Aloicius Dempsey is a Spellfist 5/Martial Artist 10/Dynamic Sorcerer 10. He goes for his special attack, Dempsey Roll, which allows him to land 1d20 hits on a single target. He rolls 13, and decides to cast Burning Hands with each hit (using the Spellfist ability/attack). SO he launches his attack, landing it…and begins to do the normal damage of his Dempsey Roll but also, with each unarmed hit connecting, slams a Burning Hands Spell into his opponent. You do the math. <3 13 x 9 energy points = 117 energy points lost, but he's done a TON of damage. Even more so against a ice-based character.
Further notation: he doesn't HAVE to use Burning Hands spell with each connecting hit, but for example sake I used that. In essence he could do 6 Cone of Frosts, 3 Burning Hands, and 4 Hypnosis spells. Whatever you want, just make sure to declare it and decide before hand.
Final ultimate notation is (considering that you're a martial artist/melee character with full feats and such): 1d6 + Str Mod + Spell per strike. For now: I'm requesting any of the co-GM's to correct this as they see fit, but remember that + Spell at the end of it.
Spell Attacks - Special Attacks that incorporate a spell into it. Chosen from the appropriate table on the Martial Arts page. Unlike normal special attacks, Spell Attacks add Spellcraft to the damage, cost the same energy points as the spell it's connected to, and falls under the "Full Spell Round" rule (found under Keywords). GM has final say as to which spell + special attack can be made. Remember: a practitioner can have a special attack and a Spell Attack…the Spell Attack simply casts a spell at the same time as performing the attack, while the special attack is simply the special attack alone. Can only be done while Hand of God is activated.
Mega Spell Attacks - Special Attacks that incorporate two spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Secret Spell Attacks - Special Attacks that incorporate three whole spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Kick Spells - allows you to "kick" a spell at an opponent, lobbing the spell as a timed/detonating thrown weapon as well as a spell. Add thrown weapon skill to the attack roll, add spellcraft to the damage roll.
Secret Art: Transference - once per day, the Spellfist may transfer a portion of their HP and EP to any amount of targets within their threat range. Upon doing so, they may also take an equal amount of HP and EP. This is a standard action, and if done so the user will be knocked out for a week after combat is officially over.
Battle Valkyrie (Uber Class)
One of the first known Uber Classes, the Battle Valkyrie jorb is an incredibly rare, but incredibly powerful class that furthers the (questionable) virtues of Tordek Himself.
Empowered by the marks gained from acquiring Bitches, the Battle Valkyrie lives to party and fight, always and ever furthering the powers of Tordek and the glorious Party he represents.
Hit Dice: d12 + Cha Score
Skill points: 8 + Cha Score
Requirements: 500 Tordek Favor Points, completed "The Crusade" mission, +20 Base Attack Bonus, Improved Critical, 100 Gnosis
Tordekian Battle Nuns quote: "Invictus Excelsior Fete"
Note: race changes from whatever you started as to "Valkyrie (Chaotic Awesome Outsider)"
Touki - when a Battle Nun first transcends their frail mortality and becomes reborn as a Valkyrie, they gain their first pair of wings even if they had wings before their transcendence…and a specialized tattoo on their tummy and back. This tattoo sprouts energy wings at the speed of thought, allowing the Battle Nun to fly or glide whenever they want and wherever they physically can. While the wings are out, they act as a Touki, granting the Valkyrie +1 to their AC and +1 to their attack roll. Fun story: this Touki can be fed from a Valkyrie's "Bracers of Tordek", 1 bitch = +1 AC and +1 attack roll.
Knowledge: Babies - counts as Knowledge: Arcana as well, the Battle Valkyrie are a keen study of magic-users and can tell at a glance if a person is a magic-user or not.
Party - a potent skill, the Battle Valkyrie can add the Party skill to their Party checks. It can also improve damage dealt by the Axe of Tordek.
Improved Smite - a Battle Valkyrie gains Improved Smite at level 1, even if they don't meet the requirements for it. They can smite anything that is NOT of Awesome alignment.
Higher Calling - a Valkyrie can instill the need to party within just about anything that lives. So long as a living creature is within their aura, that living creature must make a will save or start to feel exceptionally happy and joyful. (For the record, yes: these bitches can make fucking flowers dance) Doesn't work during battle.
Divine Rage - a Battle Valkyrie gains Divine Rage at level 1, even if they don't meet the requirements for normal Rage. Raging during combat counts as an action.
Heightened Awareness - a Battle Valkyrie gains the ability to sense on any given dimension where a Party might be going…or where it might be improved.
Party - a Battle Valkyrie's prowess grows whenever in the vicinity of a true-to-life Tordekian Rave Party. This ability allows them to start it wherever, whenever, and is an Aura ability. All within the Valkyrie's Aura (up to 30 feet in diameter) must make a will save or immediately start to dance and party. For each person who is taken over in such a fashion, the Aura grows by 10 feet. Each person within the aura NOT partying must make a will save each turn or face immediate Party status. This is the secret behind how a Tordekian Rave grows. A Valkyrie can only use Party once per day at first, but with each other round can gain more per day.
Quaff - by drinking alcoholic drinks in the middle of battle, a Valkyrie can regain hit points and even boost status effects! Different drinks do different things, but they basically return 35 hit points with 5 regen/round. Yes, it's stackable. Quaffing counts as a action.
Transmogrify - the ability to transform any liquid into an alcoholic beverage. Yeah, you heard me!
Battle Cry - costs half your current energy pool. Upon using Battle Cry, the entire party (except for the Valkyrie) gain +1d4 Str and +1d4 Con for 1d6 rounds. Can only be used once per combat, takes up one action. Stacks with War Party.
Walpurgisnacht - a Battle Valkyrie begins to learn more about energies and how they can be used. While a party is going on, a Valkyrie has Unmovable 1/day, Unstoppable 1/day, Epic Critical, Regen 50/round, Refresh 50/round, is uncontrollable (as if Mindless), and can repel reality-warping abilities aimed their way upon successful dice shootout (best 2 out of 3, highest wins).
Imbue (Flames) - at this level, the Valkyrie has the ability to imbue her weapons with holy flames of Tordek that add an additional +10 per weapon. Costs 25 energy points. Lasts for 1d6 rounds.
Augment: 50 energy points to boost it up to +25 for 1d20 rounds.
Greater Imbue (Flames) - at this level, the Valkyrie has the ability to imbue not only her own weapons with holy flames of Tordek but also those of her party, up to 1d10 weapons altogether, that add an additional +10 per weapon owned by someone else and +20 to her own. Costs 50 energy points. This ability lasts for 1d10 rounds.
Augment: 100 energy points to boost it to +25 per weapon owned by someone else and +50 to her own.
Hangover - Here a Valkyrie must learn what it means to feel the pain of Tordek, who takes on the hangovers of others so his followers need not feel such crap. This is the secret to the legendary Tordekian follower's endless liver: it is the Valkyries and Tordek himself who feels the drunken hangover the day after a Rave or a Party. Once per day and upon Quaffing, a Valkyrie must roll a percentile die. Unless they score above 50% (49% success), they are considered in "Hangover" status.
Shared Hangover - Upon Quaffing (or if suffering from Hangover status effects prior to battle) a Valkyrie may, as a combat round, attempt a spiritual link with a target. If the target fails the will save, then they now have Hangover status the Valkyrie suffers from until the end of combat. This counts as a full-round action.
Note: When the Valkyrie gains Shared Hangover, the per waking up Hangover drops to anything higher than 35%, but the Quaffing Hangover stays the same.
Give Hangover - Upon Quaffing (or if suffering from Hangover status effects prior to battle) a Valkyrie may, as a combat round, pass her Hangover status onto a target after forming a spiritual link. It takes a full round action, but if the target fails a rather high will save, then the Valkyrie no longer suffers Hangover status while the target does…plus its' stackable!
Note: When the Valkyrie gains Give Hangover, the per waking up Hangover drops to anything higher than 10% and they won't be Hungover, but the Quaffing Hangover stays the same.
War Party - costs one-third of your current energy pool. Upon using War Party, the entire party (including Valkyrie) gain +1d10 Str, +1d10 Dex and +1d10 Con for 1d10 rounds. Can only be used once per combat, takes up a full round. Stacks with Battle Cry.
Release the Awesome - the first "convert" ability, this allows the Valkyrie to seek within a person's soul and seek out at least ONE awesome thing about them. If the Valkyrie can find that Awesome thing (an act they never talked about to other villains/heroes, a memory, etc.), which is a 50% chance, then there is a strong chance that they can convert the target's alignment to Chaotic Awesome…even if they're a lawful character. Costs the entire store of energy that the Valkyrie currently has.
Augment: Increases it to 75% chance if you not only sacrifice your entire store of energy but also two-thirds of your current HP.
Axe of Tordek - at a certain level, the Valkyrie gains a Seed of Tordek which, when grown properly, grows to become an Axe of Tordek. This Axe must be nurtured and cared for by the Valkyrie until it is strong enough to become a proper Axe of Tordek.
~EINZ~ 1d12 per swing. 10% chance to start a party.
~ZWEI~ 1d20+10 per swing. 10% chance to start a party, 20% chance to convert afflicted to Chaotic Awesome.
~DREI~ 2d20+100 per swing. 20% chance to start a party, 40% chance to convert afflicted to Chaotic Awesome.
~NULL~ 1000 dmg per swing. Period. Legend has it that only one has ever been made, and that was by Chao…who is not a Battle Nun. The Order of Tordekian Battle Nuns have yet to produce one who can raise an Axe of Tordek to ~NULL~ status, but supposedly one who shall be regaled as the first amongst Valkyries…and, as such, will be regarded as a High Priestess of Chao's status.
Greater Enrage Babies - like Enrage Babies, this taunt can affect up to a party of 1d20 "babies."
Partywalk - at this level, a Valkyrie is able to walk anywhere, and I do mean ANYWHERE, there is a proper Tordekian-level party goin' on.
Party Hard - at this level, the Battle Nun has achieved the ultimate gift of a Tordekian: the absolute ability to party wherever, whenever. At any point in time a Battle Valkyrie can add their Party skill score to any other skill or damage (as +dmg) at any point in time they wish.
Psychotic Critical - improves all critical scores by 1 higher number and 1 more critical threat range. For instance, if your critical was 18-20 x2, now it is 17-20 x3. Stackable with all crit-improving abilities and feats.
Secret Art: Celebration of Life - Upon gaining their final level, the Battle Valkyrie is able to feel the pinpoints of light that is ever life upon a single planet. When this happens, they are able to start a worldwide party, gaining an equal number of Bitch Marks, blowing up the Bracer of Tordek and absorbing the power directly.
The Battle Valkyrie, if not already at 1000 gnosis of Elan, now temporarily rises to that point, becoming an Overpowered. At the end of combat, the Battle Valkyrie will disappear forever, having never existed.
{REDACTED} OF TORDEK - there is a rumor that the Celebration of Life, having caused more tragedies than good, had been sealed away by Tordek Himself. Despairing of losing friends and family, the God may have found something similar, just as effective, but ultimately without causing such a tragic loss of life and existence.
Only time will tell if this sealed technique will work...
Dark Bard (Uber Class)
A morose and mopey jorb that, nevertheless, wields incredible power when deployed properly.
Strategic and tactical, the Dark Bard can easily change the course of battle with a single tune, but at what cost?
Hit Dice: d20
Skill points: 10+Cha Modifier
Requirements: Completed "Kill You" mission, completed "Dark Sacrifice" mission, completed "Fuck Yo Couch" mission, +20 Base Attack Bonus, Improved Critical, Heightened Awareness, ability to play a Dark Bard instrument, have killed at least one part of yourself as a Dark Sacrifice.
Exception: 1000 Favor Points to any God and completing two of the missions.
Note: all Dark Bard abilities stack with magic-user levels towards Spellcasting once they have earned Fata Morgana.
Black Hole Sun - Enables the Bard to transform their music into an actual sonic attack. The Bard can choose to designate their singing as an attack for a action, doing damage equal to: (Dark Bard Level)d8 + Thundering Damage. Attacks are made at the usual base attack bonus, plus whatever other bonuses the Bard can apply to the action.
Dark Art - choose one spell of any type of your Dark Bard level. Follows the rules of Dynamic Sorcery in how much energy it uses.
Dark Blues - music so bleak, so depressing, so absolutely dark that it drives people to spontaneously drown themselves slowly, women and children to riot and rapine, and men to abject suicide. To all targets in hearing range, they suffer -1 per Wicked Point to their Will saves, Initiative and attack roll.
Acid Jazz - confounds and confuses, forcing listeners to experience sensations they've never even contemplated the existence of. Can either tingle and titillate the eardrum or discombobulate and destroy the very liquids of the cranium. To all targets in hearing range, they suffer -1 per Wicked Point to their Int, Wis, concentration checks, and also is considered flat-footed so long as they're listening.
Soul Rock - allows the Dark Bard to tap into the absolute most primal soul of those who hear this kind of music, sharing with them the Bard's experiences with the woes and misery of life. To all targets in hearing range, they suffer -1 per Wicked Point to their attack roll, defense roll, skill checks, and the ability to use any ability so long as they're listening.
Heavy Metal - the absolute ultimate of the Dark Bard's styles, Heavy Metal is the sound of existence, the underlying waves of energy that connects all things. Upon learning Heavy Metal, the Dark Bard will forevermore be unable to EVER go back to their normal lives, but must live as the tool of Heavy Metal itself…the Will of Existence. Note: you must have at least one of each Wicked Style, and you must be at LEAST level 10 to get Heavy Metal. So long as the Dark Bard is playing, their gnosis is raised to 10 x Wicked Points invested into Heavy Metal. Cannot go above 1000 gnosis. While in this exalted level of enlightenment, they are unable to affect elan or reality itself, and may or may not receive orders from the will of existence. Still, this allows their abilities, attacks, and magic affect creatures of a higher gnosis than they themselves are currently (before Heavy Metal).
Enslaved - Fusion of any two styles to produce a much stronger sound. Percentile dice shows how much of which, and allows the Dark Bard to produce a single sound composed of two types of Wicked Styles.
Wicked Style - the ability to begin learning and excelling at the four Styles (Dark Blues, Acid Jazz, Soul Rock, and Heavy Metal). There are only a maximum of 20 Wicked Points, but each point increases the ability of that skill's actual rank by 10. Note: this is the ONLY way to increase ranks in these specific skills.
Pentagramic Malingering - allows the Dark Bard to expend energy points to improve attempts at skill improvement. Adds +5 to your practice dice rolls (or increases synch rolls by 2).
Buckethead Bliss - acts as both "Combat Casting" and allows the Dark Bard to incorporate their Wicked Styles into combat. By simply focusing and playing, they can impart certain bonuses/blonuses to various targets and/or party members.
Life Sucks - this feat completely drops the Dark Bard's base attack bonus to 0. No matter what other jobs they might have, the character has a Base Attack Bonus of 0.
In Time - this ability improves Life Sucks: only the Dark Bard job suffers the loss of Base Attack Bonus.
I Can See Clearly - Allows the Dark Bard a modified version of True Sight or Scry: upon learning the name of a thing or creature, they can see it no matter where it is or what kind of defense they employ (up to Gnosis 90). This sight traverses dimensions, but only up to two dimensions away. This ability can be used once per day, but is increased to three times per day after the Bard gains "Black Waters Rising."
Clouds on the Horizon - Allows the Dark Bard to control the environment (i.e. - reality itself) up to 50 feet around themselves, changing it to a background/effect of their choosing. This can only be employed during their singing/playing. This ability is effectively an illusion, but one that can become real.
Desperation - a nasty instant ability that kicks in once the Dark Bard reaches 10% of their HP. Upon doing so, they can give up their round to perform a 100% boosted song whose effects are considered "Take 20," and the effects of the song (final numbers) are all doubled. Doing this blows out their ability to make music, though, and they cannot utilize ANY music-based abilities until the end of combat and they have had at least 30 minutes to rest.
Everybody Hurts - allows the Dark Bard, upon taking damage from an attack that takes up at least 50% of their HP total, to establish a one-way Lifelink with one target in line of sight. 50% of all damage done to the Dark Bard from now on (so long as they survive system shock) is given to the target instead. This cannot be stopped, and no saving throws can be given. Stops only when the target dies or the Dark Bard is unable to stay awake/survive system shock/live.
Talk to Ghosts - allows the Dark Bard to summon a spirit guide once per day through the power of song. This spirit guide must be benevolent in nature, unwilling to do harm or cause mischief, and will only stick around long enough to answer questions so long as the song continues. The Dark Bard MUST play the song until the end while the guide listens (without extending the song…unless there is an extended version of it already created), then the guide will disperse. The spirit will always change depending on what genre of music you play…and so will the advice they give.
Ghost Stomping - allows the Dark Bard to move silently no matter how noisy the items they carry. Costs 10 energy points a round, then grows exponentially per round of action.
Did You Hear That? - allows the Dark Bard to focus their listening to a finite point, up to a dragon's range. They must pass a Concentration DC30 check in order to use this ability.
Hearing Things - allows the Dark Bard to listen to creatures that are not of prime material plane and are normally ignored by such people. Mostly ghosts or extradimensional beings, but this can be useful for other creatures as well. If a Dark Bard wishes to ignore a creature trying to bother THEM though, they must pass a Concentration DC30 check.
Muddy Waters - Enables the Bard to perform their music better. Costs 100 energy points, but allows the Dark Bard to Take 20 on any roll they make next.
Augment: Sacrifice your entire current energy point total in order to take 20 and crit on the next roll, no matter what the number rolled is.
Black Waters Rising - Increases the power of the Dark Bard damn near tenfold. HP is doubled, Energy Points are doubled, and the Bard takes no damage while playing their music. While playing, they cannot be countered by anything with a Gnosis less than themselves, nor can they be interrupted from playing no matter what is done TO them.
Surrender - Allows anyone to scry, psychic mindlock, or spiritually take you over…but they must pass a Will save of 40, else they will suffer blonuses per action they take afterwards. If they are unable to fight the Surrender off, than they get to suffer -500 energy points, -1/3 current hp, and -10 on all rolls for 1 day.
Sunder Soul - Can be used twice per day, allows the user to interrupt scry attempts, psychic mindlocks/takeovers, and spiritual contamination/takeover with one of their own. Allows the user to play a song that affects only the person Sunder Soul-ed.
Tender - Counters scry attempts, psychic takeovers, and spiritual takeovers as well. As if you were Mindless, only you, hopefully, have a mind. 1/4 of your current energy points per counter.
Fata Morgana - Allows the Bard to add their Dark Bard levels alongside whatever magic-using levels they use towards spellcasting. Remember: you are not adding Bard AND Dark Bard alongside your magicker levels, only Dark Bard.
Battle Stations - Enables the Bard to transform their music into a wonderful party-based defense. While playing, the Bard can choose to give up their attack actions for this round to employ a specialized sonic shielding around their comrades (anyone who hears their song within a 50 foot range from where the Bard is singing/playing), giving them an immediate 100 temporary HP bonus, AC+10, and Spell Resistance bonus of 50% so long as the Bard continues to play.
Note: they get this bonus only so long as the Bard continues to play/sing. Upon losing the 100 temporary HP bonus, the Bard can choose to stop then continue upon their immediately next action.
Secret Art: World of Hurt - as a standard action, kills the user, immediately halving their total Dark Bard levels (including loss of all acquired HP, EP, abilities and feats, even those purchased with Style Points). Should the fight continue on for 1d4 rounds, the Dark Bard returns to combat, even if the body was completely destroyed.
HP now equals as much damage has been dealt since the start of combat.
EP now equals as much energy has been spent since the start of combat.
All actions taken by the Dark Bard ignores gnosis.
If the Dark Bard successfully uses this technique, they lose another half of their total Dark Bard levels and are knocked out for a year at the end of combat.
White Knight of Bahamut (Uber Class)
Long Range, Martial Arts and an emphasis on high number of attacks per round, the White Knight of Bahamut transforms the action string into a specialized combo that deals tremendous damage utilizing their exclusive gear.
Even without the Guns of Avalon, the White Knight of Bahamut can be a danger to all enemies with a high emphasis on battle skills, an exclusive thing among all jorbs.
Hit Dice: d12 + Dex Score
Skill points: 10 + Dex Score
Class Skills: Melee Attack (To Hit and Damage), Melee Defense, Unarmed Attack (To Hit and Damage), Unarmed Defense, Special Ranged Attack (To Hit and Damage), Ranged Attack (To Hit and Damage), Ranged Defense, Gun Combat (To Hit and Damage), Heavy Weapons, Thrown Weapons
NOTE: instead of 3 points per skill level, combat class ranks cost only 1 skill point.
Requirements: 100 Gnosis, 200 Bahamut favor points, survived "White Knight, Black Days" mission, and you have also upgraded and personalized your Guns of Avalon in the "Winds of Valhalla" mission
Note: for ease of writing, all things that screw with your action string (increase actions within a string, etc.) are all counted at lowest base attack bonus.
Gunkata - The Gunkata is amongst the greatest of a White Knight's techniques, allowing them to do incredible things with the Guns of Avalon by learning certain "movements." By learning all 10 movements, they may further unlock the White Knight's greatest technique, "Ultimate Path." Each Gunkata costs 25 energy points and one action, and only one can be performed once per action string unless otherwise noted. Officially speaking: Gunkata "transforms" the action string into a Gunkata, allowing the user to perform movements from the Gunkata table itself. At first you'll only be able to do one per action string, but as you grow in strength and skill you can replace your entire action string with the Gunkata.
Note: All Gunkata abilities stack with current abilities. If you have one Gunkata that adds +Gun Combat score until end of combat and perform another that also gives +Gun Combat score, the second one will have both +Gun Combat scores called.
Chitty Chitty Bang Bang - Allows the White Knight to use at least two Gunkata in one action string. Free action.
Chitty Chitty Bang Bang 2nd Verse - Allows the White Knight to use up to three Gunkata in one action string. Free action.
Chitty Chitty Bang Bang Final Verse - Allows the White Knight to replace the entire action string with Gunkata if they wish. Gunkata can still be done only once per action, unless elsewise specified. Free action.
Mandragora Snapper - allows the White Knight to activate the Gunkata string, but instead of utilizing Gunkata to simply attack with the Guns of Avalon with a bonus of "+Gun Combat" to damage. Once the White KNight gains Chitty Chitty Bang Bang 2nd Verse, they can choose to use Mandragora Snapper anywhere they wish during the Gunkata string instead of utilizing Gunkata.
Example: Activate Gunkata string, but instead of using Gun Dream I opt to shoot. Later on, after I gain Final Verse, I activate Gunkata string with a base attack bonus of 4 actions. I shoot the target, Master Exploder, shoot, History Repeats Itself >Master Exploder<, The Closure of Bahamut.
Shield and Gun - Allows the White Knight to weild a buckler on one arm while still utilizing both Guns.
Bigger Board - Allows the White Knight to wield a shield on one arm while still utilizing both Guns, up to Tower Shields even.
The Dragon's Scales - Takes up one action and 1/3 of your energy pool, but the White Knight can now call forth two draconic-scaled shields on either arm composed of their own personalized ki energy. The shields are both rated as +5 AC (+10 AC boost total), improves unarmed combat by +10 per fist, and allows the user to keep the shields up while firing both Guns of Avalon. Lasts until dispelled. Can be summoned as a free action.
Way of the Gun - Allows the White Knight to be at a constant "Take 10" in terms of Gun Combat. This also ensures that while performing Gunkata, they cannot be
Showdown - By singling out one opponent, the White Knight vows to fight them last. Should the target be the last enemy out of the group, the White Knight immediately can Take 20 on all shots fired with the target, all Gunkata's are considered crit, and Gun Dream attempts are considered Double Crit.
Call the Dragon - at this level, you are now required to help raise a young golden dragon. You gain a young golden dragon to help you during your adventure, and one that you must teach as well. As you grow in skill and experience, so do they: this is required of a young dragon to grow from their "teenager years" to adulthood.
Fun story: if they die, you die. Just thought you oughta know. Their actions, activities, personality and thought process is based on the creature that raises them. This helps foster a relationship between the good dragons and the creatures of the world…since that particular golden dragon now understands the history and needs of those people.
Ultimate Path - Requires Gunkata 10. Allows the user to utilize every single Gunkata in a single action. Is a "chronological attack" and counts as Speed 10. Can only be done at the beginning of your action string, and all Gunkata actions done within this super-fast action are considered "energy points paid."
Dragon Ally - No one quite knows how, but after four levels of experience the golden dragon ally will become comatose for a level until, finally, when the White Knight needs them most the Golden Dragon will emerge from it's previous shell and come racing at the speed of light to aid their friend. This Dragon Ally is considered "adult golden dragon" stats, and can take on an energy form in order to blanket the user with an aura that allows them to use the Ally's stats on top of their own. Can only be called and used once per day though, and the boost lasts for only one combat. Takes up one round to perform this.
Blistering - Allows the personalized Guns of Avalon to now spew platinum fire, set to an adult platinum dragon's breath weapon stats, instead of bullets.
Note: cannot create a Wall of Dragonfire.
Slippery When Wet - Allows the White Knight to add their Will Score as a boost anywhere a reflex save is called. This also allows the White Knight to add their Will Score to their AC as a direct boost at will: if they do so as a counter, it completely drains their energy pool.
Twisted Balance - The White Knight can attempt to roll a 1d20+Will Score in order to remain standing in situations where they would normally never get a chance to save. This is a supernatural ability, and can be repressed by anti-magic abilities/spells.
Torso-Axial Jump - At any point in time while making a special movement (that is, movement outside of the free five feet status), you can take a shot at a target with the Guns of Avalon or your unarmed attacks.
Mark of the Wolf - You now gain damage reduction 2.
Hungry Like The Wolf - You now gain damage reduction 5.
Captivating Screwvolt - at any point in time while running, you can perform a corkscrewing volley attack and leap forward 20 feet. Roll a dex check greater than DC50 at any point in time while running in order to perform this maneuver. Failure means you are face-down on the ground (prone) and unable to use your Guns of Avalon for 1d6 rounds.
Gun Dream - You may now begin the close-range firing that is required of a White Knight. Gun Dream is the ability, upon successful grapple, to fire your weapon four times at an opponent from any and all angles. Spinning and whirling, pulling the target this way and that, you fire off four shots into the target before knocking them away. This does NOT count as a special attack, and should you fail the opening grapple check then the guns backfire and YOU take damage (two shots only though).
Gun Defense - allows the user to acquire the “Gun Defense” skill, so long as they have access to Deflect Shots. Can defend against melee attacks using fired shots. Requires a Called Shot attempt, and if successful can lower the amount of damage dealt by the attempted attack by the same amount as the Gun Defense skill.
Secret Art: Comes the Knight - a secret ability that can only be used if a full-round Gunkata has been performed at least once during combat. Costs a standard action.
Chosen of Bahamut status: Triple AC, HP and EP totals are x10, immediately allows the user to add their Faith Points to each bullet shot by the Guns of Avalon during Gunkata, all actions ignore gnosis.
This bonus lasts until the end of combat, whereupon the user immediately falls comatose. Spinning a golden cocoon about themselves, the user now hibernates for a year as they metamorphose into a platinum dragon.
Gunkata available:
Ride the Waves - Allows the White Knight to add +Dex Score at the end of the damage totals of their Guns of Avalon shots. You can fire your guns once for this particular kata.
Balance of the Void - Allows the White Knight to add +Gun Combat at the end of the damage totals of their Guns of Avalon shots. You can fire your guns once for this particular kata.
The Closure of Bahamut - If done at the end of a action string, this Gunkata does point-blank damage of 4d20+Gun Combat score+Dex Score+knockback of 1d20 feet. At any other point in time it does normal damage x2.
The Platinum Knowledge - allows the user to give up their next round at any point in time to add that action string to the end of the current one. Can be performed at any point in time. Can only be done once per action string though.
To See Without Sight - While performing this Gunkata, the user can move as much as they want while firing. Note: you must learn To See Beyond Sight before you can learn this kata.
To See Beyond Sight - While performing this Gunkata, the user can move up to 20 feet while firing.
The Transmogrification of Delinquency - allows the chaining together of any Gunkata previously performed in one action string. You can fire your guns once for this particular kata.
Master Exploder - Perform the Gun Dream during Gunkata. Passive kata.
History Repeats Itself - allows the user to re-perform any of the Gunkata's previously done in the same action string.
Magnum Opus (can only be learned as the 10th Gunkata) - doubles the current action string and all end damage done per attack, and also doubles the amount of times you can use Gunkata within the action string (so instead of performing one kata per action string, you can use each of the Gunkata twice). Upon doing the Magnum Opus, allows the user to use the Gun Dream at any point in time of their action string until end of combat.
Reaper of Alaine (Uber Class)
The ultimate expression of darkness and death, the Reaper of Alaine sacrifices number of attacks for the exclusive Scythe of the Reaper, gaining quality access to powerful techniques and abilities.
Gather the souls, brethren, for the true Lady of Death!
Hit Dice: d10
Skill points: 8+Int Modifier
Class Feats: Exotic Weapon Proficiency (Reaper Scythe), Exotic Weapon Proficiency (Reaper Armor)
Requirements: The ability to see souls, the ability to physically touch souls, 300 Alaine favor points, able to attack 20+ times in one round, 150 Gnosis, must complete the mission "Secret of Alaine."
Armor Symbiosis - The Reaper, giving themselves up to the Alaine completely, now finds themselves able to wield the Scythe and the Armor of a true Reaper. With the armor comes special bonuses, but they are no longer able to use a shield or any other form of armor, even magical or ki armors. The Reaper Armor freezes a user's age, and they no longer can be poisoned or suffer disease. The Armor is of exceptional value, and it's Armor Rating is applied versus attacks of all kinds (physical, magical, psychic, spiritual, other) save reality-warping effects. The Armor itself is a Reaper's flesh, and all damage done is considered touch-based…but as the Reaper grows, so do the abilities granted to the armor.
Base stats
Defense +20
Allows any and all excess HP or EP absorbed to become "Temporary Points" that dispapear at end of combat.
Note: Reaper Mode is a free-to-access mode for all who take the Reaper Class. While in this mode you gain the Armor and the Scythe at whatever level of Reaper you're at. In order to use your usual weapons and full number of attacks, go out of Reaper Mode. All this means is that you cannot access the Armor or Scythe, or the abilities of these two items.
The Scythe - The Reaper, giving themselves up to the Alaine completely, now finds themselves able to weild the Scythe and the Armor of a true Reaper. With the scythe comes special bonuses, but they are no longer able to use any other weapon outside of the one they specialized within their previous life no matter if it was physical, magical, ki, or otherwise. The Reaper must choose only one type of weapon outside of the Scythe in this way. The specialized weapon, chosen by the Reaper, is then absorbed into the Armor and the Scythe, allowing them to call this weapon at any point in time but cannot be dual-wielded with the Scythe (there DOES exist exceptions: see GM for details). Upon becoming a Reaper, the user can never attack more than 10 times per round, no matter what their stats say.
Note: attacks are limited while wielding the Scythe, other attacks are not altered, though they do not get the Scythe bonuses even if the alternate weapon happens to be a scythe.
Note: Yes, this DOES count as a natural weapon, Priscilla.
Base Stats
4d20 crit 15-20 x2/x10
Can be "focused" to increase crit modifier by 1 for each time it's focused, up to x10
Can absorb HP (maximum of scythe damage) if Crit Attack is succesful (50% chance - must roll higher than 50 on a d100 check)
On a Double Crit, the Scythe has up to 50% - 100% chance to absorb (75% - This Is Why I Love My Scythe, 100% - Fear The Reaper)
Written in Blood - The magic that creates the Reapers of Alaine also creates a strange by-product ability, that is magical in nature and yet is classified as abilities: Blood Magic. This specialized version is almost always classified as Shadow Energy, yet the effects are as if cast by dynamic sorcery. This is important as certain abilities or spells that hinder or neutralize Shadow Energy or Magical Energy will never hinder Blood Magic, only if both are neutralized at the same time. Written in Blood allows the Reaper to cast this specialized form of Blood Magic.
Boomerang Scythe - At this point in time, the Reaper may choose to attack targets up to 50 feet away, each attack consisting of throwing the scythe and willing it to return. Should the Scythe be somehow blocked from returning, the Boomerang affect wears off and the scythe drops to the ground, unable to be moved by any save for the Reaper or another Reaper. This affect is weak to reality-warping effects. The Boomerang Scythe does not retain the absorption capabilities.
Reaching Scythe - At this point in time, the Scythe transforms so that the haft now has chain hidden within it, allowing it to stretch out and attack targets up to 100 feet away. While in this mode, the Scythe retains all absorption abilities. Also, the Scythe's Boomerang effect now increases to 200 feet.
Empowered Soul - By absorbing the souls of others, you can increase your own power. Each soul absorbed in such a fashion gives you 10 HP and EP, but may piss off Alaine if done so without permission.
Delicious Birdcage - Upon killing a target, the Reaper may make an attempt to capture the soul, if there is one. Dice shootout directly with the GM to determine if the Reaper can claim the soul for their own use (no maximum limit). Upon successfully capturing a soul, you can keep them for as long as you want, but be warned: certain souls are stronger than others, and may attempt to combat the Reaper for control of the Reaper's body. Losing control to a soul "dishonors" the Reaper, and they will suffer greatly certain consequences (not all at first, but any and up to) - "freezing" of job, loss of use of Armor and Scythe, loss of Alaine points, and perhaps worse. Note: you can only absorb one soul as many times as your constitution modifier per day.
Double Scythe - The Reaper can now dual-wield a second scythe, one with the same stats and abilities as the first. The Reaper may now attack up to their maximum number of attacks allowable (beyond 10). The Reaper may utilize the second weapon as if they had all the two-handed feats for both weapons and defense, even if they don't have the required feats.
This Is Why I Love My Scythe - from now on, upon a successful attack with the Scythe, the Scythe's ability to absorb HP and EP from a target is increased by 25%.
Bring Forth the Scythe - the ability to summon your Scythe from within a target. An instant kill ability at crit, otherwise it does 2d20 damage to a single target up to 10 feet away. Target must have lower gnosis than you. If you fail to summon the scythe within someone, than you may not summon the Scythe for 10 in-game hours.
Fear The Reaper - the ability to absorb HP and EP from the target is increased by 25% upon successful attack.
Empowered Armor - by absorbing souls from the Delicious Birdcage, you can improve your Armor's defense rating by 1 for each soul absorbed this way. Can only be done during the first round of combat, and is considered a full-round action (must be done at the beginning of the round). The defense rating lasts until end of combat.
Blood Armor - by sacrificing HP, you can improve your Armor's defense rating by 1 per 50 hp invested. The defense rating lasts until end of combat. Takes up one action.
Battle Bulking - As a free action, the Reaper can double their overall armor rating for 1d6 rounds. Costs 1/5 of your EP total. This ability also protects the Reaper against flanking, and they are considered not flat-footed even during a surprise round. If done as a counter it lasts until the end of round, then it costs 50 EP.
Note: this does NOT stack with itself.
Living on a Prayer - the Reaper learns the ultimate ability of their job, the ability to at-will (as a free action) switch their HP from a normal HP to a specialized version: their HP is frozen at 1, but should their EP ever drop to 0 then they go back to the normal HP setting. While in this special Reaper Mode, all damage done to HP is done to EP instead, and EP refreshes at an additional 10/round (stacks with current refresh rate). While in this mode, you cannot increase your HP beyond 1, and all abilities that request an investment of HP cannot be used. Any and all HP absorbed during this mode is considered wasted and gone. During this mode, any attacks done to you spiritually has a strong chance of slamming you out of this mode, but only if the damage dealt in one blow is greater than your faith points total. Dice shootout determines if you stay in Reaper Mode or not.
Secret Art: No Life - once per day, upon hitting 0 hp the user begins to enter into the “meganegative state.” They may continue to take damage while still being alive and operating at full capacity. At certain thresholds, they gain certain bonuses:
100 damage - Damage Dealt+100, BaB+# of dead bodies in the combat zone
300 damage - Damage Dealt+300, Extra Attack+1, DmR+#of dead bodies in the combat zone
750 damage - Damage Dealt+750, Extra Attack+1, Crit+#of dead bodies in the combat zone
1000 damage - Attacks ignore gnosis, all allies gain “DmR (Reaper of Alaine levels)” status, Damage Dealt+(however much damage has been dealt since the start of combat)
At the end of combat, the user evaporates out of existence.
{REDACTED}
Blood Attacks
Note: Blood "counters" can only be chosen once per round. You cannot combine counterattacks that are Blood Magic in nature. Using a "blood checkpoint" or any other measurement of blood for a Blood Attack will use the blood up and cannot be used for anything else. Go on and spill some more blood.
Raining Blood - upon taking damage, the Reaper can immediately counterattack any and all targets who have attacked them at any point in time during combat, their spilled blood become bloody clones of themselves. This can only be done once per combat, and does not allow the Reaper to absorb HP and EP in such a fashion, but does Scythe damage against all who have attacked them up to this point. This counts as a counterattack.
Blood Market - upon taking damage, the Reaper can immediately create a lifeline with the attacker. All damage or healing done to the Reaper will affect the attacker as well. Can be done on only one target at a time.
Blood Trap - upon taking damage at any point in time during combat, the Reaper's spilled blood now becomes a checkpoint for them. At any point in time, as a free action, they may activate the checkpoints to "entangle" any nearby enemies, paralyzing them for one round. Afterwards, the blood used disappears.
Blood Shuffle - upon taking damage at any point in time during combat, the Reaper's spilled blood now becomes a checkpoint for them. The Reaper can, as a free action, teleport to that checkpoint no matter how far it is.
Note: Blood Shuffle is an incredibly useful and powerful ability. It can work up to one dimension away, and force abilities will not stop the Shuffle, though planar blocks will indeed stop you from teleporting.
Seek and Destroy - upon taking damage, as a counterattack the Reaper can choose to pay 50 EP and designate a "targeting reticule" on the attacker. Until a new designation is made, any and all end result damage done to the target is doubled.
Hemoclone - Sacrifices HP to create a miniature version of the Reaper. This "multibody" does additional Scythe damage once per round to whatever target the Reaper designates (the multibody attacks immediately after the Reaper's turn). You must first designate however many clones you wish to make, then how powerful they are (roll Scythe damage then apply to each multibody). All clones are considered to have your armor rating, and HP is set to the amount of damage they can dish out per round. Should any spell affect the clone, it will affect the Reaper.
For every 100 HP invested, a new clone is created.
For every 10 HP invested, the clone's power is increased by 1/10. 100 HP = full Scythe damage per round, full Scythe damage number for HP per clone. Remember, HP must be sacrificed for EACH clone.
Note: let's say you want 5 clones at full power, full hp. That's 1000 HP you gotta sacrifice. If my mathematics are off, please lemme know, but there you have it.
Special Attacks
Note: ALL Special Attacks learned by the Reaper crit at an additional x4 added to the crit modifier
Crab Strike - a low-blow that forces a target to become flat-footed until they regain their footing (Dex check DC20). Costs 15 EP, does Scythe damage. All Scythe bonuses take effect upon succesful attack.
Snip the Thread - a strike that attacks a target's very soul, doing damage directly to their stats. Costs 25 EP, does Scythe damage to either Str, Dex, or Con. All Scythe bonuses take effect upon succesful attack.
Weirding Shears - a cross-specialization attack that allows the Reaper to move without being stopped. Disappearing from sight the Reaper appears and, alongside a twin made of energy, cross-slashes a single target. This affects any one target up to 100 feet away, cannot be countered, and does double Scythe damage upon hitting. All Scythe bonuses take effect upon succesful attack (x2, actually) and count as one hit in terms of defense and attack rolls.
Chain Gatling - giving up the entire round, the Reaper does Scythe damage to all targets within a 100 foot range in all directions. Costs 100 EP. All Scythe bonuses do not take effect upon succesful attack.
Massacre - by giving up the entire round, the Reaper can perform a special attack that strikes all targets within range (or one single target). By forcibly absorbing blood from the targets, the Reaper does massive damage (1000 points dealt out however they wish amongst however many targets they wish) and changes the battlefield to Slippery status for the rest of combat. Upon declaring the attack though, the Reaper must give up their EP total to 1/2 it's current total and HP to 1/2 it's current total, and must survive a system shock test (75% or higher) lest they themselves are brought down to 1 HP as well and unable to continue combat no matter how they're healed. Can only be done once per day.
Seeeecret ability can be figured out here, but only if your gnosis is 200 or higher. Upon hitting Gnosis 200, all targets that have a lower gnosis will not only take the damage dealt up to 1000 hp damage…but that much in HP and EP can be absorbed by the Reaper so long as the Reaper survives the system shock requirements. So instead of being brought down to HP 10 and EP 1, the Reaper can, in fact, get raised up to +1000 HP and EP! Remember kids: the ultimate ability of the scythe allows the Reaper to absorb damage dealt as both HP AND EP! That's the gist of the Reaper's ultimate power.
Titanic Elder (Uber Class)
The natural progression of Geomancer, the Titanic Elder is a being of ultimate, worldly power. Supercharged with powerful spells and abilities, the paths available to the Elder are literally at the roll of the dice.
Gaining access to new spells and new abilities, the Titanic Elder is a powerhouse, an absolute juggernaut of magical beatdowns!
Path Assignment:
1-49 Harbinger
50 Both (Holy Diver)
51-100 Geoverlord
Hit Dice: d20 + Str Score
EP Total Bonus (per level): BaB total (combine entire BaB at maximum output with all bonuses involved)
Skill points: 8 + Int Score
Requirements: Channel Geo, Elemental Affinity, 100 Gnosis, survive "The Terrible Price" mission, Base Attack Bonus +15
Note: all Titanic Elder abilities stack with Geomancer levels whenever called for. When one first opens up Titanic Elder, one must roll a 1d100 to determine whether or not the Geomancer will become a Harbinger (defensive/healing abilities), a Geoverlord (offensive and attack boost spells and abilities), or the rarest and most powerful of them all: the Holy Diver (combines all of them)
Ultimate Terrakinetics - so long as the Geomancer is synched with the power of Geo, the gain access to the ultimate tier of Terrakinetics. 200 EP, 100 Plant Strength, and can raise or drop whole islands.
Geo Synch - by Synching up once per day, for the rest of the day (until the Geomancer sleeps) the Geomancer is considered synched with the power of Geo without further need for checks. Gains an additional +10 versus attempts to break the synch.
Path Assignment - upon becoming a Titanic Elder, the player must roll 1d100 to determine which version they will become, each with their own specific level abilities.
Harbinger: Defense and healing is emphasized with this path, with higher AC.
Geoverlord: Offensive attacks, spells, and capabilities are emphasized with this path. Geoverlords also enjoy a higher HP then Harbingers, since they must combine their own life with the power of Geo.
Holy Diver: The ultimate combination of both Geoverlord and Harbinger, Holy Divers excel at all of them. There is only one known Holy Diver in existence, but perhaps there is another…
Level 10/11/12/13 Spells - at various intervals, the Titanic Elder can cast spells of an elemental nature as if a dynamic sorcerer of that level.
Elemental Companion - At second level, the Elder gains the ability to call forth a superior companion alongside their first, one that is a pure elemental. The elementals' level is set at the original companions', but is for all intensive purpose set at the same stats as the Monster Manual elementals.
Elemental types are set at only Earth, Air, Fire, and Water.
Summoning the Elemental counts as a free action, as well as dispelling it…or it will be auto-dispelled at the end of combat.
Elementals can fight alongside your original companion, but lacks the protections against being dispelled by outside forces or anti-magic measures. If a successful dispel is cast or used, then the Elemental cannot be summoned forth for 12 hours or the character gives up 1/4 of their hp.
Imbue (Element) - allows the user to imbue a weapon they hold with the element of their choice so long as they can wield it, doing double end damage to elements of opposed nature. This can affect natural weapons. This grants a +1d10 bonus to the end damage dealt. 25 EP per element.
Imbue (Double Element) - same, but allows the user to imbue two elements (so long as they are not opposed). Does double end damage to either elements opposed (no reductions or drawbacks), and adds +2d10 instead of 1d10. This is an act of creating an Advanced Element, and can only be done by the Elder while imbuing. 25 EP per element.
Imbue (Multiple Element) - same, but now the user must pass a Concentration and Will check of DC40 in order to fuse opposing elements to the weapon. Grants up to +4d12 to end damage, crit is increased to 19-20 x4, and will triple end damage against any and all elements opposing those imbued. 25 EP per element.
Imbue (Negative Elements) - Ultimately, the Titanic Elder is able to handle the "Negative Elements," but cannot handle both normal elements and Negative Elements at the same time. Adds +4d20 to end damage, crit is increased to 15-20 x4, and ALL Advanced and Basic elements are considered opposed, even if only one Negative Element is being used. Otherwise, does x4 end damage against all opposing elements. 25 EP per element.
Special Attack - the Titanic Elder gains 4 special attacks as they progress through levels. These special attacks are set at d12 instead of d8, but for all other purposes follow under the same rules.
Energy Bonus - at various levels the Elder gains an Energy Bonus.
Intergalactic Planetary - The Elder is now one with the world upon synching with Geo. By focusing (a Concentration check of at least DC50), the Elder can, at will, enter into the planetary consciousness that exists and seek information, wisdom, or knowledge. This works on any planet they are on, so long as they can synch with the Geo source of that planet.
Armageddon - By now the Titanic Elder has gained the ability to cause a tectonic shift on the planetary level. The Elder is entrusted with the secrets laid at the core of the world, but will find themselves unable to stop should the Will of the World taps them for this ability. One Elder is all that's needed to set off a new ice age, two Elders can cause such havoc that the entire planet will be destroyed. As such, it is known that there is at least three Elders out and about in the world, with the possibility of a fourth one as well…
Negative Element - At level 5, the Elder is able to handle the Negative Elements, those Elements beyond Advanced. Due to the nature of the universe, it's easier to acquire the ability to handle the Negative Elements before you can handle your own soul and blood.
Positive Element - At level 10, the Elder is able to handle the Positive Elements, the Elements that exist beyond the Negative plane. At this point, the Elder can not only handle the forces of the universe through Geo, but Souls, Blood, and more.
Dark Matter - Outside of the elemental chart lays a energy source that is more abundant than the galaxy itself. At this point, the Titanic Elder can summon Dark Matter from the outer reaches of space to a special containment space formed by their cupped palms. If used as a thrown weapon, this can cause various effects (up to, but not the least or greatest, 20d20+GM's verification towards structural damage to the planet, your surroundings, you, and more) but can also be used for other methods as well. 100 ep to bring forth Dark Matter.
Hyperborean - 100 points of damage. No saving throws, no AC to block, no defense roll, Speed Checks at 10. A spell of incredible power that can only be wielded by the strongest, and most properly trained of Titanic Elders. 50 ep.
Exclusive spells and abilities by level for each type
Geoverlord
1 Turf and Surf - summoning up a tidal wave from underground waters, the Geoverlord can heal allies and do damage to all enemies within a 100 foot range for 2d20. Their AC is also improved by the same amount for 1d10 rounds. This counts as a magical attack, not a special attack. 50 ep.
2 When the Levee Breaks - Imbuing their fists with Geo energy, the Geoverlord is able to perform an attack on allies that heals them instead of doing damage, up to the maximum amount of their unarmed damage (with bonuses and such) before crit. If they wish to roll to do additional heal ability with their crit, they may, but they must overcome the AC of their chosen target. 25 ep.
3 Wake the Dead version 1 - The Geoverlord is able to give up a round to magically awaken a small fighting unit of the dead (see added section in wiki/forums), up to 1d6 geomancer zombies. If they are not killed during battle, then they crawl back to their lair at the end of battle. The Grateful Dead do not count as evil creatures, nor are they malignant zombies but rather former Geomancers who have sacrificed their lives to service. Keep this in mind always. 50 ep.
4 Knockout - At this level all Geomancers' unarmed strikes count as Double Crit so long as they have imbued their fists with their chosen element.
5 Titanic Form - A special altered form the Geoverlord can enter into by giving up an entire round (must be done from the start of a round). The Titan's unarmed attacks all gain "+Spellcraft score" to their damage before crit and may Imbue elements up to maximum level of elements learned as a free action.
6 Synch the World - Once per day, the Geoverlord can give up a round to heal themselves completely, up to double their current maximum hit point total. All hit points gained as such are considered temporary hit points and will vanish at the end of combat.
7 Wake the Dead version 2 - This is like version 1, only the Geoverlord may now summon 3d10 zombies. 100 ep.
8 Destruction - Instead of causing a worldwide Armageddon, the Geoverlord can cause an incredibly localized one, completely destroying life within one mile of themselves. This does not affect certain types of creatures or anyone with a higher gnosis than the Geoverlord. If done as such, Destruction can cause 20d20 to all caught within the zone of attack. Takes up your entire store of EP.
9 The Tyrant - An upgraded version of Titan Form that allows the Geoverlord to absorb their Familiar into their armor, effectively doubling their stats.
Air: AC + familiar's level (evasion bonus), able to go incorporeal at will, able to cover up to 100 feet in a single movement as a special aerial movement.
Water: Regeneration/Refresh = Titanic Elder's + Geomancer's level
Earth: DR = familiar's level
Fire: Your unarmed attack counts as special ranged attack (using the skill for this) up to 250 feet.
10 Wake the Dead version 3 - Like version 2, only now the Geoverlord can summon up to 5d20 zombies. 200 ep.
Secret Art: The Wheel - so long as the Geoverlord is channeling Geo, they can magnify any spell they cast by 1d100 times, raining down from the skies overhead. Doing so destroys their ability to use EP for a week.
Harbinger
1 Ultimate Synch - The Harbinger, upon learning Ultimate Synch, can never be broken out of synch. Only a power with 250 gnosis higher can ever do such.
2 Geofount - Upon actively synching with Geo power, the Harbinger's ep can never be drained and is counted as "near-infinite." It takes one full round to do so.
3 The Foundation - A magical spell that, upon being cast, casts a specialized Geo Armor over as many targets as the Harbinger has Geo levels (Geomancer + Harbinger), improving their AC by the same number as those levels. This also grants them regen, refresh, and a one-time heal upon being cast at the same number. 50 ep.
4 The Friend of My Enemies - The Harbinger selects one target. All allies of that target are drained of 2d20 hp and ep. All targets hit by this spell also suffer Berserk if they can't make a Will DC40 check. 50 ep.
5 Groundwalk - There is no place the Harbinger can walk to. So long as they are synched with the world they are on, they can walk on any element no matter how destructive so long as it's a natural part of the world (water, lava, air, etc). Also the Harbinger suffers no fatigue or drain while walking, covering vast distances whilst striding forth.
6 Message in a Bottle - By whispering into the wind (or into any form of natural element), the Harbinger can send messages as if using Magic Mouth. This is done as a free action and without ep cost so long as the Titanic Elder is synched with Geo. Otherwise, it takes up one action and costs 10 ep per message.
7 To Know The World - While synched, nothing happens within the world that the Harbinger does not know. Being one with the world allows them the ability to see all events happening on the planet at the same time. It takes a Concentration check (DC50) in order to find specific information and to continue beyond one round though.
8 The Awareness - While synched, the Harbinger can add +Spellcraft to all fort/ref/will saves, AC, and attack rolls. This is a magical ability.
9 Chakra Overload - by manipulating energies within the body, a Harbinger can heal a person naturally through their own natural resources. Allows the Harbinger to add their Spellcraft score as well as their Healing to the score (on top of a xd20 roll, where x = Harbinger + Geomancer levels) to heal HP back. This counts as a skill check, not a magical ability.
10 Awakening of the World - once per day, the Harbinger can draw Geo (Concentration check 60, you may add Harbinger+Geomancer levels as an additional modifier) in massive quantities and share its' strength with their allies. Doing so, they can completely heal HP and EP to their max totals to an entire army (up to 10,000 targets). No single target can go above their max totals using this ability. Costs the entire current store of the Harbinger's EP.
Secret Art: The War - So long as the Harbinger is channeling Geo, all damage dealt during the battle becomes absorbed by the Harbinger's spells. Each attack spell gains damage bonus of +(damage dealt during battle) until end of battle. If The War is activated, when combat ends the Harbinger cannot use EP for a week.
Holy Diver (gains both Harbinger AND Geoverlord abilities, but also gains these)
1 Eldritch Weapon - the Holy Diver is entrusted with a weapon, one so great that it can only be held in check within the heart of the world. This weapon can never be sundered, will only follow the commands of the Diver or the World itself, and can sunder any armor or weapon that is under Gnosis 700. The damage dealt is insurmountable, will not regenerate, and upon taking ANY damage the target must make a Fortitude 40DC check or die immediately. Damage is set at 2d20, crit 19-20 x5.
3 Gate of the Gods - the Holy Diver can, at any point in time, now terraport at will to any planet they have synched with. During this time they cannot be intercepted or attacked, and if used during combat (50 ep and a Willpower DC50 check) allows the Diver to perform an attack of their choosing to an enemy as if the enemy is flat-footed, surprised, flanked, and back-attacked.
7 Stranger Eons - the Holy Diver gains the ability to, as many times per day as levels of Elder acquired, drain all damage dealt to both HP and EP equally (if you drain 100 damage, it's 100 HP and EP back for you) until the end of combat.
9 I Am Power - the Holy Diver is now able to become one with the planet they have synched with, and are now able to draw forth its' full potential during battle. They gain access to the Dive Mode, increasing their ability modifiers by +10, their HP and EP is now one with the worlds' (not endless, but let's face it, that's more then you can hope for), and they will be unable to grow in any other job the Diver may have, nor can they HAVE new jobs. Further, this can only be done for one combat, then the Diver requires three days and three nights of rest (84 hours starting after the end of combat).
10 Absolute - Works once per day. Allows the Diver to target the strongest enemy they are facing, and their stats are increased to 1 higher than theirs. This is considered an overpowered ability, and works on ALL stats (including Gnosis). After the combat is over, the Diver will return to their normal stats. Permanency will not affect any stat increases, nor miracles or wishes.
Secret Art: The Hub - So long as the Holy Diver is channeling Geo, the Holy Diver may create a new Avatar known as "(Planet's Name)." This Avatar contains the stats of the strongest living creature on the planet at that time, ignoring Gnosis. This Avatar is a living Avatar of Geo, and operates on it's own will and volition, though will prioritize the safety and well-being of the Holy Diver who cast it. If the Holy Diver dies, the entire planet dies. The Avatar will disappear at the end of combat. Upon casting The Hub, the Holy Diver is unable to use EP until the end of combat. NOTE: the Holy Diver has access to the Secret Arts of both Harbinger and Geoverlord.
Divine Steel (Uber Class)
The final bastion for the true zealot, the Divine Steel is the ultimate user of Faith Points, acquiring and utilizing them as others breathe air.
The absolute peak of zealous violence, the Divine Steel not only takes advantage of the power of faith but also their own place in the world.
To the Divine Steel, their chosen Faith and Deity are above all.
And they are willing to slay all in order to prove it.
Hit Dice: d10 + Favored Ability Score
HP Total Bonus (per level): Faith Points/2
EP Total Bonus (per level): Faith Points/2
Skill points: Faith Points/4
Requirements: 500 Faith Points, completed "Meeting With The Gods" mission, Base Attack Bonus +20, Ability To Commune With One’s Chosen God, 100 Gnosis, Able to use a “Turn” based ability (Turn Undead)
Exalt - up to (Charisma Modifier) per day allows the Divine Steel to replenish ECLx1d10 HP as a free action to themselves or another. Deals x4 damage if used on undead.
Ferocious Cry - up to 1d4 per day, allows the Divine Steel to bolster the HP and EP totals with (+Faith Points), increasing them by the user’s total Faith Points.
Energize Me - if the Divine Steel ever falls to 0 hp, they can take damage to their Faith Points instead.
Transmit Will - upon communing with their chosen deity, even if the outcome was negative the Divine Steel gains (+ECL) to BaB until the next day.
Transcend Will - upon communing with their chosen deity, even if the outcome was negative the Divine Steel gains (xECL) as an addition to crit damage until the next day. This stacks with Transmit Will. Must have a weapon specialization or weapon focus and attacking with the chosen weapon.
Empowered - allows the Divine Steel to add (+sacrificed Faith Points) to their attack damage. This is calculated before Crit.
Exalted One - once per day allows the Divine Steel to add their current Faith Point total to one ability score modifier. This lasts until the end of the round.
Hallelujah - upon declaring a proper benediction to their chosen deity, immediately gain +50 Faith Points.
Invincible Will - Whenever the user lands a successful attack, they gain half the damage back as faith points. These faith points are temporary and will disappear at the end of combat.
If successfully sacrificed to their chosen deity, the user may gain a boon of +50 faith points immediately.
The Chosen - Can only be used if Faith Point totals area at 750. Grants the user the ability to add (+Faith Point Total) to their ability modifiers, HP and EP totals. Once used, the user is knocked out for ECL weeks.
While above a certain range, the Chosen gains the following bonuses:
100 - AC+10, Faith Points + 10 per action taken
200 - All attacks have a chance to stun
350 - All attacks regain HP and EP by half damage dealt
500 - Gain the unique blessing of your chosen deity
750 - All spell effects/attacks now ignore gnosis
1000 - Create a force field that deals (ECL) damage to all enemies while healing HP and EP of allies for (Faith Point total). Damage dealt also affects EP and Faith Points of targets.